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Fantasy Role-Playing On the World of

Telostic

Book "D
"D":
The Supernatural

By
Marcus and Karen Shields

 Telostic Corporation 2000


! Shakhàn 2000: The Supernatural / Magic Spells "

17. Deities and Religions of Northern Ushù'l .............................................................................................................................1


17.1. Features of the Deities ............................................................................................................................................1
17.2. Principles of Worship ..............................................................................................................................................1
17.3. Major Deities of Northern Ushù'l .............................................................................................................................2
17.3.1. Faiths of the Khùl-Tlassù .......................................................................................................................2
17.3.2. Faiths of the Khùl-Mhazàshii..................................................................................................................2
17.3.3. Faiths of the Khùl-Nolgùn ......................................................................................................................2
17.3.4. "Non-Mainstream" Religions ..................................................................................................................2
17.4. Religious Philosophy...............................................................................................................................................3
17.5. Theories of the Pantheon........................................................................................................................................3
17.5.1. The Mzyshmlé-tà-Akèlmlé......................................................................................................................3
17.5.2. The Mzyshmlé-tà-Khùlmlé .....................................................................................................................4
17.6. Religious Conflict and Tolerance ............................................................................................................................4
17.7. Major Religions of Roctien ......................................................................................................................................4
17.7.1. Vìrya Fèftian-Ithé ...................................................................................................................................5
17.7.2. Væran Ro'sènnpâdr ...............................................................................................................................5
17.7.3. Vìrya Nìa ................................................................................................................................................6
17.7.4. Væran Za-R'hàak...................................................................................................................................6
17.7.5. Væran Bà'altschavùu .............................................................................................................................6
17.7.6. Væran/Vìrya Kikiri ..................................................................................................................................6
17.7.7. Vìrya Tiryé-Habéla .................................................................................................................................7
17.7.8. Væran Bssìro .........................................................................................................................................7
17.7.9. Vìrya Hé-Enriath ....................................................................................................................................7
17.7.10. Væran Hnélo-Tràniss...........................................................................................................................8
17.7.11. Væran Rssà-Urutàngk .........................................................................................................................8
17.8. Lesser Religions of Roctien ....................................................................................................................................8
17.8.1. Vìrya Karènn-R'Làché............................................................................................................................8
17.8.2. Vìrya Nanyë ...........................................................................................................................................8
17.8.3. Væran Vo'Hlakànss ...............................................................................................................................8
17.8.4. Væran Hadda-Làtonn ............................................................................................................................9
17.8.5. Væran Henns.........................................................................................................................................9
17.8.6. Vìrya J'Ràlrishé-Slé................................................................................................................................9
17.8.7. Væran On ..............................................................................................................................................10
17.8.8. Væran Wròb-Riàhyal .............................................................................................................................10
17.8.9. Væran H'òngg-Hélé ...............................................................................................................................10
17.8.10. Vìrya Yog-Ròthe ..................................................................................................................................10
17.8.11. B'àbb-B'bògg........................................................................................................................................10
17.8.12. The Nameless One ..............................................................................................................................11
17.8.13. Væran Ya-Epré ....................................................................................................................................11
17.9. Minor Religions and Cults .......................................................................................................................................11
17.10. Demons And Other Beings ...................................................................................................................................12
17.11. Deities of the Rare Sapient Species .....................................................................................................................14
17.12. Foreign Temples and Religions ............................................................................................................................14
17.13. Other Supernatural Beings....................................................................................................................................15
18. Secular and Religious Magic.................................................................................................................................................17
18.1. Magic In the Campaign Setting ...............................................................................................................................17
18.2. The Antratschèldor-haii ...........................................................................................................................................17
18.2.1. The Thirteen Brotherhoods ....................................................................................................................17
18.2.2. The Circle of Antratschèldor-haii............................................................................................................18
18.2.3. Philosophies within the Antratschèldor-haii ...........................................................................................19
18.2.4. Communication Within the Antratschèldor-haii......................................................................................19
18.2.5. Rank Titles of the Antratschèldor-haii ....................................................................................................19
18.3. Clerics and Other Magic-Users ...............................................................................................................................20
18.4. General Rules of Magic...........................................................................................................................................20
18.4.1. Characteristics of Spells ........................................................................................................................20
18.4.2. Magic Resistance...................................................................................................................................22
18.4.3. Casting Spells ........................................................................................................................................22
18.4.3.1. Modifiers to Spell Casting Chances......................................................................................22
18.4.3.2. Spell Double-Effects and Backfires ......................................................................................23
18.4.3.3. Diametric and Opposed Religion Restriction........................................................................23
18.4.3.4. Inexperienced Caster Hazard ...............................................................................................23

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18.4.3.5. Multiple-Spell Limit............................................................................................................... 24
18.4.4. Magic Energy Points ............................................................................................................................. 25
18.4.5. Magic Energy Accrual ........................................................................................................................... 25
18.4.5.1. Energy Accrual for Magic-Users .......................................................................................... 25
18.4.5.2. Energy Accrual for Clerics ................................................................................................... 25
18.4.6. Magical Energy Storage........................................................................................................................ 25
18.4.7. Spell Cancellation ................................................................................................................................. 26
18.4.8. Initial and Absolute Spell Learning Capacity......................................................................................... 26
18.4.9. Requirements for Learning Spells......................................................................................................... 26
19. Magic Spells of Northern Ushù'l........................................................................................................................................... 29
19.1. Directed-Energy Spell Characteristics.................................................................................................................... 29
19.1.1. Directed-Energy Effects Past Maximum Range .................................................................................... 29
19.2. "Wall/Cloud"-Type Spell Characteristics ................................................................................................................ 29
19.3. Spell Recognition and Identification ....................................................................................................................... 29
19.3.1. Spell Initiation Awareness Check.......................................................................................................... 29
19.3.2. Spell Manifestation Awareness Checks ................................................................................................ 30
19.4. Spells That Auto-Expend Energy Points ................................................................................................................ 30
19.5. Restricted-Applicability Religious Magic................................................................................................................. 30
19.6. General Spell List ................................................................................................................................................... 31
19.6.1. Airmaking .............................................................................................................................................. 31
19.6.2. Antisilicacy / Petrifaction ....................................................................................................................... 31
19.6.3. Armourpowering / Armourcursing ......................................................................................................... 32
19.6.4. Armourstoning....................................................................................................................................... 32
19.6.5. Aspect Of The Fauna ............................................................................................................................ 33
19.6.6. Aspect Of The Flora .............................................................................................................................. 33
19.6.7. Aspect Of The Water-Dweller ............................................................................................................... 34
19.6.8. Beast-Beguilement................................................................................................................................ 34
19.6.9. Beastspeaking ...................................................................................................................................... 35
19.6.10. Bodysizing........................................................................................................................................... 35
19.6.11. Bolt of Disintegration........................................................................................................................... 35
19.6.12. The Bolt of Refulgent Light (Sunbeam)............................................................................................... 36
19.6.13. The Bounty of the Hidden Arts ............................................................................................................ 37
19.6.14. The Calling of the Stone Spirit ............................................................................................................ 37
19.6.15. Castigation .......................................................................................................................................... 37
19.6.16. Catchblessing / Catchcursing ............................................................................................................. 39
19.6.17. Characteristic Mutation ....................................................................................................................... 40
19.6.18. Clone................................................................................................................................................... 40
19.6.19. Coldbolt............................................................................................................................................... 41
19.6.20. Coldsafety ........................................................................................................................................... 42
19.6.21. Compulsion of the Quest .................................................................................................................... 42
19.6.22. Confusion............................................................................................................................................ 42
19.6.23. Cornucopism....................................................................................................................................... 43
19.6.24. Creation of the Sinister Little One ....................................................................................................... 43
19.6.25. Cursefinding........................................................................................................................................ 44
19.6.26. Cursehealing....................................................................................................................................... 45
19.6.27. Deathproofing ..................................................................................................................................... 45
19.6.28. Depetrifaction...................................................................................................................................... 46
19.6.29. Discomprehension .............................................................................................................................. 46
19.6.30. Divinespicing....................................................................................................................................... 46
19.6.31. The Divine Tankard............................................................................................................................. 46
19.6.32. Doorlocking / Undoorlocking ............................................................................................................... 47
19.6.33. Electric Shock ..................................................................................................................................... 47
19.6.34. Emotionsending .................................................................................................................................. 47
19.6.35. Enchantmentsensing .......................................................................................................................... 48
19.6.36. Enflowering / Reflowering ................................................................................................................... 48
19.6.37. ESP ..................................................................................................................................................... 49
19.6.38. Fireball ................................................................................................................................................ 49
19.6.39. Flash ................................................................................................................................................... 50
19.6.40. Fogwall................................................................................................................................................ 51
19.6.41. Forcechain .......................................................................................................................................... 51
19.6.42. Forcewhip............................................................................................................................................ 52
19.6.43. Frosty Touch ....................................................................................................................................... 52

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! Shakhàn 2000: The Supernatural / Magic Spells "
19.6.44. Generic Priestly Miracles .....................................................................................................................53
19.6.44.1. Religions of the Khùl-Tlassù...............................................................................................53
19.6.44.2. Religions of the Khùl-Mhazàshii .........................................................................................53
19.6.44.3. Religions of the Khùl-Nolgùn ..............................................................................................53
19.6.44.4. "Non-Mainstream" or Other Religions.................................................................................53
19.6.45. The Greater Sinister Screen ................................................................................................................53
19.6.46. Hastening / Entorporing .......................................................................................................................54
19.6.47. Healing / Harming ................................................................................................................................54
19.6.48. Healthblessing .....................................................................................................................................55
19.6.49. Heatsafety............................................................................................................................................56
19.6.50. Hotbolt..................................................................................................................................................56
19.6.51. Infravision.............................................................................................................................................56
19.6.52. Insect-Beguilement ..............................................................................................................................57
19.6.53. Insubstantiality .....................................................................................................................................57
19.6.54. Invigouration / Disinvigouration............................................................................................................58
19.6.55. Invisibility..............................................................................................................................................58
19.6.56. The Invisible Prod of Red Agony .........................................................................................................59
19.6.57. Ironskin ................................................................................................................................................60
19.6.58. Itempowering .......................................................................................................................................60
19.6.59. Jump / Stumble ....................................................................................................................................61
19.6.60. The Knowing Of Dispositions...............................................................................................................61
19.6.61. The Lesser Sinister Screen..................................................................................................................62
19.6.62. The Lesser Sinister Symbol .................................................................................................................62
19.6.63. Levelrestoring / Levelstealing ..............................................................................................................63
19.6.64. Lifefinding ............................................................................................................................................63
19.6.65. Lifegiving / Lifestealing ........................................................................................................................63
19.6.66. Lifestealing...........................................................................................................................................64
19.6.67. Lightmaking .........................................................................................................................................64
19.6.68. Liquidtaming ........................................................................................................................................65
19.6.69. Location and Secretion ........................................................................................................................65
19.6.70. Lockdebarring ......................................................................................................................................65
19.6.71. Lodeseeking ........................................................................................................................................66
19.6.72. Magic Spring ........................................................................................................................................66
19.6.73. Magicreading .......................................................................................................................................67
19.6.74. Magnetism ...........................................................................................................................................67
19.6.75. The Merciful Cure of Savage Bestiality ................................................................................................67
19.6.76. Metalchanging......................................................................................................................................69
19.6.77. Metalheating / Metalcooling .................................................................................................................69
19.6.78. Metalsafety...........................................................................................................................................69
19.6.79. Mindsearching......................................................................................................................................70
19.6.80. Mindshock............................................................................................................................................70
19.6.81. The Miracle of Divine Perversity ..........................................................................................................71
19.6.82. The Miracle of Eternal Serenity............................................................................................................72
19.6.83. The Miracle of The Eternal Stage ........................................................................................................73
19.6.84. The Miracle of Heavenly Mercy............................................................................................................78
19.6.85. The Miracle In Deepest Shadows Dwelling..........................................................................................79
19.6.86. The Miracle of Shining Valour..............................................................................................................84
19.6.87. The Miracle of Him Who Chastens ......................................................................................................85
19.6.88. The Miracle of Warlike Victory .............................................................................................................88
19.6.89. The Miracle of Triumphant Devastation ...............................................................................................89
19.6.90. The Miracle of Wisdom ........................................................................................................................90
19.6.91. Necrofacture ........................................................................................................................................91
19.6.92. The Negation Of Sinister Energies ......................................................................................................91
19.6.93. Plant-Beguilement................................................................................................................................92
19.6.94. Plantsizing............................................................................................................................................92
19.6.95. Phantasmalism ....................................................................................................................................92
19.6.96. Pool of the Energies.............................................................................................................................94
19.6.97. Poisonfinding .......................................................................................................................................94
19.6.98. Pyrotechnics ........................................................................................................................................94
19.6.99. Refuge From the Hidden Arts ..............................................................................................................95
19.6.100. Repulsion ...........................................................................................................................................95
19.6.101. Sandfirming........................................................................................................................................96

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! Shakhàn 2000: The Supernatural / Magic Spells "
19.6.102. The Screen Against Projected Demise ............................................................................................. 96
19.6.103. Selfblending ...................................................................................................................................... 96
19.6.104. Senseheightening / Sensenumbing .................................................................................................. 97
19.6.105. The Serpentine Staff ......................................................................................................................... 98
19.6.106. Shadowing ........................................................................................................................................ 98
19.6.107. Shatter .............................................................................................................................................. 99
19.6.108. The Shout.......................................................................................................................................... 99
19.6.109. The Sinister Grandeur....................................................................................................................... 100
19.6.110. The Sinister Tinderbox ...................................................................................................................... 100
19.6.111. Sleep................................................................................................................................................. 100
19.6.112. Sonic Blast ........................................................................................................................................ 101
19.6.113. Sparkbolt........................................................................................................................................... 101
19.6.114. Special Sight ..................................................................................................................................... 102
19.6.115. Stonemelting / Stonehardening......................................................................................................... 102
19.6.116. Stoneskin .......................................................................................................................................... 103
19.6.117. Strengthening / Enfeeblement .......................................................................................................... 103
19.6.118. Suggestion / Beguilement / Bewitchment.......................................................................................... 104
19.6.119. The Summoning................................................................................................................................ 104
19.6.120. Symbol of the Fauna ......................................................................................................................... 105
19.6.121. Symbol of Flame / Symbol of the Fire-Lord....................................................................................... 105
19.6.122. Symbol of the Flora ........................................................................................................................... 106
19.6.123. Teleportation ..................................................................................................................................... 106
19.6.124. Thunderbolt / Thunderball ................................................................................................................. 107
19.6.125. Thunderclap ...................................................................................................................................... 108
19.6.126. Tongueknowing................................................................................................................................. 108
19.6.127. The Undying Light / The Radiance of Heaven .................................................................................. 108
19.6.128. Unintoxication / Intoxication .............................................................................................................. 109
19.6.129. Venomhealing / Envenoming ............................................................................................................ 109
19.6.130. Venomsafety ..................................................................................................................................... 109
19.6.131. Verdant Wall ..................................................................................................................................... 110
19.6.132. Vinetrap............................................................................................................................................. 110
19.6.133. Vivisilicacy......................................................................................................................................... 111
19.6.134. Wall of Flame.................................................................................................................................... 111
19.6.135. Wall of Iron........................................................................................................................................ 112
19.6.136. Wall of Poisons ................................................................................................................................. 112
19.6.137. Wall of Stone .................................................................................................................................... 112
19.6.138. Waterbreathing ................................................................................................................................. 113
19.6.139. Waterdividing .................................................................................................................................... 113
19.6.140. Waterwalking .................................................................................................................................... 113
19.6.141. Warblessing / Warcursing................................................................................................................. 114
19.6.142. Warmhealing..................................................................................................................................... 114
19.6.143. Weaponpowering / Weaponcursing.................................................................................................. 114
19.6.144. Weatherseeing.................................................................................................................................. 116
19.6.145. Wisdompreserving ............................................................................................................................ 116
19.6.146. The Wondrous Rug of the Lady of Wisdom...................................................................................... 116
19.6.147. Woodskin .......................................................................................................................................... 117
19.6.148. Woodstoning..................................................................................................................................... 117
20. Spell Lists Of the Temples and the Antratschèldor-haii ............................................................................................ 119
20.1. Spells of "Special Case" Casters ............................................................................................................. 119
20.2. Spells of the Antratschèldor-haii .............................................................................................................. 120
20.2.1. Fàani-Avàia............................................................................................................................. 120
20.2.2. Chélé-Avàii ............................................................................................................................. 120
20.2.3. Naha-Avàia ............................................................................................................................. 121
20.2.4. Nàhal-Osdéa........................................................................................................................... 121
20.2.5. Enja-Osdeön........................................................................................................................... 121
20.2.6. Osda-Osdéam ........................................................................................................................ 121
20.2.7. Osdez-Gozròl.......................................................................................................................... 121
20.2.8. Gohlaa-Gozàan ...................................................................................................................... 121
20.2.9. Félékan-Gozchàal................................................................................................................... 122
20.2.10. Zeiatez-Fèlek ........................................................................................................................ 122
20.2.11. Kybàhri-Fèleor ...................................................................................................................... 122
20.2.12. Fàanel-Féléòdji ..................................................................................................................... 122

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20.2.13. Mahkàilh ................................................................................................................................122
20.3. Temples of the Khùl-Tlassù ......................................................................................................................123
20.3.1. Vìrya Fèftian-Ithé .....................................................................................................................123
20.3.2. Væran Ro'sènnpâdr.................................................................................................................123
20.3.3. Væran Za-R'hàak ....................................................................................................................123
20.3.4. Vìrya Nanyë .............................................................................................................................123
20.3.5. Vìrya Nìa..................................................................................................................................123
20.3.6. Vìrya Karènn-R'Làché .............................................................................................................123
20.3.7. Væran Vo'Hlakànss .................................................................................................................123
20.4. Temples of the Khùl-Mhazàshii.................................................................................................................123
20.4.1. Væran Bà'altshavùu ................................................................................................................123
20.4.2. Vìrya Tiryé-Habéla...................................................................................................................123
20.4.3. Væran Hènns ..........................................................................................................................124
20.4.4. Væran/Vìrya Kikiri....................................................................................................................124
20.4.5. Væran Hadda-Làtonn ..............................................................................................................124
20.4.6. Vìrya J'Ràlrishé-Slé .................................................................................................................124
20.5. Temples of the Khùl-Nolgùn .....................................................................................................................124
20.5.1. Væran Bssìro...........................................................................................................................124
20.5.2. Væran Rssà-Urutàngk .............................................................................................................124
20.5.3. Væran Hnélo-Tràniss...............................................................................................................124
20.5.4. Vìrya Hé-Enriath ......................................................................................................................124
20.5.5. Væran H'òngg-Hélé .................................................................................................................125
20.5.6. Vìrya Yog-Ròthe ......................................................................................................................125
20.6. Other and "Non-Mainstream" Religions ....................................................................................................125
20.6.1. The Cult of the Prophet............................................................................................................125
20.6.2. Væran Ya-Epré........................................................................................................................125
20.6.3. Væran On ................................................................................................................................125
20.6.4. B'àbb-B'bògg ...........................................................................................................................125
20.6.5. Væran Wròb-Riàhyal ...............................................................................................................125
20.6.6. The One of the Dark Horn**.....................................................................................................125
20.6.7. The Red One ...........................................................................................................................125
20.6.8. The Ancient One of Nightmares ..............................................................................................125
20.6.9. The Nameless One..................................................................................................................125

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# Book "D
"D" - Table of Contents $
! Shakhàn 2000: The Supernatural "
17. Deities and Religions of Northern Although the Gods are
vastly more powerful
Ushù'l than humans and other
mortals, They are

T
here are few atheists or agnostics in northern Ushù'l, as in most other parts believed to be neither
of Telostic. It is, of course, probable that even were the Gods not to exist, omnipotent nor
man and the other sapient races would have to invent Them to explain the omniscient even when
many natural forces over which he and they have no control. However, for dwelling in their
better or worse there is much hard, tangible proof that supernatural intelligences respective "native"
vastly more powerful than humanity or, for that matter, any of the known sapient environments. It is
races, both do exist and sometimes intervene in everyday life. thought that the
Given certain circumstances, such as a religious ceremony or more prosaically an capabilities of a God or
act of religious magic, humanity and most of the sapient races can both Goddess are greatest
communicate with and use the powers of the "Gods". Exactly what these beings over subjects nearest to
are, and whether they are even the same entities so devoutly worshipped by the the deity's own
common folk of Roctien, is impossible to ascertain by the methods currently essence; thus, mighty
available to humankind, but their existence is an indisputable fact. Ro'sènnpâdr has
almost complete control
Situational Note over and knowledge of
martial affairs but very
The deities of Telostic are mighty, supernatural, ultra-dimensional entities, as far little over the gentle arts
beyond the ken of humanity and the other mortal races as a human being is of healing and fertility,
beyond the comprehension of an insect. They move by forces that mortal beings whose province is the
cannot begin to understand, much less contest or vanquish. There is, therefore, essence of the Earth-
no chance– at least, within a properly managed Shakhàn campaign– of a player Mother, Vìrya Fèftian-
character, however powerful, well-equipped and/or experienced, "killing" or Ithé. Conversely,
otherwise defeating a being such as mighty Væran Ro'sènnpâdr or the dread One unless opposed by
With No Name. Indeed, to directly confront even one of the greater demonic another immortal
servitors of the true deities would virtually guarantee utter destruction of any beings, the Gods are
mortal character likely to be created, or encountered, in a campaign being run reputed to be able, to a
correctly by a competent Referee. A priestess of Vìrya J'Ràlrishé-Slé, Lady of the Moons, limited degree, to
prepares for the sacrificial Rites of Hpìthya "wish" events to occur:
The Referee, in deciding the abilities of the deities to deal with mortal characters,
in the words of the
should always keep in mind the game setting; these beings are powerful enough
famous sage Mimulâno of Jtam Yss*, "our Lords the immortal Gods need but will
to have saved the planets of an entire solar system from crashing into each other,
a thing to be, and behold! It is thus!".
as a result of the original cataclysm. The only real defence a character has against
a Telostician deity, is the fact that the Gods (for reasons known only to For some unknown reason, the divine ability to "wish" appears to be less limited in
Themselves) rarely intervene on the mortal plane. When and if they do, an scope when granting the request of a lesser being, than it is when the deity
excellent course of action for a mortal character is to grovel and hope the deity is intervenes on the material plane directly. For example, although the Gods seem to
upset with someone else! be unable to move Themselves forward or backward in the temporal continuum –
and, indeed, there are references to deities who supposedly have vanished from
17.1. Features of the Deities Telostic's plane with the passage of time – They have, on rare occasions,
propelled mortals back or ahead in time. Only a few of the deities, furthermore,
Many of the common representations of the Gods depict Them in roughly
have exhibited any ability to foretell future events, and of these fewer still are
anthropomorphic form and gender, although there are dramatic exceptions,
willing to share the knowledge with inferior beings.
especially with the "Non-Mainstream" faiths (see below). This may be a reflection
of the greater influence members of the more numerous human and Bènli races Most deities, the legends tell, are immortal at least in the sense that They can only
have had on Temple beliefs– but the few mortals to have had direct contact with be "slain", if such a description applies, by one of Their own kind and then only
the Gods, when free to speak without fear of offending religious dogma, report under certain circumstances. Moreover, the fates of several of the Gods and
that most of Them manifest Themselves in totally unfamiliar (usually, indistinct or Goddesses are supposedly "preordained"; Their passing from the universe is
irregular) shapes with no recognizable sex or species. Indeed, there are both male predetermined by Fate to take place at a given time, and nothing any entity, divine
and female manifestations known of almost all the major deities, with the or not, can do will affect this. An alternative view regarding divine immortality is
exception of only a few Gods and Goddesses, for example Væran Ro'sènnpâdr, that the Gods cannot die in any sense, but can instead be "banished from reality"
Vìrya Nanyë and Væran Rssà-Urutàngk. It is certainly true that the Gods can for a variable amount of time, usually eons in mortal terms. This raises the
appear in the forms of the sapient races when They so choose, but there is no interesting possibility that some deities who the legends say "died" in antiquity
reason to assume that this is what They actually look like. may, one day, return to Telostic's native dimension... with unpredictable results,
one may be sure!
It is known that the deities, and their servitors and other supernatural creatures, do
not reside on the physical plane familiar to the living beings of Telostic. Where * A large city in Amplaë famous for supernatural events that allegedly took place
each God "lives", if such a term applies, is the subject of the doctrine of His or Her in, or close to, it in the Second Age.
individual Temple– but in general it is clear that most of the deities seem to
control, and are at Their greatest power, in one or more alternate planes or 17.2. Principles of Worship
dimensions. Given the proper enchantments and devices, travel to and from these
realms is possible, if very difficult, for both the Gods and Their followers. Religious dogma, including in most cases a code of personal conduct (somewhat
similar to the Judeo-Christian "Ten Commandments") appropriate to each deity, is
Also, the powers of a deity can be extended from His or Her own plane to that of promoted and enforced by the hierarchies of its Temple. In return for Their aid, the
Telostic, though at a greatly reduced level. It is through this mechanism, it is Gods are said to demand behaviour in keeping with Their particular "themes".
thought, that most of the recorded acts of the Gods, and of the religious magic of Thus, a follower of valorous Væran Ro'sènnpâdr is expected to use martial skills
Their devotees, on Telostic have taken place. An important implication of this to protect females and children, while one devoted to dark Væran H'òngg-Hélé is
theory is that only under very rare conditions are the Gods and those like Them urged to commit thuggery and murder to bring about the downfall of law and order,
able (or, perhaps, willing?) to actually manifest Themselves on the face of the and a third worshipping perverse Væran/Vìrya Kikiri pleases his or her deity by
planet. This may explain why Telostic has not yet been turned into a charnel- ignoring all but the sexual urges.
house by the mighty energies the deities unleash against each other in Their
supposed battles. There are also references in the teachings of many of the
Temples to some sort of a treaty the Gods have agreed upon that places limits on
the circumstances under which They may engage in conflict. How this is enforced
is unknown, as is how it deals with conduct against beings not party to it-a point of
particular interest to mortal priests and clerics who often violently persecute
followers of other religions.

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While most inhabitants of northern Ushù'l do, indeed, have a sense of moral * Rather unusually for a Temple of northern Ushù'l, the religion of warlike Væran
virtues – for instance, honesty and forthrightness in dealings with one's immediate Ro'sènnpâdr admits only males into its clergy. Most females with an inclination to
neighbours – that is completely independent from the teachings of their chosen the precepts of mighty Ro'sènnpâdr's faith choose to join instead the Temple of
religions, day-to-day moral values are frequently "put aside", when religious issues shining Vìrya Nanyë, which is associated with the former Temple. Women who
are at stake. For example, families that have lived peacefully beside each other are truly interested in a religious/military career mostly gravitate to the Temple of
for years, may engage in irrational activities or even cruel persecution of each Vìrya Tiryé-Habéla, where their acceptance by the religion is more complete.
other, when called upon to do so by religious authorities. No real contradiction is
seen in this dualistic, relativistic system, by the vast majority of the region's 17.3. Major Deities of Northern Ushù'l
citizens, partly due to centuries of acculturation, but mainly because (particularly
outside the Shadowed Empire), religious extremism is uncommon and seldom Those entities accepted as true Gods in Roctien are twenty-seven in number;
interferes with day-to-day social interaction. A family that traditionally worships the Their names and most common titles are found below. It should, however, be
Painted One, lewd Væran/Vìrya Kikiri, for example, will engage in obscene, noted that the list reflects only the Rocto-Ardae view of the pantheon; other deities
lascivious ritual orgies once or twice per year, but will otherwise go about its are worshipped in foreign regions and some of these differ dramatically from the
business as would any other group of characters of the same social class with Gods with which a Rocto-Ardae citizen would be familiar.
little notice from the rest of society.
The religion a character from most parts of northern Ushù'l has been raised in can
How much importance adherence to Temple dogmas have to the actual God or also be determined by consulting the following tables.
Goddess involved is difficult to tell. This is not only because Their values must be
17.3.1. Faiths of the Khùl-Tlassù
translated into terms intelligible by mortals, but also because a vast gulf separates
the nature and level of existence of the Gods and Their subjects. Why the Gods
require conduct of a particular type from mortals is unknown, although legends Dice Roll Religion
claim that on occasion several of Them have needed the help of worshippers in 01-05 Vìrya Fèftian-Ithé, the Earth-Mother, Goddess of Life
conflicts with each other and with other supernatural creatures. From this, the
06-35 Væran Ro'sènnpâdr, the Valiant One, God of Just War
theory has arisen that when a mortal supplicant pays homage to his or her deity
(especially through prayer or meditation, but also by means of ceremony or 36-65 Væran Za-R'hàak, God of the Hereafter, Guardian of the Gates
sacrifice), the God or Goddess involved somehow gains power– or, perhaps, is 66-70 Vìrya Nanyë, Goddess of Purity, She Who Shines
given more leave to use the powers He or She already has on the mortal plane.
71-90 Vìrya Nìa, Sagess of Heaven, Keeper of Wisdom
Because there is no objective way to measure the powers of the Gods, the 91-92 Vìrya Karènn-R'Làché, Forest-Maiden, Goddess of the Woodfolk
veracity of this theory is impossible to determine, but it does certainly seem that
those deities to whom the most widely-worshipped Temples are devoted are more 93-95 Væran Vo'Hlakànss, He Who Howls, Dweller Upon the Winds
likely to take part in mortal affairs. However, there are very powerful deities who 96-00 A Demigod devoted to one of the above
seem to have relatively few mortal worshippers, and conversely others who are
widely worshipped yet who, according to legend, are weaker. The Gods 17.3.2. Faiths of the Khùl-Mhazàshii
Themselves are probably the only beings who know the truth.
Dice Roll Religion
Another important detail regarding Temple dogma is that the doctrines of almost
all of the major religions of northern Ushù'l prohibit– or, at least, strongly 01-15 Væran Bà'altshavùu, Master of Trade and Opulence
discourage– worship of more than one deity or membership in more than one 16-50 Vìrya Tiryé-Habéla, Goddess of Battles, Seeker of Riches
Temple, at any given time. This is one restriction that does seem to have a valid
basis in the wishes of the deities Themselves, as far as can be determined: few of 51-70 Væran Hènns, Father of the Arts, Actor Upon the Many Planes
the Gods and/or Goddesses will intervene on the mortal plane to assist a putative 71-85 Væran/Vìrya Kikiri, the Painted One, God(dess) of Sexuality
follower with "divided loyalties". There are some exceptions to this stricture, mostly 86-90 Væran Hadda-Làtonn, Overseer of the Flowing Stream
based in the mythological or eschatological histories of certain of the major
deities; for example, the Temple, and, to some extent, doctrine of mighty Væran 91-95 Vìrya J'Ràlrishé-Slé, Mistress of the Beasts, Lady of the Moon
Ro'sènnpâdr is closely related to that of virtuous Vìrya Nanyë, so an individual 96-00 A Demigod devoted to one of the above
mortal can be a lay follower (but not a cleric) of both these religions
simultaneously. A similar association exists between the Temples of luxurious 17.3.3. Faiths of the Khùl-Nolgùn
Væran Bà'altshavùu and of multi-voiced Væran Henns, while a more tentative and
loose one stands between the Temples of the "evil" God of War, terrible Væran Dice Roll Religion
Rssà-Urutàngk, and of the Lord of the Bloody Whip, cruel Væran Hnélo-Tràniss.
01-20 Væran Bssìro, Bringer of Red Ruin, the Flame of Heaven
Another, more frequently encountered exception has to do with the divine servitors
21-40 Væran Rssà-Urutàngk, He of the Black Mace, God of Dark War
of the major deities. Most true Gods are associated with several lesser (but still
extremely powerful) demons or demigods, each of whom may be propitiated by a 41-60 Væran Hnélo-Tràniss, God of Slavery, User of the Barbed Whip
mortal follower without incurring the wrath of the "parent" deity. A good example of 61-80 Vìrya Hé-Enriath, Goddess of Evil Visions, Mistress of Demons
this would be the relationship between shining Væran Ro'sènnpâdr and the
Marshal of His Legions From the Sun-Lit Beyond, Vòrin Alshrenàthu; a mortal can 81-90 Væran H'òngg-Hélé, Assassin of Eternity, God of Hate
make offerings to, and hope for assistance from, stalwart Alshrenàthu without 91-95 Vìrya Yog-Ròthe, Mistress of the Icy Waste, Goddess of Frosts
affecting his or her standing with the parent deity, great Ro'sènnpâdr. 96-00 A Demigod devoted to one of the above
The situation as far as members of the clergy are concerned is more complex,
and varies considerably from religion to religion. For example, within the Temple 17.3.4. "Non-Mainstream" Religions
of Væran Ro'sènnpâdr, an individual warrior-priest must declare himself devoted
to either Vòrin Alshrenàthu, or to that divine being's own master, mighty Dice Roll Religion
Ro'sènnpâdr Himself. The priest may not wear the regalia or advance through the 01-10 The Cult of the Prophet ◊◊
hierarchies of both branches of the Temple simultaneously, although he* will,
indeed, be required to participate in rituals held jointly between the adherents of 11-30 Væran Ya-Epré, God of Magic, Ancient One of Mysteries
faithful Vòrin Alshrenàthu and of puissant Væran Ro'sènnpâdr. Furthermore, he 31-50 Væran On, Great One of Grey on Grey, Who is Known to None
will be able to use some of the religious magic of the parent religion, while a priest
51-70 B'àbb-B'bògg, Mistress/Master of Decay, She Who Rots* (**)
devoted to powerful Væran Ro'sènnpâdr would similarly be able to use some, but
not all, of the enchantments "owned" by the sub-branch of the Temple devoted to 71-80 Væran Wròb-Riàhyal, God of the Abyss, Master of the Deeps
Vòrin Alshrenàthu. Many such situations, most with variations unique to the 81-83 The One of the Dark Horn ◊
Temple concerned, can be found in the other major religions of northern Ushù'l.
84-86 The Red One ◊
87-90 The Ancient One of Nightmares ◊
91-95 The Nameless One, Foe of All Being, Lord of the Undead*
96-00 A Demigod devoted to one of the above

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17.5. Theories of the Pantheon
* It is very unlikely that a character, however high his or her Rank, would worship The reasons the some of the Gods are opposed to each other are as obscure as
these deities openly; the Referee should, therefore, roll again for another religion They are, but from a mortal perspective, it has proved necessary to group Them
to be used as a "cover" for the character's real faith. into several general classes so that Their followers may know which faiths are
compatible. It is again apparent that very little is known about what the deities
** Vìrya B'àbb-B'bògg is sometimes considered to be a member of the Khùl-
Themselves think about being categorized in this way, or even whether there
Nolgùn, although Hers is not a popular religion even in "evil" regions such as the
might not be serious errors in the relationships mortals have discerned between
Shadowed Empire. Note also that some tracts list this deity as being of male
Them. This understood, the following may be noted.
gender, although such distinctions are probably irrelevant.
There are two related means by which the deities are classed; these are
◊ These three deities fall outside conventional religious theories; see "Other
respectively known of in the Rocto-CathSìnnian language as the Mzyshmlé-tà-
Supernatural Beings" below. Akèlmlé (mzEEsh-melay tah ahKEL-melay) (The Pantheon of Precedence) and
◊◊ This is a monotheistic religion similar to early Islam on Earth (see below). the Mzyshmlé-tà-Khùlmlé (mzEEsh-melay tah KOOL-melay) (The Pantheon of the
Trinity). Of the two, the Mzyshmlé-tà-Khùlmlé is more widely observed in the
Roctien-Ardtien area, but there are factions of virtually every organized religion
that support the use of its rival, and arguments over which is closer to the truth
17.4. Religious Philosophy have often resulted in temple conflicts and even schisms.

A
lthough each Temple obviously holds to its own doctrines and promotes 17.5.1. The Mzyshmlé-tà-Akèlmlé
its own faith as superior to all others, there are certain topics on which
most agree as well as towards which most prescribe common behaviour. The Mzyshmlé-tà-Akèlmlé attempts to group the deities by the order They are
In part, this is because many religious legends are, with minor variations, alleged to have appeared in legend. According to this doctrine, there are five types
shared by different Temples– thus, since deities other than one's own can figure in of Gods: the Ones of Oldest Existence, the Primal Lords, the Latter Lords, the
one's own mythology, it follows that Their existence as divine beings must at least Great Spirits and the "Removed Ones".
be conceded by one's Temple. One manifestation of this is the nearly universal
The Ones of Oldest Existence are, according to the Mzyshmlé-tà-Akèlmlé, the
use of the terms Væran* ("Supernal Lord") for a "male" deity and Vìrya ("Supernal
"eldest" and most powerful deities, because (according to legend) They are the
Lady") for a supposedly "female" one. All of the mainstream religions use these
least corrupted by contact with mortal affairs and the most like the original
titles as an indication of respect when referring to deities other than the religion's
perfection of the universe. This very purity, however, causes Them to be least
own; even the most fanatical priests and priestesses are not stupid enough to
comprehensible to mortal followers, with very rare appearances on Telostic and
insult or anger a god, even if he, she or it happens to be opposed to one's own
completely obscure motives. Religions devoted to these deities are usually difficult
chosen deity.
to find and are often forced underground into cult status. The only one of the
There are three words for "religion" or "faith" in the Rocto-CathSìnnian language, Rocto-Ardae Gods definitely known to belong to the Ones of Oldest Existence is
as befits the involved and convoluted beliefs in the supernatural commonly held insensate Væran On, It (no gender is ever specified) of The Endless Grey, but
by sapients in Roctien. The most commonly used one, azysh (ahzEEsh), denotes some hold Væran Wròb-Riàhyal (Master of the Blue Depths) or even the dreaded
"the general religious system" or, more specifically, "the Pantheon". The second Nameless One (Lord of Undeath and Unbeing) to belong to this group.
word for "religion", akhranìsh, means one's personal faith or Temple, while the
The Primal Lords, the second category established by the Mzyshmlé-tà-Akèlmlé,
third word, aklèl, denotes religious philosophy in a broad moral sense, in other
comprise those deities whose essence is of natural forces that can have a
words including epistemological and phenomenological philosophy that is not
purpose unconnected with the doings of mortal beings. Thus, the most important
directly religious in nature but which affects man's view of the universe.
Primal Lords are held to be Væran Bssìro, (Master of Incandescent Furies), the
In a more broad sense, all but the most fanatical devotees of the Temples accept God of Fire; Vìrya Yog-Ròthe, (Frozen Patroness of the Icy Wastes); Væran
the validity of the Chlòkh Azyshmé (shLOKeh aizEEshmay), or "Saga of the Vo'Hlakànss, (He Who Makes the Winds) and several others. The Primal Lords
Divine"; this is a lengthy poem which, allowing for variations in detail and are all considered "powerful" beings, relatively speaking, and although some of
interpretation between the different religions, forms the written foundation upon Them are thought to intervene frequently on the mortal plane They are on the
which most current religious attitudes are based. In its 345 rhythmic verses, often whole difficult to "please" as Their motives often have little to do with ideas
sung or read to music, the Saga provides legendary explanations not only for the understandable to creatures of human intelligence.
presence and doctrines of the Gods, but also for other vital phenomena such as
The third of the five groups of the Mzyshmlé-tà-Akèlmlé is that of the Latter Lords;
life, death, the formation of the universe and the mortal races' place in it. In some
these, according to the tradition, are deities whose purposes seem to be most
ways, the Chlòkh Azyshmé provides a much clearer way of classifying religions
concerned with the doings of the lesser races. These Gods and Goddesses, as
than does either the Mzyshmlé-tà-Khùlmlé or the Mzyshmlé-tà-Akèlmlé, in that all
near as can be determined, represent forces that cannot have meaning without
the deities named within it play a part in its narrative– those not named are
the existence of sapient creatures (e.g. love, hate, the Arts, etc.). Of all of the
presumably of "different" origins.
three categories, among the Latter Lords are found those deities most likely to
Opinions differ as to how the Saga itself was created; some Temples maintain interfere in everyday life; however, They are thought the least powerful of all the
that it "has been the Word ere the world was young and our Lords the immortal true Gods.
Gods proclaimed it Their will", while other, less dogmatic scholars believe that it
As examples of deities of the Latter Lords one might mention shining Ro'sènnpâdr
was either imported to Roctien from lands south of the Nòlan Oblé in the Third
(White Warrior of Ultimate Courage), cunning Væran Bà'altschavùu (Patron of
Age, or was compiled by an unknown group of authors in the far west during the
Commerce and Profit) or cruel Væran Hnélo-Tràniss (Slave-Driver From Hell). An
same period. The latter opinion is based primarily on the fact that the oldest
interesting theological note having to do with the Latter Lords is that They,
known copies of the Saga are written in the now-dead Heshìgan language, a
according to legend, prevented the other deities from destroying the mortal races
tongue spoken only in an ancient Empire allegedly sunk beneath the waves to the
in the hour of their coming to Telostic. Legends differ as to why the mortals were
west of what is now Javertien thousands of years ago. Many more recent editions
thus imperiled, but all agree that continued obeisance to the Gods is appropriate
are available, but the Heshìgan version is considered definitive.
payment for this rescue.
This is unfortunate, because very few modern sages understand this language,
The Great Spirits, according to the Mzyshmlé-tà-Akèlmlé, comprise the "demons":
and because only two original copies exist: one is the treasured possession of the
these are supernatural creatures who, though far above humankind in power and
Grand Temple of Nìa in Khàpitas, while the other is thought to be housed in the
intelligence, fall short of the capabilities of the previous three groups in one way or
secret archives of the priestesses of Vìrya Tshé-Ailh'é (tssHAY ai-elh AY) (a
another. Of all the inhabitants of the Mzyshmlé-tà-Akèlmlé, They are the most
Goddess similar in some ways to the Roctiennae J'Ràlrishé-Slé, but of much older
accessible to mortals; even the most senior of Their hierarchy can, given the right
origin) in the forbidden city of Dharné on the island of Mòm north of Javertien. The
preparations (and nerves of steel, on the part of the evocator!), be summoned and
Heshìgan recensions, moreover, are said to contain passages, apparently relating
bargained with by experienced priests or magicians. It is unclear as to whether
to the Great Spirits and the "Removed Ones", not found in the later manuscripts
this increased availability is because the Great Spirits dwell on planes closer to
for reasons of dogma or safety (?).
Telostic's own, or because They are more inclined to intervene in mortal affairs.
Despite this, although certain Great Spirits are worshipped locally, They seem
rarely able to support a full sized religion.

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The final group of the Mzyshmlé-tà-Akèlmlé, the "Removed Ones", includes Within the Khùl-Tlassù, for example, the Temples of valiant Væran Ro'sènnpâdr
deities largely unknown to the current sages of Telostic and is only found in and shining Vìrya Nanyë have a close working relationship, are loosely associated
religious teachings because of unexplained references in a few ancient writings with the Temple of eternal Væran Za-R'hàak, and are actually somewhat
and inscriptions. What little is known, is that several of the "Removed Ones" are antagonistic to the Temples of gentle Vìrya Fèftian-Ithé and of wise Vìrya Nìa. The
(or were?) very powerful indeed, but are forever barred from entry even to planes Temples of Væran Bà'altshavùu, Væran Hènns and Væran/Vìrya Kikiri, within the
of existence proximate to the mortal by the powers of the other three groups of Khùl-Mhazàshii, frequently work together, while those of moonlit Vìrya J'Ràlrishé-
Gods and Goddesses. Why the Eldest Ones, Primal Lords and Latter Lords Slé, fresh-flowing Væran Hadda-Làtonn and warlike Vìrya Tiryé-Habéla all stand
should want to do this remains a mystery, as does the question of what would aloof and advance only their own causes (as do the Temples of green-gowned
happen if one or more of the Removed Ones were to accidentally gain entry to the Vìrya Karènn-R'Làché and high-flying Væran Vo'Hlakànss within the Khùl-Tlassù.)
mortal plane... Within the Khùl-Nolgùn, meanwhile, the faith of sinister Vìrya Hé-Enriath is pre-
eminent in the "Dark Triad", whose other two members are the Temple of savage
17.5.2. The Mzyshmlé-tà-Khùlmlé Væran Rssà-Urutàngk and cruel Væran Hnélo-Tràniss. The Temple of mighty
Væran Bssìro sometimes cooperates with the Dark Triad, but is really not a part of
The Mzyshmlé-tà-Khùlmlé, or the Pantheon of the Trinity, is the second system of it for doctrinal reasons too complex to describe here, while the faiths of icy Vìrya
classification known in the Roctien area. It differs from the Mzyshmlé-tà-Akèlmlé Yog-Ròthe and hate-filled Væran H'òngg-Hélé each stand alone and assist no
primarily in that it attempts to group the deities in terms of Their or, more properly, other religion. (Indeed, the Temples of Vìrya Yog-Ròthe and Væran Bssìro are
Their Temples', stated codes of conduct. In a sense, the Mzyshmlé-tà-Khùlmlé is bitterly opposed to and fight each other with the same fanaticism usually reserved
thus a "morality-based" scheme. It has, however, never been as popular as the for battles against the Khùl-Tlassù.)
Mzyshmlé-tà-Akèlmlé in most of northern Ushù'l, with the exception of modern
Roctien and Ascòrcan. This is largely due to uncertainties as to in which category In practice, true pogroms and other mass persecutions are quite rare due to the
some of the religions belong, but also because it leaves some supernatural need of society to avoid constant bloodshed and anarchy. This is not to say that
beings, for example the "Removed Ones", completely outside of its sphere of small-scale religious riots and "underground warfare" are completely unknown, but
reference. open displays of hostility are severely frowned upon by the secular powers of the
state and usually result in sanctions being imposed against the offending
Those of faith have attested that the three "camps" of the Trinity each include Temples. In the wilderness and Underworld, though, strictures against religious
several deities, with the Khùl-Tlassù having seven members and the other two conflict are much less likely to be enforced, and an adventurer who encounters a
groups, the Khùl-Mhazàshii and the Khùl-Nolgùn each having six. The strong party devoted to an opposed deity should be ready to fight to the death.
membership of each group may be found in the tables given under "Major Deities
of Northern Ushù'l" above. Because of political considerations and because of the opposition of much of the
• ...... Those of the Khùl-Tlassù are considered the forces of "good", since They Imperial army and the nobility to the extension of theocratic power, religions with
opposed beliefs have sometimes been forced to work with one another, at least
stand, for the most part, for enlightenment, social stability, peace and temporarily. Such cooperation most often takes place in a loose political
respect for one's neighbours. organization called the Mh-Mzréshàth (meh-mezz-RAY-sHAth) or "Party of the
• ...... The Gods of the Khùl-Mhazàshii are thought to be the "neutral" deities, Gods", that agitates for a greater place for religions of all types in society.
since Their aims neither favour nor hinder just relations between sapient
beings. An alternative explanation of the Lords of the Khùl-Mhazàshii is that
They include all those deities who have not pledged Themselves to 17.7. Major Religions of Roctien
supporting either the Light or the Dark, whether or not Their individual aims
are "good" or "bad" in and of themselves. Roctien is dominated by the Temples of the Khùl-Tlassù and the Khùl-Mhazàshii,
the latter holding the predominant position due to the inclusion of the Temple of
• ...... The Khùl-Nolgùn are "Those of the Dark": These are deities whose Tiryé-Habéla, the official religion of Empress Gàliai and thus of the Empire, in its
purposes are connected with the baser, less honourable and more ranks. The two main religions of the Roctien area are those of the war-goddess
destructive tendencies inherent to beings of free will; accordingly, They are Tiryé-Habéla, worshipped by perhaps twenty-five per cent of the population, and
judged the "evil" Gods. the peasant's Fèftian-Ithé, worshipped by over fifty per cent of the Imperium's
Another, more refined way to show the relationships between the religions is also citizens. There are, however, twenty-two other "major" religions devoted to the
in widespread use. This is the Ultha-shé-Mzrésha (OOL-tha shay mezz-RAY- exaltation of a true god or goddess as opposed to a demon or other godling, and a
shah) or "Wheel of the Divinities", a circular diagram that assigns the major deities myriad of local cults and beliefs.
of the three main groups a place on the wheel that identifies which other deities Public worship of the faiths of the Khùl-Nolgùn has been banned since the Second
the one in question is closest to, or furthest from, in terms of philosophy and War of Black and White Scythes in the year 29 A.U., due to the close association
objectives. As one might expect, the validity of this type of system is open to doubt the "evil" Temples have had with the Empire of East Roctien, with which the
about the "real" feelings of the deities towards one another, but at least the Wheel Empire of the Falcon has been continuously at war; indeed, it is whispered that
of the Divinities shows believers and novice priests who, according to faith, should the leader of East Roctien, shadowy Vòrin Ròaon, may himself be a senior priest
be looked upon as a friend and who should be shunned. of one of the Temples of the Khùl-Nolgùn [and may, in fact, also be "more than
human" (?) as well... ] The interdict upon the Khùl-Nolgùn is, however, not evenly
17.6. Religious Conflict and Tolerance applied, it is thought, for political reasons: several of the greatest noble clans of
Roctien were known to be devoted to one or more of these religions before the

F
rom its own perspective, each religion considers itself the "correct" one and
views most others as "bad", if not necessarily "evil". Many Rocto-Ardae War, and the Empress has been reluctant to lose their support by vigorously
Temples preach that the worship of any faith except their own is idolatry and enforcing the laws where they are concerned. Therefore, a traveler can commonly
that nonbelievers must be converted to the faith of their own "true religion", find discreet worship of the "dark" forces going on in many different parts of the
forcibly if necessary (although, none of the major religions would deny the reality Empire, in particular, in the areas around Ascòrcan and in the eastern regions.
or divinity of the other deities). It is important, however, to note that the concepts This laxity has caused some dissension between the other two "camps", as
of "good", "neutral" and "evil" are relevant only for purposes of the Trinity and certain elements of the Khùl-Tlassù regard the campaign against East Roctien as
explaining the Heavens to the common folk. a holy war to cleanse the world of evil.

Within this constrict, many of the religions have reached de facto arrangements
with each other. The most obvious such arrangement is between the
memberships of the Khùl-Tlassù, the Khùl-Mhazàshii and the Khùl-Nolgùn, but
even within each general group, certain religions are known to prefer associating
and working with certain others.

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This is a view especially prevalent among the Padrulàilh (paddroolEYE-leh), a
fanatical religious fighting order of the Temple of Ro'sènnpâdr sworn to fight to the
death against the followers of the Khùl-Nolgùn, and one that makes up a
substantial portion of some of the best elite legions in the Imperial army. For the
most part those devoted to the Khùl-Mhazàshii have only a secular interest in
holding the forces of the East at bay. Tensions in this area were heightened in the
early summer of 105 A.U. when two of the Imperium's elite religious legions, one
devoted to Tiryé-Habéla and one made up of the Padrulàilh, fought a short battle
over alleged religious slights while on joint manoeuvres. The incident was halted
before matters got too far out of hand, but it has raised questions as to how firm
discipline is in the army and as to with whom loyalties of the Temple of
Ro'sènnpâdr really lie. There is also known to exist an ultraextremist splinter
group of the Padrulàilh called the "White Warriors of the Holiest Revenge",
dedicated to the use of any means including assassination, torture and coups
d'etat to bring a "pure" theocracy devoted to the Khùl-Tlassù to power. As might
be expected, this organization is banned, but it is impossible to fully suppress
given the crucial role the Padrulàilh's forces play in the Army of the Falcon.

While a detailed description of the characteristics of Roctien's many religions


cannot be given here, some brief comments about the roles the major ones play in
society are relevant.

17.7.1. Vìrya Fèftian-Ithé

By far the most "popular" religion in the Empire, at least insofar as sheer numbers
of worshippers is concerned, is that of Blessed Lady of Fertility and Renewal
Everlasting, Fèftian-Ithé. This goddess, frequently depicted in icon as a Fefitsma-
cow with several male aspects, is, of course, the patron of the peasant and the
toiling farmer, and as such is thought to care for the oppressed everywhere. Vìrya
Fèftian-Ithé is counted as one of the Primal Lords, being venerated as She who
created the orb of the world and gave life to the good earth it holds. The Temple of
the Lady of the Harvest does not have much temporal power in the Imperium due
to its emphasis on public service over ambition, but its sanction is avoided by
leaders since famine can result if the Vìrya withdraws Her blessings on the
harvests. This power is really more of a "force in being", however, because the
Temple is loath to invoke it knowing its own faithful will likely be the first to suffer.

It should be noted that there is very little public evidence that Fèftian-Ithé Herself
has ever offered an opinion about the fairness of sapient social systems, and so
far as is known She has never intervened in them. In fact, the Temple has been
accused, especially by groups such as the Mh-Lklàa and the Vhàl-V'àvna, of
going too far in preaching humility and sacrifice, in the words of Réthu-Nhàkra-
Haddà-Xrònen (held by tradition the founder of the Mh-Lklàa) "preferring to slave
on their knees in life in the promise of slaving on their feet in the afterlife". This
view has not reduced the mistrust with which the nobility, particularly elements of
the Temple of Ro'sènnpâdr and its "dark" counterpart, Væran of the Slavemaster
Hnélo-Tràniss, normally regards the Temple of the Good Soil. Many massacres
have been effected by fanatics of these religions "proving" their faith by
slaughtering peasants at worship.

Priests and priestesses of Vìrya Fèftian-Ithé are required to take vows of lifelong
poverty, wearing rough grey and brown robes or even just regular peasant clothing
in their travels preaching, conducting religious services, blessing the crops, caring
for the sick and generally being of comfort to the lowly. For all its emphasis on
self-sacrifice, however, this is not an ascetic religion, and its numerous fertility
rites have sometimes been compared to those of the sex-god Kikiri for their ribald
and riotous nature. Philosopher-priest devoted to Vìrya Nìa

Temples of Vìrya Fèftian-Ithé are usually austere, rounded structures in the form Of all the Temples of the Khùl-Tlassù, that of Væran Ro'sènnpâdr holds its
of a peasant hut and can be found in most smaller towns and villages, although adherents to the highest standard of conduct, demanding unquestioning
many religious ceremonies are performed in the open air at small roadside obedience to the church on matters of official dogma and assistance in
shrines. Clerics following gentle Vìrya Fèftian-Ithé can use magic devoted to persecuting those who "go astray". For this reason, the Temple of White Virtue
healing, fertility, growth and diminution and knowledge of the ways of the earth. has frequently come into conflict with secular authorities over the question of who,
deity or Wéznu, its followers should take orders from on a day-to-day basis. In
17.7.2. Væran Ro'sènnpâdr particular, this Temple has a bad reputation for instituting ad hoc pogroms and
inquisitions, directed at both its own heretics and those unfortunate others who
Another martial Temple previously outlined is that of Shining Væran Ro'sènnpâdr, happen to be caught up with them, that have caused numerous riots and much
Celestial Knight of White Virtue and Lord of Those Who Hold Valour Supreme. He civil disturbance. Thus, although the religion of Væran Ro'sènnpâdr is granted a
is most often depicted as a handsome, valiant male warrior clad in shining gold grudging tolerance by the Imperium's federal legal code, its temples are often
and silver armour, but another popular representation is of a mailed fist, holding a made unwelcome by the Wéznu running a fief and are closed down altogether in
sword and several bolts of lightning issuing from both sides of its grasp. various regions of the Empire. One can only be sure of finding a "public" temple of
this faith in really large cities, and the occasional smaller city serving as a
This religion is, in terms of numbers of adherents, actually quite weak in Roctien permanent station for an Imperial legion made up of the Padrulàilh.
and, for that matter, in most of the regions north of the Nòlan Oblé, with the one
exception of the western parts of the Javvré Empire. However, its devotees hold Priests (this is mostly a male religion) of this Temple usually travel heavily armed
many positions of influence in the Imperial army, usually in constant rivalry with and armoured, with an overcloak or robe of white Edùhh-leather with gold or
those pledged to Tiryé-Habéla, and thus must be reckoned with in any calculation yellow-coloured trim and a tall, plumed head-dress of brilliant white or gold
of power. feathers. They use magic mostly concerned with the amplification of courage,
empowerment of weapons and with the direct destruction of enemies.

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17.7.3. Vìrya Nìa For example, the Temple has from time immemorial had its burial customs
implemented in the common civil law: the embalmed body of the deceased must
Another deity of the Khùl-Tlassù worthy of note to the traveler to Roctien, although be laid to rest at sunset on the next full moon wrapped in a purple shroud. Priests
worship of this Goddess is less common than of Her aforementioned "good" and those of noble birth are laid prone, while others are buried feet first. Candles
compatriots, is Vìrya Nìa (nEEah), Mistress of Sages, Patron of Knowledge, are then lit in the window of the house of the deceased, one for each year the late
Seeker of Truth and Guardian of Eternal History. Nìa is usually counted as one of citizen is reckoned to have lived. With each day thereafter, a candle is removed,
the "female" deities, even though representations of Her in humanoid form are until the removal of the last candle signifies the end of the mourning period. Most
rare; more often, She is depicted as an opened scroll inscribed with all the scripts burial services in Roctien are at least attended by, if not actually presided over, by
known to civilization, or as a Flégni-rat (the "wisdom" of these large rural rodents a cleric of Væran Za-R'hàak, even if the clan of the deceased worships another
in evading detection is proverbial) outfitted in the robes of a sage. deity.
This Goddess is sacred to all those who seek and compile knowledge in a general The reasons for this honour involve complex religious beliefs, but to simplify,
sense and, as such, is the subject of special devotions by institutions such as the almost all of the other religions of the Khùl-Tlassù, most of those of the Khùl-
Antratschèldor-haii. She is the special patron of the Guild of the Amyé-Lé- Mhazàshii and even a few of the Khùl-Nolgùn regard the Realm of Valàcha as the
Sàachak (e.g., the Sages' Guild). Nìa's Temple of the Heavenly Scroll is, by most soul's "correct" final resting place, and therefore do not regard devotions in the
standards, not a particularly large or powerful one, but its services, and, those of proper context to Væran Za-R'hàak as heresy. Almost all the religions do possess
its "offshoot" the Amyé-Lé-Sàachak, have proved indispensable to Emperors over special "heavens" and "hells" to reward or punish those felt deserving of them, but
the centuries as the latter have sought power through knowledge. Devotees and, these are mostly reserved for members of the religious hierarchy or mythological
to an even greater extent, priests of this religion tend to remain as isolated as figures. Some faiths of the Khùl-Mhazàshii, and many of the Khùl-Nolgùn, believe
possible from the mainstream of day-to-day life in the Imperium, preferring to their own concepts of the afterlife and will have nothing to do with the conventional
savour the joy of learning for its own sake and to discharge their religious duties traditions of Valàcha, while one, the feared outcast faith of The Nameless One,
as the guardians of the historical record. professes that the most perfect survival of death is that of the Undead. Needless
to say, to publicly preach this idea is a very quick way to be sent on one's own
Part of the reason the Temple has been politically weak in the past is that its journey to the world beyond, whatever it may be...!
ranks have for many centuries been split into two rival "camps". The first of these,
the N'gé-N'tàrtha ("Those Who Look Inward"), holds that true knowledge can only The houses of worship built by this religion fall into two categories: Zasské-A'véha
come through the introspective thought of a trained mind, while the second, the ("Place of the Present World", a temple in the usual sense of the world, usually
N'gé-N'tarétha ("Those Who Look Outward") maintains that scholars must go out very large and ornately decorated) and Zasské-A'Valamàra ("Place of the Next
into the world and search for information through research and experimentation. World", a small station found at the entrance to burial grounds, usually staffed by
Church policy for the last seven hundred years has, with overt backing from the one senior priest and two to three acolytes). Except when donning one of the
noble classes of the Imperium, who distrust sages who investigate things many ceremonial garments used in religious services, priests and priestesses of
intentionally hidden by those of authority, supported the N'gé-N'tàrtha, but the Væran Za-R'hàak found in the Zasské-A'véha wear robes of light mauve with
struggle has never been fully resolved and its existence has prevented the bright red trim, while those attending the Zasské-A'Valamàra use robes of deep
Temple from operating with a unified voice in front of the Emperor. violet with orange-red and black trim.
Priests and priestesses (there are many women here, since entry to this religion Priests and priestesses of great Væran Za-R'hàak can use magic concerned with
has proved a popular way for females to gain personal independence) of Nìa wear aging and prolonging life, healing, divination, the banishment of evil, the
flowing, multicolored robes with red skullcaps. They are furthermore rarely seen purification of buildings and gravesites and defence against the undead.
without an engraved scroll case and an intricately-designed prayer rug, both items
being used in frequent daily prayers. Clerics of Vìrya Nìa can use magic that is 17.7.5. Væran Bà'altschavùu
mostly devoted to the acquisition and recording of knowledge, but there is one
sub-branch of the Temple (the N'gé-N'chòikh, an offshoot of the N'gé-N'tarétha) The Temple of Shrewd Væran Bà'altschavùu (BAA-altshavOO), Master of Artful
that specializes in more potent types of enchantments, including travel to other Trade, Patron of Commerce and Moneymaking, is associated with the townsman
Planes and, it is whispered, even demonology. Needless to say, the activities of class and the Vhàl-V'àvna in much the same way as that of Vìrya Fèftian-Ithé is
the former group are not advertised by the hierophants of Vìrya Nìa's religion, and with the peasantry, for His is the province of all the merchants and wage-earners
are indeed not widely known even within Her own Temple. of the world. This deity is most frequently depicted as a gold coin with a circular
hole in its middle, through which a brilliant light shines, although He is also known
Temples of this religion are normally tall and tower-like and mostly located in to take the shape of a beaker-like decanter of wine as seen at a hearty repast.
larger population centres, close by Guilds of the Amyé-Lé-Sàachak.
The Temple of Væran Bà'altschavùu derives most of its secular power from its
17.7.4. Væran Za-R'hàak ties with the Vhàl-V'àvna; each member of that guild having to make at least some
cursory devotions to the Lord of Commerce, whatever the preferred religion of a
Another important religion counting itself among the ranks of the Khùl-Tlassù is merchant may be. As such, its temples are usually large and ornate and are the
that of Væran Za-R'hàak (sza-er-HAK), Protector of Those Who Sleep in Peace, focus of many festivals and celebrations, the blessing of the god being much
Keeper of the Resting Places of Valàcha and Guardian Against the Evil Dead. His sought after by ambitious men of affairs. This religion is not a particularly dogmatic
domain is the afterlife; thus, the charge of His priests is that of laying the dying to one and it has many sects and subcults, most of which co-exist with one another
their proper rest, performing funereal rites, guarding tombs both from those that in relative harmony; one of these, that of Væran Hènns (Patron of The Arts,
would enter them, or depart from them, without leave and generally attending to Jesting and Good Humour), is held by many to be a separate religion in its own
the most final of sapient affairs. Væran Za-R'hàak is usually depicted as an elderly right but is tolerated by priests of its "parent" faith with little friction between the
humanoid with many faces, (each of a different sapient race) holding a lantern two.
which shines with a heavenly light, or simply as the lantern itself.
Priests and priestesses of Væran Bà'altschavùu (male and female in roughly
This religion has great moral power in Rocto-Ardae society, since, it is said, its equal proportions) wear robes decorated by brightly multicolored stripes and often
curse can prevent a leader's ancestors from blessing him or her with the power of also adorn themselves with lavish amounts of personal jewelry. They are able to
their lineage. On a more personal scale, most leaders are reluctant to anger the use magic concerned with self-gratification, control over emotional states,
High Priests of Za-R'hàak for fear of being denied a proper burial ceremony. This amplification of "luck" and self-enrichment.
influence is rarely used in practice because the philosophy of the Temple regards
day-to-day political affairs as transitory, when seen against the backdrop of the life 17.7.6. Væran/Vìrya Kikiri
to come; accordingly, priests of Za-R'hàak prefer to exercise power over social
custom.

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Perverse Kikiri (kai-KEE-rai) is the bisexual god/ess of profanity, license, This is a martial religion devoted to brave deeds and heroic courage on the field of
perverted or obscene sexuality and, secondarily, of disrespect for social battle; as such, it has much in common with the Temple of Væran Ro'sènnpâdr,
convention. (It should be noted that sexuality plays an important part of the rituals but parts company with the latter over questions concerning the treatment of
and doctrines of several other deities, those of Vìrya Féftian-Ithé in particular– noncombatants and the purpose of war. Followers of the Lord of Supreme Virtue
however, these are usually associated with some purpose other than direct sexual would argue that combat must be directed towards the elimination of the powers
gratification, for example fertility in Vìrya Féftian-Ithé's case or cruelty in the case of darkness from the world, while those adhering to the Queen of Victories take a
of the rituals of dread Væran Hnélo-Tràniss.) Væran/Vìrya Kikiri is most often more relativistic view, claiming that the best reward for valorous combat is
depicted as any one of a number of imaginative sexual acts, but also takes the personal honour and advancement. This difference of opinion is the main reason
form of male or female genitalia of elephantine proportions or of a red-coloured that the Temple of Tiryé-Habéla is counted among those of the Khùl-Mhazàshii;
circle whose north-west quadrant is navy-blue in colour. yet it must be pointed out that even such a personalistic attitude towards
organized mayhem is mild compared to that of the "evil" Temple of Shadowed
Væran Rssà-Urutàngk, which holds that the true reward of the warrior is in the
death and humiliation of his enemies.

The Temple of Tiryé-Habéla is worshipped extensively in the upper classes and in


the army, with much less support elsewhere. Its priests (and priestesses–
females, especially those of the Lesbian persuasion, make up an unusually large
percentage of the Temple hierarchy, taking into account the patriarchal nature of
Rocto-Ardae society) wear robes coloured in orange-yellow and red stripes, with a
similar pattern often applied to shields or swords if carried. This faith, and that of
Ro'sènnpâdr, is exempted from the normal strictures regarding the public carriage
of personal weapons in most parts of the Empire, provided that the same are to be
used for "ceremonial purposes only".

Clerics of mighty Tiryé-Habéla can use magic concerned with the heightening or
lessening morale or personal fighting skills and with the destruction of enemies by
violent means.

17.7.8. Væran Bssìro

Puissant Væran Bssìro (bess-AI-rah) is the Blazing One, the ever-present god of
fire, heat and, to an extent, pain. It (being of no known gender) is most often
depicted as a searing flame on a background of dense smoke, but upon occasion
Symbol of Væran / Vìrya Kikiri is shown as an exploding volcano or more rarely as a simple red circle around a
jet-black central dot. Væran Bssìro is thought to be one of the most powerful of
Telostic's deities, and is certainly one of the most widely-worshipped even in
The doctrine and rituals preached and practiced by this religion exceeds in regions theoretically controlled by the Temples of the Khùl-Tlassù. Probably, this
depravity the most fertile human imagination, but its most common public is because the Principle of the Flame can either serve or devastate civilization,
manifestation is the close working relationship the Temple of Kikiri holds with the depending on how it is used. Thus, of all the deities of the Khùl-Nolgùn, great
world's brothels and other places of sensual gratification. In areas where this Bssìro is the one with the most "constructive" tendencies.
Temple holds strong influence, during festival days daily life comes to a virtual
standstill as the population exhausts itself in the orgiastic carryings-on. These Many of the priests and priestesses of Væran Bssìro are pyromaniacs, and for this
events are notable because many of them are also sacred to opulent Væran reason, temples of this religion are unwelcome in many urban areas where the
Bà'altschavùu, and they are one of the rare cases in which two or more Temples spread of fire is a constant concern. The god's clergy usually paint, dye or tattoo
hold joint religious ceremonies. their faces in red (at the very least, they will wear red- or orange- coloured eye-
shadow) and wear robes of bright cherry-red with an orange collar, indian-red trim
Clerics of sensual Kikiri are, as might be expected, required to be (at least) and a dark orange skullcap. The temple structures constructed by this religion are
bisexual and must be able to engage in strenuous physical activities literally for large, pyramidal buildings with an outside surface of polished black marble or
hours on end. Although many of their rituals are performed in the nude, when mica decorated to resemble a volcano.
occasion befits priests and priestesses of this religion dress in loosely-fitting
garments of rose-pink and purple colours, and paint their faces in a pallid whitish Clerics of Væran Bssìro are, as might be expected, able to perform feats of magic
tint, emphasizing the eyes and lips with a red lipstick-like substance. concerned with heat and fire; they are also able to inflict terrible, burning pain on
enemies with curses and other bewitchments.
The temples in which this faith practices are usually medium-sized, dimly-lit
structures instantly identifiable by the heady smells of sweat and incense wafting 17.7.9. Vìrya Hé-Enriath
through the air. The magic associated with Væran/Vìrya Kikiri involves spells of
charming and the changing of physiological and psychological states. Sinister Vìrya Hé-Enriath (HAY-ENNreeoth) is the goddess of of intra-Plane travel,
witchcraft, black magic, demonology, the acquisition of secret and sorcerous
17.7.7. Vìrya Tiryé-Habéla knowledge, and, secondarily, of nightmares, insanity and darkness. She is most
often depicted as a beautiful Lhààshàà-àdyé female, with a saturnine expression
As has earlier been noted, the Temple of Mighty Vìrya Tiryé-Habéla, Stern Lady of on a face half deep purple and half a lighter violet colour; in this depiction, She
Gainful Warring, is the "official" religion of the Empire due to its' association with holds a silver-coloured orb or ball emblazoned with a magical pentagram in one
Empress Gàliai's ruling Gàv'Osché dynasty. Great Vìrya Tiryé-Habéla is frequently hand, and beckons the onlooker with the other hand. Another of Her popular
depicted as a tall, darkly handsome Amazon human female, with her huge two- symbols is that of the colours of the rainbow from deep blue to violet extending
handed battle-sword held above Her head as if to strike. Another of Her symbols upwards in a "fountain"-shape, in the midst of which is a silver crescent moon with
is that of two spears crossed in an "X" pattern above a pile of gold coins and other its points facing upwards underneath a pentagram.
riches.
This is one of the oldest, and most powerful, religions on Telostic, whose history
may extend to the beginnings of recorded history on Ushù'l. It is a secretive
Temple and is quite selective in allowing admittance to its clergy, who, when
willing to display their faith openly, are attired in robes of light brown with navy-
blue sleeve-ends and light violet trim. Their rituals, many of which are concerned
with human sacrifice to demons and other supernatural spirits, are almost always
conducted in huge, colonnaded underground shrines, although there is usually a
modest-sized, perfectly cubic, featureless structure of polished black granite
above-ground.

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Vìrya Hé-Enriath is known as the Mistress of Demons and the Dwellers in the Clerics of this faith are able to use magic of a martial and offensive type, in
Planes Below; Her devotees have access to a very wide variety of magical particular concerned with inflicting fear and the foreknowledge of defeat on an
powers, particularly concerned with travel to other Planes of reality, the infliction of enemy.
curses, petrification, insanity and the conjuration of and control over creatures of
the Underworld. Despite this, there is also a "positive" side to this religion, in that 17.8. Lesser Religions of Roctien
the Temple of mysterious Vìrya Hé-Enriath stresses the pursuit of knowledge–
both sorcerous and mundane– for its own sake, and its priests and priestesses Those faithful to the religions noted above represent perhaps seventy per cent of
are often highly intelligent and well-educated. The more senior devotees of Vìrya the citizens of Roctien, but many other deities are, of course, worshipped as well.
Hé-Enriath can also, to an extent, control the lesser varieties of the frightful Within this category one finds Temples devoted to "major" Gods and several cults
undead Mêm-Uhùryo, although in this respect their powers are limited compared devoted to "lesser" deities, in most cases demigods or demons.
to those of fearsome Vìrya B'àbb-B'bògg and, of course, the dreaded Nameless
17.8.1. Vìrya Karènn-R'Làché
One.
The Vìrya of the Unsullied Forest, Vìrya Karènn-R'Làché (karENerLASHay), is the
17.7.10. Væran Hnélo-Tràniss
patron of all the gentle, timid creatures who make their homes in the wilderness,
The worship of this god is widespread amongst the upper classes in most parts of especially the deep forest. She is frequently depicted as a beautiful Bènli female
northern Ushù'l, since Væran Hnélo-Tràniss (hen-NAY-low TRAH-niss) is the with a serious, wistful expression against a forest background, but is also
Patron of the Slave-Driver, Oppressor of the Weak, Master of the Cruel Whip and sometimes shown as a songbird or acorn.
in general the deity most concerned with the maintenance and completion of the
Her domain lies in wild areas Man has never despoiled, and thus temples of the
power the few have over the many. The form of a gigantic red ant-like insect with
Friend of the Woodfolk are, as one might expect, to be found in the deepest
staring, multifaceted eyes is one of the most popular depictions of cruel Væran
reaches of the forests, especially, those containing an even mix of leaf- and
Hnélo-Tràniss, although He also manifests Himself as a bloodstained whip or a
needle-bearing trees. Priestesses (the clergy of this religion is almost exclusively
jagged, torn black opening on a russet-red circular background.
female, although there are indeed many male lay worshippers) of gentle Vìrya
Above all else, the doctrine of this religion emphasizes the divinely mandated Karènn-R'Làché are vegetarians and dress in close-fitting robes or other garments
nature of the feudal social order, and the need to suppress revolutions and of jade-green with apple-green or dark brown trim and are able to use magic of
appeals for fairness with the utmost cruelty. For this reason, it has considerable refuge, control over plants, metamorphosis, healing and "oneness" with the forest.
appeal to the entrenched aristocracy even in regions dominated by the Khùl-
17.8.2. Vìrya Nanyë
Tlassù. The Temple of the Terrible Insect is known to cooperate with several of
the other "evil" religions, notably warlike Væran Rssà-Urutàngk and to a lesser The Temple of the major deity Shining Vìrya Nanyë (nanYAY-eh) is an almost
extent, incandescent Væran Bssìro. exclusively female religion, both in adherents and clerics, devoted to chastity,
The temple structures constructed by devotees of woeful Væran Hnélo-Tràniss morality and purity. Everpure Vìrya Nanyë is frequently depicted as an unearthly,
are large, tower-like, forbidding buildings built of polished pink granite. They are distantly beautiful human female with her long-lashed eyelids shut, but also is
frequented by priests and priestesses clad in black-trimmed robes of indian red symbolized as a brilliant yellow sun emerging from behind a silver-white orb as if
colour who wear Dadòga-wood masks with a hideous, insect-like visage, and are in an eclipse.
often the scene of gruesome ritual sacrifices of hundreds or thousands of sentient This is quite a powerful faith in many other parts of the known world (particularly
victims. Javertien) because of alliances between it and the Temple of Væran Ro'sènnpâdr,
Clerics of Væran Hnélo-Tràniss are able to draw upon varied magical powers, but for obscure historical reasons has never gained much popular support in
primarily those concerned with fear, mental control and infliction of pain. Roctien. Its small, circular temples can sometimes be found in or near Temples of
Ro'sènnpâdr in cities in the western part of the Empire and are staffed by
17.7.11. Væran Rssà-Urutàngk priestesses dressed in flowing robes of yellow and white. These clerics can use
magic related to the banishment of evil, the purification of sexual immorality, the
Mighty Væran Rssà-Urutàngk (erSA-oorooTANGK) is, perhaps, one of the most enhancement of beauty and the punishment of wickedness.
"popular" and feared deities of the Khùl-Nolgùn, as He represents the inhuman,
brutal side of war and conflict. This is a male god, usually depicted as a huge, 17.8.3. Væran Vo'Hlakànss
hulking humanoid figure clad in jet-black, full-plate armour, armed with a gigantic
mace. Many clerics of Væran Rssà-Urutàngk dress in much the same manner, Soaring Væran Vo'Hlakànss (vOH-hla-KAHNZ) is the Patron of the Air-Dwellers,
although where this is not appropriate or affordable there is an alternative attire of God of the Skies, Master of the Winds and the Dweller Upon the Highest Peaks.
a set of dark blue robes with light indian-red trim. He is usually depicted as a huge bird of prey, or as a storm-cloud of vaguely
humanoid shape.
The worship of this god is very widespread, particularly within the military
establishments of northern Ushù'l– a fact which may account for the pillage and Temples of both this religion are rare everywhere in Roctien because of their
destruction which typically follows a clash of armies. (The most sacred credo of ethos of solitude; the little known is that monasteries of Væran Vo'Hlakànss are
this faith is repeated before each battle, as follows: "To see our enemies driven rumoured to exist on remote mountaintops in the Nòlan Oblé. His priest-monks
before us, and to hear the lamentation of the women!" For some reason not known (no women are apparently allowed to join the faith), who go clean-shaven in the
to outsiders, when said in the secret internal tongue of the Temple of great Væran same manner as those devoted to Væran On, are thought to wear austere-looking
Rssà-Urutàngk, all of the "th" sounds in this incantation are pronounced "z" and all robes of off-white colour with tan and brown trim and black sleeve-ends. They are
the "w" sounds are pronounced like a "v".) Despite this, there is an "honourable" able to use magic of flight, transportation, control over the weather and beings of
side to this religion, as the highest goal for a follower of powerful Væran Rssà- the air.
Urutàngk is to die in mortal combat against an equal opponent, preferably one
who worships the Khùl-Tlassù. Pillage and rapine of conquered non-combatants is
acceptable, of course, but is less preferable than savage battle with the risk of
personal death or injury.

Væran Rssà-Urutàngk is usually not worshipped in purpose-built temples,


although a few of these invariably huge, brooding structures do exist in "evil"
areas such as the Shadowed Empire. Instead, He is propitiated in mobile temple-
tents that accompany the movements of armies, and is remembered in the deeds
of rape, pillage and other mayhem. There is a close working relationship between
the Temples of great Væran Bssìro, brutal Væran Rssà-Urutàngk and dread
Væran Hnélo-Tràniss, but its exact nature is a secret.

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17.8.4. Væran Hadda-Làtonn The Temple of Væran Henns often acts in close liaison with that of Væran Yà-
Epré, although the exact relationship between the two is unclear and is the subject
Væran Hadda-Làtonn (had-ah-LAT-unn) is the deity of "all friendly waters that run of many unsubstantiated rumours. (One of the more interesting of these is that
pure"– in other words, His domain is that of freshwater lakes, streams and all Væran Henns and Væran Yà-Epré are simply two different aspects of the same
those entities which either live in or draw sustenance from them. This god is, deity– a concept with which the clergies of these two Temples would undoubtedly
understandably, popular among northern Ushù'l's seafarers and fishermen, but its take offense. Other theories state that Væran Henns is merely a demigod devoted
power extends only to the "coastal" seas and does not cover the high seas, which to Væran Yà-Epré or to Væran Bà'altschavùu.)
are the domain of sinister Væran Wròb-Riàhyal.
The temple structures associated with this religion vary tremendously and tend to
The worship of Væran Hadda-Làtonn in Roctien is largely confined to those follow local styles more than a centralized plan, but invariably exhibit a rather
whose occupations involve the rivers and oceans, but this Temple is considerably gaudy style of ornamentation. Priests and priestesses of Henns follow a doctrine
more powerful in certain other localities, notably Ascòrcan where it is the state which stresses style and creativity above all else. They dress in exotically-
religion. It is quite a moderate faith and accepts characters of most backgrounds decorated, and often expensively-tailored, multi-coloured robes with a tall, plumed
and moral alignments, as long as they abide by the many peculiar rituals and head-dress, and are able to use magic related to communication, inscription,
taboos that the Temple of Væran Hadda-Làtonn observes. mental control and artistic enhancement.
Væran Hadda-Làtonn is most commonly depicted as a flowing, bubbling stream, 17.8.6. Vìrya J'Ràlrishé-Slé
but other frequently-encountered forms are three light blue and white, wavy lines,
or a bulbous, green-blue circle with a white stripe drawn diagonally across. His Vìrya J'Ràlrishé-Slé (jeh-RALL-ree-shay SLAY) is depicted as the female principle
(the gender is in fact unknown) priests and priestesses wear turquoise or blue- of the wilderness, stressing at once the natural cycle of life and often violent
green tunics, with medium blue capes and a azure blue skullcap whose rear part death, and the ability of the wilds to resist the encroachment of civilization. She is
drapes over the shoulders. They are able to use magic involving control over usually depicted as the silver-grey coloured Moon of Shadìra, or as a silver-
maritime environments (except those of the deep open oceans) and creatures, as coloured, nude female humanoid with the head of a wolf or other similar wild
well as limited control over climate. beast, holding a bow and arrow.

17.8.5. Væran Henns

Væran Henns (HENNzz) is the god of communication, rhetoric, the performing


and fine arts. He is commonly depicted as the "messenger" of the divine
pantheon, and as the spirit who oversees the doings of the rest of the gods and
acts as Their main link with the mortal world. Another popular symbol is that of a
stylized arrow.

Partial cross-section of a temple complex of the Khùl-Nolgùn (probably Væran Bssìro), "Depression of Red Teardrops", East Roctien

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This deity holds sacred predatory animals, especially the larger felines, the Væran (He is presumed to be a "male" deity, but no scholar really knows for sure)
moons, the planets and especially the twilight. There is considerable tension H'òngg-Hélé holds the special place in the Shadowed Heavens of the Khùl-
between this religion and that of the Woodfriend, Vìrya Karènn-R'Làché; this is Nolgùn of the Patron of Hate and Anti-Rational Prejudice. His followers, especially
undoubtedly partly due to the struggle between the predators of the wilds and the those having taken the vows of the Church, are instructed to obey their instinctive
less dangerous animals sacred to Vìrya Karènn-R'Làché, but it seems to also be feelings of xenophobia and distrust when confronted by those whose customs,
related to some of the myths and legends associated with these two deities. races, nationalities, or practices fall outside of the norms accepted by the society
According to one such legend, Vìrya Karènn-R'Làché was originally a in which the Temple to which they belong exists. This precept, or possibly due to
demigoddess of Vìrya J'Ràlrishé-Slé who departed the latter's servitude over a the loosely-organized structure of the Temple hierarchy, has often lead in the past
mysterious dispute of some sort. These two goddesses alone may know the truth to schisms and sometimes even intra-Temple wars in the Church of H'òngg-Hélé.
of it... The deity has never been known to have taken offense at these disputes, and
indeed there is some evidence to suggest that He (It?) may even be pleased by
Vìrya J'Ràlrishé-Slé's religion is rare in most populated regions, and in some the spilling of the blood of His followers on the Temple floors.
cases the locations of Her temples are closely-guarded secrets. Priests and
priestesses of J'Ràlrishé-Slé, when not holding secret rituals in the nude under the One result of this frequent internecine conflict has been that the Temples of the
Moon of Shadìra, dress either in animal skins (usually obtained from an animal Thug-Lord have rarely achieved much real influence in the upper echelons of
dead of natural causes) or, less commonly, in flowing, hooded robes of silver and "evil" societies, and on the infrequent occasions in which they have attained a
black. They are able to cause miracles of illusion, metamorphosis and control over leadership position there has followed such mayhem (purges, witch-hunts,
and survival in the wilderness. inquisitions, and the like) that the societies in question either collapsed or rid
themselves of the source of the instability. One notable exception to this was the
17.8.7. Væran On state of Bvhé-ym-Dlgò which warred with ancient Ascòrcan; however, this empire
existed thousands of years ago and may in fact have had a deity similar to, but
Væran On (AWnn) is the god of nothingness, absolute indifference and total distinct from, mighty H'òngg-Hélé as its state religion.
neutrality to the physical world. He (It?) is usually depicted as a featureless white
circle, emphasizing the final and utter futility of life when considered against the On those rare occasions, usually private Temple ceremonies, in which priests of
endless circle of life and death. Another popular representation is a featureless this religion wear official garments, robes of chestnut- to dark brown with black
grey square. and violet trim are worn by devotees of this sinister deity. Clerics of sinister
H'òngg-Hélé can use magic of a damage- and fear- inflicting nature.
This religion is rarely encountered in northern Ushù'l, although it is very popular in
regions south of the Nòlan Oblé. Priests who follow Væran On learn to de- 17.8.10. Vìrya Yog-Ròthe
condition themselves to the ways of the world; they become totally unaffected by,
and uncaring about, the goings-on around them, allowing random chance to take This is the evil goddess of the depths of Winter, freezing cold, ice and frost and, to
them where it may. The realities of life have little meaning to the ascetic adherents a lesser extent, of the misery that these inflict on humble folk. Vìrya Yog-Ròthe
of this strange religion. Nonetheless, followers of Væran On are respected in most (ee-OGG ROWeth) is most often depicted as a blue-clawed, frozen humanoid
areas, as a few of them can literally "disbelieve" an enemy out of existence. Other hand against the background of a raging snowstorm, or as a beautiful, naked
magics over which they have control involve resistance to pain and other feats of human woman with eyes, skin and hair of pure white.
self-control; also, the priesthood of Væran On is famous for its advanced forms of
unarmed martial arts. It is said that She will sometimes appear in the latter form to a traveler huddled
around a campfire in the middle of a raging blizzard, beckoning him to his death in
Priests (there are few females allowed into the clergy) of this deity shave their the frozen wastes as her irresistible beauty draws him away from the warmth of
heads and faces in the fashion of a Buddhist monk and usually wear a soiled the flame. When the victim, entranced by the deity's overwhelming beauty,
white or grey robe, residing in small, rounded and nearly barren stone temples or becomes too far separated from the fire to find his or her way back, Yog-Ròthe is
wandering and begging alms from lay worshippers. said to horribly change form; Her features rot and fester as does a frostbitten
wound, and when the same happens to the victim the Evil One gains great
17.8.8. Væran Wròb-Riàhyal pleasure in devouring his or her soul. Sinister Yog-Ròthe is known to be able to
assume a male form to tempt female travelers in the same manner.
One of the most obscure and mysterious of all the gods, violent Væran Wròb-
Riàhyal (robe-reeAH-ee-awl) is the deity associated with the savage, open oceans This religion is not a particularly popular one even in evil-dominated areas, being
and the many terrible sea-monsters and other pelagic hazards which dwell in the little more than a cult in most regions. Where they do exist, temple structures
ocean depths. It (the sex of the god is indeterminate) is usually represented as devoted to Yog-Ròthe are tall, jagged buildings of asymmetrical, Spartan form
either a dark blue dot in the centre of a navy-blue background, or as a pair of with much glass and polished metal. The priestesses and priests who inhabit
sinister-looking eyes of a sea monster just barely visible over a backdrop of a these temples dress in robes of light blue with black and silver trim. They are able
stormy seascape. to use magic related to the lowering of temperatures and of being easily able to
resist cold environments.
Væran Wròb-Riàhyal's temple structures are very rare on dry land, and are never
located close to civilization. They are attended by priests and priestesses who 17.8.11. B'àbb-B'bògg
dress in blackish-blue robes with masks depicting various forms of marine life.
The type of magic used by the Temple of Wròb-Riàhyal is not publicly known but One of the most feared deities is ghastly B'àbb-B'bògg (bahb beh-bOWgg),
is thought to involve control over sea-creatures and the weather. God/dess of the Undead, Putrid Mistress of Diseases, Væran/Vìrya of the Flies
and Destroying Angel of Eternal Decay. She (or He? It?– the deity has several
17.8.9. Væran H'òngg-Hélé male aspects and is probably of indeterminate gender) is most often depicted as a
rotting corpse with black, dead eyes, but another popular representation is a
One of the oldest, and most feared, of the evil religions of northern Ushù'l is that fanged, grave-earth mottled skull with an eerie green glow in its hollow eye-
of H'òngg-Hélé (hONGG HAY-lay), Dreaded Master of Hate, Baseness, Racism sockets.
and Thuggery. He is most often depicted as a blood-stained club, or as a fanged,
black-lipped mouth with the flickering tongue of a serpent on a triangular brown, The religion associated with dread B'àbb-B'bògg is not a popular one even in
black-framed background. regions dominated by the Khùl-Nolgùn and is often banned or persecuted,
although it has an underground cult following almost everywhere. This may be due
Often banned even in the "evil" empires, the religion emphasizes the need for the to the fact that a small per centage of the population will usually be willing to
violent termination of sentient life in the appeasement of Væran H'òngg-Hélé, accept the half-life of the undead, in preference to the bland assurances of the
usually carried out in the context of a ritual execution, but also involving the more conventional religions about paradises kept by the other gods for the faithful
religious value of murder when done in the act of robbery or pillage. It is said that after death.
the Master of The Black Cudgel takes pleasure whenever the innocent are
wronged by the bully, the criminal, or the brutal soldier of the evil empire.

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Where it is permitted, this goddess is worshipped by priests and priestesses some are deities scarcely less powerful than the major Gods Themselves (these
dressed in robes of medium to deep purple with dark green, purple and red trim, are mostly the divine servitors of one or more of the Gods), while others are
who engage in rituals too gruesome to be described here in strangely-shaped, demons or demigods of various sorts and some may be nothing more than the
greenish-black temples of small to medium size. (As with the temple structures creations of superstition.
devoted to Hé-Enriath, however, by far the largest part of a temple devoted to
B'àbb-B'bògg is underground, and many of its ceremonies are conducted in Due to the number of minor religions that must be detailed, a short list with only
tombs, sepulchers and other places devoted to eternity.) Priests and priestesses the name and description of each will be given. (Note: where used below, the
of this deity can use magic involving the infliction of disease and decay, word "untied" identifies a deity having no known or popularly accepted association
necromancy and the conjuration of and control over the lesser Mêm-Uhùryo or with a major God.)
"undead". Even the priests great B'àbb-B'bògg cannot, however, control the
Alshrenàthu: The Shining Sword of Silver Virtue, Servitor of Væran Ro'sènnpâdr,
greater, "spectral" undead– these are the especial servants of Him Who Cannot
Valiant Warrior Against Evil.
Be Named.
A religion of the Khùl-Tlassù devoted to the demigod traditionally held to be the
17.8.12. The Nameless One Marshal of Væran Ro'sènnpâdr's Legions of the Heavenly Crusade, mostly
The very pen of the scribe quakes and refuses to write when describing this, the popular within the Imperial army. Usually worshipped in side-annexes attached to
most feared of all the known deities of northern Ushù'l. This god (its gender, like conventional temples devoted to Væran Ro'sènnpâdr, although a few specialized
almost everything else about it, is indeterminate) is evil and non-being incarnate, shrines of Vòrin Alshrenàthu do exist.
and is symbolized either by a simple, jet-black circle or by two sinister-looking, Pàntha-Rysòmm: He of the Unknown Visage, Shining Angel of the Ultimate
staring yellow eyes on a circular black background. Judgement, Uncoverer of Lies, Vassal of Valiant Ro'sènnpâdr.
The Nameless One may be one of the original Telostician gods, a Great Demon Another lesser deity devoted to great Ro'sènnpâdr, Vòrin Pàntha-Rysòmm is
(see below) or one of the "Removed Ones" which has somehow managed to known as mighty Væran Ro'sènnpâdr's chief representative on Telostic's material
return to Telostic's plane. Whatever may be the truth, this religion has clearly been plane; He is said to know the truth in the hearts of all mortal creatures, and is able
present for a very long time in northern Ushù'l, and many of the available historical to call them to account when they have wronged great the forces of good. Vòrin
tracts speak of efforts made by various political and religious authorities to Pàntha-Rysòmm is usually depicted as a slightly-built, humanoid creature "with
suppress it or stamp it out. Evidently, these attempts have failed – but the struggle the blankness of utter white where His face should be" (?), carrying a thin, razor-
continues, as the open worship of the Nameless One is a capital crime in almost sharp Sword of Truth in each of His two hands.
all regions, including even most parts of the Shadowed Empire.
An unusual feature of this being is that for thousands of years He was entombed
The rituals of It Who Shall Not Be Named are, obviously, never carried out openly in the Underworlds below the ruined city of Hà'àalik (far to the west of the Javvré
and are usually conducted in secluded chambers far below the earth (although, Imperium, on the periphery of the ancient, sunken Heshìgan Empire), but recently
one wonders about reports of perverse rites being conducted in the more remote He– and, it seems, another demigod devoted to sinister Væran Rssà-Urutàngk–
parts of the Black Plains-?). In those rare cases where a ceremony devoted to this was recently freed by a group of adventurers from Roctien and Ascòrcan under
fearsome entity have been witnessed, His (Its?) priests and priestesses have the leadership of a senior Brother of the Antratschèldor-haii, one Lùpienne of
been known to wear light green robes. They are, it is rumoured, able to use magic Màhag. The confrontation between these two titanic entities was not witnessed, as
that can literally drain away the life-forces of enemies and which can summon and shortly afterwards the adventure party was inadvertently teleported thousands of
control the greatest of the terrible, undead Mêm-Uhùryo. kilometres away; however, reports from western Javertien in this period tell of
earthquakes and "strange lights", far to the west. Neither Vòrin Pàntha-Rysòmm
17.8.13. Væran Ya-Epré
nor His demonic opponent have been seen since– although, it must be said, few
Mysterious Væran Ya-Epré (YAAH-epRAY) is the god of Magic (that is, magic adventurers have seen fit to head west and investigate.
pursued for its own sake, as opposed for "good" causes, which would be found
Ta'avàrt: Blacksmith of the Gods, Keeper of Tyràxa (Hearth of the Heavens),
with Vìrya Nìa, or for "evil" causes, as would be with Vìrya Hé-Enriath),
Forger of Blades, Maker of Shields.
Fortunetelling and Astrology.
A specialized religion of blacksmiths and armourers, sometimes associated with
This is an unusual faith because scholars have debated over the ages whether it
Bssìro, Væran of Fire; at other times Vòrin Ta'avàrt has been depicted as a
properly belongs in the ranks of the Khùl-Tlassù or the Khùl-Nolgùn: there are
servitor of Væran Bà'altschavùu or even as a major deity in His own right. As
valid reasons connected with the past behaviour of the Temple to hold either
might be expected this religion is very popular with smiths and other metalworkers
position in this matter. The Temple of the Paths of the Heavens is, therefore,
and is consequently almost exclusively urban in nature, being worshipped for the
commonly forced underground in many of the Empire's cities, though its services
most part in shrines located in Halls of the Blacksmiths' Guilds.
are often in discreet use by political leaders in need of knowledge of the future.
Væran Ya-Epré is thought to be quite a powerful deity, but His followers are few Heyklèth: Wanderer of the Shadowed Tunnel, King of the Gloomy Cave Below All,
and rarely have an appreciable public presence. Its adherents are largely drawn Watcher Over the Mournful Tomb, Master of the Sinister Dwellers in the Dark.
from the Rectories of the Ié'Zhumàra (YAY-jooMARAH, "Students of the
Mysteries") College of the Amyé-Lé-Sàachak Sages' Guild and the Brothers and Vòrin Heyklèth (hay-KLEHTH), although now considered merely a "demigod" in
Sisters of the Antratschèldor-haii, since Væran Ya-Epré's Temple is one of the Roctien, is regarded as a true god in much of western Ushù'l, particularly
few that will welcome secular "magic-users" as lay members and even lower- Javertien and western Ardtien.
ranked clergy.
Heyklèth's realm is that of the Stygian-dark Underworlds that lie below much of
Priests and priestesses of this God wear gold- or yellow- coloured, flowing robes Telostic. He "knows the place of every pebble that lies in the gloomy depths" and
with black or brown trim and hold their ceremonies in medium-sized, tent-shaped is said to restore areas of the Underworld defiled by adventurers to their former
temple structures or, more commonly, deep underground in secluded hiding- states– and is also said to lay deadly traps, including ones composed of monsters
places. Væran Ya-Epré's clerics are able to use magic concerned with inter-Plane who lie forever in wait, for those who would invade His domain. He has rulership
travel, conjuration, control of fantastic beasts, divination and a wide variety of over many of the sinister and secretive creatures that populate the Underworld, for
other supernatural effects. example the Chélà, the Stò-Ethes and even some of its slimes and molds.

Heyklèth has some degree of control over the feared Mêm-Uhùryo, but this is
difficult to reconcile with the rulership exercised over these undead monsters by
17.9. Minor Religions and Cults several of Roctien's acknowledged "true" deities. Partly for this reason He is
considered in much of Javertien and the west to be a deity of the Khùl-Nolgùn on

O
ne can find many minor religions and cults that have attracted one or more a par with Vìrya Hé-Enriath– an assertion that is hotly debated by adherents of the
followers in the Rocto-Ardae Imperium, but most of these are so small, or latter religion in Roctien and East Roctien. Conversely, He is regarded as a
are confined to so limited a geographical area, that they are of little demonic servitor of both Vìrya Hé-Enriath and Vìrya (?) B'àbb-B'bògg by devotees
consequence. In some cases, the reasons why the smaller religions have of these Temples, a concept that undoubtedly would enrage Vòrin Heyklèth's
never become as popular as the "official" faiths are difficult to understand. One followers in western Ushù'l.
possible reason is that many of the cults are devoted to illegal or antisocial
activities, and have as such been banned or otherwise suppressed by the political
authorities. It should be noted that the entities being worshipped by cults are a
very mixed bag; some may simply be alternate representations of the major Gods,

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The worship of Vòrin Heyklèth is not widespread in modern Roctien, although it 17.10. Demons And Other Beings
was in fact much more popular up to about 1,500 years ago (shortly after the reign

T
of Aìlle IV "Seeker of Sepulchres", in which it was literally driven underground for he term "Demon", as used here, denotes a supernatural entity whose
reasons that are now unclear). Because of this, isolated pockets of his followers powers are perhaps a step or two below those of the "true" Gods and
still exist; there are rumours of several large temple complexes in the distant parts Goddesses. There are many kinds of demons and demigods; the former
of the Nòlan Oblé, and, of course, many of the dark, silent reaches of the are free-willed spirits of great power, while the latter are associated with
Underworld undoubtedly are still witness to rituals honouring Him. the true deities, in some case functioning as Their vassals or attendants. In any
case, both types of demons and demigods can be the object of worship by mortal
Szò'ò'chehn: Patron of Moneylending, Accountant of the Heavens, The Divine beings, although this is usually carried out as a sect of the Temple of one or more
Master of Tallies. of the true Gods.
Vòrin Szò'ò'chehn is a deity devoted to the moneylenders and usurers found in the Those who choose to worship demons not associated with the true Gods
cities of the Imperium, and is not thought associated with any other God, although invariably have few adherents and are sometimes forced to meet in secret, as
one sect of the Temple of Bà'altshavùu claims Szò'ò'chehn is but a minor Aspect they are often persecuted for their beliefs. Demigods and demons can be
of Væran Bà'altshavùu Himself. Whatever the truth of this, it is noteworthy that worshipped in almost the same manner as the true deities, and the opportunities
this being is worshipped under the same name not only in Roctien but also in for advancement in the cult are usually quite great– but, conversely, those who
almost all regions of northern Ushù'l. worship in cult-fashion are always the first to go, when one of the established
religions decides to hold an inquisition or other religious persecution.
No temples of this religion exist, as Szò'ò'chehn is worshipped in small shrines
located on the premises of moneylenders and others offering financial services. The demigods and demons, particularly those not associated with the true deities,
seem to be more likely to aid worshippers in times of need than are the Gods and
Attìnga: God of Luck, Patron of Fortunes, Blesser of Dice, It That Bounces the
Goddesses, but they will rarely intervene to save their supplicants if this might
Ay'ty Sticks in Joy, Gamester of the Twenty-Three Players.
provoke a quarrel with one or more of the major deities. This may be simply
This deity (no gender is identified by legend) is often invoked by gamblers and because of a more inquisitive nature, but it probably also has to do with the fact
others involved in games of chance, particularly those betting on the popular that unlike the true Gods, these beings, although tremendously powerful, are not
game of Ay'ty (aye-TOY). This is played by throwing two to five sticks of wood or completely invulnerable to the actions of mortals. True, it is extraordinarily difficult
ivory, each of which is flattened on four sides inscribed by various pictures. The to control or defeat a demigod or demon (let alone to kill one), but this has been
combination of pictures showing on the side facing upwards after the throw accomplished in the past by expert knowledge of the occult, perfect preparation
determines whether or not a bet is won. and not a small degree of luck. Almost all demons and demigods have one or
more weaknesses, and if these are exploited, a crafty mortal with nerves of steel
No temples of this being exist, although crèches to Its honour are sometimes can gain wealth, power and fame. Of course, should anything go wrong, the
found above the doors of gambling establishments. consequences are usually calamitous, not only for the evocator but also for
anyone in his physical proximity!
Dùshen-Vha'amàkh: Sledgehammer Against Friendship, Breaker of Treaties, He
Who Betrays All Trusts, The Vassal Who Slays His Liegelord. Nine times out of ten, the only practical way to defeat one of these powerful
creatures is to banish it, i.e. to force it to return to those places beyond the circles
Vòrin Dùshen-Vha'amàkh's "faith" is, as one can deduce from His title, not a of the world from whence it came. Once banished, the demigod or demon must
popular one and is indeed outlawed almost everywhere in Roctien. However, it remain in this extraworld for greater or lesser amounts of time according to how,
survives "underground", probably with the assistance of the Temples of H'òngg- and by whom, it was banished. For the length of time that the banishment lasts,
Hélé and Hnélo-Tràniss, both of which have mysterious mythological ties to the "banisher", and all those who assisted him or her, will be safe from the
Dùshen-Vha'amàkh. It is rumoured that for some reason this cult is particularly attentions of the demon or demigod; afterwards, he and his or her minions can be
popular in the south-eastern hinterlands of the Imperium. subject to truly horrendous retribution. A comforting thought to consider here is
Nìnyéah: The Maiden of the Court of the Heavenly Light, She Who is Pure in Her that most banishment devices and spells last much longer than the lifespan of a
Mistress' Following, The Unsullied Virgin of Ny-Tlàssa, Forgiver of Sins. normal human being, so that by the time the demon or demigod is again able to
seek its enemy, the latter will be long dead; perhaps less comforting is the fact
Vìmein Nìnyéah (neen-YEA-ah) is held in most other parts of the known world to that most of these sinister entities tend to hold an evocator's descendants
be only one of Vìrya Nanyë's divine handmaidens, but in Roctien She is responsible for the actions of their ancestor, and may well show up to visit
sometimes considered scarcely less senior than the latter Goddess, or even revenge upon the hapless descendants hundreds or even thousands of years
merely a different Aspect of Vìrya Nanyë's personality. This deity is usually seen after a slight was first inflicted.
as Vìrya Nanyë's "better half", in the sense that where Vìrya Nanyë is quick to
judge, Nìnyéah is inclined to forgive. Shown below is a partial list of the Demon Lords who rule the Planes in the Realm
of the Spirits, drawn from perhaps the most complete book on Demon-lore
Nìnyéah's worship is more often private than public, but a few shrines to Her are currently available in northern Ushù'l, the Olalamèmpha or "Tome of the Puissant
included in most temples devoted to Vìrya Nanyë. Dwellers Beyond". Some of the entities listed below are associated with one or
more of the true deities of Ushù'l and are therefore also listed above under "Minor
Kéibinn: The Lord of the Member of Lust Possessed, Maker of Passions, He(She) Deities". The reader will note that many of the Planes are ruled by beings whose
of the Opening Fulfilled, Bullock of the Divine Seed of Spring. characteristics– and, in many cases, names– are unknown to modern scholars;
there are also, apparently, some Demon Lords who rule over no known Plane or
Vòrin/Vìmein Kéibinn is linked in most tracts with perverse Kikiri, and as such is of dimension. Many important details are unknown even to the most educated
multiple genders; however, He/She is usually considered more a "male" deity in demonologists, as research into this subject is obviously extremely dangerous and
that His/Her sacred symbol is the phallus. This is as opposed to Kikiri, Whose rarely performed.
depictions are almost always bisexual.

This is one of the most widely worshipped of the minor deities, since Vòrin/Vìmein
Kéibinn plays an important role in the Rites of Spring, a week of fertility rites
celebrated in the first week of Jàx each year by the Temple of Fèftian-Ithé. The
rural, fertility-based side of this religion is thus much more powerful than its
primarily "sexual", urban counterpart. Its phallic-shaped icons are encountered
frequently in the countryside, sometimes belongside shrines to Fèftian-Ithé or
even within Her temples.

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Name, Title, Description of Demon Lord XXVII Vòrin/Vìmein Kéibinn ("Master of the Lust-Possessed Member")
Plane / XXVIII [Unknown, although a few texts mention the name "Ràan (King)
Dimension Tsìyah" in conjunction with this Plane; no detailed description of
I Vòrin Dgzràthrai "The Lash of Dread Væran Hnélo-Tràniss" this being or its powers is available. However, there is at least
one mural, recovered from ancient, fire-scorched ruins in the far
II Vòrin Alshrenàthu "The Shining Lord of Silver Virtue"
western Nòlan Oblé, which depicts Ràan Tsìyah as a gigantic,
III (Unknown) flying, multi-headed Chàngalà, engaged in combat with another
IV Vòrin Zràiènssu "Watchman Over the Purple Shroud" (a demon very reminiscent of Vòrin Jojjìrra. Very little is known of
servitor of serene Væran Za-R'hàak, He is said to protect tombs the civilisation from whence this mural came, other than that the
and other resting places from the perils of the Mêm-Uhùryo) few inscriptions on it seem to have been written in the Old
Nolànian tongue and script.]
V U'uhré'é "Terror-King of the Crypt of Screams" (thought to be
the most powerful of all the undead servitors of the dreaded XXIX Emàqrdon "Who Flies With the Din of a Thousand Battles"
One With No Name, this creature is described as a huge [described as an enormous, flying insect-like entity, this being is
spectre) known to have been summoned several times in recorded
history; it has defeated entire armies and has ruined whole
VI Vòrin Hhèngglah "Who Swings the Mighty Mace of Ochre" kingdoms; what it wants in return is often trivial (?)]
VII Vòrin Blébarr-Phyraschòa "Dweller Below the Deepest Wave" XXX Jpìr "Lord of the Darkening Skies"
VIII [Unknown; referred to in some magical texts as "The Being XXXI Vìmein Bbìshàà "Third Claw of the Bitch of Decay"
Who Inhabits the Tower of Kòloc" (a huge, tower-like
fortification located southwest of the Meshònian Imperium far to XXXII Vìmein Làiilâssya "Sighing Breeze of the Autumn Forests" [a
the south of the Nòlan Oblé, with a bad reputation for being servitoress of Vìrya Karènn-R'Làché, Her duty is to protect the
haunted); other references claim the 8th Plane to be the realm creatures of the forest from the perils of the winter; She is also
of dread Vòrin Roaon, who is supposedly a renegade Watcher said to be one of the Demonesses who most frequently
or perhaps a true Demon Lord; none of this is known for sure] intervenes on the mortal plane, especially when a devout
follower of Vìrya Karènn-R'Làché is in danger; although a virgin
IX Vìmein Nìnyéah "Maiden of the Court of Heavenly Light" (?), She is also the subject of a number of cults who conduct
X (Unknown) curious erotic rituals deep in the forests of northern Ushù'l]
XI Kào'ò "Searing Flame of Blue" XXXIII Vòrin Yèetzoo "Jagged One From the Icy Pole"
XII Vòrin Bsìris "Who Melts the Tomb" XXXIV (Unknown; another Plane that the wise will steer clear of)*
XIII Vòrin Znéshìye "Guardian of the Shadows Beyond" XXXV Vòrin Dèddgulbb "The Smirking Skull"
XIV Vòrin Vohlkléssu "Soarer From the Stars" XXXVI Vòrin Rssà-Rb'ràgn "Warrior of the Pool Deepest Black"
XV Vòrin Ti'ìnttàshé "Lord of Untold Lamentations" XXXVII Aaeòéa "Dancer of the Dusk" (or "Dancer of the Dawn", in
XVI Jojjìrra "Monster From the Fires of Hell" [described as a some texts– ?; a Demon apparently associated with Væran Ya-
gigantic, finned dinosaur-like creature able to breathe fire, this Epré)
being has appeared in Roctien several times in recorded XXXVIII (Unknown)
history, causing widespread destruction; one Emperor was only XXXIX Vòrin Hònggàb "Mightiest of the Fathers of the L'àqu-àlu")
able to stop the creature by being sacrificed to it; it is interesting
to note the similarities between historical accounts of this XXXX (Unknown)
monstrosity and depictions found in the ruins of one of the elder XXXXI Màzpla-Dyìbyé "Teller of False (?) Fortunes"
civilisations of Telostic (see Book "A")]
XXXXII (Unknown– all attempts in recorded history to determine the
XVII (Unknown, and highly dangerous to even mention– ?) ruler of this Plane have lead to disaster; references to it are
XVIII (Unknown) deliberately omitted from most magical sourcebooks)
XIX Vòrin Mòn-à-Aùzs "Unlighted Cloud of Approaching Eternity" XXXXIII (Unknown)
XX I'ìt "The Oozing One" XXXXIV Vìmein Yòyoggìl "The Wind That Brings Death From the
Snows"
XXI Vìmein Bshhàagull "Putrescent One of the Festering Sore"
XXXXV Eôikhh "Keeper of Forbidden Knowledge" (frequently called
XXII Vòrin Béalùshh "Ever-Watching Guardian of the Crystal Gate" upon by magicians and others seeking recondite knowledge,
(described in many magical texts as "He who stands guard, lest this being is said to know all things that are, or have been; but
the Removed Ones again enter our Plane"; the significance of Its price for revealing this knowledge is often very dear)
this is subject to interpretation, but apparently Vòrin Béalùshh
controls an especially important inter-dimensional nexus, so He XXXXVI Màhnzìzklah "Brother From Ages Unremembered"**
must be appeased if a traveller wishes to access certain highly XXXXVII Hàylnzìzklah "Who Is Lost Between the Ages"**
desirable alternate Planes of Reality)
XXXXVIII (Unknown)
XXIII (Unknown)
XXXXIX (Unknown)
XXIV Vòrin Sséquah "Terrible One of the South" (continue)
XXV Kpùmn "Grey One From Beyond Time"
XXVI (Unknown)

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L Kèetla-Hìlxxa "Dread Bringer of the Striped Sting" (another Even these principles, moreover, apply reliably only to religions found north of the
Demon in gigantic form, in this case a huge, multi-coloured Nòlan Oblé. There is little contact with or knowledge of the faiths found south of
Vahàlsa-wasp; Its sting is said to destroy any entity, mortal or that great mountain range, although it is known that some of the religions of
immortal; terrible Kèetla-Hìlxxa may have been one of the northern Ushù'l – or, local variations upon them – do, indeed, have a following
Demons who destroyed the long-lost Mahàgi Empire) south of the Nòlan Oblé. For example, the Temple of the Inscrutable One, Væran
On, is believed to have originated somewhere in northern Màhag, and the
LI Vòrin Pàntha-Rysòmm "Silver One of the Lost Visage"% Temples of Værans Bà'altshavùu, Hènns and Ya-Epré are clearly popular in
LII Vòrin Angilass-Aznùr "Sentinel of the White-Clad Ranger"% Amplaë (which is just south and to the east of the central Nòlan Oblé). As one
goes further south, however, the cultural and religious traditions start to change
LIII Vòrin Lshénté-S'âdr "Survivor of the Final Duel"
greatly from what is familiar to the inhabitants of Javertien, Ardtien, Roctien and
LIV Ckòuoun "The Spined One" the Shadowed Empire. A traveler visiting these mysterious and far-off places had
LV Szràpphon "The Barbed One" best bring along his or her own religious implements, as opportunities to worship
at one's own Temple are likely to be few and far between.
LVI Btà-A-Zenyàtsyé "Pilot of the Seas of the Beyond"
LVII (Unknown) Concerning the foreign lands of northern Ushù'l itself, in both Javertien and East
Roctien, the Mzyshmlé-tà-Khùlmlé, albeit with different deities making up the three
LVIII Amgn (no known title or description) "camps", is more popular than the Mzyshmlé-tà-Akèlmlé, and this is reflected in
LIX Vìmein Rhstìym "Siren of the Burning Sands" the general religious orientations of those two Empires; in East Roctien, a strict
LX Chorùhtl "Whose Visage Is Doom" interdict is placed upon the Khùl-Tlassù, while the exact opposite is the case in
Javertien. Roctien has also banned public worship of its "evil" faiths, but this is
LXI and There are legends of Demon Lords and Planes whose really more of a political and military action than a theological one – it is indeed
beyond numbering exceeds the Sixtieth; but these are as yet unknown possible to find devotees of the Khùl-Nolgùn who discreetly pay homage to their
chosen religions within the Imperium's borders, if one knows where to look.
* A few magical texts list "The Red One" as being the master of the 34th Plane,
but this is disputed by the most senior wizards of the Antratschèldor-haii, who As one goes from west to east north of the Nòlan Oblé, the relative influence
caution that this being should only be bargained with by summoning Him (It?) to religious factions have upon public policy becomes greater and greater. Thus,
Telostic's own Plane and that sorcerers should under no circumstances attempt to while afforded a respected place in society, Javvré religions are subordinate in
explore the 34th Plane. No reason is given for this. importance to the great clans and the army to a degree their Roctiennae
counterparts would probably never accept; East Roctien, conversely, is ruled by a
** The numbering of these two Planes is in doubt, and in fact may be the reverse
theocratic alliance of the Temples of Rssà-Urutàngk, Hnélo-Tràniss and Hé-
of what is listed above (e.g. Vòrin Màhnzìzklah may be the ruler of the 47th
Enriath headed by the shadowy figure of Vòrin Ròaon [thought by some to be a
Plane).
senior priest of one of these religions, by others to be "greater than mortal"(?) and
% Some texts devoted to the Khùl-Tlassù list Vòrin Pàntha-Rysòmm as being the by still others to be a Demon]. In the latter Empire it is rumoured that even the
ruler of the 50th Plane and Vòrin Angilass-Aznùr as being the suzerain of the feared "outcast" Temple of The Nameless One (Lord of the Undead) is legal and
51st– which would leave an unknown being in charge of the 52nd Plane. has influence upon government policy. If this is true, one may surmise, the world
had best beware...
More information on the sinister Demons of Telostic will be given in future editions
of Shakhàn. Many of the major deities of Roctien have analogues in the other Empires. Thus
great Væran Bssìro, Master of Red Roaring Conflagration, is similar in most
17.11. Deities of the Rare Sapient Species respects to Væran Hyai, Fire-God of the Javvré pantheon, while that nation's
Vìrya Njvh is like the Roctiennae Yog-Ròthe. Such resemblances, while true on at
The Rocto-Ardae pantheon of deities is worshipped not only by humans (the least a superficial level, often mask divergences of substance; for example,
dominant race in the Roctien area) but also by most of the other "civilized" although the Javvré deity Dr'éb is commonly portrayed to outsiders as simply
nonhuman species (e.g. the Bènli, Arda, Lhààshàà-àdyé etc.) and, somewhat less another name for Roctien's Væran Hnélo-Tràniss (Cruel Patron of Slavery and
enthusiastically, by many of the remaining sapient creatures (Shélèggi, Apnié, Oppression), in His own land His orientation (and, His Temples' practice) seems
Ri'ìm, etc.) who are found from time to time in Rocto-Ardae cities and towns. more like an amalgam of the less desirable features of Lords Hnélo-Tràniss,
Rssà-Urutàngk and H'òngg-Hélé (!). A few examples of these principles may be
The religious practices of the rarer or less sociable races (Chàngalà, Agàk, Arfò, found below.
Hoyoté-Gò, Granàyu, etc.) vary tremendously and are a mystery to all but the
most senior sages. The Enhù'ùv, for example, are thought to worship a species- The Temple of mighty Ro'sènnpâdr (Valiant Paladin of Heaven) is actually
specific fire-god, possibly a different aspect of mighty Bssìro, Væran of Fire, while stronger in Javertien than it is in Roctien, and although, due to a doctrinal schism
nothing at all is known of the religious habits of the Lepré or Sagòst. Three of the dating back to before the Year of Union, its Eastern (Rocto-Ardae) and Western
"rare" species, the Agàk, Arfò and Motnat'tà, engage in very elaborate religious (Javvré) branches are controlled by different pontiffs, both are devoted to the
activities which are never revealed to "outsiders". These apparently involve same God worshipped under the same name. There are slight differences in ritual
deities, or groups of deities, known only to the species involved. Whether or not practices, mostly related to language, between east and west but a devotee from
the entities so worshipped are "major Gods" compared to the conventional Rocto- one region would recognize enough of the ceremonies to take part in those found
Ardae pantheon, They have displayed enough power when called upon by Their in another. In Roctien, this religion is a relatively "new" one, as its formal founding
nonhuman supplicants to make provoking Them a highly dangerous exercise. dates back only as far as the reign of Ganàlthé I (1804-1800 BU).
This is also true of the deities to which the Brhà and other inimical races pay
homage, although the characteristics of these sinister entities are completely The situation with the Temple of Vìrya Nanyë (White-Glowing Goddess of Purity)
unknown, and probably absolutely hostile, to mankind and his allies. is similar, Her faith being extensively worshipped in Javertien but being less
popular east of Ardtien. However, this religion is united across the two Empires,
and its High Seat of the Vìrya's Calling in the western Javvré city of Smt-Amtigue
is universally recognized as its centre of authority.
17.12. Foreign Temples and Religions
Væran Bà'altschavùu, the Patron of Lucre and Trade, is popular wherever the

H
owever the Roctiennae classify Them, it is appropriate to comment on the caravan-merchants of the Vhàl-V'àvna (Merchants' Guild) ply their trades, but He
relationships the Rocto-Ardae deities have with the Gods and Goddesses is known by different names in the Empires of the north. These are: in Roctien and
found in other northern Empires. In general, even if the "real" deity East Roctien Bà'altschavùu; in Javertien, Birò and in Ardtien Kéhù'ù. The
involved in one region is in fact the same one as is worshipped under a Temple's ceremonies vary considerably depending upon where they are
different name in another land, temples of the first Empire's religion are found only exercised, but provided an opulent sacrifice is made this God seems to respond
within its own borders and are not publicly represented elsewhere. In some cases, with equal satisfaction.
clerics of certain Rocto-Ardae religions are found as permanent diplomatic
representatives to foreign Temples devoted to Gods or Goddesses whose The Temple of feared Vìrya Hé-Enriath (Bringer of Nightmares, Goddess of
orientation is similar, but even here the hierarchies remain separate. Demonology) is banned in both Javertien and Roctien, but is one of the dominant
state religions in East Roctien. Even in the latter two Empires, however, She is
powerful and Her worship is carried on "underground"; political rulers usually take
care not to antagonize Her supplicants provided their rites do not affect public
order. It is also notable that the name of this deity is rarely mentioned aloud in
East Roctien, being referred to instead as "She of the Venerable Ebon Shadow".

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Great Hadda-Làtonn, Dweller in the Flowing Stream, God of the Rivers, is known One folk-tale states that this member, whatever its intended purpose, can
in all three northern Empires, but He is strong only in the Ascòrcan and Voina "suck the life-force from even a God in a trice", should the One of the Dark
area of southwest Roctien and Ardtien. Indeed, this God is held to be a "minor" Horn decide to use it as a weapon. Understandably, there has been little
deity in Javertien. Despite this, those who draw their living from the sea make definitive research into this subject. Another legend suggests that this entity
devotions to Him before each trip on the waters, regardless of which religion they was one of the original Gods of the Brhà (or some other inimical species),
and their clans officially worship. who was fought and at least temporarily defeated by Vìrya Hé-Enriath, and
possibly some of the other familiar deities, during prehistoric times long
before humanity and the kindred races arrived on Telostic (?).
17.13. Other Supernatural Beings If there are worshippers of this being in modern Roctien, they are unknown
to all but the most well-educated savants of northern Ushù'l, and there are

T
he final category of supernatural beings known to the sages of northern
Ushù'l is really a catch-bag to encompass entities or religions that, for also no references – that is, outside the closed archives of the Shadowed
whatever reason, simply do not fit in the structures of the Mzyshmlé-tà- Empire – of the One of the Dark Horn having an organized religion.
Khùlmlé. Of these, there are three fairly well-known deities, one aberrant • ...... The Red One. This is an unusual God, in that It is thought to "live" (or,
religion and a host of other, more mysterious creatures. possibly, is just worshipped) on one of Telostic's other continents, possibly
The three "Great Unknown Gods", acknowledged as such by adherents of the Dsshàmìkah. There are only two things about this deity: Its form (apparently,
other religions listed below. They may be among the "Removed Ones", or may be a huge, scarlet-glowing diamond-shaped polyhedron floating in the sky), and
Great Demons, or may be something else altogether. They are all, to a greater or Its abilities (supposedly, the imparting of sorcerous and historical knowledge
lesser extent, thought to be "evil" deities, prone to human sacrifice and other, and instantaneous travel to any place or plane in the multiverse, as well as
more sinister (?) practices, but for some reason They have not been included in other powers typical to Gods).
the traditional ranks of the Khùl-Nolgùn. There is a possibility that the reason for As far as the peoples of Ushù'l are concerned, the Red One seems to have
this is simply the political power of the other Temples of the Khùl-Nolgùn within had sapient devotees in ancient Hà'alàam and certain other regions far to
East Roctien (as, most religious teachings devoted to the dark faiths have the south and east of Roctien, but knowledge of It in modern times is
originated from that Empire, and there would presumably be an interest in apparently restricted to the most senior wizards of the Antratschèldor-haii,
discouraging rival Temples), but there are also hints in some old texts of other, with whom the Red One will deal in exchange for appropriate favours –
unspecified incompatibilities between the likes of puissant Væran Bssìro and the whatever these might be.
Great Unknown Gods. Perhaps the truth is known only to these mighty beings
Themselves. • ...... The Ancient One of Nightmares. The "Ancient One of Nightmares" is
thought to be a deity of the far north from the forbidding, frozen lands of
•.......The One of the Dark Horn. This entity is said to figure in legends, about North Ulschéshòsh separated from Ushù'l by the Mùya Ulàkh; He (It?), from
which the priests and priestesses of Vìrya Hé-Enriath are strangely reluctant what fragmentary evidence is available, is depicted as a huge, shadowy,
to talk, dating to the earliest days of that Temple. Considering the antiquity multi-limbed (or tenacled?) being with "a face as black as the deepest pits of
of the Dark Lady's religion, these tales must be old, indeed. The One of the Hell, to look upon which brings madness" (?), or alternately as a much
Dark Horn is said to resemble a gigantic, beast-like creature, shimmering smaller creature, again multi-limbed and shaded in unnatural darkness with
and translucent to the eye except for His (Its?) distinguishing characteristic, an aura of intense, almost irresistible fear to mortals. This being is thought
a jet-black outgrowth from its "head"; this may be a horn, or a proboscis, an to be one of the most malign and "evil" deities of Telostic, but the reasoning
antenna or some other body part. or evidence for the assertion is now lost.

Symbol of Shining Vìrya Nanyë, Goddess of Purity

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Like the One of the Dark Horn, the Ancient One of Nightmares figures in
folk-legends that supposedly date to the times before the spacefaring
species ever visited the planet on which they are now marooned. While the
validity and the dating of these tales is obviously suspect, it is interesting to
note that the Arda and the Hàmyé, the two races native to Telostic, exhibit
an instinctive, almost uncontrollable fear when confronted with evidence of
this deity (worse even than these species' reaction to the more well-known,
evil Gods, perhaps even to the dreaded One With No Name). This may be
an embedded genetic memory of long-forgotten times when this fearsome
entity walked the face of Telostic... then again, it may simply be a fable.
There is also a curious juxtaposition of the Ancient One of Nightmares with
Vìrya Yog-Ròthe, who is theoretically thought to inhabit the same, northern
regions. There is no historical evidence to suggest that these two beings are
one and the same, whatever Their true relationship, and a few legends even
suggest that the two deities, or other supernatural beings devoted to each
deity, have "...warred against each other in realms of bitterest, darkest cold,
in struggles to afright all who would behold...".

There are references in certain old texts to groups devoted to this deity
holding ceremonies in isolated regions of north-east Roctien and South
Ulschéshòsh to the north and east of the Shadowed Empire, and ruins of
buildings clearly devoted to the Ancient One of Nightmares have been
uncovered on some of the islands in the seas to the north of the Bight of
Roctien. Interestingly, the religious laws of both the Rocto-Ardae Imperium
and those of the Shadowed Empire, impose the pain of death on those who
would worship this sinister creature, although as far as can be determined It
has not had a mass following in northern Ushù'l for thousands of years.

Above and beyond the three Great Unknown Gods, the legends of Ushù'l contain
references to many other powerful supernatural beings about whom even less is
known than about the former. A few of these may simply be alternate aspects of
one or more of the conventional deities or may be mistranslated references to A depiction of the "Ancient One of Nightmares" retrieved from the
deities of the far south or other distant regions. However, the majority of the rest is Isle of Euròra (several hundred kilometres northwest of the Bight of
made up of Gods who, for one reason or another, are no longer openly Roctien)
worshipped in the northern regions of Ushù'l. Some of the names of these
"Forgotten Ones" known to the most experienced savants of Ushù'l are:
• ......The Eastern Gods (?), including Nìmarr, Mandagàrarr, Tblùoé, Hludé-Hélarr,
Hàfvhédinn, Zùrech-Metènirr, Aìbehyk, Pèrkaiàomn, Tskarùdn and
• ...... The Lord of Valours (possibly an archaic form of great Væran Ro'sènnpâdr, Bpojèdnn (these may be deities of Dsshàmìkah, or possibly of some other
except that this deity is known to have been worshipped thousands of years continent – some texts mention the name Tblùoé in conjunction with the
ago in ancient lands, for example the now-sunken Heshìgan Empire, long lands of Sunggulàya in the far south of Ushù'l, but of course Sunggulàya is
before the worship of Væran Ro'sènnpâdr was formally established; thus if nothing more than a fable to 99 out of each 100 scholars);
the Lord of Valours is, in fact, just another aspect of mighty Ro'sènnpâdr, it
opens the question as to why He abandoned Ushù'l for so many years – ?);
• ......Vorodhùm, Mànal, Qué'Yé, Væran Léthilaë, Aàzstye, Vìrya Oqz'aì, He of the
Blank Eyes (?), Vìrya Mailéia, Ijj, Wòxyr-Emìryn (virtually nothing is known
• ...... The Azure God (akin to, but probably not the same as, the modern Væran of these beings, other than isolated references to names recorded in various
Za-R'hàak; a deity of the afterlife who fought the Undead; certain sinister magical or religious texts).
legends suggest that this being was slain by the dreaded Nameless One,
The final, aberrant religion found in modern northern Ushù'l is the "Cult of the
but the details are lacking);
Prophet". This is a curious monotheistic religion, one of the very few of that type
• ...... The One From the Depths (this may be a duplicate reference to mysterious on Telostic, similar in some ways to early Islam on Earth. The Cult, thought to
Væran Wròb-Riàhyal, but from the little available information, many of the have originated somewhere in Màhag south of the Nòlan Oblé, had a strong
descriptions and actions do not completely fit); following in the Rocto-Ardae Imperium several hundred years ago. It was,
however, decimated and forced underground by pogroms and persecutions
• ...... The Shining One (despite the title this is thought to be a very evil deity, engineered by the Emperors of the First Padrùli Dynasty, especially Ràl I "Sword
probably one of the "Removed Ones", who figures in a few secret legends of Mighty Ro'sènnpâdr" (656-650 BU), who feared that the Cult would upset the
maintained by some of the conventional religions); established social order.

• ...... The Smiling One (similar to the Shining One or possibly the same entity, While the details of its dogma are beyond the scope of this book, basically, the
another malign being supposedly overcome by the better-known deities in Cult of the Prophet holds that "all believers are equal before Anùl, the One" (Anùl
ages now forgotten); is the name for the Cult's singular deity), and that "when the skies open, yea, then
shall the angels of the One visit us again and end the Age of Man" (?) (the
• ...... Pkààskààhléthkààlàà (pkAHskAH-helAYth-KAH-LAH) (an ancestral deity of meaning of the latter teaching is open to many different interpretations). Anùl is
the Lhààshàà-àdyé whose Temple is quite powerful in modern Amplaë just held to be a transcendantly powerful, inscrutable being, having rulership over all
to the south of the Nòlan Oblé; an unusual God/ess in that It is held to be a the dimensions of the universe– including those of the other deities of the
"good" deity in northern Ushù'l, but a "neutral" to "evil" one in the south); Mzyshmlé-tà-Khùlmlé, a concept that horrifies and enrages adherents of the more
• ....Vìrya Tshé-Ailh'é (tess-hey ail-hAY) (a Goddess very similar to the Rocto-Ardae conventional Temples.
Vìrya J'Ràlrishé-Slé, She is still worshipped on the island of Mòm in the extreme Another notable feature of the religion is its belief in the Tsàkanhàia (tss-AKH-
north-west of Javertien; legends have it that Vìrya Tshé-Ailh'é has defended both ahn-AI-ahh). These minor supernatural beings have variously been described as
Mòm and Javertien itself against various supernatural interlopers, among these "angels of the One", "returned saints of the One" or as ancestor spirits; they are,
several Demons and, possibly, the Ancient One of Nightmares, but these tales according to legend, sent by the Cult's deity to guide and protect its followers in
seem to be absent from the doctrines of the Temple of Vìrya J'Ràlrishé-Slé, for times of persecution or doctrinal controversy. Judging from the vicissitudes that
some reason); the Cult has had to endure over the years, the Tsàkanhàia do not seem to have
been very powerful or effective, but this has not dented the faith of the Cult's true
believers.

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There have been many sub-sects and heretical branches of this faith since the 18.2. The Antratschèldor-haii
time that it was suppressed. This is, of course, not unusual for an underground
religion, but it has diminished the Cult's secular power and caused dramatic The best-known group of those who are able to learn and exercise these powers
regional differences in its doctrines. For example, there are apparently no is called the Antratschèldor-haii (ahn-traht-SHELL-dore HAI). Etymologically, this
ordained female clerics of the more conservative, underground branch of this title is believed to have originated under a variant of Mag-Mèron, Dead Tongue of
religion found in modern Roctien, although its more liberal, western sects do allow the East; it means, roughly translated, "Knower of the Hidden Arts". As a group,
females admission to the clergy. Currently, the Cult of the Prophet has a small the Antratschèldor-haii exhibit a great diversity; it is possible to find creatures of
and fanatically devoted following in Roctien, but is officially banned by the state; almost all races, sexes, social classes, religions and philosophical orientations
public proclamation of belief in the Cult is subject to long imprisonment or even who have chosen the career of magic-user.
death. It has considerably more power in Ardtien and especially, as might be
expected, in Ontars, where its wandering evangelist-priests can preach openly in The Antratschèldor-haii regard magical knowledge as a goal worth pursuing in
relative safety. Furthermore, the Cult is supposed to have a large and well-funded and of itself. Because of this, most magic-users belonging to the group are
base of operations somewhere in southern Màhag, although it is possible that profoundly inward-looking and are uninterested in using their sinister powers to
accounts of this are the result of confusion with the Temple of Væran On, Whose influence the mundane aspects of life. There is a special meaning to this, insofar
faith shares many superficial similarities with the Cult of the Prophet and which is as the game is concerned: the Referee should use every reasonable means at his
also known to be popular in the far south. or her disposal to discourage magic-using characters from becoming involved in
positions of economic or political rulership. (Several of the major political entities,
for example the Rocto-Ardae Imperium, have laws that prohibit a known magic-
user from holding public office, and such a move would undoubtedly be opposed
not only by the state, but also the religions and the elders of the Antratschèldor-
18. Secular and Religious Magic haii itself.)

F
or eons there have been individuals in northern Ushù'l who can cause It is noteworthy that "while all of the Antratschèldor-haii are magic-users, not all
wondrous feats of "magic" using the "Hidden Arts". These persons are able magic-users are Antratschèldor-haii." In other words, while the Antratschèldor-haii
to cause events that cannot be explained by the natural laws of the physical are probably the most numerous and widely distributed group of users of the
universe, through arcane incantations and by invoking unusual materials or Hidden Arts, they do not have a monopoly on the ability to use magic.
the names of the Gods. For example, some "magic-users" and clerics can
conjure living creatures that appear where seconds ago, nothing whatsoever Note: The term "magic-user", as used hereafter, may be considered to be
existed. Even the most diligent scientific examination of these events will render synonymous with the term Antratschèldor-haii, although as stated above many
no logical explanation as to a plausible, intelligible cause. Indeed, a magic-user other types of characters can actually use magic.
himself or herself will be unable to tell the inquirer how the feat worked, other than
to repeat the incantation and whatever other actions (gestures, etc.) may have 18.2.1. The Thirteen Brotherhoods
been required; a cleric will merely attest that it is tangible proof of the power and
Although all Antratschèldor-haii have in common the ability to cast magic spells,
righteousness of the deity he or she worships.
each magic-user must choose an area of specialization. This, the group of
How "magic" itself operates is, of course, unknown, but there are many theories Antratschèldor-haii who study in it and its particular type of magic is collectively
regarding its source of power. The most popular belief is that the conventional called a "convocation" or, more frequently, a "Brotherhood"*.
dimension in which Telostic exists, where matter is stable but where energy is not,
Every Brotherhood has developed numerous devices and procedures to further its
coexists with a super-dimensional plane in which the relationships between matter
specialty. It is believed that there are obscure connections between the
and energy are exactly reversed: in other words, energy is stable and pliable,
Brotherhood themes and the sources from which individual magic-users accrue
while matter is ephemeral.
Energy Points. Thus, the Flame has special significance to the Brotherhood of the
Given the right techniques, it is thought, a user of the Hidden Arts can access this Fàani-Avàia, the Dark is the theme of the Gohlaa-Gozàan, and so on.
alternate plane and "tap in to" its energies either in raw form, causing a "bolt of
The normal headquarters of a Brotherhood is called a "Sanctuary". The physical
lightning", a "ball of fire", etc., or can use the energies in a more processed
premises in which a Sanctuary resides varies considerably according to the size
manner, resulting in the more sophisticated spells that (for example) create
and wealth of the Brotherhood that maintains it, but however large the building
objects or even animated "life". This explanation of magic is at best a theory and
may be (most are actually quite small, about the size of a normal inn at best), it
there are many alternative theories, each with various amounts of supporting
almost always presents a pedestrian, nondescript appearance to the outside
evidence. The most widely held of these, which is of course promoted by the
world. The Brotherhoods all try to avoid publicity wherever possible, and do not
Temples, is that all "magic" in fact emanates from the Gods and is a gift bestowed
advertise their presence in urban or rural areas. It can, therefore, be quite difficult
upon mortals by Their divine beings. The truth is probably unascertainable by any
to locate a Sanctuary in a city that a character does not know intimately, unless he
currently available means.
or she has been given exact directions to it from another chapter of the same
Brotherhood.
18.1. Magic In the Campaign Setting
Upon graduating with the first Level of initiation into a Brotherhood, a magic-user
It should be noted that paranormal events of all types are quite rare on the "real"
is given a tattoo consisting of the emblem of his or her Brotherhood, which is
planet Telostic, much more so than the rules found hereafter (which have been
usually placed on some inconspicuous body part (for example the middle of the
slightly exaggerated to make the game interesting) might otherwise suggest. An
scalp). The tattoo is a vital part of being able to use magic, since, it is thought, it is
over-abundance of magic can, furthermore, unbalance and ruin a game such as
the channel through which the Antratschèldor-haii is able to draw magical energy
Shakhàn more quickly than can almost any other factor. Therefore, the Referee
from the Planes Beyond. An Antratschèldor-haii who has his or her tattoo defaced
should be very conservative in controlling the rate at which magic-using
or removed altogether is totally unable to use magic until it is somehow replaced.
characters gain magical abilities.
Note that a character not trained as an Antratschèldor-haii who somehow
This applies particularly to attempts to extend the effects of the spells, as listed manages to be inscribed with a Brotherhood's tattoo gains no magical abilities
below, in ways not in keeping with the spirit of the game setting. For example, from it; the emblem must be combined with laborious mental and psychic training
there is in theory nothing that would prevent a magic-user or cleric from using to be of any use.
some variant of the Eternal Light spell to create the equivalent of modern street
The thirteen known** Brotherhoods are listed below in the order in which they are
lamps for his or her home town. On "real" Telostic, however, such an initiative
found on the Great Circle of the Antratschèldor-haii (see below).
would be extremely unusual and would lead to its proponent having his or her
motives called into question, not least by other, elder magic-users. Most of the • ..... The Fàani-Avàia (fawnee-avAI-yah), Brothers and Sisters of the Fire in the
societies of northern Ushù'l are not run by magic-using characters, despite the Earth. This Brotherhood specializes in magic related to fire and heat; it has
considerable powers available to the latter; the Referee and players can be certain many destructive and offensive-type spells, and is one of the most popular
that there are valid reasons why this is so and has remained so for thousands of branches of the Antratschèldor-haii. The ceremonial robes of this
years. Brotherhood are either blood-red with a cherry-red trim, or deep red with an
orange and yellow trim. (The latter variety is most often found in regions
south of the Nòlan Oblé.)

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• ..... The Chélé-Avàii (shay-lay avAI), Brothers and Sisters of the Light of Day. • .....The Félékan-Gozchàal (fay-layKANN GAWZ-shall), Brothers and Sisters of
This moderately popular Brotherhood specializes in magic related to light the Stony Mountain. This Brotherhood specializes in magic related to the
and illusion. The ceremonial robes of this Brotherhood are bright yellow with mountains, stone, silicate materials and control over these items. While
a gold trim. more popular than either of the former two Brotherhoods, it is still an
uncommon group and has most of its Sanctuaries in remote, mountainous
• ..... The Naha-Avàia (na-ha avAI-yah), Brothers and Sisters of the Ineffable regions. The ceremonial robes of this Brotherhood are light grey, striped
Energies. This is a popular Brotherhood which specializes in magic related with medium or dark grey, with a deep red trim.
to electrical and physical energy, possessing several powerful offensive
spells. The ceremonial robes of this Brotherhood are bright orange with a • .....The Zeiatez-Fèlek (ZAI-yat-ezz FELL-ehk), Brothers and Sisters of the
gold and orange trim. Lodestone of Power. This is another relatively uncommon Brotherhood
which specializes in magic related to magnetism and the "unseen forces".
• ..... The Nàhal-Osdéa (nay-hall awzDAY-yah), Brothers and Sisters of the Wind The ceremonial robes of this Brotherhood are a mixture of light and darker
in the Clouds. This group specializes in magic related to cold, the wind, the violet, with a black trim.
air and travel. It has several highly destructive spells and is not as popular
as the first three Brotherhoods, but still commands a sizable portion of the • .....The Kybàhri-Fèleor (kaiBAHR-ee FAY-lay-ohr), Brothers and Sisters of the
ranks of the Antratschèldor-haii. The ceremonial robes of this Brotherhood Tree of Life. This group specializes in magic related to the forests, plants
are light grey-blue (or, occasionally, light blue) with a medium blue or white and the wilderness; it has a strong following in rural areas but is virtually
trim. unknown in cities or other urban regions. The ceremonial robes of this
Brotherhood are jade green with a tan or flesh-coloured trim.
• ...... The Enja-Osdeön (en-jah awzdeeOH-awn), Brothers and Sisters of the
Weirding Device. This Brotherhood represents the "artificers" of Ushù'l, • .....The Fàanel-Féléòdji (FAHN-ell FAY-lay-oh-djee), Brothers and Sisters of the
concentrating on the enchantment and creation of magical items; its Changing Beast. This Brotherhood specializes in magic related to animate
Sanctuaries are widely found, but are highly elitist and difficult to join. A life, the physical body, healing and shape-changing. It is one of the most
magic-user lucky enough to be admitted to this Brotherhood can usually be popular sub-groups of the Antratschèldor-haii, being found in virtually all
sure of profitable work in the pay of a king or other noble, but may find him regions. The ceremonial robes of this Brotherhood are dark yellow, with light
or herself persecuted by the government if he or she makes unduly powerful green epaulets and a jade green and black trim.
magic items available for sale to the general public. The ceremonial robes of
this Brotherhood are usually medium grey, sometimes medium blue, with a • ......The Mahkàilh (MAHK-eye-leh), Brothers and Sisters of the Mysteries of the
light blue or silver trim. Mind. This is, perhaps, the most popular of all the Brotherhoods of the
Antratschèldor-haii; its magic concentrates almost exclusively on
• ..... The Osda-Osdéam (awz-dah awzDAY-yam), Brothers and Sisters of the knowledge, communication and mental powers. The ceremonial robes of
Cold Seas. This Brotherhood specializes in magic related to water, the seas, this Brotherhood are multi-coloured in a "rainbow" effect, with a white, black
control over marine creatures and cold (its theme thus overlaps that of the or grey trim.
Nàhal-Osdéa to an extent; the two Brotherhoods share the use of several
spells). It is quite popular in seaports and other coastal regions, but is * Note: The word "(Brother)hood", as used here, is an English approximation of
virtually non-existent in the interior of the continent. The ceremonial robes of the Antrat-héa word "Ahkhéshné" (ah-KAYSH-nay); it has no gender connotations,
this Brotherhood are usually deep or navy blue with a medium blue trim. and, indeed, many of the most powerful magic-users of the past have been
women.
• ..... The Osdez-Gozròl (awz-dezz gawz-ROHL), Brothers and Sisters of the
Reach of the Earth. This rather rare Brotherhood specializes in magic Although a simplified version of each Brotherhood's ceremonial robe may be worn
related to the earth, control over the Underworld, its inhabitants and, to a on a day-to-day basis within a Sanctuary, the formal attire of the Brotherhood is
lesser extent, the transmutation of metals and other natural substances. The usually reserved for special occasions such as a state banquet, magical
ceremonial robes of this Brotherhood are either medium brown with a flesh- investment, summoning or other ceremony. An Antratschèldor-haii will normally
coloured trim, or dark orange with a brown and black trim. dress in mundane street clothes when venturing outside a Sanctuary and will
rarely be attired so as to give away his or her true profession.
• ...... The Gohlaa-Gozàan (GOH-laah goh-ZANN), Brothers and Sisters of the
Shadow of Night. This group specializes in magic related to shadow, **There are rumours of different Brotherhoods found in far-off lands and of several
darkness and obscurement. It is one of the rarest Brotherhoods, having only that have become defunct over the centuries; very little is known about these,
one or two Sanctuaries in populated areas and (as far as can be except by the most senior Antratschèldor-haii.
determined) only a few more in the wilds. The ceremonial robes of this
18.2.2. The Circle of Antratschèldor-haii
Brotherhood are very dark grey to black, with an orange or flesh-coloured
trim. The Brotherhoods' relationship to each other are frequently depicted in stylized
form on the "Great Circle of the Antratschèldor-haii". Each Brotherhood, with the
exception of the Mahkàilh which is located in the exact centre, is side by side with
two others on the Circle, these being the Brotherhoods whose magical specialty is
most similar to that of the one in question.

The Great Circle of the Antratschèldor-haii

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Each Brotherhood, again with the exception of the Mahkàilh, also has a "diametric The Brotherhoods are jealous of their internal secrets, but none more so than their
opposite", this being the Brotherhood directly across from it on the Circle. As the hidden languages. They will never reveal their own Brotherhood's tongue to
magical theme of the diametric is the most removed, its magic is consequently the someone who is not an Antratschèldor-haii, and, when teaching spells to
most difficult to cast successfully. There are also two "near-diametric opposites", Antratschèldor-haii of dissimilar Brotherhoods, will charge handsomely for the
these being the two Brotherhoods immediately adjacent to the diametric opposite task, imparting just the bare minimum of knowledge to ensure the safe execution
on the Circle. A Brother or Sister of the Antratschèldor-haii has a more of a of the incantation.
chance of successfully casting magic from a near-diametric opposite than he or
she would for the true diametric, but this chance is still abnormally low compared 18.2.5. Rank Titles of the Antratschèldor-haii
to what it would be for the other Brotherhoods. The Mahkàilh is a special case: it
has no diametric or near-diametric Brotherhoods and counts as being only two Over the centuries Antratschèldor-haii have evolved a complex system of
honourific titles to be used within the walls of a Sanctuary, as well as in the
Brotherhoods removed from any and all of the other Brotherhoods, a fact that has
outside world where one Antratschèldor-haii encounters another under uncertain
given Antratschèldor-haii of this Brotherhood considerable power in the past.
circumstances. These are denominated by "Rank"; thus, a relatively
There is sometimes considerable rivalry between Brotherhoods, but as they are all inexperienced Antratschèldor-haii might be termed a "Sorcerer of the Second
at least in theory equal members of the Eternal Order of the Antratschèldor-haii, it Rank", while a great master of the Hidden Arts might be called a "Sorcerer of the
is very rare for these disputes to reach the stage of open violence. More Twenty-First Rank".
commonly, Brotherhoods of differing specialties will coexist close by each other
For game purposes, the rank titles of the Antratschèldor-haii can be considered to
and maintain various amounts of economic and magical trade and cooperation.
roughly correspond to the Experience Level of the magic-user in question.
18.2.3. Philosophies within the Antratschèldor- (However, on "real" Telostic, the relationship between Experience Level and rank
haii title is considerably more complex– under some circumstances a fairly
inexperienced Antratschèldor-haii can have a relatively high rank title and vice
Within each Brotherhood, it is possible to find Antratschèldor-haii of many different versa. In particular, the exact requirements needed to qualify for a given rank title
moral and philosophical beliefs; the Guild enforces no particular scheme of vary considerably between geographical areas.)
personal values of "good" or "evil", provided that members treat each other
according to the intricate rules of Guild etiquette. Thus, although the theme of the The names of the rank titles in Antrat-héa and their approximate meanings in
Brothers and Sisters of the Gohlaa-Gozàan is the Dark, this Brotherhood contains English are listed below.
magic-users who worship deities of the Khul-Tlassù and the Khùl-Mhazàshii as
well as the Khùl-Nolgùn. Level Title in Antrat-héa Pronunciation English Translation
I Màblé- MAH-blay ehvenn- "Apprentice
It is worth noting in this context that most religions are opposed to their devotees Evenémablé- ay-mah-blay oo- Conjuror"
belonging to the Antratschèldor-haii, preaching that "tainted is the power from Uoùéoa OWW-ay-ahh
Beyond which comes not from our Divine Væran (or Vìrya)". Tensions between
the Antratschèldor-haii and the local Temples found in each area are thus always II Màblé- MAH-blay dehvenn- "Most Minor
present below the surface even if relations are outwardly polite, but as each group Devenémablé- ay-mah-blay oo- Conjuror"
is well aware of the other's potent supernatural abilities, these disagreements Uoùéoa OWW-ay-ahh
rarely result in overt violence. Most of the major religions (with the notable III Màblé-Arâcqx- MAH-blay ahh- "Minor Conjuror"
exceptions of mysterious Væran Ya-Epré, Master of Magic and Mysteries, learned Uoùéoa RAHkwix oo-OWW-
Vìrya Nìa and, occasionally, sinister Vìrya Hé-Enriath) will prevent a known ay-ahh
member of the Antratschèldor-haii from becoming or remaining a priest, and
IV Màblé-Bìbdag- MAH-blay BIB-dagg "Less Minor
conversely, within the Brotherhoods it is considered untrustworthy for an
Uoùéoa oo-OWW-ay-ahh Conjuror"
Antratschèldor-haii to divide his or her attentions between the Guild and religious
duties. In game terms, this limitation has a specific meaning: the Referee should, V Tìtradémàblé TITTRA-day mah- "Conjuror"
except under unusual circumstances prohibit a character from having the blay
professions of "magic-user" and "cleric" both listed as primary or secondary VI Gabavarishé-Ve- GAH-baa vahrEE- "User of the Hidden
occupations– if the character chooses to have "Antratschèldor-haii" as his or her Alakòm shay vay ah-lahk- Arts"
primary occupation he or she may not choose "cleric" as a secondary occupation, OHMM
and vice versa.
VII Hannahedàrjé- HAH-nahh hay- "Enchanter"
18.2.4. Communication Within the Bhèltorr DAHR-jay beh-
Antratschèldor-haii HAY-l torr
VII Pèwdrask PYEW-drahsk "Magician"
The Antratschèldor-haii maintain a lingua franca, a "common tongue" which is
learned as one of the first requirements upon entering the walls of a Sanctuary. IX Angdrask AHNG-drahsk "Lesser Sorcerer"
This is called Antrat-héa (ahn-tratt-HAY-yah), "Tongue of the Hidden Arts". Antrat- X Atònn-Dâr ah-TONE dawr "Sorcerer"
héa, and its related script, are primarily used for communication between magic-
XI Dorànn-Dâr dore-AHN dawr "Senior Sorcerer"
users who may not otherwise understand each other's normal languages,
although certain older magical writings are occasionally inscribed in it. XII Ejerànn-Dâr ay-jay-RAHN dawr "Elder Sorcerer"
XIII Bànn-Dâr bAHN dawr "3rd-Rank Master
Each Brotherhood has its own tongue, developed over thousands of years and
Sorcerer"
marked by complexity of both syntax and pronunciation; thus each magic-user
must be able to speak a minimum of his or her own Brotherhood tongue and XIV Kodànn-Dâr koh-DANN dawr "2nd-Rank Master
preferably several more. Nearly complete fluency, either with a single invocation Sorcerer"
or an entire language, is essential because if certain words of an incantation are XV Dhàll-Dâr deh-HALL dawr "1st-Rank Master
incorrectly spoken the spell can misfire, occasionally with disastrous Sorcerer"
consequences.
XVI Leshpélé-Llàl-Dé laysh-PAY-lay el- "4th-Rank Knower of
Most of the Brotherhood languages, with the exception of the tongues of the ALL day Mysteries"
Mahkàilh, Gohlaa-Gozàan, Enja-Osdeön and Osdez-Gozròl, seem be derivatives XVII Leshpélé-Llàl-Déa laysh-PAY-lay el- "3rd-Rank Knower of
of ancient Antrat-héa. They are highly adapted for magical purposes, and are not ALL day-ah Mysteries"
very well suited for use in pedantic discourse on non-magical subjects, lacking
much of the necessary vocabulary. For this reason, a magic-user attempting to XVIII Leshpélé-Llàl-Dòa laysh-PAY-lay el- "2nd-Rank Knower
use only a Brotherhood tongue to communicate with another character may ALL DOH-ah of Mysteries"
encounter frequent misunderstandings and errors in meaning. Some XIX Leshpélé-Llàl-Don laysh-PAY-lay el- "Knower of
Brotherhoods also maintain writing codes for internal magical tomes, but these ALL dawn Mysteries"
are much less frequently taught to outsiders.
XX Réa-Eàrrdarr RAY-ah ay-ARR- "Knower of the
dawr Watchers"

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Rank titles for Antratschèldor-haii above twentieth-Level (Level XX) are not • .....The Brotherhood or religion that "owns" the spell, in other words the one
publicly known and are, obviously, unlikely to be encountered during the course of which invented it and is responsible for its teaching and development. Some
play of a normal Shakhàn campaign. spells appear in the spell lists of more than one Brotherhood or religion; in
this case the appropriate variant of the spell can be taught or learned in
18.3. Clerics and Other Magic-Users either. The clerical and Antratschèldor-haii versions of specific spells on
"real" Telostic are actually quite different from each other– the fact that a
The priesthoods of the various Temples have great supernatural powers, as do spell of the same name appears in more than one spell list is a game
tribal shamans and others devoting themselves to the worship of divinity. convenience to simplify play. For this reason, it is impossible for a cleric to
However, religious magic differs in many important respects from that of the ever learn, or cast, a spell from a Brotherhood of the Antratschèldor-haii and
Antratschèldor-haii, and it is thought that its source of power (e.g. the deity Itself) vice versa, although of course a spell of the same name and effect may
is significantly different from that of "secular" magic. The best proof of this is the appear in a spell list that is accessible.
fact that many types of non-religious magic, including many of the spells of the
Antratschèldor-haii, are ineffective against religious enchantments and vice versa. • ..... The Complexity Level (e.g. relative difficulty) of the spell. In general,
Additionally, religious magic seems more narrowly specialized in keeping with the the higher the complexity of a spell, the more powerful and effective it is
theme of the deity from which it (presumably) originates, as opposed to the more likely to be. Similarly, the higher a spell's complexity, the more difficult it will
flexible, but somewhat less powerful, magic of the Antratschèldor-haii and others be to cast. Many spell types exist as a continuum of Complexity Levels (for
like them. example, running from Level III to Level VI), so that the spell in question can
be cast with less effectiveness at a lower Complexity Level, or with
Many creatures, some intelligent (e.g. Chàngalà) and others not (e.g. Bhéshah), progressively more effectiveness (or with different effects) at a higher
can exercise a greater or lesser degree of supernormal ability which seems to be Complexity Level. These are termed for reference purposes as "continuum
an inherent part of their species, much as the use of one's hands is an inherent spells".
part of being a primate or humanoid. Entities with these types of powers, for
example the Sagòst, are for the most part very rarely found in normal Telostician A few continuum spells are unusual in that a given class of magic-user or
societies, partly because of persecution but probably more because their goals cleric may be able to considered to "own", for purposes of learning and
and motivations seem to have little to do with those of the more conventional casting chances, only a range of Levels within them (for example Level III to
races. V only) and may not have the same type of access to other Levels of the
spell. For example, clerics of perverse Væran/Vìrya Kikiri include only the
The species-specific magical abilities of creatures such as the Sagòst and
Level VI variant of Emotionsending within their Temple's "native" spell list,
Chàngalà are not currently available and are For Future Release. For game
and although they are not in theory prohibited from using other Levels of this
purposes, such a magic-using creature must choose one Brotherhood of the
spell, finding someone who will teach this information would be next to
Antratschèldor-haii to govern its available spell list and spell-casting chances; it is
impossible.
considered to have the same chances of casting a spell as would an
Antratschèldor-haii of equivalent Level. • ......The spell's cost in Energy Points (EP) to be cast at minimum effectiveness;
if the magic-user or cleric cannot legally expend at least this number of EP,
the spell cannot be cast. Several spell types allow the caster to use more
18.4. General Rules of Magic EP in their casting, increasing the spell's range or effectiveness.

• ......The amount of time, quantified in Melee Rounds, seconds, minutes or


I
n spite of the diversity of the Brotherhoods and the Temples, there are certain
general rules which apply to clerics and the Antratschèldor-haii. hours, required to properly cast the spell. If the priest or magic-user is
disturbed or caused physical or mental damage during the casting time
Although almost any character who tries hard enough can become a priest or period, the spell is ruined and has no effect. In this case, the putative spell
priestess, those who wish to excel must possess a reasonably high score in the caster does not expend the EP that he or she had intended to use in casting
Mystic Ability requisite category. Basically, this characteristic governs how well the spell; his or her EP reserve is unaffected.
attuned to the extra-dimensional ("mystical") Planes the prospective cleric is.
Similarly, someone wishing to join the Brotherhoods of the Antratschèldor-haii • ......The spell's duration, in other words, how long its effects last, quantified in
must have a high Psychic Ability score. Creatures that are better attuned gain Melee Rounds, seconds, minutes or longer time increments. Most spell
three advantages, insofar as magic-use is concerned: effects last for a limited and finite time, but a few have effects that are
permanent until dispelled or otherwise removed. Secondary effects of spells,
• ...... They are capable of accruing magical energy at a faster rate; for example physical damage caused by an offensive spell, are always
permanent until healed or removed in some other way.
• ...... They are able to retain a greater amount of magical energy for the purpose
of casting spells; and The maximum range, usually quantified in metres, at which the spell may be
targeted, or over which its effects extend. Usually, if a caster attempts to use
• ...... When attempting to cast a spell, there is a greater chance the magic will a spell over a distance exceeding its maximum range, the spell dissipates
work in the manner intended. harmlessly and is ineffective. In this case, the putative spell caster does
expend the EP that he or she had intended to use in casting the spell. With
18.4.1. Characteristics of Spells a few "area effect" spell types (for example a Fireball), the Referee may
When a priest or Antratschèldor-haii attempts to effect magic, he or she is in want to allow some kind of decreasing incremental effect (for example
reality attempting to cast a "spell". Spells regulate and limit the circumstances hearing loss) on targets that are outside, but relatively close to, the spell's
under which a given type of magic will be useful. For example, spells include stated maximum range or effect radius.
certain prerequisites such as incantations and materials before they may be cast, • ......The spell's targeting requirements; in other words, what the magic-user or
and, once successfully cast, usually are of finite duration and effectiveness. Just cleric must do to designate a target or originating point for the spell's effects.
as most of the Temples and the Brotherhoods have, over the centuries, Targeting requirements usually involve either physical touching of the target,
developed their own languages, so have they developed a system of ranking being able to see it or being otherwise able to perceive its physical location.
spells according to complexity and power. Most types of spells dissipate and have no effect if they are improperly
Each spell has a name (e.g. Beguilement, Fireball etc.) which reflects its intended targeted. In this case, the putative spell caster does expend the EP that he
use or effect. Each Brotherhood has several publicly known spells which are or she had intended to use in casting the spell. A few (for example an area
ranked from the first (Ist) level to the twentieth (XXth) level of complexity. There effect spell such as a Fireball) will manifest themselves anyway, albeit
are also spells of more than the twentieth Complexity Level, but the names and somewhere other than where the caster intended– with potentially fatal
descriptions of these are usually well-kept secrets. A few spells are "generic", that consequences, if the spell is a powerful offensive type.
is, that are known equally by all Brotherhoods. Variants of many of the spells of
the Antratschèldor-haii may be used by clerics of a particular religion, and all of
the religions also have several spells whose exercise is restricted to priests and
priestesses of the religion in question.

Each spell can be described by the following characteristics:

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• ...... The Saving Throw, if any, allowed to an unwilling target of the spell, Example
representing its ability to duck, dodge, dive for cover, etc., or its ability to
simply resist enchantment. Most spell descriptions give details of how to A priest whose Mystic Ability score was "12" and who was 20 game years old
calculate the Saving Throw against their effects, but if one is not explicitly would have a basic chance of casting spells of his or her own Experience Level
listed, the Saving Throw is (MRES - caster Experience Level) x 5 DMod. and Temple of "56": (3 x 12 = 36) for Mystic Ability plus 20 points for the age
Note that there is, by default, no Saving Throw against a spell unless this is factor.
specifically allowed in its description, so the only way to avoid its effects is
There are seven major factors that bear upon the chance of casting success.
not to be in its effect radius. Also, most Saving Throws assume that the
These are, in order of importance:
target has some discretionary ability to resist magic or perceive what is
happening. Ordinary, inanimate objects, for example a door that is to be 1.......The Brotherhood (convocation) or Temple (religion) of the Antratschèldor-
affected by the Doorlocking spell, are not allowed a Saving Throw. haii or cleric who is attempting to cast the spell;
• ...... The effect of making a successful Saving Throw against the spell in 2.......The Brotherhood or Temple that "owns" the spell itself (in other words, the
question. For certain spell types, a Saving Throw will totally negate the Brotherhood or Temple in whose spell list the spell appears);
spell's effects. For many other types, however, a Saving Throw will only
mitigate the spell's power, reducing its effect on the target in some way. 3.......The Psychic Ability (and, to a lesser extent, Intelligence) requisite score of
the Antratschèldor-haii attempting to cast the spell, or the Mystic Ability and
• ...... A "generic" spell always counts as being of the magic-user or cleric's own age of a priest attempting to cast a spell;
Brotherhood or Temple, so no penalty is assigned for it belonging to a
differing Brotherhood's or Temple's spell list. 4.......The Experience Level of the cleric or Antratschèldor-haii;

18.4.2. Magic Resistance 5.......The Complexity Level (e.g. relative difficulty) of the spell;

Most living creatures, and a few other types of creatures (for example the undead) 6.......The proximity of more than 1 kilogramme of metal objects (in particular,
have an innate ability to resist unwanted enchantment. This is termed the metal armour) to the cleric or Antratschèldor-haii who is attempting to cast
character's "Magic Resistance", sometimes abbreviated as "MRES". The Magic the spell.
Resistance factor is usually stated as a base chance, multiplied by a DMod
7.......The relative piety or lack of piety of the priest or priestess attempting to cast
specified by the spell the character is attempting to resist; if the Saving Throw thus
the spell (this condition, obviously, applies only to clerics).
caused is made, the character either suffers reduced effects or is completely
unaffected by the spell in question. In general, the higher the complexity of a spell, the more powerful and effective it
is likely to be. Similarly, the higher a spell's complexity, the more difficult it will be
A character's Magic Resistance is normally the sum of his or her Psychic Ability,
to cast.
Mystic Ability and Willpower scores divided by 3. For animals, monsters or other
entities for whom it may not be practical or convenient to establish these primary When a spell is attempted, the required number of Energy Points are expended
characteristics, Magic Resistance can be approximated as "5" plus (the creature's and subtracted from the character's EP storage (see below). This occurs whether
level x 1.5). Inanimate objects have no Magic Resistance, by default; however, an or not the spell "went off" correctly– even if the spell is a complete failure, the
enchanted inanimate object is considered to have a basic Magic Resistance equal Energy Points required to cast it are still used up.
to the level of the spell that first enchanted it. Certain other types of inanimate
objects, for example the walls of a temple, may be considered to have a Magic 18.4.3.1. Modifiers to Spell Casting Chances
Resistance equal to (object's composition factor / 5).
Casting spells whose level of difficulty or complexity is different from the
A character's inherent Magic Resistance is considered always to be in effect while Experience Level of the cleric or magic-user in question, or casting spells that are
the character is alive or animate and conscious or awake; the character does not on the spell list of a Brotherhood or Temple other than the Antratschèldor-haii's or
have to do anything special to use this ability, although under some circumstances cleric's own, modifies the chance of success as follows:
it may be made more powerful by concentration or other mental exercises. An
unconscious or sleeping character still has some ability to resist magic, but at only • ......Each difficulty/Complexity Level of the spell that is greater than the magic-
half (0.5) of his or her regular Magic Resistance attribute. user's or cleric's own Experience Level: 0.1 inverse DMod multiplier to the
character's disadvantage.
18.4.3. Casting Spells
• ......Each difficulty/Complexity Level of the spell that is less than the magic-
A cleric or magic-user in Shakhàn usually does not have the ability to cast spells user's or cleric's own Experience Level: 0.1 inverse DMod multiplier to the
with complete confidence; there is a variable chance that the spell will either character's advantage.
"backfire", fail completely, appear normally, or appear with extra effect.
• ......Each Brotherhood of the spell removed from the caster's own: 0.1 inverse
To successfully cast a spell, it usually must be possible for the casting character DMod multiplier to the character's disadvantage. (This restriction applies
to pronounce its verbal component in the language of the same Brotherhood or only to Antratschèldor-haii.)
Temple as the spell itself. The invocation does not always need to be spoken out
loud, though this is normally the case. Many spells require physical gestures, as • ......Casting a spell of a "friendly" religion other than the caster's own: 0.2
well, and a few require the expenditure of physical components such as gold dust inverse DMod multiplier to the character's disadvantage. A "friendly", but
or various other substances. Unless otherwise noted, all clerical spells also "dissimilar", religion is here defined as a religion other than one's own within
require the invocation or brandishment of the deity's special symbol, either as a the same group (e.g. the Khùl-Tlassù, the Khùl-Mhazàshii or Khùl-Nolgùn)
piece of worn jewelry or as a gesture with the hands and arms. as that of the deity to which the cleric is devoted– for example, where a
priestess of shining Vìrya Nanyë attempts to cast a spell owned by the
Each cleric or magic-user is initially assigned a "base chance" of spell casting; this Temple of great Væran Ro'sènnpâdr. (This restriction applies only to
is his or her basic Success Threshold, when attempting to cast a spell of his or clerics.)
her own Brotherhood/Temple and Experience Level. The base chance of spell
casting for a magic-user is calculated as follows: • ......Casting a spell of a "neutral" religion other than the caster's own: 0.4 inverse
DMod multiplier to the character's disadvantage. A "neutral" religion is here
(4 x Psychic Ability) + Intelligence defined as a religion within a different, but not opposed group (e.g. the Khùl-
Mhazàshii, but not the Khùl-Nolgùn, in the case of the Khùl-Tlassù) as that
Example of the deity to which the cleric is devoted– for example, where a priestess of
everpure Vìrya Nanyë attempts to cast a spell owned by the Temple of
An Antratschèldor-haii whose Psychic Ability score was "12" and whose opulent Væran Bà'altshavùu. (This restriction applies only to clerics.)
Intelligence score was "13" would have a basic chance of casting spells of his or
her own Experience Level and Brotherhood of "61": (4 x 12 = 48) for Psychic
Ability plus 13 for Intelligence.

The base chance of spell casting for a cleric is calculated as follows:

(3 x Mystic Ability) + Character's age in game years

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•.......Each 1 kilogramme, or fraction of 1 kilogramme, of metal which is either • ...... The chance of casting a spell of one's diametric opposite Brotherhood,
directly in contact with the cleric or magic-user or which is within 10 regardless of other factors, can never be more than one-half (0.5) per cent
centimetres of him or her, past 1 kg. of metal: 0.1 inverse DMod multiplier to per Experience Level of the Antratschèldor-haii attempting to cast the spell,
the character's disadvantage. A few rare types of metal do not trigger this up to an absolute maximum chance of 20 per cent.
penalty, for example a metal item enchanted with the Pool of the Energies
spell. A character is allowed a "grace allowance" of up to 1 kilogramme of • ...... The chance of casting a spell of either of one's near-diametric opposite
metal within 10 centimetres of his or her body; any amount of metal over Brotherhoods, regardless of other factors, can never be more than one (1)
and above this engenders the above penalty modifier. per cent per Experience Level of the Antratschèldor-haii attempting to cast
the spell, up to an absolute maximum chance of 40 per cent.
Where a spell appears in the spell lists of more than one Brotherhood or religion,
the caster uses the Brotherhood/Temple and Level that he or she actually learned.
For example, a spell appears at Level VII of both the Mahkàilh and the Enja-
Osdeön, but the spell was actually learned at a Sanctuary of the Enja-Osdeön. In
this case, the Enja-Osdeön Brotherhood would be used for purposes of
determining casting probability. In the unlikely event that a cleric or
Antratschèldor-haii has learned two or more Brotherhood's or Temple's variants of
the same spell, he or she may choose either for purposes of casting
determination.

18.4.3.2. Spell Double-Effects and Backfires

If the character attempting to cast a spell obtains a result equal to or less than the
final Success Threshold, as determined above, the spell has been successfully
cast and operates normally.

If the percentage dice check result is equal to or lower than one-fifth (20 per cent)
of the spell attempt's original Success Threshold, the spell is unusually effective: it
operates at twice normal effect, as if it had been cast with twice the number of
Energy Points that the caster in fact used. Not all spells have variable effects
based on Energy Point expenditure; a "double-effect" check, when obtained for
these spell types, is simply ignored.

If a character who is attempting to cast an offensive-type spell of Level V or


higher, or any spell of Level X or higher, fails the casting check Success Symbol of Opulent Væran Bà'altschavùu
Threshold by 20 or more points, he or she suffers a "backfire" and must check to
A magic-user may possess almost complete knowledge and proficiency in the
resist System Shock. If System Shock is in fact triggered, the check on the
"public" spells of his or her own, and most other, Brotherhoods, but because of
System Shock Effect Table is modified by "+1" for each Complexity Level of the
this penalty there will always be three dissimilar Brotherhoods where he or she will
spell that was originally attempted, and by "-1" for each of the caster's Experience
never gain true mastery. The exact reasons for these unusually low chances of
Levels as a cleric or magic-user.
spell casting have been the subject of much debate over the centuries. The most
Example popular theory is that the restriction was imposed by one or more of the deities [or
a more sinister entity (?)] to limit the powers of the Antratschèldor-haii. Many
Khàida Nhàkra-Tso Datélyu is a sixth-Level Antratschèldor-haii of the Brotherhood magic-users have tried to evade the diametric and near-diametric restrictions over
Chélé-Avàii; Khàida's Psychic Ability is "14" while her Intelligence is "15", giving the years, but none appear to have succeeded.
her a basic spell casting chance of "71" (4 x 14 plus 1 x 15) when attempting to
cast a sixth-level spell of the Chélé-Avàii Brotherhood. A cleric may only cast spells that belong in the spell lists of his or her own Temple,
"friendly, dissimilar" and "neutral" religions, as defined above. He or she may
Khàida attempts to cast a Level VII, offensive spell of the Nàhal-Osdéa never cast a spell belonging to an "opposed" religion. The Khùl-Nolgùn are
Brotherhood, using 200 EP to it. The spell is one level of difficulty above Khàida's opposed to the Khùl-Tlassù and vice versa, but neither the "good" nor the "evil"
own Experience Level, so she incurs an inverse DMod penalty of "0.1" (multiply groups of deities are considered to be opposed to the Khùl-Mhazàshii, a factor
original chance of success by "0.9") to her disadvantage here; also, the Nàhal- which gives clerics of the latter group somewhat more flexibility in acquiring and
Osdéa Brotherhood is two removed from the Chélé-Avàii, so this factor inflicts casting spells. Note, however, that it can be extremely difficult for a priest or
another penalty of "0.2". The net DMod penalty is thus "0.3" to Khàida's disfavour; priestess of one religion to convince another to teach him or her even its less
this means, in effect, that she multiplies her original 71% chance by "0.7", giving advanced spells, as the Temples are yet more jealous than are the Brotherhoods
her a final Success Threshold of 50 per cent (49.7 rounded up to the nearest in imparting magical knowledge to one "not of the faith".
whole number) of casting the spell. If she rolls "50" or lower on the dice check,
she casts the spell successfully. 18.4.3.4. Inexperienced Caster Hazard

If Khàida obtains a result of "10" or lower (10 being one-fifth of 50) when the Several of the more powerful, offensive-, conjuration- and polymorphism- type
percentage dice are rolled, the spell activates at double effectiveness, as if it had spells, for example Coldbolt, Hotbolt, Fireball, Thunderbolt, Sunbeam, Aspect of
been cast at an expenditure of 400 EP. However, if she is unlucky enough to roll the Fauna, etc., are especially dangerous if attempted by an inexperienced magic-
70 or higher on the spell casting check (70 being 20 points higher than her original user, in a way that cannot be simulated by the simple success/failure system of
Success Threshold), Khàida must check for the possibility of System Shock, since spell casting checks. An Antratschèldor-haii or cleric using one of these spells
this is a Level VII offensive spell. must, in some cases, pass a second check, even if he or she succeeds in casting
the spell in the first place. If this second "Inexperienced Caster Hazard" check is
18.4.3.3. Diametric and Opposed Religion failed, the spell acts in an unpredictable and possibly dangerous manner, as
Restriction follows:

A character's need to specialize in one particular type of magic– in other words, to • ...... A directional "ray"-type spell such as a Coldbolt or Sunbeam will fire in a
devote himself or herself to a given Temple or Brotherhood– imposes a severe direction other than the one in which the caster intended;
limitation on his or her ability to use magic whose essence is of a strongly
opposed or different type. This is called the "diametric or opposed religion" • ...... A conjurational-type spell such as the Miracle In Deepest Shadows Dwelling
restriction. (Collegiate of Grenètsh Level IV variant) will summon a creature of a type
other than that specified by the caster, with an excellent chance that it will
For magic-users, there is a special penalty applicable to attempts to cast spells of be both hostile and more powerful than originally envisaged;
those Brotherhoods most (e.g., the single "diametric" opposite), and next-most
(e.g., the two "near-diametric" opposites), removed from one's own Brotherhood • ...... An explosive-type spell such as a Fireball or Thunderball will detonate
on the Great Circle of the Antratschèldor-haii. For example, the Chélé-Avàii and prematurely at 1D100 per cent of the distance to its intended point of
Gohlaa-Gozàan are diametric opposites on the Great Circle of the Antratschèldor- detonation; and
haii.

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• ...... A polymorphism-type spell, for example Aspect of the Flora, will continue to If an errant conjuration is indicated, the following table is used to determine the
maintain the polymorphed form after the spell was due to have expired. characteristics of the entity that appears:

The consequences of the former two types of mishaps are unlikely to endear the Dice roll Direction
magic-user or cleric to his or her co-adventurers– if any are left alive after the
accident! This drawback applies only 01-10 Roll again, but conjured entity does not appear until another
1D6 game hours have elapsed
• ...... If the caster of the spell is not of the same Brotherhood or religion as the 11-15 Humanoid or intelligent species from another continent or
one that invented and owns the spell; or planet (for example, the Scorpòiish of Dsshàmikah)
• ...... If the spell caster is casting a Hazard-applicable spell of his or her own 16-20 Randomly determined creature or monster
Temple or Brotherhood, but is lower than the eleventh Experience Level as 21-25 Hhyò'oàlla (lesser Mêm-Uhùryo)
an Antratschèldor-haii or cleric.
26-30 "Minor" demon
The chance of the Inexperienced Caster Hazard being triggered is ten (10) per
31-35 Less powerful conjured or enchanted creature
cent for all Antratschèldor-haii of the same Brotherhood, or clerics of the same
Temple, as the spell who have attained the rank of Gabavarishé-Ve-Alakòm 36-40 Yhé-Uhùrla'à (greater Mêm-Uhùryo)
(Level VI). Each Experience Level of the caster lower than that of the sixth level 41-50 "Intermediate" demon
raises the chance by 10 per cent, while each level above it reduces the triggering
chance by 2 per cent. (This modifier applies both to magic-users and clerics.) 51-60 More powerful conjured creature
Each Brotherhood removed from that of the spell itself increases the hazard 61-70 "Major" demon
chance by 10 per cent. The chance is increased by 15 per cent for a cleric 71-80 Very powerful conjured creature
attempting to cast a spell of this type that is owned by a "friendly, dissimilar"
religion, and by 25 per cent for a cleric attempting to cast such a spell if the latter 81-90 "Senior" demon
is owned by a "neutral" religion. 91-97 "Ancient" demon or demigod
For example, an eighth-level magic-user attempts to cast a Hazard-applicable 98 Caster's own deity (Referee discretion)
spell of a Brotherhood twice removed from his or her own. His or her chance of 99 A different deity (Referee discretion)
triggering the Hazard is thus 26 per cent (6 per cent if he or she were of the same
00 Roll twice (2 or more creatures appear)
Brotherhood as the spell, plus 20 per cent penalty for being two Brotherhoods
removed from it).

If the Hazard is triggered and a random firing direction is its consequence, the To determine the conjured entity's reaction towards the putative conjuror, the
Referee rolls 2D6, interpreting the results as follows: Referee performs a check against the Nonplayer Character Reaction Table with a
dice roll modifier of 35 points to the character's disfavour, except in the case of a
result of "98" on the above table, in which case the Reaction check is handled
Dice roll Direction
normally.
2 Roll again, but fires upwards at 1D50 degree angle
Add two (2) points to the percentage dice roll, for each Level of the spell originally
3 Straight ahead
used for conjuration. A result of "98" or "99", however, must be obtained naturally
4 Ahead, to the right and not with this modifier.
5-6 Behind, to the right
18.4.3.5. Multiple-Spell Limit
7-8 Backwards
For reasons that are not clearly understood, most animate and living creatures
9-10 Behind, to the left
have an innate natural resistance to being heavily enmagicked. In game terms,
11 Ahead, to the left this is manifested as follows: there is a chance that each durational spell, past a
12 Roll again, but fires downwards* at 1D50+50 degree angle certain point, cast to affect a character will fail after a variable amount of time. The
innate magic resistance varies according to species, as follows:

* While this may seem harmless enough, if the spell is a Thunderbolt firing Species Allowed Number of Spells
downwards at the typically wet Underworld floor upon which the caster and his Before Failure Check
compatriots are standing... the results might be truly "shocking". Human, Arda, Ca'ùna, Bènli 3
Note that if the firing direction is backwards, it does not strike the caster himself or Shélèggi, Ri'ìm, most unintelligent creatures, 2
herself; it fires outwards from the caster. the undead*
Nika'Khàdra, Hoyoté-Gò, Agàk, Apnié, Arfò, 1
If premature detonation is indicated, the Referee rolls 1D100, representing the L'àqu-àlu, Hnàhhu
proportion of the spell's intended flight path it actually travels before exploding. For
example, if a Fireball were meant to travel 100 metres and then explode, and the Hàmyé, Granàyu, Skròno, Hlòn, the Brhà* 4
Referee obtained a result of "30" for this check, it would actually explode when Lhààshàà-àdyé 5
only thirty metres distant from the spell caster. The consequences of this
Njédyu, Dobùllah*, Chàngalà, Motnat'tà, 6
happening in such a way as to place the caster, or his party, within the blast radius
Enhù'ùv*
should be obvious, if unpleasant to clean up after.
Yhéla*, Sagòst*, Lepré* 7
If non-reversion to the spell user's original form is indicated, each game day
Demon 8 (?)
the victim must pass a Saving Throw equal to (MRES + Willpower) x 1 DMod, or
have 1D10 per cent of his or her personality and intellect replaced by that of the * As far as is known.
polymorphed form. Once more than 50 per cent of the victim's intellect has thus
been taken over, he or she is no longer in control of his or her actions; the latter If the allowed number of spells is ever exceeded, there is an hourly chance equal
are determined randomly by the Referee in keeping with the type of form that has to [character's MRES x (2 + 1 for every spell over the limit)] that a randomly-
been assumed. (For example, a character in the form of a wolf would become selected spell from the list of spells affecting the character, will suddenly fail– with
savage and dangerous; a character in the form of a tree would simply stand possibly serious results, if the character's life and/or health depend on it (for
around and take root.) Once 100 or more per cent of his or her intellect has been example, if a spell of flying ability fails while the character is at 3,000 metres from
displaced, the victim is dead for game purposes and can only be revived by Divine the ground, or if a character depending upon a water-breathing spell has it fail
Intervention. while 60 metres under the surface!). A continuum spell counts as only one-half a
spell against the above limit, as long as at least one other level of the same
Non-reversion should be treated as a 750+1D1000 EP curse for the purpose of continuum spell (only) is simultaneously in effect: otherwise the continuum spell
removal; note that assuming that the victim somehow is able to regain his or her counts as a full spell against the total.
original body form, he or she must pass a System Shock check upon so doing.

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This limit applies only to durational spells (e.g., ones that manifest an effect over a Example
defined period of time), as opposed to spells that have an immediate effect that
may last indefinitely, until later removed. It also does not apply to curses or the A magic-user of the first Experience Level whose Psychic Ability score was "12"
spell-like effects of magical items or weapons (although these sometimes have would accrue:
their own, independent limits on multiple-instance usage) and does not, of course,
protect against the damage effects of an offensive spell such as a Fireball which
• ...... Six (6) EP per game hour, if awake after having met his or her daily sleep
requirement [if he or she were of the fifth Experience Level, the accrual rate
manifests itself as a physical attack. Note that the limit does, however, apply to
would be 30 EP per hour (6 per Level x 5 Levels)];
multiple spells– for example a "mind bar" plus a mental domination enchantment–
that are applied against an unwilling character. • ...... Twelve (12) EP per game hour, while sleeping [if he or she were of the fifth
Experience Level, the accrual rate would be 60 EP per hour (12 per Level x
Editorial Note
5 Levels)], or
The intended effect of this limit is to prevent characters in Shakhàn from turning
themselves into nearly invincible, god-like beings by repeatedly enmagicking
• ...... Three (3) EP per game hour, if he or she had not met his or her daily sleep
requirement [if he or she were of the fifth Experience Level, the accrual rate
themselves, especially with protective enchantments. In particular, it is meant to
would be 15 EP per hour (3 per Level x 5 Levels)].
avoid players combining two or more ordinary-strength spells in an unforeseen
manner, so as to produce a very powerful effect that would unduly unbalance the 18.4.5.2. Energy Accrual for Clerics
game. The Referee is advised to use considerable judgment as to how to invoke
the Multiple Spell Limit, as it is conceivable that under certain circumstances, it For each Experience Level as a cleric a priest or priestess has attained, while he
could itself be misused to give unintended player capabilities. (For example, a or she is awake or asleep, one-fifth (0.20) of an Energy Point per game hour is
character currently affected by a damaging enchantment might be subjected to accrued for each point in the character's Mystic Ability score. This accrual is
multiple, frivolous re-enchantments by his or her adventure partners, in the hopes halved, to one-tenth (0.10) of an EP, if the cleric has not prayed or meditated to
of triggering the random failure of the original, unwanted enchantment. This, his or her deity at least once for no less than 30 game minutes, within the last 25
obviously, should not be allowed.) game hours. One (1) EP per game hour per Experience Level per Mystic Ability
score is accrued while at silent prayer or meditation to the cleric's deity. Three (3)
18.4.4. Magic Energy Points EP per game hour per Experience Level per Mystic Ability score are accrued while
dancing, chanting or otherwise holding a religious ceremony to the cleric's deity.
Among certain other considerations, casting spells requires that a character
expend "Energy Points" or "EP" for short. Energy Points are essentially the mana Example
or "stuff of magic"– they are to magical manifestations what matter is to physical
manifestations. It thus follows that the more Energy Points a priest or magic-user A priest of the first Experience Level whose Mystic Ability score was "12" would
can accrue and store, the more opportunity he or she will have to cast spells. accrue:

Each Antratschèldor-haii and cleric is capable of storing a certain number of • ...... Two (2) EP (2.4 rounded down to 2) per game hour, if having met his or her
Energy Points within his or her mind, and is furthermore capable of automatically daily prayer requirement [if he or she were of the fifth Experience Level, the
(without any conscious effort) regenerating a certain number of new Energy Points accrual rate would be 12 EP per hour (2.4 per Level x 5 Levels)];
per game hour.
• ...... Twelve (12) EP per game hour, while praying silently [if he or she were of
Editorial Note the fifth Experience Level, the accrual rate would be 60 EP per hour (12 per
Level x 5 Levels)], or
Although comparisons of this sort are admittedly somewhat misleading, one
Energy Point would probably have about the same amount of force in it as from • ...... Thirty-six (36) EP per game hour, while dancing, chanting or participating in
five to twenty watts of electricity at one ampere of current. a religious ceremony [if he or she were of the fifth Experience Level, the
accrual rate would be 180 EP per hour (36 per Level x 5 Levels)], or
18.4.5. Magic Energy Accrual
• ...... One (1) EP (1.2 rounded down to 1) per game hour, if he or she has not met
The number of Energy Points an Antratschèldor-haii may accrue or regenerate is his or her daily prayer requirement [if he or she were of the fifth Experience
directly related to his or her Psychic Ability requisite score, and his or her relative Level, the accrual rate would be 6 EP per hour (1.2 per Level x 5 Levels)].
state of mental and psychic fatigue. The same is true of a cleric, except that in this
case, it is the character's Mystic Ability score that is important. Also, the 18.4.6. Magical Energy Storage
Antratschèldor-haii and the clergy generate magical energy in different ways. A
magic-user generates the most energy by simply being asleep, and re-accrues The number of Energy Points a given magic-user or cleric can store in his or her
Energy Points at a slow, steady rate under other conditions. A priest or priestess mind at one time, called his or her Energy Point Storage Allowance (or Energy
can generate magical/mystical energy at a much faster rate than can an Point Reserve), is also related to his or her Psychic or Mystic Ability score in much
Antratschèldor-haii, but must actively pray (using "waking" game time) to do so, the same way as magic accrual, e.g. the higher the Psychic or Mystic Ability, the
gaining many fewer EP while not doing this. higher the storage. However, the number of EP that may be stored is considerably
greater than that which is accrued, as follows:
Energy Points regenerated are assumed to be available for immediate use at the
start of each game hour, provided they do not exceed the magic-user's Energy For each Experience Level the cleric or magic-user has attained, five (5) Energy
Point Storage Allowance (see below). Points may be stored for each point in his or her Psychic or Mystic Ability score.

In "reality", of course, Energy Points being regenerated would trickle in to the Example
Antratschèldor-haii's or cleric's mind one by one over the space of time; thus, if
desired, a magic-user or cleric in desperate need of a few EP may calculate how
• ...... A magic-user of the first Experience Level whose Psychic Ability score was
"12" would be able to store sixty (60) EP; if he or she were of the fifth
many he or she would be entitled to, provided he or she can prove to the Referee
that the numbers are valid. The fact that all EP accruals are based on the start of Experience Level, his or her Storage Allowance would be 300 EP (60 per
a game hour, is mainly in place to simplify bookkeeping. Level x 5 Levels).

18.4.5.1. Energy Accrual for Magic-Users


• ...... A cleric of the first Experience Level whose Mystic Ability score was "14"
would be able to store seventy (70) EP; if he or she were of the ninth
For each Experience Level as a magic-user an Antratschèldor-haii has attained, Experience Level, his or her Storage Allowance would be 630 EP (70 per
while he or she is awake, one-half (0.5) of an Energy Point per game hour may Level x 9 Levels).
be accrued for each point in the character's Psychic Ability score. The while-
A cleric or magic-user who has not used any of his or her stored Energy Points
awake EP accrual is halved, to one-quarter (0.25) of an EP, if the magic-user
cannot accrue more past the limit of his or her EP Storage Allowance; any EP that
has not met his or her minimum sleep requirement [for most humanoid
would otherwise have accrued, are assumed to dissipate into thin air as "the
characters, this is five (5) or more game hours] within the last 25 game hours.
capacitors are fully charged".
One (1) EP per game hour per Experience Level per Psychic Ability score is
accrued while sleeping.

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18.4.7. Spell Cancellation Total Spells Per A-H Learning Time
or Cleric Level Multiplier*
An Antratschèldor-haii has an inherent chance of canceling a spell that he or she
sees is about to be cast by another magic-user, rendering the spell useless and 15 or lower 1/2 2
totally ineffective. This is also true of a cleric who is faced with an opposing cleric 16 to 21 1 1.5
about to cast a spell. In either case, the Antratschèldor-haii or priest/ess must see
or otherwise be aware that a spell is being cast, and must recognize it for what it 22 to 27 2 1.25
is; for details on how to judge this, see "Spell Recognition and Identification", 28 to 38 3 1
below.
39 to 44 4 0.9
• If a magic-capable character correctly identifies and knows the spell in 45 to 50 5 0.7
question (e.g. it appears in the canceling cleric's or magic-user's spell list),
51 or higher 6 0.5
the basic chance of cancellation is ten (10) per cent per Experience Level of
the character attempting to cancel the spell, minus two (2) per cent per
Experience Level of the other Antratschèldor-haii or cleric.
* See "Cost and Time Requirements" below.
• If the putative canceling magic-user or cleric does not know the spell in
For example, a priestess whose Mystic Ability was "15", whose Intelligence was
question (at all), these probabilities are reversed: two (2) per cent per Level
"13" and whose Willpower was "12" would have a total of 40, which would allow
of the canceling character, minus ten (10) per cent per Level of the person
her four (4) spells per Experience Level as a priestess. If the priestess in question
attempting to cast the spell.
was at the fifth Level of experience, he or she could retain the knowledge of
• If the magic-capable character knows the spell in question but incorrectly twenty (20) different spells. The Spells Known Limit reflects an Antratschèldor-
identifies it (for example, he or she thinks the spell being cast by an haii's or cleric's theoretical maximum ability to retain spell knowledge; in practice,
opposing magic-user is Hotbolt, when in fact it is The Bolt of Refulgent the actual number of spells that he or she will have at his or her disposal will be
Light), the basic chance of cancellation is three (3) per cent per Experience much smaller, due to the cost and time required to learn them in the first place.
Level of the character attempting to cancel the spell, minus five (5) per cent Upon starting play, a new Antratschèldor-haii or cleric character may be
per Experience Level of the other Antratschèldor-haii or cleric. considered to have knowledge of a number of spells equal to his or her Spells
Known Limit, to a minimum of "one".
An Antratschèldor-haii can attempt to cancel only spells being cast by another
Antratschèldor-haii; a cleric can attempt to cancel only spells being cast by
another cleric. This restriction applies even if the spell in question happens to be
known by both a magic-user and an opposing cleric– the actual gestures and
incantations used by the clerical and Antratschèldor-haii versions of specific spells
on "real" Telostic are quite different and cannot be canceled by a character of
dissimilar magic-using class.

An attempt to cancel a spell requires the priest or magic-user to be conscious and


unrestrained enough to allow for gestures of the arms and hands. He or she must
forfeit movement or any other action that he or she might otherwise undertake in
the current Melee Round, and requires him or her to stand in clear view of the
opposing Antratschèldor-haii or cleric (possibly a hazardous move, as the
opposing character's compatriots might attack the one canceling the spell).

A canceled spell still uses the number of Energy Points originally intended for use
in casting it; however, since the caster does not actually roll the percentage dice to
determine if the spell was properly cast, there is no chance of "backfire" or double Symbol of mighty Væran Bssìro, God of Fire
effect.

Most types of durational spells may be canceled by the character who originally The first Complexity Level of a continuum spell counts initially as one full spell
cast them at his or her volition and at no cost in Energy Points; doing so, however, against a magic-using character's Learning Capacity. However, subsequent levels
normally requires one Melee Round of time. There are several exceptions to this, of the same spell each count only as a half-spell against the total. For example,
mostly with respect to conjurational or polymorphic type spells, as determined by an Antratschèldor-haii learns the Level II version of the Location and Secretion
the Referee. spell. The Level II instance of the spell counts as one full spell against the Spells
Known Limit, but the Level III and IV variants of Location and Secretion count only
Note that with the exception of the durational spell case explained directly above, as a half-spell each; thus, to have learned all levels of Location and Secretion, the
no spell can be cancelled after it is successfully cast, except by the application of magic-user would have used only two points of his or her Spells Known Limit /
an appropriate other spell (example: The Negation of Sinister Energies or Learning Capacity.
Greater/Lesser Sinister Shield), enchanted protection device or other entity
specifically meant to negate magic. Implementation Note

18.4.8. Initial and Absolute Spell Learning Some players and Referees of earlier editions of Shakhàn assumed that the cost
Capacity formula for learning additional levels of continuum spells was (Complexity Level of
spell being learned x 1/2). This is incorrect; each Complexity Level of a continuum
A priest or magic-user is limited in how many different spells that he or she can spell counts as only a half-spell against the character's Learning Capacity,
have at his or her disposal, at a given time. This restriction is termed the "Spells regardless of the actual spell level involved. Thus, a character who already knows
Known Limit" or "Spell Learning Capacity", expressed in terms of how many spells the Level VII version of a continuum spell uses only 1/2 a point from his or her
an Antratschèldor-haii or cleric can retain for each of his or her relevant Learning Capacity to learn the Level VIII version of the same spell, not 4 points as
Experience Levels. It is determined by adding the Antratschèldor-haii's Psychic the above-noted incorrect calculation would have implied. The editors of Shakhàn
Ability (Mystic Ability for a cleric), Intelligence and Willpower scores together, and regret any confusion that the wording of this rules section may have caused.
then comparing the sum of these scores to the following table.
18.4.9. Requirements for Learning Spells

Learning magic spells is an expensive and time-consuming exercise, partly


because of the complexity of the subject being taught, but primarily because the
Temples and Brotherhoods have virtually no competition and can set prices at
whatever level they desire. Furthermore, a cleric or magic-user does not have an
automatic right to learn a spell, particularly where it is owned by a Brotherhood or
Temple other than his or her own; indeed, he or she is likely to be charged a
considerably greater rate to learn such a spell, if allowed to at all.

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Since a new spell, or spell level, is considered to be a skill as would be a non- ** Multiply these costs by a factor of from 1.1 to 2.0 (1D10 x .1 plus 1) if the
magical skill, a character who wants to learn a new spell must expend 10 student is not from the Brotherhood or religion that owns the spell to be taught.
Experience Points (EXP) x spell level from his or her Current EXP Total (see The total cost is halved, if the student is learning a higher level of a continuum
"Professions and Skills"), or the spell learning process cannot be initiated. spell of which he or she knows the next-lower level.

The Brotherhoods will never teach a spell to someone who cannot prove that he *** Multiply the time requirements by the student's Learning Time Multiplier as
or she is an Antratschèldor-haii (a quick interrogation in Antrat-héa will usually determined above. For example, a character who would otherwise require 100
settle this), and will thereafter charge handsomely for this service. There is, hours of instruction to learn a given spell, would in fact require only 70 hours if he
furthermore, a chance equal to [10 + (5 x Complexity Level of spell)] per cent that or she had a Learning Time Multiplier of ".7". The total learning time is halved, if
a request by a magic-user to learn a spell of a different Brotherhood will be the student is learning a higher level of a continuum spell of which he or she
refused outright by the elders of the local chapter of the latter Brotherhood. The knows the next-lower level.
Temples are even more restrictive: There is a chance equal to [30 + (10 x
Complexity Level of spell)] per cent that a request by a cleric of a "friendly, Fifty per cent of the total cost to learn a given spell must be paid to the Sanctuary
dissimilar" religion to learn a spell of a different religion will be refused outright by in question, at the time instruction begins; the remaining fifty per cent is paid in
the local branch of the Temple being approached. This chance increases to [30 + equal installments as the course progresses.
(20 x Complexity Level of spell)] per cent if the requesting cleric is of a "neutral"
To learn a given level of a continuum spell, a cleric or magic-user must have
religion.
previously learned all lower levels of the spell in question. For example, a
Since Antratschèldor-haii and clerics who are familiar with the higher-level spells character who wanted to learn the Level IV version of Location and Secretion
are rare, it can be quite difficult for a magic-user or cleric to find someone to teach would have to have previously learned the Level II and III versions of this spell.
such a spell even in his or her own Temple or Brotherhood. The relative chances
In spite of all the money and time a cleric or magic-user may have invested in
of doing this in a given temple branch or Sanctuary, and other relevant factors, are
attempting to learn a given spell, its actual acquisition is not automatic. At the end
given in the following table.
of the instruction process, the student must pass a test; he or she attempts to cast
the spell using whatever chances that he or she would normally have of a
Spell Level Sanctuary Temple Cost (in Learning
successful casting. (Exception: A bonus of "10" is given on the spell success
Chance of Chance of silver Time (in check, if the student is attempting to learn a higher level of a continuum spell of
Finding Finding pieces)** hours)*** which he or she knows a lower level.) If the casting succeeds, or is failed by no
Teacher (per Teacher (per more than ten (10) points, the spell is considered to have been correctly learned
week)* week)* and may be permanently added to the character's spell list. If the spell-casting
Lower than I 95 99 2D6 x 100 2D6 + 10 check fails by 11 or more points, it is not learned, cannot be added to the spell list
I or II 90 95 2D8 x 100 2D6 x 10 and does not count against the character's Spells Known Limit.

III or IV 80 85 2D10 x 100 2D8 x 10 It can thus be seen that players managing a magic-using character should
V or VI 65 70 2D20 x 100 2D10 x 10 carefully assess their relative chances of passing the final learning test for a given
spell, considering the waste of money, time and effort that might result if the test is
VII or VIII 50 60 2D20 x 250 2D20 x 20 failed. A lenient Referee might give a character unfortunate enough to fail the spell
IX or X 35 50 2D20 x 500 2D20 x 30 test check a discount of perhaps 25 to 50 per cent on the time and cost
requirements needed for another try– although, the discount would probably be
XI to XIII 15 30 2D20 x 1000 2D20 x 40
much less generous, if the spell was being learned from a dissimilar Brotherhood
XIV to XVI 5 10 3D20 x 1000 2D20 x 50 or Temple.
XVII to XIX 4 9 4D20 x 1000 2D20 x 60
XX to XXV 3 8 5D20 x 1000 2D20 x
100
XVI to XXX 2 5 6D20 x 1000 2D20 x
200
Higher than 1 2 6D20 x 2000 2D20 x
XXX 300

* These chances are based on the assumption that the Sanctuary or temple at
which the student Antratschèldor-haii or cleric wishes to study is of reasonable
size (from 25 to 100 members) and has not been recently established. If more
than five checks based on this factor fail to deliver a suitable teacher, the putative
student must either wait another game year to check again, or must find another
Sanctuary or temple to check with.

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! Shakhàn 2000: Magic Spells (Intro & Spells A - Mer) "
19. Magic Spells of
Northern Ushù'l

T
he Referee and players can find descriptions of
the magic spells currently available in Shakhàn
listed below, in near-alphabetical order. It should
be noted that this is actually a small subset of the
number of different spells that have, at various times,
been in use on Telostic. In particular, it is representative
only of Temples and Brotherhoods of the Antratschèldor-
haii north of the Nòlan Oblé– although, the spell names
and descriptions found below would be familiar to many
priests and magic-users living approximately as far south
as the southern boundaries of Màhag, beyond which
point magical and religious traditions begin to differ
dramatically from those further north in Ushù'l. It is hoped
to provide more complete spell listings and descriptions Symbol of great Væran Za-R'hàak, God of the Afterlife, Vanquisher of the Undead
in future additions to the game.
Example
Where the word "level" is used below in describing the Experience Level of
An Antratschèldor-haii casts a Thunderbolt spell powered by 200 Energy Points,
someone casting or affecting a spell, it means "the person's Experience Level as
which strikes three victims: one at a range of 40 metres, a second at a range of 60
a cleric or magic-user", as applicable. Where the word "extension" is used below,
metres, a third at a range of 70 metres and a fourth at a range of 80 metres. The
it refers to the Energy Point cost to prolong the duration of a spell without having
first victim suffers the full 4D6 points of body damage the spell would cause; the
to cast it a second time. The caster need not perform a second spell casting
second suffers only 2D6 points of damage (as, the energy-power of the
check, if this option is available and is chosen. Where continuum spells are
Thunderbolt would be only 100 EP at that distance); the third takes 1D6 points of
concerned, all references to spell effects, requirements, etc., are assumed to refer
damage (50 EP equivalent), while the fourth takes no damage at all, as at this
to the spell's lowest applicable level, unless specifically stated otherwise. The
distance the energy-equivalent power of the spell would be "zero". Only the first
following special rules apply to the spells listed below.
and second victims would have to pass a Saving Throw to avoid a possible
Critical Hit, as the spell's 50 EP power at the range of 70 metres (where it struck
19.1. Directed-Energy Spell
the third victim) is under the 60 EP threshold needed to trigger a Critical Hit check.
Characteristics
19.2. "Wall/Cloud"-Type Spell
Many of the offensive-type spells, for example Coldbolt, Hotbolt, Sunbeam, etc.,
manifest themselves in the form of a beam or ray of energy which emanates from Characteristics
the caster or one of his or her items (typically, from the caster's finger or staff);
Some spell types manifest themselves as a "wall" or "cloud" of magic energy, and
these are termed "directed-energy" spells. For simplicity, all of these spells are
the general rule with these is, any character caught within the area of effect must
assumed to have the following physical characteristics for purposes of size, range,
pass a Saving Throw (default, MRES x 2 DMod) or suffer whatever damage or
power, and so on.
other effects the spell normally causes.
The beam or ray created by a directed-energy spell travels at very high speed,
In cases where the spell has not been powered with sufficient Energy Points to
nearly the speed of light in many cases, to a maximum range equal to 10 metres
affect all characters within its area of effect, it is assumed to discharge against the
for each 50 Energy Points used to power it; this means that it manifests itself
first victim struck, continuing against the next and successive victims until all the
much too quickly for an intended victim to recognize it and take countermeasures
Energy Points actually used to power the spell have been accounted for. In cases
(see below). Its beam typically has a maximum diameter, at its maximum range,
where this type of spell strikes a first target past its normal maximum range (see
equal to one centimetre (0.1/ metre) for each 50 Energy Points used to power it.
above), the Referee should use the same system as described above to create a
For example, if an Antratschèldor-haii or cleric were to cast such a spell powered
diminishing range/energy-equivalent effect.
by 200 Energy Points, it could be fired at a maximum normal range of 40 metres,
and would strike everything within 4 centimetres of the central point where it 19.3. Spell Recognition and Identification
struck.
A crucial, and often-overlooked, factor of magical combat is that the gestures
Unless otherwise stated in its specific description, a directed-energy spell inflicts
associated with casting many spells – and their physical, detectable
one level (1D6) of body damage for every 50 Energy Points used to power it. A
manifestations (for example, the Level VI version of the Miracle In Deepest
victim within the discharge radius is normally allowed a Saving Throw against this,
Shadows Dwelling, Collegiate of Enriàlsh list) – are quite difficult to see and
but still suffers half damage even if the Saving Throw is passed. Characters within
recognize for what they are, particularly within enough time for an opposing
the discharge radius must also pass a single Saving Throw for each 500, or
priest/ess or Antratschèldor-haii to attempt a spell cancellation (see above) or for
fraction of 500, Energy Points used to power the spell – rounding fractions up, as
an intended victim to take appropriate countermeasures.
long as the Number of Energy Points in question is at least "60" – or suffer a
critical hit to a randomly determined body area. For example, a character struck Each time a spell is cast, characters of the opposing side within plausible
with a 750 EP Hotbolt would have to pass two Saving Throws to avoid a critical detection range as decided by the Referee [this is usually equivalent to each
hit. There is also usually a special danger, for example being "sawn in half", if the character's Sighting Distance or (Vision x 2 metres) in daylight, (Vision x 0.4
victim is forced to make two or more Saving Throw checks and fails all of them; metres) in darkness or poor lighting], may attempt two checks in order to fully
the exact consequences of such bad luck are detailed in the individual directed- recognize a spell and/or its physical manifestations. These are as follows.
energy spell descriptions found below.
19.3.1. Spell Initiation Awareness Check
19.1.1. Directed-Energy Effects Past Maximum
Range A character who can see or otherwise sense that an opposing magic-capable
being is in the midst of preparing or loosing a spell of some kind, should be given
Occasionally, a directed-energy spell will either be fired at a target outside the a relatively lenient Situational Awareness test – on the order of (Intelligence x 9
spell's maximum range, or will be fired at a target within range but will then miss. DMod) – to be aware that "look out, that guy is casting a spell". In order to
In both such cases, it is unrealistic to assume that a potential victim located (say) recognize the exact spell being cast, there are three possibilities:
one centimetre past the normal maximum range, would be completely unaffected
if struck, although the Referee may wish to implement this system in the interests 1. If the checking character is an Antratschèldor-haii, cleric or other magic-
of speeding play. Alternatively, the following system may be used: for each 10 capable type who him/her/itself knows the exact spell being cast by the
metres past the spell's normal maximum range, it is considered to lose 50 Energy opposing creature, the chance of correctly recognizing it is [(Perception +
Points for purposes of effect and damage determination. Intelligence) x 4 DMod]. For this purpose, the definition of "knows" is, "the
spell appears in the usable spell list of the Antratschèldor-haii, cleric or other
magic-capable character attempting the awareness check".

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2. If the checking character is an Antratschèldor-haii, cleric or other magic- 19.4. Spells That Auto-Expend Energy
capable type who him/her/itself does not know the exact spell being cast,
Points
the chance of correctly recognizing it is [(Perception + Intelligence) x 2
DMod]. As noted above, most spells have a defined, finite number of Energy Points that
must be expended in order to attempt to cast the spell. If the caster possesses, at
3. If the checking character is one who is normally not able to use magic
the time, sufficient EP in his or her Energy Point Reserve, the spell may be cast; if
without the aid of enchanted items or other such devices, the chance of
the caster does not have enough EP to meet the spell's requirement, it cannot be
recognizing a spell is [(Perception + Intelligence) x 0.5 DMod].
attempted (or, at the discretion of the Referee, may be attempted but will always
There is one modifier that applies to all of the above situations: If a character – instantly fail).
regardless of his, her or its innate ability to use magic – attempting to recognize a
A few spells (example: the Negation of Sinister Energies) form an exception to this
spell has seen it cast at least one time before, the DMods stated above are
rule and have a variable EP casting requirement, based on factors that may not
improved by one (1). For example, a checking character normally not able to use
be known to the spell caster at the time he or she attempts the spell. Typically,
magic would have a DMod of 1.5, not 0.5 as otherwise would be the case.
these enchantments will automatically "draw" (expend) a given number of EP from
Note that usually, only one chance to recognize the type of spell being cast, is the caster's Reserve at regular intervals (if no interval is otherwise stated, it can
ever granted to a given character, per a single spell casting/instance. The be assumed to be each hour), until the spell is either completed or all the Energy
reasoning behind this is, the gestures and other actions associated with casting a Points it requires have been accounted for. The following rules apply to this
spell are undertaken only once, so the observing character either correctly situation:
guesses what spell is being initiated, or does not.
The Referee must first calculate the total number of Energy Points that the spell
19.3.2. Spell Manifestation Awareness Checks will auto-expend at each interval. This number is then subtracted, at each interval,
from the number of EP remaining in the caster's current Energy Point Reserve. (If
After an opposing magic-using creature has successfully initiated a spell and sent the caster has recourse to a device that stores compatible Energy Points, he or
it on its way towards its intended targets, there is – except for directed-energy she may choose to have the auto-expended EP drawn from the device only after
spells which travel so fast as to strike instantaneously – sometimes a chance that all of his or her own, innate EP have been used up. At the option of the Referee, if
an alert character can realize what is happening and, hopefully, take appropriate the device would normally allow the caster to "recharge" himself or herself with it,
countermeasures such as diving for cover, enabling a protective device, etc.. this may be performed and would allow the device's stored EP to be used
indirectly.)
In such situations, the test that the friendly character must pass is simply to be
able to see or otherwise sense the presence of whatever physical manifestation If, after each auto-expenditure subtraction, at least one EP remains in the caster's
the hostile spell has. The chance of this is normally [(Perception + Intelligence) x 3 Reserve, the spell continues in effect normally. If, however, the caster does not
DMod], modified as follows: have enough Energy Points to meet the spell's auto-expenditure, a variety of
unfortunate consequences result, as follows:
Type of Spell Effect on
DMod • ......Unless otherwise stated in the spell's description, it will involuntarily force
the immediate expenditure of the required number of EP from the caster
Visibility Class 1 (Obvious or easy to see) +1 regardless of his or her willingness, or ability, to expend this amount of
Visibility Class 2 (Indistinct, partly transparent or more difficult None magical energy. This is one of the very few instances where a magic-user
to see) can be compelled or allowed to use more EPs than he or she wishes or can
legally expend.
Visibility Class 3 (Amorphous, mostly transparent or quite -1
difficult to see) • ......For each one (1) Energy Point that the caster should expend, but cannot,
Visibility Class 4 (Invisible or almost impossible to see) -2 there is a two (2) per cent chance that the spell will automatically fail and
cease to be in effect. The exact consequences of this depend on the nature
Check taken at night or in very bad visibility -1
of the spell and are the province of Referee discretion; as a guideline,
Someone ahead of the character attempting the check has +3 though, spells involving conjured creatures will typically not cause the
already been struck by and affected by the spell in question immediate disappearance of the magically summoned entities, but will
Speed Class 1 (Slow-traveling spell manifestation, speed under +1 instead cause them to become uncontrolled with a hostile attitude towards
1 metre per second) the spell caster.
Speed Class 2 (Moderately fast spell manifestation, speed from None • ......For every 100 Energy Points, rounding down, that the caster's total EP
1 to 5 metres per second) expenditure (including "unwillingly" expended points) falls short of what
Speed Class 3 (Fast-traveling spell manifestation, speed from 5 -1 would, in fact, be needed to legally meet the interval EP requirement of the
to 10 metres per second) spell concerned, the caster suffers the immediate loss of 1D3 points from
his or her Psychic (or, in the case of a cleric, Mystic) Ability requisite score.
Speed Class 4 (Very fast-traveling spell manifestation, speed -2 Any Psychic/Mystic Ability points so lost will automatically be regenerated at
greater than 10 metres per second) the rate of one per game month, except if the Psychic/Mystic Ability score is
so reduced to "3" (three) or below. If this happens, not only are the losses
not regenerated, but also, the Antratschèldor-haii or cleric is rendered
A lenient Referee may want to give player characters, especially those targeted by permanently unable to use magic and may as well take up gardening as an
a really deadly spell, some sort of absolute minimum chance (typically from three occupation.
to five per cent) of recognizing its presence, even if the DMod as calculated above
would be "zero" or lower. • ......There is a chance that the caster will suffer System Shock as per "Spell
Double-Effects and Backfires" (see above). The Success Threshold to avoid
A check to be aware of the oncoming spell manifestation should be allowed each this is equal to (caster's MRES x 2 DMod).
Melee Round that it has not yet struck or affected the targeted character.
19.5. Restricted-Applicability Religious
Exactly which counter-actions should be allowed to a character who passes this
test, is largely the area of Referee discretion, as many variables would affect this Magic
decision (for example, did the character understand what the oncoming spell is?
does he or she know how to protect him or herself from it? is there enough time to Despite the Temples' much greater size, wealth and social influence, the
enact an appropriate countermeasure? etc., etc..). Antratschèldor-haii of northern Ushù'l have had certain offsetting advantages
which have allowed them to survive in the face of opposition from the established
religions. One of the most important of these is the fact that a substantial number
of religious spells and devices are effective only against adherents, beings or
enchantments aligned with opposed or dissimilar religions. For game purposes,
any magical effect or implement subject to this limitation is assigned the
"Restricted-Applicability Religious" prefix.

Where it is necessary to determine which religious group a given Temple-oriented


spell or item is effective against, the Referee may consult the following table.

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Religious Group Religious Group Against Which Magic Is Range : The spot from which the air is to emanate must be touched by either the
Effective spell caster's hands or his or her staff.

Khùl-Tlassù All religions of the Khùl-Nolgùn plus certain* "evil"- Targeting Requirements : Touch.
oriented "Non-Mainstream" faiths
Saving Throw : Usually none; if required and an unwilling target capable of
Khùl-Mhazàshii Other religions of the Khùl-Mhazàshii plus certain* resisting magic, Saving Throw is (MRES - caster Experience Level) x 2 DMod.
"neutral"-oriented "Non-Mainstream" faiths
Khùl-Nolgùn All religions of the Khùl-Tlassù plus certain* Saving Throw Success Effect : Negates the spell; the air or oxygen does not
"good"-oriented "Non-Mainstream" faiths appear.
"Good"-oriented "Evil"-oriented "Non-Mainstream" religions plus 19.6.2. Antisilicacy / Petrifaction
"Non-Mainstream" certain* faiths of the Khùl-Nolgùn
faiths This spell causes a creature (for example a stone golem or the Chélà) whose
normal body tissue composition is silicate or rocklike, to temporarily be composed
"Neutral"-oriented Other "neutral"-oriented "Non-Mainstream"
of tissue similar to that of human flesh, increasing the latter's vulnerability to
"Non-Mainstream" religions plus certain* faiths of the Khùl-Mhazàshii
attack. The reversed version of the spell, Petrifaction, simulates the fearsome
faiths
ability of certain rare monsters to petrify a victim, that is, turn him or her into stone.
"Evil"-oriented "Non- "Good"-oriented "Non-Mainstream" religions plus
Mainstream" faiths certain* faiths of the Khùl-Tlassù This spell is different from many others in that the reversed version is not available
at the same Complexity Level as is the normal version; instead, it first becomes
Religions of other For Future Reference on a Referee-determined,
usable at Level VII.
species (Brhà, etc.) case-by-case basis. (It is said, for example, that the
magic of the religions of the Motnat'tà is one of the The Antisilicacy spell does not affect any other aspect of the creature's abilities,
few types effective against the terrible faiths – if other than those such as armour factors, that are the direct consequence of its
this is, indeed, what They can be called – of the normal body composition. For example, it would not affect magical or attack
Brhà; but such observations are conjectural.) capabilities.

The Level VII version of Petrifaction affects only bare flesh (consequently, an
* The exact determination of religious magic effectiveness between the "aimed shot" must be attempted against a clothed or armoured opponent); the
conventional and "Non-Mainstream" faiths should be considered to be For Future Level VIII version of this spell affects both the victim and anything being worn by
Reference. him or her, while the Level IX variant can petrify almost any substance. (If used
against certain types of substances capable of resisting magic, for example a
It should be noted that historically, encounters between Temple adherents of religious idol, the targeted item may be given a Saving Throw equal to its
these different religious groups have been so rare as to provide little objective composition factor.)
evidence as to how well the magic of each respective group performs against the
other. From the isolated incidents that are recorded, it appears that the magic The target to be affected by the spell is targeted by a grayish-violet beam of light
spells of most of the conventional religions – with the significant exceptions of springing from the index finger or staff of the spell caster; if the target is unwilling
those of dread Vìrya Hé-Enriath and of mysterious Væran Ya-Epré – seems to he, she or it is allowed a Saving Throw to see if the spell can be resisted. The
have come off the worse in hostile encounters with certain "Non-Mainstream" petrifaction/antisilicacy beam has a range of five metres per caster Experience
religions. Of course, there are many powerful spells, available to both the Level and can affect one target (its diameter is quite small, being about one
Antratschèldor-haii and most religions, which can affect anyone (of whatever faith) centimeter at maximum range).
who is unlucky enough to be in their way when cast...!
A successful casting of this spell with insufficient Energy Points against an
unwilling recipient does not cause incomplete petrifaction or depetrifaction;
instead, the erstwhile victim is totally unaffected and remains in its original
19.6. General Spell List condition. An silicate creature, for example a Chélà, affected by the Antisilicacy
spell must pass a System Shock check (see Constitution characteristic score
19.6.1. Airmaking description) or be instantly slain; the same principle applies to a normal creature
that has been affected by Petrifaction, except that in the latter case the System
This spell spontaneously creates pure air and/or oxygen, according to the caster's Shock check is conducted whenever the victim is somehow depetrified.
Experience Level and the amount of magical energy expended. It has obvious
uses– such as to prevent drowning– but is also very useful if an adventure party is A formerly animate creature who has been petrified is essentially in a state of
involuntarily exposed to a noxious or harmful gas such as methane, hydrogen suspended animation; he or she does not age, cannot use magic, has no sensory
sulfide, etc.. input and has a very low level of synaptic activity, but is still partially conscious.
The Petrifaction spell has thus been sometimes used as a particularly unpleasant
A first-level Antratschèldor-haii expending 25 Energy Points may create one cubic punishment against those who have most angered emperors and other rulers, as
metre of oxygen or two cubic metres of air. These allowances are multiplied by "2" it is in effect a form of eternal solitary imprisonment.
for each additional Experience Level the caster has attained, and is multiplied by 2
for each additional 25 Energy Points expended. The caster must be able to touch Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
the spot from which the gas is to issue. There is a delay of 1D6 seconds before Félékan-Gozchàal and clerics of Vìrya Hé-Enriath.
the gas will appear.
Level : VI to IX
The air or oxygen created can be made to travel around, centered on the caster in
a bubble, by the expenditure of an additional 25 Energy Points; thus, the spell can Cost : 50 EP for each 10 kilograms body weight to be affected; for example, to be
be very useful to avoid drowning. All gasses created will be pure and free of sure of petrifying an average-sized man, 350 to 400 EP would be required.
contaminants, but caution should be used with the creation of oxygen, especially
in the proximity of open sources of fire. Time to Cast : One Melee Round.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Duration : One Melee Round x caster Experience Level for Antisilicacy;
Nàhal-Osdéa and clerics of Væran Vo'Hlakànss. permanent until otherwise removed, for Petrifaction.

Level : I. Range : Five metres per caster Experience Level.

Cost : 25 EP plus variable as above. Targeting Requirements : The target of the spell must be in the caster's line of
sight.
Time to Cast : One Melee Round.
Saving Throw : (MRES - caster Experience Level) x 2 DMod. Certain creatures, in
Duration : Until gas dissipates or is otherwise consumed; typically, a human-sized particular animate statues used as guardians of temples, etc., have much higher
character under normal exertion requires 20 cubic metres of air, or 15 cubic Magic Resistances than would otherwise be the case against these types of
metres of oxygen, per game hour to avoid asphyxiation. These requirements are spells.
doubled if the character is fighting or otherwise exerting him or herself.
Saving Throw Success Effect : Negates the spell; the targeted creature's
composition remains as it was.

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19.6.3. Armourpowering / Armourcursing For each two (2) levels of Armourpowering past Level X, the caster may endow
the armour with one additional special power; for example, a caster using the
This spell bestows enchantment on a piece of artificial armouring that is not Level XIV variant of this spell could give three special powers. See the
already enchanted. Like Weaponpowering, this spell is frequently employed by Weaponpowering spell description for how to judge the potency of such powers,
Telostic's armies, and its more advanced versions are jealously guarded secrets insofar as theoretical Energy Point expenditures are concerned.
of the Enja-Osdeön. It is somewhat less flexible than Weaponpowering because it
affects fewer game attributes than does the latter spell, but is perhaps more The Level XI to XV variants of Armourpowering have the ability to cause a piece of
powerful at a given level. There is also a reversed variant, Armourcursing, but it is armour to become permanently enchanted or cursed. The spell may be used to
very rarely employed. permanently enchant a piece of armour, with maximum modifiers equivalent to the
Level V version (e.g., plus or minus "three" for APV or "one" for AgM); this
The Level X and lower levels of this spell are all temporary in effect; the affected increases by three(3) or one (1) for each level past XI, so that (for example) the
armour loses its enchantment after a specified time period. The Level XI and Level XIII version of Armourpowering could permanently enchant a piece of
higher variants, which are known only to a few senior Antratschèldor-haii of the armour to a maximum APV modifier of plus or minus 9. With these versions of the
Enja-Osdeön and are almost never taught to anyone outside that Brotherhood spell, however, all special powers are still temporary, and they fade with time as
can, subject to some restrictions, permanently enchant a piece of armour. would a special power created by the Level X spell version.
The spell cannot be used to increase the power of an enchantment, or decrease The Level XVI to XXI versions of Armourpowering add the ability to make
the power of a curse, that already is possessed by a piece of armour. It also permanent special abilities; for this purpose, the ability of the Level XVI version to
cannot be applied more than once at a given time on a given armour piece; if this create a permanent special power is equal to the ability of the Level X version to
is attempted there is a 60 per cent chance the item will be permanently ruined. create a single temporary power; an additional permanent special power may be
Note that each discrete piece of armour (for example a gauntlet, shield, helmet, endowed for each two (2) levels of Armourpowering, past Level XVI.
breastplate, abdominal cover, leggings or arm pieces) counts individually, for
purposes of this spell: an entire suit of armour, therefore, cannot be enchanted as The time and material requirements for the permanent versions of this spell are
a group (the magic-user must enchant each piece one by one). identical to those of Weaponpowering, except as detailed below:

The Level IV version of Armourpowering bestows an enchantment modifier of • ......Each modifier equivalent of "three" (3) for APV or "one" for AgM that is
"zero" to all of the armour's characteristics; the main purpose of using this spell is bestowed upon a permanently enchanted armour piece requires
to raise the armour's composition factor, for purposes of durability and magic approximately ten (10) hours of careful effort and material components
resistance, by ten (10) points over what it otherwise would be for a normal piece of costing 1D20 x 100 silver pieces, on the part of the Antratschèldor-haii
the type in question. (This does not, by itself, raise the item's Armour Protection casting the Armourpowering / Armourcursing spell.
Value; it merely increases the chance that the piece of armour will not be
damaged by a blow.) • ......Each modifier is counted cumulatively, for purposes of the above rule. For
example, a piece of armour whose only enchanted feature was an APV
The Level V to Level IX variants of Armourpowering all work in the following bonus of "+3" would require ten hours of work and up to 2000 silver pieces'
manner. A piece of armour under the influence of the Level V spell can have a cost, while one having both an APV and AgM bonus of "+1" would require
maximum Magic Bonus, affecting the wearer's Armour Protection Value, of "three" twenty (20) hours of effort and up to 4000 silver pieces cost.
(3) (in either direction; in other words, the spell can bestow either a +3 bonus or a
-3 curse on the armour); it also may have up to a one (1) per cent bonus or • ......Each special power that is bestowed upon a permanently enchanted piece
penalty on the armour's relative Agility Modifier. (For example, a piece of armour of armour requires approximately one hundred (100) hours of careful effort
normally has an Agility Modifier of "-2", but is affected by the Level V version of and material components costing 1D20 x 1000 silver pieces, on the part of
Armourpowering; its Agility Modifier is now only "-1".) the Antratschèldor-haii casting the Armourpowering / Armourcursing spell.

The maximum allowable limits of each enchantment modifier noted above For purposes of time and material calculation, the Referee should refer to the
increase by "one" (1) for the armour's Agility Modifier, and by "three" (3) for its Weaponpowering spell description rules.
Armour Protection Value, for each level of Armourpowering or Armourcursing past Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Level V, up to a maximum of plus or minus of five (5) or fifteen (15) respectively Enja-Osdeön and priests and priestesses of Væran Ro'sènnpâdr, Vìrya Tiryé-
for the Level VIII version. For example, a piece of armour enchanted with the Habéla and Væran Rssà-Urutàngk. A religiously enchanted armour piece may be
Level VII variant of the spell could have a Armour Protection Value bonus or created by any Temple– however, if the religion wishing to create the item is not
penalty of up to plus or minus 9. among the three listed above, doing so requires the assistance of an
At Level X, the Armourpowering spell gives the same maximum modifiers as the Antratschèldor-haii of the Brotherhood Enja-Osdeön.
Level IX spell version, and also allows the caster a limited ability to endow the Level : IV to XXI (there are probably still higher levels of this spell, but they are a
piece of armour with one special or extraordinary power. Exactly what types of closely kept secret of the Brotherhood of the Enja-Osdeön).
powers may and may not be bestowed by this spell are, obviously, the province of
Referee discretion. Some guidelines for this are provided immediately below. Cost : 50 EP per modifier of "three" (APV) or "1" (AgM) in any category per
discrete piece of armour affected.
Power Powers Allowed
Category Time to Cast : One game minute per modifier of "one" per object affected for
temporary enchantments; see above for permanent enchantments.
Personality Same as for the Weaponpowering spell
Weight May have its effective weight reduced by 10% at Level X, Duration : The armour piece affected remains under the influence a temporary
and by an additional 10% for each higher level, to a enchantment for 2D6+1 game hours; until magically dispelled, or until armour
minimum of 25% of normal weight destroyed, for a permanent enchantment.
Magic Same as for the Weaponpowering spell Range : Touch.
Danger Requires a personality; the piece of armour may be given a
Targeting Requirements : The item to be affected must be touched by the spell
Perception chance, typically 5 per cent per level past IX, of warning the
caster.
user when he or she is in danger
Morphology May be made to automatically adjust to fit normal-sized Saving Throw : None (except that the Referee may give a previously enchanted
characters of races similar to that for which the armour was piece of armour a Saving Throw equal to its composition factor, if the caster tries
created, or to fit unusual-sized characters of the original race to use this spell to ruin the former).
Wound Has a special chance of negating a critical hit in the body Saving Throw Success Effect : Not applicable.
Resistance area protected against by the armour, each time one is
otherwise called for; this is equal to 10% at Level X of 19.6.4. Armourstoning
Armourpowering, with an additional 5% per Armourpowering
level past X, to a maximum chance of 50 per cent. This spell gives 1D4 shield-sized pieces of armour an Armour Protection Value
equal to that of a stone shield of the same size. This will raise the basic APV in
Speech Same as for the Weaponpowering spell most cases by 1D4 x 10 points, but on certain types of shields such as those
fashioned by the Hlòn, the APV will be raised by 1D6 x 10 points.

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Under the Level II version of the spell, the weight of an affected item does not Form Assumed EP Cost to
increase as long as it is in the grasp of the person holding it when the spell was Assume
first cast. The instant the item escapes its owner's grasp, for example by being
knocked away in battle, it assumes the weight of a normal stone shield, typically Ordinary, small creature (e.g. a rat, songbird or cat)* 25
100 to 200 kilograms. This limitation does not apply to the Level III variant of Ordinary, medium-sized creature (e.g. a dog, hawk or pony)* 50
Armourstoning.
Ordinary, large creature (e.g. a lion, eagle or horse) 100
The caster must touch the item to be affected by the spell; it does not change its Ordinary, very large creature (e.g. a cave bear, great eagle or 200
colour or appearance, but does emanate a magical aura. rhinoceros)
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Ordinary, huge creature (e.g. a dinosaur, pterosaur or 500
Félékan-Gozchàal. mammoth)
Unusual, small or weak creature; monsters from Level I to III 100
Level : II to III
Unusual, medium-size or -strength creature; monsters from 250
Cost : 100 EP for 1D4 items, plus 50 EP per one hour extension per item. Level IV to VI
Time to Cast : One Melee Round. Unusual, large or strong creature; monsters from Level VII to X 500
Unusual, very large or powerful creature; monsters from Level 1000
Duration : One hour plus extension. XI to XV
Range : Touch. Unusual, extremely large or powerful creature; monsters from 2000
Level XVI to XX
Targeting Requirements : The items to be affected by the spell must be touched
by either the caster's hand or staff. The most powerful monsters (Levels XXI or higher) 5000

Saving Throw : Usually none; if an unwilling target capable of resisting magic,


(MRES - caster Experience Level) x 3 DMod. * If cast by a cleric of gentle Vìrya Karènn-R'Làché, the spell allows the affected
character to assume only the forms thus marked.
Saving Throw Success Effect : Negates the spell; the item remains in its normal
composition. For purposes of determination, an "unusual" creature is considered one whose
abilities or distinguishing characteristics have never been found in real life on the
19.6.5. Aspect Of The Fauna planet Earth.
This powerful and much sought-after spell allows the caster to polymorph him or The Aspect of the Fauna is a difficult spell to cast safely; a magic-user must pass
herself, or another person, into any one of a variety of types of animals or other an Inexperienced Caster Hazard check or trigger non-reversion at the spell's
"normal", living creatures. There are several types of entities whose form cannot normal time of expiry (see above). In addition, the caster, upon reverting to his or
be assumed: among these are marine creatures (for example a dolphin or sea- her normal form, must pass a System Shock check. Spell casters of the
lion), the undead, the Brhà, creatures whose essence is not completely on Brotherhood of the Fàanel-Féléòdji of the rank of Gabavarìsché-Vé-Alakòm (Level
Telostic's physical plane, creatures without a standard corporeal form (for VI) or higher are, however, exempt from this check. In all other questions dealing
example the S'àf), demons, demigods, immortal beings and other types as with the effects and abilities imparted by this spell, the Referee is to use his or her
designated by the Referee. discretion.
The Level VIII and IX versions of the spell allow the caster to attempt to polymorph Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
only into forms with which he or she is familiar; if an attempt is made to assume a Fàanel-Féléòdji and clerics of Vìrya Karènn-R'Làché (see restrictions above) and
form that the caster has not personally experienced, there is a 50 per cent chance Vìrya J'Ràlrishé-Slé.
that he or she will suffer an immediate System Shock check upon the new form
taking hold. The Level X version of the spell removes this requirement, allowing Level : VIII to X
the caster to assume the form of any real creature which has been described to
him or herself. Cost : 25 to 5000 EP as described above.

The spell affects only the caster's normal body; it does not affect items that he or Time to Cast : One Melee Round.
she might be wearing or carrying, so it is advisable to remove these prior to Duration : One hour x caster's Experience Level.
attempting the spell. While in polymorphed form, the caster's fighting abilities, with
the exception of Willpower, which is the same as normal, will conform to those Range : Within touch of the caster's hands or staff.
appropriate to the particular form. In the polymorphed form, the caster will have all
the abilities of the creature whose form has been assumed, for example flying, Targeting Requirements : The target of the spell must be touched by the spell
water breathing and so on. caster's hands or staff.

The Level VIII spell version prevents the casting of magic other than the Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
incantation needed to terminate the spell and return the caster to regular form. (MRES - caster Experience Level) x 5 DMod.
This includes any magic-casting abilities that may be inherent to the creature-form
(for example the Chàngalà) in use, although certain magic-like abilities, for Saving Throw Success Effect : Negates the spell; the intended target of the spell
example the Chàngalà's breath weapon, may be used. The Level IX spell version retains his, her or its original body form.
allows magic use while in polymorphed form, but disallows regeneration of Energy 19.6.6. Aspect Of The Flora
Points, while under the Level X version of Aspect of the Fauna the spell caster's
magical abilities are completely unaffected. This spell allows the caster to polymorph him or herself, or another person, into a
variety of types of vegetative or near-vegetative matter, including grass, shrubs,
The polymorphed form can be maintained for one hour times the caster's
trees, jungle, mushrooms or other fungus, and some types of vegetative
Experience Level. When the spell caster reverts to his or her normal body form,
monsters.
one-half (50 per cent) of any damage or fatigue inflicted upon him or herself while
in the polymorphed form is immediately removed; all critical damage is also The Level VIII and IX versions of the spell allow the caster to attempt to polymorph
removed. If the number of damage points remaining after being halved exceeds only into forms with which he or she is familiar; if an attempt is made to assume a
the spell caster's normal body damage reserve, he or she dies instantly upon form that the caster has not personally experienced, there is a 50 per cent chance
reverting to normal form. The possible forms, and number of EP needed to that he or she will suffer an immediate System Shock check upon the new form
assume them, are given in the following table: taking hold. The Level X version of the spell removes this requirement, allowing
the caster to assume the form of any real vegetative creature which has been
described to him or herself.

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The spell affects only the caster's normal body; it does not affect items that he or In the case of the clerical version of this spell, clerics of Væran Hadda-Làtonn are
she might be wearing or carrying, so it is advisable to remove these prior to prohibited from assuming the forms of creatures that only inhabit the open ocean,
attempting the spell. While in polymorphed form, the caster's fighting abilities, with while priests of mysterious Væran Wròb-Riàhyal may not assume the form of
the exception of Willpower, which is the same as normal, will conform to those freshwater marine creatures. It is up to the Referee to make an exact
appropriate to the particular form. In the polymorphed form, the caster will have all determination as to which creatures are allowed as morphological forms for each
the abilities of whatever the plant in question is. religion.

The Level VIII spell version prevents the casting of magic other than the For other information, please refer to the Aspect of the Fauna spell.
incantation needed to terminate the spell and return the caster to regular form.
The Level IX spell version allows magic use while in polymorphed form, but Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
disallows regeneration of Energy Points, while under the Level X version of Aspect Osda-Osdéam and clerics of Væran Hadda-Làtonn and Væran Wròb-Riàhyal.
of the Flora the spell caster's magical abilities are completely unaffected.
Level : VIII to X
The polymorphed form can be maintained for one hour times the caster's
Cost : 25 to 5000 EP as described above.
Experience Level. When the spell caster reverts to his or her normal body form,
one-half (50 per cent) of any damage or fatigue inflicted upon him or herself while Time to Cast : One Melee Round.
in the polymorphed form is immediately removed; all critical damage is also
removed. If the number of damage points remaining after being halved exceeds Duration : One hour x caster's Experience Level.
the spell caster's normal body damage reserve, he or she dies instantly upon
reverting to normal form. The possible forms, and number of EP needed to Range : Within touch of the caster's hands or staff.
assume them, are given in the following table: Targeting Requirements : The target of the spell must be touched by the spell
caster's hands or staff.
Plant Form Assumed EP Cost to
Assume Form Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
Ordinary or non-mobile fungus 10 (MRES - caster Experience Level) x 5 DMod.

Ordinary or non-mobile plant or bush 25 Saving Throw Success Effect : Negates the spell; the intended target of the spell
Large, ordinary plant (e.g. a tree) 50 retains his, her or its original body form.

Unusual or mobile fungus 20 19.6.8. Beast-Beguilement


Unusual or mobile plant or bush 50
This spell allows the caster to exert a strong influence upon wild or domesticated
Unusual or mobile large plant (tree) 100 creatures of animal- or lower- levels of intelligence. The spell will not work on
Small or low-strength vegetative monster (Levels I to V) 100 plants, marine creatures (for example a shark or whale), creatures of an
intelligence greater than (roughly) that of a chimpanzee, insects or arachnids, the
Medium-sized or medium-strength vegetative monster 200 Brhà, or creatures whose essence is elemental or of the supernatural (e.g.
(Levels VI to X) demons, demigods, deities and the undead).
Powerful vegetative monster (Levels XI+) 300
The caster may affect a number of animals whose total Experience, or
Power/Strength, levels do not exceed his or her own by more than "two". In other
words, an Antratschèldor-haii whose own Experience Level was VIII could charm
The Aspect of the Flora is a difficult spell to cast safely; a magic-user must pass
one Xth-level creature, or one VIIth-level and one IIIrd-level, or whatever.
an Inexperienced Caster Hazard check or trigger non-reversion at the spell's
normal time of expiry (see above). In addition, the caster, upon reverting to his or The Level V version of this spell allows the caster to charm only animals that
her normal form, must pass a System Shock check. Spell casters of the happen, at the time, to be in his or her direct presence. The Level VI, VII and VIII
Brotherhood of the Kybàhri-Fèleor of the rank of Gabavarìsché-Vé-Alakòm (Level spell versions allow the caster to attract all creatures, up to the maximum
VI) or higher are, however, exempt from this check. In all other questions dealing affectable number as noted above, within a radius of 10, 100 or 1000 metres
with the effects and abilities imparted by this spell, the Referee is to use his or her respectively. For the spell to be effective, the caster must look the creature
discretion. affected in its eyes for approximately one second. The creature is usually
permitted a Saving Throw; this represents its innate resentment at intellectual
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Kybàhri-Fèleor. domination.

Level : VIII to X The Level V and VI versions of this spell confer limited telepathy with the affected
creature, and will be able to give only such instructions as the latter has the
Cost : 10 to 300 EP as described above, plus an additional 200 or 300 EP for the intelligence to understand. For example, it would probably be permissible to say,
Level IX and X versions respectively. "Attack the man you see standing over there", but it would probably not be allowed
to order, "Go to the barn behind the house, turn right and kill the man standing in
Time to Cast : One Melee Round. the third stable from the rear". The Level VII and VIII spell versions allow the
caster to confer 15 and 30 per cent respectively of his or her Intelligence upon the
Duration : One hour x caster's Experience Level. affected creatures, allowing more complicated instructions. Affected creatures will
Range : Within touch of the caster's hands or staff. obey the spell caster's commands even at the risk of their own lives, but if ordered
to do something obviously suicidal, will be allowed an additional Saving Throw to
Targeting Requirements : The target of the spell must be touched by the spell resist the spell with a Difficulty Modifier of "3"; if this Saving Throw is successful,
caster's hands or staff. there is a 70 per cent probability the creature will turn on and attack the spell
caster, if at all possible. If a portion of the caster's intellect has been bestowed on
Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is the affected creatures, the DMod for the Saving Throw should be increased.
(MRES - caster Experience Level) x 5 DMod.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Saving Throw Success Effect : Negates the spell; the intended target of the spell Fàanel-Féléòdji and clerics of Vìrya Karènn-R'Làché and Vìrya J'Ràlrishé-Slé.
retains his, her or its original body form.
Level : V to VIII
19.6.7. Aspect Of The Water-Dweller
Cost : 25 EP per creature level affected, plus 60 EP (Level V) / 120 EP (Level VI) /
This spell is identical to the Fàanel-Féléòdji spell Aspect of the Fauna, except that 180 EP (Level VII) / 240 EP (Level VIII).
it allows the caster to assume only the form of a marine or amphibious creature
(for example a dolphin, sea turtle, sea-lion, whale, shark, plesiosaur, etc.). Other Time to Cast : One Melee Round.
prohibited morphological categories are as with the Fàanel-Féléòdji spell,
Duration : One hour per caster Experience Level.
although relatively few of these actually exist in the seas of Telostic.
Range : Line of sight.

Targeting Requirements : The spell caster must look the animal to be charmed in
its eyes, or, if the creature has none, must otherwise gain its attention.

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Saving Throw : [(target's Intelligence) + (target's Willpower x 2) - (caster • ...... A character's Body Damage Reserve is increased in direct proportion to an
Experience Level x 3)] x 2 DMod. increase or decrease in his or her body mass. For example, a character who
would ordinarily have a BDR of 20 would have a BDR of 24 if his or her size
Saving Throw Success Effect : If the target of the charm beats the Saving Throw were increased to 120 per cent of normal; if the same character were shrunk
Success Threshold by "20" or more, it is completely unaffected and retains its to only 50 per cent, his or her BDR would be reduced to 10. When the
original disposition towards the spell caster. If the Success Threshold is beaten by affected creature reverts to his or her normal size, one-half (50 per cent) of
"19" or less, the animal is still charmed, but regains control over itself any damage or fatigue inflicted while in the larger or smaller form is
automatically in 1D20 game minutes. immediately removed. If the number of damage points remaining after being
halved exceeds the spell caster's normal BDR, he or she dies instantly
19.6.9. Beastspeaking
upon reverting to normal size.
This spell allows the caster to speak with living creatures within hearing distance.
The creatures addressed by the spell caster may or may not care to reply,
• ...... Under the Level IV version of this spell, a character's Agility and Dexterity
scores decrease in direct proportion to an increase in his or her body mass,
depending upon the circumstances under which conversation is attempted; the
but do not increase if his or her mass decreases. Under the Level V and
spell gives no control over an animal being spoken with. There are several types
higher variants, the affected character retains his or her normal Agility and
of entities with whom communication is not possible: among these are the
Dexterity scores regardless of how much his or her mass increases.
undead, the Brhà, creatures whose essence is not completely on Telostic's
physical plane, creatures without a standard corporeal form (for example the S'àf), The Level IV spell version affects only a character's nude body and not his or her
demons, demigods, immortal beings and other types as designated by the clothes or possessions; the Level V version also affects the clothes, while the
Referee. Level VI variant affects everything in physical contact with the target character at
the time the spell is cast. There is a 40 per cent chance that a creature affected by
The spell confers upon the targeted creatures enough of the caster's own intellect
the Level IV version of Bodysizing must, upon the spell's expiration, undergo a
to answer simple questions about their own thoughts and feelings, such as these
System Shock check. This chance is reduced to 30 per cent for the Level V
may be. However, because the experiences of some animals are limited, it may
variant and 20 per cent for the Level VI version.
require a great deal of explanation on the part of the spell caster before the animal
comprehends what the caster is talking about. For example, a conversation with a This spell will not work on a creature already under the influence of magic and can
spider might reveal much information about how tasty flies are to eat, but very little be used no more than twice on any given creature in a game day.
information on anything outside this scheme of reference.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Each animal species has its own language; thus animals of differing types cannot Fàanel-Féléòdji and clerics of Vìrya J'Ràlrishé-Slé and Vìrya Karènn-R'Làché.
be addressed as a group. The spell also allows conversation only between the
caster and each individual animal; it does not give the targeted animals the ability Level : IV to VI
to converse with each other, other than whatever innate abilities they may
naturally possess. Cost : 200 EP plus a variable amount as described above.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Time to Cast : One Melee Round; the actual growth or diminution of the affected
Fàanel-Féléòdji and clerics of Vìrya Karènn-R'Làché and Vìrya J'Ràlrishé-Slé. creature takes one additional Melee Round.

Level : II Duration : 1D6 game hours.

Cost : 20 EP. Range : Within touch of the caster's hands or staff.

Time to Cast : One Melee Round. Targeting Requirements : The spell user must touch the creature to be affected.

Duration : 15 minutes or one complete conversation, whichever is shorter. Saving Throw : (MRES - caster Experience Level) x 3 DMod.

Range : The creatures being conversed with must be able to hear his or her voice Saving Throw Success Effect : Negates the spell; the targeted creature is
(for creatures with no normal means of hearing, count them as having the Hearing unaffected.
of a normal adult human).
19.6.11. Bolt of Disintegration
Targeting Requirements : Targets must be within hearing range.
This much-feared spell creates a brownish-grey ray of negative energy, which
Saving Throw : Usually none; if an unwilling target capable of resisting magic, instantly destroys the normal force of molecular attraction that is found in solid or
Saving Throw is (MRES - caster Experience Level) x 2 DMod. liquid matter. It manifests itself with a noise similar to that made by a loud, out of
tune stringed musical instrument; anything struck by the Bolt of Disintegration
Saving Throw Success Effect : Negates the spell; the intended target of the spell must pass a Saving Throw or instantly crumble into fine grey dust. As might be
cannot be conversed with. expected, failing the Saving Throw is frequently fatal to a living being, and the
spell can also have a devastating effect on an opponent's weapons or armour,
19.6.10. Bodysizing rendering the latter brittle and unfit for combat.
This spell allows the caster to induce living creatures to grow to much greater than Unlike many of the other offensive spells, the Bolt of Disintegration is effective
normal size, or to shrink to smaller than normal size. It affects both the creature's against almost all creatures not composed entirely of magical energy; it works
physical dimensions and its body mass. An unwilling recipient of this spell is equally well against the undead, most types of demons and the Brhà. The Bolt of
allowed a Saving Throw to avoid its effects. Disintegration is a difficult spell to cast safely; a magic-user must pass an
Inexperienced Caster Hazard check or trigger its firing in a random direction (see
The spell has a varied effect according to the number of EP invested and the type
above). See "Directed-Energy Spell Characteristics" above for the Bolt of
of being affected. A typical example would be a growth or diminution of 1D100 per
Disintegration's physical attributes. Another notable difference of this spell is, the
cent for a 1.5 metre-high human character affected by a 200 EP spell of this type.
Bolt of Disintegration's deadly effects extend even into certain other planes of
The growth or diminution rate is only 1D50 per cent for unusual creatures, for
existence, particularly the Plane of Ethereal Mists.
example the Bagamùlo.
The Bolt of Disintegration travels in a straight line and discharges against the first
The effects of Bodysizing on a character's physical and combat-related statistics
solid object it hits, so it is advisable to have one's own comrades step out of the
are variable and are highly subject to Referee discretion, as follows:
way, prior to launching this spell at an enemy. It cannot be "reflected" back on the
caster.

In addition to causing body damage, the spell has the following effects upon those
unfortunate enough to be caught within its effect area:

• ...... A character who fails all of his or her required critical hit Saving Throws can,
depending upon the body part hit, be sawn in half or bisected by this spell.

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• ...... Due to its nearly complete tissue destruction, the damage caused by the Duration : Instantaneous; the Bolt of Disintegration travels too fast for any creature
Bolt of Disintegration spell takes three (3) times the normal time required to to react to or dodge it.
heal. A critical hit by this spell against a vital body part, for example the
heart, lungs, kidney, etc., is almost always fatal, although a variable amount Range : 10 metres per caster Experience Level.
of time may pass before the victim actually expires.
Targeting Requirements : The spell caster must be able to see or otherwise sense
• ...... A character whose body suffers damage equal to 100 per cent or more of the location of the target.
his or her original Body Damage Reserve as a result of the Bolt of
Saving Throw : The Saving Throw against body damage, for a living or animate
Disintegration is nearly impossible to resurrect from the dead; a penalty
being capable of resisting magic, is (MRES - caster Experience Level) x 2 DMod;
modifier of "50" to the character's disadvantage applies whenever a
the Saving Throw against a critical hit is normally (Constitution of victim x 3
resurrection spell is attempted with such a character.
DMod); the Saving Throw procedure for inanimate items is detailed above.
• ...... Non-living items struck by the disintegration ray are allowed a Saving Throw Saving Throw Success Effect : A character who passes the Saving Throw against
against disintegration equal to their composition factor. If the item passes
body damage suffers half (0.50) of the damage that he or she would otherwise
the Success Threshold by 10 or more points, it is completely unaffected, but
suffer. A character who passes the Saving Throw against a critical hit does not
if the check is passed by fewer than 10 points, the item is effectively ruined
suffer a critical hit. Other effects are as described above.
(reduce its composition factor to 1/4 of its previous value), although it
remains at least temporarily intact. 19.6.12. The Bolt of Refulgent Light (Sunbeam)
Saving Throws for magical items are conducted in the same manner, except that This dangerous spell creates powerfully charged photovoltaic energy, which is
such an item's Success Threshold is increased by two (2) points for each power fired at a target in the form of a concentrated ray of light. The spell manifests itself
level or magical attribute the item possesses in its most favourable category only. with a brilliant light, a loud hum and the faint smell of ozone; anyone unlucky
For example, a magical sword with a +2 magic CF modifier and a +1 magic enough to be struck by the Sunbeam suffers a variety of consequences ranging
damage modifier, would have a bonus of four points on the Saving Throw. from blindness to incineration. The Sunbeam is a difficult spell to cast safely; a
magic-user must pass an Inexperienced Caster Hazard check or trigger its firing in
The effects of this spell on non-living solid or liquid matter are highly variable and
a random direction (see above). See "Directed-Energy Spell Characteristics"
are largely the province of Referee discretion; however, the following guidelines
above for the Sunbeam's physical attributes.
may be used for most purposes. The Bolt of Disintegration will disintegrate one
cubic metre of non-living matter, whose composition factor is "zero", per 50 EP The Sunbeam travels in a straight line and discharges against the first solid object
used to cast the spell. The volume of matter affected is reduced in direct inverse it hits, so it is advisable to have one's own comrades step out of the way, prior to
proportion to the item's composition factor; for example, only 0.6 of a cubic metre launching this spell at an enemy. If the bolt hits a highly polished surface such as
would be disintegrated per 50 EP, if the substance in question had a composition a mirror, it can be "reflected". This causes no damage to the reflecting object, but
factor of "40". subjects the spell caster to the bolt's effects as it rebounds on him- or herself. A
considerable degree of Referee discretion is called for in such cases; usually, the
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Osdez-Gozròl. putative reflecting object would have to pass a Saving Throw against its
composition factor for the reflection to work.
Level : VIII
The spell has the following effects upon those unfortunate enough to be caught
Cost : 50 EP per level of damage. within its effect area:

Time to Cast : One Melee Round. • ......If the victim fails all of his or her required Saving Throws, he or she is
considered to have had a hole equal to the relative area of the Sunbeam at
the range in question, burned right through the side struck all the way to and
including the opposite body side. If the beam covers enough area, this can
result in the victim being literally "sawn in half".

• ...... If the spell has been powered with enough Energy Points (200) to cause
four (4) or more levels of damage, the victim must pass a Saving Throw or
be instantly blinded. Blindness caused by this spell has a basic 40 per cent
chance of being permanent, increased by 1 per cent for each 50 Energy
Points expended when the spell is cast. Otherwise, blindness typically
requires 2D6 weeks to heal fully, with partial eyesight returning after about a
third of the full healing period. Several types of creatures are immune from
this secondary effect.

• ...... Inflammable items, for example a paper scroll, that are caught in the beam
must pass a Saving Throw against (composition factor x 3 DMod) or catch
fire. This includes any inflammable clothing worn by characters within the
beam area, although because these may be wet with perspiration, the
Referee should increase the DMod for this Saving Throw by 1D3.

• ...... If struck by this spell, certain types of undead monsters must pass a Saving
Throw or be instantly disintegrated.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood


Chélé-Avàii and clerics of Vìrya Nanyë and Væran Ro'sènnpâdr.

Level : VIII

Cost : 50 EP per level of damage.

Time to Cast : One Melee Round.

Duration : Instantaneous; the Sunbeam travels much too fast for any creature to
react to or dodge it.

Range : 10 metres per caster Experience Level.

Targeting Requirements : The spell caster must be able to see or otherwise


sense the location of the target.

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Saving Throw : The Saving Throw against body damage or undead disintegration To animate the Stone Golem, the caster must place the tablet inside the carved
is (MRES - caster Experience Level) x 2 DMod; the Saving Throw against a mouth of the statue and repeat the inscription as the spell is cast. If the spell is
critical hit is normally (Constitution of victim x 3 DMod); Saving Throw against successfully cast, and if the inscription is properly and ceremoniously read, the
blindness is normally (Constitution of victim x 3 DMod). statue will be possessed by a spirit which will animate the statue and make it so
the caster's bidding, provided control is maintained. In effect, the spell summons
Saving Throw Success Effect : A character who passes the Saving Throw against the spirit and not the body in which it is encased. The requirements for control are
body damage suffers half (0.50) of the damage that he or she would otherwise the following:
suffer. A character who passes the Saving Throw against a critical hit does not
suffer a critical hit; one who passes the Saving Throw against blindness retains • ...... The caster must at all times maintain deep concentration. If he or she is
his or her normal eyesight. seriously disturbed or attacked, there is a 95 per cent chance that the Stone
Golem will go out of control.
19.6.13. The Bounty of the Hidden Arts
• ...... The caster must (obviously) be awake.
This spell allows the caster to magically create edible and nutritionally sound food.
The amount created will equal one man-day times the caster's Experience Level, • ...... Each ten minutes control is attempted or maintained, a check against the
times a 1D6 die roll. The spell will also, if given a small amount of food as a Control of Conjured Entities Table must be made and passed.
"pattern", produce food as per the above formula plus (one man-day times 3D6).
Once uncontrolled, the Stone Golem will act in a random fashion, attacking
The Level I version of spell will, by default, create simple, bland food (for example everything and/or everyone within its sight (assume, for these purposes, that its
bread) edible by beings of the same species as the caster and other similar Vision requisite score is determined by rolling 4D6). It will continue in this way until
creatures. The Level II spell version can produce relatively more appetizing fare it is brought back under control at the next ten minute check, although in this case
(for example a stew), while the Level III version can produce expensive food such there is a -10 penalty applied to the percentage dice roll, or until the Féléu spirit
as a prime cut of beef. The Level IV spell version can either produce the highest feels ready to return to the elemental Plane of Stone. Unfortunately, this is
quality food (for example pheasant under glass) or hard, preserved rations, the typically not until it has rendered enormous damage on all stone constructions
latter only at half the normal rate. The Level I to III spell versions carry the risk that which have been changed from their natural states, in other words buildings,
if the caster is sick or poisoned while casting the spell, there is a 50 per cent fortifications, etc. Such uncontrolled actions tend to make the Antratschèldor-haii
chance that the food created will be similarly affected. This risk does not apply to responsible for the conjuration extremely unpopular and often lead to lynchings or
the Level IV version. cursings from aggrieved parties.

The Bounty of the Hidden Arts spell can only be used once per day per spell The caster may keep the spirit encased in the statue for a number of hours equal
caster, regardless of the number of Energy Points that are expended on it. to half his or her Experience Level as a magic user, and may voluntarily release it,
de-animating the statue, whenever he or she wishes if it is under his or her
Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii and clerics of control.
gentle Vìrya Fèftian-Ithé.
The Féléu's combat-related factors are as follows:
Level : I to IV
Combat Factor 20 + 5D10
Cost : 20 EP (Level I) / 30 EP (Level II) / 40 EP (Level III) / 50 EP (Level IV).
Body Damage Points 25 + 10D6
Time to Cast : One minute.
Armour Protection Value (overall) 90
Duration : Permanent or until food is eaten or spoils naturally. Willpower Always equal to or higher than the
Willpower/Morale of its immediate
Range : Anywhere within touch of the caster's hands or staff. enemy; minimum of "12" regardless
Targeting Requirements : Touch. of this rule
Number of Attacks One attack every two rounds
Saving Throw : None.

Saving Throw Success Effect : Not applicable.


Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
19.6.14. The Calling of the Stone Spirit Félékan-Gozchàal.

This powerful and potentially dangerous spell allows the caster to summon an Level : X
extremely powerful, and hard to control, spirit called the Féléu, or Stone Golem
Cost : 1400 EP.
from the elemental stone plane (an offshoot of the elemental earth plane).
Time to Cast : One game minute, exclusive of time needed to construct the
The caster must prepare a statue of a vaguely humanoid creature 8.5 m. tall with
statue.
a width of c. 2-3 m. at the waist having one head, two arms and legs. The head
must be composed of granite, the shoulder area of marble, the torso and Duration : As above; minimum of ten game minutes.
abdomen of sandstone, the arms and legs of basalt, and the hands and feet of ore
containing copper, lead, iron, or gold. The pieces must be fitted together so they Range : The Féléu can only be controlled within the caster's line of sight.
are secure, as the statue must now be lifted and left in a standing position. Upon
having finished this, the caster must fashion a small gold tablet, upon which must Targeting Requirements : Not applicable.
be inscribed (in the tongue and script of the Félékan-Gozchàal)
Saving Throw : None except if an item, for example a statue, "sacred to" another
magical or religious or supernatural power; in this case the Saving Throw is
"Arise, arise, O mighty one...
(MRES x 6).
from beyond the mists of time
Saving Throw Success Effect : If applicable, negates the spell.
from beyond the pains of this planet
19.6.15. Castigation
from beyond the ken of my thinking race
This powerful and widely feared continuum spell, available to all of the known
come to my aid religions, enables a priest or priestess to inflict harm on opponents, simply by
rebuking them in the name of the cleric's deity. It is one of the most frequently
and serve me for a time used enchantments found in northern Ushù'l, and accounts for much of the
temporal power held by the Temples– particularly, the power that the various
my slave by the right of my Brothers" religions have over lay followers, who usually have no way of defending
themselves against it.

The spell's relative strength depends on the moral alignment of intended victims
within the area of effect, as follows:

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Moral Alignment of Intended Victim Modifiers to Effect on Intended • ......For the Level III to Level VII versions of Castigation, a given victim can only
Compared to That of Caster's Deity Victim be affected by one casting of a given Level of this spell per game day,
regardless of how many casters may attempt to attack him or her with it. For
Victim worships exactly the same deity (for Effects are reduced by 75% (or, in example, a character who worships sinister Væran Hnélo-Tràniss is affected
example both characters worship mighty the case of a spell with a non- by the Level VI version of Castigation, cast by a cleric of opulent Væran
Væran Rssà-Urutàngk) and the putative granular effect, 3 is added to Bà'altshavùu. The follower of cruel Hnélo-Tràniss is then attacked, within
victim's standing with the deity is better DMod on Saving Throw to avoid the same day, by a warrior-priest of mighty Væran Ro'sènnpâdr, who
than the caster's own effect); and caster must pass a attempts also to use the Level VI version of Castigation on the unfortunate
Saving Throw at (MRES x 2 worshipper of the Slave-Lord. This second ensorcelment fails, because the
DMod) or the spell backfires, Level VI variant of the spell has already affected the putative victim. (Had
affecting him or herself at 100% the paladin of shining Ro'sènnpâdr fired the Level V or VII versions of
effectiveness! Castigation, these would have affected the chosen victim unless he or she
Victim worships exactly the same deity Effects are reduced by 50% (or, in had also been struck with these earlier in the same game day.) This
and his or her standing with the deity equal the case of a spell with a non- restriction applies regardless of how much damage was actually done to a
to or worse than the caster's own granular effect, 2 is added to victim by an earlier casting of the spell, as long as he, she or it in fact was
DMod on Saving Throw) affected in some way by the first attack (e.g., that the victim did not pass a
Saving Throw that negated the spell's effects).
Victim worships a deity of the same Effects are reduced by 25% (or, in
general moral alignment (for example both the case of a spell with a non- • ......For the Level VIII and higher-level versions of Castigation, a given victim
the victim and caster worship deities of the granular effect, 1 is added to can only be affected by one casting of a given level of the spell per game
Khùl-Tlassù) DMod on Saving Throw) week, following the pattern noted immediately above.
Victim worships a deity of the a differing,
but not opposed, moral alignment
None (spell effects are exactly as
described below) • ......The spell can only be used on living or animate victims (thus it cannot be
used on objects such as a wall, a door, etc.) with a definable moral
Victim worships a deity of an opposed None; at option of Referee effects alignment, meaning, for most purposes, intelligent creatures who are
moral alignment (for example, a caster may be increased by 2D20% (or, capable of making choices of their own free will, and excluding animals,
worshipping everpure Vìrya Nanyë in the case of a spell with a non- insects, slimes and the like. It does, however, work against the undead
invokes Castigation against a follower of granular effect, 0.5 is subtracted monsters of the dreaded Mêm-Uhùryo, even though many of these do not
sadistic Væran Hnélo-Tràniss) from DMod on Saving Throw) technically exercise free will or have a distinct personality.
Victim worships a deity mortally opposed Effects are increased by 50% (or,
to the caster's own deity in the case of a spell with a non- The effects of this spell vary with the Level at which it is cast, as follows:
granular effect, 1 is subtracted
from DMod on Saving Throw) Spell Effect on Affected Character
Level
Intended victim has no moral alignment Spell has no effect whatsoever on
(e.g. an unintelligent animal, etc.) the creature in question III Inflicts one (1) point of Pain for each two (2) Experience Levels of the
spell caster, with secondary effects of the Pain so inflicted being
There are several restrictions and special considerations applicable to the effects governed by regular game rules. The Pain lasts for 1D6 game hours.
of Castigation, as follows: IV Effective Willpower score of victim, for purposes of Morale Checks in a
combat situation (only), is reduced by 1 point for each Experience Level
• ...... The spell requires a spoken invocation, so that a caster who is mute or who of the spell caster, to a maximum of 75 per cent (3/4) of the victim's
is otherwise unable to enunciate a spoken phrase (for example, who is original Willpower score. This effect lasts 2D6 game hours.
magically "silenced", under water, etc.) cannot cast it. Similarly, it requires V This version of Castigation, while outwardly having no obvious effect, is
that a single victim be designated by the caster by pointing a finger, staff, in fact one of the most effective weapons at the disposal of Temple
etc., at the latter, even though the spell may actually affect several creatures "Inquisition" authorities when dealing with disobedience or other
within its area of effect. Note: A good example of the actual invocation used infractions of doctrine– causing the victim to suffer severe, irrational
with a Castigation spell would be, "Unclean fiend of the Powers of the Dark, negative reactions from most people encountered in day-to-day life. In
I reproach thee with vehemence, in the sacred name of my great Master, game terms, this is expressed as a 15-point penalty on all Nonplayer
mighty Væran Za-R'hàak, Guardian of the Restful Deserving Dead!" The Character Reaction Table checks made against characters who belong
Referee should take note of the fact that a Castigation invocation cannot be to the same religion as the spell caster, or a 30-point penalty against all
blurted out in a second or two; typically it will take an entire Melee Round. other characters. This effect lasts one game day for each Experience
• ...... Although for doctrinal reasons all of Ushù'l's religions prefer a Castigation to Level of the spell caster.
be heard by all parties within hearing distance, the spell does not, in fact, VI Effective Hearing score of victim is reduced by 1 point for each
require the magical reproach to be heard or understood by its intended Experience Level of the spell caster. If this reduction exceeds the
victim– only that he, she or it be within the theoretical hearing range of a victim's original Hearing score he or she is temporarily deafened for
normal human character, when the invocation is shouted out. Because of 2D6 game hours; however, if the reduction is twice (2x) or more of the
this, defences such as "plugging one's ears" are generally useless against original Hearing score the victim is permanently deafened.
this spell, although some types of magical defences (for example the VII Effective Vision score of victim is reduced by 1 point for each
Greater Sinister Screen) can provide a measure of protection against it. Experience Level of the spell caster. If this reduction exceeds the
Note that the magical attack caused by Castigation travels much too quickly victim's original Vision score he or she is temporarily blinded (including
to be dodged or otherwise physically avoided. all special Vision modes such as Infravision) for 2D6 game hours;
however, if the reduction is twice (2x) or more of the original Vision
score the victim is permanently blinded.
(continued)

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VIII Current Fatigue Reserve of victim is reduced by three (3) points for Because of this factor, unless a cleric's social class background checks indicated
each two (2) Experience Levels of the spell caster. (For Mêm-Uhùryo that he or she came from a family belonging to his or her Temple's discipline
and other creatures normally immune to fatigue, causes the creature to branch, there is only a 25 per cent chance that any level of Castigation may be
start with a FPR of 25 and then be affected as forenoted.) If the chosen upon starting play in Shakhàn. Furthermore, each time he or she wants to
reduction drops the victim's FPR to 0 or below, he or she faints and learn a new level of this spell, a character lacking this intra-Temple background
remains unconscious for 1 game hour for every point past 0 inflicted. If must pass a check at (character's current Experience Level as a cleric x 3), or be
the reduction is twice (2x) or more of the original FPR, the victim dies. refused the "privilege" of learning the level of Castigation in question, at the
Temple premises in question. There is one exception to this: priests and
IX Current Body Damage Reserve of victim is reduced by one (1) points priestesses of heartless Væran Hnélo-Tràniss, Whose Temple prizes the infliction
for each two (2) Experience Levels of the spell caster. If this reduction of pain, have a greater chance of being taught at least the rudiments of
drops the victim's BDR to 0 or below, he or she is slain. If the reduction Castigation. Thus all clerics of this religion are automatically allowed to learn the
is twice (2x) or more of the victim's original, full FPR, not only is he or Level III to Level V versions of the spell, and the formula for the learning
she slain but the victim's body crumbles into dust and disintegrates. permission check as explained above for clerics of brutal Hnélo-Tràniss is
X This sinister variant of Castigation, the use of which is frowned upon by (character's current Experience Level as a cleric x 7).
many of the Temples of the Khùl-Tlassù, inflicts 1D3 varieties of severe
insanity (a "Major Mental Organic System Disorder", "Mania" or Usable By (Brotherhood/ Religion Owning): Clerics of all religions (including
"Neurosis") on the victim; an attack of the insanity type indicated followers of demigods devoted to one or more of the major religions and followers
happens instantly, whether or not it would normally be latent. The of most Demons).
Saving Throw for this level of the spell is handled differently, compared
to other levels; if the Saving Throw is passed, the victim is still affected Level : III to XIII; there are rumours of even more powerful versions of Castigation,
but recovers after 1D100 game hours. If it is failed, the victim is but what effects they may have are perhaps best left to the imagination...
affected permanently or until the condition is otherwise alleviated. Cost : 5 EP per victim affected, per spell level (Levels III to V); 10 EP per victim
XI This is another deadly version of Castigation rarely used by the "good" affected, per spell level (Levels VI and above).
Temples for dogmatic reasons. (Although, it is one of the favorites used
by devotees of putrescent B'àbb-B'bògg, Mistress/Master of Decay.) It Time to Cast : One Melee Round (Levels III to VIII); two Melee Rounds (Levels IX
causes the victim to be struck by a horrible, rotting plague which to XII); one minute (Level XIII).
deliquesces flesh at a rate of 0.5 kilogramme per Melee Round,
Duration : As noted above.
causing certain death in a very short time; furthermore, the plague
remains highly infectious for 1D6 hours from the time the spell was first Range : Within a 10-metre range of the spell caster, or within hearing range,
cast, being spread by airborne spores within a 2-metre radius of each whichever is shorter.
victim (count this as a "Deadly Disease" with a "Per-Minute" Recovery
Check Interval, for Disease Resistance purposes). Ordinary disease Targeting Requirements : Always affects at least one victim of approximately the
cures are useless against this terrible affliction which can only be cured same body size and morphology as the spell caster. Optionally, the spell caster
by magic. can choose* to have one extra victim, of the same body size and form, be affected
for each two (2) Experience Levels he or she has achieved as a cleric. As noted
XII This rare version of Castigation has a variable effect, depending upon a
above, the first intended victim must be designated by pointing the caster's finger
percentage dice roll made by the Referee for each victim who fails his
or staff.
or her Saving Throw against it: (01-20)– Polymorphed into a randomly-
determined animal type (System Shock test needed); (21-40)– Struck * Unfortunately, as this spell directly invokes the power of a divine being against a
by the deadly rotting disease described under the Level XI version of mortal and is not wholly under the control of its caster, there is a chance that the
Castigation; (41-60)– Slain instantly; (61-70)– Slain instantly, body deity or entity involved will attack several unintended victims as well as the one
disintegrates; (71-90)– Teleported 2D1000 kilometres in a random selected by the caster. This is resolved as follows: if the spell caster does not use
direction (since safety is not a concern, this can be some hostile Castigation to attack the maximum number of targets allowed by his or her
environment like the middle of an ocean); (91-94)– Teleported to Experience Level, there is a chance equal to (one per cent x Level of Castigation
another planet; (95-98)– Sent to another dimension; (99-00)– Roll being cast) that the spell will also affect a number of extra victims within the effect
twice. radius so as to equal the maximum number of victims that the caster, per his or
XIII One of the rarest spell variants found in northern Ushù'l, this version of her Experience Level as a cleric, could legally attack. The deity will always target
Castigation is used exclusively when dealing with powerful supernatural victims in the following order: (1)– devotees of the most opposed religion; (2)–
entities such as (in the case of the Temples of the Khùl-Nolgùn) the devotees of an opposed religion; (3)– devotees of a non-opposed, but non-friendly
greatest of the Undead, or, in the case of all religions, with Demons (up religion; (4)– devotees of a friendly, but different, religion; (5)– devotees of the
to about the rank of an "Elder" Demon). The Level XIII variant of this deity's own religion. Note that only the spell caster, himself or herself, is exempt
spell can either instantly banish such an entity to its native dimension from being attacked; the attack initiated by the deity, since it comes from the deity
for a time (typically 2D1000 years), or cause it a shorter banishment but Itself, does not use any of the caster's own Energy Points.
with the infliction of agonizing pain to the creature. Needless to say,
considering the proclivity of the banished entity to return and take Saving Throw : Unless otherwise stated above, Saving Throw is (MRES - caster
revenge on the spell caster, this version of Castigation is usually used Experience Level) x 2.5 DMod.
only in extreme circumstances where no other option exists. Saving Throw Success Effect : Variable; unless otherwise described above (see
Level X description), negates the spell; the intended target of the spell is
A social factor applicable to this spell is, within each religion, Castigation is usually unaffected and suffers none of the spell's intended consequences.
taught only to members of the Temple branch devoted to intra-Temple morality
and/or discipline (e.g., the "Inquisition" of each religion). The reason for this is 19.6.16. Catchblessing / Catchcursing
straightforward: some versions of Castigation are frequently used as torture by
intra-Temple discipline enforcement groups. The spell's use for these purposes is This spell magically increases (or, if cast in reversed mode, reduces) a character's
quite rare amongst the faiths of the Khùl-Tlassù (except for the Temple of Væran chance of catching fish, adding or reducing this chance by 25 per cent. There is
Ro'sènnpâdr and, to a lesser extent, that of Vìrya Nanyë); most of the Temples of also a 30 per cent chance, if the spell is cast in non-reversed mode, that it will
the Khùl-Mhazàshii (except perhaps for that of perverse Væran / Vìrya Kikiri) use attract the largest and best example of the species of fish being sought that
it only when necessary, while all the religions of the Khùl-Nolgùn, of course, are currently lives within 25 kilometres of the place where the spell was cast.
feared for their propensity to inflict the spell on those unable to resist it. No more than application of this spell will affect any given character per game
week; if this is attempted, the spell will work in reversed mode instead. It can only
be used once per week on a given body of water (e.g. a given stream, river, lake
or 25 square kilometre patch of ocean).

Usable By (Brotherhood/ Religion Owning): Clerics of Væran Hadda-Làtonn.

Level : I.

Cost : 20 EP.

Time to Cast : One Melee Round.

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Duration : The heightened or reduced chance of catching fish lasts 1D6 game 19.6.18. Clone
hours.
This rare and unusual spell allows the creation of exact duplicates of living
Range : Touch. creatures from a small portion of living tissue (a piece of skin, for example) taken
from the original creature(s). It is sometimes used by nobles or other important
Targeting Requirements : The affected character, or his or her fishing rod or boat, persons to create an expendable "exact double", to falsely draw the attentions of
must be touched by the religious symbol of the cleric casting the spell. assassins and others who mean the noble character harm.
Saving Throw : (Applicable only to an unwilling character capable of resisting The different variants of this spell have different capabilities, insofar as the range
magic): (MRES - caster Experience Level) x 2 DMod. of beings eligible for being cloned is concerned. This is as follows:
Saving Throw Success Effect : The character's chance of catching fish is not • ......The Level X version of the spell allows the cloning of only ordinary,
affected. unintelligent creatures and animals such as a horse or dog;
19.6.17. Characteristic Mutation • ......The Level XI version of this spell allows a caster to clone only a character of
his or her own species;
This spell allows the spell caster to temporarily re-arrange the distribution of points
amongst the primary characteristic scores (only) of affected characters. Under the • ......The Level XII version extends this capability to morphologically similar races
effects of the Level IV version of this spell, the rearrangement is always done on a (for example, a human character could clone a Bènli, or Ca'ùna);
2 for 1 basis; for example, the spell caster could transfer two points from an
affected character's Intelligence score and two from his or her Mystic Ability score, • ......The Level XIII variant allows cloning of any "common" or "uncommon"
in order to raise the character's Strength score by two points. The Level V version intelligent species;
can transfer attribute points on a 1 for 1 basis, while the Level VI variant increases
this to 1 for 2 (e.g., reducing one's Mystic Ability score by one would allow the • ......The Level XIV version allows the caster to clone rare or unusual types of
character to increase some other attribute by two points). All fractional point creatures, for example the Brotòmit or the Bhèshah*;
transfers are rounded down, when calculating the number of points which may be
used to raise a different attribute.
• ......The Level XV version allows the cloning of any type of creature not falling
into a prohibited category (see below);
The spell was not really meant for use as a weapon; however, it can be used to
affect an unwilling victim, at the cost of allowing the latter a Saving Throw. If used
• ......The rare and Level XVI version allows the cross-cloning of up to three
differing types of creatures; the resulting entity, if deemed by the Referee to
as a weapon, the spell can transfer or remove no more than 2D6 points from any
be biologically capable of remaining alive, will have some of the
given characteristic, and can affect only two characteristic categories. (This
characteristics of all of the original three species, some entirely new abilities
restriction applies per casting of the spell– thus it can be avoided, should an
and is in effect a unique being*. This version may be the spell responsible
Antratschèldor-haii with a perverse attitude cast it more than once on a given
for having created many of Telostic's unusual and dangerous creatures; for
victim.)
obvious reasons, it is a closely guarded secret of the elders of the Enja-
If more than four (4) points are removed from any given characteristic score, or if Osdeön and the Temple of sinister Vìrya Hé-Enriath.
any given characteristic score is raised to more than twice or lowered to less than
* Cloning of these types of creatures is likely to make the caster quite unpopular,
half of its normal maximum value by means of this spell, the affected creature
particularly if carried out in populated areas; this and higher-Level variants of the
must pass an immediate System Shock check. Clone spell should only be attempted under strictly controlled, and very discreet,
If this spell is used to affect a characteristic, for example Psychic or Mystic Power, circumstances.
which affects spell casting, the caster gains all benefits or penalties appropriate to Several types of creatures cannot be cloned; among these are the undead,
the elevated or reduced attribute level, with the exception of Energy or Mystic demons and deities, creatures made up entirely of energy, the Brhà and (for some
Point storage or accrual. The spell may be cast on the caster himself or herself, or unknown reason) the Chàngalà.
any one other creature. The ability to affect a beneficiary or victim of the spell lasts
two Melee Rounds. The physical and mental characteristics of a clone (including physical and/or
mental defects) are exactly those of the original creature, at the time the spell was
Use of the Characteristic Mutation spell on the same creature more than once per first cast. For example, a clone of a character whose Intelligence score was "16"
day forces the affected creature to pass an immediate System Shock check. Also, would also have an Intelligence of 16, and would be the same height and weight,
there is a 30 per cent chance that the transferred points will permanently would have the same physical appearance, and so on. However, an intelligent
disappear, as opposed to reverting to the characteristic that they were "borrowed" clone does not inherit the original's skills, Experience Level, magic-using abilities,
from, when the spell expires. and so on; it is, instead, treated as would be any new character beginning play in
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Shakhàn. There is one exception to this; the caster may choose to allow an
Naha-Avàia. intelligent clone the ability to speak (but not to read or write) in any one (1)
language that is known either to him or herself, or that is known to the creature
Level : IV to VI being cloned.

Cost : 5 EP per point transferred out of any given characteristic; for example, in It should be noted that a clone, while possibly having normal intelligence, has no
the example noted above, the spell would cost 25 EP. background of memories and experiences. He or she is thus likely to require
considerable tutoring in social customs, if he or she is to act without committing
Time to Cast : One Melee Round. various faux pas.
Duration : One-half hour x caster's Experience Level, plus 1D6 x 10 game The procedure for creating a clone is as follows:
minutes. At the end of this period, the affected characteristics return to their
normal values, minus any damage they may have suffered in the meantime. • ......A tissue sample of approximately one square centimeter of skin, or at least
500 strands of hair, must be obtained from the creature that is to serve as
Range : The character to be affected or targeted must be touched by the spell the "original" for the clone. As many clones as wished may be made from a
caster's hands or staff. given original creature, subject, of course, to the amount of tissue which
may safely be taken from him, her or it.
Targeting Requirements : Touch.

Saving Throw : If an unwilling victim capable of resisting magic, (MRES - caster


• ......The area in which the procedure is to take place must be painted in a glossy
white colour and must be spotlessly clean.
Experience Level) x 3 DMod.

Saving Throw Success Effect : Negates the spell; the character's requisites
• ......The cloning actually occurs in a bathtub-like container, which must be
placed on a table inscribed with the symbol of the caster's own Brotherhood.
remain normal.
The tissue sample is placed at the bottom of this container.

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•.......The container must be filled with mìrin-oil (a substance commonly used in "reflected" as can some
magical conjuration, with a usual price of about 2D6 silver pieces per 10 other ray-type spells.
cubic centimeters), of sufficient quantity to completely submerge the body of
the clone as it forms. The spell has the
following effects upon
•.......The caster then chants the magical incantation for this spell, and must those unfortunate enough
meditate without disturbance over the container for no less than one (1) full to be caught within its
hour per game day that the clone is in the process of forming. effect area:

Failure to conform to any of the above requirements causes an automatic penalty • ...... If the spell has been
of 1D6 defects (see below) inflicted on the clone; there is also a chance of a powered with
defect for a clone created by a lower-level caster, regardless of whether or not the enough Energy
rules have been followed. This drawback applies only Points (200) to
cause four (4) or
•.......If the caster of the spell is not of the Brotherhood of the Enja-Osdeön; or more levels of
•.......If the spell caster is lower than the seventh (7th) Experience Level as an damage, the victim
must pass a Saving
Antratschèldor-haii.
Throw or be
The chance of having 1D6 defects is ten (10) per cent for all Antratschèldor-haii of instantly frozen
the Brotherhood Enja-Osdeön who have attained the rank of Gabavarìsché-Vé- solidly to the spot he
Alakòm or higher. Each level lower than that of the sixth level raises the chance or she occupied at
by 10 per cent, while each level above it reduces it by 10 per cent. Each the time the spell
Brotherhood removed from that of the Enja-Osdeön increases the chance of hit. A character is
defects by 10 per cent. If defects are indicated, the Referee divides the number of typically allowed
defects evenly between mental/sexual and physical defects, and then performs a another Saving
check on the appropriate Physical or Mental Disorders Table as if rolling for a new Throw each Melee
character, adding "10" (to the clone's disfavour) to each dice check called for. Round, to attempt to
Certain physical defects, for example missing limbs, will be obvious to the spell escape from being
caster; others, for example some types of insanity, can be detected only by frozen in place.
observing the clone's behavior.
• ...... Items with a
The clone actually comes to life only when the caster so desires, but once this significant freezable
occurs, it lives until it dies or is killed normally. The caster may leave the clone in liquid content, for
an inanimate state for as long as he or she desires, provided that it remains example a flask of
immersed in the bath of mìrin-oil. The caster can kill the clone at any time prior to water, that are
its activation simply by removing it from the oil container; a character aligned with caught in the
a "good" deity should take caution in doing this, however, because the deity may discharge radius
consider it murder. must pass a Saving
Throw against
A newly-created clone will usually have a neutral (50 per cent chance) or (composition factor
favourable disposition towards the spell caster. However, if the clone encounters x 3 DMod) or freeze
its original character or another clone made from the original, there is an 80 per solid. Most items will
cent chance that each intelligent clone will go insane (1D6 phobias, manias or An Antratschèldor-haii wields a Wand of Power shatter and be
other psychotic disorders as determined on the Mental Disorders Table). destroyed as a
result of this; for items (for example a shield) which are not subject to
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood expansion shattering, their composition factors / Armour Protection Values
Enja-Osdeön and clerics of dark Vìrya Hé-Enriath. are halved until they thaw out in 20 + 1D100 game minutes. The spell can
Level : X to XVI. instantly freeze one cubic metre of water or other applicable liquid, per 50
Energy Points expended.

• ...... If struck by this spell, certain types of slimes and other amorphous
Cost : Special; the spell automatically draws 1D4+1 x 100 EP from the caster
each game day that the clone is in the process of forming. If this results in drawing
more EP than available to the caster at the time, he or she must pass a System creatures, including the intelligent species of the Hlòn, must pass a Saving
Shock dice check, and the clone dies instantly. Throw or be instantly frozen solid; a System Shock check is required when
the affected creature unfreezes.
Time to Cast : Special; the incantation to begin the cloning process takes one
game hour; the clone takes 2D6 game days to fully form. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Osda-Osdéam and clerics of Vìrya Yog-Ròthe.
Duration : Until the clone dies or is killed; otherwise permanent.
Level : VIII
Range : Special; the caster must perform the daily meditation in the physical
presence of the clone. Cost : 50 EP per level of damage.

Targeting Requirements : Not applicable. Time to Cast : One Melee Round.

Saving Throw : Usually none. Duration : Instantaneous; the Coldbolt travels too fast for any creature to react to
or dodge it.
Saving Throw Success Effect : Not applicable.
Range : 10 metres per caster Experience Level.
19.6.19. Coldbolt
Targeting Requirements : The spell caster must be able to see or otherwise sense
This dangerous spell creates a greenish-blue ray of cold-based negative energy, the location of the target.
which manifests itself with a low buzzing noise. The temperature of the Coldbolt is
Saving Throw : The Saving Throw against body damage or being frozen solid is
absolute zero Celsius; anyone unlucky enough to be struck by it suffers a variety
(MRES - caster Experience Level) x 2 DMod; the Saving Throw against a critical
of consequences ranging from frostbite to instant death due to having been frozen
hit is normally (Constitution of victim x 3 DMod); Saving Throw against being
solid.
frozen in place is normally (Agility of victim x 3 DMod).
The Coldbolt is a difficult spell to cast safely; a magic-user must pass an
Saving Throw Success Effect : A character who passes the Saving Throw against
Inexperienced Caster Hazard check or trigger its firing in a random direction (see
body damage suffers half (0.50) of the damage that he or she would otherwise
above). See "Directed-Energy Spell Characteristics" above for the Coldbolt's
suffer. A character who passes the Saving Throw against a critical hit does not
physical attributes. The Coldbolt travels in a straight line and discharges against
suffer a critical hit; one who passes the Saving Throw against being frozen in
the first solid object it hits, so it is advisable to have one's own comrades step out
place can move as he or she otherwise would.
of the way, prior to launching this spell at an enemy. It cannot, however, be

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19.6.20. Coldsafety • ......The victim's fatigue and body damage reserves drop by 1D6 points (each)
per game day, until they are thus reduced to 5 or less points.
This spell gives the caster, or any one other person he or she designates,
protection against cold and cold-based attacks, both normal and magical. The • ......The victim has only half the chances that he or she otherwise would of
spell does not, however, protect against certain types of cold-based attacks passing a Saving Throw.
generated by powerful supernatural beings such as demons, demigods, etc.. Each
10 Energy Points used in the spell will provide one level of protection against cold- • ......There is a 10 per cent chance per game day that the victim will be inflicted
based attacks in the same way as would an Item of Cold Protection, with all the with a randomly determined curse.
advantages normally associated with magical protections. For example, a Upon completion of the quest, all of the above penalties except curses, if any, are
character protected by an instance of this spell cast at 50 EP expenditure, would removed from the victim.
suffer no damage if struck by a cold-based attack causing five or fewer levels of
damage. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Mahkàilh and clerics of all religions of the Khùl-Tlassù and Khùl-Mhazàshii.
The spell gives protection only against cold itself and not physical attacks made
by cold objects. For example, the Coldsafety spell would protect a caster against Level : IX
the Coldbolt spell, but would not help if the ice caused by the Coldbolt were to fall
from the ceiling and strike him or herself on the head. Under some conditions, Cost : 100 EP per creature level affected. (Failure to use the required number of
however, Coldsafety may provide some protection against even physical attacks if EP, in the case of a creature of unknown level, causes the spell to be completely
these are made by creatures whose life-essence is that of elemental cold. ineffective.)

If used to provide protection from normal cold temperatures, for example a Time to Cast : Three Melee Rounds.
snowstorm or immersion in cold water, this spell will effectively add 10 degrees
Duration : Special; the ability to inflict the quest lasts one Melee Round; otherwise
Celsius warmth to the recipient's apparent temperature per one level of protection,
the duration continues until either the quest is completed or the victim dies.
operative only in temperatures of 12 degrees or less Celsius.
Range : Line of sight or hearing, as applicable.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Nàhal-Osdéa and clerics of Vìrya Yog-Ròthe. Targeting Requirements : The spell caster must look the victim in its eyes, or, if
the creature has none, must otherwise gain its attention, and must communicate
Level : I
the nature of the quest to the victim.
Cost : 10 EP per person per level of protection.
Saving Throw : [(target's Psychic Ability) + (target's Willpower x 2) - (caster
Time to Cast : One Melee Round. Experience Level x 3)] x 1 DMod.

Duration : One hour x caster's Experience Level. Saving Throw Success Effect : If the target of the charm beats the Saving Throw
Success Threshold by "20" or more, the spell caster, as opposed to the putative
Range : The target character must be touched by either the spell caster's hands or victim, is affected by the quest. If the Success Threshold is beaten by "19" or less,
his or her staff. the compulsion is negated and the victim is unaffected.
Targeting Requirements : Touch. 19.6.22. Confusion
Saving Throw : Usually none; if required and an unwilling target capable of This spell causes victims caught within its effect radius to have their synaptic
resisting magic, Saving Throw is (MRES - caster Experience Level) x 5 DMod. patterns distorted in an unpredictable manner, causing severe confusion and
disorientation. Its higher-level variants are used as an area protective
Saving Throw Success Effect : Negates the spell; the intended target of the spell
enchantment to block magical detection or information-gathering; a magical
remains vulnerable to cold.
attempt to peer into such an area returns only an unintelligible, random selection
19.6.21. Compulsion of the Quest of mental images, causing a severe headache or possibly more serious
consequences.
This spell allows the caster to magically compel a victim to perform an action or
service and return proof of its completion to the caster. Typical quests might The spell must be cast on a fixed object; if this is moved more than one metre
include eliminating one of the caster's enemies, obtaining and returning with a from its starting location, the spell is automatically negated. Unless the spot upon
particular item, or simply visiting a particular place. There are several limitations to which the Confusion field is touched, the caster can cause this spell to come into
this spell, as follows: effect anywhere within a range of 10 metres for each Experience Level he or she
possesses as an Antratschèldor-haii. Its maximum radius of effect is two metres
• ...... It can be used only on intelligent creatures who are capable of for every 50 EP used in its casting, although the magic-user can reduce this at his
comprehending the orders given to them by the spell caster; thus if the or her volition when the spell is first cast. The spell affects everyone, friendly or
victim does not speak a language known to the caster, some alternate form otherwise, within its spherical effect radius with the exception of the caster.
of communication must be provided.
Each 50 EP used in the casting of Confusion causes a victim's apparent
• ...... The nature of the task inflicted must not, in the opinion of the Referee, be Intelligence and Willpower scores, for purposes of thinking and decision making
impossible or directly life-threatening, taking into account the victim's normal (only– the spell does not affect other factors, for example a Saving Throw,
abilities at the time the compulsion is caused. For example, a victim might governed by these attributes), to drop by 1D4 points. Potential victims are allowed
be compelled to delve deep into the Underworld and return with a particular a Saving Throw to avoid being initially affected by the spell; if this check is failed,
object; however, he or she could not be required to wade through a pit of each Melee Round thereafter the affected character must pass a Saving Throw
molten lava, since this would by definition cause the victim's death equal to (Willpower - caster Experience Level) x 2 DMod or stand around
(although, the object could be surrounded by molten lava– it would be up to witlessly, "waiting for things to happen". A character whose Intelligence or
the victim to figure out a way around this). Similarly, a victim could be Willpower score drops below "3", by this method, is completely befuddled and
compelled to undertake a long sea voyage to obtain an objective, but could cannot undertake any action of consequence before the spell starts to wear off.
not be compelled to fly to the moon or otherwise travel in a manner normally There is also a chance equal to ten (10) per cent for each lost point of Intelligence,
impossible to him or herself. that the victim will misunderstand orders or directions given to him or her by his or
her co-adventurers, particularly if given in the heat of combat. For example, a
• ...... The task must also not be directly in conflict with the victim's alignment or shouted order such as "Run, you fool, the enemy magic-user is about to throw a
beliefs; for example, a victim could be ordered to murder some other Fireball!" might be misinterpreted as, "Attack, everyone, our party is about to dust
character, but could not be ordered to murder his or her wife or the pontiff of the enemy with a Coldbolt!".
his or her religion.
The Level V Confusion spell is effective only against humanoid and near-
If the spell caster violates any of these rules, or if the victim's Saving Throw (see humanoid creatures and does not affect most types of animals or insects. The
below) is good enough, the quest is inflicted on him/herself and not the intended Level VI version of the spell also affects animals and the Brhà; the Level VII
victim. variant can affect energy-based creatures, while the Level VIII version can affect
the even the lesser undead and demons.
A character affected by a legal casting of this spell may, by default, spend 1D10
game days preparing for the quest. Any delay past this limit in fulfilling the spell
caster's demands causes the following penalties:

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The Level VII to IX versions of this spell are termed Permanent Confusion, as they Dice Effect on Substance
can be made to permanently affect an object and the area around it. This requires Roll
the Antratschèldor-haii to expend material components costing 1000 silver pieces
for each one metre radius to be permanently affected. All versions of Permanent 01-20 The item is normally "stretched".
Confusion below Level IX also require the use of twice the usual number of 21-30 The item is "stretched" but the contamination is either neutralized or
Energy Points; the Level IX variant has full effect with a normal EP casting. A altered in some unpredictable, and usually harmful, way
character using a magical means of detection (an ESP spell, for example) to gain
31-70 The item is totally unaffected by the spell, retaining its original size
information about an area protected by Permanent Confusion automatically
suffers 1D3 points of mental pain for each 50 EP used in the Confusion spell. 71-80 The spell appears to work on the item, but the increased portion,
There is also a chance equal to 10 per cent per 50 EP used in the Permanent plus any nutrition or other effects it gave, disappears in 1D6 hours.
Confusion spell that the victim will go insane (determine this as if he or she had 81 or The item, including everything that was originally to be affected by
1D6 mental defects); this effect is permanent unless otherwise cured. higher the spell, vanishes and is completely lost.
This spell can be used no more than once on a given target within a period of one
hour, and no more than twice on a given target within a period of one day. If this
limit is exceeded, the spell backfires and affects the caster rather than the This spell cannot be used more than once on any one original piece of food or
intended target. body of water, and cannot be used recursively: thus, it is impossible to "stretch" a
loaf of bread, separate the part resulting from the spell and attempt to "stretch" the
The spell manifests itself as an invisible field of mental energy, which travels latter again.
towards its intended point of origin at a speed of ten metres per second. It is thus
difficult to detect, except, of course, for the actions of those caught within its Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
sphere of effect. The spell does not work through lead, very dense metals, Kybàhri-Fèleor and clerics of Vìrya Fèftian-Ithé.
another Permanent Confusion or other protective spell of equal or greater Energy Level : I
Point expenditure. It can be dispelled by the Negation of Sinister Energies and by
other similar enchantments. Cost : 10 EP per kilogram of solid substances, or per liter of liquid, affected; 10 EP
per kilogram / liter for 300 per cent effect.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Mahkàilh. Time to Cast : Two Melee Rounds.
Level : V to IX Duration : Permanent, except as described above if cast on "prohibited"
substance or liquid types.
Cost : 50 EP minimum plus additional as above.
Range : The substance or liquid to be "stretched" must be touched by the spell
Time to Cast : One-half Melee Round for non-permanent versions; one hour for caster.
permanent varieties.
Targeting Requirements : Touch.
Duration : The disorienting effect of temporary versions of this spell remains for
4D20 game minutes and then starts to wear off; the victim regains 1D3 Saving Throw : Usually none.
Intelligence and Willpower points per Melee Round. The effects of Permanent
Confusion continue in the affected area until the object upon which the spell is Saving Throw Success Effect : Not applicable.
centred is moved, or until the spell is otherwise dispelled.
19.6.24. Creation of the Sinister Little One
Range : Line of sight, within a distance of 10 metres per caster Experience Level.
This rare continuum spell animates one or more small, strange-looking, highly
Targeting Requirements : The spell caster must know the exact physical location mobile creatures called (individually) a "Homunculus", created from images of clay
of the point around which the spell is to take effect. and various exotic sorcerous materials. The more basic types of these may
perform tasks for the caster, including spying on enemies, carrying light sources to
Saving Throw : If an unwilling target capable of resisting magic, (MRES - caster the ends of corridors, and, on rare occasions, fighting on the caster's behalf. The
Experience Level) x 2 DMod. The Saving Throw to be allowed to act is described higher-Level versions of the spell can create animated beings with somewhat
above. greater powers and intellect; it is whispered that the most experienced mages and
clerics can create very powerful and intelligent creatures with this spell, but this
Saving Throw Success Effect : Negates the spell; the target is not disoriented. seems seldom done even by those capable of it– possibly out of fear that the
19.6.23. Cornucopism created beings may overpower their erstwhile "masters".

This spell magically multiplies the amount of food and/or water, or other non- Although the entity thus created is completely loyal to the caster (it cannot be
magical water-based liquid, originally available to the spell caster. It works reliably "charmed" so as to act against the master's perceived best interests), the spell
on all types of foods, ingestible liquids, etc., with the exception of poisons, drugs, uses a small amount of other-planar life-force to achieve the animation effect, so a
potions, rare spell ingredients, "holy" water or any solid or liquid whose presence Homunculus has the same self-preservative instincts a normal creature would
or nature is due to magic. have. It can neither speak nor read nor write, but has an inherent ability to
communicate mentally with the spell caster (only– the creature cannot
The spell produces 200 per cent of the original amount of food or water that is communicate with anyone else). The Level VII and VIII versions of the
used as its base materials; for example, if the Cornucopism spell were used on a Homunculus cannot operate while the caster is asleep, and simply goes into a
loaf of bread weighing one kilogram, that same loaf would magically increase in state of suspended animation until he or she awakes, but the Level IX and higher
size and weight until it weighed two kilograms. At double Energy Point versions can remain awake as long as they exist.
expenditure, it will "stretch" a piece of food or body of liquid to triple (300 per cent)
of its original size and bulk. Any water, liquid or food so produced will be of the A Homunculus has approximately the same physical form as the caster, except
same type and nutritive value as was that of the original. If used on a "prohibited" that it has a misshapen, gnarled-looking face, its skin colouration will be paler,
category of food or drink, for example a glass of beer contaminated with a known and even if the caster does not normally have wings, a Homunculus will have
poison, the Referee checks against the following table to determine how the wings sufficiently powerful to allow it to fly at approximately the slowest speed of a
substance is affected. bat or bird. The Homunculus will appear to be of the same gender as the spell
caster, although as far as is known it is sterile and cannot reproduce. Assuming
the correct amounts of clay and sorcerous ingredients are used, a Homunculus
has a height of up to 20 centimetres for each Experience Level the caster has
attained. (The creature may, at the option of the caster, be made smaller than the
allowed maximum size.) A Homunculus also has a magical aura, which can be
detected by various types of enchantments and magical devices.

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The armour protection factor of a Homunculus is usually nil, as it is unable to wear The ingredients required for a single casting of the Creation of the Sinister Little
armour. However, the Level VIII variant has a magical protective field enveloping it One spell (which animates a single Homunculus) are quite expensive, typically
which provides the equivalent of an Armour Protection Factor of 5, and this costing 100 + (2D6 x 100) silver pieces. Furthermore, an essential ingredient of
increases by a factor of 3 per Level of the spell creating the creature; for example, the rituals needed to create a Level XI or higher Homunculus is the painful
a Level XI-created Homunculus would have an APV of "14". The combat-related sacrifice of an able-bodied sapient creature of the same species and gender as
factors (CF, BDR, TCA, etc.) of a Level X-created or lower Homunculus may be that of the spell caster; because of this, the spell is frowned upon by many of the
set at any factor lower than that of the caster's own factors. However, if more Temples of the Khùl-Tlassù, although it is rumoured they have still from time to
than one Homunculus is created at a time, the caster must divide up his or her time used it. Another impediment to the casting of the Level XI and higher
own factors so that the total factors of all existing Homunculi created do not versions of this spell is, it requires the full-time participation of no less than three
exceed the caster's own, in any category. For example, if a caster with an CF of (3) magic-users or clerics, although only one need actually be able to cast the
"10" and BDR of "20" created two Homunculi, he or she could give one of them spell. Finally, all Levels of the spell are subject to a special implementation of the
factors of 6 (CF) and 12 (BDR), but the other in this case would not be able to Inexperienced Caster Hazard: a failed check against this indicates the creation of
have factors greater than 4 (CF) and 8 (BDR). The total number of factors can an insane Homunculus that will turn on its erstwhile "master" in 1D20 game hours,
never exceed the caster's own total. This same principle applies to the creature's attempting to kill him or her if possible.
other scores, in particular its relative Intelligence, Psychic and Mystic Ability
scores, except that each existing Homunculus must be allotted an Intelligence Maintenance of the spell requires a considerable amount of concentration, except
factor of at least "3" or it pines away and dies in 2D6 game hours. while the caster is asleep; it is said that even high-Level Antratschèldor-haii have
gone insane by attempting to maintain too many Homunculi at a given time. If a
In the case of a Homunculus created by the Level XI or higher versions of this Homunculus suffers damage during the time it is active, the caster himself or
spell, all creatures created by these magics may start with factors no higher than herself suffers one-half (50 per cent) of the damage inflicted upon the creature.
75 per cent of those of the spell caster, in any category except APV (see above); The caster of this spell may, with great concentration, use an ability to "see" as if
however unlike as with the Level X or lower spell versions, the caster need not using his or her own Vision scores, through the Homunculus' eyes. This can be
divide his or her factors among all existing Homunculi. This allowance increases done for one hour x the caster's Experience Level.
by five (5) per cent for each additional spell Level; for example, a Homunculus
created by the Level XIII version of the Creation of the Sinister Little One spell If the spell caster that created a Homunculus dies, the creature becomes a free-
could have a CF, BDR, Intelligence, etc., of up to 80 per cent of that of the spell willed monster, hostile to all entities except other Homunculi created by the same
caster. spell caster. So far as is known, a Homunculus has a theoretically indefinite
lifespan provided that it is not killed by some external agency, and some of the
creatures seem to have outlived their "makers"; this factor may explain why these
monsters are occasionally encountered wandering through the Underworld or the
more dangerous regions of the wilderness.

Usable By (Brotherhood/ Religion Owning): Clerics of Vìrya Fèftian-Ithé, Vìrya


Nìa, Vìrya Karènn-R'Làché, Væran/Vìrya Kikiri, Vìrya J'Ràlrishé-Slé, Væran
Hnélo-Tràniss, Vìrya Hé-Enriath, Vìrya Yog-Ròthe, The Cult of the Prophet,
Væran Ya-Epré, evil B'àbb-B'bògg, The One of the Dark Horn, The Red One;
Antratschèldor-haii of the Brotherhoods Enja-Osdeön, Félékan-Gozchàal, Fàanel-
Féléòdji, Mahkàilh and Osdez-Gozròl.

Level : VII to XV, as far as is known, with rumours of still higher levels (if these
exist, they are carefully guarded secrets, although it is almost certain that the
Temples of dark Vìrya Hé-Enriath and wise Vìrya Nìa possess even more potent
versions of this spell).

Cost : 75 EP x Level of creature created / spell used.

Time to Cast : Ritual requiring one hour (50 game minutes) per Level of the
creature to be created. (The caster is allowed one "break" of up to one hour in the
midst of the ritual; note the need for more than one caster for the higher-Level
Symbol of gentle Karènn-R'Làché, Lady of the Glade variants.)

Duration : Permanent; the Homunculus remains animated until dispelled or


Upon the creature's creation, the caster can, optionally, confer upon a otherwise destroyed.
Homunculus magical abilities equivalent to those possessed by a caster of up to
half (0.5) of the caster's true Experience Level. (The Homunculus is considered to Range : Touch.
be of its creator's Brotherhood or religion, for spell casting purposes.) A Level X or
lower-created Homunculus must be supplied with magical Energy Points when it Targeting Requirements : The components to be re-animated must be touched by
is first created, and it can never be resupplied once it exhausts its original store of the spell caster.
Energy Points; a Level XI or higher Homunculus may be resupplied if desired. A
Saving Throw : Usually none.
Level XIV or lower-created Homunculus cannot accrue or regenerate magical
energy, while one created by a Level XV or higher spell can accrue Energy Points 19.6.25. Cursefinding
at up 33 per cent of (1/3 of) that of the caster who created it. Obviously, the
magical and other special abilities of a Homunculus, particularly one created by a This spell allows the caster to detect the presence of a curse neither imposed
higher-Level spell, are subject to a considerable amount of Referee discretion; the directly by a deity or demigod, nor protected by enchantment such as a
Referee should be careful not to let players– except perhaps for the eldest and Permanent Confusion or other protective spell of at least 2000 Energy Points'
most powerful ones– create an "army of magic-using slave creatures" to use in a value. The definition of "imposed directly by a deity" would include a situation
way that would unbalance the game. where the deity personally visited the curse on a victim; it would usually not
include curses that were the result of religious magic or, for example, a failed call
for Divine Intervention, since a curse inflicted by these means is considered
indirect.

For each caster Experience Level there is a 10 per cent chance that the spell,
assuming greater than minimum Energy Point expenditures, will inform the caster
of the exact nature of the curse plus possibly antidotes or counter-agents to it.
This spell can be used as many times on a given object or creature as the caster
desires, but each attempt past the third involves a cumulative 25 per cent chance
that the curse, if any, will affect the caster as well as its original intended victim.
There are certain potions, incantations and other advance preparations that can, if
properly used, safely raise the chances given above of reliable detection and
explanation of curses.

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Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii and all clerics. Cost : At least 10 EP plus variable exapenditures as described above.

Level : IV Time to Cast : One game minute.

Cost : 75 EP basic, plus extra as desired. Duration : Immediate; "excess" EP are involuntarily drawn at a rate of one per
game second after casting spell.
Time to Cast : One game minute.
Range : Touch.
Duration : Not applicable; only one object can be surveyed at a time.
Targeting Requirements : Touch.
Range : Line of sight.
Saving Throw : [MRES + (level of Antratschèldor-haii or other entity who originally
Targeting Requirements : The spell caster must be able to see the object being cast the enchantment)] - (level of Antratschèldor-haii casting the spell), if an
tested for presence of a curse. unwilling target capable of resisting magic.
Saving Throw : Usually none. Saving Throw Success Effect : Negates the spell; e.g. the curse is unaffected.
Saving Throw Success Effect : Not applicable. 19.6.27. Deathproofing
19.6.26. Cursehealing This very rare spell allows a single dead character to be magically restored to life;
it is unlike many other "revivification" spells, however, in that it must be cast on
This spell allows the caster to remove (dispel) curses or other similar
the recipient before he, she or it dies or is killed. The spell, therefore, confers a
disadvantageous enchantments from a person or object. It works only against
limited "immunity from death".
curses that have been directed against a specific person or object; it cannot cure
diseases (except those inflicted as a result of a curse), heal damage, regenerate If the body of the person on whom the spell has been cast has been severely
limbs or otherwise repair the secondary effects of magical attacks, including damaged, for example by fire, there is a chance equal to half the proportion of the
curses. The spell could, however, return a character polymorphed into another body that has been destroyed, that the spell will fail outright. For example, if 50 per
form to his or her native form, or could remove insanity from a victim if the insanity cent of a victim's body has been destroyed, there is a 25 per cent chance that the
were the direct and intended result of the curse. Deathproofing spell will be completely ineffective, and the character will remain
dead. The spell will protect the affected character's corpse from putrefaction or
The spell requires the Antratschèldor-haii to "lay hands" upon the recipient. The
further deterioration up to its maximum duration, or until its main effect is
spell will then automatically draw from the spell caster a number of Energy Points
triggered.
equivalent to the number originally used to inflict the curse. If the number of EP
thus drawn exceeds the number currently available to the caster, there is a When its main effect is triggered, Deathproofing removes 1D6 points of body
chance equal to one (1) per cent per "excess" EP drawn, that the curse will not be damage from the affected character, as well as healing the critical damage (if any)
cured. Furthermore, there is a chance equal to one (1) per cent per two "excess" that was the immediate cause of the character's death. Note that the spell does
EP drawn, that the caster will be affected him/herself by the curse. Caution not cure critical damage, even potentially fatal damage, that was not the
should thus be used in casting this spell in circumstances where the power of the immediate cause of the recipient's death. For example, if a character died due to
original curse are unknown. having his or her heart punctured, and also suffered fatal damage to the liver in
the same battle, the Deathproofing spell would revive the character, cure 1D6
Most curse types include an estimate of the relative number of EP used to
body damage points and the heart puncture, but would not repair the liver
establish them; however, in the absence of a specific note, the Referee should
damage. The spell caster has a limited degree of control over when a character
use the following factors:
successfully affected by this spell will return to life. The caster may specify the
time of revival to be up to one hour after death, plus or minus 1D6 hours, per
Curse Type Level EP Equivalent
caster Experience Level; for example, a tenth-level caster could specify a revival
Required
time of up to ten hours from the time the affected character was first killed.
Minor curses I 100 to 200
This spell is quite psychically draining to both the caster and the recipient. To
Curses on low-grade traps, wards etc. (for II 200 to 500 simulate this, a character who successfully casts Deathproofing has his or her
example an ward on a temple's outer parts) Constitution score immediately reduced by 1D4 points. If allowed complete,
Strong curses (for example the dying curse III 500 to 1000 undisturbed rest, the caster regains Constitution points at a rate of one per day,
of a cleric, a geas etc.) until his or her previous Constitution score is reached. If the spell caster's rest is
Curses on high-grade traps, wards etc. (for IV 1000 to 2000 disturbed, he or she must pass a Saving Throw equal to (current Constitution
example a cursed weapon or scroll) score x 4 DMod); if the Saving Throw is failed, the spell caster permanently
forfeits the Constitution point that he or she would have regained for the current
Powerful curses (for example an ward on a V 2000 to 3000 day. The recipient of the spell must pass a System Shock check, upon being
temple's inner parts) revived, ignoring System Shock results which indicate death.
Family or inherited curses VI 3000 to 5000
Note that some creatures whose life-essence does not require a fully functioning
Curses inflicted by minor demons VII 5000 to 10000 body, in particular the undead, are immune to and cannot be affected by,
Curses inflicted by major demons VIII 10000 to 20000 Deathproofing.
Curses inflicted by deities* IX 20000+ Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Fàanel-Féléòdji and clerics of Væran Za-R'hàak.

* The caster should think carefully before using this version of Cursehealing; most Level : IX
deities are highly annoyed at mortals that remove a curse that the deity has
inflicted for a reason it feels to be important. Cost : 100 EP x beneficiary Experience Level.

If used against a curse of 1000 EP equivalent strength or lower, this spell cannot Time to Cast : Ten Melee Rounds.
be cast by a given magic-user more than once per game week. If used against a Duration : The immunity from death conferred by the spell lasts 1D3 hours for
curse of 1001 to 5000 EP equivalent strength, it cannot be cast more than once each two caster Experience Levels. (Note that normally, neither the caster nor the
per game month. If used against a stronger curse, Cursehealing can be used only recipient is aware of the spell's exact duration, or whether it is still in effect at a
once per game year; furthermore, its use is very psychically draining to the caster, given time; thus the only way to find out "for sure" is to be killed, with unfortunate
causing his or her Psychic Ability, Mystic Ability and Constitution scores to be all consequences if the spell has, in fact, already expired.)
instantly reduced to a value of "4". Each attribute increases automatically by one
point per game week, until the caster's normal maximum scores in each category Range : The target character must be touched by either the spell caster's hands or
(as they existed prior to the spell being cast) are achieved. his or her staff.
Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii. Targeting Requirements : Touch.
Level : I to IX Saving Throw : Usually none; if an unwilling target capable of resisting magic,
Saving Throw is (MRES - caster Experience Level) x 1 DMod.

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Saving Throw Success Effect : Negates the spell; the intended target of the spell 19.6.30. Divinespicing
may still be slain.
This spell magically increases the palatability of food by causing it to be seasoned
19.6.28. Depetrifaction with exotic spices. The food so affected becomes much more tasty (it increases
by two quality-categories, for example from "ordinary" to "very good") and will last
This spell causes formerly animate creatures who have fallen victim to petrifaction 100 per cent longer than it otherwise would before spoiling. The spell will affect up
attacks, and who have thus been "turned to stone" (for example by the gaze of the to 1 kilogramme of food per 20 EP invested in its casting, but cannot be used
dreaded Bhèshah), to revert to the condition they were in one second prior to their more than once on a given portion of food. It does not affect liquids (except for
petrifaction; e.g., it will restore a "stoned" person to flesh. The beneficiary of the soups) and has no effect if used on food that is already rotten or spoiled; it also
spell must, however, undergo a System Shock check, upon being affected. has no effect on any poisons or other impurities that might be in the foodstuff in
question.
For the spell to be effective, the caster must expend a number of Energy Points
equal to the affected creature's primary Experience Level times "100", judged at Note that a character attempting to enrich himself or herself by creating and
the time the creature was petrified or encountered. The caster is strongly advised, selling gourmet food with this spell may become unpopular with local bartenders
when attempting to revive formerly living creatures, to expend more Energy Points or restaurants, and may be politely invited to leave town "lest accidents happen".
than may appear to be necessary, as an expenditure of less than the required
amount will cause incomplete reversion of rock to flesh, causing in turn severe Usable By (Brotherhood/ Religion Owning): Clerics of Væran Bà'altshavùu.
injury or possibly even death.
Level : I.
The spell works on all petrified creatures, with the exception of those turned to
stone by very powerful supernatural forces such as those inflicted by demons, Cost : 20 EP per kilogramme.
demigods, deities and so on.
Time to Cast : One Melee Round.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Duration : Permanent (or until food is eaten or spoils naturally).
Félékan-Gozchàal.
Range : Touch.
Level : VIII
Targeting Requirements : The food to be affected must be touched by the
Cost : 100 EP per victim's primary occupation Experience Level.
religious symbol of the cleric casting the spell.
Time to Cast : Thirty (30) game minutes.
Saving Throw : Usually none.
Duration : Permanent.
Saving Throw Success Effect : Not applicable.
Range : Touch.
19.6.31. The Divine Tankard
Targeting Requirements : The beneficiary of the spell must be touched by either
the caster's hands or staff. This spell summons a minor demon associated with Væran Bà'altshavùu from a
pocket dimension; the special purpose of this being is to provide up to one litre of
Saving Throw : Usually none; for an unwilling (?) target the Saving Throw is alcoholic beverage for the enjoyment of the caster and/or his or her friends. The
(MRES - caster Experience Level) x 3 DMod. demon, a shadowy, red- and purple- sparkling humanoid figure about 1.2 metres
tall, is totally non-combatant and will vanish if attacked. It cannot communicate
Saving Throw Success Effect : Negates the spell; the character or animal remains with the spell caster other than to inquire as to the latter's preferences in alcoholic
petrified. drink. The type of beverage created can be anything with which the caster is
familiar, but if a rare, very high-quality or expensive vintage is selected, the
19.6.29. Discomprehension Referee should reduce the amount of beverage provided by a factor of 40 to 80
per cent. The liquid so created acts normally if quaffed within one hour of being
This spell causes all characters caught within its effect radius to lose the ability to
created, but if not consumed within this time will vanish into thin air in 1D3 more
speak (and read or write) in the languages to which they are accustomed; each
game hours.
such character is instead endowed with the ability to speak one randomly
determined language (which cannot be the same as that spoken by anyone else As with other food-producing enchantments, a character attempting to enrich
within a 5 metre radius of the person in question). As might be imagined, this himself or herself by creating and selling rare liquors with this spell may become
effect can have serious consequences if applied in a stressful situation, such as in unpopular with local bartenders or the local vintners' guild.
Melee Combat.
The Divine Tankard may be cast no more than once per game day by a given
The Level III variant of Discomprehension affects only characters of the same cleric.
species as the spell caster, while the Level IV version affects all other characters
except the undead, Brhà and demons. These beings are affected by the Level V Usable By (Brotherhood/ Religion Owning): Clerics of Væran Bà'altshavùu.
variant, to which the Level VI version is identical– except that its effects are
permanent until dispelled or otherwise healed. Level : I.

The spell manifests itself as an invisible "wall" of energy, 10 metres long by 10 Cost : 25 EP.
metres wide by 1 metre deep; this travels in a straight line from the caster's hand
Time to Cast : One Melee Round.
to the limit of the spell's range.
Duration : The beverage acts and lasts as would a normal beverage if drunk,
Usable By (Brotherhood/ Religion Owning): Clerics of Væran Henns.
otherwise disappearing in 1D3 game hours.
Level : III to VI.
Range : Touch.
Cost : 50 EP (Levels III to V); 100 EP (Level VI).
Targeting Requirements : The place where the minor demon is to appear must be
Time to Cast : One Melee Round. visible to the spell caster.

Duration : The loss of linguistic ability lasts 1D6 game hours, except for the Level Saving Throw : Usually none.
VI version which is permanent until dispelled or healed.
Saving Throw Success Effect : Not applicable.
Range : 10 metres x caster Experience Level.

Targeting Requirements : Line of sight.

Saving Throw : (MRES - caster Experience Level) x 2 DMod.

Saving Throw Success Effect : The targeted character retains the ability to use all
the languages and scripts to which he or she previously had access.

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19.6.32. Doorlocking / Undoorlocking Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Naha-Avàia.
This spell allows the caster to magically lock any door, trunk, shutter or other
portal with a force roughly equal to that of a well-placed iron spike. Each Level : IV
Doorlocking spell raises the combined Strength total needed to have a reasonable
chance of opening the portal in question by ten (10) points, or adds an Cost : 50 EP per level of damage (100 EP for double duration as below).
unfavourable DMod multiplier of ".1", to the chance an intruder has of opening the Time to Cast : One Melee Round.
door. Note that creatures with a very high physical strength and/or great body
mass may be able to burst through the door simply by smashing it into pieces, Duration : Ability to discharge lasts for one Melee Round for each ten Experience
regardless of how well held shut the latter may be. Levels of the caster (rounding fractions down), to a minimum of one Melee Round.
These allowances can be doubled at double EP expenditure.
A maximum of four (4) Doorlocking spells may be used on any single portal.
Range : Touch.
The Doorlocking spell can be negated by an Undoorlocking spell of equal or
greater Energy Point expenditure. Targeting Requirements : The victim of the spell must be touched by either the
spell caster or a metal object in his or her grasp.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Zeiatez-Fèlek. Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 2
DMod; the Saving Throw against electrocution is normally (Constitution of victim x
Level : I 3 DMod).
Cost : 25 EP. Saving Throw Success Effect : Negates the spell's effect; the victim does not
Time to Cast : 1/2 Melee Round. suffer an electric discharge.

Duration : One hour x caster Experience Level. 19.6.34. Emotionsending

Range : Anywhere within touch of the caster's hands or staff. This spell causes a sudden, wildly irrational surge or drop in one or more of its
target's normal emotions (e.g. fear, anger, jealousy, love, and so on). It is a
Targeting Requirements : The portal affected must be touched. difficult spell to resist, because, like the Sleep spell, it essentially magnifies
emotional factors that most intelligent beings have as an inherent part of their
Saving Throw : Usually none. psychological makeup. The spell manifests itself as an invisible "wave" of mental
energy, which travels towards its intended target at a speed of ten metres per
Saving Throw Success Effect : Not applicable.
second. It is thus difficult to detect, except, of course, for the actions of its targeted
19.6.33. Electric Shock characters. The spell will not work through lead, very dense metals, or a
Permanent Confusion or other protective spell of equal or greater Energy Point
This powerful and dangerous spell allows the caster to convert magical Energy expenditure.
Points into electrical energy, the source of which can be his or her own body or
any suitable metal or metal-bearing item such as a sword, staff etc. A victim The Level V version of Emotionsending is one of the most commonly encountered
touching the caster, including contact made as a result of a strike an attacking spells on the field of military combat, as it is frequently used to stiffen the morale
creature makes on the spell caster, while the latter is so "charged" suffers a of one's own troops or to reduce the fighting spirit of the enemy. Most of northern
severe electric shock, as if he or she had touched a "live" electrical circuit. Note Ushù'l's military establishments maintain a large staff of magic-users who are
that the spell affects everyone, friend or foe, that the caster touches; it is thus specially trained to employ a "group-casting" version of the spell; this is one of the
advisable to give a character with this sinister ability a wide berth. most useful battlefield magics, as it causes huge waves of fear or bravery to wash
over soldiers in the heat of combat. A potential victim of this spell is allowed a
The spell basically does one level (1D6) of body damage plus one point of Pain Saving Throw, albeit not a good one, to avoid its effects.
for every 50 Energy Points expended. Furthermore, if the spell has been powered
with enough Energy Points (200) to cause four (4) or more levels of damage, the The effects of different types of emotions on the actions of characters are, to a
victim must pass a Saving Throw or have his or her heart paralyzed due to considerable degree, the province of Referee discretion. However, to apply a
electrocution. If not promptly healed, the usual result of this is the permanent loss consistent standard, the Referee may use the following guideline.
of 1D6 Intelligence points of brain damage, per game minute past two, that the A normal, sane, intelligent being has each of his or her emotional ratings arbitrarily
heart remains stilled, plus death in 2+1D10 game minutes. Several types of started at a value of "50". Each 50 EP used in the casting of Emotionsending
creatures, among them the undead, ethereal creatures and demons, etc. are causes the target's emotional ratings to increase, or decrease (this must be
immune from this secondary effect. There are also the following cumulative specified at the time of casting), by 1D6 points. For each one point that the ratings
multipliers to the amount of body damage done: increase above 50 (thus becoming stronger), or decrease below 50 (thus
becoming weaker), there is a two (2) per cent chance that the affected character
Factor affecting discharge strength Multiplier will involuntarily act in keeping with the type of emotional change that has been
Source is a human body 0.9 caused. For example, a normal character suffers an increase of ten points in his
or her Fear rating, in circumstances in which he or she might want to take flight (a
Source is a metal object 1.25
battle, let us say). In this case, there is a 20 per cent chance that he or she will run
Source is a wooden object 0.75 from the scene, when the opportunity to do so presents itself.
Source is other object 0.8 to 1.2
Each Level of Emotionsending has the ability to affect a different emotion, as
Receptacle is a human body 1.3 follows:
Receptacle is a metal object 0.8
• ...... The Level III version of Emotionsending affects the victim's feelings of
Receptacle is a wooden object 0.75 jealousy. A character with lowered jealousy may voluntarily accept material
Receptacle is Hnàhhu 0.5 sacrifices that he or she ordinarily would not; a character with heightened
jealousy will become quarrelsome over imagined flirtations with his or her
Receptacle is ethereal or indistinct 0.9 sexual mate or the disposition of money or other assets.
Receptacle is stone or rock 0.5
• ...... The Level IV version of Emotionsending affects the victim's feelings of
Receptacle is undead or demonic 0.6 anger. A character with lowered anger may become irrationally placid and
Discharge in dry air 1.00 willing to endure humiliation; a character with heightened anger will gain an
explosive temper and may pick a fight with anyone he or she comes into
Discharge in humid air 1.3
contact with.
Discharge in water 1.5
Discharge in other liquids .8 to 1.2

Note that certain creatures, for example the much-feared S'àf, may actually be
made stronger by the absorption of electrical energy.

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• ...... The Level V version of Emotionsending affects the victim's ability to deal The Level I variety of Enchantmentsensing has a 25 per cent chance of detecting
with fear. A character with a lowered score in this category will become the alignment of either the entity that originally cast the spell, or the alignment of
artificially brave and willing to take risks that he or she otherwise might not; the enchantment itself, a 20 per cent chance of detecting whether the effects of
a character with a heightened fear will have a strong desire to run from any the enchantment would be beneficial or harmful to the spell caster, and a 5 per
dangerous situation. (The Referee may choose to handle the effects of this cent chance of learning other, general information about the enchantment. These
variant of the spell as a modifier to a normal Morale Check, or may use the factors all increase by five (5) per cent, per additional level of
method outlined above.) This is the only version of the spell that is available Enchantmentsensing. For example, someone using the Level IV version of this
to clerics of Væran Ro'sènnpâdr, Vìrya Tiryé-Habéla, Væran Rssà- spell would have a 40 per cent chance of detecting alignment, a 35 per cent
Urutàngk, Væran Hnélo-Tràniss, Vìrya Hé-Enriath, evil B'àbb-B'bògg and chance of determining if an enchanted item is dangerous and a 20 per cent
The Nameless One. A cleric of shining Vìrya Nanyë may also use this chance of learning general information about it. The Level VII and higher variants
variant, but must use it only to remove, not inflict, fear. of this spell have a 20 per cent chance of revealing more detailed information
about the enchantment, for example operating instructions, if it is in the nature of
• ...... The Level VI version of Emotionsending affects the victim's feelings of love the enchantment to give away this information.
and sexual attraction. A character with lowered love will become cold and
unfeeling; a character with a heightened score in this category will be An Enchantmentsensing spell may never be used by any one caster more than
irrationally willing to flirt or engage in sexual contact with others. three (3) times on a given object or person. Failure to abide by this restriction
causes the caster to suffer an immediate System Shock check, although if he or
The Level III Emotionsending spell is effective only against creatures which are she survives the System Shock effects caused by the check, the spell functions
normally motivated at least partly by human-like emotions. It thus does not affect normally and may entitle the caster to information about the enchantment.
most types of insects, slimes, the undead or demons or other supernatural
entities. The Level IV version of the spell also affects the Brhà; the Level V variant Unlike many other types of detection magic, the efficacy of this spell actually
can affect creatures that normally act purely by instinct, while the Level VI version increases as it is used on progressively more powerful enchantments; the Referee
can affect the lesser undead and demons (assuming, and this is not likely, that the should allow additions to the above information chances at a rate of about one per
latter fail their Saving Throw). cent per level of the enchantment.

The spell caster can affect a number of creatures, of size and body form is roughly Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii.
similar to his or her own, equal to his or her Experience Level as an
Antratschèldor-haii. For example, a fifth-level human spell caster could influence Level : I to X
the emotions of five human beings, two creatures each twice the size of a human
Cost : 30 EP for Level I to IV versions of the spell; 50 EP for Level V to VII
being, or one creature up to five times his or her own approximate size and
versions; 100 EP for all other versions.
weight.
Time to Cast : One Melee Round.
This spell can be used no more than once on a given target within a period of one
hour, and no more than twice on a given target within a period of one day. If this Duration : The ability to detect enchantments lasts ten minutes.
limit is exceeded, the spell has the opposite effect to that which the caster
intended; for example, if he or she intended to raise an emotional rating, it would Range : The spell caster must be able to see or otherwise sense the target of the
instead be lowered. spell.

The caster must be aware of the victim's exact physical location, usually, he or Targeting Requirements : Line of sight.
she must be able to see or feel the victim. Unless the victim is touched, the caster
can attack victims within a range of 10 metres for each Experience Level he or Saving Throw : Usually none; if an unwilling target capable of resisting magic,
she possesses as an Antratschèldor-haii. Saving Throw is (MRES - caster Experience Level) x 2 DMod.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Saving Throw Success Effect : Negates the spell; no information is revealed about
Mahkàilh and clerics of Væran/Vìrya Kikiri (Level VI only); Vìrya Nanyë (Level V the target of the spell.
only, can only reduce fear); Væran Ro'sènnpâdr, Vìrya Tiryé-Habéla, Væran
19.6.36. Enflowering / Reflowering
Rssà-Urutàngk, Væran Hnélo-Tràniss, Vìrya Hé-Enriath, evil B'àbb-B'bògg and
The Nameless One (Level V only); and Væran H'òngg-Hélé (Level III and IV This decorative spell causes beautiful flowers, of the type that could be cultivated
versions only). by a master gardener, to magically appear in the vicinity of the spell caster. The
spell creates 1D20 flowers, or 1 small, manicured shrub, to appear for each 10
Level : III to VI
Energy Points used in its casting. The plants thus created can appear anywhere
Cost : 10 EP per man-sized creature targeted, plus 50 EP per 1D6 change in within a ten-metre radius of the spell caster, or, alternatively, can appear in his or
emotional rating desired; no more than 400 EP (equivalent to 8D6 change) may her footsteps as he or she travels. This is a non-offensive spell; the flowers or
be used for the latter purpose. shrubs cannot appear so as to harm a living or other being.

Time to Cast : One-half Melee Round. A rare, high-level version of this spell called Reflowering, available only to select
priestesses of virtuous Vìrya Nanyë, restores the clinical aspects of virginity– that
Duration : The wave of mental energy flies at its target at a rate of 10 metres per is, an intact hymen– to a deserving female character; it is also said to "restore a
second. The heightened or reduced emotional effect remains for 4D20 game soul cleansed of desire for the sins of the flesh", although this latter claim is
minutes. obviously difficult to verify. (It would be most unwise for all but the most powerful
characters to test the moral willpower of a virgin priestess of Vìrya Nanyë,
Range : Line of sight, within a distance of 10 metres per caster Experience Level. considering the likely reaction of her Temple-sisters if the attempt were
Targeting Requirements : The spell caster must know the exact physical location successful...) The priestesses of Vìrya Nanyë will usually only consent to cast the
of the intended victim. Reflowering spell on a female who has been raped or who has otherwise
unwillingly or unknowingly lost her virginity, but they have occasionally been
Saving Throw : If an unwilling target capable of resisting magic, [(Willpower x 2) - known to cast it on a mature woman who has decided to eschew the troubles and
caster Experience Level] x 2 DMod. pleasures of the secular world, to live our her remaining years as a devotee of the
Shining Lady's Temple. Note that the spell cannot, as far as is known, be used on
Saving Throw Success Effect : If the target of the spell beats the Saving Throw a non-female character (including the "neuter" genders of species which have
Success Threshold by "10" or more, he or she is completely unaffected. If the more than two sexes).
Success Threshold is beaten by "9" or less, the target is still affected, but suffers
or benefits by only half the normal number of points the spell would otherwise Usable By (Brotherhood/ Religion Owning): Clerics of Vìrya Nanyë (both variants),
raise or lower. Vìrya Fèftian-Ithé and Vìrya Karènn-R'Làché (Enflowering only; there are ancient
references to priestesses of both Vìrya Karènn-R'Làché and Vìrya J'Ràlrishé-Slé
19.6.35. Enchantmentsensing having cast Reflowering, or some other spell similar to it, but use of whatever spell
was involved is now unknown in modern Roctien).
This spell allows a caster to discover whether or not a particular item or person is
enchanted or affected by magic (any type, including that used by religions or other Level : I (Enflowering) or X (Reflowering).
magic-using types). It can also reveal a limited amount of information regarding
the nature of the enchantment. Cost : (Enflowering): 10 EP per 1D20 flowers or 1 shrub; (Reflowering): 100 EP.

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Time to Cast : (Enflowering): One Melee Round; (Reflowering): Ceremony The spell caster may voluntarily modify the result of this check by adding one point
requiring 20 minutes. per 20 extra EP expended in the spell casting; however, there is a special danger
to doing this. If the modified result of the check is more than "100", the ESP link
Duration : (Enflowering): Permanent or until the flowers are picked or wither between the spell caster and the target creature cannot be broken off when the
naturally; (Reflowering): Until the character again loses her virginity. It is said that spell's duration expires; the two are linked permanently (treat as a 2000 EP curse
if this spell is cast more than once on a given character, Vìrya Nanyë will to cure) and, over 1D6 game months, the target creature will eventually gain the
immediately judge both the caster and the recipient harshly (Her patience is not, same understanding of the spell caster's thoughts as the latter has of his, her or
after all, endless); for this reason a character requesting the use of this spell can its thoughts.
expect to be carefully questioned as to her previous moral and sexual history.
A character who is psychically linked to a target which is killed suffers two penalty
Range : (Enflowering): Within 10 metres of the caster; (Reflowering): Touch. checks: a 25 per cent chance of instant death, and, if this check is passed, the
spell caster suffers an immediate System Shock and must check on the System
Targeting Requirements : (Enflowering): The place where the flowers or shrubs
Shock Table to determine the effects.
are to appear must be visible to the cleric casting the spell; (Reflowering): The
recipient must be touched by the spell caster or her religious icon. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Mahkàilh.
Saving Throw : Usually none; in the case of Reflowering, a devoted follower of
perverse Lord/Lady Kikiri should be allowed a Saving Throw at (MRES x 2 DMod), Level : V to VII
as that deity is known to punish followers who maintain a state of virginity.
Cost : 100 EP per 10-minute mental link.
Saving Throw Success Effect : Not applicable except for Reflowering, in which
case a successful Saving Throw would negate the spell. Time to Cast : Ten Melee Rounds.

19.6.37. ESP Duration : Unless permanent (see above), the mind-linking ability normally lasts
10 minutes but can be extended for another 10 by expending another 100 EP.
This spell allows its caster to psychically link with and probe the mind of a target
creature. It requires as a pre-requisite of functionality, that the spell user have Range : 10 metre radius per 100 EP expended; note that EP used to extend the
previously performed a successful Mindsearching spell which has identified the duration cannot also be counted for radius purposes.
target of the ESP spell. Using ESP, a caster may, at his or her discretion, attempt
to link minds with another creature to determine the latter's thoughts, attitudes Targeting Requirements : Special; the spell caster must have performed a
and, to an extent, knowledge. Usually, a caster can attempt this with only one successful Mindsearching spell against the intended target.
creature at a time, as each target creature past the first with which this spell is Saving Throw : [(target's Intelligence) + (target's Psychic Ability x 2) - (caster
attempted adds a ten (10) per cent cumulative chance of insanity. Experience Level x 3)] x 1.5 DMod.
The Level V version of this spell is species-specific; that is, a human caster can Saving Throw Success Effect : Negates the spell; the intended target cannot be
use it only with other humans, a Bènli only with other Bènli, and so on. The Level mentally linked with. A Saving Throw is normally granted automatically to all
VI variant allows contact with species of similar body morphology; for example, a intelligent or semi-intelligent creatures.
human caster could use it to link minds with a Bènli character, but not with a
Nika'Khàdra, etc.. The Level VII version of ESP allows mental linking with almost 19.6.38. Fireball
any type of creature; note, however, that attempts to like minds with creatures of
significantly different intellect types, for example a slime mold, the Brhà, the This is perhaps the most dangerous and feared spell of all those available to the
undead or a Demon, carry with them a 33 per cent chance of insanity, and the Antratschèldor-haii. It creates a glowing magical projectile which hurtles towards
requirement to pass a System Shock check (see Constitution requisite score its target, exploding with great force and a loud noise upon impact with a solid
rules) in addition to the chance noted above. There is a basic five per cent object; the overall effect is very similar to that of a stick of TNT or a military
chance, plus half the sum of the target's Psychic Ability and Intelligence scores, grenade. Victims within its explosive radius suffer a variety of harmful effects,
that he, she or it will be aware that his, her or its mind is being psychically probed. ranging from hearing loss to being blown to bits. At the higher levels, the spell has
a positively fiendish ability to track down and destroy targets, much as would a
Once an ESP link has been established, the Referee performs a percentage dice modern guided missile. The Fireball is a difficult spell to cast safely; a magic-user
check; the higher the result, the more the spell caster will be able to experience must pass an Inexperienced Caster Hazard check or have it detonate
and comprehend the target creature's thoughts. Some guidelines as to what can prematurely, possibly as close as an inch (!) from the caster's finger.
be revealed are as follows:
A Fireball travels at a rate of 20 metres per second, to a maximum range equal to
Dice Roll Thoughts Revealed 10 metres for each Experience Level the caster has attained (20 metres for
versions of the spell of Level X and above). Its explosive radius is equal to two
01-10 The most superficial thoughts; what is immediately on the target's
and one-half (2.5) metres for each 50 Energy Points used to power it. For
mind ("I must turn the handle to open the door")
example, if a sixth-level Antratschèldor-haii were to cast a Level VIII Fireball
11-30 The target creature's surface thoughts; the short-term task, if any, powered by 200 Energy Points, it could be fired at a maximum range of 60 metres,
the creature is performing ("I had better exit through the door into and would have a blast radius of 10 metres upon exploding.
the street– the house is on fire")
The Level VII version of the Fireball travels in a straight line and cannot
31-70 The target's surface thoughts and some of his/her/its emotions
manoeuvre to avoid obstacles; it is thus advisable to have one's own comrades
and perception of the environment ("That young Bènli over there
step out of the way, prior to launching this spell at an enemy. It must be aimed as
seems cute– should I risk striking up a conversation?")
would be a regular missile; however, because the Fireball has an "area effect"
71-90 Most of the thoughts and attitudes that the target creature might upon detonation, the caster does not have to be particularly precise about striking
reveal to a close friend; but deeply-held secrets or subconscious the exact spot that he or she aims at.
urges will not be revealed ("I'll never trust the king since he killed
my wife– I'll remember that day to the end") The Level VIII version of the spell has a limited ability to strike even concealed
targets; it can make one turn at up to a 45 degree angle as it flies towards its
91-98 All but the most deeply-held, private thoughts or attitudes of the target. The caster must still be able to precisely designate the exact target; if this
target creature cannot be seen due to line of sight restrictions, the caster must have some other
99+ All of the target creature's thoughts that are known to the target way of sensing where the intended target is.
creature him/her/itself; that this does not reveal deep
subconscious traits such as a compulsive sexual deviancy and The Level IX version of the Fireball is similar to the Level VIII version, except that
does not allow the caster to learn the target's abilities or spells it can make one turn of up to 90 degrees, or two turns of up to 45 degrees, in
pursuit of a target.

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The Level X Fireball, in addition to having the manoeuvring capabilities noted for Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
the Level VIII and IX versions, has the capability to seek out and destroy moving Fàani-Avàia and clerics of Væran Bssìro (versions of Level XI and lower only).
targets, adjusting its trajectory to impact with the first item it detects (figure its
sensory ability as equal to the eyesight of a normal human in torch light, Level : VII to XIII
regardless of the actual lighting conditions); note that the missile will cruise
Cost : 50 EP per level of damage.
harmlessly by a potential victim who stands absolutely still as it approaches. As
might be imagined, doing so requires strong willpower, considering the probable Time to Cast : One Melee Round.
consequences if something goes wrong.
Duration : Instantaneous (creates a single projectile), or until the projectile hits a
The Level XI version of the Fireball, can make up to two turns, each up to a 90 solid object.
degree angle, as it flies towards its target. In addition to having all the capabilities
of earlier versions, has a heat-seeking guidance system, being attracted to the Range : 10 metres per caster Experience Level (Levels VII to IX); 20 metres per
strongest heat source it finds once having flown more than half its maximum Experience Level (Levels X to XII); unlimited for the Level XIII spell version (the
range. Its sensory capability is approximately equal to a character with Infravision Fireball keeps traveling until it hits something).
(see spell description); note that a normal humanoid body makes quite a good,
prominent heat target, particularly if in a cold background such as an Underworld Targeting Requirements : The target must be something the spell caster can see
corridor. This version can be thrown off track by a flare or torch being thrown in its or otherwise locate; the projectile flies in a straight line towards the point indicated
way, provided that the intended victims have the wits and reflexes to perform this by the caster's index finger or staff.
action quickly. Saving Throw : The Saving Throw against body damage is (MRES - caster
The Level XII version of the Fireball can make up to three turns, each up to a 120 Experience Level) x 2 DMod; the Saving Throw against a critical hit is normally
degree angle, as it flies towards its target. In addition to having all the capabilities (Constitution of victim x 3 DMod).
of earlier versions, this version has a life-essence seeking guidance system, being Saving Throw Success Effect : A character who passes the Saving Throw against
attracted to the identity of any single character previously designated by the caster body damage suffers half (0.50) of the damage that he or she would otherwise
as the target. Its sensory ability is about equal to the eyesight of a normal human
suffer. A character who passes the Saving Throw against a critical hit does not
in torch light, regardless of the actual lighting conditions. It is very difficult to
suffer a critical hit.
evade; only the most perfect disguise would have a chance of making it fly
harmlessly past its real target. This and higher-level versions are available only to 19.6.39. Flash
Antratschèldor-haii of the Brotherhood Fàani-Avàia; they may not be used by
clerics of mighty Bssìro. This spell produces an intense flash of light, similar to that made by a large photo-
flash bulb. Its main purpose is to dazzle and confuse an enemy, although under
The Level XIII Fireball is the most powerful version of this spell publicly known– certain conditions it can cause eye damage to a victim, up to and including
although, it is said, the most senior mages of the Fàani-Avàia may know of even blindness.
more deadly varieties. It is similar to the Level XII version, except that its range
and turning ability is unlimited (it can even double back and reverse course); the Versions of the spell of Level III or lower cause a flash mainly in the visible light
only way to evade this spell is to throw up some kind of complete barrier between range of the electromagnetic spectrum; creatures whose main means of vision is
it and its intended target, forcing the spell to impact with the former and detonate based on a different wavelength (for example infravision or ultravision) are still
prematurely. This lethal missile can be made to lose track of its target only by affected, but all effects are halved. The Level IV and V versions of the Flash spell
stone at least 1 metre thick, or by certain types of magical concealment. affect all wavelengths equally. The Level II variant of this spell affects everyone,
including the caster, looking at its point of origin when it is cast. It is therefore
All versions of this spell normally make a loud roaring noise as they travel towards advisable to warn one's comrades of one's intent to cast this spell so that they can
a target; starting at the Level X version, however, the caster may voluntarily elect close their eyes for the instant of its manifestation. The Level III and IV versions
to have the Fireball fly silently or to alternatively increase the volume of the noise can be made to manifest the Flash in one direction only (e.g. towards the enemy
to painful levels. The spell has the following effects upon those unfortunate party and away from one's own), if desired; the Level V version can be made
enough to be caught within its blast radius: invisible to one's compatriots but with full affect against the enemy.
• ...... It inflicts one level (1D6) of explosive body damage for every 50 Energy The Flash spell has an Intensity Level of "one", and an effect radius equal to 5
Points used to power it. A victim within the blast radius is allowed a Saving metres, for each 50 Energy Points expended upon it. (It is visible, however, at a
Throw against this, but still suffers half damage even if the Saving Throw is distance equal to 1000 times its maximum effect radius.) The spell has the
passed. following effects on characters looking directly at or at a point close to the point of
• ...... Characters within the blast radius must also pass a single Saving Throw for the Flash spell's manifestation.
each 500, or fraction of 500, Energy Points used to power the spell, or suffer • ......For each 50 EP / Intensity Level used to cast the spell, the Flash reduces
a critical hit to a randomly determined body area. For example, a character the Vision characteristic score of anyone looking at it by 1D6 points. A victim
struck with a 750 EP Fireball would have to pass two Saving Throws to normally gains (1D6 minus spell level) of his or her lost Vision points back
avoid a critical hit. per Melee Round.* However, if enough Energy Points (200) have been
• ...... If the spell has been powered with enough Energy Points (200) to cause four expended in casting the Flash spell to cause it to do four (4) or more levels
of damage, a victim must pass a Saving Throw equal to (Vision +
(4) or more levels of damage, creatures within the effect radius are
Constitution) x 3 DMod each Melee Round, as he or she attempts to
deafened if they fail a Saving Throw. Deafness has a basic 25 per cent
regenerate lost Vision points. Failure to pass the Saving Throw means that
chance of being permanent, increased by 1 per cent for each 50 Energy
the 1D6 Vision points in question are lost permanently (roll the 1D6 prior to
Points expended when the spell is cast. Otherwise, deafness typically
checking against the Saving Throw).
requires 2D6 weeks to heal fully, with partial hearing returning after about a
third of the full healing period. Note the effect that deafness might have on a
Since a victim affected by the Level V version of the Flash spell has "5"
party's ability to issue and understand battle orders.
subtracted from the number of Vision points regained each Melee Round,
• ...... Inflammable items, for example a paper scroll, that are caught in the blast he or she would, in effect, have to roll a "6" (which would work out to 6 - 5 =
radius must pass a Saving Throw against (composition factor x 3 DMod) or 1 point regenerated) to regain any part of his or her vision for the current
catch fire. Note that this includes any inflammable clothing worn by Melee Round. If the number rolled on the D6 is equal to or less than the
characters within the blast radius, although to be lenient, and because these spell level, the victim's Vision score remains at its current level– he or she
may be sweat-soaked, the Referee should increase the DMod for this does not regain any Vision points for the current Melee Round, although of
Saving Throw by 1D3. course another try may be made in the next and successive Rounds.

• ...... Fragile items, for example a glass bottle, that are caught in the blast radius • ......A character is allowed, for this purpose, a number of checks / Saving
must pass a Saving Throw against (composition factor x 2 DMod) or be Throws equivalent to five (5) times the Intensity Level of the Flash spell; for
smashed to pieces. example, if 250 EP were used to cast the spell, the character would be
allowed 25 Saving Throws and would forfeit any Vision points not
If this spell is cast in circumstances where a loud noise might shake loose a regenerated after these checks were finished. Characters with very good
massive object, for example if cast in avalanche-prone regions or in parts of the eyesight are more sensitive, and therefore vulnerable, to Vision damage;
Underworld with unstable ceilings, the Referee should check to see if a structural therefore, for each two (2) points in the victim's original Vision score past
collapse, avalanche or other secondary effect has been caused. "thirteen", subtract 0.5 from the DMod used for the Saving Throw check.

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•.......A character looking directly at or at a point close to the point of the Flash 19.6.40. Fogwall
spell's manifestation must pass a Saving Throw equal to (Willpower +
Intelligence + Agility) x 1 DMod, or be momentarily dazzled by it and unable, This spell creates a thick, black billowing cloud of roughly rectangular shape. It is
subject to Referee discretion, to act or fight effectively. This effect lasts 1D6 primarily effective as a barrier against projected or "beam"-type weapons (for
Melee Rounds; a victim is allowed to attempt this Saving Throw each Melee example Sunbeam, Hotbolt, etc.), since it strongly attenuates the effects of the
Round that he or she remains dazzled. latter by absorbing their energy into the air. It can also serve as an effective
means of covering one's retreat, since it almost completely blocks the vision of
•.......A character whose Vision score is reduced to less than half (0.5) of his or enemies, while reducing the vision of the caster and his comrades by only about
her original Vision score by the Flash spell, suffers a one-quarter (25 per 50 per cent. The Fogwall has one other, special capability: it instantly negates the
cent) reduction in his or her Combat Factor and Tactic Card Allowance. A effects of aerial poisons, for example those in a Wall of Poisons, through which it
character whose Vision score is reduced to less than one-quarter (0.25) of passes. If the number of casting Energy Points or potency of the aerial poison is
his or her original Vision score has his or her CF and TCA reduced by half greater than that of the Fogwall, the latter cloud is instantly dispelled; however, it
(50 per cent). A character whose Vision score has been reduced to "3" or still neutralizes the poison.
lower is effectively blind and cannot fight at all.
If cast in an enclosed space such as an Underworld corridor, the outer edges of
Note that some creatures, particularly those whose habitats are normally unlit, do the cloud automatically anchor it to the corridor shape. It can be anywhere, within
not navigate or fight with vision based on reflected light, so they may be partially or range, that the caster desires.
completely immune to this spell. Conversely, many types of nocturnal creatures
with good night vision (for example a jungle cat) may be highly vulnerable to its The Level III version of the spell is stationary. The Level IV and V versions,
effects. however, are mobile, being able to billow forward from the spot in which they
appear. The Level IV Fogwall moves at a top speed of approximately 0.5
kilometer per hour (a very slow walk), and cannot turn corners or modify its
direction of movement. The Level V wall can move at up to 2 kilometres per hour
and can move in any direction the spell caster specifies. The wall will remain intact
and in its original shape against anything less than a very strong breeze (the
magicians who designed this spell gave it a degree of supernatural resistance to
being blown away); if faced by a wind of 10 kilometres per hour or more, there is a
50 per cent chance that it will be blown intact in the direction of the breeze, and a
50 per cent chance it will dissipate harmlessly.

The size and potency of the cloud created is proportional to the number of Energy
Points invested in the spell; each 50 EP creates one square metre of fog, one
metre thick which reduces the effective vision capability of enemies by 50 per
cent. Each additional 50 EP expended can either increase the thickness of the
square metre in question by one metre, or can create another square metre at the
standard thickness, or can decrease an opponent's ability to see through it by
another ten per cent. If a projected-energy spell such as a Sunbeam is fired
through a Fogwall, it loses five (5) levels of its effectiveness for each metre of fog
it passes through; for example, a Hotbolt that would normally cause seven levels
of burning damage would cause only two levels of damage, if fired through one
metre of a Fogwall.

The exact shape of the wall must be square or rectangular. If the wall is created in
circumstances in which there is nothing to support it, for example if the magic-user
decides to create it ten feet up in the air, the Fogwall will remain in rectangular
shape for 1D6 Melee Rounds and then will dissipate in another 1D6 Melee
Rounds. The cloud takes 1D3 Melee Rounds to fully materialize.
Representation of the Demon Ràan Tsìyah from an ancient wall-painting
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Gohlaa-Gozàan and clerics of Væran On.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Level : III to V
Chélé-Avàii.

Level : II to V Cost : Minimum 50 EP plus additional as above.

Time to Cast : One Melee Round.


Cost : 50 Energy Points per Intensity Level.
Duration : 1D6 game minutes per caster Experience Level, or until dispelled or
Time to Cast : Instantaneous; can be fired the same Melee Round as it is cast.
otherwise destroyed.
Duration : Instantaneous; the Flash itself lasts 1\100 second.
Range : The cloud can be created up to a distance of five metres per caster
Range : 5 metre radius per 50 Energy Points expended. Experience Level.

Targeting Requirements : None; the Flash originates from the spell caster's index Targeting Requirements : Line of sight; the spell caster must be able to see the
finger or staff. area where the cloud will appear.

Saving Throw : As above; a character is also allowed a Saving Throw against the Saving Throw : Usually none.
Flash spell itself (as opposed to its special effects) at (MRES x 1.5 DMod).
Saving Throw Success Effect : Not applicable.
Saving Throw Success Effect : Partially negates the spell; a character who passes
a Saving Throw against the Flash spell itself is still affected by it, but at half 19.6.41. Forcechain
intensity. For example, if the spell had actually been cast using 400 Energy Points, This spell creates a translucent purple, nearly unbreakable chain of magnetic
the saving victim would be affected as if it had been cast using 200 Energy Points. force, useful both in combat or as a rescue device.

The Forcechain is created by placing two iron bars weighing each at least one-half
kilogram up to one (1) metre distant from each other, per caster Experience Level.
There must be no obstructions to the line of sight between the iron bars, or the
spell, when attempted, is ineffective. From the point at which the spell is cast, the
iron bars, and the semi-invisible chain in between them, may be twisted and bent
in any way, so long as they are not brought further apart than the distance
between them at the time the spell was first cast.

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For strike determination purposes, the magic-user (only) may count the The first 50 Energy Points expended on the Whip of Tempestuous Force gives the
Forcechain as a whip of equivalent length; however, it is weightless other than for whip the ability to propel 50 kilograms of weight at a speed of 10 kilometres per
the weight of the iron bars. hour up to a distance of 5 metres. Each additional 10 Energy Points gives the
ability to either propel an extra 10 kilograms, or increase the speed of the
The Forcechain has a strong magnetic attraction to both normally magnetic types trajectory by an extra 10 kilometres per hour, or increase the distance of the
of metal and also creatures with iron-based hemoglobin (blood cells), and it will "throw" by an extra one metre. Note that as the exact weights of victims are rarely
immediately adhere to either type of object if brought within a distance of obvious prior to the spell being cast, it is advisable to add extra Energy Points to
approximately one metre [plus ten (10) centimeters per caster Experience Level]. the spell to ensure its working.
Breaking free of the Forcechain requires a victim to pass a Saving Throw equal to
(Strength x 1 DMod); each attempt to free oneself, successful or otherwise, uses The Level III version of this spell requires a free area around the spell caster equal
two Fatigue points. It is virtually impossible to break (destroy) the Forcechain by to one-third the effective radius of the whip at the time it is cast, or there is a 50
physical strength; if a character attempts this, the Saving Throw is (Strength x .1 per cent chance that it will strike a randomly determined creature (possibly even a
DMod) at a cost of 5 Fatigue points. The spell caster may exempt any creature or "friendly" one) within this area rather than its intended target. The Level IV and V
individual object from the effects of the Forcechain by touch, but if he or she does Forcewhip will never strike any target other than the one that the caster intends to
so, the creature or object becomes immune to any Forcechain cast by the magic- strike (although, it may still miss entirely).
user in question for one game week.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Zeiatez-Fèlek.
Zeiatez-Fèlek.
Level : III to V
Level : IV
Cost : Minimum 50 EP plus additional as above.
Cost : Variable; 200 EP minimum.
Time to Cast : One minute
Time to Cast : Two Melee Rounds.
Duration : The ability to use the whip lasts one Melee Round x caster's Experience
Duration : The ability to use the Forcechain lasts one Melee Round x caster's Level.
Experience Level.
Range : As per EP expended above
Range : Up to one metre per caster Experience Level.
Targeting Requirements : The target of the attack must be visible or otherwise
Targeting Requirements : The target of the chain must be visible or otherwise locatable by the spell user
locatable by the spell user.
Saving Throw : Saving Throw is (MRES - caster Experience Level) x 5 DMod.
Saving Throw : If an unwilling target capable of resisting magic (for example metal
armour worn by an opponent), Saving Throw is (MRES - caster Experience Level) Saving Throw Success Effect : If the target of the attack beats the Saving Throw
x 1.5 DMod. Success Threshold by "20" or more, the whip misses and is completely ineffective.
If the Success Threshold is beaten by "19" or less, the whip still gets to execute its
Saving Throw Success Effect : If the target of the attack beats the Saving Throw attack; however all of its factors, including damage or "throw" distance, are
Success Threshold by "20" or more, the Forcechain is considered to have been halved.
evaded and is completely ineffective. If the Success Threshold is beaten by "19"
or less, the chain still sticks to the victim, but the Saving Throw needed to break 19.6.43. Frosty Touch
free in the next Melee Round is executed at a DMod of "3".
This highly dangerous, offensive spell gives the caster the ability to inflict cold-
19.6.42. Forcewhip based damage on the organic material (e.g. flesh) of victims he or she touches.
The spell does not give immunity to cold-based attacks. If used non-offensively, it
This spell allows the caster to hurl any metal or metal-clad object various works best on water, but can affect most other types of elements that are normally
distances at various speeds, according to the weight of the object and the number liquid at room temperature. To inflict damage on most types of creatures, their
of Energy Points expended. The Level III and IV spell versions will work on most armour protection (if any) must first be penetrated, and then they are entitled to a
metals, excluding gùhadàr; the Level V version works on all metals. It creates a Saving Throw against cold. The spell affects everyone, friend or foe, that the
glowing, purplish-shaded whip in the caster's weapon hand, which he or she may caster touches; it is thus advisable to give a character with this ability a wide berth.
use against any target within a radius of five metres per Experience Level of the
caster. Certain type of creatures are immune from this spell, among them demons,
demigods and other purely magical entities. It is only partly effective against the
This spell has a special chance of striking: specifically, the attack, for purposes of undead: the latter can be frozen and immobilized by the spell, but automatically
determining if a strike has been scored, is always calculated as if the spell caster regain any lost body damage points or body parts when the frozen areas unfreeze.
had an equal Combat Factor to that of the defender, regardless of what the
attacker's and defender's actual Combat Factors may be. If a strike is scored, the The spell basically does one level (1D6) of body damage plus one point of Pain
caster may exercise one of the following two actions against the defender; the for every 50 Energy Points expended. Furthermore, if the spell has been powered
decision must be made prior to rolling "to hit". with enough Energy Points (200) to cause four (4) or more levels of damage, the
victim must pass a Saving Throw, or have the body part touched affected by a
The Whip of Deadly Essence critical hit representing severe organ-destroying tissue damage. If used to freeze
water or a similar liquid, the spell can instantly freeze one cubic metre of the
The user of the Forcewhip may choose to have it perform a normal check to liquid, per 50 Energy Points expended. At his or her option, the caster may have
penetrate armour with a bonus of "1" on the percentage dice for each Experience the volume affected as an exact cube, or may extend its horizontal dimension by
Level of the caster, and, assuming the armour is penetrated, score normal 50 per cent at the cost of reducing its vertical dimension by 50 per cent; if used in
damage with a damage point bonus of 1D6 points. the right circumstances, this can produce an "instant skating rink" effect.
The Whip of Tempestuous Force When this spell is cast, the caster automatically possesses the Frosty Touch
power himself or herself, and the power can be bestowed upon one other person
The user of the Forcewhip may choose to use it to "throw" the victim of the strike
in the caster's presence and line of sight by stating so out loud in a language both
in a random direction, causing the victim 1D3 damage points per 10 kilometres
caster and bestowee understand.
per hour speed and 5 metres (cumulative) he or she was traveling, upon impact
with a hard or rigid substance (for example a wall or possibly just the ground, if Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
there is nothing to break the fall). For example, a character who was thrown 10 Osda-Osdéam and clerics of Vìrya Yog-Ròthe.
metres at a speed of 30 kilometres per hour would suffer a total of 5D3 damage
points (1D3 + 1D3 + 1D3 points for the speed plus 1D3 + 1D3 points for the Level : IV
distance).
Cost : Variable; minimum 50 EP.

Time to Cast : Two Melee Rounds.

Duration : The cold-inflicting ability lasts one Melee Round x caster's Experience
Level.

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Range : Touch. 19.6.44.4. "Non-Mainstream" or Other Religions
Targeting Requirements : The target of the attack must be touched by the caster's
Religion Types of Miracles Allowed
hands.
The Cult of the Prophet Mind control; self-purification; hypnosis
Saving Throw : Saving Throw is (MRES - caster Experience Level) x 3 DMod.
Væran Ya-Epré Arcane magic; ancient secrets; demonology
Saving Throw Success Effect : If the target of the attack beats the Saving Throw Væran On Self-denial; self-control; nothingness
Success Threshold by "10" or more, the spell is completely ineffective; the
B'àbb-B'bògg The lesser Undead; disease; entropy; decay
putative victim suffers no damage. If the Success Threshold is beaten by "9" or
less, the spell still inflicts damage, but as if only half the actual number of EP Væran Wròb-Riàhyal The ocean depths and creatures; storms
used to cast it, had been used. For example, if 400 EP had actually been used to The One of the Dark Horn Similar in some respects to Hé-Enriath (?)
cast the spell, it would count as a 200 EP casting for all purposes.
The Ancient One of Unknown; said to be akin to B'àbb-B'bògg,
19.6.44. Generic Priestly Miracles Nightmares Ya-Epré and The Nameless One (?)
The Nameless One The greater Undead; torment; great fear
A magical ability unique to priests and clerics is the ability to implore one's deity
for a "miracle" in keeping with the deity's theme; for example, a cleric devoted to The Red One Secrets; travel to undiscovered universes (?)
gentle Vìrya Fèftian-Ithé can perform magic concerned with fertility and life, while
one following terrible Væran Hnélo-Tràniss can create "miracles" of
commandment and pain; in the case of a priest devoted to a demigod or demon, Usable By (Brotherhood/ Religion Owning): Clerics of all religions.
the Referee should be governed by the theme of the deity most closely related or
comparable to the demigod. Level : I to X (use of this spell to create effects of over Level X in power should be
carefully regulated by the Referee to avoid unbalancing the game).
More complete rules concerning this set of spells will be provided in a future
supplement to Shakhàn. In the meantime, there is obviously a great deal left to Cost : Variable; uses 100 EP per relative Level of effect, complexity or power, or
the discretion of the Referee regarding this spell, since a player can craft a (in a life-or-death situation only), all the EP remaining to the cleric (however many
request under its jurisdiction that could have almost any effect. The Referee this may be).
should not allow players to abuse the flexibility of Generic Priestly Miracles, and Time to Cast : One Melee Round per relative level of effect caused.
should "scale" the power of the miracle to the number of Energy Points remaining
to the cleric (see below) and his or her approximate priestly Experience Level. Duration : Typically one minute x caster's Experience Level or as appropriate.
There is a specific meaning to this rule: An attempt to cause a miraculous effect Range : Usually within the eyesight of the cleric, or by touch.
whose relative power level is five (5) or more levels higher than that of the cleric
casting the miracle, is equivalent to a call for Divine Intervention; such a casting Targeting Requirements : The target of the spell, if any, must be seen by the
attempt is resolved normally, except that upon its completion the priest or caster or must be touched by the caster's hands.
priestess will be judged by his or her deity. Furthermore, if the Success Threshold
Saving Throw : Saving Throw, if required is (MRES - caster Experience Level) x 3
for such a casting is failed by twenty (20) or more points, the casting cleric suffers
DMod.
1 Level (1D6 points) of body damage for every power-Level equivalent of the
spell's intended effect. The following general guidelines apply to the types of Saving Throw Success Effect : Negates the spell; the target, if any, is unaffected
miracles which can be cast by clerics devoted to the various religions: by it.
19.6.44.1. Religions of the Khùl-Tlassù 19.6.45. The Greater Sinister Screen

Religion Types of Miracles Allowed This powerful protective spell largely eliminates the chance of a character being
affected or harmed by magic or magical, or energy-based, attacks. It protects all
Vìrya Fèftian-Ithé Healing; fertility; life; mercy; the commoner
creatures within its effect radius from attacks that originate from outside the effect
Væran Ro'sènnpâdr War against evil; morale; bravery; the male radius, but has no effect on spells or other magical attacks that originate from
Væran Za-R'hàak Defeat of the Undead; the Planes Beyond inside the protected area. This is another spell that is frequently employed by the
court magicians of rulers or other important persons, since it protects almost
Vìrya Nanyë Purity; light; morality; beauty; dignity; the female completely against most types of magic-based assassination attempts.
Vìrya Nìa Knowledge; wisdom; enlightenment
The Greater Sinister Screen automatically nullifies any magical attack directed
Vìrya Karènn-R'Làché The forest; healing; harmless animals against anyone or anything inside its radius. Only very powerful magical or energy-
Væran Vo'Hlakànss The skies and winds; avians; isolation based attacks, for example the type initiated by demigods or demons, have a
chance of penetrating the protection given by this spell. (Exception: See the Level
19.6.44.2. Religions of the Khùl-Mhazàshii IX variant of the Miracle of Him Who Chastens continuum spell, as used by the
followers of hated Væran Hnélo-Tràniss.) In such cases, the Success Threshold
Religion Types of Miracles Allowed needed to nullify the attack is calculated as follows:
Væran Bà'altshavùu Self-enrichment; business; luck; money
[(Number of EP used in Greater Sinister Screen spell) minus (Number of EP
Vìrya Tiryé-Habéla War for personal gain; bravery; martial skill used by attacking spell or (Level of attack x 10), whichever is higher)] x 5
Væran Hènns Communication; languages; art; rhetoric DMod.

Væran/Vìrya Kikiri Sexuality; mind control; irrationality; catharsis The Greater Sinister Screen has no effect on spells which detonate outside the
Væran Hadda-Làtonn (Fresh) waters and water-dwellers Sinister Screen's radius, but which affect the area theoretically protected by the
Screen. It also has no effect on physical or missile attacks, regardless of from
Vìrya J'Ràlrishé-Slé The wilderness; predators; the Moons
where they originate. The same Referee discretion is called for as with the Lesser
Sinister Screen, in deciding exactly which types of attacks can be nullified by this
19.6.44.3. Religions of the Khùl-Nolgùn
spell. The Greater Sinister Screen will usually protect against the physical
intrusion into the protected area of creatures whose life-essence is exclusively
Religion Types of Miracles Allowed magic- or energy- based. If an applicable creature attempts to enter the protected
Væran Bssìro Fire; heat; energy; pain area it is automatically disintegrated and it disappears; a very powerful entity
attempting this should be allowed a Saving Throw at (MRES x 1 DMod).
Væran Rssà-Urutàngk Savage war; strength; brutality; toughness
Væran Hnélo-Tràniss Mastery; cruelty; fear; mind control; insects The Level VI variant of the Greater Sinister Screen spell is normally non-mobile
and is dispelled if the caster moves more than one metre distant from the spot
Vìrya Hé-Enriath Conjuration; magic; demonology; nightmares
that he or she occupied when the spell was first cast. The Level VII version of the
Væran H'òngg-Hélé Murder; thievery; hatred; racism spell can, however, be made mobile, at the cost of double EP expenditure (each
Vìrya Yog-Ròthe Cold; ice; snow; the frozen wastes two EP cast equal one EP worth of effect).

Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii.

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Level : VI to VII Cost : 75 EP per person affected.

Cost : Variable as above, 200 EP minimum; can be made mobile at double EP Time to Cast : One minute (Hastening); three Melee Rounds (Entorporing).
cost.
Duration : The effects on speed last 1 minute x caster Experience Level.
Time to Cast : One game minute.
Range : The character to be affected or targeted must be touched by the spell
Duration : Ten game minutes x caster Experience Level. caster's hands or staff.

Range : Affects everything within a 10 metre wide spherical radius centered on the Targeting Requirements : Touch.
spell caster's body.
Saving Throw : (MRES - caster Experience Level) x 4 DMod.
Targeting Requirements : Not applicable; affects everything within the affected
radius. Saving Throw Success Effect : Negates the spell; the character's speed remains
normal.
Saving Throw : Special as described above.

Saving Throw Success Effect : Not applicable.

19.6.46. Hastening / Entorporing

This spell affects the metabolic and time-step rates of affected characters. It is
normally cast to quicken the activities of one's own party, but it can also be used
in reversed mode against an enemy.

The spell basically affects the rate of movement and the speed of reflexes of
those affected. If cast normally, it allows creatures to move at twice their normal
rate of movement, including flying. If reversed, it halves the victim's normal
movement rates. The Hastening spell also elevates an effected character's TCA
(Tactic Card Allowance) and number of physical attacks allowed per Melee
Round, as determined on the following table.

Dice Roll Speed Increase Bestowed Symbol of dread Væran H'òngg-Hélé, God of Hate
01-10 No effect; same as before
19.6.47. Healing / Harming
11-40 1.5 x previous allowance
This set of related spells is arguably the most important collection known to the
41-90 2 x previous allowance
religions and the Brotherhoods of the Antratschèldor-haii, since it allows the caster
91-95 3 x previous allowance to repair physical damage that has been inflicted on an injured comrade. At the
96-98 4 x previous allowance more advanced levels of this spell, the caster can even regenerate lost limbs and
repair damaged internal organs. The spell can also be used in reversed mode as
99-00 2D6 x previous allowance a weapon, damaging or possibly killing an opponent who is struck by the caster.

Versions of the Healing spell of Level IV and below are species-specific: that is,
The Entorporing spell reduces an effected character's TCA and number of they may be used to heal only characters of the exact same species (e.g. human,
physical attacks allowed per Melee Round, as determined on the following table. Bènli, Arda, etc.) as that of the caster. The Level V to VII spell versions allow the
healing of any being of roughly the same somatic (body) form as the spell caster,
Dice Roll Speed Penalty Inflicted of whatever species: thus, a human caster could heal a Bènli or Ca'ùna character,
01-10 (1D20 x .01) x previous allowance but he or she could not heal a Chàngalà or Nika'Khàdra character, for example.
Versions of the Healing spell of Level VIII or higher can be used to repair damage
11-20 0.25 x previous allowance to any living creature, with the exception of the undead, automatons or certain
21-50 0.5 x previous allowance creatures composed entirely of magic or other energy. Note that none of these
limitations apply if the spell is used in reversed mode as a weapon.
61-80 0.7 x previous allowance
81-90 0.9 x previous allowance All versions of the Healing spell can remove or inflict damage points from an
injured character, in other words cure or cause "flesh wounds", at a rate of one (1)
91-00 No effect; same as previous allowance
damage point per 10 Energy Points expended. There is one exception to this;
damage inflicted primarily by thermal or cold-based sources, for example by fire or
frostbite, is especially difficult to heal: in these cases, the rate of healing is one
A separate check against the appropriate table is made for each creature affected point for each 25 EP expended. (The caster cannot specify thermal or cold-based
by the spell. Note that a character's TCA or number of attacks per Melee Round damage, if he or she casts the spell in reversed mode.) Any damage so removed
cannot, except by special permission of the Referee, normally be reduced below or inflicted becomes effective at the end of the Melee Round after the one in
"one" except as a direct result of combat (e.g. a landed strike). The spell may be
which the spell was cast.
cast on the caster himself or herself, plus a number of equal-sized creatures
equivalent to one-half (50 per cent of) the caster's own Experience Level, The Level I version of the spell can remove or inflict an amount of damage no
rounding fractions downwards. However, the ability to affect a beneficiary or victim greater than one-fifth (20 per cent of) the injured creature's original body damage
of the spell lasts only two Melee Rounds. reserve score, per game day. This limit increases by ten (10) per cent per
additional spell level; for example, the Level IV version of Healing can remove or
While the Hastening spell gives great increases in speed, it does not add anything inflict up to 50 per cent (20 + 30 for the three spell levels above "I") of an injured
to strength or endurance. Thus, while a person affected by the Hastening spell creature's original body damage reserve. If used for healing purposes past the
may be able to run much faster than a normal creature of the same species, he or limit noted above, the spell counts as if reversed, e.g., it will cause 1 point of
she will only be able to cover the regular distance before becoming fatigued. The
damage per 10 EP expended. If used as a weapon past the limit of allowable
inverse is the case for the Entorporing spell: a character affected by this
damage, the spell is completely ineffective.
enchantment expends energy at a much slower rate than normal, so he or she will
use up fatigue points, etc., at a slower than normal rate.

Note that neither version of the spell affects the speed or accuracy of mental or
psychic activities, so it has no appreciable effect on spell casting or use.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood


Naha-Avàia.

Level : VI

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The Level I to IV versions of the Healing spell will also cause damage at the • ...... If the Saving Throw is failed by more than twenty points, it acts in reversed
above noted rate if used on any given creature more once per game day. The mode, causing the same effect as if a Harming spell of the same Level had
Level V to VII spell versions may be safely used on a given character up to twice been cast.
per game day, while the Level VIII and higher versions may be used up to three
times per day. This limit applies regardless of whether one, or several, magic- Because of this peculiarity, more knowledgeable wizards and priests will
users intend to use the Healing spell on a given character. However, the daily frequently attempt magical healing on an elderly patient only in extreme
usage limit for the highest level of the spell is used; for example, as long as a circumstances, where the latter's survival may directly be at stake.
single casting of the Level VIII Healing spell were performed, two more castings of Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
the Level II version would be allowed before the spell's effects began to be Fàanel-Féléòdji and clerics of all religions except Væran Wròb-Riàhyal and the
reversed. Nameless One (however, priests and priestesses of Vìrya Nanyë, Vìrya Fèftian-
The Level I version of the Healing spell has no effect on bleeding or pain, except Ithé and Vìrya Karènn-R'Làché may only use the reversed version of the spell
to the extent that these may have been caused by body damage. The Level II and when their own lives are directly in danger).
III versions still have no effect on pain, but can slow the rate of bleeding by up to Level : I to X
one-half of what it would otherwise be, at a rate of 1 bloodloss point per 10 EP
used to cast the spell. The Level IV, V and VI versions can also reduce pain by up Cost : Minimum 10 EP (25 EP for thermal or cold damage) plus additional
to half a character's original Willpower score, at the same rate. All versions of the according to the number of damage points to be removed. If used to repair (but
spell of Level VII and higher can remove any amount of bloodloss or pain at a rate not if used to inflict) critical damage, these costs are doubled: in other words, the
of 1 point per 10 EP used in spell casting. If cast in reversed mode, none of the cost is 20 EP normal / 50 EP for thermal or cold damage. For purposes of
versions of this spell inflict bloodloss or pain, except indirectly as the result of determining how many EP are needed to cure critical damage to a given body
critical damage (see below). part, use the number of body damage points that were inflicted by the strike or
event that originally caused the critical damage. For example, a sword strike that
The capabilities of the Healing spell as far as critical damage is concerned are as damaged an internal organ also causes 8 points of body damage; thus it would
follows: require 160 EP (8 x 20) to repair the damaged organ.
•.......All versions of the Healing spell below Level VI have no ability to repair or Time to Cast : One-half Melee Round, if used to cure or inflict body damage; one
inflict "critical" damage, that is, damage to a specific body part (e.g.
Melee Round if used to cure or inflict critical damage.
"Stomach Punctured") as opposed to generalized flesh/body damage.

•.......The Level VI spell version can cure or inflict critical damage to an injured Duration : Permanent or until the recipient is again damaged.
character's limbs, feet and hands (only), but cannot regenerate a member Range : The target character must be touched by either the spell caster's hands or
that is completely severed from the body. (For example, it can cure broken his or her staff.
bones, but cannot re-attach a severed leg or arm.) There is a 30 per cent
chance that a reversed casting of this level of the spell will actually cause a Targeting Requirements : Touch. Note that this requires a successful combat
critical hit, per strike on an opponent. strike if used in reversed mode; the victim's armour need not be penetrated (but
see below).
•.......The Level VII spell version can also repair or inflict critical damage to a
character's trunk or abdomen, with the exception of damage to the spine or Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
nervous system. There is a 40 per cent chance that a reversed casting of (MRES - caster Experience Level) x 1 DMod (3 DMod if the strike is made on
this level of the spell will actually cause a critical hit. armour, 2 DMod if made on anything other than the victim's bare flesh or his or
her armour).
•.......The Level VIII version can repair or inflict critical damage to the head and
neck (but not the sense organs or nervous system), and can re-attach or Saving Throw Success Effect : Negates the spell; the intended target of the spell
regenerate a severed hand or foot (but not an arm or leg). There is a 50 per remains unhealed or undamaged.
cent chance that a reversed casting of this level of the spell will actually
cause a critical hit. 19.6.48. Healthblessing

•.......The Level IX version can re-attach or regenerate any severed limb and can This spell heightens a character's resistance to disease, thereby lessening the
cure or cause trauma to the sense organs. There is a 60 per cent chance chance that he or she will get sick. It is one of the most popular and widely-used
that a reversed casting of this level of the spell will actually cause a critical enchantments available to the Temple of merciful Vìrya Fèftian-Ithé and is an
hit. important reason for Her religion's popularity among those of humble means.

•.......The powerful and rare Level X version of this spell can repair, regenerate or The spell adds "1" to the DMod used when calculating a character's Disease
cause any type of physical damage, including that ("Spine Severed") that Resistance Bonus (which is normally equal to his or her current effective
would otherwise leave a victim paralyzed. There is a 70 per cent chance that Constitution score x 7 DMod, so with the application of the spell the DMod is
a reversed casting of this level of the spell will actually cause a critical hit. raised to 8) for purposes of determining whether the character catches a disease
The unreversed version of this spell is very psychically draining to the to which he or she is exposed. The Level II and III versions of the Healthblessing
caster, if used to repair critical damage; to simulate this, a character who spell raise the Disease Resistance Bonus for this purpose only; the Level IV
successfully casts the spell immediately suffers the loss of 25+1D100 per version also affects the DRB for purposes of determining if the character is later
cent of his or her remaining Fatigue points. able to throw off a disease which he or she has been unfortunate enough to
contract.
Note that none of the versions of the Healing spell can repair damage that results
in the instant death of a victim; for example, the Level IX version could re-attach The Level V version is similar to the Level IV variant, except that it raises the
the head of someone decapitated in combat, but he or she would still be dead. Disease Resistance Bonus DMod by two (2) points to "9"– however, it carries with
it the side-effect that if the recipient does not worship Vìrya Fèftian-Ithé as his or
None of the versions of this spell can alleviate the ill effects of disease, poison, her chosen deity, he or she will suffer tremendous pangs of conscience and must
radiation, mental illness, aging, genetic factors or damage of any other types than check against (Willpower x 3 DMod) each day for 1D6 game days, or immediately
have been specifically noted above (e.g. pain, bloodloss, body damage and critical renounce all social status and sell all of her personal wealth to distribute the
damage). There is also one other, very important limitation to this collection of proceeds to the poor. (Needless to say, the Level V version of Healthblessing is
spells: for unknown reasons, it seems to be less effective on characters who have rarely resorted to by the upper classes, even during the worst plagues and
lived past their "prime" years, relative to the normal lifespan of a character of the epidemics.)
species in question. In game terms, this is manifested in as follows: each time the
Healing (but not the Harming) spell is used on a character whose Age Class (see The Level II version of this spell is species-specific and can only be used on
"Establishing a Character") is "Elderly" or older, he or she must pass a Saving characters of the same race/species as the spell caster. The Level III and higher
Throw at (Constitution x 5 DMod). versions can be used can be used on any character of the "Normal" and
"Uncommon" varieties.
•.......If the Saving Throw is passed (rolled under), the spell works normally.
•.......If the Saving Throw is failed by up to twenty (20) points, the spell fails and
is completely ineffective (the recipient is not healed).

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Healthblessing can be used only on peasants or those of low social class, and has 19.6.50. Hotbolt
a 75 per cent chance of failing instantly if used on someone from the middle or
upper classes. This chance is lessened to 30 per cent if the character in question This highly destructive spell creates an orange-red ray of heat energy similar to a
began his or her life as a peasant and was able to better his or her social laser beam, accompanied by a muted humming noise. The temperature of the
standing. The spell can only be attempted on a given character once per game Hotbolt is greater than 2000 degrees Celsius; anyone unlucky enough to be struck
month. by it suffers severe and possibly fatal burns, and if powered by enough magical
energy, the Hotbolt can melt holes in even tough materials such as metal or stone.
Usable By (Brotherhood/ Religion Owning): Clerics of Vìrya Fèftian-Ithé. The Hotbolt is a difficult spell to cast safely; a magic-user must pass an
Inexperienced Caster Hazard check or trigger its firing in a random direction (see
Level : II to V above). See "Directed-Energy Spell Characteristics" above for the Hotbolt's
Cost : 10 EP (Levels II to IV); 100 EP (Level V). physical attributes.

Time to Cast : One Melee Round. The Hotbolt travels in a straight line and discharges against the first solid object it
hits, so it is advisable to have one's own comrades step out of the way, prior to
Duration : The heightened Disease Resistance Bonus lasts 1D4 game weeks. launching this spell at an enemy. It cannot, however, be "reflected" as can some
other ray-type spells.
Range : Touch.
The spell has the following effects upon those unfortunate enough to be caught
Targeting Requirements : The affected character must be touched by a few drops within its effect area:
of Levyètha (holy water) of Vìrya Fèftian-Ithé.
• ......If a victim fails all of his or her required Saving Throws, he or she is
Saving Throw : (Applicable only to an unwilling character capable of resisting considered to have had a hole equal to the relative area of the Hotbolt at the
magic): (MRES - caster Experience Level) x 2 DMod. range in question, burned right through the side struck all the way to and
including the opposite body side. (If the Hotbolt covers enough area, this
Saving Throw Success Effect : The character's Disease Resistance Bonus
can result in the victim being literally "sawn in half"... time to call for Divine
remains as it previously was.
Intervention.)
19.6.49. Heatsafety • ......Inflammable items, for example a paper scroll, that are caught in the
This spell gives the caster, or any one other person he or she designates, discharge radius must pass a Saving Throw against (composition factor x 3
protection against heat and heat-based attacks, both normal and magical. The DMod) or catch fire. This includes any inflammable clothing worn by
spell does not, however, protect against certain types of heat-based attacks characters within the beam area, although because these may be sweat-
generated by powerful supernatural beings such as demons, demigods, etc.. soaked, the Referee should increase the DMod for this Saving Throw by
1D3.
Each ten Energy Points used in the spell will provide one level of protection
against heat-based attacks in the same way as would an Item of Heat Protection, • ......Non-inflammable items, for example a paper scroll, that are caught in the
with all the advantages normally associated with magical protections. For discharge radius must pass a Saving Throw against (composition factor x 2
example, a character protected by an instance of this spell cast at 50 EP DMod) or be burnt through and ruined by the Hotbolt.
expenditure, would suffer no damage if struck by a heat-based attack causing five Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
or fewer levels of damage. Fàani-Avàia.
The spell gives protection only against heat itself and not physical attacks made Level : VIII
by hot objects. For example, the Heatsafety spell would protect a caster against
the incendiary effects of the Fireball spell, but would not help against the latter's Cost : 50 EP per level of damage.
explosive effects. Under some conditions, however, Heatsafety may provide some
protection against even physical attacks if these are made by creatures whose Time to Cast : One Melee Round.
life-essence is that of elemental heat.
Duration : Instantaneous; the Hotbolt travels too fast for any creature to react to or
If used to provide protection from "normal" hot temperatures, for example in the dodge it.
desert or immersion in boiling water, this spell will reduce the recipient's apparent
Range : 10 metres per caster Experience Level.
temperature by 10 degrees Celsius per one level of protection, operative only in
temperatures of 25 degrees or more Celsius. Targeting Requirements : The spell caster must be able to see or otherwise sense
the location of the target.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Fàani-Avàia. Saving Throw : The Saving Throw against body damage is (MRES - caster
Experience Level) x 2 DMod; the Saving Throw against a critical hit is normally
Level : I
(Constitution of victim x 3 DMod).
Cost : 10 EP per person per level of protection.
Saving Throw Success Effect : A character who passes the Saving Throw against
Time to Cast : One Melee Round. body damage suffers half (0.50) of the damage that he or she would otherwise
suffer. A character who passes the Saving Throw against a critical hit does not
Duration : One hour x caster's Experience Level. suffer a critical hit.
Range : The target character must be touched by either the spell caster's hands or 19.6.51. Infravision
his or her staff.
This spell gives the caster, or any one other person upon whom the spell is
Targeting Requirements : Touch. bestowed, a limited ability to see the infrared, in other words heat, radiation that
living beings and certain types of objects emit naturally.
Saving Throw : Usually none; if required and an unwilling target capable of
resisting magic, Saving Throw is (MRES - caster Experience Level) x 5 DMod. The primary advantage of Infravision is that it is completely passive in operation.
An Infravision user does not need to use a light source, since the ability does not
Saving Throw Success Effect : Negates the spell; the intended target of the spell depend on reflected radiation and can work in pitch darkness. The ability is also
remains vulnerable to heat. highly effective in detecting even camouflaged or well-hidden beings, provided
that these emit even slightly more heat than the surrounding terrain. Under some
conditions, for example where a relatively "warm" being has recently (within
1D100 minutes) traveled through a relatively "cool" area, the ability user will be
able to see the target's footprints faintly glowing against the cold background. This
can make tracking a fugitive much easier.

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Conversely, Infravision has several drawbacks. The type of "vision" it confers is The Level IV and V spell versions give the caster limited telepathy with the
nowhere near as precise as is regular eyesight as used with reflected light; affected insects, and allow only such instructions as the latter have the native
instead, a character with this ability sees semi-indistinct shapes, with those intelligence to understand. For example, it would probably be permissible to say,
radiating the most heat looking much "brighter" than the background. This makes "Sting my enemy over there", but it would not be allowed to order, "Fly through the
precision actions, particularly combat or judging distances, difficult or error-prone topmost window in the castle and tell me if the king is dwelling there today". The
for a character able to "see" only with this ability; each time such an action is Level VI and VII spell versions allow the caster to confer 20 and 40 per cent
attempted, the character must pass a Saving Throw equal to (Vision x 4.5 DMod) respectively of his or her Intelligence upon the affected insects, allowing more
or stumble, run into a wall, misjudge the distance that has to be jumped, and so complicated instructions.
on. Items that normally emit little or no heat, for example the stone walls of an
Underworld corridor or certain undead creatures, are effectively "invisible" to a The charmed insects or arachnids will obey the spell caster's commands even at
character able to "see" only with Infravision, especially if the former do not move the risk of their own lives, but if ordered to do something suicidal, will be allowed
while in the Infravision-user's field of vision. A character's chance of detecting this an additional Saving Throw to resist the spell with a Difficulty Modifier of "3"; if this
type of "cold" item with Infravision is typically (Vision x 1 DMod). Saving Throw is successful, there is a 70 per cent probability the creature(s) will
turn on and attack the spell caster, if at all possible. Due to the limited intellect of
Infravision cannot be used in conjunction with other types of vision, particularly most normal types of insects and arachnids, the Saving Throw is normally granted
normal eyesight– if this is attempted, the jumble of images sent from the eyes to only where the insects' death would be obvious, for example "go fly into that
the brain overwhelm the character's ability to comprehend, and he or she is roaring fire over there". However, if a portion of the caster's intellect has been
essentially blind. A considerable amount of Referee discretion is required when bestowed on the affected creatures, their self-preservative reasoning will be
judging how accurate a character's eyesight is with this vision type. Typically, correspondingly more effective.
maximum detection and identification ranges when seeing with Infravision are
about half (0.5) of what would be the case with "normal" eyesight. The bites and stings of regular insects (for example a wasp) inflict 1/50th of a
damage point and 1/25th of a Pain point each per Melee Round, unless the victim
Use of this spell more than three times per game week on a given individual is is allergic to insect bites or the insect type happens to have a strong poison. In
likely to cause harmful effects to his or her eyes. such cases, a Saving Throw against poison would be required for each 20 to 50
[(1D4+1) x 10] stings or bites. A character capable of normal movement can
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood usually automatically kill 1D20 crawling, or 1D10 flying, regular-sized insects or
Chélé-Avàii. arachnids per Melee Round.
Level : III Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Fàanel-Féléòdji and clerics of Væran Hnélo-Tràniss.
Cost : 50 EP.
Level : IV to VII
Time to Cast : Three Melee Rounds; there is a delay of 1D10 minutes between
the time the spell is cast, and the time the ability manifests itself. Cost : 20 EP per creature level affected, plus 50 EP (Level IV) / 100 EP (Level V) /
150 EP (Level VI) / 200 EP (Level VII).
Duration : 10 game minutes x caster's Experience Level, plus an extra 1D100
minutes– the exact duration is known only by the Referee. Time to Cast : One Melee Round.
Range : The person upon whom the Infravision ability is to be conferred, must be Duration : One hour per caster Experience Level.
touched by the spell caster's hands or staff.
Range : Line of sight.
Targeting Requirements : Touch.
Targeting Requirements : The spell caster must be clearly visible to the insect or
Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 2 arachnid.
DMod.
Saving Throw : [(target's Intelligence) + (target's Willpower x 2) - (caster
Saving Throw Success Effect : Exempts the saving creature or object from being Experience Level x 3)] x 2 DMod
detected by Infravision; it is effectively invisible to someone able to see only with
this ability. Saving Throw Success Effect : If the target of the charm beats the Saving Throw
Success Threshold by "20" or more, it is completely unaffected and retains its
19.6.52. Insect-Beguilement original disposition towards the spell caster. If the Success Threshold is beaten by
"19" or less, the insect is still charmed, but regains control over itself
This spell allows the caster to exert a strong influence upon insects and arachnids automatically in 1D20 game minutes.
of animal- or lower- levels of intelligence. The spell does not work on plants,
insects with an intelligence greater than (roughly) that of a chimpanzee (for 19.6.53. Insubstantiality
example the Arfò) or creatures that are neither insects nor arachnids.
This rare spell causes a character's body and everything directly in contact with it,
The caster may affect a number of insects whose total Experience, or excluding the body of another character, to go "out of phase" with Telostic's
Power/Strength, levels do not exceed his or her own by more than "two". In other material plane. Insubstantiality is mostly of use as a defensive measure or as a
words, an Antratschèldor-haii whose own Experience Level was "8" could charm means to trespass through otherwise untraversable barriers, since a character or
one 10th-level insect, or one sixth-level and one fourth-level, or whatever. For object in this condition, although essentially invulnerable to physical harm, is
purposes of this calculation, the Referee should count ordinary-sized insects and completely unable to affect or damage solid objects.
arachnids as having one-hundredth of an Experience Level each; thus a relatively
large number of regular insects and arachnids can be affected. A character or item made "insubstantial" in this manner is still faintly visible,
having the equivalent of a 70 per cent transparency factor (see Invisibility spell
The Level IV version of this spell allows the caster to charm only insects or description). He or she is completely unaffected by solid matter, being able to
arachnids that happen, at the time, to be in his or her direct presence. The Level move through solid or liquid objects as easily as would a normal human through
V, VI and VII spell versions allow the caster to attract all insects or arachnids, up air; the character or object is also largely immune to the effects of both magical
to the maximum affectable number as noted above, within a radius of 20, 200 or and other energy, with some exceptions (see below). A character under the
2000 metres respectively. influence of this spell gives off a magical aura.
For the spell to be effective, the caster must be visible to the creature to be
affected for approximately one second. Large- or giant-sized insects are permitted
a Saving Throw, representing an ability to resist intellectual domination; normal-
sized insects are, however, not allowed a Saving Throw.

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An insubstantial character cannot attack anyone or anything except another If cast "reversed", the spell will inflict, rather than cure, Fatigue points upon a
insubstantial character or object, and may not cast or use magic which affects victim, who is allowed a Saving Throw to avoid the spell's effects. Disinvigouration
Telostic's material plane in any way. This includes the use of magical, psychic or can reduce a victim's Fatigue reserve to "zero", meaning that he or she must pass
religious magic powers as well as the use of magical weapons, armour or items. a Saving Throw each Melee Round equal to (Constitution + Willpower) x 1 DMod
Furthermore, durational spells or mental control cannot be maintained over the or fall unconscious. It cannot, however, reduce the victim's Fatigue reserve to
material plane by an insubstantial character. This means, in effect, that (for less than zero, nor can it cause him or her any other direct harm. The spell will
example) a creature "charmed" by a magic-user is freed from control the instant remove or inflict one (1) Fatigue point per 2 Energy Points expended. Any Fatigue
that the latter becomes insubstantial. An attack of almost any kind made on an so removed or inflicted becomes effective at the end of the Melee Round after the
insubstantial character, except if made by another insubstantial character, passes one in which the spell was cast.
right through him or her and impacts instead on the first solid target or object
behind the insubstantial character. Note that Insubstantiality does not negate or Invigouration can restore up to three-quarters (75 per cent of) a fatigued
retard the consequences of damage the character may have suffered prior to character's original Fatigue reserve score, per game day. If used past this point, it
using the spell. For example, a character who was diseased or poisoned at the counts as if it were reversed, e.g., it will cause 1 point of Fatigue per 2 EP
time that he or she became insubstantial would still suffer the ongoing effects of expended. Invigouration may also cause damage if it is used on any given
the disease or poison, while in the insubstantial state. creature more than ten (10) times per week (i.e. twice per day).

Under the Level VIII version of this spell, the insubstantial character may not move Note that several types of creatures, for example the undead, demons, demigods
at all; he or she must remain in the location occupied when the spell was first cast. and other similar entities, may be either partly or totally immune to
The Level IX version allows a character to move in any direction (including up or Disinvigouration.
down– the movement is purely magical in nature, and does not use the
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
character's normal motive powers) at up to one-half (0.5) of his or her normal
Fàanel-Féléòdji and clerics devoted to Væran Ro'sènnpâdr, Vìrya Tiryé-Habéla
maximum speed. The Level X and higher variants allow movement at up to the
and Væran Rssà-Urutàngk.
user's normal maximum speed.
Level : I
An insubstantial character may effortlessly drift through almost all types of solid
objects (for example a stone wall). The most significant exception to this is, most Cost : Minimum 2 EP plus additional according to the number of Fatigue points to
permanent structures used by magic-using groups, for example a temple or a be removed.
Sanctuary of the Antratschèldor-haii, are specially enchanted so as to prohibit
entry even by insubstantial objects. The effect on the caster's senses, when Time to Cast : One-half Melee Round.
traveling within a solid object, is the same as would be the case for a normal
human in a totally unlit room. He or she will have a vague sense of the direction of Duration : Permanent or until the recipient again uses Fatigue points.
travel and a better idea of how far he or she has gone, but will have very few other
Range : The target character must be touched by either the spell caster's hands or
points of reference upon which to draw for purposes of direction-finding.
his or her staff.
There is a danger associated with this type of travel, however. Using the Level IX
Targeting Requirements : Touch.
version of this spell, there is a one (1) per cent cumulative chance, per metre
traversed of substance whose composition factor is greater than 40, that the Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
Insubstantiality spell will wear off prematurely after a delay of 1D6 Melee Rounds. (MRES - caster Experience Level) x 3 DMod.
(For example, a character who traversed 6 metres of stone would have a 6 per
cent chance of premature spell termination.) A character who, for whatever Saving Throw Success Effect : Negates the spell; the intended target of the spell
reason, rematerializes within a solid object is instantly slain. The chance of remains at his or her previous Fatigue reserve total.
premature spell termination is one per cent per two (2) metres of high-composition
solid substance at the Level X variant of Insubstantiality and one per cent per four 19.6.55. Invisibility
(4) metres for versions of this spell higher than Level X.
This powerful and rare spell causes a character to become partly or wholly
This is one of Telostic's rarest and most powerful spells and it is rarely taught to transparent to radiation in the electromagnetic spectrum, in effect becoming
anyone other than a magic-user of the Gohlaa-Gozàan Brotherhood; the Referee "invisible" to opponents that do not have other means of detection. The spell
should be careful in ruling on how it is used, so as not to unbalance the game. affects both a character's body and everything directly in contact with it, excluding
the body of another character. It does not affect detectable attributes of a
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood character that do not have to do with electromagnetic radiation, for example
Gohlaa-Gozàan and clerics of Vìrya Nìa and Væran Ya-Epré. sound, smell or touch.

Level : VIII to XI Invisibility, even its partial variants, is highly effective in conditions of poor lighting
or dense underbrush but much less so in daylight, bright illumination or in low-
Cost : 250 EP to affect one human-sized character. contrast settings where a faint outline pattern might still be seen. A character
under the influence of this spell is considered to be enchanted and gives off a
Time to Cast : One game minute.
magical aura.
Duration : 20 + 1D20 minutes per casting or extension.
The degree of translucency afforded by the Level V version of this spell is thirty
Range : Touch. (30) per cent, increasing by ten (10) per cent per additional spell level; for
example, someone affected by the Level VIII variant would be approximately 60
Targeting Requirements : The character to be affected by the spell must be per cent transparent. The Level XI and higher versions of Invisibility also allow a
touched by either the caster's hand or staff. caster to cause a character to become more than 100 per cent transparent, at a
cost of 100 extra Energy Points per ten per cent additional effect. Someone
Saving Throw : Usually none; if an unwilling target capable of resisting magic, affected by such a spell is no more or less visible to someone with normal
(MRES - caster Experience Level) x 3 DMod. eyesight, than would be another character who was only 100 per cent invisible; the
Saving Throw Success Effect : Negates the spell; the target does not become main purpose of investing the extra EP is to reduce the effectiveness of
insubstantial. opponents with special abilities to detect invisible objects, as described below.

19.6.54. Invigouration / Disinvigouration

This is one of the most popular spells, as it removes Fatigue points from any one
character on whom it is cast. Invigouration is of considerable utility in Melee
Combat, and it is a frequently used enchantment on the field of battle for military
units. It does not stop bleeding or other problems that cause the automatic loss of
Fatigue points.

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An opponent's ability to detect the presence of a Cost : 100 EP to affect one human-sized character plus additional as above;
transparent or translucent character is inversely double cost to allow combat invisibility for Level VIII and higher spell versions. May
proportional to the latter's degree of be extended up to twice at half the original cost.
transparency. For example, the basic chance of
detecting a character who was 60 per cent Time to Cast : One game minute.
transparent, would be 40 per cent. A bonus of
Duration : 50 + 1D20 minutes per casting or extension.
five (5) per cent is added to the basic chance of
detection, for each two (2) points of the Range : Touch.
detecting character's Vision score above 13. A
character who is 100 or more per cent Targeting Requirements : The character to be affected by the spell must be
transparent is essentially undetectable to touched by either the caster's hand or staff.
someone whose Vision score is 13 or lower; the
same would be true of a character with a Vision Saving Throw : Usually none; if an unwilling target capable of resisting magic,
score of 17 who was attempting to detect (MRES - caster Experience Level) x 3 DMod.
another who was 110 per cent invisible [110 - (2 Saving Throw Success Effect : Negates the spell; the target does not become
x 5 for the four Vision points above 13) = 0 per transparent.
cent chance of detection]. These chances
assume that the onlooker is able to survey the 19.6.56. The Invisible Prod of Red Agony
surroundings of the transparent character with
reasonable care; if the onlooker is in a stressful This spell allows the caster to inflict upon any one visible, designated target, pain
situation such as in combat, there is a 30 per such as would be produced by being touched by an invisible red-hot iron rod. This
cent penalty applied to the final chance of is usually equal to 1D6 Pain points. The spell does not work against entities with
detection. An additional 30 per cent penalty very high levels of magic resistance such as demons, deities, etc., nor does it
applies to attempts to detect a transparent affect creatures normally unable to feel pain (e.g., the Mêm-Uhùryo and other
character in conditions of poor lighting or in "undead" beings). It also cannot be targeted against discrete body parts of a
heavy, high-contrast cover. An undetected victim, so it is unlikely that a victim will be blinded or otherwise crippled by it.
transparent character cannot be subjected to an
Aimed Strike (see Combat rules), and even a For the spell to be effective, the caster must concentrate against the target as if
regular strike attempt against such a defender is the latter were the target of a normal missile attack with a base 90 per cent
made at a per centage of the attacker's normal chance of striking. If a strike is scored, the victim of the spell is affected if he, she
Combat Factor inversely proportional to the character's degree of transparency, to or it fails a Saving Throw against magic, suffering the loss of one body damage
a minimum of 20 per cent (1/5) of the attacker's original Combat Factor. point plus 1D6 Pain points. The spell also has the side-effect of a high [99 per
cent minus (Willpower + Intelligence)] chance of the victim being startled or
A secondary advantage of being transparent is that the character gains a degree otherwise distracted from whatever he, she or it was doing. If this check is failed
of immunity to offensive spells that are based on photovoltaic energy, for example by a victim while in the middle of Melee Combat, he she or it loses the lesser of all
Sunbeam or Hotbolt. The amount of body damage done by such a spell is the Combat Tactic Cards available in the current Melee Round, or 2D4 Tactic
inversely proportional to the character's degree of transparency; if he or she is 100 Cards. There should also be a substantial chance of a Morale Check, if this spell
or more per cent invisible, the spell has no effect – but note that it would then strikes home against all but the most motivated enemies. The effective radius of
strike whatever happened to be behind the invisible character. The invisible the Invisible Prod of Red Agony is two metres per Experience Level of the caster.
character retains his or her normal eyesight and thus is still vulnerable to being It may be used once per Melee Round when in combat.
blinded by a Sunbeam or Flash spell, however.
The Level IV variant of the spell has the added property that the prod may
The Level V version of Invisibility affects only reflected light in the normally visible detonate combustible materials, if they are struck and fail a Saving Throw against
part of the electromagnetic spectrum. The Level VIII variant suppresses ultraviolet ignition. For example, it might be possible to detonate a flask of oil in the
reflections, while the Level X version also affects infra-red radiation. Versions of backpack of an enemy who falls victim to the spell. Note that the targeted item
this spell above Level X are effective against all forms of electromagnetic must be theoretically combustible; items such as rock, armour, etc., are immune
radiation. to this incendiary effect.

A character under the influence of the Level VII and lower versions of Invisibility Characters aligned with "good" deities, and those devoted to Gods such as Vìrya
has the spell instantly dispelled and negated whenever he or she: Fèftian-Ithé or Vìrya Nanyë, should be careful about the circumstances under
which they use this variant of the spell, as its misuse might be interpreted by the
•.......Launches an attack of any kind, regardless of its effectiveness. deity as torture or sadism.
•.......Attempts to cast a spell; Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
•.......Is subjected to an attack which causes damage of any sort, including pain Fàani-Avàia.
and bloodloss but excluding fatigue; or Level : III to IV
•.......Loses consciousness, including falling asleep normally. This restriction does Cost : 50 EP; can be used with double effect (2 body damage points and 2D6
not apply to the Level X or higher versions of the spell. Pain points) at a casting expenditure of 100 points. The EP requirements for the
Level IV version are 100 EP for basic and 200 EP for double effect.
Beginning with the Level VIII variant of Invisibility, the caster can give characters a
limited ability to keep it in effect even in combat, at a cost of double (2 x) the Time to Cast : One Melee Round.
normal number of Energy Points the spell would otherwise cost to cast. A
character who attacks, casts a spell or is damaged under the Level VIII version of Duration : The ability to use the prod lasts one Melee Round per caster
Invisibility has his or her transparency level drop by 50 points. For example, if he Experience Level.
or she had previously been 90 per cent transparent, he or she would now be only
40 per cent transparent. (Note that this penalty applies only once, when any of the Range : Line of sight within a radius equal to two metres x caster's Experience
above conditions are first met; the level of invisibility is not reduced each time they Level.
are again met.) Each level of Invisibility above VIII reduces this penalty by ten (10) Targeting Requirements : The caster must be able to see the target.
points; for example, an attacking character affected by the Level XI version of the
spell would lose only 20 per cent of his or her original transparency. Saving Throw : (MRES - caster Experience Level) x 4 DMod. The Saving Throw
against combustibility for a combustible object is usually equal to (its composition
The initial attack made by those under this spell is always counted as being by or armour protection factor, from 1 to 100) x 2 DMod.
surprise unless the victim is consciously looking for hidden characters.
Saving Throw Success Effect : If made by an animate target, negates the spell;
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood the unseen prod misses and has no effect. If made by a combustible material, the
Gohlaa-Gozàan. substance does not burst into flame.
Level : V to XIII

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19.6.57. Ironskin Upon casting the enchantment, the magic-user may specify that it is usable only
by a restricted subset of characters; for example, he or she could state "this power
This spell gives the recipient's skin an Armour Protection Value and composition can only be used by a character worshipping a Lord or Lady of the Khul-Tlassù",
factor equal to that of soft iron, usually in the 51 to 60 (50 + 1D10) point range. "this power can only be used by a warrior", and so on. Such strictures must be
The outward appearance, pliability and other features of the user's skin do not general in nature; it is impossible, for example, to specify that a power be usable
change; however, when struck by a blow, his or her regular armouring must first only by a particular character or characters.
be penetrated, and then a second check against the Armour Protection Table
must be made against the protective value of the spell user's skin. It affects only The Level VI to Level VIII versions of this spell can create only a temporary
normal, living creatures, and cannot be made to affect the undead, supernatural or enchantment; the Level IX and higher versions can create items that are
incorporeal entities. permanently enchanted. Needless to say, the latter variants are among the rarest
and most jealously guarded secret incantations known to the Antratschèldor-haii
Under the Level IV version of the spell, the beneficiary of the spell may not wear of Telostic.
any type of armour more durable than leather, or the spell is instantly negated.
Under the Level V variant of Ironskin, the user may use wooden armour; under the There are two sub-categories of permanently enchanted items:
Level VI variant, he or she may wear chain or scale mail armour. So far as is
known, no version of Ironskin allows the use of full plate armour; if such a spell • ....... those that are "charged"; that is, which have a finite number of charges, one
does exist, it would be one of the most prized secrets of the Osdez-Gozròl. of which is expended each time the item's power is used; when the charges
are all expended, the item's power can no longer be used (although, some
If a character using the Level IV version of this spell has his or her skin penetrated items may be rechargeable, so that one or more of the charges can be
by a successful strike, the level of protection afforded against successive strikes is restored by magical means); and
reduced by 40 points; for example, if the character's previous skin APV was 55, it
would be reduced to 15. (This penalty applies only the first time the character is • ....... those that are "uncharged"; that is, which may be used an unlimited number
struck and penetrated, not each time this happens; note that a strike that does of times, but which typically may only be used a finite number of times
only concussion damage would not trigger it.) The effect-loss penalty of higher- (usually once or 1D6 times) per day.
level variants of Ironskin goes down by 10 points per Level. For example, a
character using the Level VII version of this spell would lose only 10 points from The "uncharged" types of magic items are much rarer and more difficult and
his or her skin APV. There is no penalty at the Level VIII version of Ironskin. expensive to create than the "charged" variety.

The caster must touch the person to be affected by the spell; he or she emanates The Level of Itempowering that is needed to give a power of a given type to a
a magical aura while it is in effect. given item is exclusively and completely the province of Referee discretion. In
some cases, particularly where a magic-user wants to endow an item with an
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood unusual or previously unknown power, the exact Level of Itempowering will not be
Osdez-Gozròl and clerics of Væran H'òngg-Hélé. known exactly by the player and should not be revealed to him or her by the
Referee– all attempts to empower the item will simply fail, if conducted at too low
Level : IV to VIII a spell Level. The following guidelines may be used to give the Referee a general
idea of what types of powers may be bestowed at differing Levels of
Cost : 2 EP per one APV point bestowed; for example, a character whose skin Itempowering.
was given an equivalent APV of 51, would require 102 EP to be used in the spell
casting.
Power Category Spell Level Spell Level* if Spell Level if
Time to Cast : One Melee Round. if Permanent Permanent
Temporary Power Power
Duration : 30 game minutes plus 1D6 minutes per caster Experience Level. Power ("Charged**") ("Uncharged")
Range : Touch. Minor magic*** powers VI IX XIV
Low-power detection, VII X XV
Targeting Requirements : The character to be affected by the spell must be protection, transportation
touched by either the caster's hand or staff.
Medium-power detection, VIII XI XVI
Saving Throw : Usually none; if an unwilling target capable of resisting magic, protection, transportation
(MRES - caster Experience Level) x 3 DMod. Low-power offensive IX XII XVII
Saving Throw Success Effect : Negates the spell; the person's skin retains its Low-power conjuration X XIII XVIII
normal composition and protective qualities. Medium-power offensive XI XIV XIX
19.6.58. Itempowering Medium-power conjuration XII XV XX

This spell bestows enchantment on items that are ordinarily not enchanted and High-power detection, XV XVIII XXIII
which are not meant for use as weapons, projectiles or armour. Its effects are protection, transportation
highly variable and require a considerable amount of Referee judgment. The main High-power offensive XVI XIX XXIV
power of the spell is that it also bestows one (1) miscellaneous magic power, High-power conjuration XVII XX XXV
appropriate to the type of item. For example, if cast on a pair of boots, it might
bestow the power to walk on water or to jump additional distances. Ability to recharge other XVIII XXI XXVI
items
The Referee should be very careful not to allow attempts to use Itempowering so Rare, special, unusual or XX XXIII XXVIII
as to unbalance the game. In particular, it should not be possible for a greedy unique
magic-user to use this (or other) spell types to constantly produce enchanted
items for sale on the open market, for the very high prices that magic-endowed
items would normally bring. (The elders of the Brotherhood of the Enja-Osdeön, to
* Add two spell Levels if the item has charges but is rechargeable; for example, a
say nothing of the local guild and royal police, would view such a course of action
charged magic item that could normally be created at Level XII of Itempowering,
with considerable alarm and would attempt to stamp it out by any means
would require the Level XIV version of the spell if it was to be made capable of
necessary.) Another illegal use of this spell is to create an item, for example one
being recharged.
that can instantly re-charge other items to full capacity, with indirect powers that
are greatly more potent than its surface potential. If the type of power to be ** The default maximum number of charges in a charged magic item is 2D10+5
endowed is one with which the magic-user is completely unfamiliar (for example, a charges (rolled by the Referee at the time the item is first enchanted; the exact
pair of boots is given the ability to walk on water, but the caster has never seen or number of charges usually is known by the magic-user who created it); add one
had a good description of an item capable of doing this), a DMod penalty modifier spell Level for each additional 2D10 charges that the item is to have.
of 60 is assessed against the spell success/failure dice roll.
*** See the Weaponpowering spell description for how to judge the potency of
such powers, insofar as theoretical Energy Point expenditures are concerned.

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Each additional 10 per cent added to the original 30 per cent of the casting magic- 19.6.59. Jump / Stumble
user's EPR, for purposes of spell-like power potency calculation, adds one Level
to the level of Itempowering needed to enchant the item. The term "minor power", This spell allows its user to jump much farther than would normally be possible. If
as used in the above table, denotes a magical ability equal to a Level I or lower the spell is successfully cast, the caster, or any one person of equal or lesser size,
spell. The term "low-power" means magical abilities roughly equal to what a magic may jump to a maxiumum distance in metres equal to his or her Strength score,
spell of Levels II to VI would have; the term "medium-power" means an item with plus one metre for every Experience Level attained. This is calculated against the
Level VII to XI equivalent abilities, while the term "high-power" means an item with original Strength score and stays the same regardless of present Strength; thus
magical powers equivalent to a Level XII or higher spell. one cannot cast a Strength-enhancing spell on oneself and jump twice as far.
Note that the distance is also limited by the number of Energy Points the caster
There is a specific restriction built into this naming system: it is impossible to decides to use on the spell (see below).
permanently enchant an item with a power equivalent to, or higher than, the Level
of Itempowering required to enchant the item. For example, if (as per the above The reversed version of the spell, Stumble, is much less frequently encountered
table) an uncharged "high-power conjuration" type item requires Level XXV of or used; it causes a single enemy of approximately the same size and weight as
Itempowering, the highest spell-Level equivalent power that could be permanently the spell caster, whose normal means of locomotion is by feet, hooves or other
enchanted into the item would be equal to a Level XXIV spell. For purposes of conventional appendages, to be unable to travel at more than walking speed
calculation, the Referee should add any additional Level penalties for without constantly tripping, stumbling and falling. A character vicimized by this
rechargeability or additional charges, to the power's effective Level. For example, spell must pass a Saving Throw at (Agility x 2 DMod) for each five metres
an item with a Level VI-equivalent power that was capable of being recharged, travelled, each time he or she attempts to move faster than walking speed; a
would count as a Level VIII-equivalent power, for time and cost calculation failed Saving Throw indicates a "slip, trip and fall" and possible self-injury.
purposes.
The trajectory distance allowed to someone using the Jump spell is a vector; the
The time and material requirements for the permanent versions of this spell are maximum distance is measured both vertically and horizontally. The caster, upon
similar to those of Weaponpowering, except as detailed below: casting the spell, must decide how far he or she wishes to jump and then uses this
as the basis for the distance jumped– if this distance is misjudged there can be
•.......For item powers equivalent to spell Levels I to VI, each spell-Level unfortunate results. (For example, the spell user might jump short and fall, or jump
equivalent possessed by the item requires approximately twenty (20) hours long and, perhaps, run into a rockface).
of careful effort and material components costing 10D100 silver pieces, on
the part of the Antratschèldor-haii casting the Itempowering spell. For Upon touchdown, the spell user must pass a Saving Throw at (Agility x 9 DMod)
example, a magic-user creates a permanently enchanted item with a power or suffer body damage as if having fallen from a height of half the distance
equivalent to a Level V spell. The item will require a total of 100 (20 per jumped, as the result of a rough landing.
Level x 5 Levels) man-hours of effort and from 50 to 5000 silver pieces' cost.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the
These requirements increase to forty (40) hours of effort and 20D100 silver
Brotherhoods Zeiatez-Fèlek and Naha-Avàia.
pieces per Level for Level VII to XI equivalent powers, or sixty (60) hours of
effort and 40D100 silver pieces per Level, for Level XII or higher equivalent Level : III
powers. (A still higher premium, a king's ransom probably, should be
assessed by the Referee for items with really unusual or high-powered Cost : (Jump): 25 EP per 5 metres jumped. (Stumble): 25 EP per 3 Melee Rounds
features.) the victim is to be affected.

•.......The material components needed to permanently enchant special powers Time to Cast : One Melee Round.
into items are usually quite rare, and therefore may not be available at all in
the area in which the magic-user resides. For this reason, the Referee Duration : (Jump): One jump; usually, the caster will cover about 5 metres per
should be careful to set up a "shopping list" of rare or unusual components second. (Stumble): 3 Melee Rounds per 25 EP expended on the spell.
needed for permanent enchantment, particularly for higher-Level powers. By
Range : (Jump): The character to benefit by the spell must be touched by either
default, the per-month chance that a given component will be widely
the spell caster's hands or his or her staff. (Stumble): Anywhere within clear sight
available within a 20 km. radius of the caster's region of residence is 30 per
of the spell caster.
cent for an item with "low"-Level powers, 5 per cent for an item with
"medium"-Level powers and no more than 1 per cent for "high"-Level Targeting Requirements : (Jump): Touch. (Stumble): Line of sight.
powers. (Indeed, the need to travel afar to gain rare material components is
behind many adventures conducted in the Wilderness or in the Underworld.) Saving Throw : (Stumble): If an unwilling target capable of resisting magic, Saving
Throw is (MRES - caster Experience Level) x 4 DMod.
It is impossible, with this or any other known spell, to create a magic item that can
duplicate the functionality of the Itempowering spell; that is, no matter how hard Saving Throw Success Effect : (Stumble): Negates the spell; the intended target
that he or she might try, a greedy magic-user cannot create an item capable of of the spell may move at normal speed without chancing a stumble.
endlessly creating other magic items.
19.6.60. The Knowing Of Dispositions
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Enja-Osdeön and priests and priestesses of Vìrya Nìa, Vìrya Hé-Enriath or Væran This spell allows the caster to determine the moral alignment ("good", "neutral",
Ya-Epré. A religiously enchanted miscellaneous item may be created by any "evil" etc.) of most creatures within a certain radius. Note, however, that many
Temple– however, if the religion wishing to create it is not among the three listed types of creatures, in particular unintelligent animals, have no "moral alignment"
above, doing so requires the assistance of an Antratschèldor-haii of the as such and thus are unaffected by the Knowing of Dispositions spell. The
Brotherhood Enja-Osdeön. Knowing of Dispositions can sometimes be used as an effective detection spell,
as the caster will immediately become aware of the presence of morally oriented
Level : VI to XXVIII (there are higher levels of this spell, but they are a jealously creatures as they come into his or her proximity. This spell, or clerical variations of
kept secret of the Brotherhood of the Enja-Osdeön). it, is used by certain Temples as a means of determining faithfulness to the
general moral principles of their religion, and it is sometimes incorporated in
Cost : 100 EP x spell-equivalent power Level per discrete object affected. rituals of confession or graduation.
Time to Cast : Five game minutes x spell-equivalent power Level for temporary The Level II version of the spell adds a 50 per cent chance of determining the
enchantments; see above for permanent enchantments. exact degree of goodness, neutrality or evil inherent in the alignment of any one
man-sized creature within the affected area, and a 15 per cent chance of
Duration : The item remains under the influence of the enchantment for 2D4 game
determining that creature's current attitude (friendly, neutral or hostile) towards
hours, for a temporary enchantment; otherwise, until magically dispelled or
himself or herself. These chances increase by five per cent per Level of The
charges are exhausted.
Knowing of Dispositions; for example, someone with the Level IV version of the
Range : Touch. spell would have a 60 per cent chance of determining a character's exact
alignment and a 25 per cent chance of guessing the target's intent.
Targeting Requirements : The item to be affected must be touched by the spell
caster.

Saving Throw : None.

Saving Throw Success Effect : Not applicable (except as described under


Weaponpowering).

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The area of effect is a five-metre sphere for a caster of the first Experience Level, The Level III version of the Lesser Sinister Screen spell is non-mobile and is
increasing by five metres for each additional Experience Level. For the spell to be dispelled if the caster moves more than one metre distant from the spot that he or
effective the caster may not move at the instant it is cast, although he or she need she occupied when the spell was first cast. The Level IV version can be made
spend no more than five to ten seconds in stationary concentration. The spell will mobile, at the cost of double EP expenditure (each two EP cast equal one EP
not work through lead, very dense metals, certain kinds of vegetation or a worth of effect).
Permanent Confusion spell of equal or greater Energy Point expenditure when
compared to that of the Knowing of Dispositions spell. In addition, it will not work Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii.
where a creature possessing a Willpower requisite score greater than that of the
Level : III to IV
caster by "10" or more within the effect radius, is aware of the spell being cast and
wishes to hide its true alignment. Cost : Variable as above, 100 EP minimum; Level IV variant can be made mobile
at double EP cost.
The caster himself or herself will not emanate a magical aura, but the targets of
alignment inquiries will do so for 1D6 minutes. Time to Cast : One game minute.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Duration : Ten game minutes x caster Experience Level.
Mahkàilh.
Range : Affects everything within a 10 metre wide spherical radius centered on the
Level : I to VI spell caster's body.
Cost : 10 EP for each man-sized creature within the spell radius. Targeting Requirements : Not applicable; affects everything within the affected
radius.
Time to Cast : One Melee Round.
Saving Throw : Special as described above.
Duration : The ability to detect alignments lasts five seconds.
Saving Throw Success Effect : Not applicable.
Range : 5 metre sphere basic plus 5 metres per Experience Level of caster.
19.6.62. The Lesser Sinister Symbol
Targeting Requirements : Not applicable.
This spell creates a magical runic symbol which may be applied to any flat,
Saving Throw : [MRES + (Willpower x 4)] - (caster Level x 4) if an unwilling target;
relatively regular surface. It is, in effect, a trap; creatures who read, touch or pass
note that to resist, the target creature must have some degree of suspicion that
under the symbol, suffer a variety of unpleasant consequences. Unlike a regular
he, she or it is under surveillance, although the exact nature of the surveillance
trap, a symbol normally cannot be "disarmed" by conventional means, since it is
need not be known.
purely magical in effect.
Saving Throw Success Effect : Negates the spell; the caster is receives no
The spell will affect a number of victim Experience Levels no greater than five (5)
information on the moral alignment of the target, and if the Saving Throw's
times that of the spell caster; for example, a symbol created by a sixth-level
Success Threshold is exceeded by "10" or more, a false report regarding the
Antratschèldor-haii could affect up to thirty (30) levels of creatures. Prior to being
target's alignment is returned to the caster.
affected, a being targeted by this spell may attempt a Saving Throw equal to
19.6.61. The Lesser Sinister Screen [(MRES + Willpower score) - (caster Experience Level)] x 1.5 DMod. The Lesser
Sinister Symbol can have any one of the following effects:
This is a protective spell which reduces or eliminates the chance of a character
being affected or harmed by magic or magical, or energy-based, attacks. It • ......Fear : Failure to make the required Saving Throw causes a victim to fall into
protects all creatures within its effect radius from attacks that originate from an irrational, panic-stricken fear of the symbol and the area immediately
outside the effect radius, but has no effect on spells or other magical attacks that surrounding it. The victim will rapidly run away from the area of the symbol,
originate from inside the protected area. and there is a 25 per cent chance that he or she will drop something if it is
being carried. This effect lasts 1D6 game hours.
The Lesser Sinister Screen imposes a chance that any magical attack directed
against anyone or anything inside its radius, will "fizzle" and be dispelled, • ......Despair : Failure to make the required Saving Throw causes a victim to fall
disappearing without any effect. This is simulated by the spell caster having to into a deep, morbid fit of clinical depression, becoming listless and unwilling
pass a Saving Throw, when attacked in the protected area; if the Saving Throw is to move or act. A character in this state who is firmly ordered to surrender,
passed, the attacking spell is nullified. The formula used to determine the turn back, hand over his or her money, etc., has an 85 per cent chance of
Success Threshold is as follows: doing so. This effect lasts 1D4 game hours.

[(Number of EP used in Lesser Sinister Screen spell) minus (Number of EP


• ......Fatigue : Failure to make the required Saving Throw causes a victim to
become totally exhausted, as if he or she had gone without sleep for two to
used by attacking spell or (Level of attack x 10), whichever is higher)] x 1
three days. The victim's Fatigue Reserve is reduced to 1D3 Fatigue points.
DMod.
This effect lasts until the victim regains the lost Fatigue in the normal
manner.
For example, a caster uses 120 EP to cast the Lesser Sinister Screen spell, and
then is attacked by a hostile third-level spell cast at an expenditure of 70 EP. In • ......Pain : Failure to make the required Saving Throw instantly inflicts 3D6 Pain
this case, the 70 EP is greater than ( level of attacking spell x 10 ) (which would points upon the victim; note the possibility of "passing out" due to pain (see
be "30"), so it is used in the calculation; the final Success Threshold is thus "50" Willpower score description). This effect lasts 1D3 game hours or until the
(120 minus 70). pain is otherwise healed.
The Lesser Sinister Screen has no effect on a spell, for example a Fireball, which • ......Distrust : Failure to make the required Saving Throw inflicts the paranoia
might detonate outside the Sinister Screen's radius, but which might affect the and megalomania insanity types on a victim (see Mental Disorder
area theoretically protected by the Screen. It also has no effect on physical or descriptions). He or she becomes completely obsessed that someone in his
missile attacks, regardless of from where they originate. Referee discretion is or her party is "out to get him/her". There is a basic 50 per cent chance that
called for, in deciding exactly which types of attacks can be nullified by this spell. a character affected in this way will disobey an order or suggestion directed
In general, attacks that are based primarily on magical or other energies (for in his or her way, if it comes from a character that the victim suspects may
example the Mind Shock, Sunbeam or Thunderbolt spells, a "charm" spell or the be "one of them". This effect lasts for 1D8 game hours.
gaze weapons possessed by certain creatures) are affected by the Lesser Sinister
Screen. Spells or attacks that magically cause the manifestation of a physical The Lesser Sinister Symbol can be made harmless by application of one of
force (for example the Sonic Blast spell), or spells specifically designed to dispel several types of anti-magical enchantments, particularly the Negation of Sinister
magic (for example the Negation of Sinister Energies), are not affected by the Energies spell. Some types of creatures, for example the undead, creatures
Lesser Sinister Screen. composed purely of magical energy and major demons, are immune to this spell.

In some cases, the Lesser Sinister Screen will also protect against the physical Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii.
intrusion into the protected area of creatures whose life-essence is exclusively
magic- or energy- based; it is again up to the Referee to decide which entities can Level : VI
be affected in this way. If an applicable creature attempts to enter the protected Cost : 300 EP.
area and the spell caster passes the Success Threshold for the spell to come into
effect, the intruding creature is immediately disintegrated and it disappears. Time to Cast : One-half game hour.

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Duration : The ability to inscribe the symbol remains available to the magic-user Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
for five game minutes; once inscribed, it remains until dispelled or triggered. (MRES - caster Experience Level) x 1 DMod.
Durations of triggered effects are noted above.
Saving Throw Success Effect : Negates the spell; the intended target of the spell
Range : Special; effect radius (see below) is two metres per caster Experience remains at its original Experience Level(s).
Level.
19.6.64. Lifefinding
Targeting Requirements : Special; the Lesser Sinister Symbol always affects the
person who triggers it, and also affects all others up to the above noted level limit This spell allows a caster to detect the presence, and in some cases the type of,
within a radius of two metres per caster Experience Level. life within a radius of two metres for every Experience Level he or she has
attained. The spell will penetrate almost all materials except those upon which
Saving Throw : [(MRES + Willpower) - (caster Experience Level)] x 1.5 DMod. very powerful enchantments, such as Permanent Confusion or Secretion spells of
500 EP or greater casting expenditure, have been placed. The spell will
Saving Throw Success Effect : Negates the spell; the intended target of the spell telepathically inform the caster of the approximate number of life-presences within
is not affected by it. the area. It will also usually detect the undead and will indicate whether any
presences detected are truly alive or are simply "animated".
19.6.63. Levelrestoring / Levelstealing
If the caster wishes more information about a living entity that has been detected,
This rare and powerful spell is normally used to restore "life energy", e.g.
the Referee will checks against a Success Threshold using the caster's Psychic
Experience, levels to characters who have somehow lost the latter, usually by the
Ability score x 1 DMod as the per cent chance of disclosure. If the Success
sinister powers of various types of parasitic creatures or the dread Mêm-Uhùryo
Threshold is met, the Referee will inform the caster of the type and relative
(the undead). Alternatively, if cast in reversed mode, it can drain life energy levels
Experience or power Level of the presence, as well as what it is doing at the
from a victim, killing the victim if his or her primary occupation Experience Level is
present time. This process can be used but once per spell casting, and cannot be
reduced to lower than "zero". The spell works on all types of intelligent creatures,
used more than three times on the same presence.
with the exception of the undead, automatons and most types of demons or other
supernatural creatures. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Kybàhri-Fèleor and clerics of Vìrya Fèftian-Ithé, Vìrya Karènn-R'Làché, Væran Za-
The Levelrestoring spell restores one lost life energy level to each occupational
R'hàak and Vìrya Nanyë.
category Experience Level a character originally possessed. For example, a
character has a primary Experience Level as a warrior of V, a secondary level as Level : I
a priest of III and a tertiary level as a thief of II and has lost two energy levels as a
result of an attack by the Mêm-Uhùryo. One application of the Levelrestoring spell Cost : 100 EP to cast; 50 EP to extend detection ability for one hour if the spell is
would bring his or her warrior/primary Experience Level to IV, his or her already in use.
priest/secondary level up to II and his or her thief/tertiary level up to I.
Time to Cast : One minute.
The Levelrestoring spell imposes a considerable psychic drain on the caster. To
simulate this, a character who successfully casts the Levelrestoring version of the Duration : One hour.
spell has his or her Psychic Ability score immediately reduced to 1D8 points,
Range : Two (2) metres x caster's Experience Level.
whatever it was previously. If allowed complete, undisturbed rest, the caster
regains Psychic Ability points at a rate of one (1) per day, until his or her previous Targeting Requirements : None, other than the target(s) must not be protected by
Psychic Ability score is reached. If the spell caster's rest is disturbed, he or she anti-detection enchantments.
must pass a Saving Throw equal to (current Constitution x 4 DMod); if the Saving
Throw is failed, the spell caster permanently forfeits the Psychic Ability point that Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
he or she would have regained for the current day. (MRES - caster Experience Level) x 2 DMod; note that this requires the resisting
creature to be aware of and on its guard against detection; resistance is
The Levelstealing version of this spell permanently drains one life energy level impossible while sleeping.
from each occupational category Experience Level a character originally
possessed. For example, in the case of the character described above, one Saving Throw Success Effect : Negates the spell; the intended target of the spell
application of the Levelstealing spell would drop his or her warrior/primary remains undetected.
Experience Level to IV, his or her priest/secondary level to II and his or her
thief/tertiary level down to I. A victim whose primary occupation Experience Level 19.6.65. Lifegiving / Lifestealing
is reduced to below "zero" must pass a Saving Throw equal to (current
This is one of the rarest and most sought-after spells, because it can not only
Constitution x 3 DMod) each game minute; failing this Saving Throw means the
remove damage points from an injured character, but can cure critical damage
victim dies immediately. There are rumours of a version of this spell that can drain
inflicted anywhere on the affected character's body and can actually restore life to
ten or more energy levels from a victim, destroying his or her soul in the process;
a recently slain character. Alternatively, if cast "reversed", it can slay a victim
may mighty Za-R'hàak forfend! Regardless of how the spell is cast, for Experience
outright.
purposes, assume that the victim's new Experience point total in each occupation
is exactly what would be required to reach the adjusted level, plus one point. The Lifegiving spell allows the healing only of beings of roughly the same somatic
(body) form as the spell caster (see under the Healing spell description for how
Levelrestoring can be used on a given creature no more than once per game
this is judged). The reversed version of this spell, Lifestealing, is, however, not
year; if attempted on a more frequent basis, there is a 40 per cent chance each
limited to any particular species, but both varieties are completely ineffective if
time it is cast, that it will work as a Levelstealing spell instead.
used on the undead, automatons or creatures composed entirely of magic or other
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood energy.
Fàanel-Féléòdji may use either version of the spell. Priests and priestesses of
The Lifegiving spell can regenerate almost any injured body part; however, if the
Væran Za-R'hàak may use Levelrestoring (only). Clerics of Vìrya Hé-Enriath and
part of the victim's body to be regenerated has been severely damaged, for
The Nameless One may use only the reversed version of the spell, Levelstealing.
example by fire, there is a chance equal to half the proportion of the body that has
Level : XI been destroyed, that the spell will fail outright. For example, if 50 per cent of a
victim's body has been destroyed, there is a 25 per cent chance that the Lifegiving
Cost : 250 EP. spell will be completely ineffective. If used to restore life, the Lifegiving spell is
effective only on characters whose bodies are 50 per cent or more intact, and who
Time to Cast : Levelrestoring : One game hour; Levelstealing : Two Melee have been dead no more than one (1) day, per caster Experience Level. For
Rounds. example, a tenth-level spell caster could revive characters who have been dead
up to ten days. Note that a character who is raised from the dead still suffers
Duration : Permanent or until the recipient's Experience Level again changes.
certain lasting after-effects (see Constitution score description).
Range : The target character must be touched by either the spell caster's hands or
his or her staff.

Targeting Requirements : Touch (a successful penetration check against the


victim's armour is required, or the spell is ineffective).

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The spell will remove or inflict one (1) damage point per 20 Energy Points Cost : Minimum 20 EP plus additional according to the number of damage points
expended. Any damage so removed or inflicted becomes effective immediately; to be caused. If used with the ability to slay a victim, there is an additional cost of
critical damage requires 1D6 game minutes to be completely healed, with the 200 EP.
exception of a regenerated limb or member, which requires 1D6 game hours to
become fully functional. It will also remove one (1) point of bleeding, and one (1) Time to Cast : Three Melee Rounds.
point of pain, per 20 EP expended. The reversed (Lifestealing) version of the spell
Duration : Permanent or until the recipient is healed.
does not, however, inflict bleeding or pain, other than whatever bleeding and/or
pain may be caused by any critical damage it happens to inflict. Lifegiving can Range : The target character must be touched by either the spell caster's hands or
remove all of the injured creature's original body damage reserve score, per game his or her staff.
day. It may cause damage if it is used on any given creature more than once per
year. Targeting Requirements : Touch. Note that armour gives absolutely no protection
against this spell.
If cast "reversed" as Lifestealing, the spell will inflict, rather than cure, damage
points upon whomever it is cast, and it has a 50 per cent chance of causing a Saving Throw : (MRES - caster Experience Level) x 1 DMod. Note that a single
critical hit wherever the strike has been scored. It can cause a critical hit that Saving Throw is made against both the damage, and critical hit, possibility, but a
causes a hand, foot, arm or leg to be severed (but not a hit that severs the neck, second Saving Throw as described above is made to avoid being slain.
head, thorax or abdomen), and it can cause a fatal critical hit to an essential
organ. Additionally, the victim must pass a Saving Throw equal to (Constitution Saving Throw Success Effect : Negates the spell; the intended target of the spell
score x 3 DMod); failing this Saving Throw means the victim dies immediately! remains undamaged.

This spell is very psychically draining to the caster. To simulate this, a character 19.6.67. Lightmaking
who successfully casts the Lifegiving version of the spell has his or her
This spell causes whatever the caster's finger or staff touches, to glow
Constitution score immediately reduced to 1D6 points, whatever it was previously.
temporarily. The type of light produced emits no heat; its appearance is similar to
If allowed complete, undisturbed rest, the caster regains Constitution points at a
that made by a firefly or phosphorescent light bulb. The best way to employ the
rate of one per day, until his or her previous Constitution score is reached. If the
Lightmaking spell is to cast it on an object (for example the wick of a lantern) that
spell caster's rest is disturbed, he or she must pass a Saving Throw equal to
has been designed for use as a directional lighting device; otherwise, especially if
(current Constitution x 4 DMod); if the Saving Throw is failed, the spell caster
a high-powered version of the spell is used, the light produced may be so bright as
permanently forfeits the Constitution point that he or she would have regained for
to inconvenience those around it.
the current day.
The Level I version of this spell creates a light with an intensity sufficient to
Note that some creatures whose life-essence does not require a fully functioning
illuminate to a distance of 20 metres, and to be seen at 100 metres. Each
body, in particular the undead, are either immune to the critical hit or death-check
additional spell level adds 20 metres to the illumination distance and 100 metres
part of the spell, or suffer no appreciable damage from it.
to the distance at which the light is visible; for example, an object affected with the
Usable By (Brotherhood/ Religion Owning): Priests and priestesses of Vìrya Level IV version of this spell would illuminate to 80 metres and would be visible at
Nanyë, Vìrya Fèftian-Ithé, Vìrya Karènn-R'Làché and Væran Za-R'hàak may use 400 metres distance. (The estimate given of the distance at which the light is
Lifegiving (only). Conversely, clerics of Vìrya Hé-Enriath, Væran H'òngg-Hélé, evil visible is based on the assumption that the onlooking creature has approximately
B'àbb-B'bògg and The Nameless One may use only the reversed version of the human-standard night vision; certain types of nocturnal creatures with highly light-
spell, Lifestealing. sensitive night vision may be able to see the light at significantly greater
distances.) The object may be cut or broken into smaller, light-emitting objects,
Level : XII but each break reduces intensity by one-half (50 per cent). For example, a rope
cut in this manner into four equal length pieces would illuminate to 10 metres, if
Cost : Minimum 20 EP plus additional according to the number of damage points affected by the Level II version of the Lightmaking spell.
to be removed. If used to restore life, there is an additional cost of 100 EP x
beneficiary Experience Level. If used as Lifestealing with the ability to slay a The spell cannot be rescinded once cast until its time limits run out, so if it is to be
victim, there is an additional cost of 200 EP. extinguished the object must be discarded or hidden in some way.

Time to Cast : Lifegiving (without restoring life) : Ten game minutes; Lifegiving Lightmaking cannot ordinarily be used as a weapon; an unwilling target is allowed
(used to restore life) : Six game hours; Lifestealing : Three Melee Rounds. a Saving Throw to avoid its effects. However, the light produced by the Level IV
and higher versions of the spell is strong enough to force many types of creatures
Duration : Permanent or until the recipient is again damaged or healed. of dark essence (for example the undead) to pass a Morale Check to remain in its
immediate vicinity.
Range : The target character must be touched by either the spell caster's hands or
his or her staff. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Chélé-Avàii and clerics of Væran Ro'sènnpâdr, Væran Za-R'hàak and Vìrya
Targeting Requirements : Touch. Note that armour gives absolutely no protection
Nanyë.
against the reversed version of this spell.
Level : I to VI
Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is
(MRES - caster Experience Level) x 1 DMod. Note that a single Saving Throw is Cost : 20 EP for versions of the spell of Level III or lower; 40 EP for versions of
made against both the damage, and critical hit, possibility, but a second Saving Level IV or higher.
Throw as described above is made to avoid being slain.
Time to Cast : One Melee Round.
Saving Throw Success Effect : Negates the spell; the intended target of the spell
remains unhealed or undamaged. Duration : The ability to designate an object to be affected lasts two Melee
Rounds; affected objects continue to glow for one hour x caster Experience Level.
19.6.66. Lifestealing
Range : The item to be made to glow must be touched by the spell caster's hands
This spell is identical to the Fàanel-Féléòdji spell Lifegiving / Lifestealing, except or staff.
that the caster may only use the reversed, harm-causing version of the spell. Its
other characteristics are the same as for the Fàanel-Féléòdji spell, except that the Targeting Requirements : Touch.
Level of the Gohlaa-Gozàan version of the spell is two levels lower than what
would be required under the Fàanel-Féléòdji spell version. In other words, the Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 5
effects of the Level X Gohlaa-Gozàan Lifestealing spell are equivalent to those of DMod.
the Level XII Fàanel-Féléòdji Lifegiving / Lifestealing spell. Saving Throw Success Effect : Negates the spell; the item does not glow or light
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood up.
Gohlaa-Gozàan.

Level : X

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19.6.68. Liquidtaming 19.6.69. Location and Secretion

This spell neutralizes the dangerous effects of various liquids, in particular poisons This spell allows the caster to determine the spatial coordinates of any designated
or harmful potions. The number of Energy Points required for the assured object, relative to the caster's Experience Level and characteristics of the object. If
complete functioning of this spell varies according to the liquid in question and the cast in reversed mode, it applies an enchantment to the object in question that
amount that is to be neutralized, and precise judgment of this often requires the inhibits or prevents other users of Location and Secretion from successfully
assistance of an alchemist for complete certainty of success. However, the locating the object upon which the secretion spell is cast. The spell will work on
following expenditures per 100 cubic centimeters of liquid can be used as a one discrete object only, or group of physically linked objects, for example a
general rule: necklace, at a time. Only encasing an object in lead at least one metre thick, or
certain types of enchantment, will prevent this spell giving the requested
Liquid Type Affected EP Requirement information if it is successfully applied.
Liquid infected with ordinary disease 10 The range of the spell is 10 kilometres for every Experience Level up to "ten" (10)
Liquid infected with rare disease 20 and 100 kilometres for each Experience Level past ten. The spell will always tell
where in space an object is and will describe the object's surroundings at a rate of
Normal poison (intensity I to IX) 25
10 centimeters diameter from the centre of the object, per Experience Level of the
Deadly poison (intensity of X or higher) 100 caster. The Level III and IV versions of the spell will also describe the object's
Ordinary potion 50 condition. If the object no longer exists the spell will give its last intact position.
Special potion 150 If cast in reversed mode, the spell forces anyone attempting to magically locate
Low-strength corrosive 30 the object to pass a percentage dice check. This applies not only to those using
the Location spell, but also to other forms of magical location, for example
High-strength corrosive 60 religious magic. The Success Threshold is equal to 100 - [(caster's Experience
Other liquids 20 to 200 Level - Experience Level of person attempting to locate the object) x 10] - (1 for
each 2 EP expended to hide the object).

The chance of partial neutralization is determined by the Referee by a percentage There is also a penalty of 10 x any negative difference between the level of the
dice check, using the following formula: 100 - (1 per each EP required to Secretion spell and the level of the Location spell attempting to penetrate the
neutralize the liquid that is not expended). If this check is failed, the Referee former; for example, an attempt to penetrate a Level IV Secretion spell with a
performs a second check to determine the degree of partial neutralization. For Level II Location spell would incur a dice roll penalty of "20" (2 minus 4 times 10).
example, a caster attempts to neutralize 200 cubic centimeters of an ordinary For example, if a caster of the sixth Experience Level used 100 EP to hide an
potion, but expends only 50 EP (half of the total required for a 100 per cent object, and then a caster of the seventh Experience Level attempted to find it
chance of neutralization) in casting the Liquidtaming spell. The chance of partial magically, the Success Threshold for the search to be effective would be "60"
neutralization is thus "50" (100 basic minus 50 for the 50 unspent, but required, (100 basic plus 10 for the difference in Experience Levels minus 50 for the Energy
EP). This check is failed, so the Referee rolls percentage dice again, obtaining a Point expenditure). If more than one magic-user is involved in attempts to locate
"44": thus, the liquid retains 44 per cent of its original potency. or secrete an object, use the average of the Experience Levels available to each
"side" to determine the Success Threshold.
In certain cases, particularly with the aid of an expert alchemist, the liquid may
retain a portion of its useful properties, while its hazardous effects are greatly The Level II and III versions of the spell require the caster to know of, and be able
reduced or eliminated. A considerable degree of Referee discretion is required in to describe, the object before the spell is cast. For example, he or she cannot
these cases. Usually, the only way to know that the incantation has worked is to state, "where is the nearest apple tree"; it would be necessary to name a specific
try using the liquid, with predictably unfortunate consequences if this assumption apple tree previously known to the caster as the object of the spell. The Level IV
turns out to be untrue. Liquids whose effects are only partially neutralized will act version of the spell will locate any object up to the spell's normal maximum range.
in a proportionally reduced fashion. A fully neutralized liquid will normally behave A given caster may use this spell on any given object a number of times equal to
as would pure water and will change colour; usually, the new colour will be lighter his or her Experience Level times 1D6 (the result of the check being kept secret
than the old. by the Referee); after this allowance is exhausted, that object becomes immune to
This spell is unlikely to work on Levyètha (Holy Water) without a greatly increased further location or secretion attempts by that caster.
expenditure of Energy Points, and it works only on substances that are normally in Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
a liquid state at room temperature. It can also be used only once on a given mass Zeiatez-Fèlek and clerics of Vìrya Nìa.
of liquid.
Level : II to IV
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Osda-Osdéam. Cost : 20 EP for location; variable for secretion as above.
Level : III Time to Cast : One minute.
Cost : 10 to 200 EP as described above per 100 cc. of liquid to be affected. Duration : Permanent.
Time to Cast : Two game minutes for each 100 EP, or fractional portion of 100 Range : For Location, variable as described above (10/100 kilometres per
EP, used to cast the spell. For example, it would take four minutes to cast the Experience Level of the caster); for Secretion, requires touch.
spell at an energy expenditure of 150 EP.
Targeting Requirements : None, other than the target must be a known object.
Duration : Permanent in most cases, but if the neutralization is 25 per cent or less
the liquid will regain its potency after 2D6 hours. Saving Throw : If an unwilling target capable of resisting magic, (MRES - caster
Experience Level) x 10 DMod.
Range : Touch.
Saving Throw Success Effect : For location, the object or person remains
Targeting Requirements : The liquid to be affected by the spell must be touched unknown to the spell caster; if the Success Threshold is failed by "30" or more a
by either the caster's hand or staff. false location will be conveyed to the spell caster; for secretion, the object appears
to be magically hidden, but in fact remains in its normal unhidden state.
Saving Throw : None.
19.6.70. Lockdebarring
Saving Throw Success Effect : Not applicable.
This spell significantly increases the spell caster's chances of "picking" a lock and
forcing it to open without the proper key or combination, whether or not he or she
has any special lock picking abilities. The spell will open simple locks, in other
words those whose Complexity Level is V or less, automatically. For other lock
types, each 20 EP expended on the spell gives the caster a favourable skill
multiplier of ".25", for purposes of lock picking. For example, all other things being
equal, at an expenditure of 60 EP, the caster would multiply his or her basic
Success Threshold by "1.75" to get the final chance of lock picking.

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The Level II version of the spell cannot be conferred on others; one cannot cast Cost : 25 EP per 5 metres in the open, 50 EP per 5 metres underground in earth
this version of Lockdebarring on a thief and thus give him or her a magically or "soft" rock or 75 EP per 5 metres in hard rock (e.g. granite).
heightened chance of using lock picking skills. The Level III version can be used
on a thief character, but only at half effectiveness (e.g., each 20 EP gives a Time to Cast : One minute.
modifier of only ".125"); the Level IV variant operates on all characters at full
Duration : The ability to detect lasts one hour x caster Experience Level.
effectiveness.
Range : As per EP expended above.
The lock must be touched for the spell to work. The Lockdebarring spell normally
takes 1D6 minutes to take full effect, but the caster can make it operative Targeting Requirements : The metal detected must be within the search radius.
immediately by expending twice the usual number of Energy Points.
Saving Throw : Usually none; if used to detect "worked" metal that might possibly
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood resist magic (for example a religious idol), Saving Throw is (MRES - caster
Félékan-Gozchàal and clerics of Væran H'òngg-Hélé. Experience Level) x 10 DMod.
Level : II to IV Saving Throw Success Effect : The metal remains undetected.
Cost : 20 EP minimum plus extra as above. 19.6.72. Magic Spring
Time to Cast : One game minute per 20 EP used in the spell casting energy This spell creates a source from which various types of liquids will magically
expenditure. appear, as if from a "spring from nowhere". The spell is primarily meant for use to
provide fresh water for a party in need of it, for example in the desert or if
Duration : The ability to affect a lock lasts one game minute x caster Experience
shipwrecked on the high seas.
Level.
The spot from which the liquid issues is designated by a turquoise beam of light
Range : Touch.
springing from the caster's index finger, to a maximum distance of 5 metres per
Targeting Requirements : The caster must handle the lock in the same way as he Experience Level of the caster. The Magic Spring spell cannot be used as a
or she would, if attempting a normal attempt to pick it. weapon; if the spell caster attempts to designate an area on a living or animate as
being as the source of the liquid, there is a basic 70 per cent chance the spell will
Saving Throw : Usually none. fail outright, and then the putative victim is allowed a Saving Throw. The first
object or area touched by the beam will immediately begin to issue liquids, the
Saving Throw Success Effect : Not applicable. exact types of which will be determined as follows:
19.6.71. Lodeseeking
Dice Roll Type of Liquid Created
This spell allows the caster to detect concentrations of various types of metals, 01 1D6 randomly determined poisons
according to the number of Energy Points expended. It is frequently used by
miners as a means of finding new veins of ore; a character able to use this spell 02-05 Water contaminated by 1D6 randomly determined diseases
has a good chance of being hired for this purpose by the local aristocracy. 06-10 Other liquids (cleaning fluids, etc.)

The Level I Lodeseeking spell is meant for use in detecting lodes of "native" 11-94 Pure water
(unworked) metal ores, and it thus has only a 1 per cent chance x caster 96-98 1D6 common types of magical potion ingredients
Experience Level of detecting finished metals such as would be found in a
99-100 1D4 common types of magical potions
treasure hoard. The Level II variant of the spell can detect "worked" quantities of
tin; the Level III version can detect copper, and so on (see below). 101-103 1D2 uncommon types of magical potions
104+ One rare potion type
The minimum amount of metal or ore needed to enable functionality of the
Lodeseeking spell is variable according to Referee discretion, but may by default
be equal to one kilogram or more in aggregate weight. There are two
The caster, by expending 50 extra Energy Points, may influence the outcome of
determinants of the required EP expenditure: the type of metal being searched for,
the above dice check, plus or minus, by 1D6 points. If the caster is sick or
and the desired detection radius. The minimum Energy Point expenditures for
poisoned when he or she casts the spell, there is a subtraction of "10" applied
different types of metal are as follows:
against the dice check. Note that even if something unusual, for example a poison
or potion, does happen to flow from the Magic Spring, this does not mean it will
Metal Type Level of Lodeseeking to EP Needed for
necessarily be recognized as such: a check should be made against the caster's
detect "worked" metal Spell
Intelligence score to see if he or she has realized the significance of the liquid's
Tin II 10 appearance, odour, viscosity, etc..
Copper III 20 This spell is was originally invented for wilderness survival purposes, and its
Lead IV 30 repeated use by greedy Antratschèldor-haii to cheaply create potions or poisons is
Iron V 50 discouraged by the Temple of Væran Hadda-Làtonn and the Brotherhood of the
Osda-Osdéam. The Referee should be on his or her guard against a player who
Nickel VI 60 tries to generate rare liquid types by casting the spell over and over again; in such
Silver VII 75 cases, a check should be made against the "Frustration Factor" (see rules
pertaining to the Willpower characteristic score).
Gold VIII 100
Gùhadàr IX 200 Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Osda-Osdéam and clerics of Væran Hadda-Làtonn.
Rare metals X 300
Other Metals II to X 25 to 300 Level : III
depending on type
Cost : 10 EP per 100 cubic centimeters of fluid issuing at 100 cubic centimeters
per second.
This EP requirement is added to the search radius requirement (see below). Time to Cast : Five game minutes.
If successful, the spell will inform the caster of the type of metal detected, the Duration : Until all the liquid to be created has been issued.
distance of the nearest part of the lode and its approximate size. The Level VI and
higher versions of the spell can also give the direction of the ore, accurate to an Range : Five metres x caster Experience Level.
error factor of approximately plus or minus 10 degrees.
Targeting Requirements : The caster must be able to see or otherwise sense the
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood spot from which the liquid is to emanate.
Osdez-Gozròl.
Saving Throw : Usually none; if required and an unwilling target capable of
Level : I to X resisting magic, Saving Throw is (MRES - caster Experience Level) x 5 DMod.

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Saving Throw Success Effect : Negates the spell; no liquids flow from the spot Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
designated by the spell caster. Zeiatez-Fèlek.

19.6.73. Magicreading Level : IV to V

This spell allows the caster to read the inscriptions or instructions on certain Cost : Minimum 100 EP plus additional as above.
magical items or writings which the caster could theoretically use, for example a
magical scroll. It is primarily of use in learning magic that is inscripted in the Time to Cast : One Melee Round.
tongue of a Brotherhood other than the magic-user's own. Magicreading does not Duration : The magnetic field lasts one game minute for each 100 EP expended.
allow comprehension of non-magical writings, nor does it allow transcription
(writing down) of what is read. Note that the spell confers no special abilities to Range : The range of the magnetizing ray is three (3) metres per caster
actually use the item in question; if it contains a curse or is a magical trap (for Experience Level.
example a "symbol"), the curse or trap will usually take effect. However, the spell
will usually warn a caster if the inscription, etc., is a warning to cease reading it or Targeting Requirements : Line of sight; the magnetizing ray is targeted with the
to go back, even if the warnings are in a language the spell would not ordinarily Missile Fire Table as are other "beam"-type weapons.
allow the caster to read.
Saving Throw : None for non-magical iron-based items; an unwilling target
The Level I version of Magicreading does not allow comprehension of inscriptions capable of resisting magic (for example a human opponent), Saving Throw is
whose magic is higher than the VIth Level of complexity. The Level II version (MRES - caster Experience Level) x 1.5 DMod.
extends the capability to inscriptions up to Level X in complexity, while the Level III
Saving Throw Success Effect : Negates the spell; the item or person struck by the
versions can read anything up to the XXth Complexity Level.
ray does not become magnetic.
Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii.
19.6.75. The Merciful Cure of Savage Bestiality
Level : I to III
This spell removes the curse of lycanthropy (Ndyuj'é) from one character of the
Cost : 25 EP. same race/species type as the spell caster. It can only be attempted on a given
character once per game year and has a 30 per cent chance of failure if the
Time to Cast : One Melee Round. beneficiary does not follow a religion of the Khùl-Tlassù. The spell can be cast
only once per game month by a cleric of gentle Vìrya Karènn-R'Làché.
Duration : Ten minutes or until each discrete writing is read, whichever comes
first. There is a delay period of 1D6 game days in between the time this spell is
successfully cast, and the time it comes into full effect.
Range : Within clear eyesight of the spell caster.
Usable By (Brotherhood/ Religion Owning): Priestesses of Vìrya Karènn-R'Làché.
Targeting Requirements : The caster must be able to clearly see the script
inscribed on the page or pages that he or she wants to read. Level : V
Saving Throw : Usually none; if an unwilling target capable of resisting magic, Cost : 50 EP x primary occupation Experience Level of the person to be cured.
Saving Throw is (MRES - caster Experience Level) x 2 DMod.
Time to Cast : One game hour (requires a ceremony).
Saving Throw Success Effect : Negates the spell; the intended target of the spell
cannot be comprehended. Duration : Permanent or until the beneficiary is again inflicted with lycanthropy.

19.6.74. Magnetism Range : Touch.

This unusual and sometimes unpredictable spell causes objects or persons to Targeting Requirements : The affected character must be touched by the cleric's
emit a strong magnetic attractive force, drawing near to them all normally hands.
magnetic objects in the immediate vicinity. The spell first manifests itself as a ray
Saving Throw : (Applicable only to a character who does not wish to be cured):
fired from the caster's index finger or other digit. The Level IV spell version allows
(MRES - caster Experience Level) x 3 DMod.
only the first object or group of objects struck to be affected; the Level V version
allows 1D6 discrete objects to be magnetized. Objects struck by the ray become Saving Throw Success Effect : The character remains affected by lycanthropy and
magnetic in proportion to the number of Energy Points expended, as described is unaffected by the spell.
below:

EP Magnetic Effects
Expended
100 Iron-based metal objects fly back into the hand of whoever
dropped them; note that this includes metal-tipped arrows
250 CFs and TCAs of victims are halved if using iron-based
weapons
500 CFs and TCAs of victims are quartered if using iron-based
weapons; characters with metal armour are attracted to each
other
750 CFs and TCAs of victims are multiplied by 0.1 if using iron-
based weapons; characters with metal armour or iron-based
hemoglobin are stuck firmly together
1000 Characters with iron-based hemoglobin are stuck helplessly to
the nearest iron-based object
2000 As above, except a character's lungs are stuck to the body wall;
victims must pass a Saving Throw of (Willpower + Strength) x 2
DMod each Melee Round or begin to suffocate in 1D6 rounds

The attractive radius of an object or person magnetized by this spell is a function


of its amount of iron content. An item made of pure iron would have an attractive
radius of approximately one metre for each 100 EP expended, while a human
being would have an attractive radius of one metre per 250 EP.

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19.6.76. Metalchanging 19.6.77. Metalheating / Metalcooling

This spell transmutes metal or ore of a particular variety into another type of This spell excites the molecules of objects composed 50 per cent or more of
metal, possibly increasing its value or effectiveness; for example it can be used to metal, for example a metal breastplate, slowly heating them until they become
turn an opponent's metal armour into a soft or unprotective metal type, lowering its molten. Any animate being whose flesh is in contact with such an object must
Protection Value. The types of metal that can be affected, and the types of metal quickly discard it, or suffer severe pain and possibly fatal body damage. If cast in
that an object can be transmuted to, varies according to the Level of the reversed mode, the spell instantly cools and hardens the metal in question.
Metalchanging spell.
The caster may affect one-half cubic metre of metal, roughly equivalent to the
The effects of the spell are permanent only if it is used on metal ore in a natural, amount that would be used in a suit of full plate armour, per 50 Energy Points
unrefined state, or if used on ingots of metal that have never been worked into a used to cast the spell. The maximum number of Energy Points that may be so
final product. For example, the spell could permanently transmute a pile of iron used is 50 for each Experience Level the caster has attained. The heat caused by
ingots into gold, but if this were attempted on a pile of iron coins, the result would this spell increases gradually, measured in Melee Rounds from the time it is first
not be permanent. Note that the spell does not work on alloys, and thus will not cast. The effects of being exposed to a metal object, for example wearing an
affect steel, pewter, brass or bronze items. A degree of Referee discretion is affected suit of armour, while the spell progresses are described below.
essential in judging what types of items can, and cannot, be permanently
changed, especially where a magic-user attempts to profit personally by using this Melee Effects of Exposure
spell. Typically, attempts to "transmute oneself to riches" through changing lower- Round
valued metals into higher-valued ones have a chance equal to one per cent per
1 Metal becomes warm to the touch.
100 silver pieces' profit that the offending Antratschèldor-haii will be persecuted
both by the local constabulary, and by his or her own Brotherhood, for "upsetting 2,3 Metal becomes hot enough to cause reddened skin and first-
the balance of the economy". A greedy magic-user doing this must first be degree burns, causing 1D6 points of Pain and 1D4 points of
recognized and caught, of course; however, it is a risky undertaking, since the body damage per Melee Round.
penalty for counterfeiting in many regions is death and/or torture. 4,5 Metal becomes hot enough to cause blisters and second-degree
burns, causing 2D6 points of Pain and 1D8 points of body
The transmutational effects of this spell are not unlimited and are only partially
damage per Melee Round. Inflammable items, for example a
under control of the spell caster; the Referee should consult the following table to
paper scroll, that are in direct contact with the metal must pass a
determine what type of metal is produced by transmuting an original type of metal.
Saving Throw against (composition factor x 3 DMod) or catch
The Referee simulates this by a percentage check; a result of (01-50) indicates
fire. This includes any inflammable clothing worn by the victims
that the first alternate metal type is created, a result of (51-75) indicates that the
of the spell; because these may be damp, the Referee may
second type is created, while a result of 76 or higher indicates that the third type is
increase the DMod for this Saving Throw by 1D3.
created. For example, if silver were transmuted with a result of "63", the new
metal would be tin. 6 to 9 Metal becomes hot enough to cause skin charring and third-
degree burns, causing 3D6 points of Pain and 2D8 points of
Level of Spell Original Metal Type Possible Transmuted Types body damage per Melee Round. The Saving Throw for
inflammable objects is now (composition factor x 2 DMod).
I Platinum Nickel, Copper, Mercury
10 or more Metal becomes hot enough to start melting, incinerating victims
II Nickel Copper, Mercury, Silver and causing 4D6 points of Pain and 3D8 points of body damage
III Copper Mercury, Silver, Iron per Melee Round. The Saving Throw for inflammable objects is
IV Quicksilver (Mercury) Silver, Iron, Tin now (composition factor x 1 DMod).

V Silver Iron, Tin, Gold


VI Iron Tin, Gold, Lead Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Osdez-Gozròl.
VII Tin Gold, Lead, Platinum
VIII Gold Lead, Platinum, Nickel Level : III
IX Lead Platinum, Nickel, Copper Cost : Minimum 50 EP plus additional as above, maximum 50 EP x caster level.

Time to Cast : One Melee Round.


The spell is put into effect by a purple beam of light fired from the caster's index
finger or other digit. The amount of metal that can be affected is one-half of a Duration : The spell's heating effects last five Melee Rounds plus the caster's
cubic metre per 500 Energy Points used to cast the spell; the relative weights and Experience Level. Metal heated by this spell requires the normal amount of time to
densities of the previous and new metal types do not affect this rule. cool, typically 1D100 game minutes (in the unlikely event that a victim in contact
with the heated metal is still alive after it stops increasing heat, apply the effects of
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood the above table, counting down from the "10 or more" category as opposed to up).
Osdez-Gozròl and clerics of Væran Bà'altshavùu. If cast in reversed mode the spell instantly cools and hardens the affected metal.

Level : I to IX Range : Ten metres plus one metre per caster Experience Level.

Cost : 500 EP per half-cubic metre affected. Targeting Requirements : Line of sight; the spell caster points his or her finger at
the target(s) and a dim orange-red beam of light issues forth, affecting any metal
Time to Cast : Two Melee Rounds. object it strikes.
Duration : Permanent except as described above; if non-permanent, the affected Saving Throw : Usually none; if used on a metal item that may be protected by
metal will revert to its former type in 1D100 game minutes. magical enchantments, for example a magic sword or shield, the Referee may
want to allow a Saving Throw at (100 - caster Experience Level).
Range : Two metres x caster Experience Level.
Saving Throw Success Effect : The metal fails to be heated or cooled.
Targeting Requirements : Line of sight; the caster must be able to see or
otherwise sense the body of metal to be affected. 19.6.78. Metalsafety
Saving Throw : Usually none; if required and an unwilling target capable of This is a specialized spell whose main function is to make a metal item resistant
resisting magic (for example a religious idol), Saving Throw is (MRES - caster to slow oxidization– in other words, it inhibits rusting and natural corrosion. It is
Experience Level) x 5 DMod. frequently used by the Temples and political leaders to make metal items used in
building construction (a portcullis, for example) stronger and more long-lasting.
Saving Throw Success Effect : Negates the spell; the metal remains in its original
The spell is put into effect by a greyish-golden beam of light fired from the caster's
form.
index finger or other digit.

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The spell can affect both natural and re-worked metal and affects 1 kilogramme To use the spell, the caster performs a psychic search of a given area. The
per 50 EP used in casting the spell. It can only be used once on a given mass of Energy Point cost is 50 EP per 10-minute search of a 10 metre radius. The centre
metal; a subsequent application of the spell on the same mass of metal merely point of the search radius need not be the spell caster; it can be up to 1000
negates its original application, unless the original casting of Metalsafety was kilometres distant from him or herself. If a mental presence is detected, the
performed by a different mage, in which case the second application simply has Referee performs a percentage dice check to determine the amount of information
no effect. The types of metal that can be affected varies according to the Level of disclosed. A very high result ("90" or above) will lead to disclosure of the type,
the Metalsafety spell, as follows. number and general emotional moods, if any, of the presence detected. A very
low roll ("10" or below) will lead the Referee only to confirm or deny that a living
Level of Spell Metal or Alloy Type Affected presence exists in the search radius.
I Mercury, Tin, Pewter To begin the search, the caster must indicate where he or she wants the centre of
II Copper, Zinc, Lead the search radius to be. For example, he or she might state, "I want to centre my
search twenty-five metres northwest of that carved pillar over there".
III , Brass, Bronze
IV Nickel, Iron Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Mahkàilh.
V Steel, Silver
VI Gold, Platinum Level : III
VII Guhadàr Cost : 50 EP per 10-minute search.

Time to Cast : Five Melee Rounds.


The protective effects of this spell are not unlimited and are determined by a
percentage check made by the Referee; (01-60)– the ability of the metal to resist Duration : The ability to search normally lasts 10 minutes but can be extended for
natural corrosion is doubled (it lasts 200% of the amount of time it otherwise another 10 by expending another 50 EP.
would); (61-80)– the ability of the metal to resist natural corrosion is multiplied by Range : 10 metre radius per 50 EP expended; note that EP used to extend the
five (5); (81-95)– the ability of the metal to resist natural corrosion is multiplied by search duration cannot also be counted for radius purposes.
ten (10); (96-00)– the metal becomes completely immune to natural corrosion
(although, it can still be affected by magical or other similar corrosive attacks). Targeting Requirements : Special; the spell caster must have personal knowledge
of the point at which the search will originate, but need not perform any targeting
Metalsafety also has a secondary advantage in that it makes metal more able to other than this.
withstand certain types of non-natural rusting and corrosion effects, excluding
those caused by acids, adding "0.5" to the DMod for the Saving Throw (if any) to Saving Throw : [(target's Intelligence) + (target's Psychic Ability x 1) - (caster
which a metal object subjected to one of these attack types must pass. Experience Level x 3)] x 1.5 DMod.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Saving Throw Success Effect : Negates the spell; the intended target is not
Osdez-Gozròl. detected. Note that a Saving Throw is usually not allowed unless the target of the
spell is on guard against mental attacks or incursions.
Level : I to VII
19.6.80. Mindshock
Cost : 50 EP per kilogramme affected.
This greatly feared spell creates a powerful and very painful psychic shock to the
Time to Cast : One game minute.
minds of victims, resulting in some cases in the victim being reduced to a
Duration : Permanent (cannot, under ordinary circumstances, be dispelled). mindless vegetable. Those with high Psychic Abilities are especially vulnerable to
this spell and suffer much higher amounts of pain.
Range : Two metres x caster Experience Level.
The Level VI variant of the Mindshock spell is effective only against creatures who
Targeting Requirements : Line of sight; the caster must be able to see or possess a conscious intellect, and does not affect most types of unintelligent
otherwise sense the body of metal to be affected. animals, the lesser undead and many types of demons or other supernatural
entities. The Level VII version can affect both the Brhà and those undead who
Saving Throw : Usually none; if required and an unwilling target capable of have some degree of independent will, while the Level VIII version can affect
resisting magic (for example a religious idol), Saving Throw is (MRES - caster many types of supernatural entities as well, up to approximately the level of a
Experience Level) x 4 DMod. lesser demon. At an expenditure of increasing amounts of Energy Points, greater
amounts of damage are done to the victim's Intelligence, and the Mindshock
Saving Throw Success Effect : Negates the spell; the metal gains no additional
becomes progressively more painful. Once the victim's Intelligence reaches "0",
resistance to corrosion.
he, she or it becomes a vegetable and falls unconscious. A character whose
19.6.79. Mindsearching Intelligence is reduced below "0" has a five per cent chance per game minute of
death due to failure of central nervous functions. This is described on the following
This spell allows the caster to detect the presence of intelligent creatures and, to a tables.
limited extent, understand the surface thoughts of the latter. This spell will not,
however, reveal the exact thoughts of detected creatures, and it will not disclose EP Expended Intelligence Reduction Pain
the presence of the undead, although it will detect almost every other type of living 50 1 1D4
being except those concealed by very powerful forms of enchantment. If the
creature or creatures being sought by the caster actually wish to establish contact 100 2 1D4
with him or her, the spell will unerringly notify of the former's presence. 150 3 1D6
The mind of an intelligent creature can be thought of as having "layers" of 200 4 1D6
thoughts, much as an onion has many layers of skin, with the outermost level 250 5 1D6
being the creature's transitory perception of its current environment or task, and
the innermost being the deepest and darkest secrets that the creature itself might 300 6 1D8
only understand subconsciously. The Mindsearching spell is capable of divulging 350 7 1D10
only the most transitory "surface" thoughts, for example primal states of hunger, 400 8 1D12
fatigue or fear, plus whatever short-term task (for example opening a door) the
target creature is currently engaged in. 500 9 1D20

Note: No more than 500 EP can be used in a given casting of the Mindshock
spell.

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Psychic Ability of Victim Extra Intelligence Loss Extra Pain
01-05 none none
06-10 none 1
11-13 none 2
14-15 1 3
16-18 2 4
19-20 3 5
21-25 4 6
26-28 5 7
29-30 10 10
30+ 15 15

The caster must be aware of the victim's exact physical location, usually, he or
she must be able to see or feel the victim. Unless the victim is touched, the caster
can attack victims with this spell within a radius of two (2) metres for each
Experience Level of the spell caster. Because it uses only mental energy, the
spell's manifestation is completely invisible and very difficult to detect, except, of
course, for the reaction of someone unlucky enough to be struck by it. The spell
will not work through lead, very dense metals, or a Permanent Confusion or other
protective spell of equal or greater Energy Point expenditure.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood


Mahkàilh and priests of sinister Vìrya Hé-Enriath.

Level : VI to VIII

Cost : 50 to 500 EP, as above.

Time to Cast : One Melee Round.

Duration : Damage done to the victim's Intelligence score is permanent until


magically healed; Pain losses are regenerated normally.

Range : Line of sight or within the effect radius of 2 metres per caster Experience
Level.

Targeting Requirements : The spell caster must know the exact physical location
of the intended victim.

Saving Throw : (MRES - caster Experience Level) x 2 DMod.


Acolyte priest of Væran Bà'altshavùu
Saving Throw Success Effect : Partially negates the spell; the victim does not lose
any Intelligence points, but still loses whatever pain losses would normally be Spell Effect of Spell
inflicted. Level
19.6.81. The Miracle of Divine Perversity I Provides 95% effective protection against pregnancy (e.g. a
contraceptive) caused by sexual activities; lasts 2D6 hours.
This set of related spells is well-known in the cities of northern Ushù'l, as it is used
II Provides 90% effective protection against all but the most virulent
frequently by the Temple of Væran/Vìrya Kikiri for various sexual or ritual
venereal diseases; lasts 3D6 hours.
purposes. It has a wide variety of uses, including imparting great sexual potency,
protection from venereal disease and, at its higher Levels, even gender reversal. III Restores a character who has lost 50% or more of his or her Fatigue
A few versions of this spell have more sinister effects and can render unconscious Points because of sexual activity (only) to his or her full FPR.
or even kill an opponent. IV Gives a character the potency to continue to engage in sexual activity
for 1D6+1 hours, regardless of the frequency or types of this activity.
Versions of the Miracle of Divine Perversity spell of Level IV and below can affect
only characters of the exact same species (e.g. Bènli, human, Arda, etc.) as that V Causes a powerful orgasm which renders a victim instantly
of the caster. Versions of the spell from Level V to Level VIII can affect any unconscious for 2D6 x 10 game minutes. There is also a 5 per cent
species type that engages in sexual activities in the sense understood by a human chance that he or she must Save at (Constitution x 5 DMod) or be
(it would not affect a creature such as an Arfò, for example). Versions of the spell slain by a heart attack); this spell's use in a ritual is therefore
of Level IX and higher can be affect almost any creature, with the exception of the hazardous.
undead, the Brhà, automatons or beings composed entirely of magic or other VI Increases by 25% the fertility of a normally fertile character, or
energy. provides 25% of normal fertility chances to an infertile character.
The offensive-type variants of this spell (the Level V, VII, VIII, IX, XI and XIII VII Causes a victim's Sex Drive or Self-Control personality trait to drop
versions) all manifest themselves as an almost completely invisible (Visibility (become more intense) permanently by 2D20 points. May only be
Class 4), 10 x 10 metre wall of magical energy, which travels in a straight line at a used once in a given game year on a given character.
rate of 30 metres per Melee Round (Speed Class 3) from the cleric to his or her VIII Acts as does the Level VII spell version, but also inflicts 1D3
intended victim. They are blocked by various types of magical protections or stone permanent Sexual Deviancies on the victim. (This is thought to be a
of 0.5 metres or deeper thickness; note that a standard wooden door does not "blessing" by the Temple, so this version is often used in rituals.)
protect against their effects. The spell has the following effects, based on the level
at which it is cast: IX Permanently reverses the gender (male to female or female to male)
of a character; includes both physiological and psychological factors.
X Cures any one Sexual Deviancy*. (Note: The use of this version of
the spell is frowned upon by the Temple of Kikiri and it is normally
used only for political favours or other important objectives.)
(continued)

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XI Changes a male or female character into a true hermaphrodite. 19.6.82. The Miracle of Eternal Serenity
XII Completely heals and regenerates lost or damaged genital organs. Great Væran Za-R'hàak, He of the Purple Realms of Valàcha (Vall-AT-cha), is the
XIII Causes an overwhelming orgasm which instantly kills a victim; it is Lord of the Hereafter and Guardian of the Paths of the Deserving Dead. His
said that many devotees of the Perverse One prefer to die by this clerics have recourse to the following collection of continuum spells.
spell rather than suffer the weakness / unattractiveness of old age.
As the Temple of everlasting Væran Za-R'hàak is somewhat more hierarchically-
oriented than many others, the use of the following spells is subject to a special
restriction: the cleric attempting to cast any version of the Miracle of Eternal
Serenity must have an Experience Level (as a cleric) at least equal to the level of
the spell being attempted, or the spell automatically fails. For example, to cast the
Level V version of this spell, the cleric would have to be of the 5th or higher
Experience Level.

Spell Effect of Spell


Level
I This Level of the spell is largely for ceremonial purposes, as it is
commonly used to lay the dead to a proper rest. In legend, it is said to
start a soul on its journey to serene Væran Za-R'hàak's realms. In
game terms, it has the additional property of postponing (but not
preventing) the onset of lycanthropy (Ndyuj'é) and/or un-death, for a
contaminated or slain character, by 1D8 game hours.
II Similar to the Level I variant of the Miracle of Eternal Serenity, this
version of the spell also causes a sanctioned burial, but has the
additional property of postponing (but not preventing) the onset of
lycanthropy (Ndyuj'é) and/or un-death by 1D8 game days.
III This version of the spell makes the caster, plus 1D6 worshippers of any
deity of the Khùl-Tlassù, completely immune to fear of the Mêm-Uhùryo
(the undead). It does not confer immunity from fear caused by other
threats, for example a falling ceiling. The effect lasts for 1 day.
IV This variant of the Miracle of Eternal Serenity postpones death, under
some circumstances; a single character who normally would die due to
Senior priest of Væran Za-R'hàak the loss of Body Damage Reserve points (only: the spell would not work
for a character slain by a Critical Hit, for example), may be kept alive–
in a comatose state– for 1+1D6 game hours, after the time when he or
she would otherwise have expired. The spell must be cast on the
* A Sexual Deviancy is cured automatically if it is the result of some factor (a
wounded character within 15 minutes of the wound which used up his
curse, for example) that was inflicted after the character started play. There is a 50
or her last BDR points, or it is ineffective. When the spell runs out, the
per cent chance that it will not be cured, however, if the character was born with
character dies instantly, unless he or she has been healed in the
the Deviancy or it was part of his or her character upon beginning play; if the
meantime.
Success Threshold for this check is not passed, furthermore, there is a 25 per
cent chance that the Deviancy will affect the priest or priestess as well – not that V This version of the spell creates a violet-sparkling, Visibility Class 2,
he or she would likely consider this to be a disadvantage, in all probability... stationary barrier up to 10 x 10 metres in size. The barrier has no effect
on living beings, but instantly disintegrates and destroys any Mêm-
Usable By (Brotherhood/ Religion Owning): Clerics of Væran/Vìrya Kikiri. Uhùryo, no matter how powerful, that tries to traverse it. The barrier
lasts for one hour. (Note: It is said that the Temple of Væran Za-R'hàak
Level : I to XIII (as far as is known– although what effect a higher level spell of this located in the far west has a Level VIII variant of this spell which is
nature would have is perhaps best left to the reader's imagination!). mobile and can move towards the hated undead at Mobility Class 1.
Cost : 10 EP x spell level (Levels I to VI); 30 EP x spell level (Levels VII and up). The Referee may optionally choose to allow Shakhàn characters from
other regions to learn and use this enchantment.)
Time to Cast : One game minute x spell level (requires a ceremony held in a VI This version of the Miracle of Eternal Serenity is similar to the Level IV
temple devoted to perverse Væran/Vìrya Kikiri) for the Level I, II, III, IV, VI, X and variant, except that in this case, a character can be kept alive for an
XII variants; one Melee Round for other versions. extra 2+2D6 game hours, even if he or she has suffered an otherwise
fatal Critical Hit – excepting a Critical Hit which bisects or disembowels
Duration : As described above.
the character or which destroys more than 50 per cent of his or her
Range : Touch, for the for the Level I, II, III, IV, VI, X and XII variants; within a body tissue mass. A peculiarity of both this, and the Level IV version of
radius of 5 metres per spell level for the other versions. the spell, is that neither of these enchantments works on the Hnàhhu.
VII This enchantment allows a priest of Væran Za-R'hàak to "speak with
Targeting Requirements : The affected character must be touched by a few drops
the dead"; the soul of a character dead up to 1 day for each Experience
of Levyètha (holy water) of Væran/Vìrya Kikiri for the Level I, II, III, IV, VI, X and XII
Level of the spell caster may be contacted, and asked one question,
variants; within sight of the casting cleric, for other versions.
which the dead character will answer in the same way as he or she
Saving Throw : (Applicable only to an unwilling character capable of resisting would have if confronted while alive with the casting priest or priestess
magic against the Level V, VII, VIII, IX, XI and XIII versions): (MRES - caster of everlasting Væran Za-R'hàak. A given priest or priestess may only
Experience Level) x 2 DMod. ever cast this spell once on a given dead character, and at least 50 per
cent of the body of the dead being must be available. (Note: There are
Saving Throw Success Effect : Negates the spell; the intended target of the spell rumours that the most senior acolytes of great Væran Za-R'hàak have
is unaffected. recourse to much more powerful versions of this spell, which can
contact the spirits even of characters dead for hundreds or thousands
of years. If so, the exact spells involved are a closely guarded secret.)
(continued)

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VIII This variant of the spell creates a shimmering, violet-and-silver The political and temporal power of the Temple of the Heavenly Arts, however, is
coloured beam of light accompanied with a chiming noise, fired from derived mostly from the more mundane activities of conventional political intrigue
the index finger or staff of a devout priest of Væran Za-R'hàak and espionage, both of which the clerics of Væran Hènns excel at; in this they are
(maximum range 20 metres). It has no effect on living beings, but frequently aided by the Temples of Væran Bà'altshavùu and Væran / Vìrya Kikiri,
instantly disintegrates any Mêm-Uhùryo struck by the beam. [Mêm- which are also urban-oriented and whose doctrines have a certain amount in
Uhùryo whose equivalent Level is VIII or higher are allowed a Saving common with those of Væran Hènns.
Throw at (MRES x 1 DMod); even if this is passed, the undead The Temple of Væran Hènns, as far as is known, maintains three distinct
monster still takes 4D6 points of body damage.] categories of continuum spells: the Temples of the First, Second and Third Acts.
IX This version of the Miracle of Eternal Serenity is sometimes used on Although all three of these groups are known to the inhabitants of northern Ushù'l,
Temple complexes by the priests of Væran Za-R'hàak; it makes a due to doctrinal and supernatural reasons too complex to be detailed here, a
defined area, no more than 50 x 50 metres in dimension, permanently priest or priestess of Væran Hènns, upon beginning play, may choose spells from
impassible to the undead. This is said to last forever; however, there only two of these three groups, and may not begin to learn spells from the third
are reports of its power diminishing over time, in particular with the category until he or she has learned all the Level I to VI spells from both the first
death of the character who performed the enchantment. and second group.
X This rare variant of the spell adds 2D20 years to the lifespan of a Another factor here – which the Referee may or may not use, at his or her
character upon whom it is cast, who must be at least 30 Telostician discretion – is that the three continuum spell lists detailed below are, on "real"
years old at the time. Historically, the spell has sometimes been cast Telostic, geographically restricted; those of the Temple of the First Act are
on political rulers by the senior priests of the Temple of Væran Za- normally found in Javertien, while those of the Temple of the Second Act are
R'hàak, in exchange for various favours. There seems to be no direct confined to the Roctien-Ardtien area; the spells of the Temple of the Third Act are
limit to the number of times the spell can be used on the same person, native to the Shadowed Empire and areas to the east and north of that region.
but note that the aging process – in other words, the steady reduction
in an elderly person's body and mental functions – continues
Spell Effect of Spell (Temple of the First Act)
regardless; so the character might be "alive" but have the mind of an
Level
imbecile and be so weak as to be unable to move.
I The Playing to the Crowd: This is a relatively low-level variant of The
The use of some of these spell variants should be carefully controlled, lest they Miracle of the Eternal Stage, albeit one that is frequently used. It
make it impossible for characters to permanently die. It should be noted, in this allows whomever is affected by it, to perform artistic performances (of
context, that physical death, while obviously avoided wherever possible, does not any type – this could include singing, dancing, the theatre, etc.) in the
as a concept hold the same fear for most citizens of northern Ushù'l, as it does for predominant language of the region in which the user finds himself or
many people on contemporary Earth. The reason for this is simple; there are so herself, whether or not he or she is in fact fluent in this area's
many well-documented examples of contact with "the Life Beyond", that the language and culture. In addition, the spell ensures that the
element of fear of the unknown upon passing from Telostic's plane – although still performance will avoid minor faux pas and other such violations of
present – is lower than it is for a person on modern-day Earth. local sensibilities, although it cannot change the core subject matter of
a performance that might offend local inhabitants.
Usable By (Brotherhood/ Religion Owning): Clerics of serene Væran Za-R'hàak
and demigods devoted to His supernal being. The spell can also be cast in reversed mode, in which case it makes a
bad or offensive performance inevitable. A victim of this peevish type
Level : I to X, as far as known (but almost certainly higher Levels exist). of attack is allowed a Saving Throw at (MRES x 2 DMod).
The enchantment always affects both the caster and an additional
Cost : 10 EP x spell level (Levels I to III); 100 EP x spell level (Levels IV, VI and
character of the cleric's own approximate size and body form, for each
X), per human-sized character affected; 30 EP x spell level (other versions).
Experience Level the cleric has achieved; for example, a Level VII
Time to Cast : One Melee Round (Levels I to III); one minute x spell level (other caster could affect up to 7 other beings with this spell.
Levels except Level IX, which requires a week-long ceremony). II The Heated Remark: One of the few combat-oriented versions of The
Miracle of the Eternal Stage, this spell allows the cleric to, essentially,
Duration : As described above.
"breathe hot air" at a single opponent. The effect is thus similar to a
Range : Touch, except for Level VIII version (20 metres). low-grade "dragon breath" attack. In most respects this can be treated
as a conventional directed-energy attack, except that the range of the
Targeting Requirements : (Level IV, VI and X): affected character must be beam of heated air is limited only by the distance at which the cleric's
touched by a few drops of Levyètha (holy water) of Væran Za-R'hàak. shouted insults can be clearly heard.
The spell is also less effective than other such attacks, in that each
Saving Throw : (Applicable only to an unwilling character capable of resisting
level of powering used for it inflicts only one (1) point of body damage
magic): (MRES - caster Experience Level) x 2 DMod.
per penetrated strike. However, the default power requirement – 15
Saving Throw Success Effect : Negates the spell; the intended target of the spell Energy Points, up to a maximum of 90 EP used in any single casting –
remains unaffected. to enable one level of damage for this variant of The Miracle of the
Eternal Stage is lower than that for other directed-energy spells.
19.6.83. The Miracle of The Eternal Stage Note that although it appears to be shimmering-hot air as
expectorated by the caster against his or her opponents, this attack is
The continuum spells of sly Væran Hènns, Patron of the Arts, Lord of the Guileful
in fact purely magical and can be blocked by the various magical
Tongue, are very well known to the citizens of northern Ushù'l. There is a simple
protection spells normally used for this purpose.
reason for this: there is a Temple devoted to Væran Hènns in almost every major
city, and His acolytes are an almost unavoidable feature of urban life in Javertien, (continued)
Ardtien and Roctien (His Temples are found even in the Shadowed Empire, but
for understandable reasons their profile there is a much more guarded one).

Although the orientation and dogma of Væran Hènns' religion is basically non-
offensive – being concerned primarily with communication and the Arts – His
clerics have recourse to some extremely potent types of magic; at the higher
Levels, these spells can actually "change reality", to an extent, which can make
the elders of this Temple dangerous opponents for those inclined to antagonize
them.

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III The Acting of the Role (Level III): A type of pseudo-polymorphism VI The Writing of the Choreography: Originally developed centuries ago
unique to the devotees of Væran Hènns, this spell allows the cleric to for the mundane purpose of improving the movements of actors on a
"act" – that is, exactly mimic – the body form (including gender), voice conventional stage, this variant of The Miracle of the Eternal Stage
and garments of any well-known character of the cleric's own species. was later adapted for combat purposes, in which guise it has become
While the spell is active, the cleric appears (subject to the restrictions one of the most common reasons for including a cleric of sly Væran
noted below) to be an exact double of the duplicated character. This Hènns in adventure parties and small-scale military formations.
is, obviously, an excellent form of disguise. An unwilling prototype for The spell basically allows the cleric to "choreograph" – that is, write a
this spell who is aware that he or she is about to be "copied" by it, is carefully pre-planned series of physical actions for – up to five friendly
allowed a Saving Throw at (MRES x 1 DMod); if this is passed, the characters of the caster's own approximate size and body form. The
spell fails and the mimicry is not established. choreography so created can govern the actions of the affected
As acting is an imprecise art, there is always a chance that the cleric characters for one Melee Round, if the cleric's Experience Level is VIII
will make a mistake in his or her portrayal of the subject. Therefore, or less; for each two Experience Levels higher than VIII, the cleric can
each time that the cleric attempts to engage in some aspect of the extend the effect for one additional Melee Round.
imitated character's deportment – for example, a foreign language or "Scripted" actions governed by this spell can be any action – including
custom – that would normally require special training, the cleric must spell use, Martial Arts manoeuvres, combat tactics, item
pass a Saving Throw at [(MYST + PSYC + INT) x 1 DMod], or the manipulations, movements, and so on – which an affected character
spell will instantly fail, returning the cleric to his or her normal guise. is normally capable of attempting. The spell does not itself enhance
This DMod is halved to 0.5 if the imitated form is kept up for more than an affected character's chance of succeeding with any particular
10 game hours at a single time, since it is mentally stressful to action, but it does allow actions to be executed in exact, precise
maintain the discipline needed to avoid a revealing faux pas. sequence and synchronization. This is a tremendous benefit in
Furthermore, while under the influence of this enchantment, the combat situations, where the ability of a commander to co-ordinate the
cleric's freedom of action is not complete. He or she must act, in a actions of individual warriors and supporting characters usually
general way, as would the character who is being imitated. For marginal.
example, the cleric could not, in this guise, act in a way openly Several limitations affect the use of this enchantment. Perhaps the
contrary to the imitated character's core beliefs. Failure to abide by most important of these is, the affected characters must enact the
this restriction causes instant spell failure. specified actions while the spell is in effect, whether or not the
Note that the spell only affects the cleric of Væran Hènns himself or situation has changed so as to make this impractical or dangerous.
herself; it cannot be bestowed upon others and cannot be maintained For example, an Antratschèldor-haii who was "scripted" to burst
while the priest or priestess is asleep. through a door and cast a Fireball into what was incorrectly thought to
IV For Future Release. be a large cave, and who finds himself or herself in a confined room,
must still perform this action – whatever the consequences!
V Wall of Confusion: This is a semi-offensive variant of The Miracle of
Another significant limitation concerns the ability of the affected
the Eternal Stage, in that it creates a semi-mobile, Visibility Class 2
characters to perform a subsequent action whose feasibility is
wall of multi-coloured vapours which travels unerringly at its
contingent on the successful completion of a preceding action. If (for
designated target – which must be within sight of the caster – at
example) a warrior is "scripted" to first jump over a pit trap, then to
Speed Class 4, up to a distance of 30+2D10 metres. Those caught in
throw a hidden lever at the other side of a room, but the warrior
the vapours are initially befuddled and are unable to think logically for
stumbles at the edge of the pit and requires an extra Melee Round to
1D6 Melee Rounds; however, the spell's most sinister effect is that if a
circumnavigate it, the choreographic commands of the second action
Saving Throw at (MRES x 3 DMod) is failed, it permanently changes
are nullified. (The warrior could, of course, still try to throw the lever as
each victim's primary, secondary and tertiary tongues (defined as the
could any normal character with free will, but the ability to do this in
languages in which he, she or it has the highest, second-highest and
exact sequence with other characters who were simultaneously
third-highest fluency) into randomly-determined, foreign languages.
executing "scripted" actions would be lost.)
The effects of this on an army in the midst of battle are easy to
imagine, but there is a secondary effect: the spell does work against VII The Dance Off the Stage: This is in effect a specialised type of
the special Brotherhood languages of the Antratschèldor-haii – so, it is teleportation spell; it allows a cleric, plus any garments and
very possible that a magic-user unfortunate enough to be affected possessions that are either held by, worn by or attached to the caster,
could lose the use of his or her Brotherhood tongue and thus the use to vanish into thin air, as if he or she were leaving the stage of a
of many, if not all, of his or her spells. theatrical production – except, in this case, the cleric can "dance off"
As far as is known, there is no cure for this perverse enchantment, to one of three special locations (see below) within a 10, 100 and
other than Divine Intervention. 1000 kilometre radius.
(continued) The spell works unfailingly, with none of the wrongful destination
problems that sometimes affect other enchantments of this type.
However, it affects only the spell caster himself or herself (it cannot be
used on someone else) and can only transport the caster to previously
known, specially prepared refuges – typically, a room in a Temple of
Væran Hènns, or alternatively the fitting-rooms of a trusted theatre –
and there can only be three of these, located at 10, 100 and 1000
kilometre distances from each other (a variance of 10 per cent is
allowed in the exact distances involved). The spell also cannot be
used more than once each three game days.
(continued)

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VIII The Acting of the Role (Level VIII): A more powerful variant of the X The Re-Writing of the Script: One of the most powerful enchantments
Level III version of the spell of the same name, this enchantment also available to the devotees of Væran Hènns, this variant of The Miracle
causes a type of polymorphism unique to the devotees of Væran of the Eternal Stage can, under some conditions, actually "change
Hènns. Otherwise identical to the Level III version; it allows the cleric reality", in that it allows the cleric to change the likely outcome of an
to "act" – that is, exactly reproduce – the body form and any one (1) event that is about to occur.
special ability, for example casting spells of a single Brotherhood, The spell is normally cast at the start of an adventure, and lasts either
experience in using a particular type of weapon, flying, special vision for the entire adventure (as defined by the Referee), or, for no more
modes, and so on, of any well-known character of approximately the than one game month. It can be cast only once per adventure party,
cleric's own body form. (Unlike the Level III variant, by using this and only a single instance of it can be maintained by a given cleric. (It
version of the Acting of the Role, the caster does not have to be is thus impossible to "stack" multiple instances of this spell so as to
exactly the same species as the imitated being; for example, a human give more than a single chance to avoid an undesirable outcome; see
caster could emulate a Bènli or Ca'ùna, but could not imitate a Brhà or below.)
Hoyoté-Gò.) Another difference from the Level III version of the Acting
At any time while the spell is in effect, when the cleric of Væran Hènns
of the Role is that the imitated form may be maintained while the
who originally cast it perceives the need to do so, he or she can
caster is asleep.
invoke the enchantment's main effect: the outcome a situation –
While the spell is active, the cleric appears to be an exact double of presumably, a negative one – currently affecting the caster and/or his
the duplicated character, using weapons and casting spells exactly as adventure party can be changed according to the instructions that the
the latter would. However, a few crucial characteristics – specifically, Player maintaining the cleric character stipulates. Except as may be
BDR points, Fatigue Reserve and Energy Point storage and accrual – specifically allowed by the Referee, there are several default
remain the same as when the cleric is in his or her normal form. restrictions on this, as follows:
Furthermore, when the mimicry is in effect, the cleric loses any special
abilities (for example the ability to cast his or her normal Temple • The revised outcome cannot involve any direct material or personal
spells) that are not shared between the imitated form and his or her gain for the cleric and/or his party; nor can it involve any type of
own normal form; these are restored when the spell expires. direct harm being inflicted on the party's opponents (e.g., "my
attack failed, instead I want to land a strike and slice off my
Obviously, many restrictions apply to this powerful enchantment, and opponent's head");
its exact use is governed by Referee discretion. The spell cannot be
used to recursively copy its own ability, nor can it be so used as to • The revised outcome cannot directly repeal the actions, or the
copy more than one second-party ability; any attempt to do so causes consequences of actions, taken by the caster's party (for
an immediate System Shock check. example, "now that I know that there was a booby trap on the
trunk, I don't want to try opening it");
This is a difficult spell; to simulate this, the Inexperienced Caster
Hazard applies when it is attempted. The consequence of a failure on • The revised outcome cannot restore the dead to life (although, it
this check is, the caster does not revert from the imitated form and is, can, to some extent, mitigate lethal effects that may otherwise
in effect, permanently polymorphed into the new guise. shortly be visited on a victim);

IX For Future Release.


• The revised outcome cannot be premised solely on artificial game
mechanisms (for example, "I want to avoid failing that Saving
(continued) Throw");
• The revised outcome cannot be used to compensate for actions
that the caster, and/or his or her party, undertook with the
express intent of invoking the Rewriting of the Script (the spell is
meant to be used as a safety factor, not as a weapon to avoid
other game rules);
• The revised outcome cannot stop or prevent consequences that are
completely unavoidable (for example, the cleric strikes and
drops a lighted match while standing in a vat of gasoline).
Note that this spell cannot change anything that has happened in the
past – its sole effect is to change what is likely to happen, in the near
future. The spell can thus be viewed as a way to ensure that the priest
or priestess "gets lucky" when he or she needs to; it is said that its
abuse, or over-use, brings the angry attention of great Væran Hènns
Himself…
XI The Acting of the Role (Level XI): A very powerful variant of the Level
VIII version of the spell of the same name, this enchantment differs
from the former spell as follows:
• It allows the cleric to exactly reproduce the body form and any two
(2) special abilities, for example casting spells of two
Brotherhoods, experience in using both a melee weapon and a
missile weapon and so on.
• The cleric can imitate any well-known character of any species –
except for the undead, Demons and purely magical creatures –
of approximately the cleric's own size and weight.
• The cleric can, while in the imitated form, retain the use of one (1)
of his or her own special abilities, for example casting spells of
his or her own religion, using a favorite weapon, and so on.
The most senior devotees of Væran Hènns possess higher-Level
versions of this enchantment; these may allow more flexible and
complete mimicry of other characters, and it is said that they can even
imitate the dread Mêm-Uhùryo… although why anyone would want to
do so, is an open question…!

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Spell Effect of Spell (Temple of the Second Act) V Speaking-Through: This is essentially a higher-Level variant of the
Level Level II version of the same spell, except for the following:
I The Arts of the Second Act: One of the most commonly-used • The priest or priestess of Væran Hènns can compel an animate
enchantments of the Temple of Væran Hènns, this spell bestows target of the spell to say whatever the priest/ess desires. This is
temporary additional artistic abilities on its recipient. His or her singing subtly different from the Level II spell variant, in that in this case,
and theatrical abilities increase by 1D3 categories each (e.g. a the voice being used is actually the victim's own. The most
character with an "Average" singing voice could progress to "Good", important consequence of this is, provided that the victim is
etc.) for the duration of the spell. normally able to perform such an action, it does allow a
malicious priest/ess of Væran Hènns to force a hapless magic-
The spell can also be cast in reversed mode, in which case it reduces
using opponent to issue an incantation such as, "Conjure
the victim's artistic abilities. A victim of this type of poor sportsmanship
Fireball! To Detonate One Inch From My Nose!".
is allowed a Saving Throw at (MRES x 2 DMod), and if this is passed,
the spell rebounds against its caster, silently and secretly reducing his A lenient Referee may wish to grant a victim a second Saving Throw
or her own artistic abilities for the next performance. to avoid this type of stand-off suicide attack, over and above the
Saving Throw normally granted to resist the spell itself.
Repeated or prolonged use of this variant of The Miracle of the Eternal
Stage is frowned upon by the Actor's Guild and other similar VI The Bestowing of Artistry: This Temple spell, for applications of which
professional associations, as it is considered "cheating". However, this members of northern Ushù'l's artistic community are willing to pay
stricture is frequently overlooked by actors wanting to make a good handsomely, confers a modicum of aesthetic ability – for example, a
impression at an important state event or other such occasion. good singing voice where one did not previously exist, etc.,
permanently on an affected character. The effect, in game terms, is
II Speaking Through the Long Mouth: This spell allows the cleric to
to raise the character's ability in the area concerned, by 1D3 quality-
speak through another character's mouth, achieving, in effect, a sort
categories. However, if used to raise a character's artistic abilities past
of involuntary ventriloquism. It can be used against any known
16 (as defined for "Singing" on a 3D6 relative scale), each casting of
character (the species is not important; the spell works even against
the spell instead gives only a 10 to 30 per cent chance of raising the
creatures normally immune to magic, for example the undead, the
ability by one (1) point.
Brhà, etc.), within a radius of (20m. x caster Experience Level).
The spell can also be used in reversed mode against a famous artist
The victim, if unwilling, is allowed a Saving Throw at (MRES x 1
with whom a jealous priest/ess of Væran Hènns has a dispute – in
DMod). If this check is failed, the victim loses control over what he or
which case, the putative target is allowed a Saving Throw at (MRES x
she is saying – whatever the victim attempts to say is muted, with the
2 DMod). Doing so has been the cause of several well-documented
only sounds issuing from his or her mouth being what is sent by the
murders, throughout the ages...
spell caster.
Note that this enchantment cannot be used against a single character,
The spell does not allow any effect other than normal verbal
whether willing or otherwise, more than once each two (2) game
communication to result from the sounds coming from the possessed
years. If this is attempted anyway, it reduces the target's artistic
character's mouth.
abilities as if the spell had been cast in reversed mode.
A single casting of the spell enables the caster to speak for one game
minute. VII The Uncertain Clamour: This spell causes its targets to have a
random perception of all other sentient creatures within the spell
III Channeled Communication: A priest/ess of Væran Hènns can use this radius, which is governed as a directed-energy attack in the form of a
spell to address or speak to a single other character in a crowd, cone with a radius of 3m. at a distance of 20m. from the caster. All
without appearing to be communicating at all – to those not affected those within the effect radius – this includes both friendly and opposed
by the spell, the priest appears to be simply pursuing his or her normal creatures, with the usual exceptions of the Mêm-Uhùryo, Demons and
affairs, whereas in reality he or she can be having a long, running so on – must pass a Saving Throw at (MRES x 1.5 DMod), or suffer
conversation with the target of the spell. The maximum distance at random reactions to their immediate compatriots.
which this can be attempted is 20 metres plus 2 metres per caster
For game purposes, the emotions so caused are resolved as
Experience Level.
completely random rolls on the Nonplayer Character Reaction Table
An unwilling target of this spell is allowed a Saving Throw at (MRES x by each affected victim against each other affected victim. As in at
1 DMod). least some of the cases, the feelings so caused will be violent
IV The Dictated Script: A favorite combat-oriented enchantment of the antipathy towards those in an affected victim's immediate vicinity, the
followers of Væran Hènns, this variant of The Miracle of the Eternal effect of this spell on (say) a hostile army can easily be imagined.
Stage forces the subordinates of its victim – who must be a single This spell is purely magical and can thus be blocked by the various
person (usually, the commander of an opposing party) – to take all supernatural barriers, for example the Refuge from the Hidden Arts,
communication, whether idiomatic or otherwise, issued by the victim, normally used for magical protection.
literally.
VIII The Changing of the Cast: This variant of The Miracle of the Eternal
For example, if the victim were to exclaim, "If you don't catch that thief, Stage is another specialised teleportation spell. It allows a cleric to
you can jump off a cliff!", and then the thief that was the subject of the magically substitute any single known, living character for any one
interjection did in fact escape, the victim's subordinate would person who is already in the priest or priestess' adventure party; in
immediately attempt to jump off the nearest cliff. effect, the spatial positions of the two characters, plus any personal
A sinister side-aspect of this spell is, since the victim of the spell is items in their immediate possession, are exchanged, one for the
technically the specific character it is targeted against (in the case other.
above, the commander of an opposing party), it is this character only There is no range limit on this spell – the "substituted" character can
who is granted a Saving Throw at [(MRES + WILL) x 1 DMod] – be located anywhere on Telostic – but an unwilling target of the spell
subordinates who must obey the victim's orders are not allowed is allowed a Saving Throw at (MRES x 3 DMod), and if this is passed,
individual Saving Throws. he or she is then immune to the spell for a period of 10+1D20 game
(continued) years. The same effect applies to any character to whom the spell is
applied more than once in a given game year.
(continued)

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IX The Audition: This powerful and rare enchantment is used exclusively VII The Talking Afar (Level VII): This more powerful variant of the Level IV
to assist others, usually for a princely sum. When cast on a friendly spell of the same name is the same as that version, except as follows:
character, it allows the latter to simulate undertaking an action – • The message sent may be up to twenty (20) English words in
presumably, a hazardous one – and to see the consequences of length;
failing (defined as, "failing the Success Threshold for the action in
question by at least one point") to execute the action successfully. • The sending and receiving characters can be within 1000
kilometres of each other.
Note that the spell only describes the immediate consequences of the
specific action being simulated, not anything that might happen as a VIII The Risible Death (Level VIII): Except for its higher-Level counterpart
later or extended consequence of this action. (For example, it can (see below), this is perhaps the most dangerous spell known to the
simulate that a cloud of gas will issue from a trunk when the latter is followers of Væran Hènns, Whose magics are not otherwise much
opened, but if the effect of the gas is to make those exposed to it oriented towards combat. It is basically an attack on the central
attractive to certain types of creatures, this is unlikely to occur nervous system, expressed as a short verbal phrase – roughly 7 to 15
immediately – in such a case, the Audition would correctly show that English words long – which attacks all intelligent characters in the
the character opening the trunk would be exposed to some type of effect area (e.g., within hearing range) who are able to comprehend
aerosol, but it would not give any insight as to what the gas effect the language in which the phrase is uttered. (Note that the spell does
would really be.) The spell also cannot be used to indirectly reveal the not discriminate between friend and foe; thus the cleric would be wise
contents of a secret that is magically protected from detection. to advise his or her friends to "cover their ears" before the spell is
cast).
In order for the spell to work, the character upon whom it is cast must
be within one kilometre of the site where the action would theoretically A particularly sinister feature of this spell is that its manifestation is not
take place. (It is said that the elders of the Temple of Væran Hènns obvious, except to characters who are in some way familiar to it or
possess more potent versions of this spell that relax this restriction, to who are alerted to the possibility of it being used against them. For
an extent; but such would be known only to the most senior clerics.) this reason, a character targeted by The Risible Death must pass a
Situational Awareness check at (INT x 3 DMod), or his or her
The advantage of the spell is that the enchanted character is not subsequent Saving Throw Dmod to avoid the spell's actual effects is
affected or harmed by the putative action, in any way, although he or halved.
she does incur any Fatigue losses that would be inflicted by actually
doing whatever was being simulated. A victim in the effect area who fails his or her Saving Throw is affected
as follows:
• On the first Melee Round after the Saving Throw is failed, the victim
Spell Effect of Spell (Temple of the Third Act) begins to smile involuntarily;
Level • On the second Melee Round, he or she begins to chuckle slightly;
I The Talking Afar (Level I): This is the first in a series of progressively • On the third, he or she laughs out loud, suffering a penalty of 10
more powerful versions of the same spell, which allow the spell caster points on all checks "to hit" in Melee and Missile Combat;
to psychically send a single message – which can be no longer than • On the fourth, the victim begins to roar with laughter, with tears
about ten English words in length – to another sapient character, rolling down from his or her eyes; he or she loses one Tactic
however separated by distance. The message is delivered directly into Card and suffers a penalty of 25 points on all Melee and Missile
the mind of the receiving character, but it must be in a language that Combat checks;
he or she understands, or the recipient is in the same situation as if he • On the fifth and successive Melee Rounds, the unfortunate victim is
or she were addressed verbally in a foreign tongue. completely incapacitated by hysterical, uncontrollable laughter,
An unwilling recipient is allowed a Saving Throw at (MRES x 2 DMod). with his or her body rolling around the ground in convulsions of
The spell is powerful and specialised enough to traverse some types mirth; any victim who ends up in this state suffers the loss of 1
of magical protections – for example, the enchantements that normally Pain Point and 1D3 Fatigue Points per Melee Round, eventually
protect a fortification against offensive spells or teleportation – but it expiring of the loss of Fatigue in the same way as would occur if
cannot be used as a weapon and fails if attempted in that mode. the victim were bleeding to death. (A bizarre side-note to this
The Talking Afar (Level I) can only be used once per game day on a deadly effect is, the corpse of a person so slain keeps chuckling
single recipient; attempts past the first do use Energy Points, but they through muscle spasms for up to a week after death has actually
simply fail without the message being delivered; this fact is not known occurred – and the mortal remains are always disfigured by a
to the spell caster. sickening, distorted leer, like conventional rigor mortis, but much
exaggerated.)
The Level I variant of this spell allows the sending and receiving
characters to be within up to 10 kilometres of each other. If this range This sinister enchantment is difficult to cast properly, and is (for
limit is exceeded, the message is not delivered; note that as is the understandable reasons) even more difficult to adequately test; for this
case immediately above, the cleric is not informed of this fact. reason, it is subject to an Inexperienced Caster Hazard check. The
consequences of this being failed are very severe – the caster
II For Future Release. himself or herself is also affected by the spell, although the DMod
III For Future Release. used for the Saving Throw to avoid the spell's effects is doubled.
IV The Talking Afar (Level IV): This more powerful variant of the Level I IX The Talking Afar (Level IX): This more powerful variant of the Level VII
spell of the same name is the same as that version, except as follows: spell of the same name is the same as that version, except as follows:
• The message sent may be up to fifteen (15) English words in • The message sent may be up to thirty (30) English words in length;
length; • The sending and receiving characters can be anywhere on the
• The sending and receiving characters can be within 100 kilometres same continent as the caster;
of each other. Unlike all lower-Level versions of the spell, the recipient can send a
V For Future Release. single message of up to thirty English words back to the caster – this
ability must be exercised within thirty seconds or it is lost.
VI For Future Release.
(continued) (continued)

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X The Risible Death (Level X): This is undoubtedly the most dangerous Duration : Temple of the First Act: The Playing to the Crowd: one complete
spell known to the followers of Væran Hènns. It is identical to the performance or 2 hours, whichever is longer;The Heated Remark:
Level VIII version of the same spell, with the following, significant instantaneous;The Acting of the Role (Level III): 5 hours; Wall of Confusion: 5
exception: when using this version, the priest or priestess of Væran minutes;The Writing of the Choreography: 1 Melee Round for clerics of Level VIII
Hènns need only "make a weird face" at those he wants to affect by or less; for each 2 Experience Levels higher than VIII, 1 additional Melee
the spell's lethal attack – an opponent can be subjected to its effects Round;The Dance Off the Stage: instantaneous;The Acting of the Role (Level
merely by looking at the cleric. VIII): 7 hours;The Re-Writing of the Script:one complete adventure or 1 month,
whichever comes first; The Acting of the Role (Level XI): 9 hours.
XI The Talking Afar (Level XI): This is the most powerful variant of the
Level IX spell of the same name normally found in northern Ushù'l; its Temple of the Second Act: The Arts of the Second Act:one complete performance
abilities are the same as that version, except as follows: or 2 hours, whichever comes first; Speaking Through the Long Mouth: 10
• The message sent may be up to fifty (50) English words in length; minutes;Channeled Communication: 25 minutes;The Dictated Script: 1 game day;
• The sending and receiving characters can be anywhere on Telostic. at the end of this, there is a 10 per cent chance that the effect will be
permanent;Speaking-Through: 10 minutes;The Bestowing of Artistry: permanent
It is said, incidentally, that the most senior priests of Væran Hènns except as noted in spell description;The Uncertain Clamour: 1 hour;The Changing
possess yet more potent versions of this spell that are capable of of the Cast: instantaneous;The Audition: the simulated action must start to take
contacting parties on other planets, other dimensions or even forward place within 10 minutes of the time when the spell is cast, and the duration of the
and backwards in time… simulated action cannot exceed 1 minute x caster Experience Level.

Temple of the Third Act: The Talking Afar (all Levels): per length of communciated
Usable By (Brotherhood/ Religion Owning): Clerics of sly Væran Hènns and phrase;The Risible Death (all Levels): instantaneous and per time taken for the
demigods devoted to Hismself. attack to slay an opponent

Level : I to XII, as far as known (but higher Levels exist; see above). Range : Temple of the First Act: The Playing to the Crowd: touch;The Heated
Remark: per rules for directed-energy attacks, except base for distance
Cost : Temple of the First Act: The Playing to the Crowd: 5 EP x human-sized determination purposes is 15 EP;The Acting of the Role (all Levels): not
character affected; The Heated Remark: 15 EP per Level of damage, maximum applicable (affects caster only); Wall of Confusion: 30+2D10 metres;The Writing of
90 EP; The Acting of the Role (Level III): 100 EP, also the spell can be maintained the Choreography: affected characters must be touched;The Dance Off the Stage:
for an additional 50 EP; Wall of Confusion: 50 EP per 5 cubic metres of gaseous not applicable (affects caster only);The Re-Writing of the Script: affected
wall created, to a maximum of 200 EP; The Writing of the Choreography: 20 EP characters must be touched
per human-sized creature affected; The Dance Off the Stage: 75 EP; The Acting
of the Role (Level VIII): 200 EP, also the spell can be maintained for an additional Temple of the Second Act: The Arts of the Second Act: touch; Speaking Through
75 EP; The Re-Writing of the Script: 25 EP per human-sized character who will be the Long Mouth: 20m. x caster Experience Level;Channeled Communication: The
covered by the enchantment (e.g. for whom actions can be "re-scripted"), plus a Dictated Script: 3m. x caster Experience Level; Speaking-Through: 20m. x caster
mandatory 50 EP for the caster himself or herself; The Acting of the Role (Level Experience Level;The Bestowing of Artistry: touch;The Uncertain Clamour: 3m. x
XI): 300 EP, also the spell can be maintained for an additional 100 EP caster Experience Level;The Changing of the Cast: touch;The Audition: touch

Temple of the Second Act: The Arts of the Second Act: 5 EP per human-sized Temple of the Third Act: The Talking Afar (all Levels): see spell description;The
character affected; Speaking Through the Long Mouth: 15 EP; Channeled Risible Death (Level VIII): hearing range;The Risible Death (Level X): visible
Communication: 10 EP; The Dictated Script: 20 EP x target primary occupation range
Experience Level (if the required number of EP are not expended, the spell simply
Targeting Requirements : All variants of The Miracle of the Eternal Stage that
fails and has no effect); Speaking-Through: 10 EP x target primary occupation
bestow artistic abilities on a recipient, with the exception of reversed versions of
Experience Level; The Bestowing of Artistry: 500 EP if cast in normal mode, 250
these spells (which only require touch), require that the affected character must be
EP if cast reversed; The Uncertain Clamour: 20 EP per human-sized character to
touched by a few drops of Levyètha (holy water) of Væran Hènns. This is also true
be affected by the ray; The Changing of the Cast: 230 EP; The Audition: 250 EP
of The Audition. For other variants, except as noted otherwise in the spell
Temple of the Third Act: The Talking Afar (Level I), The Talking Afar (Level IV) description or as noted for range requirements, the cleric of Væran Hènns must
and The Talking Afar (Level VII): 2 EP per 10 kilometres of distance that separate merely have a clear Line of Sight to the intended target(s).
the caster and the character to be communicated with; if the number of EP so
Saving Throw : (Applicable only to an unwilling character capable of resisting
required exceeds the caster's available storage, the spell "overdraws" EP with the
magic, unless otherwise described in the spell description): (MRES - caster
consequences described earlier in this Book; The Risible Death (Level VIII):
Experience Level) x 2 DMod.
Minimum expenditure of 300 EP, which can affect up to 10 human-sized victims;
each additional 300 EP can affect up to 10 more; The Talking Afar (Level IX): 1 Saving Throw Success Effect : Negates the spell; the intended target of the spell
EP per 10 kilometres of distance between caster and communicating party, remains unaffected.
otherwise the same as lower-Level spells;The Risible Death (Level X): As for the
Level VIII version but 400 EP; The Talking Afar (Level XI): As for the Level IX 19.6.84. The Miracle of Heavenly Mercy
version of the same spell.
The curative powers of this set of related spells, the most prized and carefully
Time to Cast : Temple of the First Act: The Playing to the Crowd: 1 game minute; guarded available to the Temple of Vìrya Fèftian-Ithé, are famous throughout
The Heated Remark: 0.5 Melee Rounds; The Acting of the Role (Level III): 1 Ushù'l. At its lower levels, the spell provides alleviation and fertility; at its higher
minute; Wall of Confusion: 2 Melee Rounds; The Writing of the Choreography: levels it can cure many maladies including diseases and insanity. The spell does
casting time is theoretically one minute, but another 20 seconds are required for not cure body damage directly (for this, the cleric would have to resort to the
each character whose actions will be "scripted"; The Dance Off the Stage: 0.5 Healing spell), but it can deal with most other types of afflictions.
Melee Rounds (unlike many teleportation enchantments, this one was intended
specifically for a quick getaway); The Acting of the Role (Level VIII): one minute Versions of the Miracle of Heavenly Mercy spell of Level V and below may be
per primary occupation Experience Level of the character being imitated; The Re- used to heal only characters of the exact same species (e.g. human, Ca'ùna,
Writing of the Script: ritual requiring one game hour; The Acting of the Role (Level Arda, etc.) as that of the caster. Versions of the spell of Level VI and higher can
XI): two minutes per imitated character primary occupation Level be used to heal any creature, with the exception of the undead, automatons or
beings composed entirely of magic or other energy. The spell can alleviate or cure
Temple of the Second Act: The Arts of the Second Act: 3 minutes; Speaking the following types of problems, based on the level at which it is cast:
Through the Long Mouth: 1 Melee Round; Channeled Communication: 1 Melee
Round; The Dictated Script: 1 Melee Round; Speaking-Through: 1 Melee Round;
The Bestowing of Artistry: ritual requiring 40 minutes to 2 hours, at the discretion
of the cleric; The Uncertain Clamour: 5 Melee Rounds; The Changing of the Cast:
2 Melee Rounds; The Audition: ritual requiring 20 game minutes

Temple of the Third Act: The Talking Afar (Level I): 1 minute; The Talking Afar
(Level IV): 3 minutes; The Talking Afar (Level VII): 5 minutes; The Risible Death
(Level VIII): 1 Melee Round; The Talking Afar (Level IX): 10 minutes; The Risible
Death (Level X): 1 Melee Round; The Talking Afar (Level XI): 25 minutes.

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Spell Type of Damage or Harm Cured Level : I to XIII (as far as is known– the Temple of the Gentle Lady may indeed
Level have more potent versions of this spell but they are a closely kept secret).

I Allows the recipient 8 hours of the most restful type of sleep, and has Cost : 10 EP x spell level (Levels I to V); 100 EP x spell level (Levels VI and up).
a 70% chance of blocking magically induced nightmares.
Time to Cast : Ten game minutes x spell level (requires a ceremony held in a
II Restores the character's Fatigue Reserve to its normal maximum. temple devoted to kindly Vìrya Fèftian-Ithé for Level VII and higher variants).
III Removes all pain and stops bloodloss (but does not replace lost
blood/Fatigue points– these must be naturally regenerated). Duration : Permanent or until the recipient is again damaged or harmed.
IV Cures all "Minor" and "Common" diseases after a delay* of 1D3 hours. Range : Touch.
V This version of the Miracle restores the moral alignment of a "good" Targeting Requirements : The affected character must be touched by a few drops
character to its former value if he or she has had his or her alignment of Levyètha (holy water) of Vìrya Fèftian-Ithé.
magically changed.
VI Doubles the fertility (ability to conceive a child) of a fertile character, or Saving Throw : (Applicable only to an unwilling character capable of resisting
provides 50% of normal fertility chances to an infertile character. magic): (MRES - caster Experience Level) x 2 DMod.
VII Cures all "More Serious" and "Dangerous" diseases after a delay* of Saving Throw Success Effect : Negates the spell; the intended target of the spell
1D6 hours. remains unhealed.
VIII Removes all artificially or magically inflicted aging from a character
19.6.85. The Miracle In Deepest Shadows Dwelling
(but does not reduce aging effects inflicted naturally).
IX Cures all " Very Dangerous" diseases after a delay* of 1D8 hours. The powerful Temple spells of mighty and feared Vìrya Hé-Enriath, Lady of
Nightmares and Mistress of Demons, are among the most carefully guarded and
X This sub-variant of the spell cures any one Mental Disorder**.
rarely-revealed secrets in all of northern Ushù'l. The following continuum spells
XI Has a 60% chance of curing an "Epidemic" disease after a delay of represent only the most common combinations of magics available to clerics
1D10 hours. devoted to this dark religion, although many variations and alternate spell lists
XII Cures any one Physical Disorder**. exist, particularly outside Roctien.
XIII Removes the ill effects of radiation (but does not replace lost Body Within the area bounded roughly by the western borders of Ardtien in the far west
Damage Points, which must be naturally regenerated). and the mountains separating the Shadowed Empire from Ulschéshòsh in the
extreme east, the Temple of sinister Vìrya Hé-Enriath seems to maintain at least
two distinct versions of this continuum spell – namely, the "Collegiate of Grenètsh"
* In all such cases, the symptoms of the disease are immediately halted, although and the "Collegiate of Enriàlsh" variants – a character who is a priest or priestess
it remains theoretically infectious until the end of the delay period. Note that of this dark faith must pick one or the other (not both) upon starting play. (It is
although the spell can cure most types of diseases, a "Deadly" disease, possible, however, to learn spells of the other continuum, as long as these are
unfortunately, is exempt from its effects – to cure this type of malady requires a learned from lowest to highest level.)
call for Divine Intervention.
Of the two Collegiates, the magic of the Grenètsh type appears to be more
** Mental or Physical Disorders are cured automatically if they were the result of frequently encountered in the Shadowed Empire, while that of the Collegiate of
some factor (a curse, for example) that was inflicted after the character started Enriàlsh is more common outside East Roctien, particularly as one travels further
play. There is a 60 per cent chance that they will not be cured, however, if the west. It is unclear whether this tendency is just a coincidence, or whether it
character was born with the Disorder or it was part of his or her character upon reflects some doctrinal, organizational or other factor within mighty Vìrya Hé-
beginning play; if the Success Threshold for this check is not passed, furthermore, Enriath's religion. Notably, neither Collegiate seems to be used much in the lands
there is a 25 per cent chance that the Disorder will affect the cleric as well. The south of the Nòlan Oblé; what school of magic predominates in these little-known
clergy of Vìrya Fèftian-Ithé is, therefore, very rigorous in screening out which lands is a matter for conjecture.
characters will, and will not, be allowed to have this variant of the spell used on
them. All sub-variants of these spells which involve conjuring or summoning other-
Planar beings are inherently dangerous, requiring the casting priest or priestess to
The Level VII and higher versions of this spell are very psychically/mystically pass an Inexperienced Caster Hazard check or suffer the consequences of a
draining to the priest or priestess casting it, causing the cleric to be completely "backfire", e.g. the possible summoning of a hostile creature other than the one
unable to use magic for a number of game days equal to the level of the spell. For intended (see "Inexperienced Caster Hazard" above).
example, a cleric casting the Level IX version of the Miracle of Heavenly Mercy
would have to wait 9 game days prior to again using magic. Spell Effect of Spell (Collegiate of Grenètsh)
Level
None of the versions of this spell can alleviate the ill effects of poison or damage
of any other types than have been specifically noted above. I This version of the Miracle creates a 10 cubic metre "cloud" of jet-
black, amorphous Visibility Class 1 darkness which travels unerringly
Usable By (Brotherhood/ Religion Owning): Clerics of Vìrya Fèftian-Ithé. at its designated target – which must be within sight of the caster – at
Speed Class 4, up to a distance of 50+2D20 metres.
The cloud acts as a very effective barrier to spells based on light and/or
heat, attenuating their effects by 90%; furthermore, each Melee Round
a character is caught inside the cloud, he or she must pass a Saving
Throw at (MRES x 2 DMod) or suffer an immediate Morale Check and
random, nightmarish hallucinations. The evil visions subtract 3D3
Morale / Willpower points from the effective Willpower scores of
worshippers of deities of the Khùl-Tlassù, 1D3 points from the scores
of followers of the Khùl-Nolgùn (except for believers in Vìrya Hé-
Enriath who cannot be affected), or 2D3 points from the Willpower
scores of followers of other religions. "1" is added to the DMod for the
Saving Throw against this spell (e.g. the Saving Throw DMod is "3"),
for anyone protected by the Level IV variant of the Miracle of Shining
Valour spell of Væran Ro'sènnpâdr.
The cloud lasts 3 Melee Rounds, although its effects continue for one
hour after first exposure; the spell's nightmare visions can be used only
once per day against a given opponent, although its light-blocking
effects can be used any number of times.
Symbol of mighty Ro'sènnpâdr, Lord of Paladins, Sky-King of White Virtue (continued)

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II This variant of the Miracle In Deepest Shadows Dwelling is frequently VI This essential variant of the spell creates one of the most commonly-
used by the Dark Lady's followers, both in the furtherance of pedantic used protective patterns used by priestesses and priests of great Vìrya
religious rites as well as in more pressing situations such as in combat Hé-Enriath, the "Triple Circlets of Insubstantial Defence". A special
and so on. It confers an extra 1D10+5 Fatigue points – which can be procedure, requiring about 10 minutes for a trained cleric, applies to the
expended only for the purpose of casting spells, not for other uses such casting of this spell: the caster must draw on the ground a pattern of
as movement, combat, etc. (Fatigue points expended by spell casting three interlocking circles (similar to a Venn diagram), each roughly two
are taken first from the special reserve, and only once this is exhausted metres in diameter with the protected inner area being about two
are they taken from the caster's normal FPR) – upon the caster or on metres in diameter, using blood (a few drops of the caster's own will do)
any one other designated person, and also adds 1D6+2 points to his or and special coloured pigments available only through Hé-Enriath's
her effective Willpower score, for purposes of spell casting and magical Temple. One circle should be drawn in deep violet, another in pinkish
control (for example, control over a conjured creature), only. The light violet and a third in cerulean blue; the perimeter of each circle is
heightened factors last for 1D6+2 hours and then are reset to their inscribed with mystical symbols in the secret code of this dark religion.
normal values. Once activated, the Triple Circlets provide effective protection against
The benefits of this spell can be bestowed upon anyone, although they physical, mental and magical attacks that might be directed against the
confer no special ability to use magic upon someone who is not already cleric by summoned creatures, as follows: Hhyò'oàlla (lesser Mêm-
able to do so. Uhùryo), "Minor" demons and less powerful conjured or enchanted
A given character can only be affected by one instance of this spell at a creatures – 95%; Yhé-Uhùrla'à (greater Mêm-Uhùryo), "Intermediate"
time and can be affected by this spell a number of times per week demons and more powerful conjured creatures – 85%; "Major" demons
equal to his or her Experience Level as a cleric; uses past this limit and very powerful conjured creatures – 70%; "Senior" demons – 60%;
work in reverse, subtracting Fatigue / Willpower points. "Ancient" demons – 50%. (Add 3D6 per cent to the above figures if the
entity in question itself serves or is devoted to terrible Vìrya Hé-Enriath.)
III This version of the spell adds 1 to the DMod used when a cleric This is simulated by having any such attack check against the above
devoted to mighty Vìrya Hé-Enriath attempts to establish control over protection factor, and if the check is failed, the attack is reflected back
one of the undead Mêm-Uhùryo (see "Control Over / Banishing the on its instigator. As a tradeoff, however, a character within the protected
Mêm-Uhùryo", Book "F"). It also doubles the amount of game time that area cannot in any way affect the world outside the protected space
control may be maintained and allows for another control check (attacks directed outside are reflected back inside); the Circlets merely
(assisted, if desired, by another application of this spell) when the allow an evocator to communicate with whatever he or she has
control period expires, but note that once the Mêm-Uhùryo becomes summoned.
uncontrolled, it cannot again be commanded by the same cleric for one
year (see above reference). The heightened powers of control last one The spell's protective effects last one day from the time it was first cast.
hour plus 10 additional minutes for each Experience Level the priest or It may be re-cast up to three times on the same area within a given
priestess has achieved. year, but for subsequent castings to work, the patterns drawn previously
on the ground must be completely erased beforehand; thus the spell
IV The Temple of mysterious Vìrya Hé-Enriath specialises in conjuration cannot be maintained past its normal expiration time.
of entities from the Planes Beyond, and this variant of the spell can be
VII A similar, but more powerful, variant of the Level IV version of the
thought of as one of the "entry-Level" enchantments that serve this
Miracle in Deepest Shadows Dwelling, this spell gives a priest or
sinister purpose. It gives a priest or priestess a 75% chance of
priestess a 70% chance of summoning 1D3 Yhé-Uhùrla'à (greater
summoning 1D4 Hhyò'oàlla (lesser Mêm-Uhùryo), "Minor" demons or
Mêm-Uhùryo), "Intermediate" demons or more powerful conjured
less powerful conjured or enchanted creatures, whose name and
creatures. The creatures will appear within 2D6 metres of the caster,
characteristics must be known to the caster (either by direct
after a delay of 1D6 Melee Round from the time when the spell is first
experience, or by advanced book learning which requires 2 days per
cast. There is a 65% chance that these beings will serve the summoner
creature type; a verbal description by someone else is not sufficient).
for 2D3 game hours and then vanish, and a 35% chance that they will
The creatures will appear within 1D6 metres of the caster, after a delay demand payment and have to be bargained with. If a mutually
of 1D6 Melee Round from the time when the spell is first cast. There is acceptable bargain cannot be struck, there is a 55% chance the
a 70% chance that these beings will serve the summoner – within conjured creatures will simply disappear, and a 45% chance they will
reason (note that even less powerful other-Planar creatures are often remain, completely out of control and possibly hostile to the caster and
highly intelligent and will immediately recognize a trap or suicidal his or her party, for 2D3 hours.
commands) – faithfully for 2D3 game hours and then vanish, and a
The spell requires the expenditure of an extra four Fatigue points (on
30% chance that they will demand payment and have to be bargained
top of the one normally required), and if the abovenoted 70% Success
with. If a mutually acceptable bargain cannot be struck, there is a 60%
Threshold is failed, the spell cannot again be attempted for two weeks.
chance the conjured creatures will simply disappear, and a 40%
chance they will remain, completely out of control and possibly hostile It is strongly suggested that any attempt to use this, or, even worse, the
to the caster and his or her party, for 2D3 hours. Level X variant of this continuum spell, be preceded by the casting of
the "Triple Circlets of Insubstantial Defence" as created by the Level VI
The spell is physically and mentally quite tiring, costing an extra three
version of the spell, and/or other magical protections. Such safeguards
Fatigue points (on top of the one normally required for casting a spell
are common practice among accomplished acolytes of Vìrya Hé-
of Level I to X), and if the abovenoted 75% Success Threshold is
Enriath... at least, of those who still live, or who died a natural death!
failed, the spell cannot again be attempted for one game week.
VIII This much-feared version of the Miracle In Deepest Shadows Dwelling
V This version of the Miracle In Deepest Shadows Dwelling causes
spell is similar to the Level V variant, in that it causes insanity to a
instant insanity – plus, an immediate attack of the most severe
single targeted enemy, who must be of the same body morphology
aspects of the form of insanity involved (for example, a character
group as that of the spell caster. However, it has four significant
affected by megalomania would immediately start a fight with his or
differences from the former spell Level: one, it becomes effective only
her superiors) – to any one victim, who must be of the same general
when the victim goes to sleep or or otherwise enters a period of rest or
body morphology group (see "Relative/Subjective Physical Beauty",
hibernation; two, it can affect anyone known to the spell caster (the
Book "B") as the spell caster and who must be seen. To determine the
caster must have been visible to the victim, and must have, at some
type of insanity inflicted, the Referee rolls 1D4: (1)– Phobia; (2)–
time in the last 5 years, been within a 10m. physical radius of the
Neurosis; (3)– Mania; (4)– Complex.The insanity usually lasts for
victim); three, it inflicts 3 different forms of insanity and four, its effects
10+1D20 minutes, although there is a chance equal to (5%+caster
are permanent unless otherwise dispelled or healed.
Level) that it will be permanent, unless otherwise cured or dispelled.
(continued)
There is normally no Saving Throw granted against this spell, although
the Referee may wish to grant one for characters enchanted by one or
more magical means such as a Ring of Protection; the Greater
Sinister Screen will block it completely, while the Lesser Sinister
Screen gives a chance of safety (see spell description); note that
some species (e.g. the Arfò, Brhà etc.) are normally immune to
"insanity", as the more conventional races would know it.
(continued)

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IX This evil, offensively-oriented version of the Miracle In Deepest Spell Effect of Spell (Collegiate of Enriàlsh)
Shadows Dwelling causes the pressure inside its victims' skulls to Level
quickly increase, causing severe pain, unconsciousness and, of I This version of the Miracle In Deepest Shadows Dwelling spell is, in
course, eventual death. It manifests itself as a bluish-violet (Visibility effect, a minor "charm" or "bewitchment", often used by the Temple of
Class 2), Speed Class 3 wall of anti-energy, 10 x 10 metres in Vìrya Hé-Enriath to ensure security and proper obeisance to ritual. It
horizontal/vertical dimension but only 1 metre deep, which flies at any affects up to 3 other characters of approximately the same body
target within the caster's sight up to a distance of (5m. x caster Level). morphology as the priestess or priest, who must be within a radius of
The wall makes a weird, high-pitched "jingling" sound, as it travels (Experience Level of cleric x 2 metres) and who must be either visible
towards its destination. or able to hear a verbal command from the cleric. Each unwilling
All characters within the affected area unlucky enough to be struck by targeted character is allowed a Saving Throw, but if this is failed, he,
this fearsome apparition must pass a Saving Throw at [(Constitution + she or it must act as directed by the spell caster, as would be (in the
Willpower) x 2 DMod], and if this check is failed, the spell begins its opinion of the Referee) most pleasing to mighty Hé-Enriath, for the next
deadly work: on the same round as the Saving Throw is failed, a (1D3 x Experience Level of cleric) minutes.
victim suffers 1 Pain point and feels a strong headache; on the The Referee should consider the victim to act as would a reasonably
second round, 1D6 Pain points and 1D3 Damage (Body) points are devout lay follower of Vìrya Hé-Enriath normally would. This can include
lost, until the victim falls unconscious and inevitably dies, with blood many types of actions-- ranging from attending a worship ceremony of
and cranial tissue pouring out his or her ears, mouth and nostrils. Hers (something that has a good chance of angering the victim's own
Once the symptoms have begun, there is, unfortunately, no known deity) to answering probing questions more truthfully than the victim
cure for this terrible spell (other than Divine Intervention), but a few would ordinarily want to– but it cannot involve self-destruction or
species seem to be immune from it: these include the Mêm-Uhùryo, betrayal of the victim's most sacred personal concepts. For example, a
the Granàyu, the Hlòn and the Ri'ìm. Note that the Brhà are just as character who normally worshipped a deity of the Khùl-Tlassù would
vulnerable to it as are most of the other sapient races. probably truthfully answer the question, "How many priestesses of Vìrya
Even if placed in suspended animation or revived from death, there is Nanyë normally attend week-end worship services", as doing so would
a serious chance of a victim suffering lingering aftereffects from this not pose an obvious risk to his or her own Temple, but would not
spell: he or she must pass a Saving Throw at (Constitution x 4.5 knowingly answer, "how can we best arrange to kill the High Priestess
DMod) of suffer 1D3 Major Mental Organic System or Nervous of Vìrya Nanyë and get away undetected". An attempt by the spell
System Disorders (see "Physical / Mental / Behavioral Disorders", caster to attempt such a question or action should allow the victim an
Book "B"). immediate Saving Throw to void the spell.
The "wall" of anti-energy is only partly on Telostic's plane and can Note that the aims of great Vìrya Hé-Enriath may be parallel to, but are
thus only be reliably stopped by magical protections such as the rarely identical to, those of an individual one of Her supplicants. For
various Sinister Screen spells. However, it cannot traverse physical example, being far above the ken of mortals, She is usually quite
barriers with a composition factor of more than about 30; thus most uninterested in enriching her mortal followers (e.g., "my mighty Vìrya
wooden doors will stop it, unless they are poorly constructed or demands you give me all your money to further the aims of Her
missing important parts. The wall lasts 3 Melee Rounds and then Temple"), nor does She have usually anything to gain by aiding or
vanishes. humiliating particular mortals in the course of their petty, pathetic little
X The most powerful publicly known conjurational sub-variant of the lives (e.g., "my mighty Vìrya would be pleased by you going up to the
Miracle in Deepest Shadows Dwelling, this spell gives a priest or king and urinating in his face").
priestess a 65% chance of summoning 1D2 "Major" demons or very The Referee should give more latitude to the types of questions and
powerful conjured creatures. The creatures will appear within 3D6 actions allowed, if this spell is cast on ground sacred to sinister Hé-
metres of the caster, after a delay of 1D6 Melee Round from the time Enriath, as the spell was originally meant as a low-level defence against
when the spell is first cast. There is a 50% chance that these highly interlopers; less if it is cast outside Temple grounds, where Vìrya Hé-
dangerous beings will serve the summoner for 2D3 game hours and Enriath's powers are relatively less.
then vanish, and a 50% chance that they will demand payment and (continued)
have to be bargained with. If a mutually acceptable bargain cannot be
struck, there is a 50% chance the conjured creatures will simply
disappear, and a 50% chance they will remain, out of control and
possibly hostile, for 2D3 hours.
The spell requires the expenditure of an extra five Fatigue points (on
top of the one normally required), and if the abovenoted 70% Success
Threshold is failed, the spell cannot again be attempted for a month.
It is a well-known fact that the Temple of fearsome Vìrya Hé-Enriath
possesses conjurational spells of even more potency that can
summon yet more powerful, ultra-dimensional beings; but these
dangerous enchantments are, for understandable reasons, taught
only to the most senior, skilled and (above all) "responsible" clerics.
(continued)

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II This enchantment, used many times in the past by the Temple of IV In some respects this version of the Miracle In Deepest Shadows
Vìrya Hé-Enriath to corrupt the followers of the Khùl-Tlassù, has a Dwelling is similar to the Insubstantiality enchantment available to the
sinister and subtle effect: unless the victim is magically protected or is Antratschèldor-haii and clerics of certain other religions, except that it is
able to pass a Saving Throw, his or her Moral Alignment score (see less potent (unlike Insubstantiality, it does not give the user the ability to
"Moral Alignment", Book "B") is reduced – that is, made more "evil" traverse solid objects), and has fewer usage limitations.
and less "good" – by 1D6 points. This effect is very difficult to detect, This version of the Miracle spell causes the caster – and up to 2 other
except by an expert cleric of a "good" or "neutral" religion using an characters of approximately his or her body form and weight, who must
appropriate spell (for example, the Level VIII version of Special Sight); be touched – to transport their bodies and worn or carried possessions
lesser detection abilities have a built-in 75% chance of misdiagnosis, partly into the Plane of Ethereal Mists, a monotonous and numbingly
such as "oh, he's just in a bad mood", or "it must be some kind of grey, hazy parallel plane to that of Telostic's main (Material) Plane*.
mental problem we haven't encountered yet". The exact per centage affected is a function of the Experience Level of
This baleful enchantment requires the participation of the cleric (as the cleric, being equal to [10% + (3% per Experience Level) + (1D20 x
ritual leader) and four other priestesses/priests of mighty Vìrya Hé- 2%)]. The effects of this are:
Enriath, each theoretically capable of casting the spell, in a ceremony (1.) Translucency equal to 1% for each 1% of solid matter that goes off-
lasting one hour, in which the followers of the Dark Lady are, Plane; this provides good camoflauge (see Invisibility spell description).
essentially, praying that the victim "be converted to see the Dark". The
caster does not have not know the "true name" of the victim, who must (2.) Characters affected by this spell gain a partial immunity from
be of the same body morphology as the cleric and must be physically physical damage (at least, from attack types whose effects do not
located within 10 kilometres of the site of the ceremony, only the name extend into the Plane of Ethereal Mists; a notable exception to this is
by which the latter is known by the public or by his or her friends. the Bolt of Disintegration as used by Antratschèldor-haii of the
Brotherhood Osdez-Gozròl). However, they are conversely less able to
A character whose Moral Alignment has been sufficiently changed by affect the Material Plane, having their own attacks, spells and defences
this spell to have drifted by two or more Moral Alignment categories similarly degraded.
(for example, a character whose Alignment was originally "Moderately
Good" but is now "Neutral") should be urged by the Referee to "stop The general rule is, the amount of body damage suffered – or the
being such a bleeding heart, don't worry, nobody will mind" or effectiveness of the affected character's own spells and actions (in
otherwise encouraged to act in a more selfish and cruel manner. One particular, his or her own ability to perceive events on the Material
whose Moral Alignment has drifted by three or more categories, is run Plane, the senses are also affected) – is reduced in direct proportion to
directly by the Referee in a manner appropriate to the Alignment the degree to which the victim's physical form is off-Plane. For example,
category in question, until he or she is cured. Each one per cent by a character who was 60% off-Plane and who was struck for 20 Body
which the character's Moral Alignment has drifted, counts as a 50 EP Damage points, would in fact subtract only 8 from his or her BDR. A
curse, for purposes of being dispelled or cured. character suffering a Critical Hit is given a special Saving Throw,
equivalent to the degree he or she is off-Plane; a per centage dice
A given victim may be attacked no more than once per game week by result equal to or under the off-Plane per centage means that the
this spell, and it can be cast against a given victim by a single cleric no Critical Hit was not able to traverse the gulf between Telostic's Material
more than three times per game year. (However, as a group of five Plane and the Plane of Ethereal Mists has therefore been avoided. The
priestesses or priests of puissant Vìrya Hé-Enriath, each capable same system is used for other attack types – mental or psychic ones,
her/himself of casting the spell, is required, it can be seen that over for example – subject to Referee discretion; some game mechanisms
time the effect on an unfortunate victim's Alignment can be (e.g. a Critical Hit) should be assumed either to work completely or not
substantial.) to work at all, while others (for example Mindshock) may work with
III This is another version of the Miracle In Deepest Shadows Dwelling lesser effect. Note that many of the more powerful supernatural entities
that is commonly used for ritual purposes within the Temple of Vìrya can move between Planes of Existence at will, and are thus unlikely to
Hé-Enriath, although it is indeed often encountered elsewhere due to be stopped for long by this spell.
the considerable magical advantages it confers upon devotees of the The Referee should consult the description for the Insubstantiality spell
Dark Lady. The spell essentially adds 1D3+1 Experience Levels for concerning how to deal with characters who attempt to use this type of
the purposes of casting and maintaining spells (only – the spell does enchantment to unbalance the game.
not increase a character's ability to generate or store Energy Points,
* Note: Many scholars believe that the Plane of Ethereal Mists, or at
nor does it increase his or her combat abilities, for example) upon the
least a part of it, is the dwelling-place of great, obscure Væran On. A
caster or on any one designated beneficiary, and also adds 1D3+2
cleric who over-uses this spell and spends too much time intruding on
points to his or her effective Psychic Ability score, for purposes of spell
mighty Væran On's realm may come to the attention of this deity and
casting and maintenance. When checking against an Inexperienced
may be invited/compelled to stay a bit longer; unfortunately, eons of
Caster Hazard, there is a 55% chance that the extra pseudo-Levels
mortal time are said to be "as the flicker of a candle" for this weird
imparted by this spell will aid the caster in avoiding triggering the
being...!
Hazard, and a 45% chance that the caster will get no extra ability to
avoid this peril. The heightened factors last for 1D3+2 hours and then (continued)
are reset to their normal values.
Note that unlike the Level II, Collegiate of Grenètsh version of Miracle
In Deepest Shadows Dwelling, this enchantment works only on priest
or priestesses of great Vìrya Hé-Enriath; it cannot affect the spell-
using capabilities of other characters.
A given character can only be affected by one instance of this spell at
a time can be affected by this spell a number of times per week equal
to half his or her Experience Level as a cleric, rounding fractions
down; applications past this limit work in reverse, subtracting effective
Experience Levels and/or Psychic Ability points.
(continued)

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V A specialised version of the Miracle In Deepest Shadows Dwelling VII This variant of the Miracle In Deepest Shadows Dwelling instantly
designed to protect the caster and, to a limited extent, his or her teleports one selected victim, who must be of approximately the same
compatriots against magic, this spell requires the cleric, at the body morphology as the priestess or priest, who must be within a radius
precise moment of sunset during the day, to name one specific of (Experience Level of cleric x 2 metres) and who must be either visible
hostile character (presumably, one normally able to use magic) within or able to hear a command, to a distant location. The victim's physical
a radius of 100 kilometres of the caster at the time. The caster does body, plus any possessions directly in contact with it at the time of the
not have not know the "true name" of the victim – only the name by spell, is teleported.
which the latter is commonly known by the public. The destination location is determined by a D20 roll: (1 to 6)–
For 25 hours thereafter-- until the moment of sunset of the next somewhere else on Telostic, 10+1D20 kilometres distant; (7 to 12)–
day – the cleric gains a 90% immunity to magic of any kind used by somewhere else on Telostic, 100+5D20 kilometres distant; (13 to 15)–
the named character, including spells, magic items, potions, scrolls somewhere else on Telostic, 1000+5D100 kilometres distant; (16 to
or any other magical effect other than those caused by innate or 18)– somewhere else on a different continent on Telostic; (19)– a
psychic powers. The immunity is manifested as an invisible, 10-metre different planet or moon within Telostic's star system*; (20)– a different
radius "bubble" surrounding the protected character; any spell, or planet or moon, somewhere else in the galaxy*. The spell will always
spell manifestation, which enters the protected area must check teleport the victim to the surface of the new location, and it will teleport
against the protection factor, and if "90" or less is rolled, the spell is the victim to a theoretically habitable location according to his or her
instantly neutralised and rendered impotent. It is said that this species (that is, it will always choose a location with breathable
protection is very powerful, being even capable of nullifying the atmosphere and a temperature that will not be instantly fatal), but this
magics of entities such as senior wizards, many kinds of Demons need not be somewhere where the victim can survive easily: for
and the Brhà; the truth of this assertion has proven difficult to prove example, if the indicated place happens to be "sea level in the middle of
or disprove, given the consequences of a failed test. the ocean", so be it.
As with all protection spells, a degree of Referee discretion is There is no Saving Throw normally associated with this spell, although
involved, here; for example, the immunity would not protect the it can be guarded against by magical protections such as the various
caster against the secondary effects (for example, the blast shock Sinister Screen spells.
wave or collapsing ceiling caused by a Fireball that exploded outside * Except for Shakhàn campaigns run by a very creative and sympathetic
the 10 metre bubble), of some spells, but it would, for example, Referee, if either of these results are obtained, it's probably time to roll
neutralise a Fireball that was set to detonate within 10 metres of the up a new character...
protected caster. Similarly, the spell would not protect the caster
against the regular or Critical damage effects of a strike by a magic VIII This specialized variant of the Miracle In Deepest Shadows Dwelling is
sword, although it would negate any magical effects over and above frequently used by the priestesses and priests of great Vìrya Hé-Enriath
what an unenchanted weapon could normally cause. Also, if it is to "bless" an area, which is described as a sphere with a diametre of 20
used in a way so as to attack or confront an enchantment-- for metres plus a maximum of one additional metre for each Experience
example, a magic force field protecting some other character-- that is Level of the cleric casting the spell. An area so blessed has the
itself defensive in nature (as decided by the Referee), there is a 60% following characteristics, which are permanent unless otherwise
chance that this spell will fail and be dispelled; note that the caster is dispelled or negated:
not informed of this by the Referee... so he or she may only find out • All hostile attempts at spell casting within the area have an
about it, when subsequently attacked and harmed by hostile magic! unfavourable inverse DMod multiplier of "0.75";
The same protection can, optionally, be bestowed on up to two other • All attempts at spell casting by devotees of mighty Vìrya Hé-
characters of approximately the same body morphology as the Enriath have a favourable DMod multiplier of "1.25";
caster, who must be touched by the cleric. However, doing so divides • There is a 10% chance per minute that a hostile character
the protection by the number of characters affected, so it amounts to trespasses within the protected area, that one randomly selected
45% if one extra person is affected, or 30% if two are. cleric of Vìrya Hé-Enriath (if available) within the area will be
The spell can only safely be used against a single victim once per psychically warned of the intrusion;
game year. Each casting beyond this incurs a 20% cumulative risk of • There is a 5% chance, per minute, that an intruding party will
a backfire, making the caster/beneficiaries from 30 to 90 per cent encounter a randomly determined wandering monster (this is
more vulnerable to magic used by the putative victim. magically teleported and need not already exist there);
VI This terrible sub-variant of the Miracle In Deepest Shadows Dwelling • The entire area gains a gloomy, mournful presence and is
attacks its victim's nervous systems in much the same way as would shadowed with strange, purple-and-violet lighting effects.
a modern Terran nerve gas, causing agonizing pain, incapacitation The spell is very physically and psychically taxing for the cleric involved.
and, eventually, death. It manifests itself as a Visibility Class 3, A character who successfully casts the spell has his or her Mystic Ability
Speed Class 2 cloud of shimmering specks of purplish "black light", score immediately reduced to 1D8 points, whatever it was previously. If
10 cubic metres in size, which flies at any target within the caster's allowed complete, undisturbed rest, the caster regains Mystic Ability
sight up to a distance limit of (10m. x caster Level); however, partial points at a rate of one (1) per day, until his or her previous Mystic Ability
effects are still suffered past this distance, with all damage and other score is reached. If the cleric's rest is disturbed, he or she must pass a
strengths being halved for each 10 additional metres distance. An Saving Throw equal to (current Constitution x 4 DMod); if the Saving
unprotected character caught within it must pass a Saving Throw at Throw is failed, the spell caster permanently forfeits the Mystic Ability
[(Constitution + Willpower) x 1 DMod] each Melee Round, or suffer
point that he or she would have regained for the current day.
damage as if affected by an Intensity Level 11 poison (see "Poison",
Furthermore, a given cleric may cast this spell no more than once per
Book "C").
game year.
The "cloud", despite having a corporeal appearance, is in fact purely
(continued)
magical in nature and can only be stopped by magical protections
such as the various Sinister Screen spells, although it cannot
traverse physical barriers with a composition factor of more than
about 30.
(continued)

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IX This rather rare sub-variant of the Miracle In Deepest Shadows Time to Cast : One Melee Round x spell Complexity Level except for the following:
Dwelling bestows upon the caster – alternatively, upon one other Collegiate of Grenètsh: (Level IV)– ritual lasting 10 minutes; (Level VI)– at least 10
character, who must already be able to use magic – the ability to cast minutes; (Level VII)– ritual lasting 20 minutes; (Level X)– ritual lasting 40 minutes.
spells and otherwise use magic relatively normally, even in areas Collegiate of Enriàlsh: (Level II)– one hour; (Level VII)– one Melee Round; (Level
where magical energies are either weakened or absent altogether (for VIII)– ritual lasting three hours.
example, in the forested interior plateaus of the Rhàavna continent). Duration : As described above.
The spell works as follows:
The chances of successfully casting this spell (in the first place) are Range : As described above.
double what they would be for any other spell of equivalent complexity,
in the magic-poor area in question. If this chance of casting would Targeting Requirements : As described above.
otherwise be zero or lower, a special casting Success Threshold is Saving Throw : (Applicable only to an unwilling character capable of resisting
arbitrarily set at (Caster's Experience Level x 3 DMod). If the spell is, magic): (MRES - caster Experience Level) x 2 DMod.
for some reason, cast outside a magic-inhibited area, its chance of
casting is the same as would be the case for a normal spell of its level. Saving Throw Success Effect : Negates the spell; the intended target of the spell
During the time this variant of the Miracle is in effect, the Referee must remains unaffected.
perform a 1D20 check against the following probabilities, to determine
19.6.86. The Miracle of Shining Valour
what effect the Miracle has on the affected character's ability to use
magic: (1)– has no effect whatsoever, and this Miracle variant cannot This set of continuum spells is the especial possession of Væran Ro'sènnpâdr
be cast again by this character for one week; (2 to 5)– gives no aid to and is used frequently amongst military units devoted to the Khùl-Tlassù,
spell-casting, but enchanted items work at half power of their normal particularly in religious fighting units (for example the many Legions dominated by
abilities; (6 to 10)– gives no aid to spell-casting, but enchanted items the Padrulàilh) devoted to warlike Ro'sènnpâdr. It confers various types of
work normally; (11 or 12)– enchanted items do not work, but spells can combat-related powers, to the point where, using the higher levels of the spell, a
be cast at half the normal chance of success and half of their normal soldier or warrior can be almost invincible in man-to-man combat – unless, of
power/effectiveness; (13 or 14)– enchanted items do work, and spells course, he, she or it is opposed by another fighter similarly enchanted.
can be cast at half the normal chance of success and half normal
power/effectiveness; (15 or 16)– enchanted items do not work, and Variants of the spell which have a protective effect (for example the Level V to VIII
spells can be cast at the full normal chance of success and normal versions) can protect only against harm suffered after the spell comes into effect;
power/effectiveness; (17 or 18)– both spells and enchanted items work in other words, they cannot remove damage that was suffered previously. Unless
normally; (19)– spells work normally, and there is a 15% chance that otherwise noted, the spells listed below can be used on a given character,
an enchanted item will not use a "charge" it otherwise would, to enable including the spell caster him/herself, no more than once per game day.
one of its abilities; (20)– spells work at double effectiveness, and there
is a 30% chance that an enchanted item will not use a "charge" it Spell Effect on Affected Character
otherwise would, to enable one of its abilities. Level
The spell affects only enchanted items in the physical possession of an I Adds or subtracts 1D20 Fatigue Points to or from a beneficiary or
affected character, at the time it is cast. If an enchanted item ever victim, depending whether the spell is cast normally or reversed. The
leaves the physical contact/proximity of an affected character, or is spell can be used on a given character up to twice per day.
passed to an affected character by someone else, it instantly ceases to
gain any benefit by this spell. II This variant of the spell enchants a single weapon so that it can strike
creatures that are invulnerable to non-magic weapons. If cast on a
The spell's duration is as follows: (Naturally magic-poor areas such as weapon that is already enchanted, the spell adds 1 point to the
central Rhàavna: 1D6 hours); (Artificially magic-poor areas such as a weapon's damage factor (e.g., to the number of points of body damage
protected temple complex: 4D10 minutes); (Areas affected by an that are done on a penetrated strike).
immediate anti-magic effect, for example by the aura of an "Anti-
Psychic" character or by an anti-magical spell or item: 1D3 minutes). In the case of missile weapons, the most efficient way to use this spell
is to enchant the launcher (for example a bow), as the spell will
X For Future Release. It is said that this variant of the Miracle in Deepest automatically affect the first 3 missiles fired from the enchanted
Shadows Dwelling permits nearly error-free travel to several alternate launcher. However, if used to enchant missiles themselves, up to 5
planes of existence, but does not,of course, guarantee safety from projectiles– for example, arrows or crossbow bolts– can be affected by
those who dwell in these sinister places... a given casting of this spell. (If both a missile launcher and projectiles
are enchanted, the damage factors are added together– for example,
the body damage done by an arrow fired from such a launcher would
Usable By (Brotherhood/ Religion Owning): Priestesses and priests of mighty be increased by 2 points.)
Vìrya Hé-Enriath and demons/demigods devoted to Her ineffable Self.
III Cures 2D6 points of body damage, which must have been inflicted by
Level : I to X; almost certainly higher Levels exist, especially with respect to the non-magical attacks. Can be used only once per day on a given
conjurational versions of this spell. character or it inflicts, rather than removes, damage.
IV Adds 2D6 Morale / Willpower points to the effective Willpower scores of
Cost : Collegiate of Grenètsh: (Levels I and II)– 50 EP; (Level III)– 60 EP; (Level
all followers of Væran Ro'sènnpâdr, or 1D6 points to the Willpower
IV)– 10 EP per Level of creature conjured, with the required EP being drawn
scores of worshippers of other deities of the Khùl-Tlassù, within a 10 m.
automatically from the caster; (Level V)– 10 EP x primary Experience Level of the
radius of the caster. It has no effect on followers of other religions and
creature affected; (Level VI)– 200 EP; (Level VII)– 15 EP per Level of creature
can be used up to three times per day on followers of mighty Væran
conjured, with the required EP being drawn automatically from the caster; (Level
Ro'sènnpâdr, up to twice per day on devotees of shining Vìrya Nanyë,
VIII)– 20 EP x primary Experience Level of the creature affected; (Level IX)– 250
but can only be used once per day on worshippers of other religions.
EP; (Level X)– 20 EP per Level of creature conjured, with the required EP being
drawn automatically from the caster. Collegiate of Enriàlsh: (Level I)– 2 EP x (continued)
primary Experience Level of the creature affected; (Level II)– 10 EP for each 1
point by which the affected character's Moral Alignment is changed, with the
required EP being drawn automatically from the caster; (Level III)– 10 EP x the
highest additional pseudo-Level bestowed, for example a 6th-Level caster who
gained three pseudo-Levels would pay 90 (9 x 10) EP; (Level IV)– 20 EP x
primary Experience Level of all characters made insubstantial; (Level V)– 250 EP;
(Level VI)– 250 EP; (Level VII)– 20 EP x primary Experience Level of the victim;
(Level VIII)– 20 EP x one metre diametre affected; (Level IX)– 100 EP; (Level X)–
at least 300 EP.

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V A character affected by this level of the spell is immune to fear, except 19.6.87. The Miracle of Him Who Chastens
possibly for that caused by very powerful entities such as Demons,
This set of sinister related continuum spells is the possession of the Temple of
etc.. A possibly negative side-effect of this version of the spell –
mighty Væran Hnélo-Tràniss, God of Divine Power, Lord of the Strong, Oppressor
depending upon the circumstances – is, the character becomes totally
of the Weak.
unafraid even of threats that a normal, sane person would blanch at,
and becomes aggressive to the point of fool-hardiness and beyond. Most of these enchantments are, unfortunately, only too familiar to the inhabitants
VI A character affected by this level of the Miracle of Shining Valour is (especially those of the lower classes) of northern Ushù'l. For this reason, except
immune to normally-caused pain (although, at the Referee's discretion, as noted specifically below, the Referee should give magic-capable characters
he or she can still be affected by the more powerful magically-inflicted double the normal chance of spell recognition when a Level V or lower-Level
types of pain, for example variants of cruel Væran Hnélo-Tràniss' variant of the Miracle of Him Who Chastens is cast.
Miracle of Him Who Chastens spell of Level VI or higher).
The spell has the following effects:
VII A character affected by this level of the spell is immune to fatigue and
other secondary effects caused by the loss of blood. (That is, any Spell Effect of Spell
Fatigue Points that would otherwise be lost due to bleeding, etc., are Level
simply not subtracted from the affected character's Fatigure Reserve.)
Note that fatigue losses inflicted by simple exertion are not protected I A common enchantment used for Temple discipline within the
against. hierarchies devoted to ruthless Væran Hnélo-Tràniss, this spell works
only on a single character, who must be of the same body
VIII A character affected by this level of the spell is immune to Critical Hits, morphology as the caster. It allows the caster to ask the victim a
with the exception of critical damage that would sever the neck, bisect, single, one-sentence question, which must be answered truthfully; if
disembowel or totally destroy the body of the character. Note that the not, the victim is inflicted with a number of Pain points (relative to his
character can still suffer body damage, but any damaged vital organs or her original Pain Reserve) proportionate to the level of
simply heal themselves instantly, if subjected to a Critical Hit. untruthfulness of his or her answer.
IX This rare version of the spell is usually cast surreptitiously. It works Example: A character has a Willpower score of "10" and therefore
only on characters who are not already worshippers of the Khùl-Tlassù, has a normal Pain Reserve of "20". He or she applies for work
and protects the affected character against up to 50+2D20 points of cleaning out the toilet-pits of the local temple devoted to great Væran
body damage suffered in hand-to-hand combat for up to 1 day. Hnélo-Tràniss, and is asked by the Temple's Procurator of External
However, it has a secret after-effect: the affected character's moral Services, "are you, or any member of your family, a follower of any
alignment increases by 4D10 points, moving a "neutral" or "evil" deity of the Khùl-Tlassù?". The character replies, "no, fearsome
character towards "good". Note that the affected character gets no Priest". This answer is technically correct, but leaves out the fact that
Saving Throw against this. the character's father is widely known to have an illegitimate
X This is another seldom-used version of the spell, and is usually cast daughter, who is a Temple-virgin in good standing at the local
only on loyal worshippers of Væran Ro'sènnpâdr who are about to face Temple of the Shining Lady, Vìrya Nanyë. The character is thus
a near-suicidal battle. According to legend, it protects the affected immediately inflicted with the loss of 4 Pain points, or approximately
character against up to 30+1D20 points of body damage suffered in 20% of his or her Reserve – as, the answer is less than the whole
hand-to-hand combat for up to 1 day and makes certain that the truth, but is still not an outright lie – and doubles over, grimacing and
character, if killed in the heat of combat, will go directly to the in tears. "Perhaps," replies the Procurator, "next time you will
Paradises of Shining Eternal Victory maintained by puissant remember, Our Mighty Lord does not like to play games with small
Ro'sènnpâdr for His most favoured mortal followers. On a more folk who think themselves capable of hiding secrets from Him."
practical level, it adds a favourable modifier of 20 points to all calls for Obviously, a considerable amount of Referee discretion is needed in
Divine Intervention / Deity Reaction, during the next week. the adjudication of the degree of truthfulness in each response. In the
above situation, for example, had the character not been aware that
his or her illegitimate sister was a devotee of the deities of the Khùl-
It should be noted that the warrior-priests of powerful Væran Ro'sènnpâdr are Tlassù, probably, no Pain would have been inflicted or suffered.
usually reluctant to bestow the benefits of the Level V to VIII variants of this spell Conversely, had the sister been a legitimate, current member of the
on "non-believers", with the one exception of priestesses of brilliant Vìrya Nanyë character's household, the Pain penalty would have been
(not that devotees of that Goddess would normally engage in hand-to-hand commensurably larger (in the 12-point range).
combat, in any event). This spell has several limitations. It can be used only once per day on
Usable By (Brotherhood/ Religion Owning): Clerics of the Shining Lord, mighty a given character, and can never cause Pain so as to deplete more
Væran Ro'sènnpâdr and of demigods (for example Vòrin Alshrenàthu) devoted to than 80% of a victim's original Pain Reserve (no matter what the
great Ro'sènnpâdr. truthfulness of an answer). It has no effect on a character (for
example, a "charmed" person) who is, at the time, not completely in
Level : I to X, as far as is known. control of his or her actions, and it is said, although the sources for
this rumour are not completely reliable, that the spell sometimes fails
Cost : 10 EP x spell level (Levels I to V); 100 EP x spell level (Levels VI and up), entirely when used against devout worshippers of crusading Væran
per human-sized character affected. Ro'sènnpâdr or shining Vìrya Nanyë.
Time to Cast : One game minute x spell level except for Level I and IV variants For the spell to be effective, the targeted character must be able to
which are instantaneous. fully understand the question being posed, and must fail a Saving
Throw. The question must be asked within one minute of the spell
Duration : Levels II, IV, V, VI, VII, IX and X: One game day. Level VIII: 1D6 hours. being cast, or it has no special effects.
Other variants: Permanent or until changed. (continued)
Range : Touch except for Level IV version, which has a 10-metre range.

Targeting Requirements : The affected character must be touched by a few drops


of Levyètha (holy water) of shining Væran Ro'sènnpâdr, except for the Level IV
variant which can affect anyone within a line of sight to the caster.

Saving Throw : (Applicable only to an unwilling character capable of resisting


magic): (MRES - caster Experience Level) x 2 DMod. Note that there is no Saving
Throw against the Level IX version of this spell.

Saving Throw Success Effect : Negates the spell; the intended target of the spell
remains unaffected.

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III This variant of the Miracle of Him Who Chastens spell creates a
shimmering, silverish-red "whip" composed entirely of magical
energy. This weapon is used in the same fashion as would be a
normal whip (it is considered to have a Magic Bonus of "+5" and a "to
hit" bonus of "15" to the attacker's favour when used in Melee
Combat), to a range of 3 metres plus 1/2 metre for each Experience
Level the caster has achieved.
If a strike is indicated, the caster must perform a normal armour
penetration check; the whip inflicts 1D6 points of body damage, plus
any applicable Critical Hits, if it penetrates. However, it also inflicts
1D3 points of Pain, whether or not the victim's armour is penetrated;
there is normally no Saving Throw allowed against this effect.
The magic whip stays in existence for six Melee Rounds plus one
additional round for each Experience Level of its caster.
IV Spells of pain are a very common weapon of the Temple of terrible
Væran Hnélo-Tràniss, and this sub-variant of the Miracle of Him Who
Chastens is one of the best known. It is manifested as a mostly
transparent (Visibility Class 3) wall of magic energy, 8 metres wide by
8 metres tall by 1/2 metre deep, with a dim, burgundy-red glow; this
travels in the direction of its intended target at moderate speed
(Speed Class 2), up to a maximum range of 12 metres plus 2 extra
metres for each Experience Level of the spell caster.
Beings who are struck by this apparition are allowed a Saving Throw
at (MRES - caster Experience Level) x 2 DMod. If this is failed, a
victim automatically suffers 1D4+1 points of Pain, plus one (1)
additional point of Pain for each two (2) points in his or her
Intelligence requisite score, rounding fractions down. A character who
loses more than 30% of his or her original Pain Reserve in this way,
is momentarily stunned and cannot undertake any actions other than
to recover from the shock, for one full Melee Round.
V This terrible variant of the Miracle of Him Who Chastens spell slowly
engulfs a victim, calcinating him, her or it into a heap of ashes. It is
frequently used by the Temple of dreaded Væran Hnélo-Tràniss, as
punishment for those who would defy this cruel deity.
The spell works only against sapient victims (it cannot affect
unintelligent creatures, the Mêm-Uhùryo or beings composed of
enchanted or other energy, and seems to have about a 40-60%
chance of failing if attempted against a devout follower of mighty
Væran Bssìro, Master of the Incandescent Inferno) within a 15 metre
radius of the caster, manifesting itself as a barely visible (Visibility
Class 3) "cloak" of dim, reddish-brown energy that flies inerrantly at
Junior priestess of Vìrya Nìa, Knower of All Things
Speed Class 3 towards the intended victim.
If the targeted character is not able to dodge the spell – and the
II Another widely-used enchantment of the Temple of mighty Hnélo-
chances of this are usually not good – he or she is allowed a Saving
Tràniss, this fear-inflicting spell works only on characters from the
Throw at (MRES - caster Experience Level) x 2 DMod. If this, too, is
same general body morphology group (see "Relative/Subjective
failed, the spell causes a dull, russet-red glow to envelop the victim's
Physical Beauty", Book "B") as the caster, and can affect no more
feet. This slowly works its way up the body, invisibly burning flesh into
than 3 visible victims (caster's choice) who must be within a 20-metre
ash; the spell's effects are purely magical, however, and (to everyone
radius of the cleric. As with the higher-Level versions of this sub-type
except the unfortunate victim), the spell's glowing manifestation is no
of the Miracle of Him Who Chastens, affected beings hear an eerie,
warmer than the surroundings.
low-pitched moaning sound that would unnerve all but the most stout-
hearted. For damage calculation purposes, the spell advances by 10
centimetres per minute, causing 2D6 points of Pain each minute;
The spell inflicts a strong feeling of dread and unease on affected
when more than 10% of a particular body part is enveloped, the
characters, causing an immediate Morale Check (see "Morale
victim is considered to have suffered a Critical Hit in that area. A body
Checks", Book "C") to victims who fail a Saving Thow. Additionally,
part is considered to have been burnt to ashes when 50% or more of
the victims suffer an additional penalty on the dice roll, when
it has been affected. Given the nature of Critical damage, most
checking to determine the effects of the Morale Check. This is equal
characters will succumb rapidly to this type of treatment. As far as is
to a 1 point penalty for each 3 Energy Points used to power the
known, once the calcination process starts, there is no way to stop it,
Miracle of Him Who Chastens spell, up to a maximum modifier of
other than by the victim's death or application of some other
"20" (at a casting power of 60 EP) in the checking characters'
enchantment such as the Negation of Sinister Energies. (A lenient
disfavour. For example, an instance of this spell powered by 36 EP
Referee might give a victim a 20% chance of being allowed a new
would inflict a penalty of 12 points on victims who were performing a
Saving Throw, each time a new body part is attacked by this version
Morale Check.
of Miracle of Him Who Chastens.) Note that a character killed by this
(continued) spell has a significantly lowered chance of being "resurrected".
Most magical barriers, for example the Greater or Lesser Sinister
Screen enchantments, will stop this malign spell. Partial protection is
afforded by magic armour; a character wearing magic armouring
gains a 33% chance of the spell dissipating and being rendered
harmless, when the reddish glow reaches the body part protected by
the armour. (This is, unfortunately, unlikely to be of much help to a
character protected only by an enchanted helmet...)
(continued)

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VI This version of the Miracle of Him Who Chastens is similar to the IX The most powerful sub-variant of the Miracle of Him Who Chastens
Level II variant, but is more powerful. It works on all sapient that creates an enchanted "whip", this potent spell has some
creatures, with the usual exceptions (the Mêm-Uhùryo, the Brhà, similarities to the Level III and VII versions, but is much more
etc.), and can affect a number of victims equal to the caster's dangerous and versatile.
Experience Level as a cleric. Beings targeted by this spell must be The weapon created by this Level of the spell lasts for 20 Melee
within a 25-metre radius of the priest or priestess, but need not be Rounds plus one round per caster Experience Level; its "to hit" Melee
visible; rather, the caster need merely be aware of their presence. Combat modifier is "30" to the attacker's favour; it has an Armour
The spell inflicts a strong sense of fear and panic on affected Penetration Modifier of "10" to the attacker's favour and it causes
characters, causing an immediate Morale Check (see "Morale 2D4+2 points of Pain – which affect even creatures (for example, the
Checks", Book "C") to victims who fail a Saving Thow. Additionally, lesser Mêm-Uhùryo) that are normally immune to physical pain – on a
the victims suffer an additional penalty on the dice roll, when strike regardless of armour penetration. If a victim's armour is,
checking to determine the effects of the Morale Check. This is equal indeed, penetrated, 1D8+3 points of damage are inflicted.
to a 1 point penalty for each 3 Energy Points used to power the Unlike the lower-Level versions of this spell, this one can attack up to
Miracle of Him Who Chastens spell, up to a maximum modifier of 3 separate targets at a single time, to a maximum range of 8 metres
"40" (at a casting power of 120 EP) in the checking characters' plus 1 metre for each Experience Level of the caster. For strike
disfavour. For example, an instance of this spell powered by 72 EP calculation purposes, resolve each attack separately; note, however,
would inflict a penalty of 24 points. that only one Combat Tactic Card need be played by the caster,
VII This potent spell is the same as the Level III version of Miracle of regardless of how many victims are targeted.
Him Who Chastens, in that it creates an enchanted "whip" which can Also, it appears that the Temple of mighty Væran Hnélo-Tràniss has
be used in Melee Combat. However, this weapon lasts for 10 Melee designed this spell to be relatively unaffected by the various types of
Rounds plus one round per caster Experience Level; its "to hit" Melee mundane magical protections (for example, the Greater and Lesser
Combat modifier is "20" to the attacker's favour; it causes 1D4+1 Sinister Screen spells) that would otherwise negate a purely magical
points of Pain – which affect even creatures (for example, the lesser attack manifestation. For game purposes, this is handled as follows:
Mêm-Uhùryo) that are normally immune to physical pain – regardless the Level IX variant of the Miracle of Him Who Chastens is
of armour penetration; and the whip has additional powers. considered to have double the normal chance of penetrating such a
If the attacker exceeds the Success Threshold for his or her Melee magical protection (for example, in the case of the Sinister Screen
Combat "to hit" check by 10 or more points, the whip immediately spells, the DMod needed to negate the Miracle of Him Who Chastens
entangles its victim – rendering him helpless, unable to fight or use attack would be halved), or, if the protection would normally allow no
gesture-based magic – for 2D3 Melee Rounds, with no "to hit" check chance of being penetrated, one is arbitrarily established at [(Number
needed while the victim is entangled; during this time, the victim of EP used in Miracle of Him Who Chastens) minus (Number of EP
suffers 1D3 points of Pain each Melee Round. used by in protective spell )] x 1 DMod.
As the whip is composed purely of magic energy, it is very difficult for If the attacker exceeds the Success Threshold for his or her Melee
a non-enchanted character to break or disentangle; the check for this Combat "to hit" check by 10 or more points, the whip immediately
should be (Strength x 1.5 DMod), 3 Fatigue Points per attempt, with a entangles its victim – rendering him, her or it helpless and unable to
beneficial addition of 1 to the DMod for magical means such as fight or use gesture-based magic – for 2D3+1 Melee Rounds, with no
enchanted sword, etc.. Furthermore, any body damage points "to hit" check needed while the victim is entangled; during this time,
inflicted on a victim are vampirically transferred to the caster, healing the victim suffers 1D4 points of Pain each Melee Round, no Saving
damage that he or she may previously have suffered, up to but not Throw allowed.
over his or her normal maximum BDR. As the whip is composed purely of magic energy, it is virtually
The caster may continue to perform other actions while maintaining impossible for a non-enchanted character to break or disentangle; the
the magic whip's entanglement of an enemy, but as a certain amount check for this should be (Strength x 0.5 DMod), 3 Fatigue Points per
of concentration is needed, his or her Combat Factor and spell attempt, with a beneficial addition of 1 to the DMod for magical
casting chances are halved until the entanglement ends. The whip's means such as enchanted sword, etc.. Furthermore, any Body
range is 4 metres plus 1/2 metre for each Experience Level of caster points – and, Fatigue points expended trying to break free from
. entanglement (only) – inflicted on a victim are vampirically transferred
Note that this sub-variant of Miracle of Him Who Chastens is very to the caster, healing damage that he or she may previously have
difficult to tell from the Level III version; therefore, for purposes of suffered, up to but not over his or her normal maximum BDR or FPR
spell cancellation, etc., recognition chances pertaining to telling the scores.
two spell variants apart, are halved. The caster may continue to perform other actions while maintaining
VIII This version of the Miracle of Him Who Chastens is one of the most the magic whip's entanglement of an enemy, but as concentration is
powerful fear-producing enchantments known in northern Ushù'l. It needed, his or her Combat Factor and spell casting chances are
works on all sapient creatures, including the Brhà but not the Mêm- halved until the entanglement ends. This penalty is the same no
Uhùryo or creatures of enchanted essence, and affects all hostile matter how many victims may be entangled at a particular time.
characters, visible or not, within 25 metres of the caster. This sub-variant of Miracle of Him Who Chastens is quite difficult to
This sinister enchantment inflicts an overwhelming terror on affected tell from the Level VII (but not the Level III) version; therefore, for
characters, causing an immediate Morale Check (see "Morale purposes of spell cancellation, etc., recognition chances pertaining to
Checks", Book "C") to victims who fail a Saving Thow. Additionally, telling the two spell variants apart, are halved.
the victims suffer an additional penalty on the dice roll, when (continued)
checking to determine the effects of the Morale Check. This is equal
to 1 point for each 3 EP used to power the spell, up to a maximum
modifier of "90" (at a casting power of 270 EP) in the checking
characters' disfavour. For example, an instance of this spell powered
by 120 EP would inflict a penalty of 40 points on victims.
The most dangerous aspect of this spell is, however, its secondary
effect which can literally "frighten a character to death". A
victim – except for creatures such as the Mêm-Uhùryo who are
normally immune to fear – who fails his or her Morale Check by 20 or
more points, may suffer a heart attack and die instantly. The Saving
Throw needed to avoid this is (MRES - caster Experience Level) x
3.5 DMod. Even if death is avoided in this way, the character is
completely unnerved and is stunned, being rendered disoriented and
useless for combat or spell casting for 2D6 game hours.
(continued)

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X This sinister variant of the Miracle of Him Who Chastens is well- Time to Cast : One Melee Round (Level III, VII and IX variants); one Melee Round
known in the past political history of northern Ushù'l; it "enslaves" a x spell Level unless otherwise noted for other versions.
single targeted victim from long distance, placing him, her or it under Duration : As described above (Level II, VI and VIII variants – one Morale Check).
the total mental control of the casting priest or priestess. Yet,
outwardly, the victim appears perfectly normal, and would usually Range : As described above.
never be suspected of being "charmed".
The victim must be of the same gender and general body morphology Targeting Requirements : As described above.
as the cleric, and who must be in a magically unprotected area within Saving Throw : (Applicable only to an unwilling character capable of resisting
a radius of (10 km. + an extra 7 kilometres for each Experience Level magic, where allowed by the sub-variant spell description): (MRES - caster
the cleric has achieved). The victim's public (common) name must be Experience Level) x 2 DMod.
known, although he or she need not be personally known to the
caster. Saving Throw Success Effect : Negates the spell; the intended target of the spell
A six hour-long ritual, requiring the slow sacrifice by torture of at least is unaffected.
three adult and three pre-pubescent sapients, is then undertaken to
19.6.88. The Miracle of Warlike Victory
the glorification of cruel Væran Hnélo-Tràniss, and the invocation is
made. The Referee secretly performs a Saving Throw on behalf of These martially-oriented continuum spells are used by warrior-priests and
the targeted character at [(MRES + target Willpower) - caster priestesses devoted to the Queen of Victories, battle-skilled Vìrya Tiryé-Habéla.
Experience Level] x 1.5 DMod*, and if this is failed, a psychic link is They are, in this respect, similar to the Miracle of Shining Valour spells used by
established that allows the cleric to mentally transmit orders – which the devotees of great Væran Ro'sènnpâdr; except that as befits Her theme, the
must be obeyed without hesitation – to the victim. This link, and the enchantments bestowed by fearsome Tiryé-Habéla are directed more towards
mental control that comes through it, is permanent until otherwise personal offensive fighting ability and personal gain derived from it, as opposed to
dispelled, or until either the victim or the controlling cleric dies. The some "moral" purpose or self-defence.
ability to establish the psychic link lasts for one hour after the casting
ritual; if the victim does not come into a magically unprotected area Variants of the spell which have a protective effect (for example the Level V to X
within range during this period, the spell is useless. versions) can protect only against harm suffered after the spell comes into effect;
The type of psychic domination bestowed by this spell has several in other words, they cannot remove damage that was suffered previously. Unless
unique qualities. It does not allow the caster to "see through the otherwise noted, the spells listed below can be used on a given character,
victim's eyes" or otherwise sense the victim's surroundings, so many including the spell caster her/himself, no more than once per game day.
types of commands (for example, "jump out that window over there"),
if attempted, will simply fail. Furthermore, it does not allow the Spell Effect on Affected Character
controlling cleric to know what the victim is thinking or doing at a Level
particular time, nor does it give linguistic abilities that either party did I Causes the next non-missile strike landed by character to be made at
not previously possess. his or her regular Strength score plus 5+2D6 points – causing a large
Conversely, the control bestowed by the spell is very subtle, flexible favourable modifier when rolling for armour penetration.
and powerful. The victim has essentially no choice as to whether to II Enchants a single weapon so that it can strike creatures that are
carry out the orders as given, even if these involve severe personal invulnerable to non-magic weapons. If cast on a weapon that is already
hazards or are otherwise inadvisable (e.g., "have every member of enchanted, the spell adds 2 points to the weapon's damage factor (e.g.,
the Imperial Escort Guard publicly beheaded tomorrow at noon"). An to the number of points of body damage that are done on a penetrated
order for direct self-destruction does allow the victim another Saving strike, except for a projectile which is only enhanced by 1 point). In the
Throw, but not a good one [(MRES + victim Willpower) - caster case of missile weapons, the most efficient way to use this spell is to
Experience Level] x 1 DMod. enchant the launcher (for example a bow), as the spell will
Control over the charmed character is maintained even when the automatically affect the first 4 missiles fired from the enchanted
cleric is asleep, and he or she can perform other tasks (including launcher. However, if used to enchant missiles themselves, up to 6
using magic) normally while maintaining the link and control. Only two projectiles– for example, arrows or crossbow bolts– can be affected by
misfortunes can disrupt this domination: the "charming" of the caster a given casting of this spell. (If both a missile launcher and projectiles
him/her/itself by a third party, or any situation which causes any of the are enchanted, the damage factors are added together– for example,
caster's mental faculties (Intelligence, Psychic Ability, Mystic Ability, the body damage done by an arrow fired from such a launcher would be
Willpower, etc.) to be degraded by two or more points. Only one increased by 3 points.) Unlike the Level II variants of similar spells
victim can be controlled at a given time by a given caster; an attempt available to followers of Væran Ro'sènnpâdr and Væran Rssà-
to dominate more than one victim causes all characters under Urutàngk, this enchantment may be effectively used up to twice per day
domination at the time, to be freed from the spell. on a given weapon, projectile or launcher.
The spell is also extremely difficult to detect, let alone distinguish III Enchants character's main weapon so that even if knocked away in
from the many other types of psychic controls that abound in northern combat, it instantly returns to the character's hand in time for use in the
Ushù'l; therefore, any attempts to ascertain its nature operate at only next Melee Round. Also adds 1.5 to the DMod used if the weapon has
half the Success Threshold that they otherwise would use. to roll a Saving Throw against damage, being shattered, etc.. This can
As a historical note, is thought that this variant of Miracle of Him be used up to twice per day on a given weapon.
Who Chastens, or variations on it, has been used on many of the IV Character, even if "knocked off balance" [an "(x)" result from a strike on
Emperors and Empresses of Roctien and can explain their the Armour Protection Table], instantly returns to his or her feet and can
sometimes erratic and self-destructive past actions; it is thought that continue fighting. In game terms, this level of the spell negates up to a
some rulers have remained under the secret control of the Temple of "(2)" result; that is, the character can be unbalanced to lose up to two
the Severe One for years or even over their entire lifetimes. The Tactic Cards with no effect on combat [a (3) result would cause the
Temple of mighty Væran Hnélo-Tràniss is also known to have great character to lose one Tactic Card from the number he or she otherwise
political power in the modern-day Shadowed Empire, and perhaps would have been able to play in the next Melee Round].
this spell – or, even more potent higher-Level versions of it –
accounts for some of this influence. Only dread Vòrin Ròaon knows V Body damage caused by a melee (not missile) strike on a character
the truth of this, and none have seen fit to ask Him... protected by this level of the spell is instantly reflected back on the
assailant; for example, if the character suffered a blow causing him or
* If, at the time of the ritual, the caster can sacrifice any item of the her 8 BDR points of damage, the attacker would also suffer 8 BDR
intended victim's personal possessions (a piece of clothing, for points of body damage. The spell has no effect on Critical Hits or
example), the DMod of this Saving Throw is halved to 0.75. damage caused by any means other than by a melee weapon.
(continued)
Usable By (Brotherhood/ Religion Owning): Clerics of Væran Hnélo-Tràniss.

Level : I to X.

Cost : 10 EP x spell level (Levels I to III); 25 EP x spell level (Levels IV to VI); 50


EP x spell level (Levels VII to IX); the Level X variant costs 750 EP).

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VI If cast on a follower of Vìrya Tiryé-Habéla prior to combat with an 19.6.89. The Miracle of Triumphant Devastation
enemy that has a treasure hoard, the size of the hoard increases by
The ebon-clad warrior-priests (and, infrequently, priestesses) devoted to mighty
one category (for example, from "Small" to "Average") compared to
Væran Rssà-Urutàngk, Dark Master of Blood-Stained Victories, have recourse to
what it otherwise would have been. This is only of relevance, of
the set of continuum spells listed below. These have become well-known (and
course, if the spell beneficiary wins the battle! This variant of the spell
feared!) in northern Ushù'l over the centuries in countless battles with the forces of
can be only used on a given character once per month; otherwise it
the Shadowed Empire.
counts as a curse that permanently reduces the size of treasure
hoards gained by one category. (However, if the spell is cast prior to Most of these spells are intended to demoralize or inflict harm upon an opponent –
the caster knowing whether the enemy has a hoard, and the latter although the Temple of great Væran Rssà-Urutàngk, like that of Væran
turns out to have no treasure at all, the penalty does not apply.) Ro'sènnpâdr, regards the excessive use of magic in combat (except for enchanted
VII As for the Level V version of the spell, except that in this case, weapons) against an equal opponent as "cheating", lessening the personal
although the body damage is reflected back at the attacker, the honour of victory and increasing the shame of a defeat. This stricture is
character protected by the spell suffers no body damage and is not sometimes overlooked, particularly in large-scale military engagements, but it
harmed. Character is still subject to Critical Hits and other damage. should be kept in mind by both the players and the Referee whenever a warrior-
This version of the spell may be used up to twice per day. priest of mighty Væran Rssà-Urutàngk wants to win an easy victory against a
victim purely by means of magic.
VIII Any one (only) Critical Hit caused by a melee (not missile) strike on a
character protected by this level of the spell is instantly reflected back Variants of the spell which have a protective effect can protect only against harm
on the assailant; for example, if the character suffered a blow causing suffered after the spell comes into effect; in other words, they cannot remove
him or her a broken arm, the attacker would also suffer a broken arm. damage that was suffered previously. Unless otherwise noted, the spells listed
The spell has no effect on other forms of damage, including any below can be used on a given character, including the spell caster him/herself, no
Critical Hit past the first suffered in a given Melee Round. more than once per game day.
IX As for the Level VIII version of the spell, except that in this case,
although the Critical Hit is reflected back at the attacker, the character Spell Effect on Affected Character
protected by the spell suffers no damage and is not harmed. Level
Character is still subject to Critical Hits past the first one and other I Subtracts 1D8 Morale / Willpower points from the effective Willpower
damage types. scores of of worshippers of deities of the Khùl-Tlassù, or 1D6 points
X This rare version of the spell is cast only upon a devout worshipper of from the Willpower scores of followers of other religions, except for
mighty Vìrya Tiryé-Habéla prior to a battle against long or hopeless followers of dark Væran Rssà-Urutàngk who cannot be affected by this
odds. It allows the character to continue fighting long after she or he spell. The DMod for the Saving Throw against this spell is doubled to
would otherwise have been killed by accumulated body, bloodloss "4", for anyone protected by the Level IV variant of the Miracle of
and/or Critical damage. Essentially, the character gains 20+1D20 Body Shining Valour spell of Væran Ro'sènnpâdr. It affects all victims within a
Points for the duration of the spell, becomes immune to most types of 10 m. radius of the caster.
pain and fatigue and can continue fighting until at least one of the II Enchants a single weapon so that it can strike creatures that are
following conditions are met: (a.) the enemy leaves the scene of the invulnerable to non-magic weapons. If cast on a weapon that is already
battle; (b.) the character's body is completely destroyed (by fire, etc.); enchanted, the spell adds 1 point to the weapon's damage factor (e.g.,
or (c.) 25 hours from the time the character otherwise would have died. to the number of points of body damage that are done on a penetrated
The Level X variant of the Miracle of Warlike Victory can only be used strike). In the case of missile weapons, the most efficient way to use this
by a given character once per game month (not that this should prove spell is to enchant the launcher (for example a bow), as the spell will
much of a limitation, considering the circumstances in which the spell automatically affect the first 3 missiles fired from the enchanted
can be used in the first place...!). launcher. However, if used to enchant missiles themselves, up to 5
projectiles– for example, arrows or crossbow bolts– can be affected by
a given casting of this spell. (If both a missile launcher and projectiles
It is said that the Level X version of this spell may have been used by the famous are enchanted, the damage factors are added together– for example,
Empress Gàliai I ("the Fated) in 91 AU at the Battle of the North Bank, in which the body damage done by an arrow fired from such a launcher would be
Gàliai fought with super-human endurance against the sinister forces of the increased by 2 points.)
Shadowed Empire, until finally she expired. Noble Gàliai is regarded, in some
parts of Roctien, as a saint of the Temple of Vìrya Tiryé-Habéla, and certain feast- III Enchants a single weapon so that when the user lands a strike of any
days are reserved in this Empress' honour. kind on an opponent– whether or not the blow penetrates the
opponent's armouring– he, she or it must immediately check Morale
Usable By (Brotherhood/ Religion Owning): Clerics and shield-maidens of martial with an unfavourable modifier of 5 points on the dice roll. The spell does
Vìrya Tiryé-Habéla and of demigods devoted to this mighty Goddess. not work on missile launchers or projectiles and does not affect priests
and priestesses of Vìrya Nanyë, Væran Ro'sènnpâdr, the Brhà or the
Level : I to X, as far as known. Mêm-Uhùryo.
Cost : 10 EP x spell level (Levels I to V); 100 EP x spell level (Levels VI and up), IV Cures 2D6 points of body damage, which must have been inflicted by
per human-sized character affected. non-magical attacks. Can be used only once per day on a given
character or it inflicts, rather than removes, damage.
Time to Cast : One Melee Round (Levels I to III); one minute x spell level (other V This subtle but frequently deadly Level of the spell can be only be used
Levels). against the single leader, who must be of the same general body
Duration : Level I: One strike. Levels II, III and IV: One game day. Levels V, VI, morphology group (see "Relative/Subjective Physical Beauty") of an
VII, VIII and IX: One hour x caster Experience Level. Level X: As noted above or opposing party. It causes the opposing party leader, should he, she or it
until character dies. fail a Saving Throw, to be "tactically stunned"– completely unable to
quickly take stock of the situation or issue meaningful orders– for 1D6
Range : Touch. minutes. In game terms, this is resolved as follows: whenever a
character so affected wants to make any tactical decision other than
Targeting Requirements : The affected character must be touched by a few drops basic self-defence (not including magic spells) or flight, he, she or it
of Levyètha (holy water) of Vìrya Tiryé-Habéla. must pass a Situational Awareness test using a DMod of "1". Otherwise,
the character will simply stand around aimlessly, waiting for some other
Saving Throw : (Applicable only to an unwilling character capable of resisting
friendly character to suggest a course of action. (Note: Even if a party
magic): (MRES - caster Experience Level) x 2 DMod.
with a leader thus affected wins the battle, the victim's leadership
Saving Throw Success Effect : Negates the spell; the intended target of the spell abilities will be seriously questioned; a "failure of nerve" of this sort is
remains unaffected. grounds for demotion or dismissal in many of northern Ushù'l's armies.)
The spell cannot be used against a single opponent who is not part of
an enemy group of three or more characters, and it cannot be used
against groups of creatures who do not have a single leader clearly in
command.
(continued)

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VI Subtracts 2D6 Morale / Willpower points from the effective Willpower Time to Cast : One Melee Round (Levels I to III); one minute x spell level (other
scores of of worshippers of deities of the Khùl-Tlassù, or 1D8 points Levels).
from the Willpower scores of followers of other religions, except for Duration : Level I: One strike. Level III: 1D6 strikes (rolled secretly by the Referee).
followers of dark Væran Rssà-Urutàngk who cannot be affected by this Levels II, III and IV: One game day. Levels V, VI, VII, VIII and IX: One hour x
spell. "1" is added to the DMod for the Saving Throw against this spell caster Experience Level. Level X: As noted above or until character dies.
(e.g. the Saving Throw DMod is "3"), for anyone protected by the Level
IV variant of the Miracle of Shining Valour spell of Væran Ro'sènnpâdr. Range : Touch.
It affects all victims within a 20 m. radius of the caster and can be used
up to twice per day against a given opponent. Targeting Requirements : The affected character must be touched by a few drops
of Levyètha (holy water) of Væran Rssà-Urutàngk.
VII This variant of the Miracle of Triumphant Devastation creates, in effect,
a shadowy, 10 metre-wide bubble-shaped zone of "protection from Saving Throw : (Applicable only to an unwilling character capable of resisting
good" around the cleric casting the spell. Clerics and devout lay magic): (MRES - caster Experience Level) x 2 DMod.
followers of religions of the Khùl-Tlassù, and indeed any character with
a Moral Alignment score above "60", cannot enter the zone at all (they Saving Throw Success Effect : Negates the spell; the intended target of the spell
are violently repelled upon touching the perimeter of the protected remains unaffected.
barrier, as if thrown back by a powerful blast of wind), and any purely
magical attack launched by such a character has a 90 per cent chance 19.6.90. The Miracle of Wisdom
of being instantly rendered harmless, upon striking the spell barrier.
Through this spell, the cleric requests knowledge or information about a specific
The protected zone cannot be used as a weapon and is non-mobile;
subject from learned Vìrya Nìa, Goddess of Wisdom. The Miracle of Wisdom is
the cleric who cast the spell can move anywhere within the "bubble",
probably the most important spell available to followers of Vìrya Nìa, and it is
but if he or she moves outside it, the spell instantly dissipates.
never taught to those outside Her Temple. It manifests itself as a question of up to
VIII Enchants a single melee weapon (the spell does not affect missile five words which the cleric may ask Vìrya Nìa (the Referee). She may respond
launchers or projectiles) so that it can strike creatures that are (01-70) "yes" or "no" or may (71-00) give an answer of up to five words (Referee
invulnerable to non-magic weapons. If cast on a weapon that is already discretion).
enchanted, the spell adds 3 points to the weapon's damage factor (e.g.,
to the number of points of body damage that are done on a penetrated Lower-level versions of this spell can reveal only relatively less important
strike). Additionally, any penetrated strike by a weapon ensorceled with information, with higher-level variants revealing more obscure or secret topics.
this sinister spell, has a 50 per cent chance of causing a Critical Hit in This should be simulated by the Referee quantifying and recording the "Rarity
the body area struck. The victim is allowed a Saving Throw against the Level" of the information being sought, and then matching this against the level of
Critical Hit, but not the extra body damage, so caused. It is said that the Miracle of Wisdom to which the cleric has recourse. If the level of the spell is
devout followers of some of the faiths of the Khùl-Tlassù, those equal to or greater than the Rarity Level of the information, the spell succeeds
worshipping Vìrya Nanyë in particular, may be immune to the Critical (subject to the restrictions below). If the level of the spell is less than the Rarity
Hit power of this spell, but the theory is, understandably, rarely tested Level of the information, the spell fails; note that the Referee does not reveal what
by willing characters...! Additionally, the enchantment seems less the Rarity Level of the information being sought is– it is up to the player managing
powerful against the Brhà; these monsters gain an extra 2 points on the the cleric to adduce this by trial and error. Although an exact quantification of the
Saving Throw DMod, when trying to resist the spell's Critical Hit effects. Rarity Levels of all types of information is obviously impossible to give here, the
The Mêm-Uhùryo cannot be affected at all, by this evil magic power. Referee may refer to the following table for guidelines.
IX Subtracts 3D6 Morale / Willpower points from the effective Willpower
scores of of worshippers of deities of the Khùl-Tlassù, or 2D6 points Rarity Types of Information
from the Willpower scores of followers of other religions, except for Levels
followers of dark Væran Rssà-Urutàngk who cannot be affected by this I or II Ordinary or mundane information (for example the name of the best
spell. "0.5" is added to the DMod for the Saving Throw against this spell butcher in town) that could be discovered by an average person with
(e.g. the Saving Throw DMod is "2.5"), for anyone protected by the only a few days' effort.
Level IV variant of the Miracle of Shining Valour spell of Væran III to V Less widely-available information (for example where to meet
Ro'sènnpâdr. It affects all victims within a 30 m. radius of the caster members of an underground cult) that could be discovered by an
and can be used up to three times per day against a given opponent. skilled person with a few weeks' or months' effort.
(Note: There are rumours of even more powerful Level VI+ variants of
this spell, capable of causing all but the most powerfully protected VI to X Unusual or privileged information (for example where a
opponents to flee in terror, in the arsenal of the warrior-priests of terrible moneylender hides his or her riches) that could be discovered only
Væran Rssà-Urutàngk. Undoubtedly these enchantments, and possibly by a very skilled person with months or years of effort.
additional spells from other religions of the Khùl-Nolgùn, are what XI to Secret information (for example where to find ingredients of a rare
makes up the dreaded Pall of the Land of Night "shadow", one of the XV potion) that could be found only by a master spending years of
most potent battlefield weapons of the armies of the Shadowed Empire. effort.
For more details, please see Strategic Telostician Campaign, also
XVI to Very secret or hidden information (for example an incantation
available from Telostic Corporation.)
XX needed to summon a Demon) that could be found only by the most
X Enchants the spell caster's (only– the spell cannot be bestowed upon expert investigators spending years of effort.
others) primary melee weapon (missile launchers or projectiles cannot
XXI or The most secret or recondite information– for example, the True
be affected) so that it can strike creatures that are invulnerable to non-
higher Name of a Demon, where a legendary object is hidden.
magic weapons, and adds 5 points to the weapon's damage factor.
Additionally, any penetrated strike by a weapon ensorceled with this
terrible spell, has a 50 per cent chance of immediately slaying the
victim of the strike. The victim is allowed a Saving Throw against The Miracle of Wisdom has a special limit on the number of times it may be cast
instant death, but not the extra body damage, so caused. As with the regarding a specific topic, subject or item of information. This is equal to one (1)
Level VIII version of the Miracle of Triumphant Devastation, several time only, within a time period equal to (Rarity Level of topic x 1 game month) for
classes of characters seem to be partly immune; among these are information of Rarity Levels I to V, or within (Rarity Level of topic x 1 game year)
priests and priestesses of Vìrya Nanyë and Væran Ro'sènnpâdr and for topics of Rarity Levels VI or higher. For example, a cleric asking a question
the Brhà; all of whom gain an extra 2 points on the Saving Throw such as "where can I find the ingredient I need to brew the Oné potion" (Rarity
DMod, when trying to resist the spell's lethal effects. The Mêm-Uhùryo Level XII), would have to wait twelve (12) game years before asking this question
are completely immune to it. again. Note that this restriction applies whether or not the spell was cast
successfully– thus the cleric should be careful that he or she has a reasonable
chance of success, or it may be a long while before the topic in question can
Usable By (Brotherhood/ Religion Owning): Clerics and warrior-priests of again be attempted.
fearsome Væran Rssà-Urutàngk and of demigods devoted to this sinister God. The Referee may be lenient in allowing characters to ask questions on similar
Level : I to X, plus even more powerful versions as noted above. topics more frequently than this, as long the player involved is not attempting to
evade the intent of the rule.
Cost : 10 EP x spell level (Levels I to V); 100 EP x spell level (Levels VI and up),
per human-sized character affected. Usable By (Brotherhood/ Religion Owning): Clerics of Vìrya Nìa.

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Level : I to XXV, as far as is known. Duration : The undead monster remains animated until dispelled or otherwise
destroyed.
Cost : 50 EP x Level of spell.
Range : Touch.
Time to Cast : 10 game minutes x Level of spell (requires a ceremony and a small
sacrifice to sagacious Vìrya Nìa). Targeting Requirements : The corpse to be re-animated must be touched by the
spell caster.
Duration : Instantaneous.
Saving Throw : Usually none; the corpse of a character strongly devoted to the
Range : Not applicable; the information appears telepathically in the cleric's mind. Khùl-Tlassù (in particular one inscribed with a symbol of such religions) should be
allowed a Saving Throw at (MRES - caster Experience Level) x 2 DMod.
Targeting Requirements : The cleric casting the spell must be awake and not
under the mental domination of any other character– in other words, the spell fails Saving Throw Success Effect : The corpse remains undead and is not re-
automatically if it is cast by a cleric who has been "charmed" or otherwise animated.
magically coerced into servitude.
19.6.92. The Negation Of Sinister Energies
Saving Throw : (Applicable only to a magically hidden or protected information):
(MRES - caster Experience Level) x 4 DMod. (Note that many if not all facts This is one of the most frequently-cast and flexible spells known to the magic-
concerning the Gods and Demons Themselves are magically hidden.) capable characters of Ushù'l. The Negation of Sinister Energies spell, as it is
known, negates or eliminates enchantments, magic, or the effects of magic, which
Saving Throw Success Effect : Negates the spell; the information remains hidden has been used on an object or person in the past and which are still in effect. For
or unavailable. example, a caster may wish to remove a "charm" from a person, eliminate a
magically conjured creature, dispel an enchanted barrier, and so on.
19.6.91. Necrofacture
Note that the spell can eliminate only effects that are specifically magical, and that
This sinister and malevolent spell creates a single example of the dreaded
it generally cannot change the secondary effects of magic retroactively; for
undead monsters of the Mêm-Uhùryo. This must be of an undead type which the
example, while it could dispel a "cloud of evil" that inflicted damage, it would not
caster has personally encountered previously. Also, only clerics of the Nameless
heal any damage that a victim exposed to the cloud had previously suffered.
One may create monsters of the terrible Yhé-Uhùrla'à; those of other religions
Similarly, while it can dispel a creature composed substantially of magic energy, it
may only create the "lesser" undead, that is, the Hhyò'oàlla.
usually cannot remove one that already existed on another Plane of Reality and
The being so created, unless of a type which normally has its own free will and was "gated" in to appear on Telostic's normal dimension.
intellect (for example the Hatàly'é), will be totally under the control of the cleric
If used on a (presumably) friendly character who is affected by more than one
who created it, and will follow his or her mental instructions even to the point of
enchantment, the Negation of Sinister Energies must be targeted against a
self-destruction– although a few of the more intelligent undead may still be forced
specific enchantment: it does not eliminate all such enchantments with a single
to check morale before risking destruction. This control can normally be broken
invocation. (Of course, a caster could simply re-cast the Negation spell as many
only by the death of the spell caster or by an over-ride control attempt made by
times as might be required, dispelling the targeted enchantments incrementally.)
another cleric devoted to the Khùl-Nolgùn. A given character may, at any given
time, control up to one (1) undead monster created by means of this spell, for As a general rule, to completely dispel a targeted enchantment, the number of
each of his or her Experience Levels as an evil cleric. For example, a cleric of Energy Points put into the Negation of Sinister Energies must equal or surpass
Level VIII could control up to eight creatures; note that the relative Levels of the the number expended on the original enchantment.
monsters involved are not relevant. Necrofacture has several exacting
requirements in order to be cast successfully: If the number of EP expended on the Negation spell is insufficient, the chance that
it will still dispel the targeted enchantment is equal to {[Level of Negation spell (III)
• ......The caster must have recourse to a dead body of the type appropriate to the - Level of original enchantment]+ 3% per Experience Level of Negation spell
type of undead monster that is to be created; for example, a human or Bènli caster}; otherwise the Negation spell will simply fail and not have any effect on the
body would be required to create a Hly'é. original enchantment. (Note that even if it fails, the Negation spell will still auto-
• ......The body, or body component (skeleton, for example) that is to be used to expend the necessary EP; see below.) In cases where the EP used on the
Negation spell are relatively close to what would actually be needed to completely
create the creature must be substantially intact; for each 10 per cent of the
dispell the original enchantment, or where the Negation spell caster is much more
body that is missing, there is a 10 per cent chance that the spell will fail
powerful than the caster of the original spell, the Referee may optionally permit
outright.
some kind of incremental weakening of the targeted enchantment, for example
• ......The Rites of Raising the Hated Dead must be performed in a place sacred reducing its effectiveness by some percentage, etc..
to the dark religion of the Khùl-Nolgùn to which the cleric belongs. This ritual
Regardless of the actual effectiveness of the Negation spell, the Referee should
requires twenty (20) game minutes per Level of the creature to be created,
calculate the shortfall (EP available in caster's EP Reserve - EP needed to
plus the participation of 2D6+1 other evil clerics.
completely dispel the enchantment) and divide the resulting total by the Level of
• ......There is a cost element, equal to approximately 100 silver pieces per Level the original enchantment. This number represents the number of EP that will be
of the creature being created. auto-expended each minute, over a number of minutes equal to the Level of the
original enchantment. The Referee should refer to "Spells That Auto-Expend
The Level of this spell must be at least match the Level of the monster created; for Energy Points" (see above) for the consequences.
example, to create a Level IV Hly'é, the Level IV version of Necrofacture must be
cast. Also, the Level of the Mêm-Uhùryo created cannot equal or exceed the Example 1
Experience Level of the spell caster as a cleric.
An Antratschèldor-haii of the Brotherhood Chélé-Avàii has cast a Level IV variant
This spell is highly psychically draining to cast; a character using it has his or her of the Phantasmalism spell with 300 Energy Points' expenditure, which an
Psychic and Mystic Ability scores reduced to "5". These requisites increase each Experience Level III Antratschèldor-haii of the Brotherhood Félékan-Gozchàal
by 1 per game day spent resting in bed, unless the character is disturbed– in wishes to negate. Believing the former to have used a large number of Energy
which case there is a 50 per cent chance that the point that would otherwise have Points in creating what appears to be a wall of iron, the latter Antratschèldor-haii
returned will be lost permanently. expends 450 EP on a Negation of Sinister Energies spell to eliminate the image.
Since the number of Energy Points expended by the latter exceeds the original
Usable By (Brotherhood/ Religion Owning): Level II to V variants: Clerics of all energy investment, the image is negated and the putative wall of iron disappears.
religions of the Khùl-Nolgùn except Væran Bssìro and Vìrya Yog-Ròthe, plus
clerics of B'àbb-B'bògg and the Nameless One. Level VI and higher variants: Example 2
Clerics of Vìrya Hé-Enriath, B'àbb-B'bògg and the Nameless One.
An Antratschèldor-haii of the Brotherhood Chélé-Avàii has cast a Level IV variant
Level : II to XII (there are rumours of variants of this spell that can create even of the Phantasmalism spell with 300 Energy Points' expenditure, which an
more fearsome undead monsters– may great Væran Za-R'hàak forfend!). Experience Level III Antratschèldor-haii of the Brotherhood Félékan-Gozchàal
wishes to negate. However, in this case, the latter Antratschèldor-haii, happening
Cost : 100 EP x Level of monster created. to have used up much of her EP Reserve in a recent Melee Combat, is able to
expend only 100 EP, so the Negation of the Sinister Energies spell is 200 EP
Time to Cast : Ritual requiring twenty (20) game minutes per Level of the creature under the minimum required expenditure.
to be created.

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The Referee divides this shortfall by 4 (the Level of the original spell, and the Cost : Variable; 2 EP per small plant such as a bush, or 10 EP per large, plant
number of minutes over which the needed EP will be auto-expended) and such as a tree, affected.
determines that the Negation of the Sinister Energies spell will automatically draw
50 EP each in one-minute intervals for the next four minutes. At the end of the first Time to Cast : One Melee Round.
minute, the unfortunate Félékan-Gozchàal magic-user has expended 50 EP more
Duration : Until the spell caster's request has been fulfilled, to a maximum of one
than she has available, and is therefore subject to a variety of negative
game year.
consequences as defined under "Spells That Auto-Expend Energy Points". The
chance that the iron wall phantasm will be dispelled is only 8 (eight) per cent {[3 Range : Line of sight in daytime; within touch of the caster's hands or staff during
(Level of Negation spell) - 4 (Level of the Phantasmalism spell)]+ 9 (3% per Level night.
of Negation spell caster)}.
Targeting Requirements : The spell user must either be visible to the affected
The Negation of the Sinister Energies spell is not particularly effective against plants (assuming that the plants were a human with normal eyesight), or must
curses: there is a 40 per cent chance that it will not affect a minor curse, and an touch the plant affected.
80 per cent chance that it will not affect other types of curses.
Saving Throw : Saving Throw is (MRES - caster Experience Level) x 5 DMod.
Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii and clerics of
Væran On, Vìrya Hé-Enriath and Vìrya Nìa are able to use the "common" variant Saving Throw Success Effect : The plant targeted by the spell remains in its
of the Negation of the Sinister Energies, which is effective against all known types original state and is not charmed.
of magic. There is also a "restricted" version of the spell (see "Restricted-
Applicability Religious Magic" above), available to all the other religions, which 19.6.94. Plantsizing
works only against enchantements, adherents, items or beings of selected,
This spell allows the caster to induce plants to grow to much greater than normal
opposed faiths.
size, or to shrink to much smaller than normal size. It also acts as a limited type of
Level : III "Charm", as the plants so affected will obey the caster to the limit of their
comprehension (an extremely limited form of ESP or telepathy is assumed) and
Cost : At least 10 EP plus variable expenditures as described above. ability to carry out his or her wishes. The spell will have a varied effect according
to the number of EP invested and the type of plant used, but a typical example
Time to Cast : One game minute. would be a growth or diminution of 2D100 per cent for a 1 metre-high shrub
affected by a 100 EP spell of this type. The growth or diminution rate is only
Duration : Immediate; "excess" EP are involuntarily drawn as explained above.
1D100 per cent for non-ordinary plants or vegetative monsters such as the
Range : Touch, or can be made to affect any visible spot within a 20 metre radius Pavagàntra. The plants will remain in a changed form as long as the caster is
and in the caster's eyesight, at double EP expenditure. alive.

Targeting Requirements : Touch or within sight as above. If cast on a patch of V'ido grass, there is a 5 per cent chance per caster level that
the caster may summon a randomly determined vegetative monster which will
Saving Throw : [MRES + (level of Antratschèldor-haii or other entity who originally faithfully serve him for one hour per hundred energy points invested. The spell
cast the enchantment)] - (level of Antratschèldor-haii casting the spell), if an may also be used against vegetative monsters, but the latter are allowed a Saving
unwilling target. Throw to try to resist the enchantment.
Saving Throw Success Effect : Negates the disenchantment; e.g. the original This spell will not work on vegetative matter already under the influence of magic
enchantment is unaffected. and can be used no more than twice on any given plant or once on any given
vegetative monster.
19.6.93. Plant-Beguilement
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
This spell allows the caster to exercise a limited amount of control over a number Kybàhri-Fèleor.
of plants or vegetative creatures equal to his or her Experience Level, times a 2D6
dice roll. The caster may give plants under his or her control one simple Level : III
instruction such as, "Tell me when the next priest comes by". The Level IV and V
spell versions enable plants to respond to this request only; the spell must be cast Cost : 100 EP plus a variable amount as described above.
a second or successive time if there are more complicated directions to be given.
Time to Cast : One Melee Round; the actual growth or diminution of the affected
The Level VI and VII versions allow the caster to give orders of two and three
plants takes one additional Melee Round.
sentences respectively. Where communication is concerned, the plants are given
a very basic ability to telepathically "speak" in the caster's own language; in effect, Duration : As long as the spell caster is alive or, for a vegetative creature, one
a small (25 per cent) portion of his or her intellect is conferred upon them for the hour for each 100 EP used to cast the spell.
duration of the spell. The Level VI spell version allows the plants up to 50 per cent
of the caster's Intelligence score, while the Level VII version allows them to have Range : Line of sight in daytime; within touch of the caster's hands or staff during
the equivalent of roughly 75 per cent of his or her Intelligence. nighttime.

Plants under the influence of this spell will comply with the caster's instructions to Targeting Requirements : The spell user must either be visible to the affected
the best of their abilities. The Level IV to Level VI spell versions have a 99 per plants (assuming that the plants were a human with normal eyesight), or must
cent chance that the charmed plants will be unable to perform actions not touch the plant affected.
normally within their capabilities. (For example, it will usually be impossible to tell
a field of daisies to pursue an enemy of the spell caster, since these plants are Saving Throw : Saving Throw for ordinary plants is (MRES - caster Experience
rooted and normally unable to move.) The Level VII version of the spell allows the Level) x 1 DMod; for a vegetative monster the Saving Throw is (MRES - caster
caster to confer upon the charmed plants either the ability to move at half the Experience Level) x 5 DMod.
speed of a human, or the ability to attack with factors appropriate to their size and Saving Throw Success Effect : If the target of the spell beats the Saving Throw
composition. Success Threshold by "20" or more, it is still affected by the growth or diminution
The spell works very well as a limited "Web" spell in densely overgrown part of the spell, but it is not under the control of the spell caster. If the Success
environments such as jungles, etc., however, and can in such cases be used to Threshold is beaten by "19" or less, the plant or vegetative monster targeted by
make an effective vegetative barrier. Also, affected plants will give up their fruit if the spell is completely unaffected.
possible. For example, a palm tree might drop a coconut on request.
19.6.95. Phantasmalism
There is an 80 per cent chance that plants under the influence of this spell will
This group of related spells creates illusions of increasing size, complexity and
refuse explicit orders to commit self-destruction, but, as most plants have a very
believability. At the higher levels, the images can have at least some of the actual
low level of intelligence, the spell caster can usually trick them into doing this
material substance of whatever they are intended to simulate, and can therefore
anyway.
inflict real damage or affect solid objects. (Note: The generic term used to
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood describe all images made by this spell is "illusion"; specific subtypes of illusions
Kybàhri-Fèleor. are given individual names, for example "mirror images", "phantasms" and so on.)

Level : IV to VII

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Illusory objects or creatures that these spells create can be almost anything within The Level II version of the spell also creates a "mirage"; however, in this case, the
the spell caster's personal experience, and they affect every creature, both friendly illusion can be both visual and can have any one other sense attribute: sound,
and unfriendly, that is able to perceive them. However, potential victims are taste, vibration, and so on.
allowed a Saving Throw, representing the creature's innate ability to detect
"wrongnesses" in the details of the illusion. There is a favourable bonus of The Level III Phantasmalism spell creates a number of lifelike, mobile "mirror
3D10+3 applied to the Saving Throw check if the victim attempting to resist is an images" of the spell caster (only– the spell cannot represent someone else).
intelligent creature who is aware, or suspicious, of the possibility that the image These are similar to a hologram and perform the same actions as does the caster.
may be artificial. Conversely, the illusions created by these spells usually work For example, if the caster swings his or her sword to the left, each image will do
better in dark or dim conditions than in the light of day, since in the former case so in exactly the same manner. The mirror images may be arranged in any
minor detail errors are less likely to be noticed. formation the caster desires when the spell is first cast, but this arrangement
cannot be changed thereafter. Thus, it is advisable that the caster not arrange the
With the exception of images created by the Level I and II versions of mirror images in such a way that they would impact with solid objects due to
Phantasmalism, illusions may inflict damage if its victim believes he or she has space or manoeuvre limitations.
suffered damage inflicted by it, equivalent to the damage that would normally be
done by the real item the image purports to represent. The Level I and II spell The Level IV, V and VI versions of Phantasmalism create mobile, lifelike images
versions cannot cause any damage to its victims (other than a Morale Check); similar to a mobile hologram, called "phantasms". The Level IV phantasms must
even if a victim of these variants believes he or she has suffered damage inflicted be carefully concentrated upon by the spell caster while they are in existence, and
by the illusion (for example, falling into an illusory pit of sharpened stakes), the disappear instantly if he or she is distracted for even a moment. The Level V and
usual effect will be 1D3 Melee Rounds of confusion until his or her common sense VI phantasms can move and act with a degree of independence from the spell
takes over. caster; they can be given instructions of up to five and ten words respectively (for
example, "attack that man over there"), but will otherwise simply remain in place
A degree of Referee discretion is called for in judging what types of damage may and do nothing.
be caused by illusions. For example, a victim believing himself or herself the
target of a claw attack made by an illusory dragon could suffer damage from this The Level VII, VIII and IX spell versions create an entity called a "simulacrum";
attack, but could not suffer damage from an imagined breath of fire. The this is identical to a phantasm, except that whereas the latter is purely an illusion,
reasoning behind this is, the human body can disrupt its functions due to a simulacrum is actually composed partly of solid matter. A Level VII simulacrum
overwhelming psychosomatic feedback, but cannot burn or freeze itself unless fire is considered to be 20 per cent solid; this per centage increases to 40 per cent for
or cold is actually present. For the same reason, an illusion cannot normally cause a Level VIII simulacrum or 60 per cent for a Level IX simulacrum. A simulacrum
a critical hit, even if a victim is totally convinced that it is "real". that is less than 100 per cent substantial, can be described as being so at the
molecular level; in effect, its component atoms are farther apart from each other
These restrictions apply only to entirely illusory images; once an illusion has even than would be those of a fully solid object of the same type and dimensions.
a small degree of physical substance, it can inflict whatever sort of damage it
simulates, including critical damage. This is simulated in the following manner: a The rare Level X version of Phantasmalism can create a simulacrum which, unlike
victim who believes that a semi-substantial illusion is "real", suffers full damage if the illusions created by all lower-Level variants, can have a degree of intelligence,
struck by the latter. If the victim is able to detect the true nature of the illusion, he perception and reasoning ability, separate from that of the spell caster. The Level
or she still suffers damage in proportion to the degree of substantiality of the X simulacrum is 80 to 100 per cent solid, and it is considered to have 40 to 60 per
image. For example, a victim is aware that an illusion of 40 per cent cent of the caster's normal Intelligence score, as well as the ability (if the sound
substantiveness is unreal, but is then struck by the illusion in an attack that would attribute is activated) to speak in 1D6 languages known to the caster.
ordinarily inflict 10 body damage points. The victim actually suffers 4 points of
The Level X simulacrum will normally remain in existence for ten minutes, times
damage (10 x 0.4). If struck in Melee, Magical or Missile Combat and caused one
the caster's Experience Level. There is a one (1) per cent chance, however, that it
or more points' worth of damage, illusions created by the Level V and lower
will remain permanently in existence until destroyed or otherwise dispelled. In this
versions of the spell are completely dispelled. Those created by the Level VI or
case, the simulacrum, although initially completely under the control of the spell
greater spell versions, however, must be destroyed as would the "real" object or
caster, will slowly (one per cent per game day) gain its own personality and
creature they simulate would.
substantiveness, until finally its personality is 100 per cent its own, and it is fully
The maximum range at which an illusion may be cast or maintained is within the solid. At this point it is considered a normal nonplayer character– with the one
caster's normal line of sight, up to about 10 metres from him or herself. Mobile caveat that because the simulacrum is still of a magical essence, it can be
illusions created by the Level III to IX spell versions can move up to twenty (20) dispelled instantly from Telostic's plane by the Negation of Sinister Energies spell
metres distant from its caster, plus five (5) metres per caster Experience Level; or other similar disenchantments. (If a player wants to "adopt" this character as his
there is no distance or line of sight limit for the Level X Phantasmalism spell. An or her own, the Referee should give the simulacrum a small incremental,
illusion that attempts or is forced to move outside its maximum distance cumulative chance of becoming immune to being magically dispelled– perhaps
disappears instantly. The maximum size of an illusion is related to its complexity. five to ten per cent per game year.)
A simple illusion, for example a wall made of iron or stone, could probably be up
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
to about 3 x 3 x 3 metres in dimension and still be reasonably believable if cast by
Chélé-Avàii.
a magic-user of the first Experience Level and minimum Energy Point
expenditure. The greater the energy expenditure and the higher the Experience Level : I to X
Level of the spell caster, the more believable the images will be; the Referee may
give a bonus to characters who have practiced extensively with a few image types. Cost : Variable; the base rate, per sense attribute, for a simple image is 50 EP
(Level I to III) / 100 EP (Level IV to VI) / 150 EP (Level VII to IX) / 300 EP (Level
Illusions created by the Level II and higher versions of this spell can have non- X), plus extra EP as the caster wishes to expend to increase the duration or
visual attributes (e.g. sound, smell, vibration, etc.). To create these, the caster effectiveness of the spell. (The spell duration can be extended by ten minutes x
must expend the same number of Energy Points on each sense-illusion as he or caster Experience Level, at a cost equal to half what was spent to originally create
she would on the visual part of the image. For example, if a spell caster wanted an the illusion in question.)
illusion to duplicate his or her voice when speaking, he or she would have to use
double the usual number of Energy Points to cast the spell; if the image was to Time to Cast : One Melee Round per spell Complexity Level, e.g. ten Rounds for
match the caster's odour, he or she would have to use triple the normal EP cost, the Level X version.
and so on. Note that illusions can rarely, if ever, affect the undead or other
supernatural beings such as demons, demigods or deities. Duration : (Levels I to IX) : Ten minutes x caster's Experience Level, plus
extension as given under "Cost" above; see above for duration of the Level X
A number of separate illusions equal to one-half (.5) of the caster's Experience version.
Level, rounding fractions down, can be created and/or maintained at any given
time. This is regardless of the relative size and complexity of each image. Range : (Levels I to IX) : Line of sight within a radius of up to twenty (20) metres
distant from the caster, plus five (5) metres per caster Experience Level; no limit
The Level I version of the Phantasmalism spell creates non-mobile visual images for Level X version.
called "mirages". These cannot produce sound, smell or vibration, as they are
purely visual; they are also spatially fixed and cannot move. a mirage cannot be Targeting Requirements : A creature which the spell caster wishes to have
used as a disguise for mobile creatures, although it can serve as an excellent "believe in" the illusion must be able to see or otherwise sense it.
camouflage for hiding or ambush. Saving Throw : (putative target's Intelligence + Willpower) x DMod inversely
proportional to the effectiveness of the illusion (typically from 4 for a cheap image
to 1 for a really good one).

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Saving Throw Success Effect : Exempts the saving creature from the spell's Duration : Until all the EP stored in the pool object have dissipated as noted
effects; the creature realizes that the illusion is not real (note that this is of limited above.
effectiveness if the illusion is a simulacrum with an element of solidity; see above).
Range : Touch.
19.6.96. Pool of the Energies
Targeting Requirements : The pool object must be touched by the casting magic-
This spell temporarily stores magic Energy Points in an object in physical contact user.
with the caster, allowing him or her to continue using Energy Points after his or her
normal Energy Point Reserve would otherwise be exhausted; it is, therefore, a sort Saving Throw : Usually none; if required for an unwilling target capable of resisting
of magic-storing "battery". It is one of the most jealously guarded spells of the magic, (MRES - caster Experience Level) x 5 DMod.
Naha-Avàia and is only rarely taught to acolytes of other Brotherhoods, as a Saving Throw Success Effect : Negates the spell; the object does not store any
magic-user armed with this spell has a considerable advantage over those without energy.
recourse to it.
19.6.97. Poisonfinding
The Level VII version of Pool of the Energies allows a given caster to maintain
one energy pool device only. This allowance increases to two devices with the This spell allows the caster to discover whether an object is diseased, poisoned or
Level VIII spell variant and three at Level IX. tainted. It is useful mainly for determining the type of poison or disease affecting a
party member; this information is required for an appropriate antidote or cure to be
An item to be used as an energy pool device must be made of metal and must be
administered. The spell will work only on objects or areas which the caster can
charged by touching it to the Antratschèldor-haii's magical tattoo. It must, at all
see or feel. It will not work through rock or on objects which have had their
times, remain in physical contact with the caster's body; good candidates for
contamination concealed by enchantment, and can only be used three times per
meeting the latter requirement would be armbands, a necklace or pendant, a ring,
century on any given object. If five (5) times the normal Energy Point cost is
and so on. If the object is removed from physical contact from the caster's body
expended, the spell can penetrate up to 1 metre of wood, while if ten (10) times
for more than one game minute, it will explode after a delay of 1D6 minutes, doing
the normal expenditure is made it will work through up to one metre of most types
one Level of explosive and fire damage (as would a Fireball) for each 100 EP
of metals, excluding lead and enchanted metals. In these cases, the caster does
remaining in the object at the time of explosion. There is also a 30 per cent
not have to see or touch the object of the spell, but he or she must be aware of its
chance that the item will explode immediately if touched for more than one
presence and location.
second by anyone not of the spell caster's own Brotherhood, as its magical energy
is "attuned" to the latter Brotherhood. If the pool object explodes for any reason, it If the spell is cast successfully, the Referee performs a percentage dice roll,
immediately drains all of the Energy Points remaining to the Antratschèldor-haii adding "20" to the dice result. The higher the result of this check, the more
who cast the spell; these must be regenerated naturally. A pool object must information regarding the nature of the poisoning or disease will be revealed. The
weigh at least 0.10 of a kilogram for each 100 EP stored in it to be effective. It spell will rarely (about 5 per cent of the time) reveal not only the exact type of, but
gives off a magical aura that can be detected by various special means. also a possible antidote to, the poison or disease affecting an object.
The spell allows the storage of a variable per centage, as defined in the table Under uncommon circumstances, this spell can also warn the caster of the
noted below, of the caster's normal maximum Energy Point Reserve. Stored EP presence of certain types of creatures such as slimes, jellies, etc., whose overall
will remain in the pool object for one game day, and then will begin to dissipate at characteristics are similar to a colony of parasitic disease.
the rate noted below per game hour.
Usable By (Brotherhood/ Religion Owning): All Antratschèldor-haii.
Metal Type Maximum EP Storage EP Dissipation Rate (per hour)
Level : III
Tin 20% 50
Copper 30% 40 Cost : 25 EP basic plus variable as above.

Lead 10% 30 Time to Cast : One Melee Round.


Iron 20% 25 Duration : The ability to detect lasts 30 minutes.
Nickel 20% 20
Range : Line of sight, touch or a known object within the distances described
Silver 40% 15 above.
Gold 50% 10
Targeting Requirements : The spell caster must either be able to see or touch the
Gùhadàr 60% 5 affected object, or must know its exact spatial coordinates.
Rare metals 30% to 70% 50 to 30
Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 4
Other 5% to 30% 10 to 50 depending on type DMod.
Metals depending on type
Saving Throw Success Effect : Negates the spell; the caster learns no information
about the type of contamination.
It is said that the most senior mages of the Naha-Avàia have perfected ways of 19.6.98. Pyrotechnics
improving on the allowances described above by careful working and
enchantment of a pool object, but these techniques are undoubtedly among the This spell creates various types of fireworks, or alternatively creates large
most carefully guarded secrets of this Brotherhood. amounts of dense, oily smoke. The spell has little ability to inflict damage on an
opponent, but if used in combat it can easily startle or confuse enemies. The
All versions of Pool of the Energies require the pool object to be initially charged effects produced by the pyrotechnic mode of the spell are as follows:
by the transfer of Energy Points from the caster's normal EP Reserve. (An
important implication of this, which the Referee should take note of, is that the
EP Used Pyrotechnic Effect
most EP that a given Antratschèldor-haii can store in a given object would be his
or her maximum EP Reserve minus the 200 EP that the Pool of the Energies spell 25 to 49 Equal to a "lady-finger" firecracker
itself costs to cast.) Versions of the spell below Level IX also require that all of the 50 to 99 Loud bang and a small but bright flash; equal to a "cannon
EP stored in the object be exhausted before the item can be recharged; the Level cracker"
IX variant can be recharged up to its maximum capacity at any time (although,
doing so requires another casting of this spell). 100 to Very loud bang and very bright, multicoloured flash*; causes 1D4
149* points of body damage to unprotected characters if they approach
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood within 2 metres of the focal point
Naha-Avàia. 150 or Spectacular fireworks* lasting 1D10 minutes, with loud noises and
Level : VII to IX more* dazzling glare; causes 1D4 points of body damage within 5 metres
of the focal point
Cost : 200 EP plus however many EP the caster wants to transfer.

Time to Cast : Ten game minutes. * These effects can be created only by the Level II version of the spell.

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If used to create smoke, the caster may conjure five (5) cubic metres of smoke for The rare Level X version of the spell is similar to the Level X version and is
each 25 Energy Points used in casting the spell. While not inherently poisonous, available only to the most powerful mages and clerics, who charge handsomely
the smoke contains enough noxious gasses to seriously inconvenience breathing, for its application. Its effects are permanent, but unlike other variants of the spell,
causing damage if a character is forced to inhale it (for example in an enclosed it must be cast on a fixed, non-moveable point in space as a "ward" against
room) for more than five minutes (see "Deprivation of Oxygen" in the Combat magic-use within its effect radius. It has a chance equal to its casting chance
rules section). The smoke is quite dense, and it blocks light and most types of reduction of dispelling most types of temporary magical properties (for example, if
vision. cast by a seventh-Level magic-user, it would have a 70 per cent chance of
negating Invisibility on a trespasser) that are affecting a character entering the
The caster may designate the spell effects to issue from any spot within ten (10) dampening zone. Note that this also acts against attempts to teleport into or
metres; however he or she may not designate a target spot that is within three across the protected area.
metres of a living or animate being.
The Referee should be careful to disallow abuses of this property; the spell will
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood not remove effects, for example a curse, that are harmful to the character entering
Fàani-Avàia and clerics of Væran Bssìro. the dampening zone, so it cannot be used as a "cure-all" against unwanted
magical effects. The Level X and XI versions of Refuge From the Hidden Arts is
Level : I and II
also a barrier against many types of enchanted creatures of magical essence,
Cost : Minimum 25 EP plus additional as above. which cannot enter its effect radius. The even more rare Level XI variant is
identical to the Level X version, except than magical attempts to dispel it (for
Time to Cast : One Melee Round. example The Negation of Sinister Energies) have an automatic 90 per cent
chance of being instantly dispelled and rendered ineffective themselves, prior to
Duration : As described above for pyrotechnic effects; smoke lasts for 10 game affecting the Refuge area.
minutes plus the caster's Experience Level.
The anti-magical sphere projected by this spell is quite powerful; it can be blocked
Range : Ten metres. only by lead or similar material at least a foot thick.
Targeting Requirements : Line of sight; the spell caster must be able to see the Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of all Brotherhoods
area where the effects will appear. and clerics of all religions.
Saving Throw : Usually none. Level : VI to XI
Saving Throw Success Effect : Not applicable. Cost : 200 EP for all variants under Level IX; the Level IX variant requires 500 EP,
while the Level X version requires 1000 EP and the Level XI variant 2000 EP.
19.6.99. Refuge From the Hidden Arts
Time to Cast : One game minute except for the Level X version (one hour) or XI
By casting the Refuge From the Hidden Arts spell, the caster lowers the
version (two hours).
probability of magic casting within a radius of 10 metres from himself or herself.
The spell is frequently used by court magicians or priests employed by political Duration : One game hour except for the Level X and XI versions which are
leaders, since it provides good protection against most magic-based permanent until dispelled.
assassination attempts. Its higher-level variants are frequently used as guards and
wards on temples, buildings and other security-intensive environments to prevent Range : Affects everything within a 10 metre wide spherical radius centered on the
trespass by magic-using intruders. spell caster's body.

The Refuge From the Hidden Arts reduces chances of spell casting by ten (10) Targeting Requirements : Not applicable; affects everything within the affected
per cent for each Experience Level the casting magic-user has attained. These radius.
reductions apply to all magic-using creatures, friendly or otherwise, within the
effect radius except the spell caster himself or herself. If two or more magic-users Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 1.5
within each other's affected radius somehow manage to cast this spell, each is DMod.
affected by the effects of the other spells, but not by the effects of his or her own Saving Throw Success Effect : Negates the spell's effect; the saving creature has
spell. The caster may not move more than one metre from his or her original no penalty on its spell casting chances.
position while the spell is in effect; if he or she does move, for each metre distant
from the original spot of casting, the spell loses two (2) per cent from its magic- 19.6.100. Repulsion
dampening abilities. For example, if a caster of the first Experience Level were to
move three metres from where he or she was when the spell was initiated, it This spell creates a moveable, semi-transparent (Visibility Class 2) magical field
would subtract only 4 per cent from spell-casting attempts within the protected around the spell caster, which causes all missile and most types of magical
area, not 10 per cent as would normally be the case. attacks to reverse course; for example, an arrow would fly backwards at whoever
launched it, as would a Thunderbolt.
The powers and actions of magical items, as opposed to the spell casting
chances of animate magic-users, are not affected by the Level VI version of this The Level V and VI versions of the field do not stop non-magical physical attacks
spell. The Level VII version, however, can affect magical items, potions, etc., up to launched in Melee Combat (for example a bite, although the field would reverse
approximately the tenth level of power, while the Level VIII version affects all any purely magical effects of the physical attack on its instigator); the Level VII
enchanted items, regardless of the level of their power or manufacture. Note that spell version will also reverse physical attacks. Unless it is already proximate
none of the variants of the spell would prevent an enchanted item from being used enough to the spell caster to be within strike range, any creature attempting to
as a normal item of its type; for example, an enchanted sword would lose its move towards the caster must pass a Saving Throw equal to (MRES - caster
magical properties, but could still be used as a weapon in combat. Experience Level) x 1.5 DMod; failing the throw means that the victim moves
backwards rather than forwards.
The uncommon Level IX version of this spell totally negates the casting or
operation of all spells, enchanted items, etc. within the affected area, with the The field does not affect other members of the caster's own party unless, of
exception of certain types of magical traps which have been specifically designed course, they take offensive action against the caster. It has no effect on the ability
to work in spite of the Refuge From the Hidden Arts. This version of the spell of friendly characters within its radius to launch attacks upon opponents.
negates the spell casting abilities of the spell caster as well as those of everyone
else within the affected area. It is used sparingly, even by those few The Repulsion field has a maximum radius of two (2) metres per caster
Antratschèldor-haii or priests who can cast it; it is said that if this variant is used Experience Level. The caster may, at his or her option, contract it until it appears
too frequently (more than about once per game month), it can permanently reduce as just a faint, multi-coloured glow around the outlines of his or her body. The
the spell caster's relative chances of casting spells of any sort. This is also true of Level V spell version requires the field to stay in this state (it cannot be re-
the Level X and XI versions (see below). expanded); the Level VI and VII versions allow the caster to change the
dimensions of the field at will.

Repulsion does not work against some types of the greater undead, major
demons or attacks launched by other Antratschèldor-haii of the same Brotherhood
as that of the spell caster.

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Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood The Screen Against Projected Demise imposes a chance that any attack whose
Zeiatez-Fèlek. type is protected against, directed against anyone or anything inside its radius, will
bounce off the dome of magic energy and fall harmlessly to the ground. This is
Level : V to VII simulated by the Screen caster having to pass a Saving Throw, when attacked in
the protected area; if the Saving Throw is passed, the attack is deflected. This
Cost : 400 EP (Level V) / 500 EP (Level VI) / 600 EP (Level VII).
version of the spell has no effect on purely magical or energy-based attacks,
Time to Cast : One Melee Round. regardless of from where they originate; however, it does protect against the blast
or other physical effects of spells, for example a Fireball, which detonate outside
Duration : The protective field lasts five game minutes x caster's Experience the Screen's radius, but which affect the protected area.
Level.
The formula used to determine the Success Threshold for the Level VI version of
Range : Two metre radius per caster Experience Level. the spell is as follows: (Number of EP used in Screen spell) minus (Number of EP
used by attacking spell or (Level of attack x 10), whichever is higher) x 1 DMod.
Targeting Requirements : Not applicable; affects the caster him- or herself. Almost all normal missile attacks are considered, for purposes of this calculation,
Saving Throw : None against the spell itself; an unwilling target capable of to be level "1"; the only exceptions would be a regular missile (for example an
resisting magic (for example an opponent attempting to advance on the caster), arrow) with a magical enchantment, or a really large projectile such as a two-ton
Saving Throw is (MRES - caster Experience Level) x 1.5 DMod. Note that magical boulder thrown by a giant.
or other attacks repulsed by the field get no Saving Throw and reverse course The Level VI variant thus gives good protection against cave-ins and other similar
automatically. Underworld hazards– if one allows for the fact that the otherwise unharmed spell
Saving Throw Success Effect : Partly negates the spell for the current Melee caster and his or her party may be trapped under a huge mass of unstable rock,
Round; the opponent may advance towards the spell caster, but at only half which may again collapse when the spell expires and no longer supports its
normal speed and double Fatigue expenditure. weight.

The Success Thresholds of the Level VII and VIII variants of this spell are
19.6.101. Sandfirming
calculated in the above manner, except that the default DMods for these versions
This spell allows the caster to transmute mud, clay, cement or other viscous are 1.5 and 2 respectively.
silicate material instantly into stone. The type of stone created varies according to
The Level VIII version of The Screen Against Projected Demise does not protect
the mineral content of the original substance, but will usually form sandstone,
against all types of enchantments, being effective only against those types of
shale or similar sedimentary rock. The spell can also be cast in reversed mode;
spells or magical effects whose normal purpose is as an offensive weapon. (It is
this turns sedimentary-type rock into wet mud, but it works only on rock in its
up to the Referee to judge whether this is the case, for any particular spell; as a
natural state: it is ineffective against sedimentary stone that has been worked into
general rule, the normal, intended effect of a spell that the Screen protects against
a building, for example.
must be to cause harm or damage, regardless of how it may actually affect its
The caster may affect one densely packed cubic metre of mud or stone, which direct or indirect targets.)
must by physically touched, per 20 Energy Points expended. The affected rock or
The Screen Against Projected Demise is normally non-mobile and is dispelled if
mud will emanate a magical aura for 1000 + 1D1000 years after the time when the
the caster moves more than one metre distant from the spot that he or she
spell is cast, and at any time during this period it can be returned to its original
occupied when the spell was first cast. However, it can be made mobile, at the
composition by the Negation of Sinister Energies spell. The spell's effects are
cost of double EP expenditure (each two EP cast equal one EP worth of effect).
otherwise permanent.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Naha-Avàia and of the Brotherhood Zeiatez-Fèlek.
Félékan-Gozchàal.
Level : VI to VIII
Level : I
Cost : Variable as above, 100 EP minimum; can be made mobile at double EP
Cost : 20 EP per cubic metre of substance affected.
cost.
Time to Cast : One game minute.
Time to Cast : One game minute.
Duration : Permanent.
Duration : Ten game minutes x caster Experience Level.
Range : Touch.
Range : Affects everything within a 10 metre wide spherical radius centered on the
Targeting Requirements : Target may be affected either by caster's hands or any spell caster's body.
single object such as a staff or sword up to one metre in length.
Targeting Requirements : Not applicable; affects everything within the affected
Saving Throw : Usually none; the Saving Throw for an animate target, for example radius.
an animate statue or stone golem, attacked by the spell is (MRES - caster
Saving Throw : Special as described above.
Experience Level) x 4 DMod. The Saving Throw against transmutation for a
regular stone or mud object is usually equal to (its composition or armour Saving Throw Success Effect : Not applicable.
protection factor, from 1 to 100) x 0.1 DMod.
19.6.103. Selfblending
Saving Throw Success Effect : Negates the spell; the item's composition does not
change. This spell allows the caster, and 1D3 other persons he or she touches, to blend
with the surrounding terrain so as to provide camouflage. Those affected are not
19.6.102. The Screen Against Projected Demise invisible per se; the overall effect is somewhat akin to that of a chameleon. The
spell affects both a character's body and everything directly in contact with it,
This a protective spell creates a bubble-like dome of magical energy centered on
excluding the body of another character.
the caster; it is, in effect, a kind of "force field" which inhibits or repels physical
missile attacks made from outside the dome. In appearance, the energy dome is Selfblending is very effective in conditions of poor lighting or dense underbrush,
largely transparent (Visibility Class 3), but with a slight tint according to the somewhat less so in daylight, bright illumination or in stark, barren settings. Under
background of the Antratschèldor-haii that cast it (orange for magic-users of the some circumstances, the Selfblending spell works more effectively than
Brotherhood Naha-Avàia, bluish-violet for those of the Brotherhood Zeiatez- Invisibility, due to its suppression of non-visual clues and because those under its
Fèlek). protection do not emanate a magical aura.
The Level VI version of this spell has no effect on spells, magical attacks, non- Depending on the size of those the caster designates, chances of their discovery
missile physical attacks or attacks that originate from inside the protected area. will be reduced by [(1D6+1) x 10] per cent.
The Level VI version is partially effective against non-missile physical attacks (for
example energy attacks like a Thunderbolt); the Level VIII version adds a degree The camouflage created by the Level II version of this spell affects an affected
of protection against certain types of spells, as well. character's colouration only. The camouflage effect extends to the following
features according to the Level of the spell being used.

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•.......Level III : Sound Sense of Smell

•.......Level IV : Smell This increases or decreases the caster's or victim's Sense of Smell characteristic
score by 5D6 points. Provided the caster can recognize the significance of odours,
•.......Level V : Taste this can make it almost impossible for him or her to be surprised. A character
•.......Level VI : Infrared radiation whose Sense of Smell is reduced to "3" or below cannot detect odours at all, even
dangerous ones such as methane gas.
The disguising effect presumes that the recipients do not do anything to negate
Taste Sense
the protection, such as repeatedly moving, speaking, and so on. If this stricture is
violated, the camouflage effect in question is reduced to one-quarter (25 per cent) This increases or decreases the caster's or victim's Taste Sense characteristic
of what it would otherwise be. A character affected by the Level V or higher score by 4D6 points. If the caster knows the significance of different tastes (i.e., if
versions of the spell can move at up to a third of his or her normal maximum he or she has previously ingested an ingredient), he or she may be able to identify
speed without suffering this penalty; however, if he or she launches an attack, the part of the recipe of a potion, or may be able to identify poisons without being
penalty applies in the same manner. adversely affected. A character whose Taste Sense is reduced to "3" or below
cannot distinguish tastes of ingested materials or liquids at all, and can drink or
Once a character affected by this spell is discovered, its protection is negated for
eat potentially lethal substances without knowing what is going on.
him or her only. Any attack made by those under this spell is always counted as
being by surprise unless the victim is consciously looking for hidden characters. Hearing
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood This heightens or lowers the caster's or victim's Hearing characteristic score by
Gohlaa-Gozàan and clerics of Vìrya Karènn-R'Làché and Vìrya J'Ràlrishé-Slé. 3D6 points. If the caster's Hearing is increased above about "30", he or she will be
almost impossible to surprise assuming knowledge of the significance of the
Level : II to VI
sounds. It can help, however, to use other magical means to muffle the beating of
Cost : 50 EP to affect one human-sized character. one's own heart, which with Hearing scores in these ranges sounds like the
beating of a loud drum. A character whose Hearing score is reduced to "3" or
Time to Cast : One game minute. below is deaf: he or she cannot hear or comprehend verbal communication
initiated by others, except in the rare case that the character has the ability to lip-
Duration : 25 minutes per casting or extension. read.
Range : Touch. Eyesight
Targeting Requirements : The characters to be affected by the spell must be This increases or decreases the caster's or victim's Vision characteristic score by
touched by either the caster's hand or staff. 2D6 points. Usually, this will allow the caster to identify objects at longer than
normal range, target missiles more effectively, and so on. A character whose
Saving Throw : Usually none; if an unwilling target capable of resisting magic,
Eyesight score is reduced to "3" or less is effectively blind, with the expected
(MRES - caster Experience Level) x 3 DMod.
severe handicaps on movement and actions. He or she may, however, still be
Saving Throw Success Effect : Negates the spell; the target does not blend with able to discern vague patterns of light and shadow when in conditions of normal
his or her surroundings. lighting.

19.6.104. Senseheightening / Sensenumbing Psychics

These six related spells allow a caster to temporarily make one or more of his or This increases or decreases the caster's or victim's Psychic Ability characteristic
her senses extremely acute, so as to give heightened chances of surprise, enemy score by 2D4 points, giving advantages in trying to ascertain the magical auras of
detection and so on. Alternatively, the spell can be cased in reversed mode as objects, casting spells and so on. Because of its nature, this sense cannot be
Sensenumbing; this reduces the victim's sense or senses. The caster may use the increased more than once per week or the recipient runs a 75 per cent chance of
Senseheightening or Sensenumbing spell on one person, him/herself or any one permanent insanity. Also, keep in mind that persons with high Psychic Ability
other, per casting. scores are more susceptible to certain types of magical attacks, for example the
Mind Shock spell.
Casters are advised to use caution in the use of the Senseheightening spell, as
repeated applications on the same sense organs can be harmful. Generally, it is a A character whose Psychic Ability is reduced to "3" or below is an Anti-Psychic:
good idea to cast the spell no more than once per day at most. A great deal of see the Psychic Ability description for the factors affecting such a character.
Referee discretion is required with the use of this spell.

Touch Sense

This heightens or lowers the caster's or victim's Touch Sense characteristic score
by 6D6 points, giving extra chances of lock picking and other delicate tasks. A
character whose Touch Sense score is reduced to "3" or below is numb to almost
all physical stimuli; he or she can be struck with a sharp blow and still not feel
anything is amiss.

Symbol of the Soaring One, Væran Vo'Hlakànss

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Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood There is a 90 per cent chance that the snake will remain in existence for one
Mahkàilh. game hour, an 8 per cent chance of it remaining for one game day, and a 2 per
cent chance of it lasting until killed or otherwise destroyed. At the end of the
Level : III animation period the snake will revert to its original, wooden form.
Cost : Touch Sense: 25 EP initial plus 10 EP per half-hour extension; Sense of The spell confers upon the snake and spell caster a limited form of telepathy,
Smell: 35 EP initial plus 15 EP per extension; Taste Sense: 45 EP initial plus 20 through which he or she can issue orders of a very simple type, for example
EP per extension; Hearing: 55 EP initial plus 25 EP per extension; Eyesight: 65 "attack", "retreat", "curl up in the basket", and so on. The snake retains natural
EP initial plus 30 EP per extension; Psychics: 75 EP initial plus 35 EP per instincts towards everyone except the spell caster; thus it is advisable that if it
extension. turns out to be poisonous (see below), the spell caster be the only person to
handle it.
Time to Cast : One Melee Round for all types except Psychics, which takes three
game minutes to cast. For every 25 Energy Points expended above the minimum cost of the spell, there
is a 10 per cent cumulative chance that the snake created from the wood will be
Duration : One hour x caster's Experience Level for all types except Eyesight and
poisonous. If this turns out to be the case, the Referee performs a 1D8 check to
Psychics, which last one hour x (half the caster's Experience Level).
determine the Intensity Level of the poison, adding "1" to this die roll for each
Range : The target character must be touched by either the spell caster's hands or caster Experience Level. The effects of various types of poisons can be seen in
his or her staff. the table given for the Envenoming spell.

Targeting Requirements : Touch. If the combat-related factors of the specific snake type created are not available,
they may be derived from the following information. Two (2) points for each half
Saving Throw : If an unwilling target capable of resisting magic, Saving Throw is metre of length / 10 centimeters diameter, plus two (2) points for each 25 Energy
[(prospective victim's original characteristic score for the sense in question) - Points used to create the serpent. The Willpower of the snake is the same as is
caster Experience Level] x 4 DMod. that of the caster when he or she summons it.
Saving Throw Success Effect : Negates the spell; the sense in question of the Caution should be used with this spell, as many creatures, both sapient and
intended target does not increase or decrease. otherwise, tend to "shoot first and ask questions later" when they notice potentially
poisonous serpents appearing out of nowhere...
19.6.105. The Serpentine Staff
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
This spell allows the caster to transform a suitably shaped piece of wood into a Fàanel-Féléòdji.
magically animated serpent under his or her mental control, in keeping with the
number of Energy Points expended and the size of the original piece of wood. The Level : III
snake created will be as long and thick as was the piece of wood from which it
was formed, with combat-related factors appropriate to the size and type of snake. Cost : 25 EP minimum plus more as required or desired.
Thus, if one wishes to create a giant snake, it is advisable to carry around a tree Time to Cast : One Melee Round.
trunk.
Duration : One hour (90 per cent chance), one day (8 per cent chance) or
permanent (2 per cent chance).

Range : The stick to be transformed must be touched by the spell caster.

Targeting Requirements : Touch.

Saving Throw : Usually none; if an unwilling target capable of resisting magic,


Saving Throw is (MRES - caster Experience Level) x 2 DMod. The Saving Throw
against poison is usually [((Constitution x 2) + (Willpower)) - (Intensity of poison x
2)] x 1 DMod.

Saving Throw Success Effect : Negates the spell; the stick or piece of wood stays
in its original form.

19.6.106. Shadowing

This spell suppresses the reflection of light and inconveniences the opponents of
the spell caster. It also has a limited magical ability to induce fear in its victims,
reflecting the natural unease the latter may have regarding darkness.

The Level I and II versions of the spell affect only visible light; the Level III and IV
versions affect infravision and other passive vision modes as well, while variants
above Level IV affect all wavelengths of the electromagnetic spectrum. The Level
I to III versions of the spell allow the caster only to retain vision sufficient to fight at
normal values within the shadowed area. The Level IV to VI versions of
Shadowing allow the caster to confer the ability on up to two or three co-
adventurers respectively, by touch.

In areas lit by ordinary light sources such as torches and lanterns, this spell will
create almost complete darkness. In these areas, those affected will have their
combat-related factors, excluding armour protection, damage and fatigue
reserves, but including morale, significantly reduced. The reduction is equal to
twenty (20) per cent, plus ten (10) per cent of the original total, per level of the
Shadowing spell; for example, a character affected by the Level III version of
Shadowing would have each of his or her combat-related factors reduced by fifty
per cent. The caster, and any other persons exempt from the spell's effects, is
unaffected by this penalty. (Note that this simply makes the caster and other
persons immune to the darkness caused by the spell itself: it would not by itself
confer any ability to see in conditions of normal darkness.)

Priestess of Væran Hadda-Làtonn

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A character affected by the Level V or VI variant of Shadowing who is not An item struck by this spell is allowed a Saving Throw against shattering equal to
protected by a magical light source (see below) must pass a Saving Throw equal one-half (0.50) of its composition factor. If the item passes the Success Threshold
to (Willpower x 4 DMod), or be fear-struck, with a strong urge to immediately leave by 10 or more points, it is completely unaffected, but if the check is passed by
the shadowed area. Several types of creatures, including the undead, demons fewer than 10 points, its is effectively ruined (reduce its composition factor to 1/4
and the Brhà, are immune from this secondary effect. The sinister Level VII of its previous value), although it remains at least temporarily intact.
version of this spell, which is available only to clerics of Vìrya Hé-Enriath and The
Nameless One, also forces victims within its effect radius to pass a Saving Throw Saving Throws for magical items are conducted in the same manner, except that
equal to (Willpower x 3 DMod) or be driven permanently insane (roll 1D10 manias, such an item's Success Threshold is increased by two (2) points for each power
phobias, psychoses or other mental problems). level or magical attribute the item possesses in its most favourable category only.
For example, a magical sword with a +2 magic CF modifier and a +1 magic
In areas illuminated by the Lightmaking and similar spells, including clerical damage modifier, would have a bonus of four points on the Saving Throw. Note
(religious) lightmaking spells, each Level of such a spell subtracts ten (10) per that most magical items which are ruined according to the criteria given above
cent from the effects of the Shadowing spell. For example, a character using the also have their magical characteristics permanently removed as well.
Level III version of Lightmaking is in the effect area of a Level II variant of
Shadowing. His or her combat-related factors are thus reduced by 20 per cent (the An object to be affected by the Shatter spell must be touched by the caster, or
standard 50 per cent caused by a Level III Shadowing spell, minus 30 per cent for must otherwise come into contact with him or her. This includes strikes made by
the three levels of Lightmaking). weapons and missiles, which must check for shattering prior to executing the
check for armour penetration and damage. Conversely, a character armed with
In areas lit up by an Eternal Light or more powerful light-producing spell, the this spell need not necessarily penetrate an opponent's armour to cause damage,
Shadowing spell has no effect. The spell is also ineffective in areas lit by normal since the spell discharges against the first solid object the caster touches after it is
sunlight, except during the two hours before dusk or immediately after dawn. The cast; in this case, the opponent's armour would have to first make a Saving Throw
area of the shadow will be mobile if the spell is affixed to the caster, but must against shattering, protecting the opponent only if this check was passed.
remain stationary if he or she wishes to fix it to something else. The spell cannot
ordinarily be used as a weapon; an unwilling target is allowed a Saving Throw to Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
avoid its effects. Félékan-Gozchàal.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Level : III


Gohlaa-Gozàan and clerics of Væran Rssà-Urutàngk, Væran H'òngg-Hélé, evil
Cost : 50 EP plus additional as described above.
B'àbb-B'bògg (Levels I to VI only), Vìrya Hé-Enriath and The Nameless One
(Levels I to VII). Time to Cast : One Melee Round.
Level : I to VII (Level VII available only to clerics of Vìrya Hé-Enriath and The Duration : The ability to shatter objects lasts for five Melee Rounds after the spell
Nameless One). is cast, and is lost the instant that it discharges against a solid object.
Cost : 20 EP basic plus 10 EP per 20 minute extension. Range : Touch.
Time to Cast : One Melee Round. Targeting Requirements : The target object must be struck by either the caster's
hands or staff.
Duration : The ability to designate an object to be affected lasts two Melee
Rounds; affected objects, or the caster, continue to emit shadows for one hour x Saving Throw : One-half (0.50) of the item's composition factor, as detailed above.
caster Experience Level.
Saving Throw Success Effect : The item is not shattered or ruined and retains its
Range : The item to be made to emit shadows must be touched by the spell normal capabilities (note, however, the special Success Threshold restriction
caster's hands or staff. described above).
Targeting Requirements : Touch. 19.6.108. The Shout
Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 5 This fearsome spell is, in effect, a magical command to die; it kills every creature
DMod. within its area of effect, if the victims are unlucky enough to fail a Saving Throw.
Saving Throw Success Effect : Negates the spell; the item does not emit The spell is executed by the caster cupping his or her hands around his or her
shadows. mouth; an extremely load, roaring noise then issues forth. To be effective, the
spell's invocation must be heard by its intended victims, although the latter do not
19.6.107. Shatter have to understand the meaning of the incantation. The spell will affect a number
of victim Experience Levels no greater than three (3) times that of the spell caster;
This destructive spell creates fissures in objects it affects by weakening the for example, an sixth-level Antratschèldor-haii could slay up to eighteen (18) levels
normal force of molecular attraction that is found in solid matter (only– it does not of creatures.
affect liquids, although it would affect frozen liquids such as ice). Anything struck
by the Shatter spell must pass a Saving Throw or be instantly smashed into 2D6 Some types of creatures, in particular the undead, creatures composed purely of
pieces. The spell can also have a devastating effect on an opponent's weapons or magical energy and major demons, are immune to this spell.
armour, rendering the latter useless in combat, and it can also serve as an
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
efficient means of destroying barriers that are in between the caster and his or her
Gohlaa-Gozàan.
objective.
Level : X
The spell affects only unliving and inanimate objects, and thus has no effect on
living beings or the undead. There are, however, several exceptions to this Cost : 500 EP.
general rule. Robots and other automatons are vulnerable to this spell, as are a
few other creatures (possibly an animated statue or a creature made out of wood), Time to Cast : Two Melee Rounds.
as allowed by the Referee. Also, an enchanted item, magic sword or piece of
armour is vulnerable to the Shatter spell, whether or not it has a personality or Duration : The word of death lasts one second; its effects are permanent or until
intelligence. the victim is revived from the dead. Note that the victim's body and belongings are
not damaged; the spell merely steals his or her life energy.
The amount of material that can be affected by this spell is proportional to the
number of Energy Points used in its casting, as well as the durability, as Range : Within a close enough distance for the intended victim to clearly hear the
expressed in composition factor, of the substance being affected. The Shatter invocation; this is usually equal to three metres for each one point in the victim's
spell will splinter one cubic metre of solid matter, whose composition factor is Hearing score.
"zero", per 50 EP used to cast the spell. The volume of matter affected is reduced Targeting Requirements : As above; the spell caster must also be able to clearly
in direct inverse proportion to the item's composition factor; for example, only 0.6 see or otherwise identify the particular characters targeted as victims.
of a cubic metre would be disintegrated per 50 EP, if the substance in question
had a composition factor of "40". If the number of Energy Points used in the spell Saving Throw : (MRES + Willpower score x 1.5 DMod).
would cause 0.10 per cent or less of a cubic metre to be affected, it is ineffective
and does no damage to the object in question. Saving Throw Success Effect : Negates the spell; the intended target of the spell
is unharmed.

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19.6.109. The Sinister Grandeur Once alight, the materials will burn in accordance with the number of Energy
Points used in the casting of the spell. The exact number of Energy Points
This spell enchants creatures to give them the abilities, combat-related and required varies with the type of fuel, but in most cases no more than EP than the
otherwise, of creatures higher than their Experience Level. The spell will raise the item's composition value are needed. The spell cannot be used to set afire
effective (but not the real) Experience Levels of thieves, warriors and fighters by animate objects, or anything directly touching an animate object– but note that this
1D6 levels, occupations other than clerics and Antratschèldor-haii by 1D4 levels, does not apply to items separated by any object, however thin or small, from the
and Antratschèldor-haii or clerics by 1D3 levels. Creatures having no social animate object, with the exception of a victim's clothing or armour. For example,
occupation (i.e. Chàngalà, Enhù'ùv, etc.) cannot be affected by the spell, and the hostile characters walking across a wooden bridge might be in for a "warm time",
caster may not use it to raise his or her own abilities. if within the range of a magic-user capable of using this spell.
The spell raises a character's effective Experience Level in his or her primary Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
occupation only, and it allows characters to "count" only those level-related Fàani-Avàia and clerics of Væran Bssìro.
bonuses that would be automatic or that would occur naturally for reaching a new
Experience Level. For example, it would not allow an artificially-enhanced priest to Level : II to IX
use new spells, nor would it allow an artificially-enhanced warrior extra combat
training bonuses. Furthermore, although it does increase an affected Cost : Minimum 15 EP or more as per substance composition factor, per 1
Antratschèldor-haii or cleric's chances of spell casting, the spell does not increase kilogram weight or half cubic metre volume to be affected.
his or her ability to accrue or store Energy Points. Time to Cast : One Melee Round.
If an affected character suffers damage or the loss of elevated abilities while in the Duration : One minute per EP used in casting, plus normal burning time of
artificially elevated state, when he or she reverts to his or her normal Experience affected substance.
Level, one-half (50 per cent) of any damage or other point-value losses inflicted
upon him or herself while in the altered state is immediately removed. For Range : The target item must be touched by either the spell caster's hands or his
example, a character with a body damage reserve of "20" is affected by the or her staff (Levels I to VI); anywhere within eyesight (Levels VII+).
Sinister Grandeur spell and thereby has a damage reserve of "30", but then
suffers 6 points of flesh wound damage. When he or she returns to his or her Targeting Requirements : Touch or line of sight as per spell level.
normal Experience Level, three (3) damage points are counted against his or her
Saving Throw : Usually none; if required and an unwilling target capable of
normal body damage reserve of "20", reducing it to "17".
resisting magic (for example a wooden idol), Saving Throw is (MRES - caster
If the number of damage points remaining after being halved exceeds the altered Experience Level) x 5 DMod.
character's normal body damage reserve, he or she dies instantly upon reverting
Saving Throw Success Effect : Negates the spell; the substance retains only the
to normal form.
combustibility it would normally have.
Usable By (Brotherhood/ Religion Owning): Clerics of Væran Ro'sènnpâdr, Vìrya
19.6.111. Sleep
Tiryé-Habéla, Væran Rssà-Urutàngk and Væran Hnélo-Tràniss.

Level : IV This spell creates a dampening effect on the synapses of a victim's brain, causing
a deep sleep from which he or she can be awakened only with considerable
Cost : 200 EP per person affected. difficulty. This is one of the most frequently used and potent "offensive" spells,
since it essentially magnifies a factor (the need to sleep) that normally affects
Time to Cast : One game minute. most intelligent beings.
Duration : The elevated abilities last 10 minutes x caster Experience Level. The Level IV Sleep spell is effective only against creatures who possess a
conscious intellect and which normally sleep, and does not affect most types of
Range : The character to be affected must be touched by the spell caster's hands insects, slimes, the undead and many types of demons or other supernatural
or staff. entities. The Level V version of the spell also affects the Brhà; the Level VI variant
Targeting Requirements : Touch. can affect creatures that normally do not sleep (for example an insect), with the
exception of the undead and demons. For some reason, the Sleep spell is less
Saving Throw : Usually none; if required for an unwilling target, (MRES - caster effective against the Hàmyé, Arfò and Granàyu than on other intelligent species:
Experience Level) x 5 DMod. therefore, any Hàmyé, Arfò or Granàyu attacked by it has the DMod for his or her
Saving Throw tripled (x 3).
Saving Throw Success Effect : Negates the spell; the character's effective
Experience Level does not increase. A potential victim of this spell is allowed a Saving Throw, albeit not a good one, to
avoid the Sleep spell's effects. There is one special factor associated with this: if,
19.6.110. The Sinister Tinderbox at the time he or she must perform this Saving Throw, a character has expended
half or more of his or her Fatigue point reserve, the DMod used for the Saving
This spell induces rapid combustion in inferior sources of fuel, for example wet or Throw is halved (in effect, making it twice as likely that the character will fall
green wood; at the higher levels, it can even cause combustion in materials, for asleep).
example glass or rock, that can normally never be set alight.
The spell caster can attempt to Sleep a number of creatures, of size and body
The Level II version of this spell may not be used on anything which cannot, in the form is roughly similar to his or her own, equal to his or her Experience Level as
opinion of the Referee, be considered a normal fuel for fire; for example, wood is an Antratschèldor-haii. For example, a fifth-level human spell caster could attempt
allowed while rock is not. This version will, however, allow an inferior fuel type (for to Sleep five human beings, two creatures each twice the size of a human being,
example wet wood) to burn as if it was in the most favourable condition for or one creature up to five times his or her own approximate size and weight.
combustion. Starting with the Level III version, if used on a normal fuel source, the
spell can either increase, or reduce, the rate of combustion by up to 50 per cent in Except if extraordinary means, for example "smelling salts" are used, the chance
either direction. of reviving a victim slept by this spell are equal to ten (10) per cent, per pain point
inflicted on the victim. (A "hot-foot" or other minor torture method will typically
The Level IV version of The Sinister Tinderbox can cause combustion in normally produce 1D3 pain points.) Conventional methods, for example grabbing the victim
non-flammable items with a composition factor up to "50". This limit increases by by the shoulders, shaking and shouting at him or her, have only a ten (10) per
"10" per spell level past the fourth, so (for example) the Level VII version of the cent chance per Melee Round of awaking the victim. A victim who has just
spell can set alight items with a composition factor of "80" or lower. The Level IX awoken from the Sleep spell will be groggy and disoriented for 1D6 Melee
spell version can induce combustion in even the most durable materials, for Rounds; during this period, his or her abilities to react and reason, Combat Factor
example stone or metal. and Tactic Card Allowance are halved, and the victim always counts as
The Level VI and lower spell versions require that to light the target of the spell, performing a "non-combat action", for strike resolution purposes.
the caster must touch it (although he or she will not be burned assuming he or she The rules for attacks on a sleeping character are as follows: an attacker can score
removes his or her hands promptly). Starting with the Level VII version, the caster an automatic aimed strike on any body area selected on the victim; because the
may cause a fire anywhere within his or her line of sight, merely by staring for one latter is cannot offer any resistance, the dice check for armour penetration and
second at the spot in question. critical hits is modified by "30" in the attacker's favour. Note that any pain points
caused as a side-effect of a critical hit inflicted in this manner, count as an
automatic chance that the victim will awake, at ten per cent per pain point.

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The spell manifests itself as an invisible "wave" of mental energy, which travels
towards its intended target at a speed of ten metres per second. Because of this,
it is very difficult to detect, except, of course, for the reaction of the victim. The
spell will not work through lead, very dense metals, or a Permanent Confusion or
other protective spell of equal or greater Energy Point expenditure when
compared to that of the Sleep spell.

The caster must be aware of the victim's exact physical location, usually, he or
she must be able to see or feel the victim. Unless the victim is touched, the caster
can attack victims with this spell within a range of ten (10) metres for each
Experience Level he or she possesses as an Antratschèldor-haii.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood


Mahkàilh.

Level : IV to VI Symbol of merciful Vìrya Fèftian-Ithé, Mistress of the Harvest

Cost : 10 EP per man-sized creature targeted. • ...... If the spell has been powered with enough Energy Points (200) to cause four
(4) or more levels of damage, the victim must pass a Saving Throw or be
Time to Cast : One-half Melee Round. instantly deafened. Deafness caused by this spell has a basic 40 per cent
chance of being permanent, increased by 1 per cent for each 50 Energy
Duration : The wave of mental energy flies at its target at a rate of 10 metres per Points expended when the spell is cast. Otherwise, it typically requires 2D6
second. The Victims remain asleep for 2D20 game minutes, plus 1D6 Melee weeks to heal fully, with partial hearing returning after about a third of the full
Rounds of disorientation (see above) upon awakening. healing period. Several types of creatures are immune from this secondary
Range : Line of sight or within a range of 10 metres per caster Experience Level. effect.

Targeting Requirements : The spell caster must know the exact physical location • ...... Breakable items, for example a flask of oil, that are caught in the effect cone
of the intended victim. must pass a Saving Throw against (composition factor x 3 DMod) or shatter
into small pieces.
Saving Throw : [(Willpower x 2) - caster Experience Level] x 2 DMod.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Saving Throw Success Effect : If the target of the spell beats the Saving Throw Nàhal-Osdéa.
Success Threshold by "10" or more, he or she is completely unaffected and
remains fully awake. If the Success Threshold is beaten by "9" or less, the victim Level : VII
suffers 1D3 Melee Rounds of disorientation (see above) as if he or she had just Cost : 50 EP per level of damage.
awakened from a deep sleep.
Time to Cast : One Melee Round.
19.6.112. Sonic Blast
Duration : The Sonic Blast travels too quickly for most creatures to react to or
This hazardous spell creates very powerful, highly directional blast of dodge it. If fired from very long range against a target who is somehow aware of
concentrated sound, which can do severe damage to anything it hits. This spell is what is happening, a lenient Referee might allow the target a Saving Throw (but
manifested somewhat differently than with other powerful offensive spells: the not a good one) based on Agility to try to dive for cover.
spell caster must create a special whistle of ivory, gold and other precious
materials, which he or she points at a target and then blows into, thus firing the Range : 10 metres per caster Experience Level.
Sonic Blast. Note that it is the spell and not the whistle itself that causes the Sonic
Blast; therefore someone who simply blows into the whistle will just make an off- Targeting Requirements : The spell caster must be able to see or otherwise sense
key noise, not fire the spell as would a legitimate spell caster. A variant of the spell the location of the target.
dispenses with the whistle; with this version the sound of the caster's own voice
Saving Throw : The Saving Throw against body damage or deafness is (MRES -
does the damage.
caster Experience Level) x 2 DMod; the Saving Throw against a critical hit is
The Sonic Blast is a difficult spell to cast safely; a magic-user must pass an normally (Constitution of victim x 3 DMod).
Inexperienced Caster Hazard check or trigger its firing in a random direction (see
Saving Throw Success Effect : A character who passes the Saving Throw against
above).
body damage suffers half (0.50) of the damage that he or she would otherwise
A Sonic Blast acts somewhat differently than other directed-energy spells. It suffer. A character who passes the Saving Throw against a critical hit does not
travels invisibly at the speed of sound (roughly 900 km/hr at sea level) to a suffer a critical hit; one who passes the Saving Throw against deafness loses 2D6
maximum range equal to 10 metres for each Experience Level the caster has Hearing points which return automatically in 1D6 game hours.
attained. Its area of effect is a cone with a maximum diameter, at its maximum
range, equal to one (1) metre for each 50 Energy Points used to power it. For 19.6.113. Sparkbolt
example, if a sixth-level Antratschèldor-haii were to cast a Sonic Blast powered by This spell creates a magical projectile, or projectiles, much like a large, glowing
200 Energy Points, it could be fired at a maximum range of 60 metres, and would spark or a fire-enshrouded light crossbow bolt; this flies toward its intended target
strike everything within 4 metres of its centre. The Sonic Blast travels in a straight at a high speed as would an arrow. Victims struck by a Sparkbolt suffer burns and
line and discharges against the first solid object it hits, so it is advisable to have other harmful effects. The spell caster may create a number of Sparkbolts equal to
one's own comrades step out of the way, prior to launching this spell at an enemy. his or her Experience Level in a given casting of this spell; each Sparkbolt
It cannot usually be "reflected" as can some other ray-type spells, but cannot work requires an expenditure of 25 Energy Points. A Sparkbolt travels at a rate of 25
in a vacuum. Note that the manifestation of the spell is, essentially, invisible until it metres per second.
strikes a target; the Sonic Blast is, therefore, difficult to take action against until it
is too late. The Level II and III versions of the Sparkbolt travel in a straight line as would an
arrow, so they may strike one's own comrades if they do not get well out of the
The spell has the following effects upon those unfortunate enough to be caught way. These versions can affect only one target. The Level IV version also follows
within its effect area: an arrow-like ballistic trajectory, but has a built-in safety feature that prevents it
•.......It inflicts one level (1D6) of disintegrating body damage for every 50 Energy from striking a friendly object. Starting at the Level IV version, the caster may
Points used to power it. A victim within the discharge radius is allowed a designate up to two different targets for the spell to attack; this goes up by "1" per
Saving Throw against this, but still suffers half damage even if the Saving spell level, so (for example) the Level VI Sparkbolt can attack up to four targets in
Throw is passed. a single casting.

•.......Characters within the discharge radius must also pass a single Saving
Throw for each 500, or fraction of 500, Energy Points used to power the
spell, or suffer a critical hit to a randomly determined body area. For
example, a character struck with a 750 EP Sonic Blast would have to pass
two Saving Throws to avoid a critical hit.

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The Level V version of the spell has a limited ability to strike even concealed The Level VI version extends this capability to items that are either naturally or
targets; it can make one turn at up to a 45 degree angle as it flies towards its magically translucent or invisible. However, objects made invisible by the
target. (Note that the caster must still be able to precisely designate the exact expenditure of large amounts of magical energy are more difficult to detect than
target; if this cannot be seen due to line of sight restrictions, the caster must have are those made invisible with lower expenditures. Thus, those wishing to detect
some other way of sensing where the intended target is.) The Level VI version of valuable magically concealed items are advised to use at least twice the regular
the Sparkbolt is similar to the Level V version, except that it can make one turn of EP requirement when Special Sight is cast. The chance of detection in such
up to 90 degrees, or two turns of up to 45 degrees, in pursuit of a target. cases is a function of the number of EP expended in the Invisibility spell
compared to the number expended in the Special Sight spell.
All versions of this spell normally make a shrill, screaming noise as they travel
towards a target; starting at the Level III version, however, the caster may The Level VII version of Special Sight bestows upon the user the ability to detect
voluntarily elect to have the Sparkbolt fly silently or to alternatively increase the the true form and appearance of items disguised by extraordinary powers, for
volume of the noise to painful levels. The spell normally requires the caster to example a polymorphed Chàngalà character or a character that has disguised his
score a strike on his or her intended target, by using normal rules of missile fire or her identity by psychic or hypnotic methods. It also allows the user to instantly
(for targets that are not in the normal line of sight, assume the missile strike detect the true nature of all but the most complex and powerful illusions (see
chance is what it would normally be at the distance in question with a valid line of Phantasmalism spell description).
sight).
The powerful and rare Level VIII version of this spell gives the user the ability,
The spell has the following effects on someone it hits: subject to Referee judgment, to see all things "as they are"; it also reveals the true
nature of illusions, no matter how well crafted. For example, the spell would give a
• ...... It inflicts 1D4 points of burning body damage. A victim is normally not good chance of seeing something "wrong" with a section of Underworld corridor
allowed a Saving Throw against this, unless he or she has magical containing a carefully hidden trap or of being able to determine which objects in a
protection against fire, but still suffers half damage even if a Saving Throw is treasure trove are cursed, or of detecting that a person who is the exact physical
passed. Note that burns typically require much more careful medical double of the king is in fact an impostor.
attention than do normal wounds, if the former are to be completely healed.
This ability is not foolproof, and the Referee should be careful not to allow players
• ...... It inflicts 1D2 points of Pain on a victim; there is no Saving Throw against to over-use it; for this reason, there is a special restriction associated with it. The
this. first time that the Level VIII version of Special Sight is used in any given day, the
• ...... Inflammable items, for example a paper scroll, that happen to be in the user normally has a 90 per cent chance of detecting a hidden or disguised feature.
Each attempt to use the spell past the first, per game day, reduces the chance of
exact body area struck by the Sparkbolt, must pass a Saving Throw against
success by ten (10) per cent; for example, the third attempt would have a 70 per
(composition factor x 5 DMod) or catch fire. A Sparkbolt cannot, however,
cent chance of correctly detecting a hidden or disguised object. The subtraction
normally set clothing alight; instead, it usually burns a round hole through
applies per game day, regardless of how many times in a particular day the
one's clothes where it hits.
Special Sight spell has in fact been cast.
• ...... Starting with the Level IV version of the spell, the Sparkbolt has a special Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
modifier of "+10" added when rolling the percentage dice for armour
Chélé-Avàii and clerics of Vìrya Nìa, Væran Bà'altshavùu, Vìrya Hé-Enriath, and
penetration. This modifier increases by 10 for each additional spell level;
Væran Ya-Epré.
thus the Level VI version has a modifier of "+30".
Level : V to VIII
A Sparkbolt cannot cause a critical hit, except if it happens to hit an opponent
directly in his or her eyes; note that a deliberate attempt to aim for this area would Cost : 50 EP (Level V) / 100 EP (Level VI) / 150 EP (Level VII) / 200 EP (Level
count as an "aimed shot" as per the missile fire rules. VIII), plus extra EP as the caster wishes to expend to increase the duration or
effectiveness of the spell.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Fàani-Avàia. Time to Cast : Two Melee Rounds.
Level : II to VI Duration : One hour for basic EP expenditure, plus one hour per 50 EP extra
expenditure, plus an extra 1D100 minutes– the exact duration is known only by
Cost : 25 EP per Sparkbolt created.
the Referee.
Time to Cast : Instantaneous; can be fired the same Melee Round as it is cast.
Range : The person upon whom the Special Sight ability is to be conferred, must
Duration : Instantaneous (creates one or more projectiles), or until the projectile be touched by the spell caster's hands or staff.
hits a solid object.
Targeting Requirements : Touch.
Range : 10 metres per caster Experience Level.
Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 2
Targeting Requirements : The target must be something the spell caster can see DMod.
or otherwise locate; the Sparkbolt flies in a straight line, except as noted above,
Saving Throw Success Effect : Exempts the saving creature or object from the
towards the point indicated by the caster's index finger or staff.
spell's effects; it remains invisible or hidden.
Saving Throw : The Saving Throw against body damage, if permitted, is (MRES -
caster Experience Level) x 2 DMod. 19.6.115. Stonemelting / Stonehardening

Saving Throw Success Effect : A character who passes the Saving Throw against This spell causes stone or rock to become molten and highly viscous. The
body damage suffers half (0.50) of the damage that he or she would otherwise affected rock will flow at a rate of approximately one metre per ten seconds
suffer. towards the lowest proximate elevation; anything caught within it is incinerated,
suffering 3D10 points of burning body damage and 3D10 points of pain per Melee
19.6.114. Special Sight Round. If cast in reversed mode, the spell instantly cools and hardens rock that is
already molten. The caster may affect one cubic metre of rock for each 25 Energy
This spell gives the caster, or any one other person upon whom the spell is Points used in casting the spell.
bestowed, the ability to see objects that are naturally or magically hidden. The
spell normally works only in lighting conditions where the caster could see a There is a 90 per cent chance that the spell will be ineffective, if any part of the
regular, visible object– in other words it ordinarily does not allow the caster to see rock the caster wishes to affect is within three metres of a living object at the time
an invisible or hidden object in the dark. In some specialized circumstances (for of casting. The spell is also much less effective against stone that has been
example, where a character is capable of a special vision mode such as shaped or made into a structure, for example a wall. Each 25 Energy Points used
Infravision), the Referee may allow an exception to this restriction. on this type of "worked" stone melts only one-tenth of a cubic metre of stone, and
there is a significant chance of the spell failing altogether if used against a
The Level V spell version gives the ability to distinguish expertly disguised or structure, for example a temple or castle, that is normally protected by defensive
camouflaged items from the surrounding terrain; the spell user, for example, could enchantments.
easily detect a white ptarmigan hiding in the snow with this version of Special
Sight. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Félékan-Gozchàal. Clerics of mighty Væran Bssìro may use the unreversed
version of the spell only; they may not use Stonehardening.

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Level : V Dice Roll Strength Penalty Inflicted
Cost : Minimum 25 EP plus additional as above. 01-10 (1D20 x .01) x previous allowance

Time to Cast : One Melee Round. 11-20 0.25 x previous allowance


21-50 0.5 x previous allowance
Duration : Rock or stone melted by this spell requires the normal amount of time
to cool, typically 2D6 game hours (although it may harden enough to be walked on 61-80 0.7 x previous allowance
in 2D4 hours). If cast in reversed mode the spell instantly cools and hardens the 81-90 0.9 x previous allowance
affected rock.
91-00 No effect; same as before
Range : Ten metres.

Targeting Requirements : Line of sight; the spell caster must be able to see the A separate check against the appropriate table is made for each creature affected
area where the centre of the melting will begin. by the spell. The spell may be cast on the caster himself or herself, plus a number
of equal-sized creatures equivalent to one-half (50 per cent of) the caster's own
Saving Throw : Usually none; if used on stone that may be protected by magical Experience Level, rounding fractions downwards. However, the ability to affect a
enchantments, for example a temple wall, the Referee may want to allow the beneficiary or victim of the spell lasts only two Melee Rounds.
stone a Saving Throw at (100 - caster Experience Level).
The Level IV version of Strengthening/Enfeeblement can only be bestowed, or
Saving Throw Success Effect : The stone fails to be melted or hardened. inflicted, by a touch. The Level V version is targeted by a sparkling yellow and
orange ray issuing from the caster's index finger (note that this requires a
19.6.116. Stoneskin
successful missile aiming strike, if used on an unwilling opponent); the Level VI
This spell is identical to the Ironskin spell of the Osdez-Gozròl, except that it gives version can be made to act on anyone, up to the maximum number of persons
the recipient's skin an Armour Protection Value and composition factor equal to affected, within a radius of two metres per caster Experience Level.
that of sedimentary rock, usually in the 61 to 70 (60 + 1D10) point range. It also
The beneficiaries of the Strengthening spell will gain the added abilities provided
requires slightly more magical energy to cast, than does the latter spell.
by a high physical strength, i.e. concussion damage in combat, kicking down
For other features, please refer to the description of the Ironskin spell. doors, and so on. Some caution should be used in the exercise of great strength.
For example, while a man might be theoretically able to lift a house, his bone
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood structure remains unaltered and would probably not be able to support its weight.
Félékan-Gozchàal. Conversely, in the case of the Enfeeblement spell, a character seriously affected
by this enchantment may find it impossible to effectively use his or her preferred
Level : IV to VIII weapon, or may find that he or she is expending up to 300 per cent more Fatigue
points to continue to act normally. A character whose effective Strength score falls
Cost : 3 EP per one APV point bestowed; for example, a character whose skin
below "3" is incapacitated and can do little more than attempt to crawl away from
was given an equivalent APV of 65, would require 195 EP to be used in the spell
the surroundings. If applied to a character such that his or her effective Strength
casting.
score falls below "1", the victim does not have enough strength left to breathe and
Time to Cast : One Melee Round. death normally results in 1D6 game minutes.

Duration : 30 game minutes plus 1D6 minutes per caster Experience Level. Use of the Strengthening spell on the same creature more than twice per week
may cause exhaustion to the point where it is barely possible to walk; this is
Range : Touch. simulated by a 50 per cent chance that any application of Strengthening past two
per week, will instead manifest itself as an Enfeeblement spell. The inverse is not
Targeting Requirements : The character to be affected by the spell must be the case for Enfeeblement: a victim can be affected by this spell as many times as
touched by either the caster's hand or staff. desired.
Saving Throw : Usually none; if an unwilling target capable of resisting magic, Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
(MRES - caster Experience Level) x 3 DMod. Naha-Avàia. Clerics of Væran Ro'sènnpâdr and Vìrya Tiryé-Habéla can use only
Saving Throw Success Effect : Negates the spell; the person's skin retains its Strengthening, while those of Væran/Vìrya Kikiri, Væran Rssà-Urutàngk, Væran
normal composition and protective qualities. Hnélo-Tràniss and B'àbb-B'bògg can use only Enfeeblement.

Level : IV to VI
19.6.117. Strengthening / Enfeeblement
Cost : 75 EP per normal-sized person affected; larger creatures may require
This spell affects the Strength characteristic scores of affected characters. It is
additional Energy Points.
normally cast to make the members of one's own party stronger, but it can also be
used in reversed mode to weaken an enemy. Time to Cast : One minute (Strengthening); three Melee Rounds (Enfeeblement).
The amount of extra Strength granted is determined on the following table. Duration : One hour for creatures with an original Strength characteristic of 11 to
15; each original Strength point below "11" increases the duration by 10 minutes,
Dice Roll Strength Increase Bestowed while each point above 15 reduces the duration by 5 minutes. The spell will,
01-10 No effect; same as before regardless of original Strength, always be in effect for a minimum of 10 minutes.
11-40 1.5 x previous allowance Range : (Level IV) : The character to be affected or targeted must be touched by
41-90 2 x previous allowance the spell caster's hands or staff; (Level V) : Line of sight to the extent of the
caster's eyesight; (Level VI) : Radius of 2 metres per caster Experience Level.
91-95 3 x previous allowance
96-98 4 x previous allowance Targeting Requirements : See description above.
99-00 2D6 x previous allowance Saving Throw : If an unwilling target capable of resisting magic, (MRES - caster
Experience Level) x 4 DMod.

For Enfeeblement, the Strength penalty inflicted is determined on the following Saving Throw Success Effect : Negates the spell; the character's Strength
table. remains normal.

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19.6.118. Suggestion / Beguilement / Bewitchment Time to Cast : One Melee Round.

This group of related spells allows the caster to "charm", e.g. to exert mental Duration : One hour per caster Experience Level, except for the Level III and IV
influence upon intelligent beings; for game purposes, this includes only "Normal" variants which last long enough to impart one message of the appropriate length.
or "Uncommon" racial/species types, plus others as allowed by the Referee. The
spell will not work on creatures of an intelligence lower than (roughly) that of a Range : Line of sight.
chimpanzee, the Brhà, or creatures whose essence is of the supernatural (e.g. Targeting Requirements : The spell caster must look the character to be charmed
demons, demigods, deities and the undead). It confers no special means of in its eyes, or, if the creature has none, must otherwise gain its attention.
communication and is, therefore, of considerably less use against a victim unable
to comprehend, because of language problems, whatever orders are given to him Saving Throw : [(target's Intelligence) + (target's Willpower x 2) - (caster
or herself. Experience Level x 3)] x 1.5 DMod.
For the spell to be effective, the caster must look the creature affected in its eyes Saving Throw Success Effect : If the target of the charm beats the Saving Throw
for approximately one second. The victim is usually permitted a Saving Throw; this Success Threshold by "20" or more, he or she is completely unaffected and
represents his or her innate resentment at intellectual domination. The DMod of retains his or her original disposition towards the spell caster. If the Success
the Saving Throw is doubled if the putative victim of the Beguilement spell has Threshold is beaten by "19" or less, the victim is still charmed, but regains control
been attacked by either the caster or any member of the latter's party, within the automatically in 1D20 game minutes.
last twenty-five game hours. The caster may affect a number of creatures whose
total Experience, or Power/Strength, levels do not exceed his or her own by more 19.6.119. The Summoning
than "one". In other words, an Antratschèldor-haii whose own Experience Level
was "8" could charm one 9th-level victim, or one sixth-level and one third-level, or This powerful, but sometimes dangerous, spell magically creates one or more of
whatever. the animals or "monsters" which inhabit Telostic, for example bears, snakes, the
Bagamùlo, the S'àf or D'Uìt-Trònglé.
The Level III version of this spell, sometimes called Suggestion, allows the caster
to implant short ideas, equivalent roughly to a sentence of 80 characters or less, With the Level IV spell version (only) there is no control over which types of
into the mind of the target creature. It is useful to improve the general impression creatures appear; this is determined randomly by the Referee, using the random
the spell caster makes on its subject; for example, a suitable suggestion to this creature determination tables for the area in which the caster is currently located.
end would be, "what a fine-looking young Antratschèldor-haii that is standing over The Level V to VII versions of the spell allow the caster to specify what will
there". The message or idea must be kept relatively short. For example, a man appear, but to summon only creatures with which he or she is familiar from direct
could be ordered to open a box that was visible to him, but could not be ordered to personal experience. The Level VIII and above spell versions remove this
travel to a distant city and deliver a message to a specific person. The message requirement, allowing the caster to summon any real creature which has been
must be something which might have a rational basis; for example, a suggestion described to him or herself.
to jump into a pool of water known to contain a hazard (for example man-eating The Level IV, V and VI versions of this spell allow the summoning only of
fish), would only be effective on a previously suicidal victim. creatures, for example a lion or eagle, that are not considered to be a "monster"
The Level IV variant of Suggestion is identical to the Level III version, except that within the context of the game setting. For purposes of deciding what a "monster"
it allows an idea of up to 160 characters to be given to the targeted creature. is, consider this category to include any creature that would not be found on Earth
in the 10th century B.C.E.
The Suggestion spell is, due to its limited power and complexity, very difficult to
detect in use or trace back to the caster. Any chances, therefore, that a victim of All versions of the spell of Level VII or lower allow the summoning only of normal,
the spell would normally have of detecting its use are halved. living creatures. The Level VIII version allows the caster to summon creatures
composed purely of energy (for example the S'àf or an elemental creature); the
The Level V version of this spell, called Beguilement, largely suppresses an Level IX version allows the summoning of the undead, while the Level X spell
intelligent creature's natural suspicion and "common sense", insofar as version allows the summoning even of minor demons. (There are rumours of still
suggestions or instructions issued by the spell caster (only– not his or her friends more powerful versions of this spell that can cause the appearance of one or more
or comrades) are concerned. Affected victims will obey the caster's commands as of the puissant Demon Lords; for obvious reasons, these would be made available
long as there is some plausible explanation for them, but will not violate deeply- to only the most senior and trustworthy magus.)
held personal beliefs or attitudes. For example, a victim affected by this spell
would automatically tell the spell caster the true value of an item being bargained All versions of the spell below Level VII allow the caster to summon monsters
over, but would not reveal guild secrets that he or she had been sworn to hold whose rarity/power/strength level do not exceed the caster's own Experience
secret. Level. For example, a seventh-level caster could conjure one seventh-level
creature, one third– and one fourth– level creature, or whatever. At Level VII of
The Level VI version of Beguilement extends the caster's controlling ability to the this spell, the caster may summon creatures up to 1.5 times (rounding down) of
point where victims will, under some circumstances, violate even relatively deep- his or her own Experience Level; the Level VIII, IX and X spell versions allow the
seated beliefs such as sexual taboos, religious strictures, and so on. However, summoning of creatures up to 2, 2.5 and 3 times the caster's own Experience
each time a command of this type is issued, the victim is allowed a Saving Throw Level respectively. The caster should think carefully, however, about what he or
to see if he or she is able to resist the charm effect (note that passing this Saving she plans to do if a conjured creature of significantly more power than him or
Throw does not negate the spell; it merely frees the victim from performing the herself becomes hostile (see below).
particular action in question).
Conjured creatures have all of the unusual abilities that they would normally have;
The Level VII variant, usually called Bewitchment, completely suppresses an except for powers (for example the D'Uìt-Trònglé's petrifaction ability) that are
intelligent creature's ability to reason, insofar as suggestions or instructions issued involuntary, these will not be used against the caster and/or his or her party unless
by the spell caster (only– not his or her friends or comrades) are concerned. the monster escapes control. Except for the undead, the Brhà and demons, the
Affected victims will obey the caster's commands regardless of their nature, giving creatures thus summoned are initially under the complete mental control of the
the inclination to do so no more thought than if it had been the victim's own idea. caster, and can be ordered to perform any action that is not obviously suicidal. In
Such a victim can, for example, be ordered to attack his or her co-adventurers, the case of the undead, Brhà or of demons, the creatures appearing retain their
divulge confidential information, and so on. By default, no Saving Throw is allowed own will and must be bargained with if they are to be made use of.
against the caster's orders under this Level of the spell, except as explained
below. Once the conjured creatures appear, the spell caster must keep a variable degree
of mental concentration, according to the relative power of the beings that have
A character under the influence of any version of this spell who is ordered to do been created.
something extremely dangerous or obviously suicidal, is allowed an additional
Saving Throw to resist the spell with a Difficulty Modifier of "3". If this Saving • ......If the power level of the monster is less than one-quarter (25 per cent) of the
Throw is successful, there is a 50 per cent probability the victim will be enraged caster's own Experience Level, he or she need only be able to see the
with and will attack the spell caster, if at all possible. former to control it.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood • ......If the monster's power is between 25 and 70 per cent of that of the caster,
Mahkàilh and clerics of perverse Væran/Vìrya Kikiri. he or she must concentrate lightly and may still perform other actions, but at
only half normal speed.
Level : III to VII

Cost : 25 EP per creature level affected.

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•.......If the monster's power is between 71 and 99 per cent of the caster's level, Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
almost complete concentration, precluding actions other than normal Fàanel-Féléòdji.
movement, must be maintained.
Level : VI to VII
Failure to abide by these restrictions, or in cases where the monster's power level
is more than 100 per cent of the caster's own, causes a 30 per cent chance per Cost : 400 EP.
game minute that each individual creature summoned will be allowed a Saving
Time to Cast : Fifteen game minutes.
Throw equal to (Willpower x 2 DMod); if this is passed, the monster immediately
escapes control and must check as if normally encountered. There is a chance Duration : The ability to inscribe the symbol remains available to the magic-user
equal to one (1) per cent that each creature summoned will remain permanently for five game minutes; once inscribed, it remains until dispelled or triggered.
until killed; otherwise, the creatures disappear when the spell's duration expires. Durations of triggered effects are noted above.
Note that while this spell may create a theoretically living being, the creatures Range : Special; effect radius (see below) is two metres per caster Experience
summoned have a magical essence, and can thus be dispelled by a variety of Level.
magical means including the Negation of Sinister Energies spell.
Targeting Requirements : Special; the Symbol of the Fauna always affects the
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood person who triggers it, and also affects all others up to the above noted level limit
Fàanel-Féléòdji and clerics of Vìrya Hé-Enriath and Vìrya J'Ràlrishé-Slé. within a radius of two metres per caster Experience Level.
Level : IV to X Saving Throw : [(MRES + Willpower score) - (caster Experience Level)] x 1.5
DMod.
Cost : 100 EP per creature power/rarity/strength level created (all versions below
Level VII); 150 EP per power/rarity/strength level (Level VII to IX); 200 EP per Saving Throw Success Effect : Negates the spell; the intended target of the spell
power/rarity/strength level (Level X). is not affected by it.
Time to Cast : Five Melee Rounds. 19.6.121. Symbol of Flame / Symbol of the Fire-
Duration : 1D6 game hours (90 per cent chance), 1D6 game days (9 per cent Lord
chance) or permanent until killed or dispelled (1 per cent chance). This spell creates a magical runic symbol inscribed in the script of the Fàani-Avàia
Range : The summoned creatures appear within ten metres of the spell caster. (or, if cast by a cleric of mighty Væran Bssìro, in the script of that religion), which
may be applied to any flat or smooth surface. It is a magical trap, similar in some
Targeting Requirements : Line of sight; the caster must point to the spot where the ways to a stationary Fireball; if a creature reads, touches or passes under the
monsters will appear. symbol, it instantly explodes, causing severe blast and burning damage to anyone
in the effect area. The symbol normally cannot be "disarmed" by conventional
Saving Throw : Usually none (except as described under control maintenance means, since it is purely magical in effect. Unlike several other symbol- or glyph-
above). like spells, however, it does not last permanently.
Saving Throw Success Effect : Not applicable. The Level VI version of this spell affects any creature, friendly or not, who reads,
touches or passes under the symbol. The Level VII version can be more
19.6.120. Symbol of the Fauna specifically targeted: it can, for example, be triggered only by victims of a
This spell creates a magical runic symbol inscribed in the script of the Fàanel- particular species, religion, appearance, vocation or, perhaps most usefully,
Féléòdji, which may be applied to any relatively regular surface. This is, in effect, a authorization. It is thus useful as a trap that can be safely traversed by those
magical trap; creatures who read, touch or pass under the symbol, are instantly authorized to enter a protected area (for example temple guards or priests), but
polymorphed into a different form. Unlike a regular trap, a symbol normally cannot which is potentially lethal to others, for example a trespasser or thief.
be "disarmed" by conventional means, since it is purely magical in effect. The explosive radius of the Symbol of Flame is equal to two and one-half (2.5)
The spell will affect a number of victim Experience Levels no greater than three metres for each 50 Energy Points used to power it. For example, if a sixth-level
(3) times that of the spell caster; for example, a symbol created by a sixth-level Antratschèldor-haii were to cast a Symbol powered by 200 Energy Points, it would
Antratschèldor-haii could affect up to nine (9) levels of creatures. Prior to being have a blast radius of 10 metres upon exploding.
affected, a being targeted by this spell may attempt a Saving Throw equal to The spell has the following effects upon those unfortunate enough to be caught
[(MRES + Willpower score) - (caster Experience Level)] x 1.5 DMod. The Symbol within its blast radius:
of the Fauna can have any one of the following effects:
• ...... It inflicts one level (1D6) of explosive body damage for every 50 Energy
•.......Gendermorphism : Failure to make the required Saving Throw reverses or Points used to power it. A victim within the blast radius is allowed a Saving
changes the victim's gender. For example, a human male affected by this Throw, but still suffers half damage even if the Saving Throw is passed.
version of the spell would become female, while a character whose species
has more than two sexes would become some gender other than the one it • ...... Characters within the blast radius must also pass a single Saving Throw for
began play with. Secondary sexual characteristics, for example a man's each 500, or fraction of 500, Energy Points used to power the spell, or suffer
facial hair, will gradually disappear in 1D10 game days; otherwise, the a critical hit to a randomly determined body area. For example, a character
victim's anatomy changes instantly to that appropriate to the new gender. struck with a 750 EP Symbol of Flame would have to pass two Saving
Note that although the character's physiological sexual responses will be Throws to avoid a critical hit.
those of the new gender, his or her psychology and cultural upbringing will
still be that of the old gender; this is likely, to say the least, to cause • ...... If the spell has been powered with enough Energy Points (200) to cause four
considerable confusion. This effect lasts 3D6 game weeks for the Level VI (4) or more levels of damage, creatures within the effect radius are
version of the spell; it is permanent, unless magically dispelled, for the deafened if they fail a Saving Throw. Deafness has a basic 25 per cent
Level VII version. chance of being permanent, increased by 1 per cent for each 50 Energy
Points expended when the spell is cast. Otherwise, deafness typically
•.......Metamorphism : Failure to make the required Saving Throw drastically requires 2D6 weeks to heal fully, with partial hearing returning after about a
changes 1D6 of the victim's body parts, determined randomly by the third of the full healing period. Note the effect that deafness might have on a
Referee, as if he or she had suffered a Body Deformity (see "Mental / party's ability to issue and understand battle orders.
Physical Defects"). This effect lasts 2D6+1 game days for the Level VI
version of the spell; it is permanent, unless magically dispelled for the Level
VII version, with a System Shock check required when the spell's duration
expires.

The Symbol of the Fauna can be dispelled by application of one of several types
of anti-magical enchantments, particularly the Negation of Sinister Energies spell.
It can also be dispelled at the caster's discretion, but if the enchantment is
removed in this manner or if it expires due to time limits, the victim must pass a
System Shock check upon reverting to his or her normal form.

Relatively few creatures, for example major demons, are immune to this spell.

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• ...... Inflammable items, for example a paper scroll, that are caught in the blast in this manner or if it expires due to time limits, the victim must pass a System
radius must pass a Saving Throw against (composition factor x 3 DMod) or Shock check upon reverting to his or her normal form.
catch fire. Note that this includes any inflammable clothing worn by
characters within the blast radius, although to be lenient, and because these Relatively few creatures, for example major demons, are immune to this spell.
may be sweat-soaked, the Referee should increase the DMod for this
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Saving Throw by 1D3.
Kybàhri-Fèleor.
• ...... Fragile items, for example a glass bottle, that are caught in the blast radius Level : VI to VII
must pass a Saving Throw against (composition factor x 2 DMod) or be
smashed to pieces. Cost : 400 EP.
The Symbol of Flame can be dispelled by application of one of several types of Time to Cast : Fifteen game minutes.
anti-magical enchantments, particularly the Negation of Sinister Energies spell. It
can also be dispelled at the caster's discretion. Duration : The ability to inscribe the symbol
remains available to the magic-user for five game
Relatively few creatures, for example major demons, are immune to this spell. minutes; once inscribed, it remains until dispelled
or triggered. Durations of triggered effects are
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
noted above.
Fàani-Avàia and clerics of Væran Bssìro.
Range : Special; effect radius (see below) is two
Level : VI to VII
metres per caster Experience Level.
Cost : Minimum 50 EP plus extra as above.
Targeting Requirements : Special; the Symbol of
Time to Cast : Fifteen game minutes. the Flora always affects the person who triggers
it, and also affects all others up to the above
Duration : The ability to inscribe the symbol remains available to the magic-user noted level limit within a radius of two metres per
for five game minutes; once inscribed, it remains at full effect for one game year caster Experience Level.
per caster Experience Level. After this time elapses, the Symbol of Flame loses
one level of power for each game year, until it dissipates harmlessly. Saving Throw : [(MRES + Willpower score) -
(caster Experience Level) ) x 1.5 DMod].
Range : The explosive radius of the Symbol of Flame is equal to two and one-half
(2.5) metres for each 50 Energy Points used to power it. Saving Throw Success Effect : Negates the spell;
the intended target of the spell is not affected by
Targeting Requirements : Affects every character within the blast radius. it.

Saving Throw : The Saving Throw against body damage is (MRES - caster 19.6.123. Teleportation
Experience Level) x 2 DMod; the Saving Throw against a critical hit is normally
(Constitution of victim x 3 DMod). This rare transportation spell instantly sends the Acolyte priestess of Væran Za-
magic-user and a certain amount of extra weight R'hàak, Guardian of the Rightful
Saving Throw Success Effect : A character who passes the Saving Throw against to a specified point in space. Because it uses a Dead
body damage suffers half (0.50) of the damage that he or she would otherwise "warp" in the space-time continuum,
suffer. A character who passes the Saving Throw against a critical hit does not Teleportation allows travel into or out of even completely solid enclosures, for
suffer a critical hit. example a prison cell with iron bars. It is thus a very powerful spell, but is subject
to many limitations and can be hazardous or even fatal if used carelessly.
19.6.122. Symbol of the Flora
This spell is quite psychically straining to the caster, causing his or her Psychic
This spell creates a magical runic symbol inscribed in the script of the Kybàhri- Ability and Constitution scores to drop instantly by 2D6 points to a minimum of 4 in
Fèleor, which may be applied to any relatively regular surface. The symbol is a each category, upon arrival at the destination point. One point is automatically
highly specialized trap; creatures who read, touch or pass under the symbol, are regenerated in each category per game hour thereafter (two points per hour if the
instantly polymorphed into a different form. Unlike a regular trap, a symbol caster is asleep), until his or her scores equal their original maximum values. Note
normally cannot be "disarmed" by conventional means, since it is purely magical that the character's BDR score is not affected by this, but his or her Fatigue
in effect. Reserve and other derived factors are.
The spell will affect a number of victim Experience Levels no greater than three The maximum mass that can be teleported by the basic EP cost of the spell is the
(3) times that of the spell caster; for example, a symbol created by a sixth-level weight of the caster's nude body. An additional 25 kilograms for each Experience
Antratschèldor-haii could affect up to nine (9) levels of creatures. Prior to being Level the caster has achieved may be teleported; each 25 kilograms thus affected
affected, a being targeted by this spell may attempt a Saving Throw equal to requires the expenditure of an additional 50 EP. If the weight limit is exceeded,
[(MRES - caster Experience Level) x 1.5 DMod]. one randomly determined item or being of sufficient mass to reduce the total
weight to a legal amount fails to be teleported and is left at the origination point.
The Symbol of the Flora can have any one of the following effects:
An item or being that is to be teleported along with the caster must be touched.
• ...... Woodmorphism : Failure to make the required Saving Throw transforms the The Teleportation spell cannot be used to travel to other planes or dimensions of
victim's body into wood, appearing as would an exactly accurate wooden
existence, and it has a distance limit equal to 10 kilometres for each Experience
statue. The victim is still theoretically alive, but is in suspended animation;
Level the caster has attained. For example, a sixth-level caster could teleport up
he or she can neither speak, act, think or use magic, and is killed if the
to 60 kilometres distant from the point of origin. Attempts to teleport further than
wood making up the statue is burned or otherwise destroyed. This effect
the maximum distance cause the caster and teleported objects to rematerialize at
lasts 3D6 game days for the Level VI version of the spell; it is permanent,
the maximum legal distance, in a straight line between the point of origin and the
unless magically dispelled, for the Level VII version.
intended destination point. (Note that a check for the point of appearance, as
• ...... Plantmorphism : Failure to make the required Saving Throw polymorphs the described immediately below, must still be made at the new destination point.)
victim into a randomly determined type of (01-50) tree, (51-90) plant or (91-
In order to teleport, the magic-user must state clearly to the Referee what the
00) vegetative monster. The victim initially retains his or her personality and
intended destination point is, giving a description of both the destination point's
intellect, and gains whatever abilities the new form might normally have
location and elevation. The latter is of importance because there is a chance,
(spores, poison etc.), but loses all of his or her normal abilities and the
increasing with the degree to which the caster is unfamiliar with the destination
ability to use magic. Also, he or she is affected as if having failed an
area, that he or she will arrive "off target", with the actual point of appearance
Inexperienced Caster Hazard check for a polymorphism-type spell (see
being a variable distance in latitude, longitude or elevation from the intended point
above). The non-reversion effect thus caused lasts 2D6+1 game days for
of appearance. This is simulated by a percentage dice check on the following
the Level VI version of the spell; it is permanent, unless magically dispelled,
Teleportation Table:
for the Level VII version.

The Symbol of the Flora can be dispelled by application of one of several types of
anti-magical enchantments, particularly the Negation of Sinister Energies spell. It
can also be dispelled at the caster's discretion, but if the enchantment is removed

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Familiarity with Higher Exactly Off Lower 19.6.124. Thunderbolt / Thunderball
destination than on direction than This powerful and dangerous spell allows the caster to convert magical Energy
intended target intended Points into electrical energy, which is then fired at a target in the form of a bolt or
ball of lightning. The spell manifests itself the smell of ozone and a very loud,
Completely familiar 01 02-98 99 00
crashing noise; anyone struck by the Thunderbolt suffers burns and a severe
Very familiar 01-02 03-97 98 99-00 electric shock. The Thunderbolt is a difficult spell to cast safely; a magic-user
Quite familiar 01-03 05-96 97 98-00 must pass an Inexperienced Caster Hazard check or trigger its firing in a random
direction (see above). See "Directed-Energy Spell Characteristics" above for the
Seen a few times 01-05 06-95 96-97 98-00 Thunderbolt's physical attributes.
Seen once 01-10 11-90 91-95 96-00
The Level VII Thunderbolt is essentially an energy bolt which travels in a straight
Never seen 01-20 21-80 81-90 91-00 line and discharges against the first solid object it hits, so it is advisable to have
one's own comrades step out of the way, prior to launching this spell at an enemy.

An area with which a caster is "Completely familiar" is one that he or she visits
constantly, for example one's regular sleeping quarters; conversely, one that is
"Never seen" is a destination that the caster has only heard about verbally from
another character.

If any result other than "Exactly on target" is obtained, all living beings teleported
must pass a System Shock check, upon appearing at the destination point. If "Off
Direction" is indicated, the Referee rolls 1D4 to determine in which direction the
caster is displaced: 1 – to the right; 2 – to the left; 3 – forward (further than the
caster intended); 4 – backward (shorter than the caster intended). If the result of
the check on the above table indicates off-target arrival, the Referee performs a
second dice check to determine the distance, in metres, that the caster (and
others being teleported) appear from the intended point of destination. This
distance is equal to 1D6 metres for each 10 kilometres between the starting and
intended destination points for a horizontal displacement, or 1D6 metres for each
50 kilometres between the starting and intended destination points for a vertical
displacement.

Any part of a character or object that re-materializes in a point in space already


occupied by a solid object, is immediately destroyed as if disintegrated. Symbol of Vìrya Nìa, Goddess of Wisdom
(Obviously, if a transportee's entire body or a vital part of it falls victim to this, he
or she is instantly slain.) In some rare cases, for example if the bolt hits a highly polished surface such as a
mirror, it can be "reflected". This causes no damage to the reflecting object, but
The arrival point for a teleportation attempt cannot be specified as an unsupported subjects the spell caster to the bolt's effects as it rebounds on him- or herself. A
point in space; in other words, the caster must specify that he or she will appear considerable degree of Referee discretion is called for in such cases; usually, the
standing on a surface or platform, for example the ground, a set of stairs, or putative reflecting object would have to pass a Saving Throw against its
whatever. composition factor for the reflection to work.
The Level VIII version of Teleportation can be cast only once every six game The Level VIII and higher versions of the spell create a sphere of electrical energy
months; the Level IX variant can be cast once per month; the Level X version can called a Thunderball, similar in some ways to "ball lightning"; this hurtles towards
be used once per week, while the XI variant can be cast once per game day. If an enemy at a rate of 20 metres per second in much the same way as does a
these restrictions are violated, the Referee adds or subtracts 2D20 points (50 per Fireball, discharging when it comes into contact with a solid object. The affected
cent chance of either adding or subtracting) to the check made on the radius is equal to two and one-half (2.5) metres for each 50 Energy Points used to
Teleportation Table, when rolling for accuracy of destination arrival. power the spell. For example, if a sixth-level Antratschèldor-haii were to cast a
Several types of barrier enchantments can frustrate Teleportation; the exact types Level VIII Thunderball powered by 200 Energy Points, it could be fired at a
of these are detailed elsewhere. Special note should be made of the fact that maximum range of 60 metres, and would have a discharge radius of 10 metres
almost all structures containing valuable or private objects, for example a king's upon exploding.
castle or a religious temple, are by default considered to have been enchanted The manoeuvring and other characteristics of the Level VIII to XII variants of the
with protections (for example Refuge From the Hidden Arts) that stop Thunderball are the same as equivalent-level versions of the Fireball spell (see
unauthorized attempts to enter them by teleporting. under Fireball spell description).The spell has the following effects upon those
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood unfortunate enough to be caught within its discharge radius:
Nàhal-Osdéa. • ...... It inflicts one level (1D6) of burning body damage for every 50 Energy Points
Level : VIII to XI used to power it. A victim within the discharge radius is allowed a Saving
Throw against this, but still suffers half damage even if the Saving Throw is
Cost : 500 EP for caster's nude body plus 50 EP per 25 additional kilograms passed. (Optional: At the expense of additional playing time, the Referee
teleported. may affect the number of damage points by the factors given under the
Electric Shock spell description.)
Time to Cast : One game minute.
• ...... If the spell has been powered with enough Energy Points (200) to cause four
Duration : Not applicable; the mass being teleported appears instantly at the (4) or more levels of damage, the victim must pass a Saving Throw or have
destination point. his or her heart paralyzed due to electrocution. The consequences of this
are detailed under the Electric Shock spell description. Several types of
Range : Special; 10 kilometres for each Experience Level the caster has attained.
creatures, among them the undead, ethereal creatures and demons, etc.
Targeting Requirements : A being or object to be teleported must be touched by are immune from this secondary effect..
the spell caster.
• ...... Inflammable items, for example a paper scroll, that are caught in the
Saving Throw : Usually none; if an unwilling person or object capable of resisting discharge radius must pass a Saving Throw against (composition factor x 4
magic, (MRES - caster Experience Level) x 2 DMod. DMod) or catch fire. This includes any inflammable clothing worn by
characters within the beam area, although because these may be sweat-
Saving Throw Success Effect : Negates the spell's effect; the saving creature or soaked, the Referee should increase the DMod for this Saving Throw by 1
object is not teleported. or 2.

Note that certain creatures, for example the much-feared S'àf, may actually be
made stronger by the absorption of electrical energy.

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If this spell is powered by more than about 100 EP and is cast in circumstances Range : 5 metre sphere plus 5 metres per Experience Level of caster.
where a loud noise might shake loose a massive object, for example if cast in
avalanche-prone regions or in parts of the Underworld with unstable ceilings, the Targeting Requirements : None; the spell affects anyone in the effect radius, with
Referee should check to see if a structural collapse, avalanche or other secondary the exception of the caster, who fails the Saving Throw.
effect has been caused.
Saving Throw : (Constitution - caster Experience Level) x 2.5 DMod.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Saving Throw Success Effect : Part-negates the spell; the victim suffers only half
Naha-Avàia and clerics of Væran Vo'Hlakànss.
the normal physical damage, if applicable, and suffers the loss of 1D50 per cent of
Level : VII to XII his or her normal Hearing capabilities.

Cost : 50 EP per level of damage. 19.6.126. Tongueknowing

Time to Cast : One Melee Round. This spell allows the caster to speak, but not to read or write, in an unknown
language which he or she hears spoken by someone normally capable of
Duration : (Level VII version) : Instantaneous; the bolt of lightning flies much too conversing in it. It does not confer communication with creatures not normally
fast for any creature to react to or dodge it; (other variants) : 20 metres per capable of it; for example, the spell does not give the ability to speak to plants,
second. animals or other non-intelligent creatures.
Range : 10 metres per caster Experience Level (Levels VII to IX); 20 metres per The Level I version of Tongueknowing is allows comprehension only of "normal"
Experience Level (Levels X to XII). languages. At Level III, the spell can translate "unusual" languages, while at Level
V Tongueknowing allows the user to converse even in "rare" tongues (see
Targeting Requirements : The spell caster must be able to see or otherwise sense "Languages and Scripts" for a description of which languages count in which
the location of the target. category). Where a conversation is being carried out in more than one language
Saving Throw : The Saving Throw against body damage is (MRES - caster unknown to the caster, he or she may speak a number of unfamiliar languages
Experience Level) x 2 DMod; the Saving Throw against a critical hit is normally equivalent to his or her Experience Level.
(Constitution of victim x 3 DMod); Saving Throw against electrocution is normally The spell confers a variable level of comprehension of the language involved. To
(Constitution of victim x 3 DMod). simulate this, the Referee checks against the Linguistic Fluency table (see
Saving Throw Success Effect : A character who passes the Saving Throw against "Languages"), adding a beneficial modifier of "+15", plus "5" per Level of the
body damage suffers half (0.50) of the damage that he or she would otherwise Tongueknowing spell being employed, to the result obtained.
suffer. A character who passes the Saving Throw against a critical hit does not The result of the check is kept secret by the Referee, so the character using the
suffer a critical hit; one who passes the Saving Throw against electrocution, is not Tongueknowing spell must infer from the course of play how successfully he or
electrocuted. she is speaking the previously unfamiliar language(s). This is significant in that
any character with a low fluency has a good chance of transmitting the wrong
19.6.125. Thunderclap
words and directions, if he or she decides to bark out orders to associates in the
This dangerous spell creates a deafening sound and shock wave, capable of heat of battle or other stressful situation. In particular, magical incantations are
damaging or destroying the auditory systems of creatures with a sound-based subject to this rule, so if such an invocation is given with less than complete
hearing sense. The caster claps his or her hands and an extremely loud, roaring fluency there is a serious chance of its failure or backfire.
"crash" issues forth. Creatures other than the spell caster within the effect radius,
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
including "friendly" ones unless they have special ear protection, are immediately
Mahkàilh.
deafened if they fail a Saving Throw. Creatures whose Hearing requisite scores
are "12" or higher suffer 2D6 points of body damage as well; there is no Saving Level : I to V
Throw allowed against this. Deafness caused by this spell has a basic 25 per cent
chance of being permanent, increased by 1 per cent for each 2 extra Energy Cost : 25 EP.
Points expended when the spell is cast. Otherwise, deafness typically requires
2D6 weeks to heal fully, with partial hearing returning after about a third of the full Time to Cast : One Melee Round.
healing period.
Duration : 15 minutes or one complete conversation, whichever is shorter.
The maximum area of effect is a five (5) metre-radius sphere for a caster of the
Range : The characters being conversed with must be able to hear his or her
first Experience Level, increasing by an additional five metres for each additional
voice (for creatures with no normal means of hearing, count them as having the
Experience Level the caster has achieved. The caster need not use his or her
Hearing of a normal adult human).
maximum effect radius if he or she does not want to, but if the spell is to be used
at less than full power this must be stated to the Referee prior to it being cast. Targeting Requirements : Targets must be within hearing range.
There is also a residual effect even outside the main effect radius; within five
metres of the perimeter of the effect sphere, all creatures without protection have Saving Throw : Usually none; if an unwilling target capable of resisting magic,
a 50 per cent chance of being subjected to the spell effects as if they were within Saving Throw is (MRES - caster Experience Level) x 2 DMod.
the normal radius. Those whose Hearing characteristic scores are "15" or higher
will suffer 1D6 points of body damage. Past five metres from the outside radius Saving Throw Success Effect : Negates the spell; the intended target of the spell
there is no effect. cannot be conversed with.

Any creature suffering damage as a result of this spell will be confused for one 19.6.127. The Undying Light / The Radiance of
melee round after the damage was sustained. Usually, only 1D3 points will be Heaven
subtracted from the combat-related melee factors of those deafened, but victims
will usually have severe difficulty following orders and will not fight in coordination This is a powerful and specialized variant of the Lightmaking spell; it causes any
with the rest of their group. inanimate object not in contact with a living being the caster touches, to glow
temporarily with an intensity sufficient to illuminate to a distance of 200 metres,
If this spell is cast in circumstances where a loud noise might shake loose a and to be seen at 2 kilometres. The light produced is thus quite intense, but,
massive object, for example if cast in avalanche-prone regions or in parts of the because of its magical nature, it will not dazzle or inconvenience friendly
Underworld with unstable ceilings, the Referee should check to see if a structural characters in close proximity.
collapse, avalanche or other secondary effect has been caused.
The object may be cut or broken into smaller, light-emitting objects, but each
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood break reduces intensity by one-half (50 per cent). For example, a rope cut in this
Nàhal-Osdéa and clerics of Væran Vo'Hlakànss. manner into four equal length pieces would illuminate to 50 metres. If used on an
object made of gold or a precious stone or gem, the spell is permanent once cast
Level : VI and will remain in effect until the caster either moves more than twenty kilometres
from the enchanted light source, or, until he or she voluntarily cancels the Undying
Cost : 100 EP per 5 metre radius affected. Light spell at a cost of ten Energy Points. If used on other objects, or if the spell
Time to Cast : One Melee Round. caster moves more than 20 kilometres away from the object, the light caused by
the spell will gradually fade to nothingness 3D6 months from when it is first cast.
Duration : Immediate with aftereffects as noted above.

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The spell cannot ordinarily be used as a weapon; an unwilling target is allowed a Saving Throw Success Effect : Not applicable for Unintoxication; for the reversed
Saving Throw to avoid its effects. The light produced by this spell is strong enough version of the spell, negates its effect (the victim is unaffected).
to force most types of creatures of dark essence to pass a Morale Check (usually
at a substantial penalty) to remain in its immediate vicinity. 19.6.129. Venomhealing / Envenoming

The light produced by the version of this spell used by priestesses of shining Vìrya The normal use of this spell is to neutralize poisons that have affected a friend or
Nanyë, called the Radiance of Heaven, is more powerful still: a member of the comrade of the spell caster. It can, however, be used as a weapon, poisoning and
dread Mêm-Uhùryo (the undead) must pass a Saving Throw equal to (MRES x 5 possibly killing a victim touched by the spell caster. The healing version of the
DMod) each Melee Round. If the Saving Throw is failed by more than 20 points, spell is effective against all but the most rare or unusual types of organic poisons,
the undead creature is disintegrated and crumbles into dust; if it is failed by less although it can also cure the effects of certain types of poisonous elements such
than 20 points, the undead creature suffers 3D6 points of body damage. (Some as mercury or lead. It does not, however, work against the sickness caused by
types of the most powerful undead cannot be disintegrated by this spell, but they radioactive elements such as uranium or plutonium.
are all subject to its body damage results.)
The Venomhealing spell can cure the effects of one (1) Intensity Level of
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood poisoning, per 50 Energy Points used to cast it. For example, if Venomhealing
Chélé-Avàii and clerics of Vìrya Nanyë. was cast at an expenditure of 150 Energy Points, it would completely cure poisons
of the third Intensity Level or lower.
Level : VII
Depending upon Referee discretion, the spell can provide partial relief from the
Cost : 150 EP. effects of more intense poisons. For example, if the spell was cast with 150
Energy Points against a character suffering from the effects of a fifth Intensity
Time to Cast : One Melee Round. Level poison, it would (probably) remove 3/5ths of the poison's effects, or add
Duration : The ability to designate an object to be affected lasts two Melee 3/5ths to the victim's DMod for purposes of passing a Saving Throw against the
Rounds; affected objects, other than precious objects, continue to glow for 3D6 poison, if applicable. Generally, however, if the maximum Intensity Level that the
game months. Venomhealing spell will cure is less than half of the poison's actual Intensity Level,
the Referee should impose a significant chance of the spell having no, as
Range : The item to be made to glow must be touched by the spell caster's hands opposed to a partial, effect.
or staff.
The "reversed" version of the spell, Envenoming, inflicts one (1) Intensity Level of
Targeting Requirements : Touch. poisoning, per 50 Energy Points used to cast it. For game purposes, the effects of
differing poison Intensity Levels can be seen under "Poisons" in the Combat rules.
Saving Throw : Usually none; if required, (MRES - caster Experience Level) x 2
DMod (See above for effects of the version of the spell used by devotees of Vìrya Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Nanyë). Fàanel-Féléòdji. Clerics of Vìrya Karènn-R'Làché, Vìrya Fèftian-Ithé and Vìrya
Nanyë may use only Venomhealing, while clerics of Væran/Vìrya Kikiri, Væran
Saving Throw Success Effect : Negates the spell; the item does not glow or light Hnélo-Tràniss, Væran H'òngg-Hélé and evil B'àbb-B'bògg can use only the
up. "reversed" version of the spell, Envenoming.
19.6.128. Unintoxication / Intoxication Level : III
A frequently-used enchantment of the Temple of Væran Bà'altshavùu, this spell Cost : 50 Energy Points per Intensity Level cured or inflicted.
alters a tankard of normal water – it does not work on Levyètha (Holy Water) or
any other known liquid – into a magical potion that returns a user to instant Time to Cast : Instantaneous; can be fired the same Melee Round as it is cast.
sobriety, curing "hangovers" and other ill effects of inebriation. It is effective (Note: If cast on a victim affected by a poison type which causes instant death, the
against only alcohol-based intoxication, and is not effective against other mind- Venomhealing spell will nullify the victim's death if and only if it is cast in the same,
altering substances, for example drugs or potions. A reversed variant of the spell or following, Melee Round from the one in which the victim was poisoned.)
causes a tankard of normal water to cause instant drunkenness, but the clerics of
Duration : Permanent, to the extent that poisoning is cured or inflicted.
Væran Bà'altshavùu seldom use it for doctrinal reasons – it is held by this religion
that inebriation should be "enjoyed" rather than forced upon a presumably Range : Touch.
unsuspecting victim. Note that water transformed by both the regular and reversed
versions of the spell is outwardly identical to normal water, and is nearly Targeting Requirements : The character affected by the spell must be touched by
impossible to distinguish from the latter except by magical means of detection. either the spell caster's hand or staff.

The Level I version of Unintoxication and the Level III version of Intoxication Saving Throw : None for Venomhealing; a character is allowed a Saving Throw
require that the affected water remain in undiluted form, or it instantly loses its against the Envenoming spell at Constitution x 2 DMod. Except as noted above,
effectiveness. The Level II version of Unintoxication and the Level IV version of the Saving Throw against poison is usually [((Constitution x 2) + (Willpower)) -
Intoxication respectively allow dilution of the affected water up to 100 per cent of (Intensity of poison x 2)] x 1 DMod.
its original volume; so (for example) 0.5 litre of affected water could be added to
up to 0.5 litre of soup, and still retain its sobering or inebriating qualities. Saving Throw Success Effect : Partially negates the spell; a character who passes
a Saving Throw against the Envenoming spell itself is still affected by it, but at half
One tankard of water transformed in this way can affect a normal-sized human intensity. For example, if the spell had actually been cast using 400 Energy Points,
male character, with appropriate modifications to the effects depending upon the the saving victim would be affected as if it had been cast using 200 Energy Points
body mass of other species and genders. It is said that use of Unintoxication / or as if the poison was at half its normal intensity.
Intoxication on a single character more than ten times in a given week has a high
chance of causing alcoholism as a side-effect; the truth of this has never been 19.6.130. Venomsafety
clearly determined.
This spell allows the caster, and 1D3 persons he or she designates by touch, to
Usable By (Brotherhood/ Religion Owning): Clerics of Væran Bà'altshavùu. become resistant to the noxious effects of poisons.

Level : I to II (Unintoxication) or III to IV (Intoxication). Each Level of Venomsafety protects against one potency Level of poison; for
example, a character protected by a Level V or higher variant of Venomsafety
Cost : 5 EP per tankard of liquid affected. would have complete immunity against a potency Level 5 poison. If the Level of
the Venomsafety spell is less than the potency Level of the poison, the Level of
Time to Cast : One Melee Round. the Venomsafety spell is subtracted from the potency Level of the poison, for
Duration : The affected mug of liquid retains its abilities for one hour; in the case determining the latter's effective potency level. For example, a character protected
of Intoxication a victim remains drunk for 2+2D6 hours. by the Level IV variant of Venomsafety who was exposed to a potency Level VI
poison, would suffer effects as if affected by a potency Level 2 poison.
Range : Within touch range of either the spell caster's hands or his or her staff.

Targeting Requirements : Touch.

Saving Throw : None for the non-reversed version of the spell; a character is
allowed a Saving Throw against Intoxication at Constitution x 1 DMod.

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The Level IV and lower versions of this spell protect only against airborne If the Verdant Wall is created in circumstances in which there is nothing to support
contaminants that are normally inhaled. This includes only those contaminants it, for example if the magic-user decides to create it ten feet up in the air, it will fall
whose nature, either indirect or direct, would normally be to harm a victim who to earth immediately, damaging or immobilizing anything or anyone caught
was otherwise inhaling normal, uncontaminated air. For example, the spell will underneath. Note, however, that the wall takes 1D3 Melee Rounds to fully
protect against an airborne poison, lethal spores or even methane or mustard gas materialize; opponents directly under it thus will usually have a chance to dash for
up to (roughly) a contaminant to air mixture of 70 to 40. The Level V to IX variants safety, if they realize what is happening.
of Venomsafety also protect against injected and contact poisons, while the Level
X or higher variants can protect a character against any type of poison, however it Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
is normally transmitted. Note that no version of this spell can protect against Kybàhri-Fèleor.
hazards such as inhaling water or superheated steam.
Level : V to VII
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Cost : Minimum 25 EP plus additional as above; an additional 100 EP required for
Enja-Osdeön.
the Level VI wall; an additional 200 EP required for the Level VII wall.
Level : I to XX
Time to Cast : One Melee Round.
Cost : 30 EP per person initially protected; 10 EP per extension.
Duration : 1D6 game hours per caster Experience Level, or until dispelled or
Time to Cast : One Melee Round. otherwise destroyed.

Duration : One hour plus caster's Experience Level; one half-hour per extension. Range : The wall can be created up to a distance of five metres per caster
Experience Level.
Range : Touch.
Targeting Requirements : Line of sight; the spell caster must be able to see the
Targeting Requirements : The characters to be protected by the spell must be area where the wall will appear.
touched by either the caster's hand or staff.
Saving Throw : None; a creature attempting to jump out of the way of an
Saving Throw : Usually none; if required and an unwilling target capable of unsupported wall should use a Saving Throw based on Agility (see description of
resisting magic, Saving Throw is (MRES - caster Experience Level) x 2 DMod. the Agility score). A creature attempting to avoid entanglement has a Saving
Throw equal to (Strength x 1.5 DMod).
Saving Throw Success Effect : Negates the spell; the character is not protected.
Saving Throw Success Effect : A creature attempting to jump clear who makes a
19.6.131. Verdant Wall Saving Throw is missed by the falling wall; a creature who makes an anti-
entanglement Saving Throw is not stopped by the wall and may continue
This spell causes a rectangular wall made up of vines, thorns and other tough movement.
vegetation, to appear as if from "nowhere". If cast in an enclosed space such as
an Underworld corridor, the tendrils on the outer edges of the wall can be made to 19.6.132. Vinetrap
automatically sink 1D6 centimeters into the surrounding rock, thus anchoring the
Verdant Wall against all but the strongest attempts to dislodge it. The wall cannot This spell creates a semi-organic, non-mobile barrier which either immobilizes, or
be cast so as to appear within a one-metre distance of a living or animate being. blocks, the advance or retreat of creatures attempting to enter its affected area.
Physically, the Vinetrap is a collection of thick, tough vines covered with prickly
The Level V version of the wall is most frequently used as a barrier, since it is thorns and extremely sticky sap. The Vinetrap is generated at a rate of 5 cubic
difficult to traverse. The Level VI and VII versions, however, are mobile, being metres for each 50 Energy Points expended on it. Breaking free from a Vinetrap
able to move forward from the spot in which they appear. The Level VI Verdant will take creatures various amounts of time according to their size and strength.
Wall moves at a top speed of approximately 1 kilometer per hour (a slow walk), Normally, it will take a single man-sized creature between ten and twenty minutes
and cannot turn corners or modify its direction of movement. The Level VII wall to escape from the centre of a Vinetrap 10 cubic metres thick. Other assistance,
can move at up to 5 kilometres per hour and can move in any direction the spell such as by fire, spells of cold, etc., will reduce this time by 25 to 90 per cent
caster specifies. If a character attempts to smash or tear his or her way through assuming that they are able to clear a path. In very cold weather (10 or more
the Verdant Wall, the following penalties apply: degrees below freezing), the barrier becomes brittle and easier to break out of.
• ...... It inflicts one level (1D6) of body damage, caused by its thorns and other The Level III version of the Vinetrap can only immobilize opponents; the Level IV
sharp protuberances, for every 100 Energy Points used to power it. A victim version acts as a constrictor snake (equivalent Strength of 2D6 + 10), eventually
is allowed a Saving Throw against this, but still suffers half damage even if suffocating victims in 4D6 Melee Rounds, while the Level V version can literally
the Saving Throw is passed. slice a victim into small pieces by constriction, causing 1D6 points of body
• ...... Characters attempting to pass through the Verdant Wall must also pass a damage and a 10 per cent cumulative chance of critical damage per Melee
Round. Note that an attempt to cut out of a Vinetrap is tiring; the usual Fatigue
single Saving Throw for each 100, or fraction of 100, Energy Points used to
point cost is "2".
power the spell; failure to make the Saving Throw means that the character
has been stuck and immobilized by the wall's thorns and tendrils. For The barrier created by this spell must have some type of external support, for
example, a character struck with a 250 EP Verdant Wall would have to pass example the trees of a forest or the walls of a corridor, for it to be effective.
two Saving Throws to avoid being brought to a halt. A character is allowed
one Saving Throw to escape being stuck, per Melee Round. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Kybàhri-Fèleor.
The size of the wall created is proportional to the number of Energy Points
invested in the spell; each 25 EP creates one square metre of wall that is ten Level : III to V
centimeters thick. Each additional 25 EP expended can either increase the
thickness of the square metre in question by ten centimeters, or can create Cost : 50 EP per 5 cubic metres created.
another square metre at the standard thickness. The exact shape of the Verdant Time to Cast : One Melee Round.
Wall must be square or rectangular for Antratschèldor-haii of fifth- or lower- level;
those of sixth- to tenth- levels may create any wall-like, unperforated shape, while Duration : Until destroyed or one week x caster's Experience Level.
those of higher level may create any shape approved by the Referee.
Range : 5 metres x caster's Experience Level or within touch of the caster's hands
A unique feature of the Verdant Wall is that it can be made to permit travel from or staff.
one direction (for example, movement from the side facing the spell caster to the
side facing away from him or her), and deny transit and cause damage in the Targeting Requirements : The centre point of where the Vinetrap will be located
other direction. If this option is chosen, the caster must state so prior to casting must be visible to the spell caster.
the spell.
Saving Throw : Saving Throw for creatures within the Vinetrap radius is (MRES -
caster Experience Level) x 5 DMod.

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Saving Throw Success Effect : If the Success Threshold is met by a victim near
the Vinetrap's periphery, the victim has managed to jump clear before being
caught in its vines. If it is met by a victim too far inside the Vinetrap to reasonably
have jumped free, it means that the victim's arms are free, although he or she is
still immobilized until cut free.

19.6.133. Vivisilicacy

This spell causes normally inanimate items composed of silicate materials, for
example a statue, to "come alive", sometimes with a degree of animation and
intelligence. Its effects are variable, and not completely under the control of the
caster. This is simulated by a check against the following table:

Dice Roll Effect Upon Item


01-10 Item remains as it was (no effect).
11-20 Item becomes an inanimate, but apparently normal, piece of
random tissue (e.g. "meat") which will revert to rock in 1D6 hours.
Symbol of Væran Henns, Master of the Arts and Communication
21-30 Item becomes an inanimate piece of random tissue and will
remain as such indefinitely.
19.6.134. Wall of Flame
31-40 Item becomes a dead creature of the same type as its body form
when it was composed of stone. For example, a statue of a lion This spell causes a rectangular or circular wall made up of intensely hot flames, to
would become a real, but dead, lion. appear as if from "nowhere". If cast in an enclosed space such as an Underworld
41-90 Item becomes a living creature of the same type as its body form corridor, the wall can completely fill its space so as to block movement; any
when it was composed of stone. The attitudes and abilities of the creature attempting to traverse it suffers severe burning damage. The wall cannot
creature will be those appropriate to its form. For example, a be cast so as to appear within a one-metre distance of a living or animate being.
statue of a human male has the attributes of a normal man The Level V version of the wall is most frequently used as a barrier, since it is
(determine area of origin and other similar characteristics dangerous to traverse. The Level VI and VII versions, however, are mobile, being
randomly, as if establishing a new player character). able to move forward from the spot in which they appear. The Level VI Wall of
91-00 As 41-90 above, except that the caster of the Vivisilicacy spell will Flame moves at a top speed of approximately 1 kilometer per hour (a slow walk),
have a degree of control over the creature equal to that bestowed and cannot turn corners or modify its direction of movement. The Level VII wall
by a low-grade "charm" spell; that is, the creature will regard the can move at up to 5 kilometres per hour and can move in any direction the spell
spell caster as a friend, except if the latter makes unreasonable caster specifies.
requests or endangers the former's life.
If a character unprotected against magical fire attempts to smash or tear his or her
way through the Wall of Flame, the following penalties apply:
The Referee must also check to determine the duration of the spell, in other words • ...... It inflicts one level (1D6) of burning body damage for every 25 Energy Points
for how long the affected item will remain in the changed state before reverting to used to power it. A victim attempting to leap through the Wall of Flame is
stone. allowed a Saving Throw against this, but still suffers half damage even if the
Saving Throw is passed.
Dice Roll Time Item Remains Changed
01-10 1D6 Melee Rounds • ...... Inflammable items, for example a paper scroll, that come into contact with
the Wall of Flame must pass a Saving Throw against (composition factor x 3
11-20 1D6 game minutes DMod) or catch fire. This includes a victim's own hair and any inflammable
21-30 1D6 game hours clothing worn by characters within the blast radius, although because these
may be sweat-soaked, the Referee may increase the DMod for this Saving
31-40 2D6 game hours
Throw by 1D3.
41-90 1D6 game days
The size of the wall created is proportional to the number of Energy Points
91-00 Permanent
invested in the spell; each 25 EP creates one square metre of fire that is one
metre thick. Each additional 25 EP expended can either increase the thickness of
the square metre in question by one metre, or can create another square metre at
If the item is not alive, a modifier of "+15" is applied to the check on the above the standard thickness. The exact shape of the Wall of Flame must be square or
table. rectangular for Antratschèldor-haii of fifth- or lower- level; those of sixth- to tenth-
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood levels may create any wall-like, unperforated shape, while those of higher level
Félékan-Gozchàal. may create any shape approved by the Referee.

Level : VI If the Wall of Flame is created in circumstances in which there is nothing to


support it, for example if the magic-user decides to create it ten feet up in the air, it
Cost : 100 EP per 1 kilogram of stone affected. will float gradually to earth at a rate of one metre per second, possibly incinerating
anything or anyone caught underneath. The wall takes 1D3 Melee Rounds to fully
Time to Cast : One game hour. materialize; opponents directly under it thus will usually have a chance to dash for
safety, if they perceive of what is happening.
Duration : As determined on table above.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Range : Touch.
Fàani-Avàia and clerics of Væran Bssìro.
Targeting Requirements : The item affected by the spell must be touched by either
Level : V to VII
the caster's hands or staff.
Cost : Minimum 25 EP plus additional as above.
Saving Throw : Usually none; for an unwilling target the Saving Throw is (MRES -
caster Experience Level) x 3 DMod. Time to Cast : One Melee Round.
Saving Throw Success Effect : Negates the spell; the item remains in its original Duration : 1D6 game hours per caster Experience Level, or until dispelled or
state. otherwise destroyed.

Range : The wall can be created up to a distance of five metres per caster
Experience Level.

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Targeting Requirements : Line of sight; the spell caster must be able to see the 19.6.136. Wall of Poisons
area where the wall will appear.
This spell creates a dense, greenish-white, Visibility Class 2, billowing cloud of
Saving Throw : None except as described above; a creature attempting to jump roughly rectangular shape, to magically appear nearby the caster. The most
out of the way of an unsupported wall should use a Saving Throw based on Agility common use of the spell is to create a hazardous barrier between the magic-user
(see description of the Agility score). and his or her opponents, since any living being that comes in contact with or
which attempts to pass through the cloud may be poisoned by the noxious vapors
Saving Throw Success Effect : A creature attempting to jump through the Wall of within it. If cast in an enclosed space such as an Underworld corridor, the outer
Flames who makes a Saving Throw suffers half damage. edges of the cloud automatically anchor it to the corridor shape. It cannot be cast
so as to appear within a one-metre distance of a living or animate being.
19.6.135. Wall of Iron
The Level V version of the spell is most frequently used as a barrier, since it is
This spell causes a vertical iron wall, equivalent to the type made by the most
dangerous to traverse. The Level VI and VII versions, however, are mobile, being
proficient human metal smiths, to appear as if from "nowhere". The most common
able to billow forward from the spot in which they appear. The Level VI Wall of
use of the spell is to create a nearly impenetrable barrier between the magic-user
Poisons moves at a top speed of approximately 0.5 kilometer per hour (a very
and his or her opponents. If cast in an enclosed space such as an Underworld
slow walk), and cannot turn corners or modify its direction of movement. The
corridor, the outer edges of the wall can be made to automatically sink 1D6
Level VII wall can move at up to 2 kilometres per hour and can move in any
centimeters into the surrounding rock, thus anchoring it against all but the
direction the spell caster specifies.
strongest attempts to knock it down. It cannot be cast so as to appear within a
one-metre distance of a living or animate being. The wall will remain intact and in its original shape against anything less than a
very strong breeze (the magicians who designed this spell gave it a degree of
The Level V version of the wall is most frequently used as an immobile barrier.
supernatural resistance to being blown away); if faced by a wind of 10 kilometres
The Level VI and VII versions, however, are mobile, being able to thunder forward
per hour or more, there is a 50 per cent chance that it will be blown intact in the
from the spot in which they appear. The Level VI Wall of Iron moves at a top
direction of the breeze, and a 50 per cent chance it will dissipate harmlessly.
speed of approximately 0.5 kilometer per hour (a very slow walk), and cannot turn
corners or modify its direction of movement. The Level VII wall can move at up to Creatures whose unclothed body parts (e.g. skin, eyes, hands etc.) come in
2 kilometres per hour and can move in any direction the spell caster specifies. contact with the Wall of Poisons, or who breathe even a small amount of its
gasses (50 per cent chance of mistakenly doing so if attempting to traverse the
A character who ends up impacting with the Wall of Iron must pass a Saving
cloud), must pass a Saving Throw or be poisoned. (See the Envenoming spell
Throw, representing his or her ability to jump clear of the oncoming object. If the
description for the effects of differing types of poison.)
Saving Throw is failed (or if the character is trapped so as to have nowhere to
jump to), he or she takes 1D10 points of body damage each Melee Round as the The size and potency of the cloud created is proportional to the number of Energy
wall rumbles ahead. If the character is trapped against another immobile barrier, Points invested in the spell; each 50 EP creates one square metre of gas that is
for example an Underworld wall, he or she takes 10D10 points of crushing body one metre thick, with a poison strength Level of "2". Each additional 50 EP
damage and an automatic critical hit in a randomly determined body area each expended can either increase the thickness of the square metre in question by
Melee Round. one metre, or can create another square metre at the standard thickness, or can
raise the Intensity Level of the its poison by one Level. The exact shape of the wall
The size of the wall created is proportional to the number of Energy Points
must be square or rectangular.
invested in the spell; each 50 EP creates one square metre of wall that is one
centimeter thick. Each additional 50 EP expended can either increase the If the wall is created in circumstances in which there is nothing to support it, for
thickness of the square metre in question by one centimeter, or can create example if the magic-user decides to create it ten feet up in the air, the cloud will
another square metre at the standard thickness. The exact shape of the wall must remain in rectangular shape for 1D6 Melee Rounds and then will dissipate in
be square or rectangular for Antratschèldor-haii of fifth- or lower- level; those of another 1D6 Melee Rounds. The cloud takes 1D3 Melee Rounds to fully
sixth- to tenth- levels may create any wall-like, unperforated shape, while those of materialize.
higher level may create any shape, for example a set of iron bars, approved by the
Referee. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Nàhal-Osdéa and clerics of Væran/Vìrya Kikiri and Vìrya Hé-Enriath.
If the wall is created in circumstances in which there is nothing to support it, for
example if the magic-user decides to create it ten feet up in the air, it will fall to Level : V to VII
earth immediately with severe consequences for anything or anyone caught
underneath. Note, however, that the wall takes 1D3 Melee Rounds to fully Cost : Minimum 50 EP plus additional as above.
materialize; opponents directly under it thus will usually have a chance to dash for
Time to Cast : One Melee Round.
safety, if they realize what is happening.
Duration : 1D6 game minutes per caster Experience Level, or until dispelled or
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
otherwise destroyed. (Note: The cloud does not become completely ineffective at
Osdez-Gozròl.
the expiration of the spell's duration; instead, it loses one Level of potency for
Level : V to VII. each minute after the spell expires, becoming harmless when the potency Level
equals zero.)
Cost : Minimum 50 EP plus additional as above.
Range : The cloud can be created up to a distance of five metres per caster
Time to Cast : One Melee Round. Experience Level.

Duration : 1D6 game months per caster Experience Level, or until dispelled or Targeting Requirements : Line of sight; the spell caster must be able to see the
otherwise destroyed. area where the cloud will appear.

Range : The wall can be created up to a distance of five metres per caster Saving Throw : The Saving Throw against poison is usually [((Constitution x 2) +
Experience Level. (Willpower)) - (Intensity of poison x 2)] x 1 DMod.

Targeting Requirements : Line of sight; the spell caster must be able to see the Saving Throw Success Effect : A creature who makes a Saving Throw is not
area where the wall will appear. harmed on this check against poison; note, however, that this does not mean he
or she is immune to it– another check may be required if the character is again
Saving Throw : None; a creature attempting to jump out of the way of an exposed to the poison.
unsupported or oncoming wall should use a Saving Throw based on Agility (see
description of the Agility score). 19.6.137. Wall of Stone
Saving Throw Success Effect : A creature attempting to jump clear who makes a This spell causes a vertical stone wall, equivalent to the type of rock most
Saving Throw is missed by the falling wall. frequently found in the area, to appear as if from "nowhere". The most common
use of the spell is to create a nearly impenetrable barrier between the magic-user
and his or her opponents. If cast in an enclosed space such as an Underworld
corridor, the outer edges of the wall can be made to automatically bind with the
surrounding rock, thus making it virtually unmovable. It cannot be cast so as to
appear within a one-metre distance of a living or animate being.

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The Level V version of the wall is most frequently used as an immobile barrier. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
The Level VI and VII versions, however, are mobile, being able to rumble forward Osda-Osdéam and clerics of Væran Hadda-Làtonn and Væran Wròb-Riàhyal.
from the spot in which they appear. The Level VI Wall of Stone moves at a top
speed of approximately 0.5 kilometer per hour (a very slow walk), and cannot turn Level : III to IV
corners or modify its direction of movement. The Level VII wall can move at up to
Cost : 10 EP per person affected.
2 kilometres per hour and can move in any direction the spell caster specifies.
Time to Cast : One game minute.
A character who ends up impacting with the Wall of Stone must pass a Saving
Throw, representing his or her ability to jump clear of the oncoming object. If the Duration : One minute x caster's Experience Level per 10 EP used to cast spell.
Saving Throw is failed (or if the character is trapped so as to have nowhere to
jump to), he or she takes 1D12 points of body damage each Melee Round as the Range : Touch.
wall rumbles ahead. If the character is trapped against another immobile barrier,
for example an Underworld wall, he or she takes 10D12 points of crushing body Targeting Requirements : The characters to be affected by the spell must be
damage and an automatic critical hit in a randomly determined body area each touched by either the caster's hand or staff.
Melee Round. Saving Throw : Usually none; if required and an unwilling target capable of
The size of the wall created is proportional to the number of Energy Points resisting magic, Saving Throw is (MRES - caster Experience Level) x 4 DMod.
invested in the spell; each 50 EP creates one square metre of wall that is one Saving Throw Success Effect : Negates the spell; the character can not breathe
centimeter thick. Each additional 50 EP expended can either increase the water or air.
thickness of the square metre in question by one centimeter, or can create
another square metre at the standard thickness. The exact shape of the wall must 19.6.139. Waterdividing
be square or rectangular for Antratschèldor-haii of fifth- or lower- level; those of
sixth- to tenth- levels may create any wall-like, unperforated shape, while those of This spell parts water so that a dry, air-filled path between two "walls" of water on
higher level may create any shape, for example a bridge across an Underworld each side is created. The path proceeds in a straight line, one metre in length for
chasm, approved by the Referee. each one Energy Point expended. A caster may part 500 liters of water for every
20 Energy Points expended, if the water is in a still condition when the spell is
If the wall is created in circumstances in which there is nothing to support it, for cast. The EP requirements are increased by 1D6 x 10 per cent if the water is
example if the magic-user decides to create it ten feet up in the air, it will fall to unsettled, for example in a seastorm. The spell is ineffective on ice or water in
earth immediately with severe consequences for anything or anyone caught other non-liquid states, but it will work on most other liquids, for example wine or
underneath. Note, however, that the wall takes 1D3 Melee Rounds to fully acid, if they are normally liquid at room temperature.
materialize; opponents directly under it thus will usually have a chance to dash for
safety, if they realize what is happening. Creatures in the area where the water-free path forms are swept aside, so that
they will end up in one or the other of the water walls.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Félékan-Gozchàal. Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Osda-Osdéam and clerics of Væran Hadda-Làtonn and Væran Wròb-Riàhyal.
Level : V to VII.
Level : II
Cost : Minimum 50 EP plus additional as above.
Cost : Minimum 20 EP plus variable as per the amount of water to be parted.
Time to Cast : One Melee Round.
Time to Cast : One game minute.
Duration : 2D6 game months per caster Experience Level, or until dispelled or
otherwise destroyed. Duration : The pathway between the walls of water lasts one game minute x
caster's Experience Level, plus 1D20 minutes.
Range : The wall can be created up to a distance of five metres per caster
Experience Level. Range : Touch.

Targeting Requirements : Line of sight; the spell caster must be able to see the Targeting Requirements : The body of water to be affected by the spell must be
area where the wall will appear. touched by either the caster's hand or staff.

Saving Throw : None; a creature attempting to jump out of the way of an Saving Throw : None.
unsupported or oncoming wall should use a Saving Throw based on Agility (see
description of the Agility score). Saving Throw Success Effect : Not applicable.

Saving Throw Success Effect : A creature attempting to jump clear who makes a 19.6.140. Waterwalking
Saving Throw is missed by the falling wall.
This spell allows the caster and 1D3 man-sized creatures he or she designates by
19.6.138. Waterbreathing touch, to walk on the surface of any liquid whose temperature and composition he
or she could normally endure exposure to. For example, the spell would allow the
This spell allows the caster, and 1D3 living beings he or she touches, to breathe caster to walk on top of a vat of water or wine, but would not permit this for acid or
both fresh and salt water as would a fish. Alternatively, and rarely, it can be cast in molten lava.
reversed mode: this allows a creature normally capable only of breathing water, to
breathe air as does a human being. As the spell was never intended for use as a Each being affected by the spell may carry on his or her person goods weighing
weapon, the Referee should impose a 40 per cent chance of its immediate failure up to his or her basic (naked) weight. Any loading in excess to this incurs a 40 per
if used to suffocate an unwilling victim; also, the putative victim should be allowed cent chance per metre distance traversed, of the spell failing and the user falling
a Saving Throw. into the liquid as he or she would normally. Surface activities on the liquid, for
example waves, affect characters traveling on top of the liquid to the extent that
The spell does not give any special abilities in swimming or underwater they would be large enough to form an obstacle, were the average surface of the
locomotion, other than a slight decrease in buoyancy due to the displacement of liquid to be regular earth. Someone affected by this spell can be pulled
air by water in the lungs of the affected character. The water-breathing ability lasts underneath the surface of the liquid normally, but can climb back up again if he or
for a number of hours equal to the caster's Experience Level times "1", per ten she is able to swim back to the surface.
Energy Points expended. For example, a fifth-level caster could breathe water for
15 hours at an expenditure of 30 Energy Points. The caster may walk or run for ten minutes per ten (10) Energy Points expended.

The Level III version of this spell cannot be extended past its normal expiry time, Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
so if the user wishes to stay underwater longer than the previously established Osda-Osdéam and clerics of Væran Hadda-Làtonn.
limit, he or she must find a place where there is air and have the spell re-cast on
Level : IV
him or herself. Failure to do this in time can lead, as one might expect, to most
unfortunate results. The Level IV version of Waterbreathing is not subject to this Cost : 10 EP per person affected; 5 EP per ten-minute extension.
stricture and can be re-cast up to ten times per game week on an individual
person (attempts past ten fail automatically). Time to Cast : One game minute.

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Duration : Ten minutes initial plus 10 minutes per extension. Dice Roll Points Removed
Range : Touch. 01-05 0.25

Targeting Requirements : The characters to be affected by the spell must be 06-09 0.5
touched by either the caster's hand or staff. 10-12 1

Saving Throw : Usually none; if required and an unwilling target capable of 13-15 2
resisting magic, Saving Throw is (MRES - caster Experience Level) x 2 DMod. 16-20 3
Saving Throw Success Effect : Negates the spell; the character can not walk on 21-50 4
top of liquids. 51-75 6

19.6.141. Warblessing / Warcursing 76-90 7


91-99 8
This is a spell which is very frequently used in Melee Combat, since it magically
increases (or, if cast in reversed mode as Warcursing, reduces) a character's 100 10
chances of striking an opponent. This is simulated, for game purposes, as a
modifier either to, or against, a character's advantage, when rolling the percentage
dice on the Melee Combat Strike Table. The opponent of a character affected by • ......The spell can be cast, at a cost of 50 EP, to allow the caster and 1D3
Warblessing gets no Saving Throw against its effect on his or her ability to defend persons that he or she touches to live and work, even when lightly clothed,
himself or herself, although a person targeted by Warcursing does get a Saving in very cold temperature conditions (down to about -20 degrees Celsius) and
Throw to try to avoid its effects. The spell is also unusual in that it affects even not be adversely affected. This does not protect against cold-based attacks
most creatures that are usually immune to harmful magic, for example the or immersion in cold liquids– only the natural effects of cold weather.
undead, the Brhà and some types of demons.
Note that the spell cures only damage points that were lost as a direct result of
The exact modifier bestowed by this spell is two (2) per cent, per Level of cold; for example, it cannot restore a damage point that was lost due to a sword
Warblessing or Warcursing used. For example, the Level VI version of the spell strike.
would either subtract or add "12" to a character's Melee Combat strike attempt
The advantage of this spell may not be immediately apparent, but ordinary healing
dice roll, depending on whether the spell was cast in normal or reversed mode.
methods, even those used by the Antratschèldor-haii, seldom work completely
There is one exception to this, as far as Warblessing is concerned: its effects are
where the damage has been inflicted by weapons of cold or fire which induce
halved if used on an adherent of a "friendly, dissimilar" religion (for example, if
severe tissue destruction. Wounds caused by these weapons are prone to
cast by a follower of mighty Væran Ro'sènnpâdr on someone worshipping a infection, and even without this often cause severe disfiguration (typically, a
different deity of the Khùl-Tlassù) and quartered if used on any other religion reduction in Physical Beauty of 2D6 points).
(indeed, the cleric casting this spell should think twice about bestowing it on a
follower of an opposed or unknown religion, lest his or her own deity notice and At normal Energy Point expenditure the caster can affect himself or herself and up
take anger). Note that there is no such restriction on Warcursing, which can be to two other similar creatures. This is because the spell requires laying on of
used with equal effect on almost anyone. hands, of which most sapient races have two.
No more than one beneficial and one harmful (reversed) application of this spell Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
will affect any given character per game day, and the non-reversed version cannot Fàani-Avàia.
be used on a given character more than twice in a given game week; if this is
attempted, the spell will work in reversed mode instead. Level : III

Usable By (Brotherhood/ Religion Owning): Clerics of Væran Ro'sènnpâdr, Vìrya Cost : As above; 25 / 25 / 50 EP
Tiryé-Habéla, Væran Rssà-Urutàngk and Væran H'òngg-Hélé.
Time to Cast : One Melee Round.
Level : I to X.
Duration : (First two methods) : permanent until the recipient is again damaged;
Cost : 10 EP per man-sized person x spell Level. (third method) : one hour x caster's Experience Level.

Time to Cast : One Melee Round. Range : The target character must be touched by either the spell caster's hands or
his or her staff.
Duration : The heightened or reduced chance of striking lasts 1D3+1 game hours.
Targeting Requirements : Touch.
Range : (Warblessing): Touch; (Warcursing): 10 metres plus 1 metre per caster
Experience Level. Saving Throw : Usually none; if required and an unwilling target capable of
resisting magic, Saving Throw is (MRES - caster Experience Level) x 5 DMod.
Targeting Requirements : (Warblessing): The affected character must be touched
by the religious symbol of the cleric casting the spell; (Warcursing): The target Saving Throw Success Effect : Negates the spell; the intended target of the spell
must be seen by the caster. remains unhealed or remains vulnerable to cold.

Saving Throw : (Applicable only to an unwilling character capable of resisting 19.6.143. Weaponpowering / Weaponcursing
magic): (MRES - caster Experience Level) x 2 DMod.
This spell bestows enchantment on a weapon that is not already enchanted.
Saving Throw Success Effect : The character's chance of scoring a strike in Melee While at the lower levels of power this is quite a common spell, often being
Combat is not affected. employed by Telostic's armies just prior to an expected battle, the more advanced
variants, in particular those that can bestow a permanent enchantment, are
19.6.142. Warmhealing among the rarest and most highly prized spells. The reversed version of the spell,
Weaponcursing, is much less frequently encountered, since it makes a normally
This spell allows the caster to mitigate the effects of cold or cold-based damage. It useful weapon "cursed" and a liability in combat.
can be used in any one of the following three methods.

• ...... It can be used to cure the symptoms and ill after effects of frostbite,
The Level IX and lower levels of this spell are all temporary in effect; the affected
weapon loses its enchantment after a specified time period. The Level X and
hypothermia and/or any cold-related diseases not directly the result of magic higher variants, which are known only to a few senior clerics and Antratschèldor-
or unusual weaponry. This completely removes all damage points and haii of the Enja-Osdeön (and which are almost never taught to anyone outside that
restores the victim to full health in 1D6 hours; it costs 25 Energy Points to Brotherhood) can, subject to some restrictions, permanently enchant a weapon
cast. or projectile. The spell cannot be used to increase the power of an enchantment,
• ...... It can remove a certain number of cold-related damage points caused by or decrease the power of a curse, that already is possessed by a weapon or
cold-based magic or weaponry, for example the breath of the Shìrgrya. This projectile. It also cannot be applied more than once at a given time on a given
costs 25 Energy Points to cast and removes a number of damage points per weapon or missile; if this is attempted there is a 60 per cent chance the item will
hour equal to the results of a check on the following table: be permanently ruined.

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The Level III version of Weaponpowering bestows an enchantment modifier of In the case of spell-like powers (for example Venomsafety) whose potency is
"zero" to all of the weapon's characteristics; the main purpose of using this spell is variable according to the number of Energy Points that would theoretically have
to enable ordinary weapons to cause damage to creatures that are invulnerable to been expended in casting the equivalent spell, the spell-like power is, by default,
non-magical attacks. Additionally, this, and all other, versions of the spell raise a assumed to have been cast at 20 per cent of the total normal, unassisted Energy
weapon's composition factor, for purposes of durability and magic resistance, by Point Reserve of the magic-user who has enchanted the item with
ten (10) points over what it otherwise would be for a normal weapon of the type in Weaponpowering. (Alternatively, the power may be declared to be an actual spell,
question. in which case it would have to be powered by however many Energy Points
available to its user– this would, except in unusual cases, restrict the use of the
The Level IV to Level VIII variants of Weaponpowering all work in the following item to an Antratschèldor-haii, cleric or some other character who was normally
manner. capable of using or storing Energy Points.)
A non-missile weapon under the influence of the Level IV spell can have a For each two (2) levels of Weaponpowering past Level IX, the caster may endow
maximum Magic Bonus, affecting the user's Combat Factor, of "one" (1) (in either the weapon with one additional special power; for example, a caster using the
direction; in other words, the spell can bestow either a +1 bonus or a -1 curse on Level XIII variant of this spell could give a weapon three special powers.
the weapon); it also may have up to a one (1) per cent bonus or penalty on Melee
Combat dice rolls to strike and to penetrate armour, and may add or subtract up to The Level X to XIV variants of Weaponpowering have the ability to cause a
one (1) point to any damage the weapon would otherwise inflict. weapon to become permanently enchanted or cursed. This works in the following
manner. The spell may be used to permanently enchant a weapon, with maximum
A missile weapon under the influence of the Level IV spell variant may have up to modifiers equivalent to the Level IV version (e.g., plus or minus "one"); this
a one (1) per cent bonus or penalty on Missile Combat dice rolls to strike and to increases by one (1) for each level past X, so that (for example) the Level XII
penetrate armour, and may add or subtract one (1) point to any damage the version of Weaponpowering could permanently enchant a weapon to a maximum
projectile would otherwise inflict. Note that the enchantment may be applied modifier of plus or minus 3. With these versions of the spell, however, all special
separately to the projectile's launcher, for example a bow, and to the projectile powers are still temporary, and they fade with time as would a special power
itself, for example an arrow, thus effectively doubling the above advantages or created by the Level IX spell version.
penalties.
The Level XV to XX versions of Weaponpowering add the ability to make
The maximum allowable limits of each enchantment modifier noted above permanent special abilities; for this purpose, the ability of the Level XV version to
increase by "one" (1), for each level of Weaponpowering or Weaponcursing, past create a permanent special power is equal to the ability of the Level IX version to
Level IV, up to a maximum of plus or minus of five (5) for the Level VIII version. create a single temporary power; an additional permanent special power may be
For example, a weapon enchanted with the Level VI variant of the spell could endowed for each two (2) levels of Weaponpowering, past Level XV.
have a damage bonus or penalty of up to plus or minus 3.
The material components for those versions of Weaponpowering (III to IX) which
At Level IX, the Weaponpowering spell gives the same maximum modifiers as the effect only temporary enchantments are inexpensive and can be acquired without
Level VIII spell version, and also allows the caster a limited ability to endow the too much effort, and the process of casting these lower-level versions of the spell,
weapon with one special or extraordinary power. Exactly what types of powers while requiring more time than many other enchantments, can still be completed
may and may not be bestowed by this spell is largely the province of Referee in a relatively short time. This is not the case for those variants of
discretion (see also the charts and tables for enchanted items in the Adventures Weaponpowering which create a permanent enchantment; the time and material
rules section); however, some guidelines are provided immediately below. requirements needed to successfully complete these spells are very demanding,
as detailed below:
Power Powers Allowed
Category • ...... Each modifier equivalent of "one" (1) that is bestowed upon a permanently
enchanted weapon requires approximately ten (10) hours of careful effort
Personality May have a personality separate from the user, equivalent to
and material components costing 1D20 x 100 silver pieces, on the part of
an Intelligence and Willpower of 2D6+1 each; communicates
the Antratschèldor-haii casting the Weaponpowering / Weaponcursing spell.
with the user (only) telepathically
The only exception to this requirement is for a missile projectile (not a
Hatred May "hate" on particular creature type (for example all launcher), in which case each Missile Factor (only) bonus or penalty of "one"
Chàngalà), having double modifiers on chance to hit and requires five (5) hours of effort and material components costing 1D10 x 50
damage creature type silver pieces.
Magic Requires a personality (see above); may have a Psychic or
Mystic Power of 3D6, and the ability to use one Level I to III*
• ...... Each modifier is counted cumulatively, for purposes of the above rule. For
example, a weapon whose only enchanted feature was a Combat Factor
spell known to the caster of the Weaponpowering spell
Magic bonus of "+1" would require ten hours of work and up to 2000 silver
Light / May act, on command of the user, as if affected by the Level pieces' cost, while one having both a CF and a damage bonus of "+1" would
Darkness I versions of the Lightmaking or Shadowing spells (1D6 hours require twenty (20) hours of effort and up to 4000 silver pieces cost.
per day)
Blessing May act as a holy weapon; this power can only be bestowed
• ...... Each special power that is bestowed upon a permanently enchanted
weapon requires approximately one hundred (100) hours of careful effort
by the clerical version of Weaponpowering and requires the
and material components costing 1D20 x 1000 silver pieces, on the part of
assistance of a priest of the religion in question
the Antratschèldor-haii casting the Weaponpowering / Weaponcursing spell.
Sharpness Has a special chance of causing a critical hit, each time
weapon strikes and penetrates armour; this is equal to 10% For purposes of calculation, the Referee should assume that a single
at Level IX of Weaponpowering, with an additional 5% per Antratschèldor-haii may expend an absolute maximum of hours per game day on
Weaponpowering level past IX, to a maximum chance of 50 "artifice enchantment" (e.g., enchantment of weapons, armour, potions and/or
per cent. whatever else) equal to his or her Willpower score divided by "3"; for example, a
magic-user with a Willpower score of 12 could spend up to four hours per day.
Speech Requires a personality; can converse (speak) in one
Each game hour per day spent over this limit incurs a 10 per cent cumulative
language known to the spell caster
chance that the spell will fail, and if it does fail (either due to this factor or simply
because of a bad dice check), the putative enchanted weapon is ruined and all
monetary and time investment is wasted, the material ingredients having been
* The Level IX and X versions of Weaponpowering can endow only powers expended.
equivalent to a Level I spell; the Level XI and XII versions can endow up to a Level
II spell equivalent power; versions of Weaponpowering higher than XII can endow Note that the check to determine spell failure is conducted in secret by the
a Level III equivalent power. Referee only after the required number of hours of effort have been expended; a
character may not check for failure "up front" to gain foreknowledge of whether all
his or her work will go for naught.

Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood


Enja-Osdeön and priests and priestesses of Væran Ro'sènnpâdr, Vìrya Tiryé-
Habéla and Væran Rssà-Urutàngk. A "holy" enchanted weapon may be created
by any religion– however, if the religion wishing to create the enchanted weapon is
not among the three listed above, doing so requires the assistance of an
Antratschèldor-haii of the Brotherhood Enja-Osdeön.

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Level : III to XX (there are rumours of still higher levels of this spell, but if they Each 50 EP used in casting Wisdompreserving affects one page of writing of
indeed exist, their nature and use is a closely kept secret of the Brotherhood of the approximately 20 x 25 centimetres surface area. The spell can only be used once
Enja-Osdeön). on a given writing; a subsequent application against the same writing negates its
original application, unless the original casting was performed by a different mage,
Cost : 50 EP per modifier of "one" (1) in any category per discrete object (normal in which case the second application simply has no effect. (Because of this factor,
weapon or missile launcher) affected; 10 EP per modifier of "one" for a missile the Temples and the Sages' Guild have a thriving business in transcribing ancient
projectile. texts, since the lifetime of an ancient manuscript preserved with this spell is finite.)
Time to Cast : One game minute per modifier of "one" per object affected for The types of writings that can be affected varies according to the Level of the
temporary enchantments; see above for permanent enchantments. Wisdompreserving spell, as follows.
Duration : The weapon or projectile affected remains under the influence a
temporary enchantment for 2D6+1 game hours; until magically dispelled, or until Level of Spell Writing Type Affected
weapon destroyed, for a permanent enchantment. III Ordinary or mundane writings (a laundry list)

Range : Touch. IV Government writings (an edict)


V Histories, scholarly writings, ritual descriptions etc.
Targeting Requirements : The item to be affected must be touched by the spell
caster. VI Magical writings/scrolls of Levels I to V
VII Magical writings/scrolls of Levels VI to X
Saving Throw : None (except that the Referee may give a previously enchanted
weapon a Saving Throw equal to its composition factor, if the caster tries to use VIII Magical writings/scrolls of Level XI and higher
this spell to ruin the former). IX Descriptions or conjuring instructions for Demons
Saving Throw Success Effect : Not applicable.

19.6.144. Weatherseeing The protective effects of this spell are not unlimited and are determined by a
percentage check made by the Referee; (01-60)– the writing lasts 200% of the
This spell predicts the temperature and precipitation of an area for up to 12 days, amount of time it otherwise would; (61-80)– the writing lasts five (5) times as long
plus one day per caster Experience Level, ahead of the time it is cast. It is mainly as it otherwise would; (81-95)– the writing lasts ten (10) times as long as it
useful for travel through the wilderness or for sea travel; the spell is frequently otherwise would; (96-00)– the writing becomes completely immune to natural
used by mariners to avoid storms or other bad weather. deterioration (although, it can still be affected by magical or other similar attacks).

The information gained is covers an area within a radius of 1 kilometer from its Wisdompreserving, like Metalsafety, also has a secondary advantage in that it
central point, per Experience Level of the caster. The central point can be up to 20 makes a writing more able to withstand certain types of non-natural attacks,
kilometres distant from the caster's physical location, per Experience Level; thus excluding those caused by acid but including a fire- or heat- based attack, adding
the spell can be used to determine the climatic conditions at one's destination. If "0.5" to the DMod for the Saving Throw (if any) to which a writing subjected to one
the caster wishes, he or she can cast the spell to tell of the weather on his or her of these attack types must pass.
planned route of travel; a considerable amount of Referee discretion is involved in
The spell is put into effect by a multicoloured beam of light fired from the caster's
this.
index finger or other digit.
At minimum Energy Point expenditure, the spell will simply tell the caster, in rather
Usable By (Brotherhood/ Religion Owning): Clerics of wise Vìrya Nìa and
vague terms, how warm and wet the weather will be. If more than twice the
mysterious Vìrya Hé-Enriath. The Antratschèldor-haii of all the Brotherhoods also
required EP total is expended, more detailed information, such as exact
have recourse to a variant of this spell, but it only preserves magical writings of
temperatures, wind speeds, types of precipitation and possibly (roughly a 10 per
their particular Brotherhood.
cent chance) the effects of these on the terrain or seas in the area, will be
released. Level : III to IX.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood Cost : 50 EP per page affected.
Nàhal-Osdéa.
Time to Cast : One game minute.
Level : I
Duration : Permanent (cannot, under ordinary circumstances, be dispelled).
Cost : 25 EP or more as described above.
Range : Two metres x caster Experience Level.
Time to Cast : Twenty-five (25) game minutes.
Targeting Requirements : Line of sight; the caster must be able to see or
Duration : Until the last day of the surveyed period is over. otherwise sense the writing to be affected.
Range : 20 kilometres from central point x caster Experience Level. Saving Throw : Usually none; if required and an unwilling target capable of
resisting magic (for example a scroll of an opposed religion), Saving Throw is
Targeting Requirements : Not applicable; affects everything within the affected
(MRES - caster Experience Level) x 4 DMod.
radius.
Saving Throw Success Effect : Negates the spell; the writing gains no additional
Saving Throw : Usually none.
resistance to decay.
Saving Throw Success Effect : Not applicable.
19.6.146. The Wondrous Rug of the Lady of
19.6.145. Wisdompreserving Wisdom

This specialized spell makes scrolls and other writings resistant to rot and decay, This spell creates a small, ordinary-looking mat, upon which objects of a diameter
preserving them and extending their life. It is commonly used by the Temples and up to about two metres can be hidden. Provided that it neither moves, uses magic
political leaders to preserve historical records, writings of a ritual or sorcerous nor attacks, any object or person placed in the centre of the rug will immediately
nature, and so on. It is because of this spell, or ancient versions of it, that many of become completely undetectable except by the highest Level of the Special Sight
the writings made in the distant past of Telostic have survived into modern times. spell.

Wisdompreserving affects writings inscribed on parchment, vellum or leather, but The rug lasts for 1D6 game years and then disappears into the inter-Plane void;
cannot be used on wood, metal or paper. A writing to be preserved must already anything still standing or placed on the rug at this time also vanishes. (Note that a
be inscribed prior to the application of this spell; it cannot be used on a blank character so trapped in the inter-Plane void is essentially in suspended animation:
piece of writing material for future inscription. he or she can neither act nor use magic, but conversely does not need to breathe,
eat, drink, excrete or perform other functions normally required to sustain life.) An
item or person that vanishes in this manner may only be recovered by another
casting of the Wondrous Rug of the Lady of Wisdom spell, and there is a chance
that this will not work correctly, as follows:

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Dice Roll Effect
01-20 The item or person is lost forever and may only be
recovered by Divine Intervention.
21-80 The item or person is recovered correctly.
81-00 A different item or person is recovered (roll a random
item, character or monster).

Usable By (Brotherhood/ Religion Owning): Clerics of Vìrya Nìa.

Level : III

Cost : 100 EP.

Time to Cast : Five game minutes.

Duration : The magical rug lasts 1D6 game years before vanishing.

Range : Touch.

Targeting Requirements : The place where the rug is to appear must be touched
by the cleric's hands. Symbol of Vìrya J'Ràlrishé-Slé, Mistress of the Moon
Saving Throw : Usually none. The item to be affected is targeted by a grayish-violet beam of light springing from
Saving Throw Success Effect : Not applicable. the index finger or staff of the spell caster; it is allowed a Saving Throw, albeit not
a good one, to see if it can escape the spell's effects. An animate creature, for
19.6.147. Woodskin example a tree, affected by this spell must pass a System Shock check (see
Constitution characteristic score description) or be instantly slain.
This spell is almost identical to the Ironskin spell of the Osdez-Gozròl. It gives the
recipient's skin an Armour Protection Value and composition factor equal to that of There is a 50 per cent chance the rock so created will be a soft variety (e.g.
moderately hard wood, usually in the 31 to 40 (30 + 1D10) point range. It also sandstone), a 25 per cent chance it will be of moderate durability (for example
requires slightly less magical energy to cast, than does the latter spell. marble) and a 25 per cent chance it will be a hard rock such as granite.

Woodskin's other characteristics are the same as for the Osdez-Gozròl spell, Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
except for the following. Félékan-Gozchàal.

• ....... The Levels of the Kybàhri-Fèleor versions are two levels lower than what Level : II
would be required under the Osdez-Gozròl spell versions; in other words,
Cost : 30 EP to affect one square metre of wood.
the effects of a Level II Kybàhri-Fèleor Woodskin spell are equivalent,
except in respect to the amount of protection afforded, to those of a Level IV Time to Cast : One Melee Round.
Osdez-Gozròl Ironskin spell.
Duration : Permanent for objects one metre square or smaller; for larger objects,
• ....... If a character protected by this spell has his or her skin armour penetrated the spell lasts 1D3 months.
(see Ironskin description), and the relative Protection Value drops to 0 (zero)
or less, the Woodskin spell is immediately negated. Range : Touch, or for designation by the gray-violet ray, 5 metres x caster
Experience Level.
For other features, please refer to the description of the Ironskin spell.
Targeting Requirements : Touch, or line of sight within the allowed radius.
Usable By (Brotherhood/ Religion Owning): Antratschèldor-haii of the Brotherhood
Kybàhri-Fèleor. Saving Throw : The Saving Throw for an animate target, for example a tree,
attacked by the spell is (MRES - caster Experience Level) x 5 DMod. The Saving
Level : II to VI Throw against transmutation for a regular wooden object is usually equal to (its
composition or armour protection factor, from 1 to 100) x 0.1 DMod.
Cost : 1 EP per one APV point bestowed; for example, a character whose skin
was given an equivalent APV of 35, would require 35 EP to be used in the spell Saving Throw Success Effect : Negates the spell; the item remains in its normal
casting. composition.
Time to Cast : One Melee Round.

Duration : 30 game minutes plus 1D6 minutes per caster Experience Level.

Range : Touch.

Targeting Requirements : The character to be affected by the spell must be


touched by either the caster's hand or staff.

Saving Throw : Usually none; if an unwilling target capable of resisting magic,


(MRES - caster Experience Level) x 3 DMod.

Saving Throw Success Effect : Negates the spell; the person's skin retains its
normal composition and protective qualities.

19.6.148. Woodstoning

This spell transmutes cellulose material, in other words wood and wood-like plant
materials, into silicate rock. It is useful for many purposes, for example
transmuting a door through which hostile creatures are about to enter into
impenetrable stone, or making the shields or armour of opponents too heavy to be
effectively used in combat. It has no effect on substances other than wood or
cellulose material.

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20. Spell Lists Of the Temples and the The Brhà Any two randomly-determined religions of the Khùl-
Antratschèldor-haii Nolgùn; the magic used by the Brhà, as
encountered in northern Ushù'l at least, seems to

A
frequently-asked question of Referees in Shakhàn is, "which magic spells most resemble that used by devotees of Væran
can my Antratschèldor-haii or priest(ess) character learn upon beginning Bssìro, but with a few offensive-type spells similar
play"– in other words, which spells appear in the list of spells "owned" by to those used by followers of sinister Vìrya Hé-
the Brotherhood or Temple in question. The lists given below provide a Enriath. Some Brhàic parties also use spells
partial answer to this question, and indicate which spells may be considered to reminiscent of the Naha-Avàia Brotherhood of the
"belong" to which Brotherhoods and Temples, for learning and casting probability Antratschèldor-haii.
purposes. The Motnat'tà Any two randomly-determined religions of the Khùl-
It should be noted that the list is by no means definitive; future additions to Tlassù or, alternatively, of the Chélé-Avàii
Shakhàn will expand the spell lists given in the basic edition of the game, adding Brotherhood of the Antratschèldor-haii.
new spells and "miracles" not listed below. Players and Referees are advised to The Sagòst Any randomly-determined religion of the Khùl-
check The Planet Telostic BBS or the Shakhàn Website for developments in this Tlassù, especially, that of Væran Vo'Hlakànss.
field. The Referee should especially note the fact that the "Generic Priestly Alternatively, magic of the Nàhal-Osdéa
Miracle" spell is available to clerics of all religions; this, in practice, gives clerics a Brotherhood of the Antratschèldor-haii.
considerably wider variability of spell effects that would otherwise appear to be the
The Enhù'ùv Any spells – especially, the destructive or
case.
offensively-oriented ones – pertaining to the clerics
A spell marked with an asterisk (*) indicates a spell variant subject to one or more of incandescent Væran Bssìro. (Note: A few rare
restrictions or alterations compared to the "regular" or "full" version of the spell in sub-species of the Enhù'ùv do not follow this
question. (As an example, the version of Wisdompreserving available to the pattern; these are For Future Release.)
Antratschèldor-haii can only preserve writings of the casting magic-user's own The Chàngalà Any three randomly-determined Brotherhoods of
Brotherhood, whereas that of wise Vìrya Nìa or secretive Vìrya Hé-Enriath can be the Antratschèldor-haii, with a preference for the
used on many other types of writings.) type of magic corresponding to the sub-type of
Chàngalà – for example, the spells used by the
20.1. Spells of "Special Case" Casters Chàngalà-shà-Aìa (Sun-Dragons) resemble those
used by the Chélé-Avàii Brotherhood.
As has previously been noted, while the vast majority of magic-capable characters
that will be encountered in a normal Shakhàn campaign will be found among the The Lepré Any three randomly-determined Brotherhoods of
ranks of the conventional religions and/or the Antratschèldor-haii, there are, in the Antratschèldor-haii, with a predominance of
fact, many other types of creatures that can call upon supernatural powers. On spells of the Zeiatez-Fèlek and Mahkàilh
"real" Telostic the exact types of magic at the disposal of these "special case" Brotherhoods.
casters differs dramatically from that which is available to the more commonly- The Mêm-Uhùryo Generally, spells pertaining to the dreaded
encountered clerics and magic-users. However, in the absence of specific rules Nameless One. However, some of the Mêm-
governing these rare forms of magic, the Referee may occasionally need to Uhùryo – particularly, the lesser undead or
simulate spell-use by a special case caster. Hhyò'oàlla – use magic that is tuned to the religion
in charge of them. This can be any of the faiths of
The following general principles, which list the types of conventional magic most
the Khùl-Nolgùn as well as the magic of the
similar to the specific enchantments of each special case group, apply to this:
devotees of tenebrous Vòrin Heyklèth or of putrid
•.......When necessary, the Referee can determine the type of magic used by a Vìrya B'àbb-B'bògg.
special case caster by consulting the table immediately below. Magic-using creatures Spells from 1D4 randomly determined
•.......Where it is specified that the spells of a given conventional religion (for or monsters Brotherhoods of the Antratschèldor-haii. The most
commonly encountered spells are akin to those of
example, the Temple of the Dark Lady, Vìrya Hé-Enriath) are to be used,
the Fàani-Avàia and Naha-Avàia Brotherhoods,
the special case religion has access to all such spells except the "Miracle"
with the least likely to be used by a magic-using
or "Miracles" unique to that Temple, for example the Miracle in Deepest
creature being akin to the spells of the Mahkàilh or
Shadows Dwelling in the case of mighty Vìrya Hé-Enriath.
Enja-Osdeön Brotherhoods.
Type of "Special Type of Magic Used (In Absence of More Magic-capable Spells from 1D3 randomly determined
Case" Caster Specific Rules) devices or objects Brotherhoods of the Antratschèldor-haii.
The Agàk The magics used by the religions of this species Devotees of the Any randomly-determined religion of the Khùl-
seem to resemble an admixture of those of Væran Ancient One of Nolgùn, particularly Vìrya Hé-Enriath, sometimes
Hadda-Làtonn and those of the Fàanel-Féléòdji Nightmares Væran H'òngg-Hélé, rarely others.
Brotherhood of the Antratschèldor-haii. This same Devotees of the One Any randomly-determined religion of the Khùl-
principle is true for the Hoyoté-Gò, who are the of the Dark Horn Nolgùn; however, the magic used by this religion is
Agàk's primary adversaries. similar to that used by devotees of Vìrya Hé-
The Arfò The Arfò religions – if that is, indeed, what they can Enriath – yet even more potent, according to
accurately be called – use magic that is rumour – and is oriented strongly to
significantly different from anything employed by interdimensional travel and conjuration.
the more familiar magic-using types; it is notable as Devotees of the Red Magic of any two Brotherhoods of the
being unusually effective against the Brhà, for One Antratschèldor-haii, with an affinity for the
some unknown reason. For game purposes, Mahkàilh.
should Arfò spells need to be simulated, an Arfò
Devotees of Vòrin Any randomly-determined religion of the Khùl-
spell-caster can be given spells from 1D6 randomly
Heyklèth Nolgùn, particularly Væran H'òngg-Hélé; many of
selected Brotherhoods of the Antratschèldor-haii,
the spells of this religion are also reminiscent of
with the exception of the Mahkàilh and Enja-
those used by the Gohlaa-Gozàan Brotherhood of
Osdeön Brotherhoods.
the Antratschèldor-haii.
(continued)
(continued)

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Devotees of other Any two religions of the Khùl-Tlassù but usually not 91-99 Three more than caster's 1D6 Levels higher than
"Good"-oriented those of Vìrya Karènn-R'Làché, nor those of Væran Experience Level as a caster's Experience Level**; or
"Non-Mainstream" Vo'Hlakànss. Spells of light and protection magic-capable entity; or (8 +/- 1D4) for entities with no
faiths (especially from undead or necromantic creatures, 2D6 for entities with no specific Level
although the protective magic used by "Non- specific Level
Mainstream" faiths seems less effective than that 100 3+1D6 more than 1D10 Levels higher than
used by the conventional religions of the Khùl- caster's Experience Level caster's Experience Level**; or
Tlassù against the Mêm-Uhùryo; perhaps this is as a magic-capable (8 +/- 1D8) for entities with no
because it is meant to deal with other types of entity; or 3D6 for entities specific Level
undead beings – ?) are frequently found among with no specific Level
magic-using characters in this category.
Devotees of other Spells of any two randomly determined
"Neutral"-oriented Brotherhoods of the Antratschèldor-haii. A few of * Minimum spell Level or number of spells of "one".
"Non-Mainstream" these religions also seem to have magic
faiths reminiscent of that of the Temple of the ** These must be spells that the being could, according to other factors governing
Wilderness, devoted to serene Vìrya J'Ràlrishé- magic-use (for example, his/her/its Psychic Ability and Experience Level as a
Slé. magic-user), conceivably cast at a greater than zero chance of success. This rule
should be waived for certain types of magic-capable entities – for example, a
Devotees of other Spells of any two randomly determined religions of magical sword or an inherently magic-capable creature such as a Lepré – whose
"Evil"-oriented "Non- the Khùl-Nolgùn. Magic related to darkness, cold, ability to use supernatural forces is not governed by the same rules as would be
Mainstream" faiths fear and disease-type attacks seem to be the most true of conventional magic-using characters. If a question arises as to what the
common varieties, although some of the "evil"- relative chance would be of such an entity being able to successfully cast a spell
oriented "Non-Mainstream" religions appear to in a given Melee Round, assume the chance is [50% + (Caster Level x 10) - (Spell
specialise in conjuration and interdimensional Level x 3]. Note, however, that many magic-capable entities – for example, magic
travel. items – can cast spells automatically if properly invoked, with no chance of failure.
Other magic-users Spells of one or more randomly determined
Brotherhoods of the Antratschèldor-haii, as 20.2. Spells of the Antratschèldor-haii
applicable.
20.2.1. Fàani-Avàia

1..........................The Bounty of the Hidden Arts (I to IV)


Unless otherwise specified in the description of a magic-using character or being,
should the Referee need to determine the number and Levels of spells available 2..........................Cursefinding (IV)
to a special case caster, the following table can be used. 3..........................Cursehealing (I to IX)
4..........................Enchantmentsensing (I to X)
Percentage Number of Spells Spell Level 5..........................Fireball (VII to XIII)
Dice roll Available
6..........................The Greater Sinister Screen (VI to VII)
01-10 One only 1D20 Levels lower than 7..........................Heatsafety (I)
caster's Experience Level*; or
Level I for entities with no 8..........................Hotbolt (VIII)
specific Level 9..........................The Invisible Prod of Red Agony (III to IV)
11-25 Two less* than caster's 1D10 Levels lower than 10........................The Lesser Sinister Screen (III to IV)
Experience Level as a caster's Experience Level*; or 11........................The Lesser Sinister Symbol (VI)
magic-capable entity; or 1D3 for entities with no 12........................Magicreading (I to III)
1D4 for entities with no specific Level
13........................The Negation Of Sinister Energies (III)
specific Level
14........................Poisonfinding (III)
26-45 One less* than caster's 1D4 Levels lower than caster's
Experience Level as a Experience Level*; or (4 +/- 15........................Pyrotechnics (I and II)
magic-capable entity; or 1D3) for entities with no 16........................Refuge From the Hidden Arts (VI to XI)
1D6 for entities with no specific Level 17........................The Sinister Tinderbox (II to IX)
specific Level 18........................Sparkbolt (II to VI)
46-55 Same as caster's Same Level as caster's own 19........................Symbol of Flame (VI to VII)
Experience Level as a Experience Level as a magic-
20........................Wall of Flame (V to VII)
magic-capable entity; or capable entity; for example, a
1D8 for entities with no Level IV spell for a creature 21........................Warmhealing (III)
specific Level with an equivalent Experience 22........................Wisdompreserving* (III to IX)
Level of IV; or (5 +/- 1D3) for 20.2.2. Chélé-Avàii
entities with no specific Level
56-75 One more than caster's One Level higher than caster's 1..........................The Bolt of Refulgent Light (Sunbeam) (VIII)
Experience Level as a Experience Level**; or (6 +/- 2..........................The Bounty of the Hidden Arts (I to IV)
magic-capable entity; or 1D3) for entities with no 3..........................Cursefinding (IV)
1D10 for entities with no specific Level
4..........................Cursehealing (I to IX)
specific Level
5..........................Enchantmentsensing (I to X)
76-90 Two than caster's 1D3 Levels higher than
Experience Level as a caster's Experience Level**; or 6..........................Flash (II to V)
magic-capable entity; or (7 +/- 1D3) for entities with no 7..........................The Greater Sinister Screen (VI to VII)
1D12 for entities with no specific Level 8..........................Infravision (III)
specific Level 9..........................The Lesser Sinister Screen (III to IV)
(continued) 10........................The Lesser Sinister Symbol (VI)
11........................Lightmaking (I to VI)
12........................Magicreading (I to III)
13........................The Negation Of Sinister Energies (III)
14........................Phantasmalism (I to X)
15........................Poisonfinding (III)

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16....................... Refuge From the Hidden Arts (VI to XI) 17. ......................Weaponpowering / Weaponcursing (III to XX)
17....................... Special Sight (V to VIII) 18. ......................Wisdompreserving* (III to IX)
18....................... The Undying Light (VII) 20.2.6. Osda-Osdéam
19....................... Wisdompreserving* (III to IX)
1. ........................Aspect Of The Water-Dweller (VIII to X)
20.2.3. Naha-Avàia
2. ........................The Bounty of the Hidden Arts (I to IV)
1......................... The Bounty of the Hidden Arts (I to IV) 3. ........................Coldbolt (VIII)
2......................... Characteristic Mutation (IV to VI) 4. ........................Cursefinding (IV)
3......................... Cursefinding (IV) 5. ........................Cursehealing (I to IX)
4......................... Cursehealing (I to IX) 6. ........................Enchantmentsensing (I to X)
5......................... Electric Shock (IV) 7. ........................Frosty Touch (IV)
6......................... Enchantmentsensing (I to X) 8. ........................The Greater Sinister Screen (VI to VII)
7......................... The Greater Sinister Screen (VI to VII) 9. ........................The Lesser Sinister Screen (III to IV)
8......................... Hastening / Entorporing (VI) 10. ......................The Lesser Sinister Symbol (VI)
9......................... The Lesser Sinister Screen (III to IV) 11. ......................Liquidtaming (III)
10....................... The Lesser Sinister Symbol (VI) 12. ......................Magic Spring (III)
11....................... Magicreading (I to III) 13. ......................Magicreading (I to III)
12....................... The Negation Of Sinister Energies (III) 14. ......................The Negation Of Sinister Energies (III)
13....................... Pool of the Energies (VII to IX) 15. ......................Poisonfinding (III)
14....................... Poisonfinding (III) 16. ......................Refuge From the Hidden Arts (VI to XI)
15....................... Refuge From the Hidden Arts (VI to XI) 17. ......................Waterbreathing (III to IV)
16....................... The Screen Against Projected Demise (VI to VIII) 18. ......................Waterdividing (II)
17....................... Strengthening / Enfeeblement (IV to VI) 19. ......................Waterwalking (IV)
18....................... Thunderbolt / Thunderball (VII to XII) 20. ......................Wisdompreserving* (III to IX)
19....................... Wisdompreserving* (III to IX) 20.2.7. Osdez-Gozròl
20.2.4. Nàhal-Osdéa
1. ........................Bolt of Disintegration (VIII)
1......................... Airmaking (I) 2. ........................The Bounty of the Hidden Arts (I to IV)
2......................... The Bounty of the Hidden Arts (I to IV) 3. ........................Creation of the Sinister Little One (VII to XV)
3......................... Coldsafety (I) 4. ........................Cursefinding (IV)
4......................... Cursefinding (IV) 5. ........................Cursehealing (I to IX)
5......................... Cursehealing (I to IX) 6. ........................Enchantmentsensing (I to X)
6......................... Enchantmentsensing (I to X) 7. ........................The Greater Sinister Screen (VI to VII)
7......................... The Greater Sinister Screen (VI to VII) 8. ........................Ironskin (IV to VIII)
8......................... The Lesser Sinister Screen (III to IV) 9. ........................The Lesser Sinister Screen (III to IV)
9......................... The Lesser Sinister Symbol (VI) 10. ......................The Lesser Sinister Symbol (VI)
10....................... Magicreading (I to III) 11. ......................Lodeseeking (I to X)
11....................... The Negation Of Sinister Energies (III) 12. ......................Magicreading (I to III)
12....................... Poisonfinding (III) 13. ......................Metalchanging (I to IX)
13....................... Refuge From the Hidden Arts (VI to XI) 14. ......................Metalheating / Metalcooling (III)
14....................... Sonic Blast (VII) 15. ......................Metalsafety (I to VII)
15....................... Teleportation (VIII to XI) 16. ......................The Negation Of Sinister Energies (III)
16....................... Thunderclap (VI) 17. ......................Poisonfinding (III)
17....................... Wall of Poisons (V to VII) 18. ......................Refuge From the Hidden Arts (VI to XI)
18....................... Weatherseeing (I) 19. ......................Wall of Iron (V to VII)
19....................... Wisdompreserving* (III to IX) 20. ......................Wisdompreserving* (III to IX)
20.2.5. Enja-Osdeön 20.2.8. Gohlaa-Gozàan

1......................... Armourpowering / Armourcursing (IV to XXI) 1. ........................The Bounty of the Hidden Arts (I to IV)
2......................... The Bounty of the Hidden Arts (I to IV) 2. ........................Cursefinding (IV)
3......................... Clone (X to XVI) 3. ........................Cursehealing (I to IX)
4......................... Creation of the Sinister Little One (VII to XV) 4. ........................Enchantmentsensing (I to X)
5......................... Cursefinding (IV) 5. ........................Fogwall (III to V)
6......................... Cursehealing (I to IX) 6. ........................The Greater Sinister Screen (VI to VII)
7......................... Enchantmentsensing (I to X) 7. ........................Insubstantiality (VIII to XI)
8......................... The Greater Sinister Screen (VI to VII) 8. ........................Invisibility (V to XIII)
9......................... Itempowering (VI to XXVIII) 9. ........................The Lesser Sinister Screen (III to IV)
10....................... The Lesser Sinister Screen (III to IV) 10. ......................The Lesser Sinister Symbol (VI)
11....................... The Lesser Sinister Symbol (VI) 11. ......................Lifestealing* (X)
12....................... Magicreading (I to III) 12. ......................Magicreading (I to III)
13....................... The Negation Of Sinister Energies (III) 13. ......................The Negation Of Sinister Energies (III)
14....................... Poisonfinding (III) 14. ......................Poisonfinding (III)
15....................... Refuge From the Hidden Arts (VI to XI) 15. ......................Refuge From the Hidden Arts (VI to XI)
16....................... Venomsafety (I to XX) 16. ......................Selfblending (II to VI)

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17. ......................Shadowing (I to VI) 13........................Plant-Beguilement (IV to VII)
18. ......................The Shout (X) 14........................Plantsizing (III)
19. ......................Wisdompreserving* (III to IX) 15........................Poisonfinding (III)
20.2.9. Félékan-Gozchàal 16........................Refuge From the Hidden Arts (VI to XI)
17........................Symbol of the Flora (VI to VII)
1. ........................Antisilicacy / Petrifaction (VI to IX)
18........................Verdant Wall (V to VII)
2. ........................Armourstoning (II to III)
19........................Vinetrap (III to V)
3. ........................The Bounty of the Hidden Arts (I to IV)
20........................Wisdompreserving* (III to IX)
4. ........................The Calling of the Stone Spirit (X)
21........................Woodskin (II to VI)
5. ........................Creation of the Sinister Little One (VII to XV)
20.2.12. Fàanel-Féléòdji
6. ........................Cursefinding (IV)
7. ........................Cursehealing (I to IX) 1..........................Aspect Of The Fauna (VIII to X)
8. ........................Depetrifaction (VIII) 2..........................Beast-Beguilement (V to VIII)
9. ........................Enchantmentsensing (I to X) 3..........................Beastspeaking (II)
10. ......................The Greater Sinister Screen (VI to VII) 4..........................Bodysizing (IV to VI)
11. ......................The Lesser Sinister Screen (III to IV) 5..........................The Bounty of the Hidden Arts (I to IV)
12. ......................The Lesser Sinister Symbol (VI) 6..........................Creation of the Sinister Little One (VII to XV)
13. ......................Lockdebarring (II to IV) 7..........................Cursefinding (IV)
14. ......................Magicreading (I to III) 8..........................Cursehealing (I to IX)
15. ......................The Negation Of Sinister Energies (III) 9..........................Deathproofing (IX)
16. ......................Poisonfinding (III) 10........................Enchantmentsensing (I to X)
17. ......................Refuge From the Hidden Arts (VI to XI) 11........................The Greater Sinister Screen (VI to VII)
18. ......................Sandfirming (I) 12........................Healing / Harming (I to X)
19. ......................Shatter (III) 13........................Insect-Beguilement (IV to VII)
20. ......................Stonemelting / Stonehardening (V) 14........................Invigouration / Disinvigouration (I)
21. ......................Stoneskin (IV to VIII) 15........................The Lesser Sinister Screen (III to IV)
22. ......................Vivisilicacy (VI) 16........................The Lesser Sinister Symbol (VI)
23. ......................Wall of Stone (V to VII) 17........................Levelrestoring / Levelstealing (XI)
24. ......................Wisdompreserving* (III to IX) 18........................Magicreading (I to III)
25. ......................Woodstoning (II) 19........................The Negation Of Sinister Energies (III)
20.2.10. Zeiatez-Fèlek 20........................Poisonfinding (III)
21........................Refuge From the Hidden Arts (VI to XI)
1. ........................The Bounty of the Hidden Arts (I to IV)
22........................The Serpentine Staff (III)
2. ........................Cursefinding (IV)
23........................The Summoning (IV to X)
3. ........................Cursehealing (I to IX)
24........................Symbol of the Fauna (VI to VII)
4. ........................Doorlocking / Undoorlocking (I)
25........................Venomhealing / Envenoming (III)
5. ........................Enchantmentsensing (I to X)
26........................Wisdompreserving* (III to IX)
6. ........................Forcechain (IV)
20.2.13. Mahkàilh
7. ........................Forcewhip (III to V)
8. ........................The Greater Sinister Screen (VI to VII) 1..........................The Bounty of the Hidden Arts (I to IV)
9. ........................The Lesser Sinister Screen (III to IV) 2..........................Compulsion of the Quest (IX)
10. ......................The Lesser Sinister Symbol (VI) 3..........................Confusion (V to IX)
11. ......................Location and Secretion (II to IV) 4..........................Creation of the Sinister Little One (VII to XV)
12. ......................Magicreading (I to III) 5..........................Cursefinding (IV)
13. ......................Magnetism (IV to V) 6..........................Cursehealing (I to IX)
14. ......................The Negation Of Sinister Energies (III) 7..........................Emotionsending (III to VI)
15. ......................Poisonfinding (III) 8..........................Enchantmentsensing (I to X)
16. ......................Refuge From the Hidden Arts (VI to XI) 9..........................ESP (V to VII)
17. ......................Repulsion (V to VII) 10........................The Greater Sinister Screen (VI to VII)
18. ......................Wisdompreserving* (III to IX) 11........................The Knowing Of Dispositions (I to VI)
20.2.11. Kybàhri-Fèleor 12........................The Lesser Sinister Screen (III to IV)
13........................The Lesser Sinister Symbol (VI)
1. ........................Aspect Of The Flora (VIII to X)
14........................Magicreading (I to III)
2. ........................The Bounty of the Hidden Arts (I to IV)
15........................Mindsearching (III)
3. ........................Cornucopism (I)
16........................Mindshock (VI to VIII)
4. ........................Cursefinding (IV)
17........................The Negation Of Sinister Energies (III)
5. ........................Cursehealing (I to IX)
18........................Poisonfinding (III)
6. ........................Enchantmentsensing (I to X)
19........................Refuge From the Hidden Arts (VI to XI)
7. ........................The Greater Sinister Screen (VI to VII)
20........................Senseheightening / Sensenumbing (III)
8. ........................The Lesser Sinister Screen (III to IV)
21........................Sleep (IV to VI)
9. ........................The Lesser Sinister Symbol (VI)
22........................Suggestion / Beguilement / Bewitchment (III to VII)
10. ......................Lifefinding (I)
23........................Tongueknowing (I to V)
11. ......................Magicreading (I to III)
24........................Wisdompreserving* (III to IX)
12. ......................The Negation Of Sinister Energies (III)

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20.3. Temples of the Khùl-Tlassù 13. ......................Refuge From the Hidden Arts (VI to XI)
14 .......................Venomhealing (III)
20.3.1. Vìrya Fèftian-Ithé
20.3.5. Vìrya Nìa
1......................... The Bounty of the Hidden Arts (I to IV)
1... ......................Castigation (III to XIII)
2......................... Castigation (III to XIII)
2. ........................Compulsion of the Quest (IX)
3......................... Compulsion of the Quest (IX)
3. ........................Creation of the Sinister Little One (VII to XV)
4......................... Cornucopism (I)
4. ........................Cursefinding (IV)
5......................... Creation of the Sinister Little One (VII to XV)
5. ........................Generic Priestly Miracle* (I to X)
6......................... Cursefinding (IV)
6. ........................Healing / Harming (I to X)
7......................... Enflowering (I)
7. ........................Insubstantiality (VIII to XI)
8......................... Generic Priestly Miracle* (I to X)
8. ........................Itempowering* (VI to XXVIII)
9......................... Healing / Harming* (I to X)
9. ........................Location and Secretion (II to IV)
10....................... Healthblessing (II to V)
10. ......................The Miracle of Wisdom (I to XXV)
11....................... Lifefinding (I)
11. ......................Refuge From the Hidden Arts (VI to XI)
12....................... Lifegiving (XII)
12. ......................Special Sight (V to VIII)
13....................... The Miracle of Heavenly Mercy (I to XIII)
13. ......................Wisdompreserving (III to IX)
14....................... Refuge From the Hidden Arts (VI to XI)
14 .......................The Wondrous Rug of the Lady of Wisdom (III)
15....................... Venomhealing (III)
20.3.6. Vìrya Karènn-R'Làché
20.3.2. Væran Ro'sènnpâdr
1. ........................Aspect Of The Fauna* (VIII to X)
1......................... Armourpowering / Armourcursing* (IV to XXI)
2. ........................Beast-Beguilement (V to VIII)
2......................... The Bolt of Refulgent Light (Sunbeam) (VIII)
3. ........................Beastspeaking (II)
3......................... Castigation (III to XIII)
4. ........................Bodysizing (IV to VI)
4......................... Compulsion of the Quest (IX)
5... ......................Castigation (III to XIII)
5......................... Cursefinding (IV)
6. ........................Compulsion of the Quest (IX)
6......................... Emotionsending* (V)
7. ........................Creation of the Sinister Little One (VII to XV)
7......................... Generic Priestly Miracle* (I to X)
8. ........................Cursefinding (IV)
8......................... Healing / Harming (I to X)
9. ........................Enflowering (I)
9......................... Invigouration / Disinvigouration (I)
10 .......................Generic Priestly Miracle* (I to X)
10....................... Lightmaking (I to VI)
11. ......................Healing / Harming* (I to X)
11....................... The Miracle of Shining Valour (I to X)
12. ......................Lifefinding (I)
12....................... Refuge From the Hidden Arts (VI to XI)
13. ......................Lifegiving (XII)
13....................... The Sinister Grandeur (IV)
14. ......................The Merciful Cure of Savage Bestiality (V)
14....................... Strengthening (IV to VI)
15. ......................Refuge From the Hidden Arts (VI to XI)
15....................... Warblessing / Warcursing (I to X)
16. ......................Selfblending (II to VI)
16....................... Weaponpowering / Weaponcursing (III to XX)
17. ......................Venomhealing (III)
20.3.3. Væran Za-R'hàak
20.3.7. Væran Vo'Hlakànss
1......................... Castigation (III to XIII)
1. ........................Airmaking (I)
2......................... Compulsion of the Quest (IX)
2.. .......................Castigation (III to XIII)
3......................... Cursefinding (IV)
3. ........................Compulsion of the Quest (IX)
4......................... Deathproofing (IX)
4. ........................Cursefinding (IV)
5......................... Generic Priestly Miracle* (I to X)
5. ........................Generic Priestly Miracle* (I to X)
6......................... Healing / Harming (I to X)
6. ........................Healing / Harming (I to X)
7......................... Levelrestoring (XI)
7. ........................Refuge From the Hidden Arts (VI to XI)
8......................... Lifefinding (I)
8. ........................Thunderbolt / Thunderball (VII to XII)
9......................... Lifegiving (XII)
9. ........................Thunderclap (VI)
10....................... Lightmaking (I to VI)
20.4. Temples of the Khùl-Mhazàshii
11....................... The Miracle of Eternal Serenity (I to X)
12....................... Refuge From the Hidden Arts (VI to XI) 20.4.1. Væran Bà'altshavùu
20.3.4. Vìrya Nanyë
1... ......................Castigation (III to XIII)
1......................... The Bolt of Refulgent Light (Sunbeam) (VIII) 2. ........................Compulsion of the Quest (IX)
2......................... Castigation (III to XIII) 3. ........................Cursefinding (IV)
3......................... Compulsion of the Quest (IX) 4. ........................Divinespicing (I)
4......................... Cursefinding (IV) 5. ........................The Divine Tankard (I)
5......................... Emotionsending* (V) 6. ........................Generic Priestly Miracle* (I to X)
6......................... Enflowering (I) 7. ........................Healing / Harming (I to X)
7......................... Generic Priestly Miracle* (I to X) 8. ........................Metalchanging (I to IX)
8......................... Healing / Harming* (I to X) 9. ........................Refuge From the Hidden Arts (VI to XI)
9......................... Lifefinding (I) 10 .......................Special Sight (V to VIII)
10....................... Lifegiving (XII) 11. ......................Unintoxication / Intoxication (I to IV)
11....................... Lightmaking (I to VI) 20.4.2. Vìrya Tiryé-Habéla
12....................... The Radiance of Heaven (VII)
1. ........................Armourpowering / Armourcursing* (IV to XXI)

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2.. .......................Castigation (III to XIII) 12........................Selfblending (II to VI)
3.. .......................Compulsion of the Quest (IX) 13........................The Summoning (IV to X)
4. ........................Cursefinding (IV) 20.5. Temples of the Khùl-Nolgùn
5. ........................Emotionsending* (V)
20.5.1. Væran Bssìro
6. ........................Generic Priestly Miracle* (I to X)
7. ........................Healing / Harming (I to X) 1..........................Castigation (III to XIII)
8. ........................Invigouration / Disinvigouration (I) 2..........................Cursefinding (IV)
9. ........................The Miracle of Warlike Victory (I to X) 3..........................Fireball* (VII to XI)
10 .......................Refuge From the Hidden Arts (VI to XI) 4..........................Generic Priestly Miracle* (I to X)
11. ......................The Sinister Grandeur (IV) 5..........................Healing / Harming (I to X)
12. ......................Strengthening (IV to VI) 6..........................Pyrotechnics (I and II)
13. ......................Warblessing / Warcursing (I to X) 7..........................Refuge From the Hidden Arts (VI to XI)
14. ......................Weaponpowering / Weaponcursing (III to XX) 8..........................The Sinister Tinderbox (II to IX)
20.4.3. Væran Hènns 9..........................Stonemelting (V)
10........................Symbol of the Fire-Lord (VI to VII)
1.. .......................Castigation (III to XIII)
11........................Wall of Flame (V to VII)
2. ........................Compulsion of the Quest (IX)
20.5.2. Væran Rssà-Urutàngk
3. ........................Cursefinding (IV)
4. ........................Discomprehension (III to VI) 1..........................Armourpowering / Armourcursing* (IV to XXI)
5. ........................Generic Priestly Miracle* (I to X) 2..........................Castigation (III to XIII)
6. ........................Healing / Harming (I to X) 3..........................Cursefinding (IV)
7. ........................The Miracle of the Eternal Stage (I to XII) 4..........................Emotionsending* (V)
8. ........................Refuge From the Hidden Arts (VI to XI) 5..........................Enfeeblement (IV to VI)
20.4.4. Væran/Vìrya Kikiri 6..........................Generic Priestly Miracle* (I to X)
7..........................Healing / Harming (I to X)
1.. .......................Castigation (III to XIII)
8..........................Invigouration / Disinvigouration (I)
2.. .......................Compulsion of the Quest (IX)
9..........................The Miracle of Triumphant Devastation (I to X)
3. ........................Creation of the Sinister Little One (VII to XV)
10........................Necrofacture* (II to V)
4. ........................Cursefinding (IV)
11........................efuge From the Hidden Arts (VI to XI)
5. ........................Emotionsending* (VI)
12........................Shadowing (I to VI)
6. ........................Enfeeblement (IV to VI)
13........................The Sinister Grandeur (IV)
7. ........................Envenoming (III)
14........................Warblessing / Warcursing (I to X)
8. ........................Generic Priestly Miracle* (I to X)
15........................Weaponpowering / Weaponcursing (III to XX)
9. ........................Healing / Harming (I to X)
20.5.3. Væran Hnélo-Tràniss
10 .......................The Miracle of Divine Perversity (I to XIII)
11. ......................Refuge From the Hidden Arts (VI to XI) 1..........................Castigation (III to XIII)
12. ......................Suggestion / Beguilement / Bewitchment (III to VII) 2..........................Creation of the Sinister Little One (VII to XV)
13. ......................Wall of Poisons (V to VII) 3..........................Cursefinding (IV)
20.4.5. Væran Hadda-Làtonn 4..........................Emotionsending* (V)
5..........................Enfeeblement (IV to VI)
1. ........................Aspect Of The Water-Dweller (VIII to X)
6..........................Envenoming (III)
2... ......................Castigation (III to XIII)
7..........................Generic Priestly Miracle* (I to X)
3. ........................Catchblessing / Catchcursing (I)
8..........................Healing / Harming (I to X)
4. ........................Compulsion of the Quest (IX)
9..........................Insect-Beguilement (IV to VII)
5. ........................Cursefinding (IV)
10........................The Miracle of Him Who Chastens (I to X)
6. ........................Generic Priestly Miracle* (I to X)
11........................Necrofacture* (II to V)
7. ........................Healing / Harming (I to X)
12........................Refuge From the Hidden Arts (VI to XI)
8. ........................Magic Spring (III)
13........................The Sinister Grandeur (IV)
9. ........................Refuge From the Hidden Arts (VI to XI)
20.5.4. Vìrya Hé-Enriath
10 .......................Waterbreathing (III to IV)
11. ......................Waterdividing (II) 1..........................Antisilicacy / Petrifaction (VI to IX)
12. ......................Waterwalking (IV) 2..........................Castigation (III to XIII)
20.4.6. Vìrya J'Ràlrishé-Slé 3..........................Clone (X to XVI)
4..........................Creation of the Sinister Little One (VII to XV)
1. ........................Aspect Of The Fauna (VIII to X)
5..........................Cursefinding (IV)
2. ........................Beast-Beguilement (V to VIII)
6..........................Emotionsending* (V)
3. ........................Beastspeaking (II)
7..........................Generic Priestly Miracle* (I to X)
4. ........................Bodysizing (IV to VI)
8..........................Healing / Harming (I to X)
5... ......................Castigation (III to XIII)
9..........................Itempowering* (VI to XXVIII)
6. ........................Compulsion of the Quest (IX)
10........................Levelstealing (XI)
7. ........................Creation of the Sinister Little One (VII to XV)
11........................Lifestealing (XII)
8. ........................Cursefinding (IV)
12........................Mindshock (VI to VIII)
9. ........................Generic Priestly Miracle* (I to X)
13........................The Miracle In Deepest Shadows Dwelling (I to X)
10 .......................Healing / Harming (I to X)
14........................Necrofacture (II to XII)
11. ......................Refuge From the Hidden Arts (VI to XI)

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15....................... Refuge From the Hidden Arts (VI to XI) 4. ........................Emotionsending* (V)
16....................... Shadowing (I to VII) 5. ........................Enfeeblement (IV to VI)
17....................... Special Sight (V to VIII) 6. ........................Envenoming (III)
18....................... The Summoning (IV to X) 7. ........................Generic Priestly Miracle* (I to X)
19....................... Wall of Poisons (V to VII) 8. ........................Healing / Harming (I to X)
20....................... Wisdompreserving (III to IX) 9. ........................Lifestealing (XII)
20.5.5. Væran H'òngg-Hélé 10 .......................Necrofacture (II to XII)
11. ......................Refuge From the Hidden Arts (VI to XI)
1......................... Castigation (III to XIII)
12. ......................Shadowing (I to VI)
2......................... Cursefinding (IV)
20.6.5. Væran Wròb-Riàhyal
3......................... Emotionsending* (III and IV)
4......................... Envenoming (III) 1. ........................Aspect Of The Water-Dweller (VIII to X)
5......................... Generic Priestly Miracle* (I to X) 2... ......................Castigation (III to XIII)
6......................... Healing / Harming (I to X) 3. ........................Cursefinding (IV)
7......................... Ironskin (IV to VIII) 4. ........................Generic Priestly Miracle* (I to X)
8......................... Lifestealing (XII) 5. ........................Refuge From the Hidden Arts (VI to XI)
9......................... Lockdebarring (II to IV) 6. ........................Waterbreathing (III to IV)
10....................... Necrofacture* (II to V) 7 .........................Waterdividing (II)
11....................... Refuge From the Hidden Arts (VI to XI) 20.6.6. The One of the Dark Horn**
12....................... Shadowing (I to VI)
1.. .......................Castigation (III to XIII)
13....................... Warblessing / Warcursing (I to X)
2. ........................Creation of the Sinister Little One (VII to XV)
20.5.6. Vìrya Yog-Ròthe
3. ........................Cursefinding (IV)
1......................... Castigation (III to XIII) 4. ........................Generic Priestly Miracle* (I to X)
2......................... Coldbolt (VIII) 5. ........................Healing / Harming (I to X)
3......................... Coldsafety (I) 6. ........................Refuge From the Hidden Arts (VI to XI)
4......................... Creation of the Sinister Little One (VII to XV) 20.6.7. The Red One
5......................... Cursefinding (IV)
1.. .......................Castigation (III to XIII)
6......................... Frosty Touch (IV)
2. ........................Creation of the Sinister Little One (VII to XV)
7......................... Generic Priestly Miracle* (I to X)
3. ........................Cursefinding (IV)
8......................... Healing / Harming (I to X)
4. ........................Generic Priestly Miracle* (I to X)
9......................... Refuge From the Hidden Arts (VI to XI)
5. ........................Healing / Harming (I to X)
10....................... Special Sight (V to VIII)
6. ........................Refuge From the Hidden Arts (VI to XI)
20.6. Other and "Non-Mainstream" Religions
20.6.8. The Ancient One of Nightmares
20.6.1. The Cult of the Prophet
1.. .......................Castigation (III to XIII)
1......................... Castigation (III to XIII) 2. ........................Cursefinding (IV)
2......................... Creation of the Sinister Little One (VII to XV) 3. ........................Generic Priestly Miracle* (I to X)
3......................... Cursefinding (IV) 4. ........................Healing / Harming (I to X)
4......................... Generic Priestly Miracle* (I to X) 5. ........................Refuge From the Hidden Arts (VI to XI)
5......................... Healing / Harming (I to X) 20.6.9. The Nameless One
6......................... Refuge From the Hidden Arts (VI to XI)
1.. .......................Castigation (III to XIII)
20.6.2. Væran Ya-Epré
2. ........................Cursefinding (IV)
1......................... Castigation (III to XIII) 3. ........................Emotionsending* (V)
2......................... Creation of the Sinister Little One (VII to XV) 4. ........................Generic Priestly Miracle* (I to X)
3......................... Cursefinding (IV) 5. ........................Levelstealing (XI)
4......................... Generic Priestly Miracle* (I to X) 6. ........................Lifestealing (XII)
5......................... Healing / Harming (I to X) 7. ........................Necrofacture (II to XII)
6......................... Insubstantiality (VIII to XI) 8. ........................Refuge From the Hidden Arts (VI to XI)
7......................... Itempowering* (VI to XXVIII) 9. ........................Shadowing (I to VII)
8......................... Refuge From the Hidden Arts (VI to XI)
20.6.3. Væran On

1......................... Castigation (III to XIII)


2......................... Cursefinding (IV)
3......................... Fogwall (III to V)
4......................... Generic Priestly Miracle* (I to X)
5......................... Healing / Harming (I to X)
6......................... Refuge From the Hidden Arts (VI to XI)
20.6.4. B'àbb-B'bògg

1......................... Castigation (III to XIII)


2......................... Creation of the Sinister Little One (VII to XV)
3......................... Cursefinding (IV)

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