Documentos de Académico
Documentos de Profesional
Documentos de Cultura
The People 12
Civilization 66
Combat. 148
Magic. 172
Spells. 204
Indices 312
Into the Verticals
[As told by the Cani healer Azliet to her family]
One of my patients -1 can't tell you who - is a pregnant Cani woman. She's been doing poorly for weeks, and eventually
she gave me the story of why. Her puppy's father isn't her husband or her mate. I can't tell you who he is either, but he's
not at all the same breed as her or her family. She's worried it'll be obvious when the puppy is born with the father's
jowls and browny-black fur. She had talked to the ritual mage Loukhen about a Purebreed Puppy spell. He demanded a
grace of Kvarse that her mate had found a few years ago, half as payment and half as blackmail. My patient wouldn't
steal it, and certainly couldn't ask her mate for for it, and she was fretting herself raggy and sick.
She knows where her mate found the grace, not far away in the Verticals, and thought there'd be another one there now.
Somehow I promised her that I'd go and bring it back. Hraff tried to talk me out of it, it's dangerous and I'm no adventur
er to just trot out to the Verticals to bring back a bit of treasure that's worth more than my patient could pay. Well, I
guess I am. I did.
I only told Hrajf and Lantien. I couldn't tell the rest of you. Cani talk to Cani, you have no reason to be loyal to someone you
don't even know who she is, and pretty soon her family would hear the story. Hrajf and Lantien both wanted to come help me. I
didn't let them. If I was going to get killed by something horrible and spiky, I want them to raise my, our, puppies.
Walking off the edge of the world isn't something you do alone, not if you're just a healer. I grabbed Orkozarmon the
Terrible, the Rassimel with the very ringy tail who was in all my Corpador classes. He's always said he wanted to go
adventuring. So I talked him into doing it, now, with me.
He was the only friend who'd come, so I went to the Fox in Flames to find some professional adventurers. There were
three likely-looking people there: a Rassimel with a sparky staff leaning against the wall, a Sleeth dozing by the fire, and
a Khtsoyis playing darts with a couple scarred-carapaced Herethroy.
So I talked to the Rassimel, who introduced himself as Sir Mellona, a High Mage of the order of Crimson Flower
Wizards. I told him the story. He scowled like the guttering sun, and said "I have more worthwhile things to do than pro
tect an adulteress from the consequences of her crime. "
The Sleeth got up and stretched, she almost tore up a floorboard with her claws. She prowled up to me and licked her
huge fangs. "You talk so loud, I happen to overhear. A Cani wants companions to the Verticals. No glory because it is
the big secret. No pay because nobody pays. No treasure because it goes to a scoundrel ritual mage. "
I was so scared. I just nodded. I was hoping to get out of the Fox in Flames with all my fur on, never mind the Verticals.
She turned to look at Sir Mellona. "And no High Mage because he only protects who he wants. Brail I go with youl It
is a long time since I see the Verticals. Almost as long a time as I am turned away from Crimson Flower Wizards. Also
I think Herobash will come. "
The Khtsoyis slithered a tentacle over around the leg of my chair and pulled himself over. "What's my partner ... getting
me ... into now?" Sir Mellona snorted and left the inn with his tail curled arrogantly back.
The Sleeth grinned. "I am Rrengra, fire mage, good with Fire Flower even if Crimson Flower order does not want a
Sleeth. Herobash they do not want either, but he is clever enough not to ask them. He is not so clever other ways, so
mostly I talk for both of us. He is good with clubs though. Rrai, you do not pay us for helping you, but maybe you buy us
lunch at least?"
I bought a huge tureen of pocker soup for her, and a dozen sausages for Herobash and a pot of tea for me. I wasn't hun
gry. Rrengra said, "You do not pay us in lozens, because there are no lozens on this trip. But always a healer has a way
to pay adventurers. " I told her that I can bind spells, and she continued, "Then we will come with you for the right num
ber of bound healing spells. Always we will use them. " We dickered for a bit, and I promised to supply them with four
teen Heal the Awful Wound spells: two days' work, but no money.
Five days later the four of us set off, following my patient's directions. You should see the edge of the Flats sometime!
It's a horizontal hill, flat-topped as a ruler, going farther than you can see to either side. As you get close, there aren't
many trees or bushes. The soil is sparse, and the world-bark is poking through. The hilltop itself is all world-bark. It's so
steep, I was panting by the time we got to the ridge.
Then I looked off the branch for the first time. The Verticals are, well, almost vertical. They slope out like a very steep
hill for a while, then get steeper. Eventually they have to curve back under. I couldn't see that far. The top of the ridge is
bare world-bark on both sides, but ten feet down there's moss, the brightest green moss that I've ever seen, running to
forever both ways along the world-branch.
Ten feet after that the Verticals' trees start. They stick off the World Tree, like the pegs in the coat rack in the hallway.
The first ones are scrawny, little things with twisted leaves all cupped upwards to catch the rain. Further down they don't
stay little; they're a sideways jungle of monstrous trees and looping vines and brilliant flowers.
Rrengra and Herobash and Orkozarmon and I just looked for a few minutes. Then Rrengra jumped straight off the edge
of the world! I wasn't expecting it -1 just yelped! Herobash put a tentacle on my muzzle, and grunted, "Don't bark ... if
anyone's there ... we don't want ... them to hear." I nodded and he let go of me. By then Rrengra had done a Sleeth twist
and spell and landed crouched on a big banchunk tree. She was sniffing around, ears pricked up. Then she waved a paw.
Herobash said, "It's safe ... go now ... sit on.... my tents." He made a basket for me out of two tentacles and curled a
third one around my shoulder. He waved his two clubs, "Hero-club ... and Bash-club ... keep you safe!"and we drifted
down like feathers falling. And then...
The Apple of Light: A Creation M y t h A c c a n a x , w h o w a n t e d to start t h e action q u i c k l y a n d w a s b o r e d
The gods found a sun in an apple in the realm of their birth, with all t h e w o r l d m a k i n g , d a w d l e d a r o u n d for a t i m e a n d t h e n
and decided to make a world for it to light. The god Virid made m a d e a horde o f sloppily constructed but truly dreadful things.
a seed and planted it in a sea of becoming, and the World Tree T h e n each of the gods m a d e a species or t w o of people, the
grew to its present size and shape by the night of the first day. prime species, a n d set t h e m o n the world t o live. T h e p r i m e s are
The seven Creator Gods thought all night, and the next day each the focus o f the gods' attention, a n d o f this book's attention as
one brought ten thousand kinds of new animals and plants, and well. T h e theologists say they know what the gods m a d e the
hung them upon the World Tree. Five of them dreamed good world for, b u t t h e r e a r e m o r e t h e o l o g i e s t h a n l e a v e s o n t h e
peaceful dreams, but Gnarn dreamed adventures and Accanax W o r l d Tree. T h e g o d s t h e m s e l v e s s a y n o t h i n g clear.
had nightmares; and so it is with the world.
Then the creator gods brought their friends to see the world ARBOLOGY
that they had made, and it was much admired. But Birkozon P r i m e scientists h a v e studied the World T r e e itself for thou
said, "The World Tree is beautiful and vast, and we admire it s a n d s o f y e a r s , a n d k n o w a g r e a t d e a l a b o u t it.
much. But it is empty of word and song, of thought and poetry. The World Tree has many trunks, which are presumed to be
Make people to live upon it, and then we shall admire it twelve connected. T h e cartographers can see hundreds of trunks,
times much!" Hren Tzen replied, "How may people live without s p a c e d tens o f t h o u s a n d s o f m i l e s apart, a n d g u e s s at millions of
gods beneath them? Come dwell on the World Tree with us: if t r u n k s t o o distant or o c c l u d e d t o s e e . O n e trunk is called t h e
you support the Nouns, we shall support the Verbs, and then all m a i n t r u n k : it i s t h e t a l l e s t , it i s t h e c e n t r a l a x i s o f t h e u n i v e r s e ;
may admire the world eighty-four times much!" And Birkozon p r i m e s w e r e c r e a t e d n e a r it. K e t h e r i a , t h e n i n e b r a n c h e s a r o u n d
said, "I shall!", and eleven other gods joined him. the t o p o f t h e m a i n trunk, is t h e c e n t e r o f p r i m e civilization. T h e
Then each of the creator gods went home and thought all night m a i n t r u n k is a b o u t t w o h u n d r e d m i l e s in d i a m e t e r ; t h e o t h e r s
again, and the next day each one brought a new prime species are similar o r smaller. Primes estimate that the trunks are
to the world; but Accanax had had nightmares again, and so all b e t w e e n t h r e e m i l l i o n a n d six h u n d r e d m i l l i o n m i l e s l o n g , if
he brought were the Khtsoyis. So Reluu helped Accanax that they a r e finite.
day, and together they made the Gormoror as another prime T h e World Tree's m a i n b r a n c h e s g r o w in clusters: between
species. five a n d t w e l v e b r a n c h e s g r o w i n g i n a ring f r o m a t r u n k . (A
The gods put all the people they had created onto the topmost b r a n c h i s c a l l e d " m a i n " i f it i s c o n n e c t e d t o s o m e t r u n k - n o t n e c
branch, and let them do what they would. And the people built essarily the main trunk.) T h e main branches are some fifty
homes, and cleared the forests, and farmed in the soil, and miles wide a n d tens of thousands long.
fenced out the verticals-beasts, and explored strange places, and
made wise laws, and did all the things of the world.
— Herethroy tradition
T h e w o r l d is a n i m m e n s e tree, s o b i g that in t h o u s a n d s o f y e a r s
the p r i m e species h a v e only e x p l o r e d a small part o f its outer
r e g i o n s a n d b a r e l y a n y o f its d e p t h s . Its m a i n t r u n k s a r e p e r h a p s
t w o h u n d r e d m i l e s i n d i a m e t e r a n d tall b e y o n d k n o w l e d g e ; its
greater branches are tens o f miles wide and tens o f thousands o f
m i l e s l o n g , a n d its l e a v e s a r e large a n d thin; t h e r o o t s , if t h e r e
are any, a r e u n k n o w n . C o m m o n life d w e l l s o n t h e flat u p p e r
sides o f the World Tree's branches. T h e surface of the World
T r e e i s b a r k , c o v e r e d w i t h a s o f t s o i l rich i n h u m u s a n d t e e m i n g
with plants a n d lesser trees.
Seven gods created a n d populated the World Tree. T h e w h o l e
thing w a s Virid's idea, so s h e graciously m a d e lots o f plants a n d
not m u c h else. M i r c a n n i s a n d R e l u u f o l l o w e d suit, m a k i n g all
the domesticated beasts and the like. Hren Tzen and
Pararenenzu got excited and created m a n y eccentric things, most
of which h a d to get tucked into t h e corners a n d o d d places o f t h e
World Tree. Fierce Gnam made a collection of monsters.
S i d e b r a n c h e s a n d t w i g s s p r o u t off the m a i n b r a n c h e s , u s u a l l y top b r a n c h e s of t w o o t h e r trunks, in the sunlit regions like the
two side branches from t h e s a m e p l a c e , at r o u g h l y a 6 0 ° a n g l e a r e a o f their c r e a t i o n . S o far t h e y h a v e l a r g e l y s h u n n e d the d e e p
to t h e b r a n c h . M a i n b r a n c h e s h a v e side b r a n c h e s e v e r y f e w h u n er regions o f the tree. T h e r e are n o n - p r i m e civilizations else
d r e d m i l e s . T e r r a i n is m o u n t a i n o u s and wild near the forks, w h e r e on the tree.
w h e r e t h e W o r l d T r e e ' s b a r k is r o u g h . Side branches are gener The nine topmost branches of the main trunk are called
ally shorter a n d n a r r o w e r than m a i n b r a n c h e s . K e t h e r i a : a rich s c a t t e r i n g o f c i t y - s t a t e s a n d s m a l l p r i n c i p a l i t i e s ,
World branches are not entirely straight; the typical branch has g r o u p e d in a tricky labyrinth of alliances. P r i m e s h a v e built a
a gentle angle every t w o or three t h o u s a n d miles. T h e y are usu p l a t f o r m all t h e w a y a r o u n d t h e m a i n t r u n k , h a l f a m i l e w i d e ,
ally level, or a n g l e d very slightly up. with houses and buildings along the edge. The main trunk of the
A few branches are not like this: angled sharply u p or d o w n , W o r l d Tree is starting to s p r o u t s o m e n e w b r a n c h e s a t h o u s a n d
twisted into spirals, b r o k e n b y s o m e u n i m a g i n a b l e force, a n d so miles o v e r h e a d , w h i c h will s h a d e K e t h e r i a at s o m e point.
on. P e o p l e live there anyway. T h e n e x t f e w layers o f b r a n c h e s are similar to K e t h e r i a in cli
T h e W o r l d Tree's b r a n c h e s are r o u g h l y s e m i c i r c u l a r in cross- mate, though less populated. A s you descend, the world-leaves
section; the tops are slightly concave. The edges of the branch s t a r t t o b l o c k the s u n , a n d t h e c l i m a t e g e t s c o o l e r .
es are s o m e t i m e s c r a g g y a n d m o u n t a i n o u s , s o m e t i m e s h a v e a T w e n t y or t h i r t y b r a n c h e s d o w n , m u c h o f t h e s k y is h i d d e n ,
smooth shallow ascent to a sharp cliffs edge. The branches a n d d a y s are fairly d i m . T h e w e a t h e r is cooler, s o m e i m p o r t a n t
slope slightly d o w n towards the trunk. M o s t branches have two p l a n t s d o n ' t g r o w v e r y w e l l , a n d there a r e m o r e m o n s t e r s o n the
or t h r e e rivers f l o w i n g a l o n g their l e n g t h t o w a r d s the trunk, fed verticals. There are m o r e verticals; s o m e parts of the world-
by rainfall a n d springs. M o s t of the civilized parts of the world b r a n c h e s g r o w at angles, c u r v e d a n d gnarled. T h e l o w e s t p r i m e -
live o n t h e t o p s o f t h e b r a n c h e s . T h e w e a t h e r at the t o p o f the c i v i l i z e d b r a n c h is f o u r d o w n ; t h e l o w e s t k n o w n b r a n c h w i t h a s
tree is t e m p e r a t e . T h e soil is a d a r k a n d fertile h u m u s . There m u c h a s a p r i m e t o w n is s i x t e e n d o w n .
are h i g h m o u n t a i n s a n d valleys, ripples in the World Tree's bark, T h i r t y o r f o r t y b r a n c h e s f u r t h e r d o w n , the W o r l d T r e e i s m u c h
b u t b y i n l a r g e t h e f l a t s a r e r e a s o n a b l y flat. different. T h e sky cannot b e seen directly, save through occa
The Verticals are the trunks and sides of world-branches: sional g a p s in the Tree's l e a v e s , t h o u g h there is hazy, indirect
cliffs, d o z e n s o f m i l e s h i g h , c o v e r e d w i t h h o r i z o n t a l spongy l i g h t in t h e d a y t i m e . T h e a i r is c o l d , a n d s o m e b r a n c h e s a r e c o v
trees. T h e y a r e the w i l d e r n e s s , t h e n e a r l y u n c o n q u e r a b l e fron ered with eternal ice. Strange plants a n d animals live there,
tier. I n s o m e p l a c e s t h e W o r l d T r e e ' s b a r k is r o u g h a n d r i d g e d , great fecund glacier-forests of plants that s o m e h o w are nour
and t h e r e a r e p l e n t y o f nearly-flat p l a c e s for s m a l l g r o u p s of i s h e d b y ice a n d g r o w in s h a d o w . S o m e n e w g e o g r a p h i c a l fea
primes to live: bandits, odd cults, solitary w i z a r d s and hermits, t u r e s arise: g r e a t rifts in t h e b a r k o f t h e W o r l d T r e e , vast c a n
and other eccentrics. T h e rest of the Verticals are m o r e vertical: kerous nodules on branches, some of them h o l l o w a n d full o f
jungles of trees and vines, with few prime inhabitants but m a n y d a r k water, folds a n d w a v e s in the b a r k that h i d e i m m e n s e c a v
creatures and monsters. erns of darkness, branches w h e r e the g r o u n d writhes with tiny
U n d e r n e a t h t h e b r a n c h e s , t h e W o r l d T r e e is s t r a n g e , w i l d , a n d f l a m e s , o r w h i c h are c o v e r e d b y p a p e r - t h i n v a s t w o r m s t e n m i l e s
dangerous. S o m e kinds of plants grow there, tenacious firmly- wide.
rooted things that d e v o u r the very World Tree bark that they F e w p e o p l e h a v e explored deeper than that and c o m e b a c k to
hang from, somehow finding w a y s to live despite the lack of t e l l the t a l e . B u t the W o r l d Tree g o e s o n for h u n d r e d s or thou
light a n d rain. T h e creatures that live there are w i n g e d , m a g i c a l , s a n d s o f b r a n c h e s further, at least.
u n c a n n y , a n d d a n g e r o u s ; it i s a b a d t h i n g w h e n t h e y c o m e u p t o
the Flats. ASTRONOMY
The World Tree's leaves are hundreds of miles long and T h e s k y o v e r t h e W o r l d T r e e is c l u t t e r e d . T h e r e a r e a lot o f
dozens w i d e , and rippled like o a k leaves. T h e y mostly grow things up there, a n d e v e r y t h i n g b u t the s t a r s c a n b e s e e n e v e n
from smaller side branches, and even there they are sparse and during the daytime. T h e sky is a v e r y terrestrial b l u e b y day, a
let a g r e a t d e a l o f l i g h t t h r o u g h t h e g a p s . T h e y b l o w a n d s h a k e v e r y d a r k b l u e - g r e e n b y night. T h e air is perfectly clear, aside
w i t h t h e w i n d s . O n c e i n a w h i l e a l e a f f a l l s off, t u m b l i n g s l o w from the occasional cloud, and the stars and other celestial bod
ly d o w n h u n d r e d s o f m i l e s t o t h e b r a n c h e s b e l o w , t h e p l a y t h i n g ies c a n b e s e e n clearly.
of the air e l e m e n t a l s , or a b i g j o b for the air- and p l a n t - m a g e s o f T h e s u n is a r o l l i n g c r y s t a l g l o b e . It c i r c l e s t h e s k y o n a n i n v i s
the dwellers o n the b r a n c h below. P r i m e s d o not generally live ible track far a b o v e the t o p o f the W o r l d Tree. It t a k e s e x a c t l y
o n the l e a v e s , n o r e v e n v e n t u r e o n t o t h e m . I n d e e d , v e r y few t w e n t y - s e v e n d a y s to g o a r o u n d the sky. In Ketheria, t h e sun's
t h i n g s live there at all. t r a c k is 7 2 ° f r o m v e r t i c a l , o r 1 8 ° from horizontal.
Prime civilization does not k n o w w h a t the roots of the World E a c h m o r n i n g , at t h e i n s t a n t o f d a w n , a r i p p l i n g w h i t e flame
Tree are like. P e r h a p s t h e T r e e is r o o t e d in s o m e l a r g e r w o r l d , starts in the b o t t o m of the sun. T h e flame takes the w h o l e m o r n
or in the p a l m of Virid's h a n d . P e r h a p s t h e r e is n o b o t t o m , a n d i n g t o fill t h e s u n : s o m e d a y s it s p r e a d s q u i c k l y , s o m e d a y s it
the Tree g o e s o n forever. P e r h a p s it i s o t h e r w i s e . s t r a g g l e s slowly, o r b u m s w i t h o u t s p r e a d i n g for a l o n g w h i l e ,
m u c h like a cloudy m o r n i n g terrestrially, and suddenly flares
PRIME TERRITORIES up. A t the t i m e w e call n o o n - a l w a y s exactly a third o f a d a y
M o s t of the prime-civilized parts of the World Tree are near after dawn - the fire finally fills the whole of the sun.
the top o f the tree, with no m o r e than four or five branches S o m e t i m e s it s p i l l s o u t : f l a r e s t h a t l i c k u p f o u r o r five t i m e s t h e
b e t w e e n t h e m a n d the o p e n sky. T w o dozen branches are com sun's height, or drips of burning sunfuel that pours d o w n below
pletely civilized b y p r i m e s ; another thirty or forty are partially the visible horizon. T h e s u n ' s fire w a n e s for t h e s e c o n d t h i r d o f
civilized. The primes have spread tens of thousands of miles the day: s o m e t i m e s d y i n g to e m b e r s b y the h o u r after noon,
outwards across the top of the tree, and started colonies on the sometimes burning brightiv until nearly evening. A t the instant
o f s u n o u t - a l w a y s exactly two-thirds o f a d a y after d a w n - the
s u n ' s fire g o e s o u t . T h e n i g h t is t h e final third of the day; the DIRECTIONS
e x t i n g u i s h e d s u n - g l o b e o n l y d i m l y s e e n , a n d t h e n o n l y w h e n it There are three sensible choices of directions on the World
c a t c h e s the l i g h t f r o m the o t h e r c e l e s t i a l b o d i e s . Tree. Cartographers and educated people prefer t r u n k direc
d o t s , b u t s o m e are h i g h l y i r r e g u l a r i n s h a p e Very few of them gods, especially Reluu and Hren Tzen because they do not
t u r e s o f t h e s k y , a n d are b e l i e v e d t o b e o n t h e i n s i d e s u r f a c e o f t i o n a l l y g o e s at t h e t o p o f m a p s w r i t t e n i n c e l e s t i a l d i r e c t i o n s .
affan-bargainer will h a v e affan d u r i n g t h e n e g o t i a t i o n s . When Cani given names are fairly short and straightforward.
the day's w e a v i n g is over, others will h a v e affan in matters o f Powerful people, wizards in particular, take longer, more
c o o k i n g , c h i l d c a r e , a n d the e v e n i n g ' s e n t e r t a i n m e n t . Affan impressive names based o n the original: e.g., when Cabir
applies everywhere from great leadership to a handful of chil b e c a m e the m a i n lord o f Telney, h e r e n a m e d h i m s e l f Cabirzon.
d r e n w a l k i n g d o w n t h e street. Clan leaders a n d heads of Cani The nine Cani clans are of approximately equal size a n d
n a t i o n s h a v e affan i n g o v e r n m e n t - t h o u g h p r o b a b l y n o t in c o o k i m p o r t a n c e . E a c h c l a n h a s i t s o w n s t e r e o t y p e , a s a c c u r a t e a s the
ing in their o w n h o m e s . Children's concerns are simpler, choos h u m a n stereotype that red-haired people are volatile. A classic
i n g w h e r e t h e g r o u p is g o i n g a n d w h a t they'll s i n g o n t h e w a y . Reffen is a p l e a s a n t s c o u n d r e l , b u t t h e r e a r e a s m a n y classic
Reffen types in Clan M n o r r y n or P o w y n as Reffen. Some Cani
A f f a n i s d e c i d e d b y r i t u a l i z e d c o n t e s t s c a l l e d choofs. T h e urge
get seriously involved in clan politics. M o s t Cani just u s e clan
to c h o o f is instinctive. A n elaborate set of customs has grown
m e m b e r s h i p as o n e o f the w a y s to b e friendly with other Cani.
u p a r o u n d c h o o f i n g , c o d i f i e d i n t h e c l a s s i c Wreffen's Rules of
T h e n i n e c l a n s w e r e c h o s e n o n t h e first d a y t h a t t h e C a n i w e r e
Choofing. F o r example, every m o n t h the affan-cook can be
created: they are the n a m e s of the nine families into w h i c h the
c h o o f e d ; the a f f a n - c o o k a n d t h e c h a l l e n g e r s e a c h m a k e some
first Cani joined together.
d e l i c a c y c h o s e n b y t h e a f f a n - c o o k , and w h o e v e r m a k e s it b e s t i s
affan-cook after that. C h o o f i n g the greater offices c a n only b e
d o n e r a r e l y - c l a n l e a d e r s c a n o n l y b e c h o o f e d e v e r y five y e a r s
Cani Clans
(and then only b y close relatives), leaders o f nations every three.
C h o o f i n g in lesser m a t t e r s is continual. Juveniles will choof Clan Clan Symbol Stereotype
each other every w e e k about fashion, choice o f song, choice o f Name
friends, a n d a d o z e n other matters, in a constant struggle for
Denn R e d t r e e b e a r i n g fruit Cheerful companion
prestige.
There are t w o particularly Cani emotions associated with Coryn Stylized Nendrai Worthy follower, w h o s e
choofing, which have n o precise h u m a n counterparts. The win presence honors the leader
n e r o f a c h o o f e x p e r i e n c e s saluffan, a feeling of loyalty a n d pro
Halyn Cani hand, fingers spread Sympathetic, empathetic
t e c t o r s h i p o f t h e l o s e r ; i t p r e c l u d e s h u m i l i a t i o n o r i n j u r y o f the
loser for a time. T h e loser experiences the dual emotion o f deffu, healer
a loyalty to the winner, an acceptance o f the loss, a n d sense that Scholar and poet
Ham Crossed dagger and
the loser's p r o p e r place h a s b e e n determined; the loser even h a s
feather
a substantial m e a s u r e o f pride, if h e did w e l l in the contest.
T h e s e e m o t i o n s fade after a d a y o r t w o , a n d t h e loser m a y seek Cam C a n i tail h e l d high, E a s y to anger, a n d fierce
r e v e n g e , b u t they a r e q u i t e s t r o n g a t t h e e n d o f t h e c h o o f . Even wreathed in flame
in the m o s t bitterly contested choofs, matters o f clan leadership
or fighting o v e r a l o v e r , the c o n t e s t a n t s w i l l b e a t p e a c e a n d Reran Three candles held in a Seeker; opener of the ways
actually h a p p y with t h e result for that time. Occasional Cani Cani hand
suppress these emotions and thereby earn the horror and con
Reffen Three goblets Pleasant scoundrel
tempt o f their entire species.
Powyn Stylized bird wearing Noble and honorable
C a n i a r e a r g u a b l y the d o m i n a n t s p e c i e s o n t h e W o r l d Tree.
T h e y aren't especially powerful individually, c o m p a r e d to the necklace
mighty Gormoror or clever Rassimel or ancient Zi Ri -but Cani
Mnorryn Sun disk with three rings Commander, general
w o r k together m u c h better than any of the other species except
for t h e p a s s i v e H e r e t h r o y . A Cani fighting a Gormoror of com
parable training will likely lose. B u t w h e n a tribe o f G o r m o r o r
get a n n o y i n g , the C a n i r e s p o n d in force - a n d t w o h u n d r e d Cani Clans H a l y n a n d C a m are traditional enemies, d u e to a long
fighting thirty G o r m o r o r will w i n resoundingly. If that isn't a n d sordid history o f raids, thefts, m u r d e r s , a n d b i c k e r i n g that
enough, Cani are excellent at m a k i n g alliances with other started in the second century. Most Halyn and C a m individuals
species a n d nations. don't g e t i n v o l v e d in t h e feud b e y o n d t h e o c c a s i o n a l s n i d e c o m
ment.
Cani Names and Clans
Cani usually h a v e lots o f n a m e s . Four names are in common
use: a given or personal n a m e , a family n a m e representing the
p e o p l e t h e C a n i is m a r r i e d t o , a lineage n a m e r e p r e s e n t i n g t h e
mother and her ancestors, a n d a clan n a m e (one o f the nine
clans). Personal n a m e s for m e n a n d w o m e n d o n o t overlap:
llrone, Wreffen, a n d Trust are men's n a m e s , Thiane, Fiarel,
f r i e n d s w h o w i l l c o m e t o their a i d .
Art and Literature Cani loyalty can get perverted in several w a y s . T h e w o r s t is
Cani literature tends towards tragedies about Cani with con
group reinforcement. A Cani alone might think of some heinous
flicting loyalties. S o m e t i m e s they are glorious, w h e n the pro
crime, a n d dismiss the idea. A Cani a m o n g a dozen might think
tagonist m a n a g e s to resolve the conflicts at s o m e great self-sac
o f t h e c r i m e , m e n t i o n it, h a v e t h e g r o u p d i s c u s s it, a n d d e c i d e t o
rifice; s o m e t i m e s they are m e r e l y sad, w h e r e t h e protagonist's
d o it - p e r h a p s s p l i t t i n g t h e b l a m e , p e r h a p s p e r s u a d i n g e a c h o t h e r
greatest efforts a r e u n r e w a r d e d . T h e w r i t i n g is t e n s e a n d repeti
t h a t it i s n ' t a c t u a l l y h e i n o u s .
t i v e , a n d m o s t n o n - C a n i find C a n i l i t e r a t u r e u n e n d u r a b l e . A r t i s
Cani have a good deal o f control over the focus o f their loyal
n o t a m a j o r C a n i c o n c e r n , b u t C a n i a r t is e a s y t o u n d e r s t a n d .
ty instinct. A Cani noble might decide to b e loyal to the entire
O n e exception is scent-sculpture, w o o d e n sculptures infused
r e a l m , d o w n t o t h e l o w l i e s t s u b j e c t ; s u c h a n o b l e w i l l rule f a i r l y
with patterns of odors; only Cani and Sleeth can perceive them
and kindly. Another Cani noble might well decide to b e loyal to
as t h e artist intended.
a small group o f family a n d friends; such a noble will rule
u n j u s t l y a n d e x p l o i t the r e a l m - a n d f e e l e v e r y b i t a s c o m f o r t a b l e
Diet a s t h e first a b o u t i t .
C a n i a r e o m n i v o r e s , b u t n e e d a fairly large a m o u n t o f
C a n i t e n d t o b e v e r y p o s s e s s i v e , and s o m e w h a t t e r r i t o r i a l .
meat. They prefer to eat t w o or three times a day: o n e or
T h e y are n o t q u i t e a s g r e e d y f o r t h i n g s t h a t t h e y
t w o small m o r n i n g or n o o n meals, with several carefully-
d o n o t o w n as h u m a n s - at least, they a r e m o r e
prepared dishes that c o m p l e m e n t each other well, a n d a
moderate in w h a t they w a n t at a given time -
h u g e e v e n i n g m e a l o f simple food, w h e r e e v e r y o n e eats
b u t t h e y are f e r o c i o u s i n d e f e n s e o f w h a t t h e y
as m u c h as they c a n a n d then goes to sleep.
t h i n k they o w n , o r w h a t t h e y think they ought
Visitors to Cani households should take warning.
to o w n . Cani families feud for generations
Cani have no concept of "unpleasant taste" (or
over a village o r a n artifact: o n c e e a c h h a s
"unpleasant smell", for that matter), a n d at least o n e
h e l d it f o r a f e w y e a r s , b o t h t h i n k t h e y o w n it,
d i s h is likely t o b e f e r m e n t e d o r s p i c e d b e y o n d n o n -
and neither m a y be willing to compromise.
Cani endurance. (Would-be poisoners should not take
Cani love and hate deeply
this as encouragement. Cani c a n taste as well as
and passionately. They
they smell; they
often inherit loves and
will likely take
hatreds from their par
one bite, say
ents and great-grand
"Delicious, but the
parents. Alliances between fami
fermented gorrix does
lies or countries are stable and
n ' t quite cover the slun-
enduring; feuds are bitter a n d
der poison.", a n d then the
last for centuries.
poisoner will have a pack
of upset Cani to deal
with.)
;
Variation
There are many
Cani also u s e a great deal of
breeds of
perfume, often blending a dozen
C a n i ,
kinds to g e t a scent that says
including
just the right thing. Cani per
analogs of many
fumes have a considerably wider
r e a l a n d p o s s i b l e b r e e d s o f terres
range than terrestrial ones,
trial d o g s , f o x e s , a n d w o l v e s . Some
t o p u t it n i c e l y . One
breeds of Cani have manes or stripes, as
of the most favored
w e l l . It is a m a t t e r o f s o m e p r i d e t o b e o f a
Cani perfumes is
distinctive named breed, especially one
codelieth, which
associated w i t h a n important family. Cani
has a spicy carrion
families will occasionally w o r k to cultivate their
scent that only Cani
appearance, b e i n g careful a b o u t w h o sires children
like. F o r t u n a t e l y it's
on w h o m , or using Purebreed P u p p y spells, o r marrying
rare and very expen
within the breed.
sive.
Gormoror, rather like terrestrial arguments about leaving the toi They'll avoid awful fights, claiming they're not noble enough or
Diet
H e r e t h r o y are strict herbivores b y b i o l o g y ; they c a n digest
m i l k a n d e g g s , b u t n o t m e a t o r fish; t h e y a l s o c a n n o t d i g e s t r a w
root v e g e t a b l e s . T h e y prefer to eat o n e huge meal a day, in the
evening, c o m p o s e d o f a d o z e n o r s o different dishes. T h e uni
v e r s a l H e r e t h r o y s t a p l e s a r e plue, a sticky spiced porridge of
g r o u n d h o s h g r a i n , a n d tarrissy, a salad of pungent leaves in
long t h i n s h r e d s . E a c h H e r e t h r o y v i l l a g e h a s its o w n distinctive
style o f p l u e a n d tarrissy, a k e y s i g n o f t h e village's identity.
Variation
Herethroy features resemble crickets, mantises, or beetles.
There are a thousand Herethroy breeds, differing in coloration
and details o f feature. Differences between breeds are m o r e
e x t r e m e than for other p r i m e s ; m a n y b r e e d s l o o k like different
species. Herethroy m a y or m a y not care about matters of breed.
Villagers tend to b e conservative, preferring their o w n breed to
all o t h e r s . C i t y d w e l l e r s t e n d t o b e less c o n c e r n e d .
O r r e n a r e fairly friendly o n t h e w h o l e , in a casual w a y . T h e y thank-you notes - the things that might b e neglected for a w e e k
no h a n d s , a n d cannot m a n a g e very well in civilization. Almost repeated p e r f o r m a n c e . F e m a l e s are allowed to c l a w their part
n o b o d y m a k e s armor that they can use, and even the best armor n e r s if t h e y d o n ' t g e t o u t o f t h e w a y q u i c k l y e n o u g h . S l e e t h h a v e
"HERE" ( L O C A D O R )
T h e t r u e n a m e o f the L o c a d o r g o d i s n o t g e n e r a l l y k n o w n , i f
h e h a s o n e at all. H e is r e f e r r e d to b y t h e w o r d for " H e r e " in t h e
speaker's language. He often wears the shape of a hollow
Herethroy carapace, with w i n d o w s s h o w i n g terrible things drift
H i s d e e d s are few. T h e m o s t f a m o u s , p e r h a p s a p o c r y p h a l , is ing along his surface. H e is f r e q u e n t l y a c c o m p a n i e d b y s o m e
b o o k of m a g i c theory on the World Tree, she abbreviated the " H e r e " lives at the e n d of a l o n g striped corridor, like a ruler
god's n a m e to "Merklundum"; the g o d appeared to her and for m e a s u r i n g a m i l e in inches. T h e o t h e r e n d o f the c o r r i d o r
insisted that she write the whole thing. Merklundum c a n b e f o u n d i n i m p o s s i b l e p l a c e s : o n c e it w a s i n a n a b a n d o n e d
H a r n i p s u n d u m t h e D o g w h o K i l l e d a F i s h h a s n o t a p p e a r e d to castle guarded b y monsters, in the m i d d l e of a thick primeval
others, n o matter h o w badly they m a n g l e his n a m e . Unlike forest fifteen miles in diameter, w h i c h p e o p l e h a d evidently
m a n a g e d to o v e r l o o k s o m e h o w for t h e last three t h o u s a n d y e a r s
Kaimiri, he has n o near-divine assistants to take care of matters
in a n alley in Inihithre, a n d s o m e h o w c o u l d n o t b e f o u n d after
while he sleeps; there are s o m e aspects of advanced Aquador
wards.
magic which do not get done well.
"Here" delights in terrifying people, or w o r s e . Visitors who
TENMEN (DURUDOR) o f f e n d h i m o f t e n find t h e m s e l v e s f a l l i n g f r o m t h e t o p o f t h e s k y ,
T e n m e n is a v a s t m o n o l i t h , w i t h all t h e c o l o r s o f darkness or suddenly pierced b y a thousand h o o k s a n d pins - n o matter
g l o w i n g in his sides; h e c h a n g e s size occasionally, b u t not s h a p e . h o w worthy their cause. H e i s the m o s t m a l i c i o u s o f t h e N o u n
H i s a b o d e is in t h e t h i c k e s t j u n g l e o n t h e m a i n t r u n k , below Gods, even worse than Flokin or Hressh-Huu, and he often
K e t h e r i a , in a s t o n e c a v e g u a r d e d b y a t e m p l e . intervenes in horrible w a y s . H i s gifts b e a r a price o f torment:
Early in the World Tree's history, Tenmen appeared in Q u e e n R a k s h a s a II w o n t h e offer o f a g r e a t e n c h a n t m e n t for h e r
Ketheria and taught the prime species about pottery, glass, stone, entire k i n g d o m , but she a n d twelve p e o p l e she loved w o u l d h a v e
t o d i e t e r r i b l y i n t h e m a k i n g o f it. I n h i s f a v o r , it m u s t b e s a i d "The Eternal G o d - E m p e r o r of the Grand Transcendent K i n g d o m
that h e gives g o o d value to those willing to p a y his prices. o f B i r k n a z z a . " H e is an entity w i t h so intense a self-satisfied
arrogance that even Sleeth and Zi Ri are impressed.
B i r k n a z z a is a b i g floating city, t w e n t y t h o u s a n d p r i m e s a n d
twice that m a n y n o n p r i m e s , living together in p e a c e and h a r m o
n y w h e t h e r t h e y w a n t t o o r n o t . It is l o o s e l y a n c h o r e d b y t h e
b r a n c h e s o f t h e u p p e r w o r l d . B i r k o z o n rules B i r k n a z z a fiercely.
H i s s u b j e c t s h a v e little p r i v a c y a n d little free w i l l . F e w m o r t a l s
c o u l d e v e n e s c a p e from a n e n c o u n t e r w i t h h i m , w e r e h e i n c l i n e d
against them. His armies are superb, and his three great champi
ons are probably the three m o s t dangerous mortals on the World
Tree. However, his agreement with the creator gods limits him
t o B i r k n a z z a . H e n e v e r tries t o r u l e a n y w h e r e e l s e d i r e c t l y , a n d ,
w h e n h i s c h a m p i o n s t r a v e l , it i s a s p r i v a t e i n d i v i d u a l s s t r i p p e d
of m u c h of their power.
B i r k o z o n i n t e r v e n e s c o n s t a n t l y in B i r k n a z z a , b u t n e v e r o u t
s i d e o f it; B i r k n a z z a ' s l i m i t s a r e fixed b y B i r k o z o n ' s a g r e e m e n t
with the Creator Gods. H i s l o n g - t e r m g o a l is to r u l e t h e e n t i r e
World Tree indirectly (which the Creator G o d s will evidently
p e r m i t , s h o u l d h e m a n a g e it). H e seems glad enough to help
p e o p l e w h o visit h i m in B i r k n a z z a - p r o v i d i n g the b r o a d and
well-trained services o f the B i r k n a z z a n w i z a r d s a n d crafters a n d
military, if his o w n vast p o w e r s aren't appropriate. He often
lends artifacts or troops to w o r k outside Birknazza. His rates
are r e a s o n a b l e ; h e rarely asks for m o r e than a potent m a g i c item
o r a n e q u i t a b l e t r a d i n g d e a l w i t h B i r k n a z z a o r o n e o f its c l i e n t
states.
W i s e p e o p l e p r e f e r t o a v o i d h i m . It i s s a i d t h a t , o n c e y o u h a v e
spoken to Birkozon, y o u can n e v e r again b e sure that y o u r m i n d
is y o u r o w n .
H e h a s published, to date, six h u n d r e d and eighty-four vol
u m e s o f m e m o i r s , including fascinating a n d insightful stories of
essential parts of World Tree history, a m a z i n g g l i m p s e s into the
cosmic mysteries of the gods before the World Tree w a s grown,
and lots o f utter self-aggrandizing drivel.
4
The weather on the World Tree is pretty much the ordinary weather of a temperate part of
Earth, except for the season of Surprise. This is very bizarre, since the physical features
that influence weather on the World Tree are utterly different from those on Earth. Even the
basic physics of air are different. It takes a lot of work to get the liveable, mostly pleasant
weather, and that work is all done by elementals.
WHICH SPECIES IS STRONGEST?
A Cani to her son A Gormoror to his son
"I'd have to say the Zi Ri. They live forever, the old ones are
such experts at magic. I'm afraid of Sleeth too, they're so fierce
and ruthless, they have such magic and claws. Rassimel are
clever, Khtsoyis are tough. It's a good thing we Cani stick
together, Hraff, or we'd be nothing at all."
(A myth of the World Tree, reprinted from A Child's Garden of Tales of Long Ago by Martinoc.)
a r u f m n t h e Q ^ a s s i m e l w a s a b a k e r in t h e c i t y o f T n i h i t h r e , back w h e n t h e w o r l d w a s y o u n g , /tyd ^/Hpruhan's d a u g h t e r
g o l i t a n n e w a s t w o y e a r s old, t h a t m i d s u m m e r ' s d a y , a n d j u s t s t a r t i n g t o get h e r m a g i c . <Each of t h e g o d s c a m e t o h e r a n d
introduced themselves, as they come to everyone. Cgut it h a p p e n e d t h a t ^ o f c i n w a s in t h e m o o d f o r a s n a c k , s o a f t e r m e e t i n g
g o f i t a n n e T t w e n t to £Hpruhan's shop.
£ H a r u h a n w « s a cranky baker that d a y . ' H e r d a u g h t e r h a d b e e n u p t h e night b e j o r e , c r y i n g and c a s t i n g w a t e r - s p e l l s t h a t s o a k e d t h e w h o l e
h o u s e , a n d e v e n s o £ H a r u h a n h a d t o go t o t h e b a k e r y m u c h b e j o r e d a w n t o m a k e t h e n e x t d a y ' s roffs, k n e a d i n g d o u g h by c a n d l e l i g h t . Apd it
t n e
w a s n ' t t h e j l r s t night like t h a t , o r e v e n t h e n i n e t e e n t h . S o w h e n ^ T o k i n c a m e t o h e r s h o p in t h e g u i s e o j a S l e e t f ! , "wi™ scent ° J d a w n
still d i s t a n t beyond the w o r l d - l e a v e s , she w a s n ' t pleasant.
" G o a w a y , y e c r e p u s c u l a r l o u t . T m not o p e n yet", s h e s n a p p e d . Qhe didn't r e c o g n i z e t h e g o d .
' " t o u ' r e here, aren't you^ T d (ike J o r t y - s i x s a u s a g e roffs. I ^ s t e r d a y ' s wiff do," said the b r i g h t - o r a n g e g f e e t h .
'"C'can't p a y f o r it." s a i d t h e baker, for s h e c o u f d s e e t h a t cFfokin had n e i t h e r p u r s e n o r h a r n e s s f o r p o c k e t s . " < ^ p w g o a w a y and (et m e
bake J o r m ' r e a f c u s t o m e r s ' "
eFlofcin hissed' like a n a n g r y t e a p o t . " c T h e n °I shaft go a w « | , " T t said', and t u r n e d ' and •walked' a w a y w i t h its t a i l fashing o v e r its back.
^ H a r u h a n ' s candTes aft w e n t o u t . g h e t h o u g h t "^Tofcin h a d c a s t a speff.
" Q ^ u d e viffain o j a p y r o m a n c e r . ' " s h o u t e d ' £ > ( a r u h a n . ' V ^ r o g a n t s m o f c y - t a i f e d u n c i v i f i g e d a s h - h o f e ( Qo a w a y antf n e v e r d o a n y o f y o u r
Iricks here again/"
(5"hat is n o w a y t o taffc t o a g o d . ^ o k m t u r n e d ' antf r e g a r t f e t f h e r , I t s g a g e fike a d r o u g h t a t m i d s u m m e r . " I shaff f e a v e y o u r s h o p , " eft
p r o c f a i m e d , "and' n e v e r tfo m y t r i c k s h e r e a g a i n , untif y o u pfeatf w i t h m e in t h e a p p o i n t e d ' w a y s . " , 4 n t f I t stafketf efegantfy oJJ t o its J a v o r i t e
a f f - n i g h t c a j e , in a n o t h e r city.
i i M a r u h a n t r i e d fighting h e r c a n d l e J r o m t h e f i r e in t h e o v e n , but t h e J T d m e wouftfn't c a t c h . cWforse t h a n t h a t , t h e m o r e s h e t r i e d , t h e m o r e it
wouldn't catch, ofhe c a n d l e s e e m e t f t o h a v e s o m e f a c k - o f - j l a m e o n it, a n invisible a b s e n c e of fire that s p r e a d t h e w a y f i r e d o e s . cJ"he
b u r n i n g fogs in t h e o v e n c a u g h t f a c k - o j - j i r e , antf t h e c h e e r j u f o v e n f i r e s tfietf, a n d t h e h a f j - c o o k e d t o a v e s in t h e o v e n s t a r t e d t o c o o t .
" c f h i s wiff n e v e r d o , " , saitf [J^ruhan, antf she t h o u g h t a b o u t h e r highschoof m a g i c a w h i f e , a n d c a s t a Qreoc p y r a d o r speff t o s t a r t t h e
o v e n a g a i n . "Tjut t h e s e c o n d J i r e d i e d in t w o a n d a haff m i n u t e s , cJTie bakery w a s g e t t i n g chifty, e v e n a t d a w n o n m i d s u m m e r ' s d a y .
i ^ r u h a n t h o u g h t t w i c e a s h a r d , and cast a <Heafoc f P y r a d o r speff t o u n d o w h a t e v e r m i s c h i e j t h e g f e e t h h a d w o r k e d , a n d t r i e d t o refight
the J i r e . <Tjut n o t h i n g h a p p e n e d . ( M p r u h a n s p u n a n d s p u n h e r J i r e b o w , but t h e w o o d didn't e v e n get w a r m . <Even w i t h atf t h e e j j o r t o j s p i n
ning t h e J i r e b o w , ( M p r u h a n h e r s e f j didn't get h o t . cin J a c t , s h e w a s d o w n r i g h t cofd - chitted, e v e n , a s i j s h e h a d sfept aft night o u t d o o r s on
m i d w i n t e r n i g h t . cJTie w a t e r s h e h a d b r o u g h t t o m a k e t h e bread had J r o g e n i n t o sofid bfocfcs.
g o f / H p r u h a n w e n t t o h e r n e i g h b o r , t h e g r e a t m a g e Qphoron, w h o m a d e t h e w a f f s o f his h o u s e o u t o j J i r e , a n d offered him a t r a y o j sticky
buns i j h e w o u f d refight h e r f u r n a c e , Apd t h e g r e a t m a g e c T h o r o n c a m e w i t h a r e d w a n d set w i t h r u b i e s , a n d a c o p p e r s t a j j set w i t h c a t s -
e y e s , a n d a gofden c r o w n fike t h e r a y s o j t h e s u n . <Tjut e v e n t h e g r e a t m a g e e f h o r o n , w i t h his w a n d a n d s t a f f a n d c r o w n , coufdn't k e e p t h a t
fire g o i n g . Apd the b a k e r y w a s a s cofd a s m i d n i g h t in cofd g u r p r i s e , e v e n t h o u g h it w a s a n h o u r a f t e r d a w n on M i d s u m m e r ' s d a y .
,(
c J T i o r o n a s k e d Qfyruhan, ' What is it t h a t k e e p s m e f r o m fighting y o u r o v e n J i r e , m e t h e g r e a t e s t J i r e m a g e that e v e r wafked the branches
o j t h e f W o r f d c J r e e , w i t h m y r e d w a n d set w i t h r u b i e s a n d m y c o p p e r s t a j j set w i t h c a t s - e y e s a n d m y gofden c r o w n fike t h e r a y s o j t h e
sun9"
g o f/Mpruhan tofd c T h o r o n a b o u t h e r a n n o y i n g g f e e t h customer.
"cfhat w a s no annoying gfeeth customer, [Maruhan. p T h a t w a s t h e g o d ^ o f c i n citsefj. Apd w h e n y o u tofd I t t o g o a w a y a n d n e v e r d o
a n y o j I t s t r i c k s in y o u r s h o p a g a i n , y o u a s k e d t h a t JTame a n d J i r e a n d w a r m t h itsefj t o s t a y a w a y . "
1 c
" I ' v e angered the J i r e god ^ W h a t c a n CI d o , c T T i o r o n ' ^ "
" ( J o to the tempfe, a n d speak to the priests."
g o £ M a r u h a n w e n t t o t h e tempfe, a n d w o k e t h e p r i e s t o j g ^ o k i n , w h o w a s a s f e e p in a n e a s y c h a i r in a p u d d l e o j gofden r o b e s , g h e tofd
him the s t o r y o j t h e s a u s a g e roffs and the c u r s e . Apd t h e p r i e s t tofd h e r h o w to a p o l o g i z e t o t h e J i r e g o d : h o w m a n y h u n d r e d s o j fittfe b i r d s t o
buy, a n d h o w t o kiff e a c h o n e . "Aj}d you'd better t h r o w in J o r t y - s i x s a u s a g e roffs. t o o , e v e n i j y o u h a v e t o b u y t h e m J r o m s o m e o n e efse."
said the priest.
i ^ r u h a n got aft h e r m o n e y , a n d w e n t t o t h e m a r f c e t - p f a c e . g h e ' d onfy bought a hundred and e i g h t e e n fittfe b i r d s w h e n she t h o u g h t o j
s o m e t h i n g , g h e r e t u r n e d t h e b i r d s t o t h e b i r d - s e t t e r s , a n d bought m i t k a n d s u g a r a n d e g g s i n s t e a d , a n d r a n oJJ t o h e r cofd, cofd bakery, ghe
had w o r k t o d o .
Q)he sun rotted its w a y a r o u n d t h e t o p o j t h e s k y o n c e , a n d t w i c e , a n d t h r i c e , cin t h e p f a c e s o j t h e J i r e , g [ o r d ' ^ T o k i n t h o u g h t o j f/V(aruhan
a n d h e r bakery. " I shaff r e t u r n t h e r e , a n d s e e i j s h e is r e a d y t o a p o f o g i g e t o m e , a n d get JTame a n d J i r e a n d w a r m t h b a c k in h e r s h o p . " It
r e t u r n e d t o ( M p r u h a n ' s s h o p o n t h e hottest d a y o j g u r p r i s e - w h i c h w a s a h o t m o n t h t h a t y e a r - in t h e g u i s e o j a b r i g h t - o r a n g e gfeeth.
g h e r e c o g n i s e d I t instantfy. o j c o u r s e . " C J o r d g i o f c i n . ' Cge w e f c o m e , o j c o u r s e , but p f e a s e don't c o m e i n ' "
cJTte J i r e g o d w a s n o n p f u s s e d . " T beg y o u r p a r d o n ^ T&u k n o w t h a t w h e r e 1 do not c o m e , n e i t h e r JTame n o r J i r e n o r e v e n w a r m t h wiff
e v e r be."
g h e b r o u g h t o u t a t u b o j i c e cream from the s t o r e t h a t h a d b e e n a bakery, and s c o o p e d a g i a n t s u n d a e J o r cFTofcin. " e T h e r e a r e a t h o u s a n d
b a k e r i e s in c i n i h i t h r e , g r e a t f o r d . Qne more or fess d o e s n ' t m a t t e r . <Tjy t h e g r a c e o j y o u r c u r s e , Ive got t h e onfy s t o r e t h a t c a n m a k e J r o g e n
J o o d e v e n in t h e h o t t e s t s u m m e r o r g u r p r i s e . I h o n o r y o u , a n d ( o v e t h e h e a t o j JTame a n d J i r e e v e r y w h e r e efse - but p f e a s e don't c o m e in t o
m y shop.'"
•gTokin J i n i s h e d Its i c e c r e a m , a n d s t r e t c h e d , a n d s h a r p e n e d I t s c f a w s o n t h e fintef o j h e r n e w ice c r e a m p a r f o r , a n d t u r n e d a w a y and
w a f t e d d o w n t h e s t r e e t , cits taif w a v i n g o v e r I t s back in s o m e m i x t u r e o j c o n j u s i o n a n d annoyance and taughter.
you should consider bringing a warrior or t w o and a healer. If
T H E A D V E N T U R I N G LIFE the situation will b e m o r e subtle than a straight fight, bring a
B y design and by accident, primes occasionally find them
scholar. If you will be dealing with people, p r i m e s or non-
selves adventuring. S o m e venture into the dangerous sideways
p r i m e s , b r i n g s o m e o n e w i t h s o c i a l g r a c e s . It is u s u a l l y b e t t e r t o
forests on the edges of branches. S o m e explore the libraries and
s p l i t t h e p r o c e e d s a n e x t r a w a y o r t w o than t o f a i l c o m p l e t e l y f o r
u n s a f e l a b o r a t o r i e s o f a b s e n t w i z a r d s . S o m e t r y w i t h all t h e i r
lack o f the skills y o u need.
m i g h t to defend their h o m e villages from s c a w n a n d cyarr. The
F i n d i n g t h e p e o p l e y o u n e e d is s o m e t i m e s a c h a l l e n g e . The
W o r l d Tree c a n b e a perilous place for p r i m e s .
first p e o p l e to c h e c k with are y o u r friends a n d relatives: y o u r
F o r m o s t p e o p l e , a d v e n t u r i n g is a m a t t e r o f a few w e e k s or
c l a s s m a t e s at t h e m a g i c a c a d e m y , y o u r sister t h e a r c h e r and
y e a r s . It is t o o d a n g e r o u s to b e a full-time p r o f e s s i o n . Ketherian
t r e e m a g e , t h e b o u n c e r at y o u r father's bar. If that doesn't w o r k ,
scholars estimate that s o m e 4 0 - 7 0 % of adventurers are killed,
m o s t cities h a v e a place or t w o w h e r e w o u l d - b e adventurers
maimed, cursed, or otherwise brought low per year of adventur
c o n g r e g a t e : a tavern, a r o o m in the H e a l e r s ' G u i l d , a society in a
ing.
u n i v e r s i t y . D o n ' t b e f o o l e d b y the A d v e n t u r e r s ' G u i l d s t h a t s h o w
u p in s o m e cities: t h e y are u s u a l l y c l u b s for w e a l t h y a n d p o w e r
Why Adventure? ful e x - a d v e n t u r e r s , a n d f e w o f t h e i r m e m b e r s a r e w i l l i n g to
N o t e v e r y o n e h a s a choice a b o u t a d v e n t u r i n g . W h e n y o u r sis
t r o m p off into the w o o d s on s o m e half-baked plan.
ter is k i d n a p p e d , w h e n the air e l e m e n t a l s b l o w y o u r w i n d b o a t to
C o n v i n c i n g t h e s e p e o p l e t o g o w i t h y o u is y o u r s e c o n d c h a l
a n o t h e r b r a n c h , w h e n y o u r v i l l a g e is c l a i m e d a s t e r r i t o r y by
lenge. You m i g h t convince them by your desperate need, the
t h r e e w a r r i n g d u k e s , y o u are i n t h e m i d s t o f a n a d v e n t u r e a n d
e x c i t e m e n t of y o u r plan, the glory to b e w o n , or the g o o d c o m
that is that. M o r e often, p e o p l e g o a d v e n t u r i n g intentionally.
panionship you'll provide. M o n e y is often v e r y c o n v i n c i n g .
One practical reason is experience. Adventuring hones
If you're trying t o go a d v e n t u r i n g but aren't u p for all this plan
primes' skills quickly: a d a n g e r o u s w e e k in the wilds m a y leave
n i n g a n d o r g a n i z a t i o n , j o i n a p a r t y s o m e o n e e l s e is o r g a n i z i n g .
a m a g e or warrior better than a safe year in a university or shop.
A few weeks' adventures could slice a f e w y e a r s off o f an
apprenticeship. The best smiths, tree-mages, a n d p r o f e s s o r s in
Kinds of Adventures
Here are s o m e things w h i c h adventurers frequently find them
the cities u s u a l l y a d v e n t u r e d for a y e a r or t w o in their y o u t h .
selves doing:
E v e n if t h e a d v e n t u r e is o t h e r w i s e a disaster, t h e p e o p l e w h o sur
E x p l o r a t i o n a n d C o l o n i z a t i o n : M e r c h a n t princes often hire
vive will gain p e r s o n a l skill a n d p o w e r .
p e o p l e to e x p l o r e n e w r e g i o n s , l o o k i n g for v a l u a b l e g o o d s a n d
T h e s e c o n d practical r e a s o n is m o n e y . Adventuring can be
clearing out e n o u g h space to start a safe colony. This usually
quite profitable. A n iron sword taken from a fallen foe, the
t a k e s s e v e r a l y e a r s , a n d is q u i t e d a n g e r o u s , e s p e c i a l l y at first.
b o u n t y for a d o z e n slain nrex, the r e v e n u e from a swamp of
T h o s e w h o s u r v i v e will b e w e a l t h y a n d p o w e r f u l in t h e new
lead-moss bushes, the high price c o m m a n d e d by a grace o f Virid
colony.
o r a n ancient ivory a n d hezarion burial m a s k : a bit o f luck could
F e t c h : Collectors of strange objects - frequently Rassimel -
bring m o r e m o n e y than a year's wages.
o f t e n h i r e a d v e n t u r e r s t o find p a r t i c u l a r s t r a n g e o b j e c t s , l i k e a
M a n y adventurers h a v e personal reasons to leave the cities and
zarrigon's skull or a bottle of alassamander w i n e . If the adven
villages as well. S o m e w a n t to get a w a y from h o m e , from over
t u r e r s a r e l u c k y , t h e c o l l e c t o r h a s n o i d e a w h e r e it is o r h o w t o
bearing brothers or cruel husbands or the tedium of endless calm
g e t it. If t h e y a r e unlucky, h e m e r e l y w a n t s t h e m to g o s o m e
f a r m life. S o m e n e e d t o get o u t o f t o w n a h e a d o f t h e l y n c h m o b ,
w h e r e , b u y it, a n d b r i n g it h o m e ; i f t h a t t a s k n e e d s k n i g h t s a n d
o r the g u i l d , o r t h e f o r c e d m a r r i a g e .
w i z a r d s t o p e r f o r m , it's c e r t a i n t o b e d a n g e r o u s . T h i s is
S o m e p e o p l e h a v e a positive call to adventure. Scholars' pur quick a n d relatively safe, w i t h p a y proportional to the danger.
suits of d e e p secrets o f sorcery or rare breeds of m o t h s m a y take G o o d for b e g i n n e r s a n d dilettantes.
t h e m i n t o d a n g e r . M e r c h a n t s m a y s e e k s o u r c e s o f r a r e s p i c e s or
Rescue: P e o p l e get lost and k i d n a p p e d o n a regular basis,
always-valuable metals. Wizards may need perdithorne claws
especially near the Verticals; their kindred and friends need
or r e m o r s h k a tails for their e n c h a n t m e n t s .
t h e m found, r e s c u e d , r a n s o m e d , or a v e n g e d . R e s c u e s are quick
and moderately safe as these things go. Successful rescues win
Finding Adventurers friends and admiration, and variable amounts of money.
I f y o u are p l a n n i n g a n a d v e n t u r e - a n d y o u h a v e t h e l u x u r y o f
Unsuccessful rescues leave everyone unhappy.
p l a n n i n g it, r a t h e r t h a n h a v i n g it a s s a u l t y o u u n a w a r e s - it i s
Guard: P e o p l e often n e e d to travel long distances through
often advisable to bring suitable c o m p a n i o n s . If you h a v e m u c h
unsafe lands or d a n g e r o u s skies. T h e y hire a few b o d y g u a r d s as
c h a n c e o f e n c o u n t e r i n g m o n s t e r s o r w i l d b e a s t s , for e x a m p l e ,
travel c o m p a n i o n s . G u a r d - w o r k is slow, w i t h lots o f b o r i n g this swimmy going to vote him up for leading anything more
t r a v e l . S o m e t i m e s it i s s a f e , b u t o f t e n t h e p e r s o n b e i n g g u a r d e d serious than an eel party! I wish he'd keep his toes off my tail!
has d a n g e r o u s secrets that will g e t their g u a r d s in trouble. It is — Vanassassan Vleem, Orren water-mage and adventurer
a good w a y to travel. There's a n art to adventuring, to w o r k i n g closely with a few
P r o t e c t o r : V i l l a g e s n e a r t h e V e r t i c a l s g e t m o l e s t e d b y fell skillful a n d u s u a l l y eccentric p e o p l e w h o m y o u m i g h t n o t like
creatures, a n d hire mighty people to protect them. P r o t e c t i n g is v e r y m u c h , b u t w h o m y o u a r e c o u n t i n g o n t o s a v e y o u r life a n d
an h o n o r a b l e p r o f e s s i o n ( m o r e h a p h a z a r d a d v e n t u r i n g is n o t ) , solve your problems. A bit o f etiquette a n d discussion of impor
b u t it i s n o t f o r b e g i n n e r s . tant m a t t e r s i n a d v a n c e c o u l d s a v e y o u r life.
F o r a y : S o m e t i m e s there's nothing o b v i o u s to d o for a m o n t h L e a d e r s : S o m e t i m e s there'll b e a natural leader o f t h e party.
or t w o . A f e w adventurers c a n m a k e a quick trip into t h e I f Q u e r l i a m e n t the o l d R a s s i m e l m e r c h a n t h i r e s the r e s t o f y o u ,
Verticals, k e e p i n g their eyes o p e n for w o r t h w h i l e things. Forays he's paying y o u r w a g e s a n d he's in charge. S o m e t i m e s there's
are q u i c k , d a n g e r o u s , a n d r i s k y - b u t s o m e t i m e s t h e r e ' s n o t h i n g no natural leader. You might choose one - the most sensible
better to d o . C a n i is a natural c h o i c e - o r c h o o s e t o g o leaderless, o r s o m e
D i s a s t e r : S o m e t i m e s y o u , o r a friend, i s i n t r o u b l e , a n d t h e r e ' s other arrangement.
n o t h i n g t o d o b u t w o r k q u i c k l y t o g e t o u t o f it. P e r h a p s y o u r T h e leader's j o b is large a n d v a g u e . T h e leader should keep
healer h a s u n c o v e r e d s o m e o n e ' s h i d e o u s secret; p e r h a p s your the party focussed o n a single goal, reining in the natural ten
sister h a s a c c i d e n t a l l y g o t t e n e n g a g e d t o dencies o f s o m e adventures to g o off investigating everything
an evil c o u n t a n d n e e d s t o g e t o u t that could possibly be
o f it; p e r h a p s i t ' s s o m e t h i n g e l s e . interesting or getting
These are quick but dangerous, involved in unimportant
and there's rarely a n y actual local disputes. T h e leader
profit, b u t e s c a p i n g t h e d i s will be called upon to
aster is its o w n r e w a r d . m a k e j u d g m e n t calls, dis
Helping Monsters: Non- tributing treasure or decid
primes frequently need the ing to accept e n e m i e s ' sur
services o f p r i m e adventur render or choosing which
e r s ; e.g., t o c u r e s o m e h o r r i rune-marked door to try
ble disease or to protect first. This involves taking
them against some other responsibility for a lot o f
monsters. Some people decisions, some of
won't d o this o n principle, which will
b u t o f t e n it i s a w o r t h y a n d inevitably b e b a d
worthwhile thing to do. and lead to grief.
Leadership is usually
On The Adventure a hard job.
It's a sloshing good thing Most of the time,
we came back with all that the leader h a s only the
lead, or I'd be sticking pins authority that the rest o f
up Chastuman's tailhole - if the party gives her. If
they'd fit! He's fine and she offends people
mild when he's taking and throws
the orders, but her
choose him up as
party leader and he's
telling you when to
eat minnows and
when to eat tadpoles!
It's all, "Put Frenensus in
front, then Anogerax, with
the mages in the mid
dle and Oonwhacker
at the back with
three eyes pointed
behind." Tells me in
the middle of the fight
authority
not to summon my
around,
Cruel Ice Fairy 'til the
the rest
Angry Dragon spell is over,
of the party m a y choose a different
as if I'd make that mistake twice!
leader, or e v e n kick h e r o u t entirely. Diplomacy a n d etiquette
Interrupted the spell I was up and casting, too! He'd try and are a s i m p o r t a n t a s g o o d j u d g m e n t f o r a g o o d l e a d e r .
teach me how to fish in a pond if he could! Never any more is
S e l e c t i n g a P a r t y : It's a g o o d i d e a , w h e n p o s s i b l e , t o h a v e a cleyless than dead with a dozen cley saved.
range o f skills. M o s t adventuring parties will get into c o m b a t B o u n d s p e l l s a r e a n o t h e r i m p o r t a n t r e s o u r c e t h a t is a l l t o o e a s
s o o n e r or later, so h a v i n g a f e w c o m p e t e n t fighters is w i s e . ily u s e d u p . B o u n d s p e l l s a r e l e s s flexible than cley, s o it's often
E v e n m o r e i m p o r t a n t is a healer, p r e f e r a b l y s o m e o n e w h o c a n g o o d to use t h e m instead of cley w h e n they can b e used. But
b i n d h e a l i n g spells a n d m a k e sure e v e r y o n e in the party carries s p e l l s c o s t t w o o r t h r e e c l e y t o b i n d , s o it's g o o d t o t h i n k a b o u t
them. Try to have people w h o can w o r k with the important w h e t h e r you'll b e able to replace the b o u n d spell.
magical Nouns. The healer can usually take care of Corpador. S h a r i n g B o u n d Spells: B o u n d spells are one of the best edges
The party should be sure to have someone capable of Herbador. that p r i m e adventurers h a v e over m o s t n o n p r i m e s , this century.
Skill in Airador, A q u a d o r , Pyrador, Illusidor, or L o c a d o r will P a r t y m e m b e r s s h o u l d u s u a l l y b i n d spells for e a c h o t h e r a n d n o t
surely c o m e in h a n d y as w e l l . S o m e o n e in the party should be c o u n t the cost. T h e healer should m a k e sure that everyone, car
able to negotiate and befriend people. Someone should know ries H e a l the Awful W o u n d or T e m p o r a r y H e a l i n g spells.
t h e l o c a l l a n g u a g e , i f y o u ' r e f a r from h o m e . S o m e skills often Fighting and Sparing E n e m i e s : You will frequently find
c o m e in handy: scholarship, w o o d w o r k i n g , wilderness survival, yourselves fighting. Now, some enemies are bloodthirsty and
or the d e v i o u s arts o f s p y i n g a n d stealing; t h e details p r o b a b l y c a r e n o t h i n g f o r t h e i r o w n l i v e s , a n d w i l l fight y o u a n d d i e a n d
depend on w h a t you're going to be involved with. that is that. M o r e often, they don't w a n t to die any m o r e than
K e e p i n g t h e P e a c e : T h e typical adventuring party consists of you do. W h e n y o u a r e c l e a r l y w i n n i n g , t h e y w i l l run a w a y , o r
half a d o z e n p e o p l e o f different species and b a c k g r o u n d s , w i t h try to surrender. T h i s is often a q u a n d a r y . O n one hand, you
a bit of a c o m m o n goal h o l d i n g t h e m together. All the adven m a y h a v e b e e n t r y i n g to kill t h e m for a g o o d r e a s o n ; p e r h a p s
t u r e r s a r e fairly p o w e r f u l , a n d m o s t a r e u s e d to b e i n g t h e b e s t in t h e y w e r e t r y i n g t o kill y o u , a n d p e r h a p s t h e y w i l l k e e p t r y i n g if
their area. T h e y will generally have high opinions o f them y o u let t h e m g o . O n t h e o t h e r h a n d , k i l l i n g t h e m c a n b e b a d t o o .
selves - d e s e r v e d l y h i g h , or y o u ' r e in t r o u b l e - a n d strong o p i n Perhaps they are running before they get too badly hurt, and
ions about everything. D i s p u t e s are i n e v i t a b l e , u s u a l l y at t i m e s t h e y w i l l fight f i e r c e l y i f t h e y a r e c o r n e r e d - a n d t h e y m i g h t t u r n
of crisis: d o e s the party kill the taptet p o i s o n e r w h e n she sur the tables a n d kill you. Perhaps their friends and families will
r e n d e r s , o r t a k e h e r as a d a n g e r o u s a n d i n c o n v e n i e n t c a p t i v e for get r e v e n g e o n y o u ; a n d p e r h a p s y o u will get the reputation - or
the rest of the j o u r n e y ? A g o o d adventuring party (or leader) criminal conviction - as a murderer yourself.
w i l l c o o p e r a t e e n o u g h , s a v i n g the d i s p u t e s f o r t i m e s t h a t t h e y Your e n e m i e s will usually h a v e the s a m e q u a n d a r y if y o u try
c a n b e r e s o l v e d safely. Often c o m p r o m i s e s are possible: the to s u r r e n d e r o r run. B u t , if y o u ' r e l o s i n g a fight, surrender or
p o i s o n e r c o u l d b e captured but d r o p p e d off at the nearest t o w n flight m a y w e l l s a v e y o u r life.
for local justice.
Watches: W h e n the p a r t y i s i n d a n g e r o u s t e r r i t o r y , s o m e o n e
s h o u l d s t a y a w a k e at all t i m e s . Often the party will split the TRAVEL
nine-hour night into three watches, putting about a third o f the You can take a sky-barge from Karkarnos to Lobex: a week, a
party on each watch. Rassimel, w h o n e e d less sleep than most thousand lozens. Or you can take a trade caravan: six to eight
p e o p l e , o f t e n find t h e m s e l v e s t a k i n g e x t r a w a t c h e s . P e o p l e w h o weeks, a hundred lozens for room and board if you've got your
n e e d t o s l e e p (e.g., p e o p l e b e i n g c u r e d b y a H e a l i n g S l e e p s p e l l ) own mule and tent and are willing to work. Five hundred if
usually shouldn't be required to stand watch. you're staying in inns and having any fun. Or you can get to
M a r c h i n g O r d e r : In m a n y places, the party can expect to get Thandibar either way, and go the rest of the way through the
a t t a c k e d a t a n y t i m e , u s u a l l y f r o m t h e front o r b a c k . It is w i s e teleport chain, but that's not much faster 'cause Lobex is only
to h a v e the party's best w a r r i o r in front. Often the best-defend two hops down from Thandibar.
e d w a r r i o r is p u t in t h e b a c k : n o t t h e G o r m o r o r w i t h t h e h u g e Faster? You can get a wizard to harness an ancient windbird
b u r n i n g s w o r d , b u t t h e H e r e t h r o y in c h a i n m a i l w i t h t h e m e t a l - for you to fly: one day travel, plus however long it takes to get
b o u n d staff, c a p a b l e o f h o l d i n g o f f a s u b s t a n t i a l a t t a c k f o r q u i t e your wizard and windbird. I dunno how much it costs. Nobody's
some time. T h e least-armored and least t o u g h p e o p l e generally ever done it.
g o in the m i d d l e . T h e h e a l e r s h o u l d g e n e r a l l y g o in t h e m i d d l e — Umbertius Dromo, sky pilot
t o o , a l t h o u g h this c a n b e a w k w a r d if y o u r h e a l e r is a l s o o n e o f T r a v e l o n a b r a n c h is s l o w a n d s o m e w h a t d a n g e r o u s . The
your best warriors. l a n d s c a p e is h i l l y , a n d s o m e t i m e s t h e r e a r e l a k e s i n awkward
S p l i t t i n g U p : O n the whole, adventuring parties should stay places. O u t s i d e t h e cities t h e r e are m o n s t e r s - usually living in
together. 5
Splitting up s e e m s to invite surprise attacks b y w h a t the Verticals a n d m a r a u d i n g o u t o n the Flats. If o n e stays in civ
ever p r o b l e m s are lurking in the area, from m o n s t e r s in the ilized places and a w a y from the Verticals, or travels with a
w i l d e r n e s s t o p i c k p o c k e t s in t h e city. g u a r d e d c a r a v a n , t h e r e is r a r e l y t o o m u c h trouble. Solitary trav
C o n s e r v i n g Cley a n d B o u n d Spells: Everyone on an adven elers s h o u l d b e c a u t i o u s . If t h e r o a d is e s p e c i a l l y difficult or
t u r e w i s h e s t h e y h a d m o r e c l e y . M a g e s a l w a y s run l o w t o w a r d s long, one m a y perhaps b e able to take a sky gondola, instead,
the end o f the day, and even people w h o don't cast m a n y spells flying low o v e r the land. In o l d e r t i m e s , w i z a r d s b u i l t t e l e p o r t
u s e c l e y t o r e s i s t t h e m . It is g e n e r a l l y w i s e for e v e r y o n e t o k e e p chains: teleport gates sending travelers from city to neighboring
a few cley in reserve, s a v i n g t h e m for e m e r g e n c i e s . B u t don't b e city in t w o o r t h r e e h o p s , w i t h e a c h h o p c o s t i n g a cley. Teleport
s h y a b o u t u s i n g t h e m in e m e r g e n c i e s ! It's b e t t e r to b e a l i v e a n d gates cannot safely be m a d e within a mile o f each other, so s o m e
w a l k i n g is n e c e s s a r y .
T r a v e l b e t w e e n w o r l d - b r a n c h e s is h a r d e r . W o r l d - b r a n c h e s are
^ Staying together also helps gameplay. If the party splits up. each half of the players will a f e w h u n d r e d m i l e s a p a r t vertically, e v e n w h e n o n e is r i g h t
have to wait, sitting around doing nothing, while the gamemaster takes care of the other
under the other. N e a r a trunk, one m a y c h o o s e to c l i m b , should
half. Every player winds up being bored for some of the session, and the gamemaster winds
o n e b e w i l l i n g t o fight t h r o u g h a v a s t d i s t a n c e o f V e r t i c a l s o r f o l -
up being overworked.
l o w o n e o f the g u a r d e d s t a i r c a s e s o f t e l e p o r t g a t e s . Further
a w a y , o n e h a s n o c h o i c e b u t t o fly. There are any number of Movement Rates
w a y s t o fly: s k y ships, u l g r a n e - b a c k rides, chariots d r a w n b y
M e a n s of travel Movement
birds, gigantic kites, a n d so on. High-sky travel m e a n s danger.
Air elementals, invisible a n d mighty, divert themselves b y bat Walking (most species) 2 mph x 8 hours
ting fliers a r o u n d . Ulgrane commit piracies a n d murders. Even Caravan, cart 1.5 m p h x 8 h o u r s
the w e a t h e r is p e r i l o u s .
Mounted 5 mph x 8 hours
Airboat 6 m p h x 8 hours
F l y i n g Zi R i 4 m p h x 6 hours
MONEY
You talk up them good things real big, honor and helping your
kinsdoggies and all like that. But me, I need an even bigger rea
son to risk my tentacles. I'll give you a hint what it is: it's made
of amber, and it's got six sides, and I'm'a hopin' there'll be an
awful lot of it in a bag right here before I leave this room.
- Loomer Landfrown, Khtsoyis adventurer
M o s t o f the civilized W o r l d Tree uses a m b e r for m o n e y . There
a r e i n n u m e r a b l e s t a n d a r d s o f c o i n a g e , b u t s o m e f o r m o f lozen is
used almost everywhere. Lozens are hexagonal plates of amber
about the area o f a U S quarter a n d twice as thick, stamped with
a f e w s y m b o l s - a m a r k for t h e m i n t w h i c h m a d e t h e coin, often
a patriotic e m b l e m or a date o r the like. T h e y are w o r t h rough
l y $ 1 0 i n 2 0 0 1 U S d o l l a r s : a l o z e n w i l l b u y a d e c e n t b u t n o t fine
dinner, t w o h o u r s ' unskilled labor, a c h e a p shirt. T h e r e a r e four
characteristic traces o f magic o n the coin, which m a k e s the most
n a i v e k i n d s o f c o u n t e r f e i t i n g (e.g., a m b e r creation spells) easy
to detect. G o v e r n m e n t s h o p e that most m a g e s capable o f coun
terfeiting lozens will b e able t o earn considerably m o r e m o n e y
in other w a y s . Still, t h e penalties for m a k i n g o r o w n i n g a n ille
gal lozen-stamp are quite harsh.
There are coins worth 1/3 l o z e n ( s m a l l a n d triangular), 3
lozens (eight sides), 10 (ten sides), 3 3 (large a n d triangular), a n d
100 (large a n d round) lozens. Larger coins have m o r e elaborate
magical stamps, a n d are harder to counterfeit.
T h e s m a l l e s t c o i n s i n g e n e r a l u s e a r e terch, w h o r l e d s h e l l s l i k e
w i d e - o p e n cowries with a drop o f a m b e r in the center, often with
a s t a m p o n it. T e r c h a r e w o r t h s o m e 2 5 - 5 0 c e n t s 2 0 0 1 U S ; a
terch or t w o c a n b u y a b u n , a drink, a small trinket. They are
Movem ent Ra tes n o t m a g i c a l , a n d a m a g e c a n e a s i l y c r e a t e o n e o r t w o . It is r a r e l y
"It's not so far from Treverre to Barency if you look at wiggle-
w o r t h t h e effort, u n l e s s y o u w a n t a b u n in a h u r r y - a n d d o n ' t
some lines on maps of paper, but it's a wearying long way to
k n o w the s p e l l f o r t h e b u n i t s e l f .
walk footstep over footstep."
T h e r e a r e officially 2 7 terch i n a lozen. B u t terch a n d lozen are
— Thamwane oa Mumcherhut
not always interchangeable. Since terch c a n b e created b y magic
T r a v e l i n g l o n g d i s t a n c e s is s l o w . T h e s e m o v e m e n t r a t e s c o u n t
or craft, t h e y a r e c o n s i d e r e d a s o m e w h a t lesser currency, n o t j u s t
breaks for lunch, getting stones out o f your shoes, snagging an
w o r t h less. If y o u w a n t to b u y s o m e t h i n g that costs 100 lozens,
apple from the orchard you're passing, a n d all. If you're in a
y o u probably can't p a y 2 7 0 0 terch; you'll need actual lozens.
hurry, y o u c a n g o p e r h a p s t w i c e a s fast for a n h o u r , b u t y o u can't
M o n e y c h a n g e r s will usually give y o u a lozen for 3 0 terch, o r 2 9
k e e p that u p all day.
if y o u ' r e a r e g u l a r c u s t o m e r . But they'll only give y o u 26-27
T h e s e travel times a r e for the best conditions: a g o o d road over
terch for a lozen.
level terrain in g o o d weather, w e a r i n g g o o d footgear, b y healthy
B a r t e r is preferred t o m o n e y a l m o s t e v e r y w h e r e . If y o u c a n
adults in good physical shape a n d not very heavily loaded. If
offer a crafter s o m e t h i n g s h e is actively l o o k i n g for, y o u c a n
you're trudging through heavily forested mountains o n deer-
probably save a third to a half o f the cash price.
trails in a s n o w s t o r m , laden w i t h treasure, w i t h o n e p e r s o n b a d l y
A typical unskilled laborer earns s o m e 2-5 lozens a day, a n d
w o u n d e d , d o n ' t e x p e c t t o g o v e r y fast.
usually some meals as well. A typical farmer earns 5-10 lozens
a day, o n average over a year - mostly at harvest time. A city
guard earns some 10-20 lozens a day. A typical master in a
g u i l d e a r n s s o m e 2 0 - 1 0 0 l o z e n s a day, after all t h e business S m a l l m a g i c i t e m s are available tor sale in m o s t p n m e cities,
expenses are paid. A w i z a r d c a n e a r n t e n t h o u s a n d l o z e n s in a especially cities with m a g i c academies. M o s t o f t h e m are stu
day, b u t can't d o that m a n y d a y s in a year. dent projects, or d e v i c e s m a d e for s o m e p u r p o s e that n o longer
matters, or trinkets that have changed h a n d s a d o z e n times. If
y o u a r e l u c k y , y o u w i l l find j u s t t h e i t e m y o u a r e l o o k i n g for.
PRICES FOR A D V E N T U R I N G M o r e likely, y o u will find s o m e t h i n g v a g u e l y r e l a t e d t o w h a t
you want, or perhaps something unexpected but useful. You
SUPPLIES m a y c o m m i s s i o n enchanters to m a k e n e w m a g i c items for you;
Prices and availability of most goods vary considerably from it w i l l c o s t 5 - 1 0 0 t i m e s a s m u c h , a n d t a k e m a n y w e e k s . ( R e c i p e
p l a c e t o p l a c e , from s e a s o n t o s e a s o n , f r o m c i r c u m s t a n c e t o c i r e n c h a n t m e n t s h a v e their o w n prices.)
cumstance. This section gives a typical overview of prices, but
The price of a minor magic item depends mostly on what the
y o u r situation m a y b e different.
i t e m d o e s ( a s i f it w e r e a s p e l l ) , w h a t P o w e r it h a s , a n d how
Prices of W e a p o n s a n d A r m o r are found in the w e a p o n s a n d
m a n y t i m e s it w o r k s . M u l t i p l y t h e t h r e e n u m b e r s f r o m t h e t a b l e
a r m o r tables, p a g e 154 and 156.
together to find the typical price range. Good minor magic
F o o d i s n o t e x p e n s i v e . A b u n o r s a u s a g e from a s t r e e t v e n d o r
items tend to b e o n the expensive side of the range. If an item
should cost a few terch. A g o o d m e a l in a restaurant should cost
i s f o r s a l e m o r e c h e a p l y , t h e r e is l i k e l y t o b e s o m e p r o b l e m : a n
a lozen or so, and a very impressive meal will cost 2-4. Beer
u n p l e a s a n t side effect, an o c c a s i o n a l m a l f u n c t i o n , a n u n i d e n t i
a n d t a b l e w i n e are g e n e r a l l y c h e a p , a few t e r c h for a large c u p .
fied feature of the enchantment.
Fine w i n e s a n d liqueurs can get quite expensive, u p to 50+
lozens for a bottle.
Minor Magic I t e m Price Guidelines
T o o l s c o m e in a w i d e r a n g e o f qualities a n d p r i c e s . Tools
m a d e o f c o m m o n materials (meng, w o o d , horn, bone) are cheap, Cplx Base Cost Usage Mult. Power Mult.
1-2 lozens, but require constant maintenance and break fre 5 50-200 1/day xl Cplx xl
quently. Stronger materials (metal, stone, spell-hardened weak
10 200-2000 3/day x2 Cplx+5 x2
e r m a t e r i a l s ) c o s t c o n s i d e r a b l y m o r e . A s m a l l 1-oz. i r o n - b l a d e d
knife costs 2 5 lozens n e w , or 10 u s e d a n d w o r n . A fireskin, a 15 1,000-10,000 12/day x4 Cplx+10 x3
magically fireproofed leather used as a fireplace, c o s t s a b o u t 15.
20 5,000-50,000 Unlimited . x8 Cplx+15 x4
Intermediate quality items, metal edges on m e n g blades or mag
ically h a r d e n e d glass, are intermediate in price.
For example, a Hellestew s t u d e n t is offering her second-
A d v e n t u r i n g S u p p l i e s f o l l o w the s a m e p a t t e r n . A n e w , s e r v
semester Enchantment project, T h e R i n g o f Twelve, Highly
iceable leather b a c k p a c k will cost a couple of lozens. A small
I n v u l n e r a b l e M a g i c Shields A g a i n s t C o r p a d o r , for sale in the
m i r r o r o f s i l v e r e d g l a s s w i l l c o s t five t o t e n .
F o x in F l a m e s . (It is t h e c u s t o m o f E n c h a n t m e n t s t u d e n t s t o g i v e
L i v e A n i m a l s a r e p l e n t i f u l and c h e a p . E v e r y city h a s a m a r
extravagant n a m e s to their w o r k s , especially the inferior ones.)
ketplace selling food animals: World Tree equivalents of guinea
T h i s device casts T o u g h e n A g a i n s t C o r p a d o r ( S u C o 5) at P o w e r
pigs, chickens, fishes, and small birds, 2-4 to a lozen. Animals
5 twelve times a day. It s h o u l d c o s t 5 0 - 2 0 0 x 4 x 1 = 2 0 0 - 8 0 0
that require m o r e tending cost more: a guntry will cost 5-15
l o z e n s . S i n c e t h e spell is r e a s o n a b l y useful at l o w p o w e r , t h e
lozens. T h e r e are luxury meats: a live s i n g l e - h o m e d alarix will
s t u d e n t o f f e r s it f o r 6 0 0 , b u t m a y b e f l e x i b l e i f h e r s e m e s t e r ' s
c o s t a h u n d r e d l o z e n s , a n d b e t h e c e n t e r p i e c e o f a feast. Useful
c a s h is r u n n i n g l o w .
animals are not cheap. A respectable packhorse costs 300-600
C a s t s p e l l s are p r i c e d a c c o r d i n g to t h e skill o f t h e caster. A
lozens. A t r a i n e d b u t i n e x p e r i e n c e d c h a r g e r m i g h t c o s t five o r
wizard w h o can cast complexity-40 spells will try to charge sev
t e n t h o u s a n d , o r m o r e i f i t s p l u m a g e is p a r t i c u l a r l y w e l l f a v o r e d .
eral h u n d r e d l o z e n s for e v e r y spell she casts: a fair p r i c e for
A h e a v y horse, trained to b e c a l m in a battle, m i g h t cost t w o to
t h o s e c o m p l e x i t y - 4 0 spells, b u t e x c e s s i v e for c a n t r i p s . If n e c e s
four thousand lozens. A t r a i n e d k r a n g o w i l l c o s t at least t w e n
sary they will give discounts, but most wizards w o u l d rather
t y t h o u s a n d l o z e n s , a n d y o u w i l l n o t find t h e m i n t h e m a r k e t
m a k e a lot o f m o n e y off a little w o r k ( a n d s a v e their c l e y for
p l a c e . D o n o t e x p e c t t o b u y a w a r h o r s e o r k r a n g o a n d t a k e it i n t o
their o w n projects) than slightly m o r e m o n e y off m u c h more
b a t t l e t h e n e x t d a y ; it m u s t g e t u s e d t o y o u , a n d y o u t o it.
work.
B o x e d Spells, ready to leam, can be quite expensive indeed.
Professional guilds or personal ties can s o m e t i m e s get y o u bet
S t a n d a r d P r i c e s of Spellcasting
ter prices.
l
By non-mage A - 1 lozen/cley
P r i c e s of B o x e d Spells
By tradesfolk 1-2 l o z e n / c l e y
Common complexity-5 cantrip 100 lozens
B y typical m a g e ( m a x A r t 10) 3 - 2 0 l o z e n / c l e y
C o m m o n complexity-10 spell 1000 lozens
B y g o o d m a g e ( m a x A r t 15) 10-100 lozen/cley
C o m m o n complexity-15 spell 3 0 0 0 lozens
By expert mage (max Art 20) 50-300 lozen/cley
C o m m o n complexity-20 spell 10,000 lozens
By amazing wizard 100-1000 (+) lozen/cley
C o m m o n complexity-25 spell 20,000 lozens
Exotic spell x2-5
Rare spell 1-10 x c o m m o n p r i c e
Feather-cast usually half price
Obscure spell 10-100 x common price
T h e c o s t is t y p i c a l l y p e r c l e y , p l u s a s u r c h a r g e f o r t h e r a r i t y o f for w o o d o r b o n e , a n d d o n o t w o r k a s w e l l . Objects w h i c h are
the spell a n d the t i m e o f the caster. Great wizards will happi partially m a d e o f metal, such as a n iron-tipped spear, are nearly
ly c h a r g e v a s t s u m s for s p e n d i n g a m i n u t e d o i n g s o m e t h i n g that as h a r d to affect b y m a g i c as o b j e c t s c o m p l e t e l y m a d e o f m e t a l .
is n o p a r t i c u l a r e x p e n s e t o t h e m , p e r h a p s s p e n d i n g a c l e y a n d S o m e of the metals available on the World Tree are the terres
perhaps not. T h e c u s t o m is t h a t t h e p r i c e m u s t b e p a i d in full t r i a l o n e s . I r o n i s t h e m o s t v a l u a b l e b e c a u s e it i s t h e m o s t u s e
e v e n if t h e spell d o e s n o t w o r k o u t as i n t e n d e d , t h o u g h most ful; s m i t h s w h o c a n c h o o s e t o c r e a t e a n y k i n d o f m e t a l u s u a l l y
p r o f e s s i o n a l m a g e s w i l l offer s o m e c o m p e n s a t i o n if t h e r e is a choose iron. " I r o n " and " m e t a l " a r e a l m o s t s y n o n y m o u s , r a t h e r
p r o b l e m - often a discount on the second attempt. the w a y that "lettuce" a n d "salad" are a l m o s t s y n o n y m o u s ter
B o u n d spells d o not yet h a v e as uniform a pricing s c h e m e , restrially. C o p p e r , gold, silver, lead, a n d m e r c u r y are like the
though o n e will doubtless e m e r g e in time. Some mages charge terrestrial metals; they are mostly used for decoration and
m o r e for b o u n d spells t h a n fresh-cast o n e s , as they require m o r e enchantments. Some metals are not available terrestrially.
skill to m a k e a n d u s e t w i c e as m a n y cley. O t h e r s charge less B r a z i n i o n is a b l u e m e t a l , in t h e s e n s e t h a t c o p p e r is o r a n g e o r
e x c e p t w h e n they h a v e to b i n d t h e m fresh, as the cley w o u l d g o l d i s y e l l o w ; it i s n e a r l y a s h a r d a s i r o n a n d c o n s i d e r a b l y h e a v
have been wasted otherwise. Older mages, w h o did not grow up ier, m a k i n g it a g o o d c h o i c e f o r m a c e s a n d a x e s a n d l i t t l e e l s e .
with b o u n d magic, are often eccentric about pricing them. Y u l e x i o n is hard, brittle, dark, and richly aromatic; Cani and
For simplicity, these guidelines a s s u m e that the p o w e r of a S l e e t h f a v o r it b e c a u s e o f t h e s c e n t , b u t it i s n o t g o o d f o r t o o l s .
b o u n d s p e l l is r o u g h l y e q u a l t o its c o m p l e x i t y . More powerful H e z a r i o n is d e e p r e d a n d v e r y ductile: t h e m a t e r i a l o f some
b o u n d spells are s o m e t i m e s available, for a p r e m i u m . amazing filigrees and inlays in Herethroy carapaces.
M n e n o r z i o n is d a r k v i o l e t , v e i n e d w i t h l i g h t e r v i o l e t l i n e s t h a t
Typical Prices of B o u n d Spells d r i f t s l o w l y ; it i s s o f t e r than lead and lighter than water, used
mainly in jewelry. All these metals cost similar prices: 10-20
complexity 5 1-5
lozens p e r o u n c e o f r a w materials, several t i m e s that for finished
complexity 10 5-30 work.
complexity 15 50-200 T h e r e are s o m e m o r e o b s c u r e m e t a l s , w h i c h are h a r d e r t o c r e
Accanax, creator of the Khtsoyis, w a s enraged, and m a d e a the scholar-mage Melicanthe succeeded in grafting the spell
Primes turned inward. They had a vast but sparsely-populat There w e r e a few devastating incidents. Ten million primes
e d r e a l m ; t h e y s t a r t e d p o p u l a t i n g a n d l i v i n g i n it m o r e d e e p l y . a c r o s s four w o r l d - b r a n c h e s d i e d in the e v e n t s a r o u n d the E a t e r
A t the h e i g h t o f t h e a g e o f e x p l o r a t i o n , e v e r y up-and-coming o f Cities in 1 5 3 1 . (The Eater only killed a few tens of thou
child h o p e d to carve out a n e w c h u n k of land, and m a n y did. At sands. Mistakes b y Tenmen, Flokin, and s o m e wizards killed
the end, they h o p e d to get a g o o d and rich life in a city, a n d the rest.)
m a n y did. T h e s y s t e m o f g u i l d s t h a t s t i l l c o n t r o l s the e c o n o m i c When the ashes were finally cleaned up and the wizards
life o f m o s t o f p r i m e s o c i e t y h a s i t s r o o t s i n this e r a . l o o k e d at their w o r k s , m a n y o f the t e l e p o r t g a t e s w e r e c l o s e d .
(They could not b e destroyed, so they were just walled up and Even the gods have had to respond to bound magic. Some n e w
hidden. Every once in a while someone uses one, a n d some species of monsters are innately capable of spellbinding: the
times awful things c o m e through.) A few m o r e teleport chains h a l f - s k e l e t a l p e r d i t h o r n e , a n d the u n p l e a s a n t r a t k i n g s . Some
w e r e built - b e i n g v e r y careful t o k e e p t h e e n d s far apart - b u t other species h a v e p o w e r s o v e r b o u n d spells: the ophidian scur-
the phrase "teleport chain builder" has b e c o m e synonymous niax, the blank-eyed neverka.
with "insane m e d d l e r in d a n g e r o u s d e e p m a g i c for stupid con S c h o l a r s s p e c u l a t e a t the u l t i m a t e e f f e c t s o f s p e l l b i n d i n g o n
venience or stupider curiosity", and even insane meddlers gen society. F o r e x a m p l e , sorcerers generally live a long t i m e b y
erally prefer insane research less likely to g e t t h e m lynched. v i r m e o f their m a g i c , u s i n g s p e l l s t h a t p r e s e r v e t h e c a s t e r ' s l i f e .
T h e teleport c h a i n s that w e r e j u d g e d safe m a d e travel easy in S i m i l a r p a t t e r n s p e l l s that p r e s e r v e o t h e r p e o p l e s ' l i v e s a r e m u c h
some regions. M a n y surviving chains converge on Ketheria, harder - but n o w longevity spells c a n b e b o u n d a n d given to
going several hundred miles out from the main trunk, a n d d o w n other people, prolonging their lives. A s o f now, only the richest
to t h e s e c o n d layer o f b r a n c h e s . This region - sometimes called c a n a f f o r d e v e n t h i s m u c h l o n g e v i t y - b u t p r o b a b l y i n fifty y e a r s ,
" G r e a t e r K e t h e r i a " - i s g e n e r a l l y q u i t e c o s m o p o l i t a n , and h a s a the u p p e r c l a s s w i l l l i v e an e x t r a t h i r t y y e a r s l o n g e r t h a n t h e
strong c o m m o n culture. It's n o t a s i n g l e c o u n t r y - it's a m e s s m i d d l e and l o w e r c l a s s e s .
of city-states arranged in a boiling stew o f federations a n d "
a l l i a n c e s - b u t it h a s a s o m e w h a t u n i f i e d c h a r a c t e r . SCIENCE A N D TECHNOLOGY
M o s t o f the rest o f classical m a g i c w a s invented b e t w e e n the
y e a r s 5 0 0 a n d 1 5 0 0 : s p e l l w e a v i n g , ritual m a g i c , p a t t e r n e n c h a n t Science and Natural Philosophy
ment, and several techniques which have dropped out of practice It is clear that scawn were created by Gnarn. Their shapeshift-
for o n e g o o d r e a s o n o r another. T h e y h a d far less i m p a c t o n t h e ing, their disregard for all safety, their special relationship to the
course o f history than either pattern m a g i c o r e n c h a n t m e n t , for Sleeth - all point to that awful goddess. The only question is,
all t h e y s h o o k i n d i v i d u a l l i v e s a n d i n d i v i d u a l c i t i e s . why did she make such a feeble species - and feeble they are,
compared to the nendrai and chromodons that she exalts in. In
Exploring and colonization did not stop, or even slow down.
this article, I demonstrate conclusively that Gnarn made the
Primes explored vast distances along the branches of outer
scawn for Sleeth kittens to hunt, so that by the time they are
K e t h e r i a a n d t h e l e v e l s u n d e r n e a t h i t , a n d h o p p e d t o the o u t e r
grown they are capable of the heinous deeds that she really
branches of two secondary trunks. They probed d o w n dozens of
desires of Sleeth. [...]
branches, a n d sent airships towards the nearer celestial bodies.
In all directions they f o u n d m a n y surprises. — Dr. Martens Urxominius, A New Look at the Purpose of
Scawn, Journal of Modern Biology
The Modern Era
Prime civilization is starting another florescence. Dr. Urxominius is thoroughly mistaken, starting from the third
Spellbinding, invented b y the Rassimel w i z a r d R a x Mizorias in word in his so-called "New Look" (which, I might add, is taken
the year 4 0 9 3 , seems likely to change the world almost as radi from sources as ancient as Shaliun.) The scawn were clearly
cally a s p a t t e r n m a g i c d i d - a n d in a w a y that is e v e n m o r e in the made to taunt the Sleeth, and it is clear (if I may be permitted a
favor o f primes. Pattern m a g i c put simple spells into the grasp phrase which dashed Urxominius' reputation to bits) Gnarn
of ordinary people, a n d powerful spells into the grasp o f spe would never do such a thing to her own most favored species.
cialists. Spellbinding lets those specialists give their powerful No, we do not know who made the scawn, but one choice of the
magic to ordinary people. T w o centuries ago, every careful seven can be discounted from the start. I personally suspect
adventuring party h a d to b e sure to h a v e a good healer along, Pararenenzu, for reasons I set forth herein. [...]
and h a d to k e e p h e r safe at all costs. N o w , e v e r y a d v e n t u r e r car — Dr. Prasondic Rheep, Rebuttal in Journal of Modern Biology
ries a b o u n d H e a l t h e Awful W o u n d , a n d dares g o lightly into S c i e n c e o n t h e W o r l d T r e e i s r e a l l y n a t u r a l p h i l o s o p h y : i t is
deadly peril. T w o centuries a g o , every city h a d a large fire mainly an attempt to catalog a n d describe the world. It h a s
brigade and worried constantly about burning down. N o w , most s t r o n g r e l i g i o u s o v e r t o n e s . T h e r e is n o q u e s t i o n that t h e w o r l d
6
buildings have bound fire-stopping s p e l l s , a n d t h e fire b r i g a d e s was created. Ultimately, a n y scientific theory h a s t o start "This
get m u c h less work. is t h e w o r k o f G n a r n " ( o r w h o e v e r ) , a n d e n d , "It's t h a t w a y
b e c a u s e G n a m m a d e it that w a y . " Scientific theories a r e frag
P r i m e c i v i l i z a t i o n is still g e t t i n g u s e d t o b o u n d m a g i c . Most
m e n t a r y a n d u n i n s p i r i n g , f r e q u e n t l y i n a c c u r a t e and r a r e l y f u l l y
places in the upper branches n o w have professional spellbinders
tested or e v e n testable. Scientists can't e v e n get the truth from the
i n m o s t N o u n s ; t h e y d i d n ' t fifty y e a r s a g o .
gods: the gods' answers are neither clear n o r guaranteed to b e
A n e w age of exploration and colonization has started.
true.
A d v e n t u r e r s o n c e again h a v e a n a d v a n t a g e that m o s t o f their
enemies do not share. Spellbinding favors primes m o r e than Description and detailed explanation is another matter.
p a t t e r n m a g i c d i d ; it a l l o w s w i z a r d s t o r e d u p l i c a t e t h e i r p o w e r s S c h o l a r s s t u d y h o w things a r e b u i l t a n d w h a t t h e y d o - t h e p a r t s
for t h e benefit o f lesser a d v e n t u r e r s . There are prime wizards o f t h e t h e o r y b e t w e e n " T h i s i s the w o r k o f a n d " I t ' s t h a t w a y
capable o f exerting remarkable forces. T h e y usually have better b e c a u s e " . It is i m p o r t a n t to k n o w e v e r y species o f a n i m a l , plant,
t h i n g s t o d o t h a n t o g o o f f c o l o n i z i n g n e w l a n d s - b u t it's n o t insect, a n d s o on. A l l w e r e c r e a t e d b e c a u s e the g o d s wanted
h a r d for a d u k e s p o n s o r i n g a n e x p e d i t i o n t o p e r s u a d e t h e m to them; therefore, learning about t h e m is a w a y to understand the
g i v e t h e c o l o n i s t s t w o d o z e n i m p o s i n g b o u n d s p e l l s f o r u s e in g o d s better, a n d s e e a bit o f t h e fundamentals o f t h e universe.
emergencies. There are plenty of medium-power wizards w h o Also, there's a scholarly satisfaction in h a v i n g n a m e s , descrip-
are w i l l i n g t o h e l p f o u n d a c o l o n y w h e r e t h e y w i l l b e t h e g r e a t
est w i z a r d a r o u n d - a n d all o f t h e colonists will get p o t e n t spells
- Terrestrially-trained players should note that life on the World Tree was initially created,
bound by the medium-power wizard.
but is evolving. It is unclear to what extent evolution is under the gods' direction.
tions, a n d behaviors o f every kind o f bird or fungus o n a world- a s t r o n g w i n d c o u l d b l o w y o u o f f y o u r f e e t ; a fire w i l l w a r m y o u .
branch. Other important terrestrial laws simply d o n o t apply: air pressure
T h e r e is n o c o n f l i c t b e t w e e n s c i e n c e a n d m a g i c . M a g i c is p a r t does not c h a n g e a s y o u m o v e u p a n d d o w n the tree, n o r does air
of t h e w o r l d , j u s t a s m u c h as a n i m a l s a n d w a t e r a n d light. scatter light. T h e remaining Nouns are simply not material
Scientists would no ... <s*-r---- e n o u g h for physics to apply.
more dream of avoiding A s t r o n o m y is a t e d i o u s e x e r c i s e in m a p m a k i n g , w i t h o c c a s i o n
using or studying magic al a p p l i c a t i o n s t o a d v a n c e d m a g i c .
than they would dream
of avoiding using paper Biology
or studying water.
ANATOMV
M a g i c t h e o r y is p e r h a p s
Living bodies range from utterly familiar to fairly alien.
the most sophisticated
Primes' bodies w o u l d not disturb an open-minded terrestrial
branch of science.
anatomist to dissect. T h e major organs, lungs and heart and
M a g i c w a s either creat
s t o m a c h a n d liver a n d such, are similar in shape a n d position t o
ed by all 7 + 1 2 main
those o f terrestrial animals. Musculature and skeletal structure,
gods together, or per
too, a r e familiar e n o u g h from terrestrial animals. T h e m a i n sur
haps existed before the
prise is that t h e p r i m e s l o o k ( a n d are) d e s i g n e d . There are n o
World Tree. In either
vestigial organs; every organ serves a purpose. There are none
c a s e , it i s i n t e l l e c t u a l l y
o f t h e p e c u l i a r a d a p t a t i o n s f o u n d in terrestrial life: b i p e d s ' s p i n e s
coherent in a w a y that a
are designed for w a l k i n g o n t w o feet, rather than being a
world made by seven
q u a d r u p e d ' s s p i n e c a s u a l l y m o d i f i e d for b i p e d a l life a s a h u m a n ' s
gods trying to outdo
spine is. P r i m e s g e t far fewer b a c k a c h e s than h u m a n s . T h e r e are,
each other is not.
of course, s o m e surprises. S o m e primes have organs devoted to
The technology of l e v i t a t i o n , fire b r e a t h i n g , s h a p e s h i f t i n g ; t h e r e a r e n o t e r r e s t r i a l
s c i e n c e is largely m a g i c a l . F o r example, most natural philoso analogs to these.
phers do not know about microscopes; but a straightforward T h e s a m e s t o r y a p p l i e s t o m o s t c o m m o n life o n t h e W o r l d
spell will m a g n i f y i m a g e s e v e n better. There are a few micro T r e e : e v e r y t h i n g i s d e s i g n e d , m o r e o r l e s s s e n s i b l y , f o r w h a t it i s .
scopes here and there. T h e general scientific attitude t o w a r d s F o r e x a m p l e , t h e w o o d o f t h e trees o n t h e Flats is different from
t h e m i s , "Hmm... You can do a crude version of E y e s f o r t h e the trees o n t h e Verticals. Trees o n the Flats are like terrestrial
S m a l l in a very expensive and inefficient way, without magic. trees. Trees o n t h e Verticals stick out horizontally from the
Interesting, but it can't be important." w o r l d - b r a n c h w a l l . M a c r o s c o p i c a l l y t h e y feel s p o n g y , a s i f t h e y
D e s c r i p t i v e b i o l o g y is t h e q u e e n o f t h e s c i e n c e s . Scholars were padded under the bark. Microscopically, the w o o d consists
w a n t t o k n o w e v e r y detail o f h o w e v e r y a n i m a l a n d plant is o f vertical tubes for water a n d s a p (like t h e tubes in terrestrial
built, h o w they relate to each other, h o w they b e h a v e in their plants) tied together b y horizontal fibers t h a t run t h e l e n g t h o f
native habitats, a n d what use they are to primes. the tree (for structural strength).
C h e m i s t r y i s a w e a k a n d u n i n s p i r i n g s c i e n c e o n the W o r l d S o m e aspects o f World Tree biology a r e less familiar t o terres
Tree. It d o e s n ' t m a k e a l o t o f s e n s e b y itself; m a g i c a n d c a p r i trial biologists. Certain World Tree plants thrive o n darkness or
cious local rules interfere with e v e n the m o s t straightforward dryness t h e w a y that terrestrial plants require light a n d w e t .
c h e m i c a l p r o c e s s e s . T h e reality b e h i n d W o r l d T r e e c h e m i s t r y is S o m e species o f desert plants create water from nothing, and
q u i t e d i f f e r e n t f r o m t e r r e s t r i a l c h e m i s t r y ; e.g., matter is c o m others h a v e n o need for water, a n d live a n d g r o w as dried flow
posed of textured magic belonging to one or more Nouns, rather ers. Other flora a n d fauna undergo unusual life-cycles: a crea
than atoms. T h e s c i e n c e is d e s c r i p t i v e : m i x i n g s o m u c h o f t h i s ture w h i c h lives o n land as a small p i g in the spring might
with so m u c h o f that h a s such-and-such a result. It i s m o r e a b e c o m e a s p a r r o w i n t h e s u m m e r , a t r o u t in t h e fall, a fruit tree
topic for cooks a n d brewers than serious natural philosophers. in Surprise, a n d a glass disk e n g r a v e d w i t h cryptic runes in the
T h e p h y s i c s o f m o v i n g objects is largely N e w t o n i a n - at least, winter. Such species are rare, but not u n k n o w n . T h e creators o f
the physics of solids and liquids: Corpador, Herbador, Durudor, the W o r l d Tree w e r e n o t constrained b y terrestrial physics a n d
a n d A q u a d o r m a t e r i a l s . A i r , like its g o d H r e s s h - H u u , is t o o p e r chemistry. T h e y seem to have mainly been trying to build a vari
verse for scientific thought. T h e science is s o m e w h a t mathe ety o f interesting environments, to provide both support a n d
matical, though only scholars k n o w enough algebra and calcu challenges for t h e primes, a n d to a m u s e t h e m s e l v e s or each
l u s t o w o r k w i t h it. P h y s i c s i s c o n s i d e r e d s o m e w h a t p r a c t i c a l , other.
m a i n l y b e c a u s e t h e f e w W o r l d T r e e e n g i n e e r s u s e it. E v e n e n g i
neers use magic heavily, amplifying spells with ingenious BODY, MIND, AND SPIRIT
devices. E v e r y l i v i n g t h i n g o n t h e W o r l d T r e e is c o m p o s e d o f t h r e e
M o s t o f t h e rest o f p h y s i c s is s i m p l y m i s s i n g . T h e r e is n o a s p e c t s : a b o d y , a m i n d , a n d a spirit. T h e b o d y c a n b e flesh f o r
electricity: l i g h t n i n g is a particularly violent f o r m o f Airador. animals a n d people, vegetable for plants, o r m o r e exotic things,
T h e r e is n o m a g n e t i s m w h a t e v e r . There are phenomena which l i k e fire o r a i r o r s p a c e f o r t h o s e p e c u l i a r c r e a t u r e s c a l l e d e l e -
have some vague resemblance to magnetism: broken bremancy mentals. Minds are m u c h like terrestrial minds; the prime
nut shells will try to reassemble themselves. Such things are species a n d intelligent monsters have minds comparable to
d o u b t l e s s little m o r e t h a n curiosities. h u m a n minds, other animals a n d plants have smaller minds. T h e
The other eight N o u n s o b e y few laws familiar to terrestrials. spirit p r o v i d e s w i l l , p e r s o n a l i t y , a n d life.
Airador a n d P y r a d o r frequently deign to act in terrestrial w a y s : B o d i e s , m i n d s , a n d spirits c a n all exist independently. When a
spirit is a t t a c h e d t o a b o d y , t h e c o m b i n a t i o n g e n e r a t e s a m i n d as t h e l a n g u a g e o f t a s t e o r s m e l l ; it u s e s w o r d s t a k e n f r o m all t h e
which suits t h e m both. Ordinarily, the creator gods or their o t h e r senses. A spell m i g h t b e d e s c r i b e d a s " d a r k a n d foxy, with
assistants loosely attach a spirit to a n e w l y b o m body. T h e spir a hint of chocolate a n d sparks".
it g r o w s c l o s e r t o t h e b o d y a s t h e b o d y g r o w s u p , a n d the m i n d Most people have only an unrefined magic-sense. In the same
is g e n e r a t e d a n d g r o w s u p w i t h t h e m , g i v i n g a h a r m o n i o u s l y - w a y that a terrestrial p e r s o n will k n o w that he's drinking w i n e
constructed individual. Being b o m and growing up on the rather than beer, a World Tree person will k n o w that he's being
W o r l d T r e e l o o k s a n d f e e l s a b o u t t h e s a m e a s it d o e s t e r r e s t r i a l - b l a s t e d w i t h c r e a t e d fire r a t h e r t h a n a n a t u r a l fire t h a t w a s / p i c k e d
iy. u p a n d f l u n g at h i m b y m a g i c . E x p e r t s at m a g i c a n a l y s i s a r e like
wine connoisseurs. A s k i l l e d o e n o p h i l e m i g h t i d e n t i f y (the w i n e
That's not the only w a y things get to b e alive. M a g e s c a n cre
as a 1995 California C h a r d o n n a y ; a skilled M a g i c Analyst will
ate spirits f r o m n o t h i n g a n d a t t a c h t h e m t o s p e l l s , w h i c h g e n e r
identify t h e spell as a Fire F l o w e r b e i n g cast w i t h desperate force
ates a m i n d a s w e l l . T h e r e s u l t i n g m i n d f u l spells a r e v e r y useful,
b y a n o v i c e caster. E i t h e r o n e m i g h t g e t it w r o n g .
a s t h e y d o w h a t the c a s t e r w a n t s a n d d o n ' t r e q u i r e c o n c e n t r a t i o n
- they aren't very well-built as living beings, b u t they are alive.
A few w i z a r d s c a n d o a m o r e careful j o b o f this: crafting a suit
ClXY
E v e r y o n e o n t h e W o r l d T r e e h a s a s u p p l y o f cley, elemental
able b o d y a n d spirit, attaching t h e m loosely t h e w a y t h e g o d s d o ,
7
magical force. Cley are endlessly malleable, endlessly adapt
letting t h e m g r o w t o g e t h e r o v e r y e a r s . W i z a r d s h a v e m a d e liv
able; they c a n be used to help with almost anything, and are as
i n g fires, b o o k s , w e a p o n s , a n d e v e n m e m o r i e s .
e s s e n t i a l a p a r t o f W o r l d T r e e life a s e l e c t r i c i t y is i n terrestrial
Spirits b y t h e m s e l v e s are feeble a n d t e n u o u s b e i n g s . T h e y are
America. Ordinary people use cley to power their simple
will w i t h o u t g u i d a n c e , p e r s o n a l i t y w i t h o u t t h o u g h t , life w i t h o u t
cantrips, to charge magical devices, to protect themselves from
substance. T h e y are ineffectual: they can't d o anything, n o t even
m a l i g n m a g i c , or, for t h e p o o r e s t , to sell t o w i z a r d s w h o n e e d
move around under their o w n p o w e r or attach themselves to
extra cley t o perform enchantments a n d hard rituals.
b o d i e s . T h e r e a r e s e v e r a l v a r i e t i e s o f s p i r i t s , a p p r o p r i a t e f o r dif
f e r e n t b o d i e s . A s p i r i t fit f o r g i v i n g l i f e t o a p a t c h o f m o s s w o n ' t Cley are purely magical objects. They ordinarily are a barely-
do a very good j o b o f animating a Zi Ri - n o r vice versa. perceptible, internal part o f a person's magical being, m u c h as
b l o o d is a p a r t o f a p e r s o n ' s p h y s i c a l b e i n g .
Tut MAGHRIUW C l e y a r e indivisible: there's n o s u c h t h i n g as h a l f a cley. T o t h e
The three parts o f the living being are tightly connected. T h e m a g i c sense, a cley looks like a k e y ending in a sparky spray o f
brain c o n n e c t s t h e b o d y t o t h e m i n d , a s it d o e s t e r r e s t r i a l l y . An possibilities. U s i n g a c l e y is like t u r n i n g a k e y in a p s y c h i c h a n d ,
a s p e c t o f t h e s p i r i t k n o w n a s t h e material longing connects the or like pressing a k e y o n a psychic k e y b o a r d t o pick o n e possi
spirit a n d t h e b o d y : it is t h a t p a r t o f t h e p e r s o n w h i c h w i s h e s t o b i l i t y o u t o f t h e s p r a y , o r s c u l p t i n g i t , o r t u r n i n g it o n t h e p o t t e r ' s
live, a n d is r e s p o n s i b l e f o r h e a r t b e a t a n d b r e a t h i n g a n d t h e l i k e . wheel of the trained will.
A c o m p l e x o r g a n k n o w n a s t h e magerium connects the mind and O r d i n a r y p e o p l e h a v e p e r h a p s five o r s i x c l e y p e r d a y . E x p e r t
the spirit. M a g i c a s p r a c t i c e d b y t h e p r i m e s p e c i e s is a f u n c t i o n m a g e s with a n aptitude for r a w p o w e r a n d years o f training will
of t h e m a g e r i u m , in m u c h t h e s a m e w a y t h a t l a n g u a g e is a f u n c h a v e t w e n t y o r thirty. A p e r s o n ' s cley s u p p l y is r e n e w e d b y a
tion o f m o u t h a n d l u n g s . W e u s e the w o r d "psychic" to refer to kind of personal tide. E v e r y d a y at d a w n (for m o s t p e o p l e ) , all
matters w h i c h c o n c e r n both m i n d a n d spirit. a p e r s o n ' s r e m a i n i n g c l e y f l o w o u t i n o n e i n s t a n t , a n d a n e w , full
T o t h e m a g i c s e n s e , the m a g e r i u m a p p e a r s a s a t r e e . A t b i r t h , s u p p l y flows in t h e next. T h e actual n u m b e r varies a bit from
it i s a s l e n d e r c o n n e c t i o n b e t w e e n m i n d a n d s p i r i t , l i k e a s a p l i n g . day to day.
O v e r t h e first m o n t h s o f l i f e , a s t h e c h i l d e s t a b l i s h e s relations
w i t h t h e 7 + 1 2 g o d s , it g r o w s 7 + 1 2 m a i n b r a n c h e s : s e v e n s p r e a d Magic
ing h o r i z o n t a l b r a n c h e s f o r t h e V e r b s , t w e l v e b r a n c h e s above M a g i c p e r v a d e s t h e W o r l d T r e e , p o u r i n g from t h e 7 + 1 2 g o d s .
them for t h e N o u n s . A s t h e child m a t u r e s into a n adult, t h e trunk T h e s t u d y o f m a g i c is b o t h a s c i e n c e a n d a n a r t . W h e n a h e a l e r
grows thicker a n d stronger; as the person gains magical power, heals a wound, she draws on her connections with Mircaanis
the 7 + 1 2 m a i n b r a n c h e s g e t s t r o n g e r a s w e l l . (Healoc: healing) a n d K v a r s e (Corpador: flesh). Most people
The magerium o f a p r i m e person looks like a child o f the have a bit o f magic, a handful o f useful spells that they can do
ums look like other kinds o f trees. Destroc H e r b a d o r c h a r m to clean flour a n d d o u g h off his clothes
a t the e n d o f t h e d a y .
MAGIC SENSE Some people k n o w more than a bit of magic. Certain profes
Everyone o n the World Tree can sense magic. M a g i c s e n s e is s i o n s r e q u i r e it f o r m o r e t h a n m e r e c o n v e n i e n c e : k n i g h t s w h o
as different f r o m t h e t e r r e s t r i a l s e n s e s a s s m e l l is different from fight menacing creatures from underneath the branch, thieves
hearing. It's m o s t like smell, t h o u g h , o r h o w s m e l l w o u l d w o r k w h o steal from warded vaults, smiths w h o must conjure the
if y o u c o u l d s m e l l from e v e r y b i t o f y o u r b o d y b u t h a d t o a c t i v e metal they forge, tree-miners w h o s o m e h o w m a n a g e to bring u p
ly p a y a t t e n t i o n t o i t t o s m e l l a n y t h i n g . T h i n g s w i t h j u s t a little precious, i m m u t a b l e bits o f t h e World Tree's w o o d .
magic in them can only b e sensed up close; a mighty world- A n d t h e r e a r e several p r o f e s s i o n s w h o s e w o r k is m a i n l y m a g
shaking artifact could b e sensed miles away. T h e impressions o f ical: t h e city-wizard w h o w a r d e d those vaults, t h e k n i g h t - m a g e
magic are as complicated a n d subtle as taste or smell: there are
an infinity o f flavors a n d c o m b i n a t i o n s , s h a d i n g into e a c h other.
T h e l a n g u a g e o f m a g i c s e n s e is a s c o m p l i c a t e d a n d o v e r b l o w n "Cley" is pronounced somewhere between the English "clay", and the French "cle".
w h o accompanies the knights, the tree-mages w h o d o a thousand Sticks will let h e r perform basic repairs o n w o o d , useful if she's
jobs on a world m a d e of wood, the elemental mages w h o calm accidentally broken something or cut too deep, a n d also g o o d for
storms, extinguish fires, a n d find w a t e r , t h e d e e p - m a g e s w h o m a k i n g quick repairs for customers.
play with awful mysteries. If s h e lives in a d a n g e r o u s place, she'll carry a m e n g knife a n d
S e e C h a p t e r 10 for a n e x t e n d e d a n d m o r e technical discussion k n o w an attack spell. She's studied H e r b a d o r for all those w o o d
of magic. spells, s o she'll p i c k a n H e r b a d o r - b a s e d a t t a c k spell - it's n o t as
strong a w e a p o n as Pyrador, but she wouldn't want to throw fire
MAGIC ARTS s p e l l s in a s h o p full o f w o o d . Perhaps she k n o w s T h o m Dart:
T h e r e a r e n i n e t e e n m a g i c arts. T h e r e a r e s e v e n Kerbs: c r e a t i o n , not a devastating spell, b u t e n o u g h to hurt a n a n n o y i n g punk.
changing, knowing, destroying, a n d so on. There are twelve S i n c e h e r s h o p is s o f l a m m a b l e , she'll b u y a b o u n d E x t i n g u i s h
Nouns: f l e s h , p l a n t s , a i r , fire, s p i r i t s , i l l u s i o n s , a n d s o o n ; e v e r y the Fire spell from as strong a m a g e as s h e c a n afford, set to b e
thing native to the World Tree belongs to one or more Nouns. cast if t h e s h o p is o n fire. S h e might get some kind of reason
E a c h spell involves at least o n e Verb a n d at least o n e N o u n : the ably strong b o u n d defense spell, t o o ;perhaps C h a n g e Places, s o
F i r e F l o w e r s p e l l , w h i c h c r e a t e s a c l o u d o f fire a r o u n d a v i c t i m , she h a s a chance to get a w a y from a m u g g e r who's g o t h e r at
i n v o l v e s C r e o c and P y r a d o r , C r e a t i o n a n d F i r e . (Like magic knifepoint.
theorists, w e often write the abbreviation o f the spell's arts with F o r p r i v a t e life, a f e w o t h e r spells m i g h t b e helpful. I f s h e h a s
the spell, for reference: (Cr Py 5). T h e " 5 " is the spell's children, a spell like Kiss t h e Stinging C u t will b e invaluable for
Complexity, explained on page 173.) M o r e elaborate spells dealing with childhood aches and pains. A spell like C l e a n t h e
i n v o l v e m a n y a r t s : W i z a r d ' s S u b t l e M i r r o r ( C r K e II M e S p 2 0 ) , C l a y D i s h e s w o u l d b e a p l e a s a n t luxury, like a d i s h w a s h e r ter
creates a n illusion o f the caster w h i c h reads h e r m i n d a n d there restrially. It d o e s r e q u i r e that s h e g e t e x p e n s i v e c e r a m i c p l a t e s ,
b y imitates h e r perfectly, involves C r e o c a n d Illusidor to create w h i c h is a n e x t r a c o s t f o r s o m e o n e w h o c o u l d m a k e perfectly
the i l l u s i o n , K e n n o c a n d M e n t a d o r f o r t h e m i n d r e a d i n g , a n d good w o o d e n ones herself - b u t the spell to clean w o o d e n dish
S p i r i d o r f o r the s p i r i t t h a t a n i m a t e s t h e i l l u s i o n s o a c c u r a t e l y . es is h a r d e r , r e q u i r i n g t h e r a t h e r o b s c u r e a r t o f S p i r i d o r s o t h a t it
c a n t e l l t h e d i f f e r e n c e b e t w e e n the H e r b a d o r o f a w o o d e n p l a t e
MAGIC IN EVERYDAY LIFE. and the H e r b a d o r o f leftover food, a n d s h e considers Spiridor t o o
You're a cobbler's apprentice, right? What if you're a big mas obscure and academic to be worth her time studying.
ter cobbler, your own shop and an apprentice of your own, and Then she might k n o w N o U n w a n t e d Child, a magical version
the duke comes in? His boot has a hole! He needs it fixed! of a c o n d o m . She'll probably have s o m e m o r e b o u n d spells at
Right now! Are you going to go get out leather, and sinew, and h o m e : another Extinguish the Fire since she lives in a w o o d e n
lizard-claw glue, and nails, and hammers, and knives, and tell h o u s e , a n d p e r h a p s a P e p p e r S t r i k e t o m a k e life a w k w a r d f o r
him to come back in an hour? Or are you going to kiss it fixed i n t r u d e r s , b u t s a f e e n o u g h s o t h a t it w o n ' t p e r m a n e n t l y i n j u r e t h e
with a cley and get the purse of amber? c h i l d r e n i f t h e y s e t it o f f b y m i s t a k e .
Y'know, they say the gods give everyone just the right amount She's g o t eight cantrips, a n d e n o u g h training in t w o arts to cast
of cley. Sure, some people go too fast and use it up by noon, and them, plus four b o u n d spells. H e r magic makes h e r j o b easier
some people never spend a single cley from midsummer to mid a n d h e r l i f e s a f e r a n d m o r e p l e a s a n t - b u t s h e u s e s it m a i n l y f o r
winter. But why are the gods giving us cley if we're not to use it, convenience and emergencies. S h e doesn't consider herself a
answer me that? A cley left at dawn is a cley refused, and that's professional m a g e , just a g o o d carpenter.
a god refused, if you ask me!
— Drogo Moopra, spellseller Practical Technology
Every prime on the World Tree has used magic. Children Our crafters are far superior to those of Kraunst! In Vressia
l e a m the b a s i c s o f s p o n t a n e o u s m a g i c f r o m t h e i r p l a y m a t e s b y the master-carvers study for eighteen years under two and some
t h e t i m e they're five o r six, t o their p a r e n t ' s m i x e d p r i d e a n d ter times three masters, and by the time they are finished they can
ror. M i s c a s t spells a r e a l e a d i n g c a u s e o f c h i l d d e a t h . carve wood as thin as a strand of fur. In Kraunst, the carver's
M o s t adults k n o w half a d o z e n pattern cantrips: three o r four guild is satisfied with a mere fifteen years, and they would exert
useful o n e s for their trade; a f e w useful o r a m u s i n g o n e s for per themselves greatly and still carve no thinner than a medium-
sonal u s e ; if they're in a dangerous place, a n attack, defense, or coarse cotton thread!
escape spell. A n a v e r a g e p e r s o n h a s to p a y a substantial price to — Unthosmius Pradmicus, master-carver of Vressia
b u y a n e w spell, s p e n d h o u r s learning e v e n t h e simplest spell, P r i m e t e c h n o l o g y is s o p h i s t i c a t e d , g i v e n w h a t t h e y h a v e t o
a n d n e e d s sufficient skill in t h e spell's arts t o cast it. W i t h t h e w o r k with. P r i m e artisans d o a m a z i n g things with w o o d , leather,
cost so high, most people only l e a m a few extremely useful glass, clay, a n d m a g i c . T h e b e s t - q u a l i t y g o o d s in t h o s e m a t e r i
spells. N o t m a n y people c a n bind spells for themselves, b u t p e o als a v a i l a b l e a r e often b e t t e r t h a n t h e b e s t a v a i l a b l e i n 2 1 s t c e n
ple usually h a v e t w o or three important b o u n d spells for emer tury Earth: the primes have devoted equal intelligence, more
gencies. a t t e n t i o n , a n d m u c h m o r e m a g i c t o it t h a n w e h a v e .
For example, a carpenter would have some basic carpentry Q u a n t i t y is a n o t h e r m a t t e r . M a s s p r o d u c t i o n is k n o w n i n p r i n
spells. S h e c a n cast b e t w e e n three a n d eight spells a day. That's ciple, b u t despised. It is e x t r e m e l y i m p o r t a n t for p r i m e civiliza
f e w e n o u g h s o s h e ' l l s a v e t h e m f o r s p e c i a l s i t u a t i o n s : rush j o b s tion t o h a v e h i g h l y skillful p e o p l e . O n e w i z a r d c a n m a k e w a l l s
o r t h i n g s that r e q u i r e m a g i c . Spells like Ethereal L a c q u e r a n d to k e e p a city safe a g a i n s t t e l e p o r t e r s a n d fliers a n d far-flung
Silken W o o d w i l l b e u s e f u l t o finish u p a p i e c e w h e n t h e c u s spells; n o n u m b e r of semi-skilled laborers could d o the same.
tomer's s t a n d i n g in t h e d o o r lashing h i s tail. M a k e a Stick will T h i s attitude carries o v e r t o t h e rest o f life. It is b e t t e r f o r a city
let h e r c r e a t e a b o a r d i f s h e d o e s n ' t h a v e o n e t h a t ' s j u s t r i g h t , b u t to h a v e a f e w m a s t e r - j o i n e r s c a p a b l e o f m a k i n g s u p e r b c a b i n e t s
she doesn't h a v e t h e cley to m a k e all h e r w o o d that way. F i x t h e (and most people will have to m a k e d o with apprentice-work or
h a n d - m e - d o w n c a b i n e t s ) , t h a n t h a t e v e r y o n e in t h e c i t y b e a b l e between Kvarse and Reluu. If they could figure i t o u t , it m i g h t
to a f f o r d pretty good cabinets. matter to e v e r y C o r p a d o r m a g e , every Cani, every Sleeth cast
Where primes care, they d o quite well. Farming technology, ing a R u l o c C o r p a d o r spell: j u s t about e v e r y o n e o n t h e World
for example, is u p t o t h e levels of the terrestrial Green Tree.
Revolution - without most of the problems the Green Revolution There's a huge amount of circumstantial information about th^
caused. N o t that the p r i m e s are smarter or wiser than the Green gods, records o f w o r d s a n d deeds a n d secret scrying. M u c h pf
Revolution scientists; they've simply been working o n the same it i s s e c o n d - h a n d o r w o r s e . S o m e o f i t i s e n t i r e l y m a d e u p . E a c h
problems for t w o thousand years, a n d have m o r e personal access scrap o f fact in t h e library h a s its o w n careful g e n e a l o g y . One
to t h e f o u n d a t i o n s o f r e a l i t y . Plows are made of carved wood conversation with Gnarn w a s reported b y Prandra, a Sleeth
like t h e p o o r e s t m e d i e v a l E u r o p e a n p l o w s ; t h e r e i s l i t t l e c h o i c e h u n t r e s s ; t h e r e c o r d i s a c c o m p a n i e d b y five d e p o s i t i o n s from
in t h e m a t t e r . B u t in the year 2,214, the Herethroy heroine P r a n d r a ' s friends c l a i m i n g that h e r m i n d is a s s h a r p a s h e r c l a w s .
I I r i k k a k o f the D a g g e r s w o n a b o o n f r o m t h e g o d d e s s L e n h i r r i k , Another conversation with G n a m , hinting at alarming mysteries,
and c h o s e a n e n c h a n t m e n t r e c i p e for t h e i m p r o v i n g o f p l o w s . is r e p o r t e d b y A m a w o r k - S p o t . T h a t r e p o r t is a c c o m p a n i e d b y a
Such p l o w s are better than anything available o n Earth. d o z e n s c h o l a r l y a r t i c l e s p o i n t i n g o u t that A m a w o r k - S p o t w a s a
O n t h e w h o l e , p r i m e t e c h n o l o g y feels like a m i x b e t w e e n noted author o f horrific fantasies. A m a w o r k - S p o t w r o t e a rebut
about 18th century a n d 2 3 d century terrestrial: mostly sophisti tal e x p l a i n i n g that G n a m h a d r e a d zir b o o k s a n d visited t o chat
cated a r t i s a n - w o r k , w i t h o c c a s i o n a l i t e m s far b e y o n d current ter and get zir autograph. A gross o f scholars bickered for a d o z e n
restrial t e c h n o l o g y . years about whether Amawork-Spot, G n a m , both, or neither
w e r e telling stories.
Theology S c h o l a r s w h o a r e b o t h h o n e s t and w i s e - h a r d e r t o find t h a n
Flokin is reported as saying, "I shall melt all things down and
y o u m i g h t t h i n k a t first - h a v e t o a d m i t t h e y d o n ' t k n o w f o r s u r e
purify them." By which the Urvists understand that the destruc
how much theology i s correct. T h e o l o g y is a m a t t e r o f beliefs -
tion of the Tree is close at hand, and soon, should we not meas
backed b y evidence a n d carefully w e i g h e d b y generations of
ure up to Urva's exacting standards.
wisdom.
Terrifying stuff to hear about, to be sure. But let us look at the
T h i s section gives a f e w o f t h e basics: facts w h i c h m o s t schol
evidence. Urva heard it from Narix, who heard it from the
ars agree u p o n . P r o b a b l y s o m e o f them a r e t r u e .
dream-prophet Laquant Miir, who heard it in a dream. Each link
in this chain comes with its own kind of weakness. O N THE. DEALINGS o r MORTALS AND GODS
Laquant Miir spied on the gods in her sleep. She has produced Mortals rarely deal with gods, except in the routine dealings of
three confirmed truths in eighty years. An amazing record, and spellcasting. Perhaps o n e mortal in a thousand has seen a g o d
she is rightly numbered among the great prophets. But that does anywhere b u t in the sky a n d k n o w s what she has seen.
leave over eleven hundred dream-records definitely wrong, and T h e W o r l d T r e e is u l t i m a t e l y a b o u t p r i m e s . T h e C r e a t o r g o d s
some six hundred (including Urva's favorite text) in doubt. m a d e i t f o r them. N o u n g o d s , n o n p r i m e s , e l e m e n t a l s , a n d a l l a r e
Narix the archivist is highly respected, and deservedly so. just support, scenery, a n d minor details. 8
T h e gods d o their best
However, in the year in question, he was engaged in a bitter to m a k e primes central to events. Kvarse could destroy with the
quarrel with his husband over whether or not to move to m a r a u d i n g nendrai in a n instant, b u t she does not. Instead she
Tanitakka. Nine other records from this time have been discov sends a knight o f o n e o f her orders to gather a few likely-look
ered to be tainted with bitterness. Elsewhere he transcribed a i n g l o c a l s t o m a k e w a r o r p e a c e w i t h it. S h e grants them
word of Gnarn's as "icy anguish " when it should have been sim Corpador spells, the s a m e as she w o u l d a n y other primes, but n o
ply "pain ". Might he have introduced a note of cosmic disaster special favors or help. If they aren't clever a n d lucky enough,
to match the seeming disaster of that time in his life? t h e y w i l l fail; b u t t h e e v e n t s w i l l b e t h e p r i m e s ' , n o t t h e g o d d e s s ' .
Certainly no other scholars or god-knowers have noted this M o s t of the reward for success will c o m e from the people saved,
prophecy as true. Is it because, as Urva claims, we are a craven n o t t h e g o d d e s s ; n o r will s h e p a n i s h t h e m for failure.
lot of blindards? Or is it, perhaps, just perhaps, that we are an T h e N o u n G o d s intervene in t h e W o r l d Tree r e a s o n a b l y often
elite cadre of scholars most carefully devoted to the truth, even - b u t m a i n l y i n w a y s that r e q u i r e t h e p o w e r o f a g o d . T h e y h a v e
at the cost of abuse by crazed cultists? fought to save world-branches from a twenty-mile-long slug
— Huspus okka Muruthuum, Th. D. from outside the world; they paid scant attention to even the bit
T h e o l o g y is n o t a n e x a c t s c i e n c e . T h e g o d s d o n ' t a n s w e r m a n y t e r e s t s u c c e s s i o n s t r u g g l e s i n the g r e a t e s t e m p i r e o n t h e tree.
questions, even w h e n they're being sociable with non-gods. Even w h e n they intervene in worldshaking events, they fre
They tell lots o f lies, t o o . S o m e t i m e s o n e will let s o m e t h i n g quently insist that p r i m e s take the initiative. Flokin w a t c h e d the
important slip in conversation. S o m e t i m e s o n e will b e a n g r y at s l u g f r o m t h e i n s t a n t i t c a m e t o t h e tree, b u t d i d n o t h i n g u n t i l
another a n d tell s o m e intimate secrets - o r i n v e n t s o m e scan s o m e p r i m e a d v e n h o r e r s a s k e d it t o .
dalous story. O n c e in a while a wizard or mystic will spy o n a P r i m e a d v e n t u r e r s - a n d a n y o n e p a y i n g a visit t o a g o d is h a v
god o r d e m i g o d a n d learn s o m e t h i n g n e w a n d p o s s i b l y true, ing an adventure - c a n ask the N o u n gods for m o r e personal
liven w h e n t h e y a r e t r y i n g t o b e informative, t h e g o d s ' v i e w o f f a v o r s , b u t t h e r e are rules w h i c h the g o d s i n s i s t the p r i m e s f o l
the w o r l d i s s o d i f f e r e n t a n d p e r p l e x i n g t h a t f u l l understanding low. A s k i n g in p e r s o n is essential: t o call u p o n a g o d for a n y
is i m p o s s i b l e . t h i n g o t h e r t h a n o r d i n a r y m a g i c , y o u m u s t g o t o the g o d a n d a s k .
T h e n there a r e t h e t h e o l o g i s t s . T h e o l o g y is t h e u l t i m a t e intel T h e g o d s m a y m a k e the q u e s t e a s y o r d i f f i c u l t ; t h e y c e r t a i n l y
lectual d i s c i p l i n e o n t h e W o r l d T r e e : n o t h i n g c o u l d b e m o r e s e e m t o b e a w a r e o f q u e s t e r s w e l l b e f o r e the e n d o f t h e q u e s t .
important. T h e best and brightest scholars are drawn to theolo
gy, t o a r g u e for t w e n t y years about the exact relationship ^Primes and most of the gods and elementals agree with this principle. Most nonprimes
disregard it or disbelieve it.
T h e g o d s set their o w n p n c e s for i n t e r v e n t i o n , a c c o r d i n g to w i t h o t f w o r l d m a g e s - a n d e n h a n c e all their P o w e r .
their desires. K v a r s e heals people quite frequently, but insists In general, the Verb gods are m o r e distant from the world than
that the patient p r o v i d e seven years o f a hero's labor - usually the N o u n gods.
protecting places that need protection or doing other appropri
ately heroic tasks. Birkozon usually charges services which O R T H O D O X Y , HETERODOXY, AND TRUTH
e x p a n d his sphere of political influence. Flokin will gleefully Visitors to the World Tree sometimes are surprised b y certain
bum things which threaten t h e T r e e , a n d d e m a n d little in return, parts of orthodox World Tree theology. These are supported by
b u t it i f y o u a s k it t o b u m o n e h o u s e it m i g h t b u m t h e w h o l e c i t y . a g r e a t d e a l o f e v i d e n c e , a n d a r e w i d e l y a c c e p t e d . T h e r e is e v i
The gods have s o m e responsibilities not directly connected dence against t h e m as well.
with their elements, and they occasionally ask primes to help Belief doesn't matter, though actions based on belief do. The
with them. K v a r s e and L e n h i r r i k p r o m o t e social stability, j u s g o d s don't a s k for belief; they're quite s u r e that t h e y exist.
9
tice, freedom, nobility, a n d the like. Flokin and "Here" keep H e r e t i c s , a t h e i s t s , a n d s o o n c a n b e a s effective in m o s t r e g a r d s
major extra-universal monsters off o f t h e W o r l d Tree. They t h a t d e a l w i t h t h e g o d s a s the m o s t d e v o u t l y o r t h o d o x - i n c l u d
s o m e t i m e s a s k p r i m e s for h e l p w i t h t h e s e r e s p o n s i b i l i t i e s . Not ing in m a g i c , e v e n t h o u g h m a g i c w o r k s with the g o d s . T h i s is
usually in the p r i m a r y fighting itself - if s u n - f a n g e d F l o k i n is in m u c h the s a m e as, terrestrially, a person w h o d o e s not believe in
t r o u b l e i n a fight, n o n u m b e r o f p r i m e a d v e n t u r e r s o r w i z a r d s i s electricity u s i n g lights a n d c o m p u t e r s w i t h o u t difficulty.
going to help. T h e r e is n o o r t h o d o x c o n c e p t o f " s i n " , in t h e s e n s e o f a c t i o n s
B u t a d v e n t u r e r s a n d w i z a r d s a r e g o o d at s c o u t i n g a r o u n d t h e w h i c h are bad primarily because a god thinks they are bad. For
m o n s t e r ' s h o m e p l a n e for t h e m o n s t e r ' s secret w e a k n e s s , o r r e s example, antisocial Cani obviously violate the intent of Reluu.
cuing innocents from the battlefield, or helping to rebuild the The orthodox m a y consider being antisocial a medical or psy
destroyed cities, or any n u m b e r of other tasks that are not to the chological p r o b l e m , but not a spiritual one. W h e r e the gods
g o d ' s t a s t e o r w h i c h it w o u l d b e t o o n o t i c e a b l e a t . I n g e n e r a l , t h e i n s i s t o n s o m e t h i n g , t h e y m a k e it a m a t t e r o f n a t u r a l l a w : it i s
gods expect the primes to d o the parts that are within mortal Virid's will that H e r e t h r o y not eat meat, and so they cannot
capability - in the g o d ' s o p i n i o n , not the mortals'. d i g e s t it. W h e n i n d i v i d u a l H e r e t h r o y s n e a k a r o u n d t h i s r e s t r i c
t i o n (e.g., using the spell C l o a k o f A n o t h e r G o d to w e a r a
It is c o n s i d e r e d u n g r a c i o u s , at b e s t , t o r e f u s e a d i r e c t r e q u e s t
Sleeth's body, w h i c h can digest meat), Virid m a y not b e pleased,
of a god without s o m e very good reason.
but takes n o action.
O N DIVINE RETRIBUTION AND FAVOR T h e r e is n o o r t h o d o x c o n c e p t o f " b l a s p h e m y " . Primes gener
The gods don't s e e m to p a y direct attention to mortals in ally a s s u m e that the g o d s are capable of a v e n g i n g insults w h e n
everyday matters. T h e y d o n ' t w a t c h y o u r e v e r y a c t i o n for t h e t h e y w i s h , w h i c h is n o t often.
j u d g i n g of y o u r spirit - y o u r n e i g h b o r s take care o f that u n s a v o r y T h e g o d s d o n o t a s k s a c r i f i c e s from p r i m e s f o r a n y t h i n g r o u
job, o r t h e first h a l f a t l e a s t . T h e y don't p a y any attention to tine - except for the use o f c l e y in m a g i c . (But s o m e kinds of
what y o u say about them; a good thing, or theology would be a advanced m a g i c do use sacrifices, as one of the m a n y tech
hideously unsafe profession. n i q u e s for getting a god's personal attention.)
The Noun gods are supposed to stay distant from mortal T h e g o d s are v e r y c i r c u m s p e c t w h e n t h e y i n t e r v e n e in m o r t a l
a f f a i r s , and s h o u l d n e v e r g e t a n g r y e n o u g h t o i n f l i c t d i v i n e r e t affairs. Often w h e n t h e y i n t e r v e n e at a m o r t a l ' s request, they
ribution o n a n y o n e . O r so says K v a r s e w h e n she tries to get out p r e f e r w o r k i n g in t h e e s t a b l i s h e d w a y s , t h o u g h t h e p r i m e ' s o w n
o f t h e p o l i t i c s o f t h e g u i l d s a n d k n i g h t l y o r d e r s o f w h i c h s h e is magic, e.g., if y o u w a n t h e l p from Reluu, you should cast a
the head. R u l o c (control) spell; if R e l u u favors you, the spell m a y b e on
But w h e n the N o u n gods deal with mortals, they don't always the high end of the p o w e r you can achieve. If y o u w a n t m o r e
stay that distant. Divine retribution usually takes the form of h e l p t h a n y o u h a v e s k i l l , y o u p r o b a b l y w o n ' t g e t it.
giving the mortal poor service: offend Kvarse, and your W h e n the g o d s i n t e r v e n e in m o r t a l affairs for their o w n rea
Corpador spells won't w o r k very well. T h e gods see spirits as sons, they are usually delicate about it. Often the primes
w e l l a s b o d i e s , and t h e i r ill r e g a r d c a n l a s t l i f e t i m e a f t e r l i f e t i m e . i n v o l v e d n e v e r find o u t f o r s u r e .
O n c e in a rare w h i l e , a g o d will b e so a n n o y e d w i t h s o m e o n e T h e g o d s d o not p r o p h e s y the future. It s e e m s l i k e l y t h a t t h e y
as to destroy t h e m or curse t h e m horribly. A Cani woman, d o not k n o w the future (except p e r h a p s for K a i m i r i , w h o is
i n s a n e after the d e a t h s o f h e r three c h i l d r e n in a single week, silent). T h e y rarely discuss their plans.
personally attacked Kvarse with swords and blame. Kvarse Theologians do divide the gods up into Good and Evil.
c u r s e d h e r t o b e a r c h i l d after c h i l d a n d w a t c h t h e m all d i e . This Kvarse and Lenhirrik always wind up on the Good side;
is an e x t r e m e c a s e , o n m o r t a l a n d d i v i n e s i d e b o t h , a n d t h e r e a r e B i r k o z o n a n d " H e r e " a l w a y s w i n d u p o n the Evil side. T h e r e is
n o t m a n y l i k e it. no consensus about s o m e of the others. T h e s e labels are an eth
Conversely, those w h o w i n a god's favor get good service. ical j u d g m e n t o n t h e g o d s , a n d a d v i c e to p e o p l e d e a l i n g w i t h the
Kvarse's best knights frequently get minor Corpador knacks. g o d s directly, and can confuse people about divine politics.
D i v i n e f a v o r a l s o c a r r i e s o v e r f r o m life to life. K v a r s e a n d L e n h i r r i k a r e rivals a n d p e r h a p s d o w n r i g h t e n e m i e s ;
S o m e t i m e s , p e o p l e d o i n g a g o d ' s w o r k in a s i t u a t i o n t h a t d o e s they c o m p e t e m o s t visibly b y having their knightly orders outdo
n't q u i t e call for t h e g o d t o a c t i n p e r s o n w i l l g e t e x t r a p o w e r e a c h o t h e r in a c t s o f h e r o i s m a n d b e n e v o l e n c e . " H e r e " is friend-
from that god. F o r e x a m p l e , if y o u ' r e fighting s o m e t h i n g that
F l o k i n h a s a s k e d y o u t o d r i v e o f f t h e W o r l d T r e e , y o u r fire s p e l l s ^Atheists in the strict sense of the word are very rare: it's clear that powerful beings gen
will b e m u c h stronger than u s u a l for that o n e fight. O n c e in a erally called gods exist. Atheism on the World Tree usually is the philosophical position
w h i l e , all t h e V e r b g o d s w i l l d e c i d e that s o m e p r i m e s are d e f e n d that the gods are no more important than any prime (or earthworm), except to the extent
that they command more power; that the gods lack "divinity", whatever that may be. This
i n g t h e h o n o r o f t h e W o r l d T r e e a s a w h o l e - u s u a l l y in d e a l i n g
is a defensible position.
ly w i t h a l l t h e o t h e r g o d s , a n d b e n e v o l e n t t o w a r d s p r i m e s a s a a n d all t h e evil f o u n d in terrestrial c h u r c h e s .
w h o l e , for all h e enjoys small-scale atrocities. Heterodox religions abound. There are fringe communities
The gods are not individually omnipotent, though n o greater with all m a n n e r o f strange beliefs about t h e 7 + 1 2 g o d s . Usually
power than t h e m and their kindred exists o n the World Tree. they are incorrect, b u t sometimes the gods h u m o r the heretics
Collectively they m a y b e considered omnipotent: all p o w e r o n a n d grant their heresies s o m e touches o f truth. (Perhaps they d o
t h e W o r l d T r e e c o m e s from t h e m . T h e y n e v e r h a v e c o o p e r a t e d the same to the orthodox as well.) There are religions worship
fully, t h o u g h . T h e y p e r m i t - a n d r e q u i r e - f r e e w i l l o f m o r t a l s . ping other gods: sometimes divine or near-divine beings from
The gods have a kind of omniscience: nothing about the World beyond the world, sometimes worshipping powerful non-divine
T r e e t h a t t h e y w i s h t o l e a m m a y b e h i d d e n from t h e m f o r l o n g . beings inside the world. M o s t m e m b e r s of these religions also
Yet t h e r e a r e q u e s t i o n s t h a t t h e y h a v e n e v e r a s k e d , e v e n q u e s worship the 7 + 1 2 gods, often with considerable devotion. There
t i o n s w h i c h t h e y d o n o t r e a l i z e they s h o u l d a s k . A b r a n c h - w i d e are philosophical religions (like terrestrial Taoism or H i n a y a n a
conspiracy o f p r i m e s o p p o s i n g a god's intent m a y r u n for cen Buddhism), transcendent mysticisms which regard even the
t u r i e s w i t h o u t t h e g o d s u s p e c t i n g it - a n d b e f u l l y u n c o v e r e d i n 7+12 gods as unimportant.
a s i n g l e d a y w h e n t h e g o d l e a m s t h a t it e x i s t s .
These are generally accepted parts of orthodox theology. N o t PRIESTHOODS
all t h e o l o g i a n s a r e o r t h o d o x ; s o m e o f t h e m d i s a g r e e w i t h t h e s e I regarded Reluu as more than father and more than mother to
beliefs, s o m e t i m e s quite violently. me, and poured forth my loyalty to Him, Him above all other
gods, Him above all primes. Him infinitely above myself. I
Tut WORSHI p O f THE, GODS became a priest to serve Him more closely and more constantly,
T h e w h o l e u n i v e r s e a n d e v e r y t h i n g i n it a r e p l a i n l y a n d u n d e to bring His glory to all the primes. I never married. I had few
niably sacred. T h e c r e a t o r g o d s m a d e i t , w a t c h i t , c a r e a b o u t it, friends, save those few who knew Reluu as I did.
l o v e it. E a c h p r i m e i s i n d i r e c t a n d i m m e d i a t e ( i f i m p e r s o n a l ) Then came four dozen years of teaching ahigrane and akkam-
contact w i t h all 7 + 1 2 g o d s . E v e r y t h i n g is h o l y . agga and kyrax how to use Ruloc, accepting piddling sacrifices
B e c a u s e o f that, p r i m e civilization isn't v e r y r e l i g i o u s . The when some idiot adventurer saves his life with a levitation spell
primes are used to their gods, accepting t h e m without question and wants to thank the god, polishing the idols in the temple
and without great concern. T h e gods are as evident and as com that doesn't get a tenth as many people as the lousy bar across
m o n as wind a n d water. the street. Venal craftsfolk come to me and demand help with
B u t t h e r e is l i t t l e e m o t i o n a l o r s p i r i t u a l c o n t a c t i n t h e t e r r e s t r i magics. They live like leeches on my faith, instead of strength
al r e l i g i o u s s e n s e b e t w e e n p r i m e s a n d g o d s . O n l y a f e w p r i e s t s , ening their own. I can see the scorn in their eyes, in the few
wizards, adventurers, a n d devout layfolk h a v e personal contact lozens they cast before me when they leave.
with a n y deity. M o s t p e o p l e w o u l d b e terrified if they got a n y I will be loyal to Reluu until I die. I have no choice. Loyalty
more contact than they do. fills the ice-cold air I breathe; my chapel cannot afford much
Primes have a good idea o f what the gods w a n t out of them: to wood for heat. Loyalty is in the bean porridge I have eaten
follow their natural inclinations, w h i c h the gods shaped. They these last eight days. Loyalty is my bedmate on the wooden
have a very good idea of what to expect from the gods: magic, planks in my tiny room beneath the stairs of the chapel.
t h e W o r l d T r e e a n d e v e r y t h i n g o n it, p r o t e c t i o n from creatures But I pray to the god that - if He knows my name, if He
f r o m o u t s i d e the u n i v e r s e , a n d o b l i v i o n a n d r e i n c a r n a t i o n after regards me at all - in my next life J shall be a Gormoror, and may
death. S u r e , that's a h u g e pile o f gifts for a v e r y c h e a p p r i c e , a n d choose where to give my loyalty, and how much to give.
m o s t p r i m e s are g r a t e f u l w h e n t h e y t h i n k a b o u t i t , b u t i t ' s a l l — Rendir Alathaman, Open Letter to the Cani Novices
very routine. A n d s o m e o f t h e gifts aren't all g o o d - there's a lot
o f n a s t y s t u f f o n the W o r l d T r e e , c r e a t e d b y t h e g o d s f o r t h e s o r Take Fr. Alathaman's letter as a caution, dear novices. Not to
row and troubling of primes. avoid the priesthood, certainly! It is a noble and needful pro
Some few people - more Cani and Herethroy than other fession. There are none who can do what we can do. Wizards
species - are devoutly religious. People w h o d o advanced magic and enchanters come to us with reverence in their eyes and
deal m o r e closely w i t h t h e g o d s , a n d are w e l l - a d v i s e d to treat amber in their hands, and depart with fresh wonders. Everyday
them politely. T h e c u s t o m o f offering prayers o f thanksgiving primes come to us when they need - not many, but it is an hon
for spells t h a t w o r k e d p a r t i c u l a r l y w e l l is b a s e d o n e q u a l p a r t s orable thing that everyday primes need not lean on us as if we
l o v e o f t h e g o d s , g r a t i t u d e f o r t h e i r g i f t s , a n d e n l i g h t e n e d self- were so many crutches. Nonprimes come to us with need, and we
interest. rejoice as our lay-brethren rarely do that we were born prime in
There are a great n u m b e r o f "orthodox" sects a n d cults wor this life and every other.
shipping the 7 + 1 2 gods, usually focusing extra attention o n a But do not let the brilliance of the gods blind your eyes to what
few g o d s a n d occasionally s o m e o f their q u a s i - d i v i n e subordi they have made us to do! The place you must go after the cere
nates. Reluu, Mircannis, Kvarse, a n d Lenhirrik are the most monies of the temple is to the evening feast with your kinsfolk
popular. O r t h o d o x w o r s h i p typically is s o m e m i x o f ( 1 ) t h a n k and the embrace of your lovers, not the cold plank bed in the cell
ing t h e g o d s for their gifts; ( 2 ) a s k i n g t h e g o d s for further gifts; next to Fr. Alathaman's. Reluu made us for each other, for the
(3) d o i n g w h a t t h e y t h i n k t h e g o d s w a n t . S o m e of these ortho pleasures of family and love, above all things. Even above Him.
dox religions are considered quite respectable; certain orders o f Deny Him His express wishes, which He has written large in
knights and high mages and healers are heavily religious. your very mind and body and spirit, and you deny the very thing
These religions are sometimes pure and sometimes corrupt, you seek.
sometimes honest and sometimes hypocritical, sometimes gen — Bishop Thaxinold Thanbranch, in an open reply to
erous a n d s o m e t i m e s intolerant, a n d in general h a v e all t h e g o o d Alathaman's open letter
T h e r e are priestly orders to e a c h of the 7 + 1 2 gods, singly and c o s m i c m e n a c e that e v e n the g o d s fear; or a t h o u s a n d o t h e r w i l d
in combinations. T h e y range from grand sects with cathedrals guesses.
in d o z e n s o f cities to individual priests w o r s h i p p i n g a l o n e in
private shrines. T h e y v a r y greatly in d e v o t i o n , practice, and Or OTHER GODS
methods. A m y r i a d beings claim divine stature on the World Tree. M o s t
F o r n o n - p r i m e s , r e l i g i o n is a n u r g e n t m a t t e r . P r i m e s are g i v e n of t h e m are natives of the tree: nendrai or old Zi Ri or other p o w
c o n n e c t i o n s t o all 7 + 1 2 g o d s at birth. N o n - p r i m e s a r e n o t ; if erful creatures, w h o h a v e f o u n d p e o p l e w e a k or foolish e n o u g h
they are lucky, they have half a dozen. Non-primes wishing to to w o r s h i p them. T h e o l o g i a n s and g o d s dismiss these pretenders
b e effective m a g e s , e s p e c i a l l y if t h e r e are p r i m e s a r o u n d , m u s t as unimportant.
s o m e h o w get connections to m o r e gods. T h e r e are a handful of fully divine creatures o n t h e W o r l d Tree
F o r the typical non-prime (details vary greatly with species), from outside. N o w and then s o m e friend of the Creator or N o u n
getting a connection to a g o d involves attracting the god's atten g o d s will c o m e to visit. They look around, sometimes escorted
tion, with rituals, ceremonies and celebrations involving the by a deity or a servant, s o m e t i m e s on their o w n . The gods'
god's symbols and preferred entertainments. T h e y are best d o n e friends are as kind, gentle, and mature as the g o d s themselves,
b y s o m e o n e with the god's favor already: a prime of the god's a n d s o a t h o u s a n d s o r r o w s f o l l o w in t h e i r t r a c k s . W h e n t h e y g e t
s p e c i e s will d o nicely. T h e g o d s rarely c o m e in p e r s o n ; they rowdy, they are frequently escorted out of the World Tree by the
m a k e the k i n d o f q u i c k barely-felt visit that t h e y m a k e to p r i m e s gods or other powerful people, by some mixture of moral and
at birth. physical force.
Kraunst. I t i s u n p o p u l a r e l s e w h e r e , t h o u g h it i s s p r e a d i n g . The mild flavor o f politics, the Antiquarian Society exerts a surpris
rates o f t h e n e w guild are inordinately high; woodworking ing a m o u n t of influence in Ketheria. A great m a n y primes,
in 4 2 5 5 . T h e tactics that the Guild has b e e n using are disturb antiquities do a tolerable business. Cooperation between deal
been b u r n e d o r filled with poisonous insects, and individuals m a n y sources, but w h e n Count Darceroon wishes to finish his
RELIGIOUS SECTS
Although religion has never been a major social force in
Ketheria, good strong religious organizations have c o m m a n d e d
a certain a m o u n t o f p o w e r in cities o r e v e n in r e g i o n s . Religion
m a y h a v e the a d v a n t a g e o f cutting a c r o s s all o t h e r loyalties:
family, profession, species, nationality. A sect can bring
together people w h o would never otherwise meet, and divide
opposition which would otherwise be unbreakable.
M o s t primes are not particularly religious, and those w h o are
religious often prefer to w o r s h i p their favorite g o d s at their
favorite temples and n o more. The few w h o are religious and
choose to b e active b e y o n d simple w o r s h i p m a y b e l o n g to the
sects.
1 1
Lower-class prostitution carries no moral stigma. It's considered just another grungy,
undignified, uncertain, badly-paid way to make a living. Higher-class prostitutes make
-more money and have better working conditions, but it's still not a wonderful job.
is e x c l u s i v e l y a l o w e s t - c l a s s trade i n T r e v e r r e , s o c i a l l y e q u i v a Scholarship: There are t w o small magical academies in
lent t o t h e m o s t d e g r a d i n g f o r m s o f prostitution terrestrially. Treverre, w h i c h hate e a c h other bitterly. Hellestew, the older
Between carters w h o need cley to get through the teleport chain a c a d e m y , is a n a m e t h a t c a r r i e s a fair a m o u n t o f w e i g h t in m a g
and students ( a n d faculty) w h o n e e d cley for their studies, ical circles t h r o u g h o u t Ketheria. The Academy of the Glorious
there's a solid underground market for cley in Treverre; s o m e Sun provides better training, but not nearly as m u c h reputation.
fifty p e o p l e s u p p o r t t h e m s e l v e s a t it a t a n y g i v e n t i m e .
A b o u t five h u n d r e d p e o p l e a r e b o n d s f o l k : s l a v e s o r l o n g - t e r m TAXES
indentured servants, w h o d o not have the legal right to leave Foreign m e r c h a n t s w h o bring their g o o d s through Treverre
their j o b s . M o s t o f these people h a v e sold t h e m s e l v e s for a M e n e m u s t p a y a t a x , u s u a l l y from 0 . 1 % t o 2 . 5 % o f t h e v a l u e o f
fixed t e r m ( t w e l v e y e a r s is c o m m o n ) a s a last r e s o r t t o p a y f o r their goods as determined b y s o m e standard Treverre tables.
debts. T h e rest are convicted felons. A t a b o u t fifty s l a v e s p e r That's fairly h i g h ( 2 - 3 t i m e s t h e rates o f t h e n e i g h b o r i n g c o u n
year, Treverre d o e s n o t h a v e a b i g e n o u g h trade in b o n d s f o l k to t r i e s ) , a n d t h e m e r c h a n t s c o n s t a n t l y g r u m b l e a b o u t it. M e r c h a n t s
support e v e n o n e professional slave trader. M o s t indentures a r e w h o sell their g o o d s in T r e v e r r e g e t a b o u t 2 / 3 o f their t a x b a c k -
done through b r o k e r s (e.g., s o m e b o d y ' s friend's n e p h e w w h o i f t h e y ' v e k e p t a l l t h e right d o c u m e n t s , w h i c h i s s o m e t i m e s v e r y
k n o w s h i s g u i l d m a s t e r is l o o k i n g ) , j u s t l i k e e m p l o y m e n t o f free hard to d o . Treverre's export tax for native merchants is m u c h
servants. l o w e r , a b o u t 1/6 o f t h e t a x f o r e i g n m e r c h a n t s w o u l d p a y t o s h i p
through Treverre. T h e n e t effect o f this is that t h e foreign m e r
S l a v e status is c o n s i d e r e d t o b e undignified for p r i m e s . The
chants usually enter partnerships with Treverre m e r c h a n t s , cut
m a i n s a v i n g g r a c e o f b o n d s h i p i n T r e v e r r e is t h a t t h e j o b s a r e
ting their taxes in half a n d giving the Treverre merchants a nice
petty. B o n d s f o l k g e n e r a l l y d o h o u s e h o l d duties, r a t h e r t h a n t h e
little profit for j u s t d o i n g a b i t o f b u r e a u c r a c y . Treverre mer
things w h i c h bring in m o n e y ; their o w n e r s h a v e less incentive
chants love this.
to exploit t h e m than in other slaveholding societies. Certain
a b u s e s rarely occur: t h e c h i l d r e n o f b o n d s f o l k a r e free, a n d Import taxes o n certain g o o d s being sold in the city are high:
indentured s e r v a n t s c a n n o t b e sold o u t o f T r e v e r r e . Still, in l a w grains ( 1 0 % ) , s o m e exhilarating elixirs (at least 1 0 0 % , a n d a f e w
and custom, slaves a r e beaten for offenses that w o u l d g e t a are at 2 0 , 0 0 0 % ) , g e m s t o n e s (50%), metal weaponry (50%).
h i r e d s e r v a n t fired, a n d e n s l a v e d f e l o n s a r e treated q u i t e h a r s h S m u g g l i n g o f these i t e m s i s q u i t e c o m m o n , a n d w h e n i t i s c a u g h t
l y a n d h a v e l i t t l e l e g a l r e c o u r s e . E t h i c a l p e o p l e find t h e s y s t e m it i s p u n i s h a b l e b y a s u b s t a n t i a l fine.
disturbing, b u t n o t h e i n o u s . S l a v e r y is gentler in K e t h e r i a t h a n A d v e n t u r e r s s h o u l d note that they p a y t h e s a m e taxes for large
i n m a n y o t h e r p l a c e s , b u t it i s b e t t e r t o b e free. treasures brought in from outside. More annoying, they o w e
10% o n things found o n ducal lands.
Economy
T r a d e : T r e v e r r e is t h e K e t h e r i a n e n d o f t h e T r a n s - D e n t h e i a FOOD
teleport chain. I n t h e A v e n u e o f P e a r Trees, there is a h u g e a r c h F o o d is e x p e n s i v e in T r e v e r r e ; e x c e p t for t h e b a n k s o f L a k e
of black-and-white striped w o o d , adorned with spikes and L a i c r a n e a n d a f e w v a l l e y s , t h e r e isn't m u c h g o o d farmland.
antlers a n d prods. W a l k i n g t h r o u g h t h e a r c h a n d f e e d i n g it a Treverre M e n e produces plenty of meat a n d cheese, adequate
cley' 2
will bring y o u to a similar gate in M o n t h a n e , the city a m o u n t s o f g r e e n s a n d fruits, a n d v e r y little g r a i n o r o t h e r m a j o r
past Kraunst outward. Walking in t h e s a m e direction through vegetable crops. M a n y staples m u s t b e imported from Barency,
that gate will bring y o u to Lyette, then t o U m r e n t o , a n d s o on. K r a u n s t , O v i r u c c i , o r further. Kraunst and Ovirucci have been
T h e r e a r e thirty g a t e s in all, w i t h t h e last o n e in H a s t r u m v i e n d a raising their prices
some fifteen h u n d r e d miles o u t in Dentheia. on grains - doubling
them over the last
Actually, T r e v e r r e isn't t h e last s t o p o n t h e c h a i n ; B a r e n c y is.
three years.
T h e B a r e n c y g a t e is c o n s i d e r e d b o t h " n o i s y " a n d " p o r o u s " b y
the mages. T h a t i s , w h e n it i s u s e d , it p r o d u c e s a g r e a t t h u n There are f e w dis
derous belch o f sensation, audible for long distances outside the tinctively Treverre
World Tree's universe although not easily perceived from dishes. In the
i n s i d e , a n d t h u s c a p a b l e o f a t t r a c t i n g a t t e n t i o n o f d a n g e r o u s off- spring, farmers a n d
world creatures. Furthermore, the natural wards which keep restaurants make
offworld creatures off the World Tree are unusually w e a k near kisscandy venison,
the Barency gate. These flaws were discovered w h e n the s i m m e r e d in sweet-
B a r e n c y gate w a s built, a n d t h e gate h a s only been used eight spicy chissowary
times since then. Nothing b a d has happened ... yet. sap. Foreigners bog
gle when natives
G o o d s brought to Treverre b y teleport gate e n d u p o n barges
drink milk o'quits,
on the Tumbrayne to Ovirucci (cheaper a n d slower), or in sky-
milk with salt,
barges going towards Ovirucci or Barency, or sometimes trade
chopped hot peppers
caravans.
a n d a live snail.
P r o d u c t i o n : Treverre produces expensive spices and some
high-quality kathia, a n d cheap low-grade w o o l e n cloth, sold Inner Dentheian
locally. c o o k i n g h a s its o w n
specialties, as char-
'-The driver of a cart must spend seven cley for the whole cart; each person in the cart
must spend a clev for himself
acteristic o f B a r e n c y o r O v i m c c i a s T r e v e r r e , b u t u n u s u a l in evil intent. T h e j u d g e in the D a n g e r o u s Court m i g h t punish
Inihithre or Lenkasia. A typical city-dweller will start t h e d a y a n y o n e or everyone involved in the case. If you've taken your
w i t h a m e a l o f s i m p l e f o o d : O r r e n m i g h t h a v e c o l d fish f r o m t h e n e i g h b o r t o D a n g e r o u s C o u r t d e m a n d i n g p a y m e n t for lost sleep
n i g h t b e f o r e , R a s s i m e l a r e l i k e l y t o h a v e b r e a d a n d d r i e d fruit, over those fireworks, a n d it i s d i s c o v e r e d i n t h e d i s p u t a t i o n s t h a t
a n d s o o n . M o s t a d u l t s w i l l a c c o m p a n y it w i t h k a t h i a , a n d fin you keep a vile-smelling compost heap next to your neighbor's
i s h b r e a k f a s t w i t h a morris awake: a spoonful of cream and hot property, t h e j u d g e m i g h t h a v e each o f y o u p a y t h e other - or,
peppers. since those would cancel each other out, she might have both of
M o s t people eat a single m i d d a y meal. Restaurants d o a brisk you flogged instead.
business i n clouvaines, S-shaped breads stuffed with soft A b o v e t h e D a n g e r o u s C o u r t s is t h e L e g e r i a t . I f y o u d o n ' t like
cheese, grilled m u s h r o o m s , a few scraps o f meat, a n d a change t h e D a n g e r o u s C o u r t ' s d e c i s i o n , y o u c a n a s k t o a p p e a l it. T h e
able fourth ingredient w h i c h c a n b e anything from chopped l e g e r i a t o r s w i l l t a k e a l o o k at it; if a n y t w o t h i n k y o u h a v e s o m e
a l m o n d s t o r a w fish. P e o p l e e a t i n g a t h o m e a r e m o r e l i k e l y t o m e r i t , the w h o l e l e g e r i a t w i l l d e c i d e it. T h e l e g e r i a t t e n d s t o b e
have a soup m a d e from p o w d e r e d dried lake-fish a n d seasonal vicious a n d political about court cases.
ingredients, likely a c c o m p a n i e d b y a plate o f pickled berries C o m m o n p e n a l t i e s i n c l u d e : fines ( u s u a l l y 1 0 % t o 5 0 % o f y o u r
and insects. p r o p e r t y , n o t a flat f e e ; w h e n f a m i l i e s a r e i n v o l v e d , this g e t s
M a g e s i n T r e v e r r e t r a d i t i o n a l l y h a v e a flickertide, a small messy); flogging (usually public, with audience size proportion
m e a l at m i d a f t e m o o n . T h e s e d a y s it is little m o r e t h a n a f e w al t o the i m p o r t a n c e o f t h e c a s e ) ; e x i l e ; p u b l i c h u m i l i a t i o n i n
s a v o r y pastries or salted nuts a n d a c u p of kathia at their guild various forms; servitude. If c o n v i c t e d criminals flee, t h e crim
hall or club. M a n y i m p o r t a n t guild-matters a r e d e c i d e d at flick inal's family or associates are usually punished instead.
ertide; if you're a sorcerer, m a k e sure you're there. Treverre's legal s y s t e m c a n g e t quite barbaric a n d unfair, espe
D i n n e r is e a t e n in early e v e n i n g - or later for t h o s e w h o cially w h e n t h e city feels itself t o h a v e b e e n e n d a n g e r e d or
indulged heavily at flickertide. O n e o f t h e g r e a t dishes is t h e insulted.
dascine: a five-layer casserole o f shellfish a n d veal pate, b a c o n
and lentil pate, artichoke hearts, dascine cheese, a n d m u s h r o o m LEGAL FEUDS
pate. (Herethroy enjoy a vegetarian "green dascine" with a bot O n the whole, citizens are expected to b e h a v e civilly to each
t o m layer of carrots a n d leeks, and n o bacon.) Making a prop other. S o m e t i m e s they don't. There are laws allowing for legal
e r d a s c i n e t a k e s a g o o d d a y a n d a half, t h r e e o r four h o u r s o f f e u d s , i n w h i c h c i t i z e n s c a n d o things t o e a c h o t h e r that are o r d i
which must b e spent in the kitchen. It is m o s t often e a t e n in narily illegal. F e u d s usually involve a f e w p e o p l e o n e a c h side:
restaurants. D o i n g it r i g h t is o n e test o f a g r e a t chef. families, businesses, factions. O n e party usually declares the
feud. T h e city gives the other party formal notice o f the feud (or
More common a n d less dignified i s diffywobble: a heavy,
m a y reject the feud for certain tricky reasons). T h e feud starts
slightly sweet grain p u d d i n g with h o n e y e d caterpillars, usually
a f e w d a y s o r w e e k s a f t e r it i s d e c l a r e d . U s u a l l y t h e d e c l a r e r o f
served with cream a n d scrambled eggs as a m a i n dish at din
the feud p a y s a substantial fee t o t h e city; s o m e t i m e s , a j u d g e
nertime. It is c o m m o n l y a children's dish ( o r eaten b y a fami
w i l l r u l e t h a t t h e t a r g e t o f t h e f e u d w a s t r y i n g t o s t a r t it, a n d
l y w i t h c h i l d r e n ) ; a d u l t s m i g h t c h o o s e cobbles and drapes,
makes them p a y instead.
boiled turnip-potatoes and long thin sausages with a beer sauce.
T h e c o m m o n beverages include kathia, apple wines (as com B l o o d feuds (the m o s t extreme degree o f legal feud) allow the
plex as a n y terrestrial grape wines), hosh beers (likely to be feuders to c o m m i t a n y crime against e a c h other, so long as the
served with a shot o f gingery syrup, o r a d o s e o f bitter spices), rest o f t h e city isn't hurt; t h e b l o o d feud lasts for a m o n t h , start
and infusions o f wildflowers. ing at d a w n o n e m o n t h a n d o n e d a y after t h e notice is g i v e n . F u r
feuds (the most m i n o r a n d m o s t c o m m o n ) allow acts o f vandal
Laws ism a n d theft for a p e r i o d o f a y e a r a n d a d a y , starting a w e e k
Treverre h a s a strong legal system, b y W o r l d Tree standards. after t h e notice. A t a n y g i v e n t i m e , h a l f the nobility a r e e n g a g e d
T h e r e i s an a c t u a l w r i t t e n l a w - c o d e , l i s t i n g c e r t a i n t h i n g s a s in f u r f e u d s w i t h s o m e o n e .
being definitely illegal a n d certain others as definitely legal. A T h e penalties for illegal feuding, o r b r e a k i n g t h e restrictions
great m a n y things ( i n c l u d i n g m u r d e r ) are n o t c o v e r e d i n t h e on a legal feud, are quite harsh.
c o d e , a n d a r e left t o d i s c r e t i o n . M e n t a d o r is n o t illegal p e r se,
t h o u g h m a n y u s e s o f it a r e . T h e c o d e s o m e t i m e s g i v e s very UNUSUAL LAWS
detailed tables o f penalties and sometimes just says "punishable Certain things are reserved for t h e nobility a n d their close
by fines" or "punishable by the Captain of the Guard", depend families: wearing garments with crimson stripes; o w n i n g jewel
ing largely o n h o w m a n y Rassimel a n d h o w m a n y Orren were ry m a d e o f t h e a r o m a t i c m e t a l y u l e x i o n ; flying b a n n e r s i n s i d e
in t h e legeriat t h e y e a r t h e l a w w a s m a d e . the city b o u n d s ; riding in palanquins b o m e b y p r i m e s ; drinking
There are eleven Pleasant Courts, which handle most cases mezragay.
which will not have penalties (and are usually outside of the It i s i l l e g a l a n d p u n i s h a b l e b y p u b l i c h u m i l i a t i o n t o s a y o r
l a w code): terrestrially, they w o u l d b e m o r e like mediators. i m p l y , in p u b l i c , t h a t k a t h i a is in a n y w a y i n f e r i o r t o a n y o t h e r
They handle disagreements which the principals cannot resolve beverage. N o t just taste a n d aroma, w h i c h are actually pretty
themselves. If your neighbors are setting off fireworks at mid good. It's illegal t o s a y that k a t h i a is less i n t o x i c a t i n g than
night every night a n d y o u want them to stop, go to a Pleasant w h i s k e y , e v e n t h o u g h k a t h i a isn't intoxicating at all. T h e m a i n
Court. use o f this l a w is to trick a n n o y i n g foreigners into s a y i n g s o m e
thing illegal. C i t i z e n s a n d their friends b r e a k this l a w freely, b u t
If y o u w a n t to collect damages, you'll have to go to a
an o b n o x i o u s foreigner might b e shaved bald, painted with the
Dangerous Court. T h e seven Dangerous Courts handle most
praises o f kathia, a n d driven through the streets.
cases which will h a v e penalties - criminal cases a n d matters o f
u l t y , m a i n l y the y o u n g e r o n e s , s t o r m e d o u t o f t h e s c h o o l , r e n t e d
Neighbors and Foreign Relations b u i l d i n g s a c r o s s the t o w n , and e s t a b l i s h e d a rival s c h o o l : t h e
B a r e n c y , the t r u n k w a r d n e i g h b o r , i s f a i r l y f r i e n d l y , though A c a d e m y o f the Glorious S u n . T h e faculty o f the t w o schools
n e i t h e r c i t y w i l l a d m i t it. T r e v e r r e w a s o r i g i n a l l y a m a j o r o u t a r e b i t t e r e n e m i e s - t o t h e p o i n t o f m u r d e r i n t h e c i t y s t r e e t s , in
post o f B a r e n c y , p r o t e c t i n g t h e r o a d s ; m o s t o f t h e p e o p l e w h o 4 2 5 1 - a n d a l l t h e e f f o r t s o f the d u k e a n d m a n y c i v i l i t a t s h a v e
colonized Treverre originally c a m e form Barency. T h e t w o done nothing to calm the hatred.
cities h a v e f r e q u e n t l y b e e n a l l i e s o r g i v e n e a c h o t h e r a s s i s t a n c e H e l l e s t e w A c a d e m y is s m a l l e r ( s i x full-time faculty, h a l f a
in t i m e s o f n e e d . E a c h c i t y c o n s i d e r s i t s e l f g r e a t l y s u p e r i o r t o dozen local sorcerers w h o s o m e t i m e s teach, ninety students or
the o t h e r , a n d i n t i m e s o f c a l m t h e m o r e a d v e n t u r o u s f o l k o f s o ) . T h e A c a d e m y o f the G l o r i o u s S u n i s l a r g e r ( t w e l v e f a c u l
e a c h c i t y s n e a k i n t o the o t h e r a n d p l a y p r a c t i c a l j o k e s . R e c e n t l y ty, a l l f u l l - t i m e , a h u n d r e d a n d s i x t y s t u d e n t s ) , b u t t h e f a c u l t y a r e
three B a r e n c y O r r e n s n u c k into T r e v e r r e a n d p a i n t e d t h e s t a t u e y o u n g e r a n d less expert.
o f T a r s u s B r a e , t h e first d u k e , a n e y e - s t r a n g l i n g c o m b i n a t i o n o f Hellestew A c a d e m y hasjust embarked on an ambitious expan
blues, p i n k s , o r a n g e s , a n d a particularly vile s h a d e o f m a u v e . sion project: starting a D e p a r t m e n t o f Natural Philosophy,
K r a u n s t , t h e o u t w a r d n e i g h b o r , i s another m a t t e r . T h e t o w n s i m p o r t i n g five y o u n g p r o f e s s o r s from K e t h e r i a . T h e y ' r e b u i l d
on t h e o u t w a r d f l a n k s o f t h e m o u n t a i n s w e r e o r i g i n a l l y i n ing a n e w building o n the edge o f t o w n for their n e w depart
K r a u n s t M e n e . K r a u n s t , a n d e s p e c i a l l y its C a n i r u l e r s , w e r e ment: an eccentric narrow six-story structure with wild buttress
very d i s p l e a s e d w h e n T r e v e r r e c l a i m e d t h e m . T h e border es carved with scowling birds' heads. T h e neighbors are nerv
t o w n s h a v e c h a n g e d h a n d s a d o z e n t i m e s i n t h e l a s t five c e n ous.
turies; K r a u n s t c u r r e n t l y h o l d s t h e m . T h e p o p u l a r o p i n i o n in
T r e v e r r e i s t h a t K r a u n s t t o o k t h e m u n f a i r l y , b y s e t t i n g fires i n RELIGION
T r e v e r r e the n i g h t b e f o r e the d u e l - b a t t l e that d e c i d e d the b o r d e r T h e m o s t influential religious o r g a n i z a t i o n is t h e U p s t a n d i n g
town's o w n e r s h i p three years a g o . Despite the politics, Kraunst C h u r c h : an o r t h o d o x o r g a n i z a t i o n d e v o t e d t o R e l u u a n d K v a r s e ,
and T r e v e r r e t r a d e e x t e n s i v e l y - t h o u g h c i t i z e n s o f o n e t o w n a r e a n d p r i n c i p l e s o f l a w a n d s o c i a l o r d e r . T h e i n f l u e n c e o f the
not a l w a y s s a f e i n t h e o t h e r . U p s t a n d i n g C h u r c h h a s w a x e d a n d w a n e d o v e r the y e a r s ( i t ' s
O v i r u c c i is t r u n k w a r d - r o l l w a r d , a n d t h e T u m b r a y n e f l o w s currently medium-strength - m a y b e 6 % of the population - a n d
t o w a r d s it. R e l a t i o n s h i p s b e t w e e n T r e v e r r e a n d O v i r u c c i a r e d e c l i n i n g ) , b u t it h a s a l w a y s b e e n p o p u l a r a m o n g t h e C a n i .
uncertain. O n e y e a r they are friendly, t h e n e x t antagonistic, The wandering Gormoror prophetess Gulthung Sinbjotur
based o n the m o o d s o f the d u k e s o f the cities, o r h o w b a d l y shows u p in Treverre a few times a year, chanting her horrible
some merchants got cheated, or some other vagary of the day. visions o f chaos in s m o o t h alliterating songs that leave children
screaming nightmares for w e e k s .
Features of Interest
The water-bubbles in Lake Laicrane are perhaps the most T H E GUILDS
u n u s u a l p h y s i c a l f e a t u r e o f t h e c i t y : s e v e n b u b b l e s , f r o m fifty T h e m a i n tradesfolk a n d crafters o f Treverre are organized
to e i g h t y f e e t i n d i a m e t e r , w a l l s o f w a t e r t w o f e e t t h i c k , o n t h e i n t o g u i l d s , a n d t h e g u i l d s are q u i t e p o w e r f u l financially and
side o f t h e lake. T h e y a r e v e r y solid; four o f t h e m h a v e b e e n politically.
there since t h e earliest r e c o r d s , a n d n o n e h a v e ever p o p p e d . S m i t h s : I n t h e e a r l y d a y s , T r e v e r r e w a s n o t e d for its great
T h e T r e v e r r e O r r e n l o v e t h e m dearly, s w i m m i n g u p t h e m in smithcraft. This hasn't b e e n true for t w o hundred years.
otter f o r m a n d d i v i n g f r o m t h e t o p . P a i x t e n e ' s F i s h R e s t a u r a n t Treverre's seven remaining master smiths are adequate but not
is i n s i d e t h e l a r g e s t b u b b l e . e x c e p t i o n a l . ( T h e n u m b e r is l i m i t e d to s e v e n b y a local guild l a w
T h e c i t y w a l l s a r e w o v e n from s e r p e n t s , h i s s i n g a n d s n a p o f t h e l a s t c e n t u r y . ) S t i l l t h e g u i l d r e t a i n s s o m e o f the p o l i t i c a l
p i n g . T h e i r c o i l s fill m o r e t h a n o r d i n a r y s p a c e ; o f t e n c r e a t u r e s p o w e r i t o n c e h a d - m a i n l y b y s t a y i n g v e r y c l o s e t o the
w h o teleport t h r o u g h t h e walls o r fly o v e r t h e m w i n d u p u n h a p Hostellers.
pily i n t h e s e r p e n t s ' coils. H o s t e l l e r s : T r e v e r r e is a n a t u r a l s t o p p i n g - p l a c e f o r t r a d e r s ,
T h e G e n e r o u s T r i a n g l e i s t h r e e w i d e a v e n u e s t h a t f o r m a tri a n d t h e r e are m a n y i n n s , t a v e r n s , h o t e l s , a n d s o o n . The
angle six blocks o n a side, in the m i d d l e o f t o w n . T h e a v e n u e s Hostellers' guild i n c l u d e s all o f t h e m , d o w n t o t h e p e o p l e w h o
are w i d e , a n d l i n e d w i t h fruit t r e e s : p e a r s , m u s k - o r a n g e s , c o n - take a n occasional paying guest in their spare b e d r o o m , or w h o
simmons. T h e city tends the trees, a n d passers-by m a y pick a n d sell s a u s a g e s in carts in t h e G e n e r o u s Triangle. That's a b o u t 7 %
eat t h e i r f r u i t i n s e a s o n . T h e t r e e s a r e t h e o n l y g e n e r o u s t h i n g o f t h e p o p u l a t i o n o f the c i t y ; the H o s t e l l e r s ' G u i l d i s e x t r e m e l y
a b o u t t h e t r i a n g l e , t h o u g h : t h e s t r e e t s are l i n e d w i t h c a f e s , b o u powerful.
tiques, perfumeries, bookstores, restaurants, theaters, a n d S p i c e - t r a d e r s : T h e s p i c e - t r a d e r s trade i n n a t i v e s p i c e s a n d
hotels, including s o m e o f the m o s t expensive o n Dentheia. o n e s i m p o r t e d from o u t w a r d s . T h e g u i l d a n d i t s m a s t e r s a r e
wealthy - a n d constantly in need of reliable a n d strong people to
Miscellania g u a r d its c a r a v a n s .
P e r f u m e r s : T h e p e r f u m e r s d o f a i r l y w e l l h e r e ; there a r e a
THE MAGICAL ACADEMIES number of obscure mountain plants which m a k e good perfumes.
T h e r e are t w o m a g i c a l a c a d e m i e s in Treverre: Hellestew Treverre doesn't have enough Cani to m a k e perfuming as impor
Academy, a n d the A c a d e m y o f the Glorious Sun. Originally, t a n t a s it i s i n s o m e p l a c e s . T h e r e are e i g h t e e n M a s t e r P e r f u m e r s
there w a s just H e l l e s t e w A c a d e m y , n a m e d in h o n o r o f P a t h a d in Treverre, half o f w h o m p r o d u c e m a i n l y for export.
Hellestew. O v e r the s i x c e n t u r i e s o f i t s h i s t o r y , H e l l e s t e w
H e a l e r s : T h e Healers' G u i l d is a chapter o f the grand Healers'
Academy has earned a respectable reputation.
G u i l d ; it's n o t v e r y s t r o n g . T h e g u i l d h o u s e is a s m a l l b u i l d i n g a
In 4 2 1 0 (fifty years ago), political matters in Hellestew few blocks off the Generous Triangle. There are twenty-two
A c a d e m y w e n t from b a d to cataclysmic. Two-thirds o f t h e fac
professional healers in t o w n , p l u s s o m e other guild m e m b e r s .
W e a v e r s : T h e Weavers' Guild covers the hundreds of people
w h o m a k e t h e c h e a p cloth o f T r e v e r r e . It is n e i t h e r p o w e r f u l n o r
well-respected.
Sky Pilots: T h e S k y Pilots' Guild extends throughout
Ketheria. T h e b r a n c h in Treverre m a i n t a i n s a fairly n i c e tavern
with a dock for skyboats. N o s k y pilots currently m a k e Treverre
their h o m e , and the guild has n o p o w e r here.
Tree-Mages: The twenty-two professional tree-mages
(Herbador specialists) h a v e recently b e e n organized into a trans-
city guild, a n d raised their prices. T h i s w a s n o t a p o p u l a r m o v e .
The guild has m a n y enemies.
T h i e v e s : Only a guild in the m o s t m o c k i n g sense: there's n o
organization, or rules, or dues, or guildhall, or sense o f c o m m u
nity, o r m u c h e l s e . There are certain citizens w h o m a k e their
living b y preying o n foreign travelers. So long as they keep
their depredations within reasonable bounds, a n d d o n o t molest
citizens o f Treverre, t h e city guard h a s better things to d o than
hunt them with any determination. The more civic-minded of
the thieves take pains to ensure that the guards don't h a v e t o d o
a n y u n n e c e s s a r y w o r k , e.g. b y b e a t i n g u p t h i e v e s w h o s t e a l from
Treverre citizens. Egnoster Chesewick considers herself the
h e a d thief, a n d d o e s a n a d e q u a t e j o b o f k e e p i n g h e r p o r t i o n o f
the thieves i n l i n e . T h e o t h e r t w o - t h i r d s o f the thieves a r e m o r e
erratic.
EDUCATION
T h e r e a r e s c h o o l s for y o u n g c h i l d r e n ( r o u g h l y , g r a d e s 1-6);
almost all natives h a v e attended o n e o f t h e m . M o s t citizens o f
Treverre a r e literate, if y o u don't expect t o o m u c h .
People w h o w a n t their children to have m o r e advanced edu
cation - terrestrial high school or b e y o n d - have a f e w choices.
S o m e children are sent to boarding schools (Ruteland A c a d e m y
or B r a e A c a d e m y a r e t h e t w o c h o i c e s in Treverre). M o r e often,
p a r e n t s find t u t o r s f o r t h e i r c h i l d r e n f o r a f e w y e a r s . U s u a l l y a
d o z e n o r s o families will split t h e e x p e n s e o f a tutor for their
children.
Material Culture
W e describe a typical building in Treverre, w h i c h gives s o m e
w h a t o f a feel o f l i v i n g in t h e city.
THE. F O X IN FLAMES
T h e m a i n p l a c e w h e r e a d v e n t u r e r s h a n g o u t in T r e v e r r e is a n
inn called T h e F o x In Flames. T h e F o x in F l a m e s is a typical
inn (including the quirks: every inn has quirks), and typical of
Treverre style and architecture as well. m a t t r e s s e s o f l i n e n fiber, a n d c l e a n w o o l b l a n k e t s - b u t a r e u s u
It g e t s i t s n a m e from a fireproof w o o d e n statue o f a fox that a l l y r e n t e d b y t h e b e d , n o t t h e r o o m , s o y o u m i g h t find y o u r s e l f
is k e p t i n t h e b i g fireplace. Katine Arl, the ex-adventurer t h r e e feet a w a y f r o m a s n o r i n g G o r m o r o r y o u don't d a r e annoy.
R a s s i m e l i n n k e e p e r , s o m e t i m e s a n i m a t e s t h e fox (it b e c o m e s a
l i v e f l e s h f o x ) a n d s e n d s it o u t t o c h a s e o r c u d d l e someone. PLUMBING
The F o x in F l a m e s has b e e n the favored tavern of adventurers Treverre boasts a fairly g o o d w a t e r a n d s e w e r system, b a s e d
f o r fifty y e a r s o r m o r e - t h e h o u s e g i v e s a free r o u n d o f d r i n k s on equal parts careful construction a n d sorcery. A spell cast
to a d v e n t u r e r s w h o tell a g o o d e n o u g h story o f their a d v e n e v e r y few h o u r s b y o n e o f the three A q u a d o r m a g e s in the
tures. Retired adventurers, n o w upper-class, often c o m e to the Treverre Department of Flowing induces water to flow uphill
Fox in F l a m e s to relive their exciting days. There's a signboard from the lake into a h o l d i n g p o n d on an artificial hill o n the out
on t h e w a l l u s e d for calls for a d v e n t u r e r s . w a r d c o m e r o f t h e city. A f e w e x p e r t s (all C a n i ) taste t h e w a t e r
T h e c o m m o n r o o m takes u p a l m o s t h a l f the g r o u n d floor: a regularly, casting purification spells if n e e d be. F r o m the hold
l o n g l o w r o o m , lit b y w i n d o w s a n d c a n d l e s a n d fireplaces and ing pond the water flows downhill through a dozen conduits: big
self rubbing shoulders and swapping adventuring stories with a m o m e n t - though, in recent decades, a d v a n c e d sentient w a x -
the civilitat J u d o r i e W e n n e . There are a scattering of rickety faster w a y of fixing the waterworks. A forking labyrinth of
smaller tables as well, a n d t w o small dining r o o m s for m o r e smaller pipes brings w a t e r to m o s t of the buildings of Treverre.
Smiths' Guild
T h e S m i t h s ' G u i l d is a t y p i c a l s m a l l W o r l d T r e e g u i l d . There
are, b y an "ancient" c u s t o m conveniently discovered in some
guild politics last century, o n l y s e v e n m a s t e r - s m i t h s in T r e v e r r e .
The current master-smiths are: Vind H a m m a r m o r t h (Rassimel
man, weapons-smith); Crander Antorron (Cani man, weapons-
smith, hasn't t o u c h e d a forge in t w e n t y years), N a b u s Ventretti
( H e a d of guild; Cani m a n , m o v e d from Ovirucci w h e n he got the
chance to b e the h e a d of the guild; priest of Tenmen; armorer);
Silverfish D a n c e r (Orren w o m a n , jeweler); E n a Snullens (Cani
w o m a n , married to current head of Hostellers' Guild; mainly
decorative work); Bilitatton Darkstripe (Herethroy co-lover,
armorer); Gastorla Petz (Rassimel woman, toolmaker and some
thing of an enchanter).
T h e Smiths' Guild has a handful of auxiliary m e m b e r s of one
form or another: a Rassimel w o m a n w h o has finished her jour-
n e y w o r k a n d is w a i t i n g for a n o p e n i n g a m o n g t h e full m e m b e r s ;
In my youth J was a proper and upstanding scoundrel, all my
attention on matters of demeanor and title and etiquette, and it
damn near left me sitting in the Nobles' Pavilion instead of the
throne. For we had a choof among us to see who was to be heir-
designate to Treverre, Clytemna my sister and Gravion my
brother and I. Barency had just sent a new ambassador to
Treverre, with a dozen children in tow, all chubby fluffy tidy
well-mannered Rassimel. So we arranged that whichever of us
collected the most of them in our social circle would win the
choof. Clytemna picked up seven, and Gravion got four. I was
left with only priggish, piggish Porence Butterman, trading bit
ter comments about how rude and improper all our siblings
were.
So, when it came time for the three of us to get our first posi
tions, Clytemna stood as the Secretary-Apprentice, in the corner
of the Legeriat, and became known to every important person in
Treverre. Gravion stood as a lieutenant in the guard, and
earned respect in that rough company. And I stood to the truly
unimpressive position of Administrator of the Post, supreme
leader of three air-mages and a dozen riders too wild to stay in
any city, plus some collection of grooms and ill-kempt coach
men.
When Gravion was married, we sent polite announcements all
about. Joiret Dansanguine was the messenger to Barckx, for
Caerldlu were relatives in some remote degree of a co-husband;
while such a distant and important House would never attend in
person, we had to invite them. Joiret scarcely made half the
journey, with some strangely persistent brigands pursuing her.
She returned to Treverre, message not delivered, missing two
lingers and most of her tail.
"What better could you expect from the Post with Adcominie
running it? Ho, he'll just ask them politely to let the messenger
through, and expect that will be that!", is what everyone said.
From hearing that, I had a fury. 1 gathered followers to me:
one of the Post's air-mages, two of my more aggressive cousins,
a classmate at Hellestew who ached to try her new Pyrador
\pells as they were meant to be cast, an Orren fencer who
thought that any prince would be a good patron, a Sleeth guide
who generally alerted us to danger by running off at the first
tign of it, a dozen others. We retraced Joiret's path. Our Sleeth
fled many times, as we fought jack o'hooks and evasive brig
ands, and remorshka and evasive brigands, and finally brigands
and evasive brigands.
At length we arranged a situation in which evasion was futile,
and with a great price in blood and cley we made them our cap
tives, and brought them along with our message to Barckx. The
sorcerers of Caerldlu put the brigands to the question, and
pulled their secrets out like teeth. The brigands were no simple
highwaymen, but mercenaries and agents of House Temeresco;
and their intention was not simple banditry, but the weakening
of House Caerldlu as a move in their subtle political struggle.
And, in the grand tradition of Ketherian politics, Caerldlu
thought that Temeresco was its stoutest ally beforehand.
So poor Prince Gravion was surprised and honored when
three high lords of Caerldlu came to his wedding. But he was
not pleased, nor was Clytemna, to see them walk arm in arm
with me, already speaking to me as if I were their equal.
- Duke Adcominie Brae of Treverre
[Memoir of a Sleeth fire-mage named Rrengra]
After we get back, Azliet invites me to stay in her longhouse while we recover from fighting too many scawn. I am not sure now
why I accept. Perhaps it is the biting insects in the Fox in Flames' sleeping rooms, or perhaps it is Azliet's stories about Cheknou's
cooking. Either way I do the right thing staying with her. There are no biting insects here, and Cheknou is better than any inn I am
willing to pay for. Dinner is a feast welcoming Azliet home alive, and me and Orkozarmon for bringing her here. Cheknou buys a
whole guntry, cuts two thousand little slits in it, and sticks spices in each slit. When I have a week to cook a guntry, and hands, I
remember this recipe.
Dinner is very late, and everyone goes to sleep right afterwards. Azliet and Hraff curl up in a corner, with most of the other adults
nearby. Three of the puppies decide that I am a good pillow, so I show them how a mother Sleeth washes her kittens' faces. They yelp
and squirm, and everybody laughs. Then they go to sleep cuddled up to me. Squirmy little puppies -1 sleep sounder with the biting
insects.
I do not know before then that Cani sleep all night. I wake up at the usual time, but everyone else is asleep like statues. Except for
the puppies, who are asleep like squirming statues. I cover them with a blanket and look around. When we talk first, Azliet says that
her family is not terribly rich. Someday I want to be not terribly rich like this! They have the dozen enchanted things around the
house, several metal things out in the open, the tapestries everywhere, the very fine furs for sleeping, and many other things.
I do not want to wake any Cani, so I go into the kitchen first. The stove is the amazing stove. It is a huge pottery thing in the mid
dle of the kitchen, big enough for me to sleep inside. I cannot get in, though. The fire is behind some doors with such complicated
latches that clever-fingered Cani puppies can't get in either. It is made of hardened clay, and glazed in shiny colors. Cheknou this
morning tells me that the red and black glazed parts are cool enough to touch. The blue ones are hot enough to simmer water. There's
one big tank for simmering water, and another for heating up to simmering. They never have to wait for the dishwater to get hot. That
is the very important thing of the stove, since otherwise the puppies lose interest too fast in doing the dishes. The green parts are boil
ing hot. Yesterday Lantie cooks the soup in the middle-sized green well, and boils all the eggs at once in the small one. There are two
wide places, glazed white and searing hot. I suppose you use the flat one when the meat is dry, and the dished one when it's juicy or
when you make a sauce. Then there are the three ovens. Each morning it needs the three logs and the three cley, and then it burns all
day. It is not the work of a great world-burning fire wizard, but the spellwork is as solid as the pottery and the pottery holds up for
two hundred years without a crack. It is the wedding present to Azliet and family, from Hraffs parents' longhouse. Four of Hraffs
parents come with it - for Cani I suppose that too is a present- and two of them are still living here.
The rest of the kitchen is not making a fire-mage's ears stand up quite so much, but it is rich. The floor is big shiny red-brown clay
tiles. There is the cistern in the corner with a Doubled Drink talisman by the side. Earlier that day Azliet forbids me to drink out of
it without a cup, so that night I plan to wake her up and pry her off of Hraff and make her scoop a bowl of water for me. If she is as
13
clever about Sleeth as she is about scawn she shows me the drinking horns or leaves a bowl on the floor. There is the trap door
14
into the pantry , in which they keep much dried spiced guntry, and other things that do not make me so hungry.
The gathery room is the biggest room of the house. The floor is some hard wood, frace perhaps, but everywhere are the rugs and
so it is hard to tell. The walls are definitely frace; I poke behind one of the tapestries. Three walls are protected with Unburning
Wood. The fourth one just has the tattered traces of a spell. I think I tell Azliet to scratch the one who cast that spell. If she asks I
do it better myself.
If I stay here longer perhaps I earn my keep by fireproofing houses. The tapestries should be fireproofed too, but that is harder since
they are woven with some wool and some plant fiber. At least Azliet does not have tapestries near the fireplace. Rrai, I suppose I do
not care if five Cani dancing around a flowering bush burn up, as long as they are only woven on a tapestry.
They keep a little bit of dried spiced guntry up here, in a wooden box that is not locked. Paws can open it after a bit of trying, which
is a shame. It is not the same kind as in the kitchen and not as good. I do not know why even some Cani would spice a guntry with
thallassy. Fortunately there are pepper pods in the kitchen where I can reach them, to burn the taste out of my mouth. I see where
Azliet learns to be the clever adventurer; her home is full of traps set for intruders.
Then I find the second trap. The bench along the short wall is teetery, and Cheknou and Ravide come running and growling when
a Sleeth knocks it over at night. So I will explore more in the daytime. Now I go back to the squirming puppies.
13
Rrengra could use her innate Ruloc Corpador to scoop up some water with a drinking horn, and not have to lap out of the cistern with her tongue. She's a little annoyed at her friend's
unconscious prejudice, so she's pretending not to notice the horns. She won't use a saucer directly, because her innate and free powers only affect animal matter, not pottery. With a con
servative adventurer's habits she doesn't want to use ordinary magic; it might cost a cley.
14
A trap door into a pantry would be inconvenient for a typical human house; the cook would have to climb out of the pantry and hold the food he was fetching at the same time. Cani
longhouses are built assuming there will always be several people around, and that it'll never be a problem to have someone climb down and hand the food up to the cook. Rrenngra would
just jump back up with the food in her mouth; the issue wouldn't occur to her either.
Basic "Rales for £\nxioas Players
T h i s c h a p t e r s u m m a r i z e s t h e rules o f t h e W o r l d T r e e g a m i n g
s y s t e m : r e a d it, a n d y o u k n o w e n o u g h t o b e g i n t o p l a y . T h e r e s t Dice
o f t h e rules a r e e l a b o r a t i o n s o n t h e ^ e ; r e a d t h e m a n d y o u w i l l T h e W o r l d T r e e R P G u s e s t w o k i n d s o f d i c e : simple ( d 6 , d 2 0 ,
k n o w e n o u g h t o p l a y w e l l , a n d r e a l l y l i v e t h e life o f a n a d v e n e t c . ) a n d stress ( s 6 , s 2 0 , e t c . ) . S t r e s s r o l l s c o m e i n s i t u a t i o n s
turer o n the World Tree. w h e r e y o u m i g h t fail t e r r i b l y o r s u c c e e d g l o r i o u s l y . S t r e s s d i c e
can roll very well or very badly. F o r m o r e information s e e p a g e
136.
ROLEPLAYING
• A r o l l o f 1 m i g h t m e a n " v e r y b a d l y " . R o l l s o m e b o t c h dice,
W o r l d T r e e is a r o l e - p l a y i n g g a m e , a n a d v e n t u r e o f s h a r e d s t o
w h i c h a r e d 6 ' s . U s u a l l y you'll o n l y roll o n e , b u t t h e g a m e m a s
r y t e l l i n g . M o s t o f t h e p e o p l e i n v o l v e d , t h e p l a y e r s , t a k e the
ter m i g h t tell y o u t o roll m o r e . I f a n y o f t h e b o t c h d i c e c o m e u p
roles o f c h i e f characters o f t h e story, usually o n e character p e r
1, s o m e t h i n g b a d h a p p e n e d . E x a c t l y w h a t i s u p t o t h e g a m e m a s
p l a y e r . P l a y e r s c o n t r o l t h e i r c h a r a c t e r s , w i t h i n t h e rules a n d t h e
t e r : y o u m i g h t d r o p y o u r s w o r d o r c a s t t h e fireball o n y o u r s e l f .
s c o p e o f t h e story.
If y o u didn't botch, y o u either rolled a n o r d i n a r y 1 o r j u s t failed,
O n e person, the gamemaster, does everything else. The
at t h e g a m e m a s t e r ' s c h o i c e .
g a m e m a s t e r is in charge o f all the other characters in the story:
the non-player characters, or NPC's. T h e gamemaster sketches • I f y o u roll t h e die's m a x i m u m , roll a g a i n a n d a d d t h e n e w roll.
the o u t l i n e o f t h e s t o r y - b u t t h e d i f f e r e n c e b e t w e e n t h e n o v e l S o , if y o u roll a 2 0 o n a n s 2 0 , y o u roll again. I f y o u r s e c o n d roll
i s t ' s a r t a n d t h e g a m e m a s t e r ' s i s that the p l a y e r s , n o t t h e is 7 , t h e n y o u r o l l e d 2 0 + 7 = 2 7 o n t h e s 2 0 . I f t h e s e c o n d r o l l is
gamemaster, control m a n y chief characters, a n d the story will a n o t h e r 2 0 , y o u g e t t o k e e p g o i n g . ( I f t h e s e c o n d r o l l i s a 1, y o u
w h i r l a n d d a n c e a w a y in directions that n o b o d y , least o f all t h e rolled a 21 total, n o t a c h a n c e to botch.)
g a m e m a s t e r , e x p e c t s . T h e g a m e m a s t e r i s t h e final a r b i t e r o f t h e
rules. T h i s is a great deal o f w o r k , for w h i c h m i c r o c o s m i c near- A T T R I B U T E S A N D SKILLS
o m n i p o t e n c e is a scant reward. There are ten Attributes, which describe your character's r a w
R o l e p l a y i n g g e n e r a l l y is a c o o p e r a t i v e g a m e f o r t h e p l a y e r s . physical a n d mental ability: Strength, Stamina, [Manual]
I n - c h a r a c t e r , c h a r a c t e r s m a y d i s a g r e e a n d fight a n d h a t e e a c h D e x t e r i t y , [ B o d i l y ] A g i l i t y , P e r c e p t i o n , F a i t h , M e m o r y , Wits,
o t h e r ; b u t b e s t i f t h e players w o r k t o g e t h e r . I n p a r t i c u l a r , t h e W i l l , a n d C h a r i s m a . A n a t t r i b u t e o f 0 i s a v e r a g e : n o b o n u s , no
g a m e is n o t a c o n t e s t o f p l a y e r s a g a i n s t g a m e m a s t e r . The penalty. A n attribute o f - 2 is p o o r b u t n o t crippling. A + 3 is
g a m e m a s t e r gives the players a chance to b e other people, to live n o t a b l y g o o d ; a + 5 is i m p r e s s i v e . ( S e e p a g e 1 3 6 . )
(and perhaps die) heroically; to experience and explore a radi T h e r e a r e a l a r g e n u m b e r o f Skills, w h i c h d e s c r i b e y o u r
cally n e w world. T h e players give the g a m e m a s t e r an active learned or a c q u i r e d abilities. A w a r r i o r m i g h t h a v e a h i g h skill
a u d i e n c e w h o tells h a l f t h e story, a delightfully a n d exasperat- level in E d g e d W e a p o n s ; a traveler m i g h t h a v e G e n e r a l
ingly unpredictable set of characters, and a means to bring imag K n o w l e d g e . T h e s k i l l n u m b e r y o u u s e i s t h e level. A s k i l l l e v e l
ination closer t o m u n d a n e reality. of 0 indicates n o e x p e r i e n c e . A skill o f 5 is a r e s p e c t a b l e a m a
t e u r l e v e l . A skill o f 10 is a d e c e n t s t a r t i n g p r o f e s s i o n a l l e v e l ; a
s k i l l o f 15 i s a n e x p e r t i n t h e field. ( S e e p a g e 1 3 7 . )
CHARACTER CREATION
A l m o s t e v e r y roll y o u m a k e h a s t h e f o r m
You'll p r o b a b l y u s e a g a m e m a s t e r - d e s i g n e d character for your
first g a m e . R e a d y o u r c h a r a c t e r s h e e t , a n d a s k t h e g a m e m a s t e r
t o e x p l a i n anything t h a t d o e s n ' t m a k e s e n s e . Y o u a r e r e s p o n s i A t t r i b u t e + Skill + d 2 0
b l e f o r r e m e m b e r i n g t h i n g s o n i t , s i n c e y o u a r e l o o k i n g a t it a n d or
t h e g a m e m a s t e r isn't. I f y o u forget that y o u r c h a r a c t e r can't b e A t t r i b u t e + Skill + s 2 0 .
poisoned, the gamemaster might unwittingly poison you - and
gamemaster mistakes are permanent. T h e s t r e s s d i e is u s e d in s i t u a t i o n s w h e r e t r i u m p h s o r d i s a s t e r s
are possible.
T h e c h a r a c t e r creation rules start o n p a g e 1 0 8 . B u t read this
c h a p t e r a t least b e f o r e y o u start, s o it will m a k e s e n s e .
For example, if you're trying to pick a lock, y o u w o u l d u s e the
Attribute o f D e x t e r i t y ( m a n u a l dexterity), a n d t h e skill o f P i c k Knacks
Locks; for a typical lock, y o u m i g h t need a total o f 2 0 o r better. You m a y h a v e k n a c k s in s o m e skills. A k n a c k is a b o n u s that
If y o u ' r e t r y i n g t o e x a m i n e a l o c k a n d g u e s s h o w h a r d it w i l l b e y o u a d d in w h e n e v e r y o u u s e t h e skill. It's straightforward for
(o p i c k , y o u m i g h t r o l l P e r c e p t i o n + P i c k L o c k s + s 2 0 , a n d n e e d n o n m a g i c a l skills. F o r m a g i c , y o u get to a d d all the k n a c k s of
a total o f 15 o r better. the spell's art - if y o u cast M u t o c P y r a d o r Illusidor a n d h a v e
Higher dierolls a n d higher totals are a l w a y s better. The k n a c k s in all three arts, a d d all three k n a c k s . See page 145.
gamemaster will pick a number, a n d if y o u r Attribute + Skill +
s20 total is t h a t n u m b e r o r a b o v e , y o u s u c c e e d . S o , if you're TIMING
p l a y i n g a n a m a t e u r thief w i t h D e x t e r i t y = + 3 a n d P i c k L o c k s = W h e n t h e p r e c i s e o r d e r o f e v e n t s is i m p o r t a n t - like in a battle
6, a n d t h e g a m e m a s t e r d e c i d e s t h a t y o u n e e d a t o t a l o f 2 0 o r - w e u s e initiative. I n i t i a t i v e s are c a r d s d r a w n from a n o r d i n a r y
h i g h e r t o o p e n t h e d o o r , y o u ' l l n e e d t o r o l l a n 11 o r m o r e o n t h e deck of playing cards. E v e r y o n e w h o gets a n A c e goes first;
d 2 0 , t o g e t 3 + 6 + 1 1 = 2 0 >= 2 0 . I f y o u r s k i l l w e r e 1 5 - a n e x p e r t then e v e r y o n e w i t h a 2 , a 3 , a n d s o o n to King, a n d t h e n b a c k to
lockpicker - y o u ' d o n l y n e e d to roll a 2 or better. Ace again. (See page 148.)
W h e n e v e r y o u act, y o u immediately d r a w another initiative
Experience card as your next initiative. F o r example, suppose y o u d r a w an
Your level in a skill is d e t e r m i n e d b y h o w m a n y experience Ace, and your opponent draws a Queen. You act o n A c e , and
points y o u p u t i n t o it. S k i l l s a r e d i v i d e d i n t o n i n e skill cate then draw again: a 4. You act o n 4, a n d draw again: a 5. You
gories, s u c h as m a g i c a l skills a n d social skills. A s y o u play, t h e act o n 5, a n d d r a w another 5. Y o u n o w h a v e to w a i t until 5
gamemaster will assign experience for each skill category. c o m e s u p again; your e n e m y acts next, o n Queen.
Between sessions, y o u can take some of the experience from the W h e n it's n o t y o u r initiative, y o u can't d o m u c h . Y o u c a n talk
c a t e g o r y ' s p o o l a n d a p p l y it t o s o m e i n d i v i d u a l s k i l l s i n t h a t c a t and look around. You c a n set off bound defense or healing
egory. R a i s i n g a skill b y o n e costs a n u m b e r o f experience spells. Y o u m a y b e able to r e s p o n d t o events like falling or get
p o i n t s e q u a l t o t h e l e v e l y o u a r e r a i s i n g t h e s k i l l t o : it c o s t s 5 ting jumped; ask the gamemaster. See page 150.
points t o g o f r o m level 4 to level 5. In m o s t cases, y o u c a n gain
at m o s t o n e l e v e l i n a p a r t i c u l a r s k i l l p e r s e s s i o n . S o , g o i n g a l l
the w a y f r o m 0 t o 5 w o u l d t a k e 1+2+3+4+5=15 experience
COMBAT
E v e r y o n e h a s Life Points, indicating h o w healthy, large, a n d
p o i n t s , a n d five s e s s i o n s . See page 146.
t o u g h t h e y are. A s u p e r b w a r r i o r m i g h t h a v e fifty; a t o u g h n o n -
warrior will h a v e half that. A s long as y o u have a positive num
ber, you're O K . W h e n y o u h a v e a small n e g a t i v e n u m b e r , you're
incapacitated but not dead. W h e n y o u have a large negative
n u m b e r , y o u are d e a d ; r e s t o r i n g y o u t o l i f e i s n o t e a s y . (See
p a g e 150.)
C o m b a t depends o n several attributes a n d skills, but is boiled i n g t h e m , M u t o c o f c h a n g i n g t h e m , a n d so o n . T h e N o u n s tell
d o w n to a few n u m b e r s . F o r example, your Attack B a s e is w h a t k i n d o f m a t e r i a l t h e s p e l l is w o r k i n g w i t h : H e r b a d o r is
d e t e r m i n e d m o s t l y b y y o u r skill at u s i n g y o u r w e a p o n , your p l a n t m a t e r i a l , P y r a d o r i s fire. S o , a fireball s p e l l w o u l d c r e a t e
D e x t e r i t y , a n d w h a t k i n d o f w e a p o n it i s . S e e p a g e 1 5 2 . fire, a n d t h u s u s e C r e o c P y r a d o r . T h e s p e l l t o p u t o u t a fire
To hit s o m e o n e w i t h a w e a p o n , roll y o u r A t t a c k = A t t a c k would b e Destroc Pyrador. See p a g e 172.
Base + s20. Y o u r v i c t i m w i l l roll a D e f e n s e = D e f e n s e Base + S o m e spells h a v e multiple arts: if y o u w a n t to turn a n u t into a
s20. I f t h e A t t a c k t o t a l i s h i g h e r , t h e w e a p o n h i t s . T h e d a m a g e g l o v e , y o u w o u l d u s e t h e V e r b M u t o c ( c h a n g i n g ) , and t h e N o u n s
is, a b a s e d a m a g e d e p e n d i n g o n t h e w e a p o n a n d y o u r S t r e n g t h , Corpador (animal material, including leather) a n d H e r b a d o r
p l u s a Damage Increment for every ten points b y w h i c h Attack (vegetable material, including nuts). W h e n e v e r a spell uses sev
b e a t s D e f e n s e , m i n u s a Soak s c o r e d e t e r m i n e d b y y o u r v i c t i m ' s e r a l a r t s , y o u r s k i l l a t it i n v o l v e s t h e worst o f i t s V e r b s k i l l s a n d
a r m o r - b u t t h e d a m a g e is at least o n e point, n o m a t t e r h o w g o o d t h e worst o f i t s N o u n s k i l l s - e.g., M u t o c , a n d w h i c h e v e r o f
the armor or pathetic the weapon. C o r p a d o r a n d H e r b a d o r y o u a r e w o r s t at.
H e r e a r e t h e s e v e n Verbs a n d t w e l v e N o u n s . N o t e that they do
Combat Stance overlap; some things are covered b y more than one Art. Blood
Skilled fighters can choose to b e aggressive or defensive. On is b o t h C o r p a d o r ( a s all flesh i s ) , a n d A q u a d o r ( a s all l i q u i d s
your initiative, y o u m a y pick a number, called your C o m b a t are). It c a n b e affected b y e i t h e r N o u n , o r m o r e e a s i l y b y u s i n g
S t a n c e , w h i c h is a d d e d t o y o u r A t t a c k - a n d subtracted f r o m b o t h at o n c e .
y o u r Defense, o n every defense roll until y o u r next action. If
you choose a positive stance, y o u l i r e aggressive: you'll hit and M a g i c a l Arts
be hit m o r e a n d harder. If y o u choose a negative stance, you're
Name Abrv. Domain
defensive. Your stance m a y b e n o larger than your C o m b a t
Stance B a s e skill in absolute v a l u e . S e e p a g e 1 5 7 . VERBS
Creoc Cr Creation
Combat Options Destroc De Destruction
Experienced warriors have m a n y options available in combat.
T h e y m i g h t try to hit accurately at t h e e x p e n s e o f d a m a g e , o r Healoc HI Healing, Restoring
hard at the expense o f accuracy. T h e y might retreat a f e w steps Kennoc Ke Knowing, Information(unreliable)
to gain a defensive advantage, o r try to force their e n e m y to
Mutoc Mu Changing, Transforming
r e t r e a t . T h e n u m b e r o f o p t i o n s a v a i l a b l e t o y o u is e q u a l t o y o u r
C o m b a t S t a n c e B a s e skill. S e e p a g e 157. Ruloc Ru Control
Sustenoc Su Sustaining
Magic in Combat
M o s t attack spells don't t a k e effect i m m e d i a t e l y . T h e y r e q u i r e NOUNS
o n e a c t i o n t o build; d r a w a n i n i t i a t i v e f o r w h e n t h e y finish. Airador Ai Air, Weather, Sound
W h i l e they are building, they a r e usually visible (if y o u ' v e cast
Aquador Aq Water, Liquids.
a s p e l l t o s e t s o m e o n e o n fire, t h e y w i l l s m o l d e r ) , b u t t h e y d o n o
d a m a g e until their initiative. S e e p a g e 185. Corpador Co Animal Matter, People, Flesh, B o n e
M o s t d e f e n s i v e s p e l l s a n d c o u n t e r s p e l l s a r e fust; t h a t i s , t h e y Durudor Du Metal, Stone, Glass
t a k e effect instantly. You m a y get the opportunity to counter-
Herbador Hr Plants, Plant Matter, Soil
s p e l l a n a t t a c k s p e l l b e f o r e it t a k e s effect, if y o u r i n i t i a t i v e is
b e f o r e t h e attack spell's. It is h a r d t o e l i m i n a t e e v e n a m o d e r Illusidor II I m a g e s , Illusions, Light, S o u n d
ately-powerful attack, b u t y o u c a n usually soften the blow. Locador Lo Space, Places
T h e simple, l o w - p o w e r attack spells are n o t very dangerous. Magiador Ma Magic
In battle, m a g e s tend to b e support: blinding enemies, healing
allies, providing distractions a n d t h e like. Mentador Me Mind, Thought
Pyrador Py Fire, Heat, Cold, Light
MAGIC Spiridor Sp Spirits, Sentient Magic
Tempador Te Time
Cley
M o s t m a g i c r e q u i r e s cley, a k i n d o f s p e l l - p o i n t . C a s t i n g a p a t
tern spell requires o n e cley, regardless o f h o w strong o r tricky
the spell is. A s p o n t a n e o u s spell requires d 3 cley. E a c h p e r s o n Complexity and Power
gets a daily supply o f cley: at d a w n (for most people), y o u will T h e r e a r e t w o m e a s u r e s o f a s p e l l : Complexity a n d Power.
b e r e s t o r e d t o F a i t h + C l e y B a s e + d 6 cley. I f it's n o t d a w n , y o u C o m p l e x i t y tells h o w tricky a spell is; if it's t o o tricky, y o u
c a n g e t a f e w c l e y b y m e d i t a t i n g o r g e t t i n g a gift o f c l e y from m i g h t n o t b e a b l e t o c a s t it. P o w e r t e l l s h o w m u c h f o r c e t h e r e i s
s o m e o n e else. S e e p a g e 173. b e h i n d a spell. F o r e x a m p l e , p i c k i n g a l o c k m a g i c a l l y is a h i g h -
complexity spell that doesn't usually n e e d m u c h power.
Magic Arts: Nouns and Verbs B l u d g e o n i n g a d o o r d o w n is l o w c o m p l e x i t y , b u t r e q u i r e s a g r e a t
U s i n g t h e s p e l l s d e p e n d s o n a p a i r o f s k i l l s , t h e s p e l l ' s magical
deal of power.
arts. T h e a r t s a r e V e r b s a n d N o u n s . T h e V e r b s t e l l w h a t y o u a r e
C o m p l e x i t y is a l w a y s a m u l t i p l e o f 5 . Complexity-5 spells
d o i n g : C r e o c is t h e Verb o f c r e a t i n g things, D e s t r o c o f destroy
are the World Tree equivalent o f appliances: c o m m o n , easy to
use, unexceptional. Complexity- self). F o r e x a m p l e , if y o u cast a Fire F l o w e r o n initiative A c e
1 0 a n d 15 a r e p r o f e s s i o n a l q u a l a n d d r a w 7 for t h e spell's initiative, y o u r e n e m i e s h a v e t h e time
ity. Complexity-20 and higher b e t w e e n 2 a n d 6 to try to d o s o m e t h i n g about the spell.
is s e r i o u s m a g i c . C o m p l e x i t y is
mainly used to determine Magic Resistance
w h e t h e r or not y o u c a n cast the spell. Ordinarily, w h e n a spell is a b o u t t o take effect o n y o u , y o u
O n c e a spell h a s b e e n cast, its c o m p l e x m a y m a k e a M a g i c R e s i s t a n c e + s 2 0 roll. If y o u roll h i g h e r than
ity d o e s n ' t m a t t e r a n y m o r e . the spell's P o w e r , y o u g e t a r e d u c e d effect. It is v e r y h a r d t o
P o w e r c a n b e a n y n u m b e r ; it is b a s e d o n m a k e this roll. Y o u c a n s p e n d cley to defend yourself, giving a n
y o u r skill p l u s a d i e roll, p l u s a n attribute, extra s 2 0 p e r cley o n t h e roll. D e f e n s i v e m a g i c is useful t o o -
knacks, and other modifiers. It d e t e r m i n e s b u t it m u s t b e c a s t i n a d v a n c e , o r o n a b o u n d s p e l l . (You m a y
many aspects o f w h a t the spell does. A w a i v e y o u r M a g i c R e s i s t a n c e roll if y o u wish.) See page 185.
m o r e p o w e r f u l spell m a y last longer, affect
a w i d e r area, b e harder to resist, d o m o r e OTHER TOPICS
damage, and so on. See page 173.
Trouble
Styles of Magic If you're badly w o u n d e d , or tied u p , or dead drunk, o r blind
T h e r e are a half-dozen styles o f m a g i c in c o m m o n u s e o n t h e folded, or h a v e a small child hanging o n your s w o r d a r m , y o u
world tree, b u t most people mainly deal with three: m a y n o t b e able to w o r k as effectively as otherwise. These
Pattern Magic: P a t t e r n spells a r e l e a r n e d s p e l l s , r o u t i n e a n d effects a r e called T r o u b l e . T r o u b l e is d e s c r i b e d b y o n e n u m b e r ,
reliable. T h e y c a n g e t quite complex, though y o u c a n only cast w h i c h is u s e d a s a p e n a l t y o n all a p p r o p r i a t e d 2 0 a n d s 2 0 rolls
pattern spells o f Complexity < ( M e m o r y + N o u n + Verb). Their (including Attack Total a n d Defense Total). So, Trouble 3
P o w e r is M e m o r y + N o u n + Verb + d 2 0 : d e c e n t l y strong, fairly m e a n s a 3-point penalty. (See page 151.)
p r e d i c t a b l e . T h e r e a r e w a y s o f c a s t i n g p a t t e r n spells w i t h a little
extra p o w e r , o r w i t h little c h a n c e o f u s i n g a cley. S e e p a g e 1 7 5 . Role-playing and Rule-playing
Spontaneous Magic: S p o n t a n e o u s spells are m a d e u p o n t h e T h e rules a r e u l t i m a t e l y a s c a f f o l d t o s u p p o r t t h e s t o r y w h i c h
spot. Y o u c a n try t o d o a n y t h i n g at all with s p o n t a n e o u s m a g i c : you and the gamemaster are improvising. Sometimes the
just s a y w h a t y o u w a n t to d o , a n d try to invent a spell that d o e s g a m e m a s t e r w i l l f o l l o w them t o t h e l e t t e r . S o m e t i m e s t h e y w i l l
it. Y o u m i g h t s u c c e e d , o r y o u m i g h t fail, d e p e n d i n g o n h o w be taken informally, or thrown out altogether, as the needs o f the
c o m p l e x t h e effect is in relation t o y o u r skill a n d l u c k - a n d t h e r e story require. You m a y politely remind the gamemaster about
aren't m a n y p e o p l e w h o c a n reliably spont even c o m p l e x i t y - 1 0 the usual rules, in case she's forgotten them. However, the
o r 1 5 s p e l l s . S p o n t a n e o u s m a g i c i s a s v a r i a b l e a s i n s p i r a t i o n : it g a m e m a s t e r m a y c h a n g e t h e rules i n s p e c i f i c c a s e s b y d e s i g n o r
c a n b e a m a z i n g l y g o o d o r a m a z i n g l y b a d . It c o s t s d 3 c l e y . F o r by chance.
e a c h a r t i n v o l v e d i n t h e s p e l l , y o u m u s t r o l l W i t s + A r t + s 2 0 >=
2xComplexity.
T h e P o w e r is W i t s + N o u n + Verb + S p o n t a n e o u s F o r c e +
(#cley)d20: usually significantly stronger than the s a m e effect
from a pattern spell, especially if t h e spont costs t w o o r three
cley. See page 178.
Bound Magic: B o u n d spells a r e m i n o r o n e - u s e m a g i c items.
T h e y are pattern spells cast b y experts onto objects, set to g o off
under certain specified conditions. A p o p u l a r b o u n d spell is a
healing spell, set to heal y o u w h e n y o u are incapacitated. U s i n g
a b o u n d spell doesn't t a k e a dieroll o r a cley. A d v e n t u r e r s often
choose to b u y a g o o d collection o f b o u n d spells before they set
off; y o u m a y s t a r t o f f o w n i n g s o m e . Y o u m a y o w n a t m o s t y o u r
C l e y B a s e b o u n d spells at a n y o n e time.
Y o u c a n b i n d spells if y o u h a v e t h e skill: useful for m a g i c a l
traps a n d the like. See page 180.
Timing of Magic
M o s t spells d o n o t g o off instantly. F o r e x a m p l e , if y o u cast a
Fire F l o w e r spell, the basic spell to set s o m e o n e o n fire, they
w i l l start s m o l d e r i n g a n d s m o k i n g w h i l e t h e s p e l l builds. W h i l e
a s p e l l i s b u i l d i n g , it i s r e l a t i v e l y e a s y t o s t o p o r r e d u c e . Your
e n e m y could hit that Fire Flower with a counterspell, or j u m p
into a pond. After a f e w s e c o n d s , u n l e s s s o m e t h i n g is d o n e , t h e
spell t a k e s effect: t h e e n e m y b u r s t s into f l a m e s a n d t a k e s d a m
age. See page 185.
Ordinarily, attack spells take o n e action to build. When you
cast o n e , d r a w a n initiative for t h e spell (as well a s o n e for your
If y o u a r e p l a y i n g t h e W o r l d T r e e R P G , y o u will take a char p a g e 2 0 4 . A list o f c o m m o n g o o d c h o i c e s is f o u n d o n p a g e 3 0 9 .
acter: a n alter e g o living o n the W o r l d Tree. (You, yourself, are 8. D e t e r m i n e w h a t y o u o w n : E v e r y o n e s t a r t s o u t w i t h s o m e
called a "player".) Y o u m a y design y o u r character. You h a v e a m o n e y : s 6 x l 0 0 + s 2 0 x l 0 l o z e n s . I f y o u b o t c h e i t h e r roll, you
great m a n y c h o i c e s - e v e n a b e g i n n i n g c h a r a c t e r is far m o r e t h a n h a v e n o cash to spend, b u t y o u d o h a v e t h e -1 D i s a d v a n t a g e of
a s p e c i e s , a g e n d e r , a p r o f e s s i o n , and a f e w n u m b e r s . At the N o Cash and m a y take another +1 Advantage beyond the usual
beginning of the game, your character will b e capable, a n d h a v e limit. B u y e q u i p m e n t a n d b o u n d s p e l l s ; s e e p a g e 6 0 . A list of
a s m u c h h i s t o r y and c o n t e x t a n d p e r s o n a l i t y a s y o u c a r e t o w o r k c o m m o n g o o d c h o i c e s f o r b o u n d s p e l l s is f o u n d o n p a g e 3 1 0 .
out. A s t h e g a m e p r o g r e s s e s , a g o o d deal m o r e o f all these will 9. Fill in t h e details. S k e t c h y o u r life-history, personality, a g e ,
come. a n d o t h e r interesting qualities. D e c i d e w h e n in t h e d a y y o u r
cley is refreshed.
OUTLINE 10. Total e v e r y t h i n g u p . T r a n s f e r all t h e i n f o r m a t i o n a b o u t
H e r e are t h e s t e p s o f c h a r a c t e r c r e a t i o n . T h i s s c h e m e i s f o r your character to your p e r m a n e n t character sheet, p a g e 3 0 2 .
a d v e n t u r e r s , a m o n g the b e s t p r i m e s o f t h e W o r l d T r e e . T h e Note: Frequently, t h e steps will b l u r into each other; p i c k i n g a
a v e r a g e p r i m e w o u l d h a v e less native talent, a n d p r o b a b l y less character concept says something about y o u r personality, skills
i n t e r e s t i n g training, t h a n a c h a r a c t e r d e v e l o p e d b y t h i s m e t h o d . a n d a d v a n t a g e s . Y o u c a n c o m b i n e t h e s t e p s o r d o t h e m i n a dif
Use the worksheet (page 298) as a guide through the charac ferent order if y o u wish.
ter creation process.
1. F i r s t , g e t a c h a r a c t e r c o n c e p t . D e c i d e w h a t s p e c i e s a n d CHARACTER CREATION 1:
s e x y o u are, w h a t k i n d o f p l a c e y o u c o m e f r o m , w h a t y o u ' r e b e s t
at, a n d w h a t y o u r n a m e is. CONCEPT
2 . R e a d y o u r species template, s t a r t i n g a t p a g e 1 2 0 . T h i s tells
Figure o u t in r o u g h terms w h a t y o u w a n t to b e , a n d w h a t that
you what experience y o u got by growing up Cani or Zi Ri, and
will require b y w a y o f skills a n d A d v a n t a g e s . D i s c u s s t h e c o n
whatever other advantages and disadvantages your species pro
c e p t w i t h t h e g a m e m a s t e r : y o u r v i c i o u s d o o m e d fire m a g e b a r
vides.
b a r i a n m i g h t n o t fit t h e g a m e m a s t e r ' s l i g h t h e a r t e d g a m e o f p o l i t
3. Generate your attributes; see p a g e 110. ical intrigue a m o n g h i g h - s o c i e t y nobility v e r y w e l l .
4. Select Advantages, special talents, training, or c i r c u m W h a t e v e r y o u d o , k e e p t w o things in m i n d . First, h o w will
stances w h i c h w o r k i n y o u r character's favor. A d v a n t a g e s h a v e your character get involved in the gamemaster's story? Second,
n u m e r i c v a l u e s . T h e first + 5 A d v a n t a g e s a r e free; A d v a n t a g e s w h a t will y o u b e able to d o o n c e y o u are in it?
b e y o n d that m u s t b e balanced b y corresponding Disadvantages.
Standard starting characters m a y take at m o s t - 1 0 total points o f A player decides to play a helpful Cani healer, a woman
Disadvantages, a n d h e n c e at m o s t + 1 5 total points o f named Azliet.
Advantages. Campaigns requiring more exceptional or more Here are some suggestions of character concepts. These are
ordinary characters might have these numbers adjusted u p or not character classes. Y o u c a n b e w h a t e v e r m a k e s sense for t h e
d o w n accordingly. T h e A d v a n t a g e s start o n p a g e 2 5 0 . story, w h a t e v e r t h e g a m e m a s t e r will allow.
5. D e c i d e w h a t experience a n d training you've h a d g r o w i n g Regular Person: Y o u a r e a h o u s e w i f e , a poet, a fisherman, or
up. Y o u get 2 0 blocks o f 30 experience points each, which you whatever, but you have some reason to adventure. You proba
m a y allocate as y o u w i s h a m o n g t h e n i n e skill categories. bly h a v e a n a s s o r t m e n t o f skills - c o o k i n g , literature, b o a t i n g ,
6. Distribute t h e e x p e r i e n c e i n e a c h c a t e g o r y t o skills i n s i d e a n d t h e l i k e - b u t it w i l l t a k e s o m e c r e a t i v i t y t o u s e t h e m a l l i n
that category. S e e p a g e 113 for, h o w to p u t e x p e r i e n c e into a g a m e s . It m a y b e a g o o d i d e a t o h a v e a f e w A d v a n t a g e s s u i t a b l e
s k i l l . T h e full d e s c r i p t i o n o f s k i l l s s t a r t s o n p a g e 1 3 7 . O n c e a l l for t h e k i n d o f a d v e n t u r e s y o u r story will i n v o l v e . P e r h a p s y o u
the experience h a s b e e n distributed, determine the levels o f your are a m i d d l e - a g e d O r r e n h o u s e w i f e w h o h a s to take y o u r ten-
skills. T h e table is o n p a g e 113. year-old s o n o n a three t h o u s a n d mile trip. B u t you're a serious
7 . S e l e c t y o u r spells. E v e r y o n e s t a r t s w i t h 3 + d 6 c o m p l e x i t y - and talented amateur Aquador m a g e , a n d your husband bought
5 spells. If y o u h a v e a n a d v a n t a g e that lets y o u h a v e m o r e spells y o u the Cruel Ice Fairy spell. Your g r a n d m o t h e r gave y o u a
- a n d m o s t a d v e n t u r e r s d o - p i c k t h e m t o o . T h e spells start o n magic sword n o t k n o w i n g that you've never s w u n g a sword in
Fixed 0 -1 0 -1 0 +2 +3 +1 +1 +2
Variable 0 +1 +2 -1 no-roil 0 -1 +2 -1 vxcrroU/
other
total +1 0 +2 -2 +1 +3 +2 +3 0 +3
C h a r a c t e r C r e a t i o n 4 : A z l i e t ' s A d v a n t a g e s and D i s a d v a n t a g e s
Adv+ Disad - Name Page Details
0 Cani/Standard/ 121 zrteridlivwte(choien/yycU&ifaXU) + 3 , metxthihieXdi Ruloc'k#wLcb+4; Loyalty bonuy+l
0 Harried/ 263 Azliet, Uk&rnoitCarU/, iymarriech.
-4 Eicceaiveiy Hetpfub 255
-2 DarhSecret 253
•2 Sleeth-frCe*\d/ 253 ^$j^ar^Ur-er^aspr-OYnLie't&be<Xrm£'goo&
-2 SutceptMe/to-Magio 259
+3 Healer'y GuUdTrru 257
+3 Healer €ieperie*\c&- 257
+2 ZpUv-l 5 SpeXl (twice) 260 Two-healing (frovrvHealer'y(jUild'Trainir\g>) £rone' ruyry/hecdiv\fy ipeil
+2 OpViu-20 SpeH 260
+1 CpWlO Spell* 260
+1 Cplx^5 ipeUy 260
+1 K,ruuih+2:Corpcui<yr 259
+1 E)dya/'£.%perience' 257
+1 Socicd/Cortfacty 263
+15 •10 TOTALS
Spellbinding 5 10 15 5 Spiridor
Spont. Force 6 6 3 Tempador
lighting Pool: 2*3 0 = 6 0 ; 2 left; Athletics P o o l : 2 * 3 0 = 6 0 ; 5 left: Rogue Arts Pool: 1 x 3 0 ; Oleft;
Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn
Archery Climb 15 15 5 Alertness 15 15 5
Thrown
Social Pool :2K3 0 + 1 1 e*tv a ; 8 left Crafts Pool: 2 x30 ; 3 leit Knowledges Pool: 1K30; aU/uieci
Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn
Bargain 10 11 21 6 Animal Handl. 10 10 4 GenKnowl 15 13 28 7
Intimidate 10 11 21 6 Teaching 6 4 10 4
Theology
T h e spell list s t a r t i n g o n p a g e 2 0 4 i n c l u d e s a g r e a t d e a l , s o m e
CHARACTER CREATION 7 : o f w h i c h is m o r e o f i n t e r e s t t o a d v a n c e d m a g e s t h a n starting
c h a r a c t e r s . T h e r e is a s h o r t e r list o f g o o d s p e l l s t o k n o w o n p a g e
CHOOSING SPELLS 309. Start with spells that are y o u r best N o u n + V e r b combina
tions, a n d in c o m m o n N o u n s like C o r p a d o r a n d H e r b a d o r . F o r
T h e W o r l d T r e e is a w o r l d o f p l e n t i f u l m a g i c . Every prime
e x a m p l e , if y o u are H e r e t h r o y , y o u p r o b a b l y should look at
l e a m s a f e w spells a n d a little m a g i c w h e n g r o w i n g u p ; s o m e
Creoc Herbador spells.
primes l e a m a great deal indeed. M a g e s rely heavily on their
pattern spells: concrete spells w h i c h do one thing quite well. All B e sure that y o u can cast the spells y o u choose. You need to
p r i m e s start out w i t h 3 + d 6 p a t t e r n spells of c o m p l e x i t y 5, w h i c h h a v e M e m o r y + Worst N o u n + Worst Verb b e at least as big as
are the simplest pattern spells. Many Advantages and the spell's complexity. (If y o u h a v e K n a c k s in s o m e o f the
Disadvantages give extra pattern spells. As you figured them spell's N o u n s a n d Verbs, a d d t h e m in too.)
out, y o u kept a record of h o w m a n y spells they gave: For example, Azliet has M e m o r y = +2, Ruloc = 7 with a + 4
k n a c k , a n d M e n t a d o r = 6. S h e c a n cast Q u i c k N a p ( R u M e 15),
Character Creation 7: Azliet's Spell Count because 2 + ( 7 + 4 ) + 6 = 1 9 >= 1 5 . She cannot cast any Ruloc
12 + 7+1 stawiard/heaUng' M e n t a d o r 2 0 spells until she gets o n e m o r e skill level in either
5
Ruloc or Mentador. She has Mutoc=0, Sustenoc=4, and
10 4+ 1 itaridard/healirig/
Corpador =12 with a +2 Knack. H e r total for Strength of
B O U N D SPELLS Azliet does not spend any money on bound spells, since
she can bind many useful ones and get others from Rrengra.
Characters typically start o u t w i t h s6xl00+s20xl0 lozens.
Buying bound spells would give her a better variety, but
B o t h stress dice g e t o n e botch die; if either botches, the charac
could be expensive.
t e r h a s n o c a s h o n h a n d , e f f e c t i v e l y the N o C a s h D i s a d v a n t a g e ,
but m a y take an additional + 1 Advantage - not o n e which gives
cash! - b e y o n d t h e usual limit.
You m a y u s e your starting m o n e y to b u y things; see the price
list o n p a g e 6 0 for s t a n d a r d p r i c e s o f s o m e c o m m o n t h i n g s . F o r
c o n v e n i e n c e , t h e g a m e m a s t e r m a y a l l o w y o u t o start w i t h rea
sonable equipment for y o u r skills a n d profession a n d social
background. If y o u h a v e a h i g h P i c k L o c k s skill, y o u h a v e a set
of lockpicks. I f y o u are m i n o r n o b i l i t y , y o u h a v e a c c e s s t o a
mansion or t w o , coaches, clothes, cooks, maids, a n d so o n - or
the local equivalent. W o u l d - b e adventurers will typically start
with leather armor a n d bone or w o o d w e a p o n s if they want
them, a n d m a y b u y more or have them from some Advantage or
other.
C h a r a c t e r C r e a t i o n 8 : Azliet's P o s s e s s i o n s
Possession Cost
metal-tipped/ Spear 150
meted> ihield/ from/ great- uncle'
leather armor itOA%dard/
O n e o f the m o s t i m p o r t a n t p o s s e s s i o n s o f a s t a r t i n g modem
a d v e n t u r e r i s bound spells: cheap one-use m a g i c items that cast
their spells under s o m e specific situations. A l m o s t a n y spell c a n
b e b o u n d , b u t s o m e spells w o r k better than other. See page 309
C h a r a c t e r Creation 8 : Azliet's B o u n d S p e l l s
1 Heal<theAwfxd/Wound/ HlCo-20 21 0
2 HeaJ/the/AwfvdWotAnd HlCo-20 19 0
3 Pretence/ of H e a t t i v HlCo-15 22 0
6 Levitatlon/ P.wCo-10 24 0
7 Quick/Imtant CrTe/10 10 on
8 Quichln&tunt (command/ "danger fight!") CrTe/10 12 on
9 Vowghty Warrior (command "danger fight!") SwCo-10 15 0
13
14
15
Calculate the character's c o m b a t statistics, and write t h e m Azliet has a Life Base of 7, and Stamina and Will both 0.
d o w n on the character sheet. M o s t of these d e p e n d o n one skill. She has 21 life points. She will be badly hurt if she is
• Life P o i n t s = 3 x ( L i f e B a s e + S t a m i n a ) . B a d I n j u r y a n d down to 10, and terribly hurt if she is down to 5. She will
Terrible Injury a r e a h a l f a n d a q u a r t e r o f L i f e P o i n t s , r o u n d e d be dead if she is reduced to - 7.
down. Dead is -(Life B a s e + W i l l ) . She has Faith = +3 and Cley Base = 10, and rolls
• Cley is C l e y B a s e + F a i t h + d 6 . R e r o l l t h i s e v e r y g a m e d a y , d6=4, giving 17 cley her first day. She will reroll this
u s u a l l y at d a w n . every day. Azliet simply takes the first five combat
F o r e a c h o f y o u r m a i n w e a p o n s , c a l c u l a t e the c o m b a t num options, Vary Stance through Wild Attack.
bers. Azliet is a good starting character. She's an excellent
• A t t a c k is D e x t e r i t y + y o u r s k i l l i n t h e w e a p o n , p l u s a m o d healer: a good profession between adventures, and a valu
ifier t h a t d e p e n d s o n t h e w e a p o n . See page 152. able skill during them. She has a few powerful spells for
dealing with menaces, building on her strengths. She has
• Base Damage a n d Damage Increment are g i v e n in the table a decent collection of utility spells. She'll do well in most
on page 154. social situations. She isn't helpless in combat, though
• D e f e n s e is A g i l i t y + D o d g e p l u s m o d i f i e r s f o r y o u r s p e c i e s ' she'll usually fight defensively and let more dangerous
i n n a t e a r m o r , t h e a r m o r y o u are w e a r i n g , t h e s h i e l d y o u a r e people do the killing. She has a few surprising tricks and
u s i n g , a n d t h e w e a p o n y o u a r e u s i n g . T h e first t h r e e a r e f o u n d skills, like basic mind-magic and forgery. She'll be able to
o n p a g e 156; the fourth is o n p a g e 154. do something worthwhile in almost any situation.
• Soak is y o u r s p e c i e s ' i n n a t e s o a k p l u s t h e s o a k o f t h e a r m o r The gamemaster will be pleased as well. Azliet will be
you are using, both found on p a g e 156. easy to involve in stories, and her friendship with Rrengra
• Combat Options: F o r each point of C o m b a t S t a n c e B a s e will help drag the Sleeth in as well. Azliet has a few
y o u k n o w , c h e c k off o n e b o x in the table of c o m b a t o p t i o n s o n strong personality traits, providing good material for role-
y o u r c h a r a c t e r s h e e t , o r d i n a r i l y s t a r t i n g w i t h t h e first b o x . S e e playing.
p a g e 156 for details.
Name A%Ue£ Species CewU/ Gender female/
Strength Stamina Dexterity Agility Perception Faith Memory Wits WIN Charisma
+1 0 +2 -2 +1 +3 +2 +3 0 +3
Spellbinding 5 Spiridor
Spont. Force 3 Tempador
Fighting 2 Knack Athletics 5 Knack Rogue Arts 0 Knack
Intimidate 6 Teaching 4
Theology
SPECIES TEMPLATE:
CANI
Cani are dogfolk, very civilized a n d extremely social. Clan
a n d family ties are v e r y strong; C a n i adventurers usually start
with a few useful gifts ( i n c l u d i n g s o m e m e t a l e q u i p m e n t or
m i n o r m a g i c i t e m s ) , a n d h a v e a lot o f p e o p l e t h e y c a n call o n for
a s s i s t a n c e if n e e d b e . A f t e r a f e w w e e k ' s a s s o c i a t i o n w i t h s o m e -
o n e o r s o m e g r o u p , a C a n i w i l l b e q u i t e l o y a l t o it - e v e n i f t h e y ' d
rather not be. C a n i f r e q u e n t l y find t h e m s e l v e s w i t h m a n y c o n
flicting strong loyalties to resolve.
Verbs Ruloc 10
Fighting Life B a s e 15
Fighting Brawl 15
Athletics Dodge 15
Athletics Ride 6
Athletics Track 6
Social Command 28
Social Empathy 28
Social Etiquette 28
Social Flirting 21
Social Friendliness 28
Social Guile 6
Social Intimidate 10
Knowledges General 15
Knowledges Social 15
Knowledges Law 6
Knowledges Teaching 6
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species Default +1 0 0 0 +1 +1 0 0 0 +1
Ruloc C a n i h a v e a + 4 K n a c k i n R u l o c , the m a g i c a l a r t o f c o n t r o l .
Knack(God
Connection)
Natural C a n i c a n bite and c l a w w h e n they need to. It's n o t p a r t i c u l a r l y d e a d l y - Cani are a l w a y s better with w e a p o n s - but
Weapons Cani are never unarmed.
Married C a n i u s u a l l y m a r r y y o u n g . Y o u m a y t a k e t h e M a r r i e d A d v a n t a g e a t n o c o s t , though i f y o u h a v e s p o u s e s o f a d v e n t u r e r
(Optional) s t r e n g t h , y o u m u s t t a k e them a s + 2 A d v a n t a g e s . R o l l 3 d 6 f o r the n u m b e r o f C a n i i n y o u r f a m i l y , c o u n t i n g y o u .
D e s c r i b e y o u r f a m i l y h i s t o r y a n d o c c u p a t i o n s , a n d g i v e n a m e s a n d d e s c r i p t i o n s o f y o u r s p o u s e s . If y o u h a v e b e e n
m a r r i e d f o r m o r e than a f e w y e a r s , t h e r e a r e p r o b a b l y s o m e p u p p i e s a s w e l l .
SPECIES TEMPLATE:
GORMOROR
G o r m o r o r are bear-folk: big, brawny, shaggy, and rough. They
are p r o u d b a r b a r i a n s , living in s m a l l tribes for t h e m o s t part,
hunting and gathering and raiding. T h e y are the joint creation
of R e l u u and A c c a n a x , created a w h i l e after A c c a n a x m a d e the
Khtsoyis, p r e s u m a b l y so that A c c a n a x could h a v e a reasonable
s p e c i e s in the w o r l d . T h e y are c o n s i d e r e d s a v a g e b u t h o n o r a b l e ,
a n d b y in large live u p to that reputation.
Unlike the other species, G o r m o r o r are sexually dimorphic:
m e n are considerably m o r e ursine (bearlike) than w o m e n , and
w o m e n are tougher than males.
Verbs Destroc 6
Verbs Ruloc 6
Fighting Life B a s e 28
Fighting Brawl 36
Athletics Dodge 36
Athletics Climb 15
Athletics Dance 10
Athletics Hunting 36
Athletics Run 15
Athletics Swim 6
Athletics Track 6
Social Flirting 6
Social Intimidate 15
Crafts Medicine 10
Knowledges General 10
Flexible G o r m o r o r c a n c h o o s e t o fight v e r y f i e r c e l y , o r ( n o t a s w e l l r e s p e c t e d ) v e r y d e f e n s i v e l y . T h e y h a v e a K n a c k + 5 in
Warrior Combat Stance Base.
N a t u r a l A r m o r G o r m o r o r fur a n d s k i n i s l i k e l e a t h e r a r m o r : + 1 S o a k . T h e y c a n a n d s h o u l d w e a r m o r e a r m o r o v e r it.
Check G o r m o r o r c a n t e l l e a s i l y w h e n o t h e r G o r m o r o r h a v e b r o k e n t h e i r W o r d s o f H o n o r : a + 1 0 b o n u s o n the r o l l .
Gormoror
Code
Alcohol G o r m o r o r c a n h o l d t h e i r l i q u o r w e l l : t h e first t h r e e d r i n k s h a v e n o p a r t i c u l a r e f f e c t .
Tolerance
Gormoror G o r m o r o r generally k n o w their species' style of alliterative poetry and song. W r i t e this o n the c h a r a c t e r sheet a s a
Bard Craft skill.
SPECIES T E M P L A T E :
HERETHROY
H e r e t h r o y are fairly insectile p e o p l e , like h u m a n o i d crickets or
m a n t i s e s . T h e y w a l k on either t w o or four legs, using the others
as hands. The species has three genders: male, female, and co-
lover. T h e i r carapaces are beautiful, shining in simple natural
patterns or c o m p l e x designs of paint, lacquer, and (for the
wealthy) inlaid metal. M a n y are farmers b y inclination. Their
carapace provides some armor; and a Herethroy fighting with a
t w o - h a n d e d s w o r d , a spear, a n d a shield (at the s a m e t i m e ) can
b e quite effective.
Magic Meditati6n 10
Verbs Creoc 10
Fighting Life B a s e 21
Fighting Pole/Staff 15
Athletics Climb 15
Athletics Dodge 6
Athletics Running 10
Social Bargain 6
Social Empathy 6
Social Etiquette 6
Social Flirting 6
Social Friendliness 6
Crafts Gardening 28
Crafts Woodworking 15
Knowledges General 10
Knowledges Languages 6
Knowledges Law 6
Knowledges Teaching 6
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species Default 0 +1 0 -1 0 +1 0 +1 0 0
C r e o c K n a c k + 4 ( G o d H e r e t h r o y h a v e a + 4 K n a c k in C r e o c .
Connection)
Carapace T h e H e r e t h r o y c a r a p a c e i s d e c e n t a r m o r b y i t s e l f ( + 2 S o a k ) a n d H e r e t h r o y c a n w e a r m o r e a r m o r o v e r it.
Magic Concentration 6
Magic Meditation 10
Verbs Destroc 10
Fighting Brawl 15
Fighting Combat Stance Base 15
Fighting Life B a s e 36
Athletics Dodge 36
Athletics Running 10
Athletics Track 6
Social Bargain 6
Social Flirting 6
Social Guile 10
Social Intimidate 15
Knowledges General 6
Species Default + 1 +3 0 0 0 0 0 -1 0 -1
Non-Healing K h t s o y i s h a v e a l m o s t n o i n t e r n a l o r g a n s , e v e n b y W o r l d T r e e s t a n d a r d s . In p a r t i c u l a r t h e y h a v e n o o r g a n s o f h e a l i n g .
Their w o u n d s d o not r e c o v e r o v e r time unless they are tended. G i v e n their p o w e r o f s e l f - h e a l i n g , t h i s a l m o s t n e v e r
matters.
Armor Khtsoyis can't w e a r much a r m o r on their tentacles, or they couldn't m o v e them S o they g e n e r a l l y o n l y w e a r l i g h t
Limitation h a r n e s s e s a n d a s h i e l d o r t w o , a n d r e l y o n s e l f - h e a l i n g t o s a v e them w h e n they g e t b a t t e r e d .
Clubs and Khtsoyis prefer to use clubs (or maces) and shields. T h e y c a n u s e u p t o t h r e e o f them, i n a n y c o m b i n a t i o n : t h r e e
Shields c l u b s , o r t h r e e s h i e l d s , o r t w o o f o n e a n d o n e o f the o t h e r , w i t h n o A t t a c k o r d a m a g e p e n a l t y . This special talent
d o e s not a p p l y to other crushing w e a p o n s : j u s t clubs and m a c e s . (One-handed w e a p o n s take t w o tentacles; t w o -
h a n d e d o n e s t a k e four. K h t s o y i s d o n ' t h a v e the l e v e r a g e t o u s e t h r e e - h a n d e d w e a p o n s effectively.)
Bite K h t s o y i s h a v e a n a s t y b i t e , though i t c a n o n l y b e u s e d i n c l o s e c o m b a t .
Magic Meditation 6
Verbs Kennoc 10
Fighting Life B a s e 10
Athletics Dance 15
Athletics Jump 15
Athletics Run 15
Athletics Swim 55
Athletics Dodge 21
Social Flirting 10
Social Friendliness 6
Social Guile 6
Crafts Medicine 6
Crafts Music 15
Knowledges General 21
Knowledges Languages 6
Knowledges Law 10
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species Default 0 +1 0 +2 0 0 0 +2 -2 0
Kennoc Knack Orren have a +4 Knack with Kennoc. ( N o n e t h e l e s s , their K e n n o c s p e l l s are n o m o r e r e l i a b l e than a n y o n e e l s e ' s ;
(God t h e y s t i l l fail a b o u t o n e t i m e in 2 0 . )
Connection)
Fast O r r e n m o v e m o r e quickly ( o v e r short distances) than most b i p e d s their size. They're a bit faster w a l k i n g or running
t h a n C a n i , e v e n though t h e y ' r e a b i t s m a l l e r . T r e a t this a s a + 4 K n a c k in Run, but o n l y for short d i s t a n c e s .
P i c k U p S k i l l s O r r e n a r e v e r y g o o d a t p i c k i n g u p n e w t o p i c s a s a d u l t s , i f t h e t o p i c s c a t c h their i n t e r e s t . If, d u r i n g p l a y ( b u t n o t
Quickly c h a r a c t e r c r e a t i o n ) a n O r r e n gains a l e v e l at a skill w h i c h started at level 4 o r b e l o w , r o l l a d 2 0 . O n a r o l l o f 1-5,
it's not that interesting; n o benefit. O n a r o l l o f 6 - 1 5 , g a i n a n e x t r a l e v e l , thus r a i s i n g the s k i l l b y t w o l e v e l s r a t h e r
than one. O n a roll of 16-19, gain t w o extra l e v e l s . O n 2 0 , g a i n t w o e x t r a l e v e l s a n d a +1 K n a c k u s u a l l y
a c c o m p a n i e d b y fanatical i n t e r e s t for a little w h i l e .
Holding O r r e n c a n h o l d their b r e a t h f o r t w o m i n u t e s o f frantic activity, or fifteen minutes if they b a r e l y m o v e . They are very
Breath hard to strangle.
Hard to H o l d ; O r r e n are smooth and wiggly, and very hard to hold with regular wrestling m o v e s . H o w e v e r , they a r e r e l a t i v e l y e a s y
Easy to Stun to k n o c k out.
Wild Rush Orren can get very excited, acting quickly and carelessly. W h e n the O r r e n is sufficiently excited (as d e t e r m i n e d b y
either player or gamemaster), roll a d 6 on e a c h action. O n a r o l l o f 6, the O r r e n starts r u s h i n g . W h i l e rushing; the
O r r e n g e t s the b e t t e r o f t w o i n i t i a t i v e d r a w s o n e a c h a c t i o n , t h e r e b y m o v i n g c o n s i d e r a b l y f a s t e r than m o s t p e o p l e .
T h e O r r e n a l s o gets three extra botch dice. W i l d r u s h often r e q u i r e s g o o d r o l e - p l a y i n g : a r u s h i n g O r r e n w i l l not b e
thinking clearly, and will frequently ( p e r h a p s o n e d e c i s i o n in eight) d o the w r o n g thing v e r y quickly. Where there
a r e n ' t any d e c i s i o n s - a s in a s t r a i g h t f o r w a r d fight - this is n o t a n i s s u e ; but a r u s h i n g O r r e n w i l l h a v e t r o u b l e
c a r r y i n g o u t a n y s o r t o f p l a n . If t h e p l a y e r h a s trouble p l a y i n g c a r e l e s s l y enough, the p l a y e r or g a m e m a s t e r m a y
c h o o s e t o h a v e s 2 0 r o l l s o f 1-4 r e q u i r e b o t c h d i c e , i n s t e a d o f j u s t 1. D o i n g t h i s w e l l i s n o t e a s y . The Orren
c h a r a c t e r s o f o n e o f t h e a u t h o r s d o t h e f i r s t t h i n g t h a t p o p s i n t o their h e a d w h e n r u s h i n g , w h i c h i s e x a c t l y r i g h t The
other author has trouble playing intentional confusion, and requests the extra b o t c h rolls instead. T h e O r r e n m a y try
to l e a v e the r u s h at a n y time, b y c a l m i n g d o w n ; roll a 6 o n a d 6 to l e a v e the r u s h . T h e O r r e n w i l l a l w a y s l e a v e the
r u s h w h e n the s i t u a t i o n c a l m s d o w n .
Magic Concentration 36
Magic Finesse 15
Verbs Healoc 10
Fighting Life B a s e 6
Athletics Climb 28
Athletics Dodge 6
Athletics Ride 6
Social Friendliness 15
Knowledges General 21
Knowledges Languages 6
Knowledges Social 10
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species Default 0 0 +2 0 0 0 +1 +1 0 0
Intense Study Y o u h a v e studied three topics in g r e a t depth: take 4 0 e x p e r i e n c e in e a c h of three skills, p r o b a b l y related to your
during profession or your adventuring career. You have a hobby, probably a Craft o r K n o w l e d g e skill, at m o s t tangentially
Character r e l a t e d to your p r o f e s s i o n o r a d v e n t u r i n g c a r e e r ; t a k e 4 0 p o i n t s in that fourth skill a s w e l l .
Creation
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species Default 0 0 0 +2 +2 0 0 0 0 0
Hearing and Sleeth can smell as well as Cani: a +5 bonus. T h e y h a v e the s a m e ability to d i s c r i m i n a t e b e t w e e n different scents,
Smell a n d they a r e j u s t a s s e n s i t i v e to faint scents. S l e e t h c a n h e a r a s w e l l a s they c a n s m e l l : a l s o a + 5 b o n u s .
Dark Vision S l e e t h c a n s e e in the d a r k , o r in e x t r e m e l y b r i g h t light. The most extreme conditions (absolute darkness, dazzling
light) i m p o s e a minor penalty: -1 on s o m e d i e rolls. O r d i n a r y d a y or night gives no penalty. This is better than
terrestrial cats, w h o need s o m e light to s e e .
Armor Sleeth cannot w e a r standard prime armor. A l m o s t n o b o d y m a k e s a r m o r for Sleeth; there aren't e n o u g h S l e e t h to m a k e
Limitation the b u s i n e s s w o r t h w h i l e , a n d m o s t p r i m e s w o u l d p r e f e r that S l e e t h not get m o r e a d v a n t a g e s in c o m b a t . M o s t S l e e t h
w o u l d n ' t w e a r m u c h a r m o r a n y w a y ; i t w o u l d c o s t them t h e i r n a t u r a l S n e a k , C l i m b , J u m p , a n d D e f e n s e b o n u s e s .
Slightly a r m o r e d h a r n e s s e s for S l e e t h , g i v i n g a b i t o f p r o t e c t i o n w i t h o u t m u c h e n c u m b r a n c e , a r e o c c a s i o n a l l y
a v a i l a b l e for r i d i c u l o u s p r i c e s .
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species Default -3 0 0 +2 0 0 +1 0 0 0
Knowledges Social 10
Knowledges Theology 6
Sustenoc Zi Ri h a v e a + 7 k n a c k in S u s t e n o c . ( C l e v e r Zi Ri find w a y s to t a k e a d v a n t a g e o f this p o t e n t b u t o b s c u r e a d v a n t a g e )
Knack ( G o d
Connection)
Knack at Zi R i h a v e a + 4 k n a c k in M a g i c R e s i s t a n c e .
Magic
Resistance
N a t u r a l A r m o r Zi R i s c a l e s p r o v i d e s o m e p r o t e c t i o n : + 1 S o a k . Zi R i a r e a g i l e d o d g e r s .
Strength Faith
S t r e n g t h r e p r e s e n t s p h y s i c a l s t r e n g t h : h o w m u c h y o u c a n lift Faith is a m e a s u r e o f y o u r innate c o n n e c t i o n w i t h t h e g o d s . It
a n d c a r r y , and h o w h a r d y o u c a n h i t w i t h w e a p o n s . M o s t fight influences your supply o f cley (which is important to every
ers s h o u l d h a v e e i t h e r h i g h S t r e n g t h ( + 3 o r m o r e ) , o r s o m e o t h e r adventurer, but especially important to mages). It a l s o a p p l i e s
good trick. w h e n dealing with gods, their servants, or s o m e advanced m a g
ics.
Memory
M e m o r y represents your ability t o recall things precisely, a n d
t o w o r k w i t h structured i n f o r m a t i o n . It is crucial for m o s t m a g e s :
it a p p l i e s t o t h e u s e o f p a t t e r n s p e l l s , w h i c h a r e t h e m o s t c o m m o n
form of magic. It is also often used in conjunction with
K n o w l e d g e skills.
Wits
W i t s r e p r e s e n t s y o u r ability t o t h i n k quickly. It is u s e d i n s p o n
taneous magic, inventing spells o n t h e spot. It is also u s e d in
other topics related to quick thinking.
Will
Will is y o u r ability t o assert yourself. It is i m p o r t a n t w h e n y o u
a r e p u s h i n g y o u r p h y s i c a l o r m e n t a l l i m i t s ; e.g., w h e n y o u a r e o n
the edge o f death a n d w i s h to remain alive. It is u s e d i n b o u n d
magic.
Charisma
C h a r i s m a is y o u r ability to i m p r e s s o r p e r s u a d e or c h a r m p e o
ple. It i n c l u d e s b o t h a p p e a r a n c e a n d force o f character.
Stamina
Stamina represents endurance a n d vitality, especially the SKILLS
aspects contributing to surviving d a m a g e . T h e higher your A decent adventurer should be able to run three miles, tell fire-
Stamina, t h e healthier y o u are, a n d t h e h a r d e r t o kill. (If y o u magic from wind-magic, climb a tree, fast-talk a city guard, use
have high Strength and l o w Stamina, y o u c a n carry a great deal, a weapon, ride a horse, cast a few kinds of spells. All basic stuff.
but y o u get sick a lot.) Also better be really good at one or two things.
— Sir Bloodslash, Herethroy knight
Dexterity Y o u r c h a r a c t e r ' s l e a r n e d a b i l i t i e s are m e a s u r e d b y S k i l l s . A s k i l l
D e x t e r i t y i s manual dexterity, the ability to use your hands level o f 0 indicates that the character h a s n e v e r studied that skill.
(tentacles, m o u t h , o r whatever) well. It is u s e d w i t h m o s t craft A skill level o f 5 is a d e c e n t a m a t e u r ; a skill level o f 10 is l o w -
skills a n d m a n y r o g u e a r t s . It a l s o is o n e o f t h e n u m b e r s w h i c h g r a d e professional; a skill level o f 15 is expert. T h e r e is n o u p p e r
goes into your Attack score, determining h o w well y o u hit with limit, b u t for m o s t skills a n d m o s t situations a 4 0 is a s g o o d a s a
weapons. 20.
MAGIC THEORY
CLEY BASE A c o n v o l u t e d a c a d e m i c discipline. G o o d for e s t i m a t i n g how
A m e a s u r e o f y o u r ability t o u s e m a g i c . Its m a i n p u r p o s e is t o
c o m p l e x a d e s i r e d e f f e c t i s b e f o r e t r y i n g t o s p o n t it, o r t e l l i n g
determine your daily cley supply: you have Faith + Cley Base +
w h e t h e r s o m e t h i n g is p o s s i b l e b y m a g i c at all. A l s o useful for
d6. It a l s o d e t e r m i n e s t h e n u m b e r o f b o u n d s p e l l s y o u m a y o w n
inventing n e w spells. E x a m p l e : T h e h i g h w a y m e n have tied your
at a g i v e n t i m e , w h i c h i s s i m p l y y o u r C l e y B a s e . T h e r e a r e f e w
h a n d s a n d feet w i t h leather t h o n g s . You wish to improvise a
rolls using C l e y B a s e .
D e s t r o c C o r p a d o r s p e l l t o c u t t h e t h o n g s , b u t y o u r D e s t r o c is n o t
very good. Fortunately y o u have several minutes to think and
CONCENTRATION
prepare y o u r spell before they return. Roll Wits + M a g i c T h e o r y
C o n c e n t r a t i o n is m a i n l y u s e d for m a i n t a i n i n g s p e l l s , or c a s t i n g
+ s 2 0 >= 2 0 t o g e t a b o n u s o n the s p o n t a n e o u s c a s t i n g r o l l s ; s e e
them under distracting ctrcumstances. It h a s m u n d a n e u s e s as
page 179.
well, like standing sentry duty o r w a t c h i n g a m o u s e - h o l e wait
ing for l u n c h . E x a m p l e : T h e t h u g is t r y i n g to p u t a k n i f e in y o u r
MEDITATION
ribs, a n d you're b l o c k i n g h i m w i t h y o u r shield. You decide that
Techniques of quiet contemplation and prayer. T h e main use of
it w o u l d b e v e r y h e l p f u l t o h a v e a s p e a r , a n d y o u t r y i m p r o v i s
M e d i t a t i o n is r e g a i n i n g c l e y ; s e e p a g e 1 7 4 . You m a y also use
ing a C r e o c Herbador spell to m a k e one. Make a Will + m a k e M e d i t a t i o n + Faith rolls to pray to individual g o d s (add
C o n c e n t r a t i o n + s 2 0 >= 1 0 r o l l t o b e a b l e t o c a s t t h e s p e l l a n d s t i l l y o u r k n a c k , b u t n o t y o u r skill, in the g o d ' s art); a d d a f e w points
defend yourself adequately. if y o u ' r e in a p l a c e s a c r e d to t h e g o d . T h e results of prayer are
very minor: e.g., you might leam whether or not the god
approves of your actions. ( A n easier T h e o l o g y + W i t s roll could
p r o b a b l y tell y o u t h e s a m e t h i n g for a n y b u t t h e m o s t c a p r i c i o u s
gods.) M o s t people don't care what the gods think. DANCE
D a n c i n g is a p o p u l a r s o c i a l a c t i v i t y i n m a n y p a r t s o f t h e w o r l d .
RITUAL MAGIC Example: T h e Orren j u d g e that y o u h a v e been flirting w i t h at the
Casting certain long, complicated, and very expensive spells, p a r t y d r a g s y o u o n t o t h e d a n c e floor t o d o t h e t r i a f r e l l a w i t h h e r .
w h o s e effects are g r e a t e r t h a n c o u l d b e a c h i e v e d b y ordinary Y o u ' v e n e v e r d a n c e d it b e f o r e . R o l l A g i l i t y + D a n c e + s 2 0 >= 2 0
m a g i c o f the s a m e complexity. G o o d m a g e s often k n o w some t o f a k e it w e l l e n o u g h t o k e e p h e r f a v o r .
ritual m a g i c , b u t it's n o t r e q u i r e d . U s i n g t h e R i t u a l M a g i c skill
r e q u i r e s k n o w i n g s o m e r i t u a l s p e l l s , w h i c h are r a r e a n d e x p e n
sive. S e e p a g e 183 for m o r e i n f o r m a t i o n .
SPELLBINDING
T h e magical technique of storing pre-cast spells o n objects, to
g o off u n d e r specified c i r c u m s t a n c e s . S e e p a g e 180 for h o w this
is u s e d .
SPONTANEOUS FORCE
T h e skill o f m a k i n g y o u r s p o n t a n e o u s spells strong. T h i s skill
is a d d e d directly t o t h e p o w e r o f y o u r s p o n t a n e o u s spells. It a l s o
g i v e s y o u s o m e c o n t r o l o f the a m o u n t o f c l e y y o u u s e ; s e e p a g e
178.
Combat Skills
E a c h o f t h e c a t e g o r i e s o f w e a p o n s is a skill; t h e skill " E d g e d
W e a p o n s " c o v e r s a l l s w o r d s , from s h o r t s w o r d s t o t h r e e - h a n d e d
greatswords. For m o r e details, see page 152.
LIFE. BASE
Life B a s e is a m e a s u r e o f y o u r vitality. I t i s a true s k i l l , a s
m u c h as Pick Pockets or Social K n o w l e d g e . You get 3x(Life
B a s e + S t a m i n a ) life p o i n t s . S e e p a g e 1 5 0 for m o r e d e t a i l s .
T h e r e are a f e w r o l l s a g a i n s t t h e L i f e B a s e s k i l l . F o r e x a m p l e ,
if s o m e o n e tries to k n o c k y o u out with a blackjack to the skull,
y o u r c h a n c e o f s t a y i n g c o n s c i o u s is a vitality roll, S t a m i n a +
Life B a s e + s20. DODGE
D o d g e is a b i g c o n t r i b u t o r t o y o u r D e f e n s e t o t a l , measuring
Athletics h o w h a r d it i s t o h i t y o u . S e e p a g e 152 for details. D e f e n s e rolls,
to a v o i d b e i n g hit or hurt b y a w e a p o n attack, are really A g i l i t y +
CLIMB
D o d g e rolls, with modifiers for y o u r w e a p o n s , armor, circum
C l i m b i n g i s a g o o d w a y t o g e t a r o u n d i n the V e r t i c a l s , o r i n
stances, and so on.
forests. It is m o r e o f t e n a b o u t c l i m b i n g o n t r e e s a n d s l o p e s t h a n
sheer walls. E x a m p l e : C l i m b i n g a tall tree w i t h m a n y b r a n c h e s HUNTING
r e q u i r e s a n A g i l i t y + C l i m b + d 2 0 >= 1 0 r o l l . I f y o u fail b y o n l y T h e art o f finding prey, a n d k n o w i n g w h a t to d o w h e n y o u ' v e
a little, y o u didn't g e t v e r y far u p . I f y o u fail b y a lot, y o u g o t f o u n d it, a n d h o w t o p r e p a r e it o n c e i t ' s d e a d . The actual catch
far u p a n d fell.
ing and killing are a matter o f combat. T h i s skill c o v e r s foraging
as w e l l . E x a m p l e : Y o u a r e a S l e e t h , and y o u ' r e g e t t i n g s i c k o f
dried meat. You s n e a k out o f c a m p into the forest, a n d l o o k for
a fresh dinner. R o l l P e r c e p t i o n + H u n t i n g + s 2 0 >= 1 5 e a c h h o u r SWIM
y o u h u n t t o find s o m e t h i n g t a s t y . Swimming. Example: The Khtsoyis
w h o grabbed y o u dropped y o u into the
JUMP c h u r n i n g p o o l a t t h e f o o t o f the w a t e r f a l l .
L e a p i n g across c h a s m s and the like seems to be a c o m m o n part M a k e a n A g i l i t y + S w i m + s 2 0 >= 2 5 r o l l t o
o f t h e a d v e n t u r e r ' s l i f e s t y l e . M o s t o f t e n it c a l l s f o r a n A g i l i t y + d i v e s a f e l y i n t o the w a t e r .
J u m p or Strength + J u m p roll.
TRACK
RIDE Following people and animals by
Skill in r i d i n g t h e u s u a l r i d i n g a n i m a l s . A t l o w skill, y o u can the marks they leave. Example: The
ride well-trained a n i m a l s d o i n g straightforward things. A t h i g h Orren thief grabbed your p o u c h and
skill, y o u c a n ride half-trained animals, take your m o u n t into r a n o f f i n t o the a l l e y , a n d r o u n d e d s o m e
battle, and the like. E x a m p l e : You're o n horseback, fleeing the comers. R o l l P e r c e p t i o n + T r a c k i n g -I
G o r m o r o r , a n d d e c i d e t o t a k e a f e w a r r o w s h o t s at t h e m o n t h e s 2 0 >= 2 5 t o f o l l o w . If you are Cani or
way. It's n o t that e a s y , b e c a u s e y o u h a v e t o t w i s t a r o u n d b a c k S l e e t h , y o u track b y s c e n t a s w e l l a s s i g h t , a n d a d d y o u r s m e l l i n g
w a r d s in t h e s a d d l e a n d still c o n t r o l t h e h o r s e . Roll Agility + b o n u s to that roll.
R i d e + s 2 0 >= 2 0 t o a v o i d m i s h a p s .
Rogue Arts
RUNNING T h e s e a r e the a r t s o f t e n u s e d b y f o l k w h o a r e l e s s t h a n c o m
S p r i n t i n g a n d l o n g - d i s t a n c e r u n n i n g . Useful for e s c a p i n g from pletely honest. T h e skills are not exactly illegal or i m m o r a l b y
trouble. In a typical short c h a s e or race, each party m a k e s a themselves, but m o r e o f their uses are dubious than honest.
Running+Agility+s20 roll. I f o n e o r the o t h e r i s a h e a d b y 10
points, that one wins. I f t h e d i f f e r e n c e is l e s s t h a n 1 0 , w h o e v e r ALERTNESS
had the larger n u m b e r draws ahead of the other (or widens/nar Noticing things that y o u should notice, like mostly-hidden
r o w s t h e lead); a d d t h e difference to that o n e ' s roll o n t h e n e x t s c r o l l s and p e o p l e w h o are a b o u t t o a m b u s h y o u . Example: You
round. L o n g e r races are similar, but m a y involve S t a m i n a as are w a l k i n g d o w n a d a r k h a l l w a y , a n d s o m e o n e v e r y q u i e t t r i e s
well. to t h u m p you on the head with a club from behind. Roll
In c o m b a t a n d other e m e r g e n c i e s , p e o p l e o n t w o legs m o v e P e r c e p t i o n + A l e r m e s s + s 2 0 v s . the t h u g ' s A g i l i t y + S n e a k + s 2 0
about as fast as h u m a n s o f the s a m e height. T h e f o l l o w i n g table to n o t i c e t h e m b e f o r e y o u g e t hit.
gives w a l k i n g speeds. If y o u are running a short distance, you
can go faster: add (5+Running)xl0% to your speed. So, a DISGUISE
R u n n i n g skill o f 5 a d d s 1 0 0 % , d o u b l i n g y o u r m o v e m e n t . If y o u Dressing yourself to appear as other than you are, and taking
are running, y o u can't take any other action. You can't k e e p that o t h e r roles; the skill c o u l d also b e c a l l e d A c t i n g . It's h a r d t o d i s
up o v e r a l o n g d i s t a n c e , b u t y o u c a n still h u r r y s o m e : add guise y o u r s e l f as a n individual a n d fool p e o p l e w h o k n o w that
R u n n i n g x 5 % to y o u r speed. individual. If there are Sleeth or Cani around, y o u will h a v e to
disguise your scent as well as your appearance. Wearing a very
strong p e r f u m e is e n o u g h to k e e p t h e m f r o m identifying your
Walking Speed
scent, just as wearing a m a s k will k e e p them from identifying
Species feet/second miles/hour y o u r face - a n d it's e q u a l l y s u s p i c i o u s b e h a v i o r . More subtle
Cani 6 4 means require magic or a skilled perfumer.
E x a m p l e : Y o u a r e t r y i n g t o s c o u t o u t the s m i t h ' s s h o p y o u ' r e
Gormoror 5.25 3.5
planning to rob. You're in a foreign city a n d n o b o d y k n o w s you,
Herethroy 5.25 t w o legs; 3.5 t w o legs; b u t y o u w a n t t o k e e p y o u r trail a s c o n f u s i n g a s p o s s i b l e . You
7.5 four l e g s 5 four legs h a v e a D i s g u i s e skill o f 9 a n d D e x t e r i t y o f 3 a n d an h o a r to spare.
Khtsoyis 3 2 A t the e n d o f that hoar, y o u look quite different than usual.
People w h o s a w y o u before will h a v e to roll Perception + s20 vs.
Orren 6.75 4.5
y o u r D e x t e r i t y + D i s g u i s e + s 2 0 r o l l t o s e e t h a t it's y o u - a n d
Rassimel 5.25 3.5 they'll o n l y try to roll if t h e y s u s p e c t y o u for s o m e r e a s o n .
ANIMAL HANDLING
M a k i n g animals do m o r e or less w h a t y o u want. This skill
includes e v e r y t h i n g from a bit o f veterinary m e d i c i n e to k n o w l
edge about h o w to befriend animals. Example: You are trying
to get into the chateau w i t h o u t raising a fuss, a n d the stable d o g
d i s c o v e r s y o u . R o l l C h a r i s m a + A n i m a l H a n d l i n g + s 2 0 >= 2 0 t o
k e e p it q u i e t . I f it w e r e a trained guard-dog, the threshold would
of C o u n t Golgoroth's house, you acquired a small ivory statuette
of an Orren princess. Y o u d i d n o t h a v e t i m e t o i n s p e c t it c l o s e
l y w h e n y o u p i c k e d it u p . R o l l W i t s + J u d g e V a l u e + d 2 0 >= 2 0
t o t e l l i f it is a r e a s o n a b l y v a l u a b l e o r i g i n a l o r a c h e a p c o p y .
GENERAL KNOWLEDGE
Casual details about the area and the world: w h o the important
p e o p l e a r e , h i s t o r y o f l o c a l i n s t i t u t i o n s , h o w t h i n g s a r e m a d e , and
so on. A skill level o f 3 is b a s i c literacy; m o s t p r i m e s c a n read.
Example: You're exploring an old ruined c a s t l e fifty m i l e s f r o m
your home, and discover some flooded r o o m s . I f it w a s a n O r r e n
castle, they're probably flooded on purpose... Roll M e m o r y +
G e n e r a l K n o w l e d g e + s 2 0 >= 1 5 t o r e m e m b e r w h a t k i n d o f p e o
p l e m a d e it.
Weapon Categories
Category Description Comment
archery b o w s and arrows The best long-range
weapon.
B r a w l i n g i s a s e t o f t e c h n i q u e s , n o t a w e a p o n a s s u c h ; it i s c o v
ered later in this chapter. T h e " T h r o w n " skill c o v e r s all sorts o f
thrown objects. F o r m a l t h r o w n w e a p o n s (javelins, axes, and
such) a r e n o t p o p u l a r o n t h e W o r l d T r e e ; t h e skill is m o r e l i k e l y
to b e u s e d f o r t h r o w i n g l o g s , b o t t l e s , c h a i r s , p u d d i n g s , a n d o t h e r
ad-hoc missiles.
Typical W e a p o n s
Weapon Cost Skill Attack Base Damage Other Close
Modifier Damage Increment Combat
Bow 150 archery +5 4+'/~Str 3 range: 20780'/300' no
Crossbow 500 archery +8 8 3 reload: d6 actions; range 207807400' no
Club/baton 0 crashing +5 2+Str 2 -10
Club, 2 hand 0 crushing +10 3+Str 2 2H no
Studded Club 400 crushing +5 4+Str 2 Metal -10
Studded Club, 2H 400 crushing +10 5+Str 2 Metal -10
Mace/Hammer 1000 crushing +5 7+Str 2 Metal -10
Flail 1500 crushing +5 2s6+Str s6 Metal. +3 botch dice no
Ax 2000 crushing +5 10+Str 3 [strong] Metal -10
Mace, 2 hand 3000 crushing +5 12+Str 4 [strong] Metal,2H no
Battle ax 3000 crushing +5 13+Str 5 [strong] Metal,2H no
Sword, meng 30 edged * +8 1+Str 2 -10
Sword, metal edged 400 edged +9 3+Str 3 Metal -10
Sword 1500 edged +10 4+Str 4 Metal -10
Jag-sword 2000 edged +5 4+Str 4 Metal, jag bonuses, +5 Stance -10
2H Sword 3000 edged +10 9+Str 6 [strong] Metal, 2H no
Rapier 2000 fencing +15+Dex Str s6 Metal, +5 Stance no
Saber 2000 fencing +10+Dex 4+Str 4 Metal, +5 Stance -10
Serpent Rapier 3000 fencing +20+Dex Str s6 Metal, +5 Stance, serpent rapier bonuses no
Knife, meng 1 knife +8 Str 1 DI: s6
Knife, metal-edged 50 knife +9 1+Str 2 Metal DI: s6
Dagger 400 knife +10 2+Str 3 Metal DI: s6
Spear(bone) 3 pole +5 1+Str 2 Defense +3 ; Counterattack no
... two-handed 3 pole +10 3+Str 2 Defense +3.2H; Counterattack no
Spear( metal) 150 pole +6 3+Str 3 Defense +3; Counterattack no
.. .two-handed 150 pole +11 5+Str 3 Defense +3; 2H; Counterattack no
Staff 0 pole 0 Str 1 Staff Defense (+10/+5), 2H no
Staff, metal-bound 1000 pole 0 2+Str 2 Staff Defense (+15/+5), 2H no
Throwing Knife 1 thrown +15 l+WStr 3 range 5715730' no
Javelin I thrown +7 2+Str 2 range 10730760' no
Thrown Log 0 thrown 0 3+Str 2 2H; range 5710715' no
Sling bullet 0 thrown +15 0 1 range 10730780' no
Thrown bullet 0 thrown +10 0 0 no damage; range 10740780' no
S p e c i e s Specific W e a p o n s
Cani Claws c&t +5 l+V4Slr 1 0
Cani Teeth c&t +5 l+Str/2 2 0
Gorm. Claws c&t +10 1+ViStr - 2 0
Gorm. Teeth c&t +5 3+Str/2 2 0
Khtsoyis bite c&t +10 5+Str 3 only in close combat 0
Sleeth Claws c&t +15 2+!/2Str 2 +5
Sleeth hind legs c&t + 10 4+'/-Str 3 only in close combat 0
Sleeth teeth c&t +10 2+Str/2 3 0
Zi Ri fire c&t +5 2 2 0
3H Sword 4000 edged + 10 12+Str 9 [strong] Metal, 3H no
Zi Ri c&t c&t +15 Str - 1 1 0
Orren c&t c&t +7 Str 1 0
Rassimel c&t c&t +5 Str 1 0
Herethroy bite c&t 0 Str+1 1 0
Notes on W e a p o n s
range 207807300': Short range for this missile weapon is 20' (or whatever the number listed in the table). Medium range is 80'; ranges between
20 and 80 feet give a -5 penalty. Long range is 300'; ranges between 80 and 300 feet give a -10 penalty. Extreme range, 300 to 600 feet, gives a -
2 0 penalty. The maximum range is always twice the long range.
Reload: d6 actions: Reloading a crossbow takes d6 actions.
l
'AStt
/iStr, Str/2: Vi Str is rounded down, and Str/2 is rounded up. So, if Str = +1, =0 and Str/2 = +1. If Str=-1, !/-Str = -1 and Str/2 = 0. Typically,
claws get ViStr and teeth get Str/2. So, a Sleeth with Strength=+1 does one more point of damage than one with Strength=0, when everything hits.
[strong] These weapons require a Strength of +3 or more to use properly. Weaker fighters must be experts (skill>=15) to use them, and even then
have a -2 penalty on both Attack and Base Damage.
metal: The weapon is wholly or partially metal. Certain convenient healing spells do not work on wounds caused by metal weapons, and the
weapon may be hard to affect with magic.
2H: The weapon requires two hands to use. If you have only two hands, you can't use a shield or parrying weapon at the same time.
3H: The weapon is an immense double-handled thing that requires three hands to use. Herethroy are the only primes who can use three-handed
weapons.
+3 botch dice: The weapon gets three extra botch dice.
jag bonuses: Jag-swords, swords in a thousand designs with odd points and curls and jags, aren't quite as effective as regular swords in direct com
bat, and are significantly harder to use. They are more effective for certain tricks. They are + s l 2 on Attack for the options Hinder, Break Armor,
Disarm, and Cripple. They are especially good for Disarm, getting a + s l 2 bonus on the Disarm roll.
+5 Stance: These weapons give the wielder an extra 5 points of range of Stance, if the wielder has a Combat Stance Base of 5 or more. So, if you
have a Combat Stance Base of 7, you could choose a stance of up to +12 or -12 with a jag-sword, instead of the +7 or -7 that your skill allows for
ordinary weapons. You do not get more combat options.
serpent rapier bonuses: Serpent rapiers are made with several spells, so that the metal is very stiff when thrust and very flexible when waved.
There is no teroestrial equivalent. In the hands of an expert, it can almost slither around a shield or staff. It gets a +s20 bonus on Hit Precisely, Drive
Back, Hinder, Cripple, Disarm, and Feint.
Attack includes "+Dex": Certain weapons - especially fencing weapons - work much better if you are very dexterous. They include "+Dex" in
their Attack Modifier column. Since the Attack formula already includes Dexterity once, these weapons get a total of twice your Dexterity.
Counterattack: Any warrior armed with a spear can counterattack, just as the combat option; see page 159. Warriors who know the Counterattack
option are expert at it with a spear. Experts get double the expertise bonus.
Staff Defense: Staves are excellent defensive weapons. A wooden staff contributes +10 to defense (as good as a metal shield); a metal-bound staff
contributes +15. If the wielder takes a defensive combat stance of 5 or more, the staff contributes another +5 to defense. So, a warrior with a wood
en staff being moderately defensive, -7 Stance, gets +10+7+5=+22 on defense.
No damage: These weapons do no damage to primes. Use these scores for throwing small objects carrying bound spells; the bullet may do no
damage, but the bound spell might.
s6 for damage increment: These weapons have a variable damage increment. For each point of Triumph, roll an s6 damage. s6's for weapon
damage or damage increment have no botch dice. DI: s6 in the close combat column means that the weapon has a s6 for damage increment when
used in close combat, instead of the fixed number used for ordinary combat.
c&t means that the weapon uses the Claws and Teeth skill.
Gormoror Natural A r m o r 0 +1
Khtsoyis Natural A r m o r 0 +1
Rassimel Natural A r m o r 0 0
Zi R i N a t u r a l A r m o r + 12 +1
COMBAT OPTIONS
Sure and you need to make your sword go where you want it,
no doubt about that. But even better if you can make the whole
fight go where you want it.
— Sir Bloodslash, Herethroy knight
W h e n you are fighting, you have m a n y choices that you can
make on each blow given or received. The better-trained a fight
er y o u are, as m e a s u r e d b y y o u r C o m b a t S t a n c e B a s e skill, t h e
more options you have available. T h e o p t i o n s let y o u adjust t h e
risks you take, and the balance between various aspects o f your
fighting. Very often, the m o s t sensible thing to d o will b e to just
u s e t h e b a s i c c o m b a t , w i t h n o o p t i o n s - t h e r e a s o n i t ' s the b a s i c
c o m b a t s t y l e i s t h a t it w o r k s w e l l i n m o s t c i r c u m s t a n c e s .
You may choose any set o f y o u r options that m a k e sense
together. F o r e x a m p l e , if y o u a r e fighting a duel to first blood
w i t h a friend, y o u m i g h t c h o o s e a n aggressive c o m b a t stance, Hit
P r e c i s e l y , P u l l P u n c h , a n d S u b d u e . T h e first o p t i o n g i v e s y o u t h e
b e s t c h a n c e p o s s i b l e o f h i t t i n g , a n d the o t h e r t w o m a k e y o u r h i t
as g e n t l e as p o s s i b l e . It w o u l d n ' t m a k e s e n s e t o b o t h t r y t o d i s
a r m a n d try t o s t u n at the s a m e t i m e ; y o u c a n o n l y d o o n e thing?
with a w e a p o n at o n e time. T h e choice of w h i c h options y o u can
u s e a t t h e s a m e t i m e is u p t o t h e g a m e m a s t e r .
If y o u a n d y o u r o p p o n e n t act simultaneously, the g a m e m a s t e r
may disallow the use o f s o m e c o m b a t o p t i o n s if t h e o r d e r of
e v e n t s m a k e s t o o m u c h o f a d i f f e r e n c e , or is t o o c o n f u s i n g . For
e x a m p l e , y o u cannot counterattack if y o u are a t t a c k i n g at t h e
same time.
S o m e options modify the next few actions as well as the current
one. If you attack aggressively, y o u give u p s o m e defense in
o r d e r t o g e t a h i t , a n d it w i l l b e e a s i e r f o r y o u r f o e s t o h i t y o u u n t i l
you change your stance.
The monument Count Maruto built to Hna Axa Whitering still
Expert Options stands on Weatherwhip Hill to this very day.
T h e options a r e fairly e v e n trades: t h e g o o d effects t h e y give — Minw Lledryn, Heroic Lives
y o u are r o u g h l y m a t c h e d b y t h e b a d e f f e c t s . H o w e v e r , they h a v e
expert versions, w h i c h m a k e t h e g o o d effects o u t w e i g h t h e b a d . L E V E L 1 - VARY COMBAT STANCE
If y o u are an expert at a n attack c o m b a t option, y o u are gen Attack option. R u l e s : A t t h e start o f y o u r action, p i c k a n u m
e r a l l y g o o d at d e f e n d i n g a g a i n s t it: a d d + s l 2 {no botch dice} to ber, y o u r C o m b a t Stance, b e t w e e n - ( C o m b a t Stance B a s e ) a n d
all D e f e n s e r o l l s w h e n y o u r f o e i s u s i n g t h a t o p t i o n . For exam +(Combat Stance Base). A d d y o u r C o m b a t Stance to all Attack
ple, i f y o u a r e a n e x p e r t i n d i s a r m i n g p e o p l e , y o u k n o w h o w t o rolls m a d e o n this action, a n d before t h e start o f y o u r n e x t action.
counter attempts to disarm y o u . Y o u get this b o n u s e v e n against S u b t r a c t i t from a l l D e f e n s e r o l l s m a d e d u r i n g t h a t t i m e . So, a
other experts. p o s i t i v e stance is a g g r e s s i v e : i n c r e a s i n g y o u r c h a n c e t o hit, a n d to
Similarly, if y o u are expert at a defensive c o m b a t option, y o u b e hit. A n e g a t i v e s t a n c e is defensive, d e c r e a s i n g y o u r c h a n c e to
get + s l 2 {no botch dice} o n Attack w h e n y o u are trying to hit hit o r b e hit. C h a n g e s o f stance h a p p e n at t h e start o f t h e action,
s o m e o n e using that c o m b a t option. a n d a p p l y t o all attacks o n that action - b y y o u o r o n y o u . Y o u c a n
only c h a n g e y o u r c o m b a t s t a n c e o n y o u r i n i t i a t i v e , a n d y o u must
Acquiring Combat Options d e c l a r e that y o u a r e d o i n g s o .
Attend Morvio-Nargo's Grand Academy of the Martial Arts!
Learn the secrets of the greatest fencer on all Choinxeia! The
double-dextre-disengage-disarm, the sly sub-stab, the
foignarde! For a mere twelve lozens for six half-hour courses
with the master herself! Private lessons for'advanced students
are available.
— Handbill distributed in Orouette
Critical Hits
"He sort of stuck his sword out and I knocked it off to one side,
and then he sort of stuck his shield out and I knocked it to the
other side, and then he stood there with his arms apart just star
ing at me looking helpless. So I bashed his stinkin' head in."
— Egnoster Arsewaffle, Khtsoyis enforcer
If y o u hit b y 3 0 points o r m o r e , a n d d i d n o t b o t c h a n y t h i n g ,
you d o m i n a t e that pass at a r m s . T h i s a m o u n t s to retroactively
changing your combat option. However, y o u m a y choose an
option that y o u d o n o t k n o w : even a novice c a n p u t out some
one's e y e , with e n o u g h luck. Also, if y o u already h a d a combat
option, y o u c a n get t w o (or t h e s a m e o n e twice, for double
effect.) -
Critical H i t s
Choice Effect
Disarm A s the c o m b a t o p t i o n
HOLD ARM
A successful H o l d A r m e n d s u p with the attacker standing in
front of the defender, holding the defender's wrist i m m o b i l e in
one hand. T h i s is a s e n s i b l e t h i n g t o d o w h e n s o m e o n e i s a b o u t
to hit y o u with a s w o r d , a n d y o u w o u l d prefer they didn't.
Attack = Brawling + Dexterity +d20
Defense = Brawling + Agility + d20
Sleeth cannot do this. Orren are hard to hold: + 1 0 to Defense.
Zi Ri are -10 to A t t a c k a n d Defend.
DIRTY B L O W
T h i s is h i t t i n g o r k i c k i n g s o m e o n e i n a p l a c e y o u r m o t h e r t o l d
y o u n o t t o : b e l o w t h e b e l t , i n t h e e y e , t h a t k i n d o f t h i n g . It h u r t s
a lot, leaving the v i c t i m w i t h T r o u b l e 10 for (Attack-Defense)
seconds.
Attack = Brawling + Dexterity +d20
Defense = Brawling + D o d g e + Agility +Stamina + d20
FRET ATTACKS F e m a l e s of the m a m m a l i a n species are less vulnerable to cer
"I was gonna pick him up and flip him over and sit on him and tain dirty b l o w s than m a l e s are: + 5 to Defend. Herethroy are
tie him up, but he cut off my hand first. I had to change my plans armor-plated: +5 to Defend. G o r m o r o r despise dirty b l o w s : -10
in a hurry." to Attack. Zi Ri are -5 to Attack and Defend.
— Sir Bloodslash, Herethroy knight
M a n y B r a w l i n g m o v e s essentially require that y o u j u m p on THROW / TACKLE
t h e v i c t i m . T h i s is n o t safe. T h e v i c t i m m a y g e t a free a t t a c k o n A successful throw leaves the defender o n the ground, and the
you. T h e y m a y attack you, o n the s a m e initiative that you attacker standing nearby. If the defender w a s holding some
a t t e m p t t h e m o v e ; their attack is c o n s i d e r e d to h a p p e n as y o u t h i n g , h e h a s a 5 0 % c h a n c e o f d r o p p i n g it. G e t t i n g u p w i l l t a k e
start y o u r m a n e u v e r . The free attack must be physical: either the d e f e n d e r o n e a c t i o n - a n d the d e f e n d e r h a s T r o u b l e 5 until
with a ready w e a p o n , or a brawling maneuver. the end of his next action.
If their free attack is a b r a w l i n g m a n e u v e r that w o u l d g i v e y o u Attack = Brawling + Dexterity + d20
a free a t t a c k , y o u d o n o t g e t a n e x t r a a t t a c k , b u t t h e i r a t t a c k Defense = Brawling + Dodge + Agility + d20
c o m e s a f t e r y o u r s , a n d o n l y h a p p e n s if y o u r s didn't w o r k . F o r A t a c k l e is like a throw, e x c e p t t h a t t h e a t t a c k e r is running at
e x a m p l e , if y o u try to t h r o w s o m e o n e a n d in e x c h a n g e h e tries the defender, and has an 8 0 % chance of ending u p on the ground
to t h r o w y o u , y o u g e t to try first. If y o u succeed, he's lying on himself.
the ground and he's not going to throw you. If y o u fail, h e g e t s Attack = Brawling + R u n + Dexterity + d20
to try. Defense = Brawling + D o d g e + Agility + d20
T h e F r e e A t t a c k is n o t c o u n t e d a s a n a c t i o n b y t h e e n e m y ; it G o r m o r o r are b u l k y , a n d H e r e t h r o y u s e t h e i r e x t r a l i m b s t o
doesn't change their next initiative. advantage: + 5 to A t t a c k and Defense. Khtsoyis can throw but
not tackle, and cannot b e t h r o w n or tackled. Orren are slippery:
+ 1 0 o n Defense. Sleeth cannot throw or tackle, but get + 2 0 on defender drops the w e a p o n , and a 2 5 % chance that the attacker has
Defense. Z i R i are - 1 0 to A t t a c k a n d -5 to Defend. t h e w e a p o n in h i s h a n d s . (The attacker will have to take his next
action to r e a d y the w e a p o n for attack.)
PIN Attack = Brawling + Dexterity + d20
Don't bother trying to pin an Orren. They'll just squirm out of Defense = Brawling + Strength + 2d20
it. Just knock 'em senseless. They're halfway there already. Sleeth cannot wrest w e a p o n s , and their w e a p o n s cannot be
— Drazanna, Rassimel cook, wrestler, and occasional adven wrested. Zi R i are -5 to A t t a c k and -10 to D e f e n s e .
turer.
A successful Pin ends up with the defender on the ground (or BREAK ARM
otherwise trapped), and the attacker on top of h i m holding h i m O n a s u c c e s s f u l B r e a k A r m , t h e a t t a c k e r h a s b r o k e n the d e f e n d
down. T h e t w o are in close combat. T h e defender m a y try to er's a r m . T h i s is n o t a n e a s y m a n e u v e r . T h i s g i v e s t h e d e f e n d e r
b r e a k free. W h e n t h e p i n is s u c c e s s f u l , t h e p i n n e d d e f e n d e r h a s T r o u b l e 6, s6 d a m a g e , a n d a b a d attitude. N o t e that the d e f e n d e r ' s
-10 on most actions, and the pinning attacker has -5. a r m o r , as well as his skills, will h i n d e r the attacker's a t t e m p t to
Attack = Brawling + Dexterity + Strength + d20 break his arm.
Defense = Brawling + D o d g e + Agility + d20 Attack = Brawling + Strength + d20
G o r m o r o r are b u l k y : + 5 to A t t a c k a n d Defend. O r r e n are slip Defense = Brawling + D o d g e + Agility + 2 x S o a k + d20
p e r y , a n d S l e e t h are b i g : + 1 0 t o D e f e n d . Zi Ri are -10 to Attack Khtsoyis are -10 to Attack, and their boneless tentacles are
and -5 to Defend. i m m u n e . Sleeth are -10 to Attack. Zi Ri are -10 to A t t a c k a n d -5
to Defend.
BOTHER WARRIOR
T h e r e are a n y n u m b e r o f w a y s in w h i c h y o u c a n get in a w a r
rior's w a y - j u m p i n g a r o u n d , g r a b b i n g his a r m , p o k i n g h i m in the
side, s h o u t i n g in h i s ear, a n d so on. W h e n it w o r k s , it g i v e s t h e
d e f e n d e r T r o u b l e . T h e w a r r i o r d o e s g e t a free a t t a c k o n y o u , if h e
w a n t s . T h i s m o v e is m o s t p o p u l a r w h e n t h e d e f e n d e r d o e s n ' t w a n t
t o h u r t y o u ; e.g., w h e n you're trying to k e e p y o u r best friend from
killing the prisoner.
Attack = Brawling + Agility + d20
Defense = Brawling + Concentration + Will + d 2 0
Cani, Rassimel, a n d Sleeth are hard to distract: + 5 to Defense.
O r r e n are b o t h e r s o m e , but easy to distract: + 5 to Attack, -5 to
Defense.
T I E UP / G A G
O n a successful Tie U p , the attacker has tied a rope around one
limb of the victim. After four successful Tie U p s , (six for
H e r e t h r o y , etc.), t h e v i c t i m is p h y s i c a l l y h e l p l e s s . T h i s m a n e u v e r
requires that the attacker h a v e rope available a n d b e able to use
t w o h a n d s (or a spell or s o m e t h i n g ) without the defender getting
away. T h i s w o r k s b e s t if, f o r e x a m p l e , one person holds the
defender immobile, and another binds him.
Attack = Brawling + Agility + pin + d20, where pin = the
SlLENCE
Attack-Defense score w h e n the victim w a s pinned.
A successful Silence ends u p with the attacker holding the
Defense = Brawling + Agility + d20
defender's m o u t h closed or muffled. P o p u l a r for d e a l i n g with
T h e G a g m a n e u v e r is s i m i l a r : it's a n a t t e m p t t o tie t h e v i c t i m ' s
sentries. T h e t w o are i n c l o s e c o m b a t . T h e d e f e n d e r suffers
m u z z l e s h u t , k e e p i n g h i m from t a l k i n g o r b i t i n g .
T r o u b l e 2 f r o m t h e h o l d . A t t a c k e r is at T r o u b l e 5 t o d o a n y t h i n g
It is p r e t t y m u c h i m p o s s i b l e t o t i e u p a K h t s o y i s effectively.
b u t c o n t i n u e the h o l d o r s i m i l a r a c t i v i t i e s .
G a g g i n g o n e is n o r m a l , a n d o f t e n a p p r e c i a t e d . O r r e n a r e s l i p p e r y :
I f t h e a t t e m p t f a i l s , the d e f e n d e r g e t s a f r e e b i t e a t t a c k o n t h e
+ 10 t o D e f e n s e . S l e e t h c a n n o t t i e o r g a g .
attacker, at a + 1 0 b o n u s , b e c a u s e the attacker h a s c o n v e n i e n t l y
put his hand u p to the defender's mouth.
GET AWAY
Attack = Brawling + Dexterity + 2d20
"Come back here, you fish-eating scoundrel!"
Defense = Brawling + Agility + d20
— unidentified shopkeeper to Sanssasplash the Slippery
Khtsoyis get + 1 0 o n Attack. Orren are slippery: + 1 0 to
M a n y B r a w l i n g m o v e s give the victim a c h a n c e to get a w a y ;
Defend. T h e m a n e u v e r r e q u i r e s h a n d s , s o S l e e t h c a n n o t d o it.
e.g., i f y o u ' v e g r a b b e d s o m e o n e ' s w r i s t , t h e y c a n t r y t o f r e e it. The
Zi Ri are -5 to Attack and -10 to Defense.
Get A w a y attempt takes an action, a n d involves a n o p p o s e d roll,
as they pit their Strength a n d B r a w l i n g against yours to escape.
WREST W E A P O N
T h e species modifiers a p p l y to the o p p o s e d roll. T h e v i c t i m m a y
T h i s m a n e u v e r tries to separate the o p p o s i n g warrior from his
try to get a w a y o n e v e r y action until they do.
w e a p o n ; e.g., b y g r a b b i n g it a n d t r y i n g t o p u l l it o u t o f h i s h a n d .
T h e attacker m a y try to hold the victim - effectively forgoing his
O n a s u c c e s s f u l W r e s t W e a p o n , t h e r e is a 7 5 % c h a n c e t h a t t h e
actions - or m a y try to wrestle or get a better hold o n the victim. an extra 5 b o t c h d i c e o n their A t t a c k roll.
If t h e a t t a c k e r t r i e s a n y t h i n g e l s e , h e w i l l h a v e T r o u b l e 5 o n t h a t
action a n d o n his next attempt to hold the victim. JUMP O N ([INTER C L O S E COMBAT)
T h e attacker in this m a n e u v e r is t h e p e r s o n w h o is p i n n e d ; t h e A successful J u m p O n m o v e leaves the attacker
d e f e n d e r is t h e o n e h o l d i n g t h e a t t a c k e r . T h e n u m b e r " P i n " is and defender in close combat, a n d the
the ( A t t a c k - D e f e n s e ) o f t h e o r i g i n a l h o l d is a b o n u s for t h e attacker gets to m a k e an attack with the
a t t a c k e r : a b e t t e r h o l d i s h a r d e r t o g e t o u t of. close combat modifiers. Note that
Attack = Brawling + Agility + d 2 0 the defender m a y want to enter
Defense = Brawling + Dexterity + Strength + Pin + d 2 0 close combat, a n d forgo his
G o r m o r o r are big: + 5 to Attack a n d Defense. Orren are slip defense roll - in w h i c h case t h e
pery: + 1 0 to Attack. Zi Ri are -10 to Attack and Defend. defender's free attack is a t + 5 ,
and m a y b e taken with or with
out close combat modifiers as the
defender prefers.
Attack = Brawling + Agility + d20
Defense = Brawling + Agility + d 2 0
G o r m o r o r a r e b i g , a n d K h t s o y i s are s l o w : - 5
Defense. Orren are slippery: + 5 Defense. Sleeth
a r e b u i l t f o r this m a n e u v e r : + 1 0 t o A t t a c k a n d D e f e n s e . Zi
Ri are not: - 1 0 to Attack a n d Defense.
POISON
For subjecting a prime to Itchy poison, the poisoner shall be
struck thrice with a scorpion whip, and fined. For subjecting a
prime to Twitchy poison, the poisoner shall be struck thrice with a
scorpion whip and thrice with a burning log, and doubly fined.
For subjecting a prime to Howly poison, the poisoner shall be
struck thrice with a scorpion whip, killed thrice by beating with a
burning log, healed each time at his own expense, and trebly
fined.
— The Code of Hastrobaldus Mores
Poisons encountered in combat are usually weakening. They
w o n ' t k i l l y o u d i r e c t l y , j u s t m a k e i t e a s i e r for y o u r e n e m i e s t o k i l l
y o u . W e d e s c r i b e p o i s o n s b y a w o r d p l u s a n u m b e r : I t c h y 1, F e v e r
d6, a n d s o o n . W h e n t h e n u m b e r i s a d i e r o l l , r o l l the d i e for t h e
n u m b e r o n c e , w h e n the v i c t i m i s p o i s o n e d . In the discussion
b e l o w , N i s t h e n u m b e r ; e.g., I t c h y 3 .
Multiple doses o f the s a m e poison are cumulative; t w o Itchy l's
acts like Itchy 2 . M a n y p o i s o n s h a v e a limit o n h o w m u c h they
can hurt you. N o matter h o w m a n y star-scorpions sting y o u , you'll
never have worse than Itchy 5; they're just n o t that poisonous.
Typical moderate poisons h a v e limit 10; typical strong ones have
Close Combat limit 2 0 .
When I fight Lord Hubransis, I jump quickly. In two and half C o m b a t p o i s o n s a n d v e n o m s are m o r e m a g i c a l t h a n p h y s i c a l .
heartbeats I have my fangs in his neck, and my left foreclaws T h e y take effect instantly. T h e s a m e descriptions c a n b e used for
stuck between his fifth and sixth ribs, and my hindclaws make n o n - c o m b a t p o i s o n s , e x c e p t that t h e y t a k e effect m o r e s l o w l y a n d
him very greatly wish he wears a heavy leather apron instead of last longer. F o r e x a m p l e , terrestrial p o i s o n i v y is Itchy d 3 poison,
his judge's robes that morning. t a k i n g effect i n s l 2 h o u r s f r o m t h e t i m e o f contact, lasting 2 d 6
But this turns out to be the bad choice of legal defense in my days. There are m o r e lethal n o n - c o m b a t poisons than combat
lawsuit. ones.
— Hengerr, Sleeth adventurer and part-time outlaw
Sometimes y o u will want to j u m p on your e n e m y a n d fight Resistance Rolls Against Poison
claw-to-claw and fang-to-fang. T h i s is close c o m b a t . Small M o s t c o m b a t p o i s o n s don't allow a resistance roll: if you've been
n i m b l e w e a p o n s , l i k e c l a w s a n d t e e t h a n d d a g g e r s , are d e a d l i e r bitten b y t h e v e n o m bear, you've gotten a dose. Usually there's a
at this r a n g e Larger w e a p o n s are t o o a w k w a r d to u s e effective dieroll to tell h o w m u c h y o u g o t : i f t h e b e a r h a s Itchy d 6 v e n o m
ly. Sleeth m a y attack with their powerful hind claws. Most a n d r o l l s a 1, y o u o n l y g o t a s m a l l d o s e .
B r a w l i n g m a n e u v e r s are u n c h a n g e d . S e e t h e " C l o s e " c o l u m n o f M o s t n o n - c o m b a t p o i s o n s d o allow a resistance roll, usually o n
the w e a p o n s table, p a g e 154, for m o r e details. Stamina + Strength + s20 with a threshold of about 20. Resisting
a p o i s o n t y p i c a l l y m e a n s t h a t y o u r e d u c e t h e effect b y half, o r that
If y o u are in close c o m b a t with o n e person, his friends c a n hit
the p o i s o n t a k e s e f f e c t t w i c e a s s l o w l y .
you easily; y o u h a v e a - 1 5 o n Defense. B u t if they m i s s y o u ,
they might hit the person you're in close c o m b a t with; they get Rassimel recover quickly from being poisoned, but they have n o
p a r t i c u l a r r e s i s t a n c e t o b e i n g p o i s o n e d i n t h e first p l a c e . + S t a m i n a + s 2 0>=2 N r o l l . E v e n if t h e victim c a n force his b o d y
to m o v e , h e will b e c l u m s y a n d ineffective: Trouble N . It lasts for
Common Combat Poisons about 2-8 hours, depending on the kind of poison.
These are the poisons m o s t often seen in combat. Most are P a r a l y s i s p o i s o n d o e s not h i n d e r s p e l l c a s t i n g .
generic: there are thousands o f creatures that have Itchy v e n o m
of o n e kind or another. There are other kinds o f poison around WEAKNESS POISON
as well, b u t f e w a r e m o r e d a n g e r o u s than t h e o n e s listed here. T h e victim gets weaker, losing N points from Strength (and
everything d e p e n d i n g o n Strength, like m o s t kinds o f d a m a g e ) .
ITCHY POISON Weakened victims get tired easily; e.g., they collapse after
Makes the victim itch horribly all over. It's distracting: 3d6+Stamina-N actions of combat or running. It l a s t s f o r a b o u t N
Trouble N . S c r a t c h i n g is n o t a g o o d idea; v i c t i m s m a y w e l l hours.
d a m a g e t h e m s e l v e s . It w e a r s o f f at a b o u t o n e p o i n t o f p o i s o n p e r
hour; so Itchy 3 will b e Itchy 2 in an hour, a n d gone in three S L O W DEATH POISON
hours. Itchy poison (or variants that cause pain, n u m b n e s s , or T h i s stuff is rare a n d n a s t y a s a c o m b a t p o i s o n . It d o e s n ' t d o
m i l d p a r a l y s i s f o l l o w i n g t h e s a m e rules) is t h e m o s t common anything for (11-N) hours except raise a very distinctive rash o f
kind of poison. M a x i m u m T r o u b l e is 10. purple spots. A f t e r t h a t , it d o e s d 3 d a m a g e e a c h h o u r u n t i l i t ' s
cured.
FEVER POISON
F e v e r p o i s o n g i v e s t h e v i c t i m a Jever, c o m p l e t e w i t h w e a k n e s s O T H E R K I N D S O F INJURY
and often delirium. T h e v i c t i m suffers T r o u b l e N , t o a m a x i "No, the rongon never even got close to me. I broke my ankle
m u m o f 10. F e v e r p o i s o n lasts a l o n g time. E a c h d a y at d a w n , when I fell off my horse two hours later."
the victim rolls S t a m i n a + s 2 0 . O n a roll o f 3 0 + , t h e v i c t i m — Strabmiraz the Adventurer
r e c o v e r s . O n a 2 5 + , t h e i n t e n s i t y o f t h e p o i s o n is r e d u c e d b y 3 . H e r e a r e rules for s o m e other c o m m o n w a y s for adventurers to
O n a 2 0 + , it i s r e d u c e d b y 2 . O n a 1 5 + , it i s r e d u c e d b y 1. O n get in trouble. T h e y are intended to b e simple rather than precise;
a 1 0 - it i s i n c r e a s e d b y 1. D o c t o r s c a n help with this, given t h e g a m e m a s t e r m a y m o d i f y t h e m t o fit t h e c i r c u m s t a n c e s .
suitable herbs a n d medicines: a d d half the doctor's Medicine M o s t o f these will b e soaked b y armor a n d other defenses.
s k i l l to t h e d i e r o l l .
Fire
HARM POISON O r d i n a r y fire d o e s a m o d e s t a m o u n t o f d a m a g e e a c h a c t i o n t h a t
Harm poison does damage. O n each of the N actions after t h e v i c t i m t a k e s . A s m a l l fire l i k e a c a n d l e f l a m e d o e s 1 p o i n t . A
b e i n g p o i s o n e d , t h e v i c t i m m u s t m a k e a S t a m i n a + s 2 0 >= 1 0 r o l l c o o k i n g fire d o e s 3 . A b i g bonfire, a s is o c c a s i o n a l l y u s e d for
or take s6 fno botch dice} damage. Spells which temporarily burning people alive, does 5.
m a k e t h e p o i s o n h a r m l e s s do c o u n t a g a i n s t t h i s t i m e . T h e d a m a g e t h a t t h e fire d o e s d e p e n d s o n t h e h e a t o f t h e fire,
a n d t h e a m o u n t o f t h e v i c t i m t h a t i s i n t h e fire. F o r e x a m p l e , s h o v
TWITCHY POISON ing a n adult into a n ordinary cooking fire will d o 3 damage.
T w i t c h y p o i s o n g i v e s the v i c t i m a tic, d o i n g s o m e t h i n g q u i c k S h o v i n g a c h i l d i n t o t h e s a m e fire w i l l d o h a l f d a m a g e - 1.5 d a m
and unpleasant periodically. Mild twitchy poisons might make age a n d w e ' d probably keep track o f the fractions - because the
the victim shake, or lash his head violently, or close his eyes a n d c h i l d is a b o u t h a l f t h e s i z e o f a n a d u l t .
b a r k , o r s o m e t h i n g l i k e t h a t : T r o u b l e 5 i n t h e r o u n d that t h e t i c
O p t i o n a l R u l e : A r m o r d o e s s o a k o r d i n a r y fire, u n t i l t h e a r m o r
strikes. Strong twitchy poisons p r o d u c e m o r e extreme tics: the
g e t s h o t . O n t h e first a c t i o n , t h e a r m o r h a s i t s f u l l s o a k . Each
victim might j u m p as high as h e can, or claw his chest, or hit his
a c t i o n a f t e r t h a t t h a t t h e v i c t i m s t a y s i n t h e fire, t h e a r m o r ' s s o a k
head o n a wall, or bite his hand. T h e strongest of them might
is r e d u c e d b y o n e p o i n t , u n t i l i t i s z e r o . ( S o , b o n e splint protects
even force the victim to cast a spell. T h e tic strikes every 2 d 6 +
a g a i n s t t w o p o i n t s o f fire t h e first a c t i o n , o n e the s e c o n d , a n d n o n e
Stamina - N actions. T w i t c h y p o i s o n usually only lasts for N
a f t e r t h a t . ) M e t a l a r m o r s t a y s h o t a f t e r t h e fire i s r e m o v e d , d o i n g
m i n u t e s , b u t s o m e k i n d s last for d a y s .
h a l f t h e fire's d a m a g e o n t h e first a c t i o n w i t h o u t fire, a n d o n e p o i n t
fewer e a c h action after that. W o o d a r m o r s o m e t i m e s catches fire,
tlowLY POISON typically d o i n g 2 d a m a g e each action for perhaps a d o z e n actions;
H o w l y v e n o m is nasty. Every d6
it i s o f c o u r s e r u i n e d a f t e r t h a t .
actions, the victim has a spasm of
M a g i c a l fire f o l l o w s i t s o w n rules, a s d e s c r i b e d i n t h e s p e l l t h a t
pain, doing s6 damage. T h e victim
c r e a t e d it. ( M o s t fire s p e l l s d o s i g n i f i c a n t d a m a g e , b u t o n l y l a s t
will stop a n d howl in pain that action
for a s e c o n d . ) M a g i c fire i s v e r y d e s t r u c t i v e , d u e t o F l o k i n ' s p e r
(and do nothing else), unless he
sonality.
m a k e s a W i l l + s 2 0 >= 1 0 + N r e s i s t
ance roll. A tourniquet around the
Falling
place where the poison w a s delivered
Falling ordinarily does o n e point o f d a m a g e per yard fallen,
increases the time between howls to
s o a k e d b y a r m o r as usual. T h e victim m a y try t o land softly - roll
s6 m i n u t e s . T h e p o i s o n lasts for N
( A g i l i t y + C l i m b + s 2 0 >= 2 0 ) f o r h a l f d a m a g e . Sleeth get + 8 on
howls.
this roll. O t h e r m o d i f i e r s a p p l y a s w e l l , e.g., i f y o u f a l l t h r o u g h
the branches of a tree, y o u might get another + 8 .
PARALYSIS POISON
P a r a l y s i s p o i s o n stiffens t h e v i c t i m into a rigid immobility
instantly. T h e victim c a n try to m o v e in a given action: a Will
nobles endure daily floggings to ensure that they are hardy
Drunkenness enough to survive assassination attempts.
Primes are generally more affected by strong drink than Small injuries aren't a significant problem: they're painful but
humans are. Each drink causes the drinker Trouble 3, except not incapacitating. Very f e w injuries o n the World Tree are
t h a t t h e first S t a m i n a p o i n t s t o t a l o f T r o u b l e f r o m l i q u o r d o e s n ' t instantly fatal b y their v e r y n a t u r e . S u c h a w f u l injuries a s h a v
count. (That is, the Trouble is (3 x n u m b e r of drinks) - ing one's h e a d cut off will p r o b a b l y kill t h e v i c t i m from t h e d a m
Stamina.) T h e effects o f drink w e a r off at the rate o f o n e drink a g e - b u t a sufficiently s t r o n g spirit c o u l d s u r v i v e a n d still u s e
(and three points o f Trouble) p e r hour. the head to cast spells for s o m e seconds. F e w World Tree crea
tures will d i e i m m e d i a t e l y if y o u stab t h e m o n c e t h r o u g h t h e
Yanoof, with a Stamina of +5, has two beers with lunch.
heart. T h e spirit will k e e p t h e w o u n d e d heart b e a t i n g a n d k e e p
He's a little bit slow afterwards. He gets 2x3 points of
the b o d y m o v i n g , for a f e w m o m e n t s at least. T h e o n l y instant
Trouble from the beer, less +5 from his Stamina, for Trouble
ly, a u t o m a t i c a l l y f a t a l i n j u r i e s a r e t h o s e w h i c h d e s t r o y t h e b r a i n
1. After an hour, this trouble goes away. One point of
Trouble is not severe, and most likely he'll barely notice it. (where the mind and body are attached), or the entire body
( w h e r e spirit a n d b o d y a r e attached), o r n o n p h y s i c a l injaries
Wazey, with a Stamina of -I, has two shots of cheap
whiskey to bolster his courage for a coming choof. He suf w h i c h sever t h e c o n n e c t i o n b e t w e e n m i n d a n d spirit.
fers 2x3 points of Trouble from the alobhol, less -1 for his W h e n t h e b o d y is seriously injured, t h e spirit h a s t o u s e all its
Stamina - a total of 6 -(-I) = 6+1 = 7 points of Trouble. His strength t o stay attached; t h e injured creature is i n c a p a c i t a t e d
courage may be up, but his chances for winning are not. In a n d u n c o n s c i o u s b u t still a l i v e . H e a l i n g t h e b o d y at this point
an hour, he will be down to Trouble 4. In two hours, he will w i l l r e s t o r e t h e b o d y e n o u g h f o r t h e s p i r i t t o h o l d it c o m f o r t a b l y ,
be back to Trouble 0. a n d the creature will live. Healing a n incapacitated p e r s o n c a n
restore t h e m to consciousness, t h o u g h they'll b e s h a k y for a
LIFE A N D D E A T H while. Healing a just-killed person c a n restore t h e m as well -
The execution of Prander Burrman was a simple thing. but this m u s t b e d o n e w i t h i n a f e w s e c o n d s . In t h e last t w o c e n
Vorpothki the executioner tied him to Nox Mortien, the ancient turies, primes have c o m e to rely o n b o u n d healing spells w h i c h
death-tree in the city square, and struck him with a great iron heal them as soon as they are struck down.
sword. At the first stroke Prander's ribs were broken and his
heart crushed, and he cried out greatly. At the second stroke his Death and Resurrection
bowels were shewn to the wives of his victims as they watched, I've gotten killed once. Mikkle and Brups had caught up with
and they gave him no solace as he cried out again in great pain. me on the Street of the Olive Crushers in Ovirucci. I was hold
At the third stroke his ribs were rent again, and he howled him ing them off OK, but then this hired Khtsoyis guy - Gonometz -
most deeply, and then he died. teleports over my head and starts pounding away. Ouch. The
The execution of Daviniax was much more of a trouble and a city guards came running, but Brups stuck his sword into me and
labor. Vorpothki tied her to Nox Mortien, and struck with the Mikkle set me on fire before he ran away. The guard decided to
great iron sword. And Vorpothki was in no way weaker or gen heal me right then instead of chasing Mikkle, which I really
tler with Daviniax than with her master. But Daviniax was a appreciate or else I wouldn't be telling this story.
mighty warrior even as the Gormoror count these things, so that I met Gonometz in the Blue Glass Balls two days later. Good
when her heart was crushed and her bowels were spilt and her guy. I hired him myself.
ribs were rent again, she groaned no single groan, nor was she That doesn't count the times that I've been saved by bound
close to death. And Vorpothki hewed at her the way a woods healing spells. That's a dozen or two. I didn't keep track.
man hews at a tree. And she stood and cried out no more than a -- Sanssasplash the Slippery, Orren adventurer
tree would have cried out, even as her head was broken with the W i t h g r i e v o u s injuries, t h e spirit c a n n o t hold; t h e three parts o f
force of the hewing. And only on the tenth stroke did she sink the creature separate, a n d the creature dies. After death, the
against her bonds and die. And Vorpothki was greatly fatigued, m i n d flops a r o u n d like a n intangible jellyfish. Isolated minds
and leaned upon his iron sword as on a staff, and honored her are even m o r e helpless than isolated spirits; they don't h a v e a n y
strength with the saying that he had never before needed even will, so they wouldn't u s e abilities even if they h a d t h e m .
eight strokes to kill a prisoner before, even in the bloody month Eventually, over a period of months, the mind collapses upon
of the three purges. itself a n d then slowly disintegrates.
— Albomanthy Rutter, The Bandits of Quatterly T h e spirit h a s a s o m e w h a t better fate after death. T h e spirit
A c r e a t u r e s t a y s a l i v e a s l o n g a s its spirit is c l o s e l y c o n n e c t e d w a n t s to reattach itself to t h e b o d y a n d mind. It o p e r a t e s w i t h
to its b o d y a n d m i n d . Ordinarily, the strength of the connection w i l l b u t n o i n t e l l e c t ; it r e l i e s o n i n s t i n c t s s u p p l i e d b y t h e c r e
is p r o p o r t i o n a l t o t h e s i z e o f t h e b o d y : a s m a l l b o d y h o l d s l i k e a ators. It flutters a r o u n d t h e b o d y , t r y i n g t o g e t b a c k i n b y force
small piece o f tape, a large o n e holds like a large piece. Spirits of will, w h i c h doesn't work. A f t e r a f e w m i n u t e s , it g i v e s u p ,
have trouble holding o n to damaged bodies; death occurs w h e n a n d w a n d e r s b a c k d e s p o n d e n t t o t h e c r e a t o r g o d w h o m a d e its
the spirit c a n n o l o n g e r h o l d o n at all. s p e c i e s , w h o m it r e g a r d s a s a p a r e n t a n d c o m f o r t e r . T h e r e it
Practice helps m o s t skills. A s a spirit gets practice h o l d i n g o n w a i t s for a w h i l e i n t h e W o r l d Tree's m e a g e r v e r s i o n o f a n after
1 6
Aging
M o s t creatures o n the World Tree get w e a k e r a s they get older.
(Zi R i , for o n e s p e c i e s , d o n o t ) . A t a g e 5 0 , a n d e a c h d l O W o r l d
Tree years afterwards, y o u m i g h t lose points o f attributes. Pick
the t w o a t t r i b u t e s y o u a r e u s i n g t h e m o s t . Roll a d20:
Aging
d20 roll Result
1 Roll twice, take both rolls
2 -1 Charisma, and reroll.
3 -1 on a physical attribute, and reroll
4-7 -1 on a physical attribute Natural Death
The gods were kind to Zanarska and Kraniet. Eighty-four
8-10 -1 on a mental attribute
happy years after the events we have herein related, the two
11-19 nothing
lovers simply dropped dead as they walked by the side of Lake
20 +1 on a mental attribute Laicrane, holding hands.
The physical attributes are Strength, Stamina, Dexterity, — Tyh Thubien Mnorryn, The Romance of Zanarska and
Agility, Perception, and Charisma. T h e mental are Faith, Kraniet
Memory, Wits, Will, a n d Charisma. M o s t people w h o don't die in childhood die natural deaths.
You never lose m o r e than o n e point o f a given attribute, n o Nataral death c a n h a p p e n at a n y time, for a variety o f reasons.
matter w h a t t h e d i c e say. ( Y o u m a y lose p o i n t s o f several differ S o m e t i m e s y o u w i l l h a v e s o m e w a r n i n g that y o u r life is in d a n
ent attributes, b u t o n l y o n e f r o m each.) ger. S o m e t i m e s y o u w i l l n o t . S o m e t i m e s y o u will b e a b l e t o d o
If y o u roll a l o s s i n o n e o f t h e t w o a t t r i b u t e s y o u p i c k e d , y o u s o m e t h i n g a b o u t it. S o m e t i m e s y o u w i l l n o t .
have a 5 0 % chance o f avoiding t h e loss. Zi Ri, o f coarse, don't die natural deaths. Sorcerers of any
species c a n delay or prevent their o w n natural deaths.
T h e first a p p r o a c h o f n a t u r a l d e a t h c o m e s a t W o r l d T r e e a g e is o n l y u n d e r s t a n d a b l e i n h i n d s i g h t . E v e n i f y o u d o u n d e r s t a n d
(5d20 + 50), which c a n range from 55 to 150. Subtract 10 for it, t h e r e ' s n o t h i n g y o u c a n d o , u n l e s s y o u ' r e a l m o s t finished with
Sleeth; a d d 2 0 for R a s s i m e l a n d G o r m o r o r ; a n d ignore this sec that immortality e n c h a n t m e n t .
tion c o m p l e t e l y for Z i R i . O r d i n a r i l y this n u m b e r is a secret
from the player.
HORRIBLE DECLINE
The c o m m o n causes of death are: Your b o d y and m i n d slowly collapse. You lose o n e point from
one r a n d o m l y chosen attribute every d 6 days. W h e n o n e reach
Natural Death es - 1 3 , y o u die. There are ten Sustenoc spells w h i c h prevent
(16 roll Cause of Death loss for each attribute; their complexities r a n g e from 30 to 70,
1 Spirit yearns for creator god a n d they m u s t b e cast b y t h e patient each m o r n i n g a n d evening
2 Organ Failure to b e effective during that day. A few sorcerers have managed
Cley
None sing hymns to cley, but oh! to be without it.
Conversely, there are usually m a n y ways to d o something.
— Mage's saying
Suppose that y o u ' v e just h a d a Fire F l o w e r spell cast o n y o u ;
Cley are t h e currency o f m a g i c . T h e ordinary w a y to cast a
y o u ' r e s m o l d e r i n g a n d s m o k i n g , a n d s o o n y o u w i l l b e o n fire.
spell requires the caster to spend o n e cley - regardless o f either
You c o u l d p r o t e c t y o u r s e l f i n a n u m b e r o f w a y s . T h e m o s t o b v i
Power or Complexity.
o u s i s t o t r y t o d e s t r o y t h e fire i t s e l f : D e s t r o c P y r a d o r . Y o u
A c l e y is a p s y c h i c , n o n - p h y s i c a l o b j e c t , p e r c e p t i b l e t o its
c o u l d a l s o a t t a c k t h e s p e l l t h a t i s m a k i n g t h e fire, w i t h D e s t r o c
owner's m a g i c sense as a k e y ending in a spray of possibilities.
M a g i a d o r . Y o u c o u l d d r o w n t h e fire w i t h a C r e o c A q u a d o r s p e l l
C l e y are i n d i v i s i b l e : t h e r e i s n o s u c h t h i n g a s h a l f a c l e y . E a c h
- or y o u could j u m p into a pond, o r (with a R u l o c A q u a d o r spell)
p e r s o n gets a m o d e s t s u p p l y o f cley e a c h day, typically at d a w n ,
m a k e it j u m p o n t o y o u . I f t h e r e ' s a c u p o f w a t e r r a t h e r t h a n a
a n d t h e r e are t e c h n i q u e s a v a i l a b l e f o r g e t t i n g m o r e a t n e e d .
pond, y o u c o u l d u s e M u t o c A q u a d o r s p e l l t o e n l a r g e it. Y o u
could m a k e a w i n d with C r e o c Airador or R u l o c Airador a n d try
DAILY C L L Y
to b l o w the fire o u t . Y o u c o u l d c r e a t e a t h i c k b l a n k e t t o s m o t h e r
Here at dawn, gone by noontime, that's the way of the
it, C r e o c H e r b a d o r f o r c o t t o n o r C r e o c C o r p a d o r f o r w o o l ; o r u s e
spellthrift's cley.
a Ruloc spell to u s e a n existing blanket. Y o u could try to m a k e
IIere at dawn, all still here at next-dawn, that's the way of the a few more cley up for just one more spell to sell. That's what
spellmiser's cley. you get, being the most responsible Orren in the family.
— Dubu Whingie, A Roll-Call of Fools — Troutfast, Orren spellbinder
Y o u start each d a y w i t h a total o f Faith + C l e y B a s e + d 6 cley. T h e c o m m o n w a y t o r e c o v e r c l e y i n m i d - d a y is b y s p e n d i n g
Y o u r e c o v e r y o u r c l e y a t a fixed t i m e e a c h d a y : first a n i n s t a n t fifteen minutes o f quiet meditation a n d prayer. T h e first cley
of w e a k n e s s a s t h e leftovers o f y o u r previous day's cley flow o u t r e c o v e r e d in a d a y is r e a s o n a b l y e a s y ; b u t t h e y g e t harder. A
of you, a n d then a quick rush o f p o w e r as today's flows in. This M e d i t a t i o n + F a i t h + s 2 0 >= 2 0 + 2 N o r b e t t e r r e s t o r e s a s i n g l e c l e y ,
d o e s r e - r o l l y o u r c l e y s u p p l y ; i n g e n e r a l , y o u w i n d u p w i t h a dif w h e r e N is t h e n u m b e r o f p o i n t s y o u h a v e r e g a i n e d today.
ferent n u m b e r o f cley o n successive days. M o s t p e o p l e r e c o v e r G e t t i n g b a c k t h e first c l e y r e q u i r e s a r o l l o f 2 0 + , t h e s e c o n d
c l e y a t d a w n o r n o o n ; m o r e n o c t u r n a l p e o p l e r e c o v e r it a t n i g h t requires 2 2 + , the third 2 4 + , a n d so on. Failed Meditation rolls
f a l l , a n d m a n y m o n s t e r s a n d e v i l p e o p l e r e c o v e r it a t m i d n i g h t . don't increase the threshold, but d o waste time. A botch means
that y o u cannot get m o r e cley b y meditating that day.
TRANSFERRING CLEV
You're expecting a fight at nightfall, and want all the cley
"Vumachs Cardrance divorced Zalaun Cardrance, mother of
you can get. Spend an hour meditating. Roll Faith +
both his sons, for the reason that she gave a great many cley to
Meditation + s20 once for every 15 minutes you meditate.
the sorcerer Gurze for the warding of the Cardrance's house
The first roll is 14, which gives nothing. The second is 21
against fire. Zalaun, Cardrance no more, returned to her par
(which is > 20), giving you a cley. The third roll is 21 (less
ents' mansion in Barency, tail drooping in shame. We trust
than 22 - the threshold went up by 2 when you got your first
Vumachs will marry a decent pefson next time."
cley), giving nothing. The fourth roll is 27 (which is > 22),
— from The Daily Banner, a Treverre broadsheet newspaper
giving you a second cley.
You m a y give s o m e o n e else cley. T h e transfer requires close
physical contact. A n embrace a n d a kiss are traditional and most You m a y meditate to gain clay in excess o f y o u r day's supply.
effective; the gods evidently designed the process as a gift M a n y mages spend an hour or t w o meditating each morning,
between close friends. Adventuring companions are embar especially o n d a y s w h e n t h e y h a v e a p o o r supply o f cley.
r a s s e d t o s h a r e c l e y ; a s k i n g f o r it o r offering is t a n t a m o u n t t o
m a k i n g a rather crude p a s s . P e o p l e w h o sell cley a r e r e g a r d e d as
p r o s t i t u t e s a r e terrestrially: it's d i s r e p u t a b l e a n d s o m e w h a t d i s
gusting.
E a c h four cley y o u spend gives your partner d 3 , a n d takes
about a m i n u t e t o transfer. F o r each set o f cley transferred, roll
a botch die. Typical accidents involve accidental spellcasting, or
the recipient getting a cramp preventing her from receiving any
m o r e cley that day.
OVERSPENDING C L E V
I f y o u h a v e n o c l e y left, y o u c a n n o t d o a n y t h i n g t h a t r e q u i r e s
c l e y at all a n d t h a t is that. Y o u c a n still u s e k i n d s o f m a g i c t h a t
does not require a n y cley: b o u n d spells, most magic items,
graces, and so on.
Similarly, y o u c a n n o t u s e a n y m a g i c a l t e c h n i q u e that is guar
a n t e e d t o r e q u i r e m o r e c l e y t h a n y o u h a v e left. For example,
spellbinding requires t w o cley ( o n e to cast the spell, another to
c a g e i t ) , s o y o u c a n n o t d o it i f y o u h a v e o n l y o n e c l e y left.
S p o n t a n e o u s m a g i c u s e s r a n d o m l y v a r i a b l e a m o u n t s o f cley.
Y o u do n e e d t h e m i n i m u m c l e y - o n e c l e y , f o r t h e 1-3 c o s t o f a
s p o n t a n e o u s s p e l l - b u t y o u can u s e t h e t e c h n i q u e e v e n i f y o u
don't have the m a x i m u m cost. It's usually a b a d idea. If y o u
spend more cley than y o u have, y o u rip out s o m e o f the sub
stance o f y o u r m a g e r i u m to u s e in place o f the missing cley.
T h i s inflicts a n a g o n i z i n g injury u p o n y o u , d 6 d a m a g e p e r extra
cley, a n d y o u will b e u n a b l e t o u s e t h e arts o f t h e spell y o u cast
for d 6 d a y s .
RECOVERING C L E V - MEDITATION
"I went into spellbinding 'cause I thought it would be the lazi C L E V OVERCHARGE
est job. Ten minutes' work in the morning, maybe, then you're Occasionally y o u m a y acquire more cley than your day's
out of cley and haven't a thing to bind 'til tomorrow. <sigh> allowance. T h e r e is n o trouble until y o u exceed the m a x i m u m
Then I got married to a couple of riverbums, lazier'n me. Three a m o u n t that y o u could roll: that is, w h e n y o u h a v e Faith + C l a y
adults, two children and one more on the way, and every lozen B a s e + 7 cley, o r m o r e . I f y o u h a v e a little t o o m u c h cley, y o u
coming to the house comes carried up by my pocket! Now I feel m a n i c ; y o u m a y o c c a s i o n a l l y h a v e t o m a k e Will + W i t s +
spend three or four hours every day meditating, trying to scrape s 2 0 >= 1 5 r o l l s t o a v o i d d o i n g s t u p i d , e x c i t e d t h i n g s w i t h t h e
e x c e s s cley. L a r g e r o v e r c h a r g e s ( m o r e than six cley extra) often craft; great m a g e s c a n d o m o r e .
wind u p getting spent as subconscious spellcasts, and are very Pattern, spontaneous, b o u n d , a n d w o v e n spells are ultimately
dangerous. the s a m e thing. A n y effect that c a n b e a c h i e v e d w i t h o n e
m e t h o d , a sufficiently skillful a n d p r o p e r l y e q u i p p e d w i z a r d
O f f L k i N G s o r CLLV c o u l d c a s t w i t h a n o t h e r - t h o u g h it m i g h t b e t o o c o s t l y t o c o n
Y o u c a n a q c e p t v o l u n t a r y o f f e r i n g s o f c l e y from a c r o w d , sider. Ritual m a g i c a n d e n c h a n t m e n t g o b e y o n d t h e limits o f
w h e n t h e y a r e i n a h e i g h t e n e d e m o t i o n a l s t a t e (e.g., a f t e r a c o n everyday magic.
cert o r religious service). E a c h p e r s o n in t h e c r o w d offers o n e
cley. F o r e a c h c l e y offered, roll a d 2 0 . O n a roll o f 2 0 , y o u g e t Pattern Magic
that cley. O n t h e a v e r a g e y o u will g e t 5 % o f t h e cley offered. I know, I know, young sir, I have only the simplest of spells, and
T h i s is c o n s i d e r e d a b i t sleazy, b u t n o t a s d i s g u s t i n g a s transfer you can do them all yourself with a flick of your magic without
ring cley directly to strangers. spending the afternoon working to learn it or the lozens to buy
it. But just think, young sir, of yourself on the battlefield. The
Magic Theory sorcerer flings fire-wasps at you! Quick! You douse them in
"Why do we have to learn this stuff? Can't we just graft a few mage-water! Splash! Sizzle! Fizzle! Dash! Three cley on a nice
pattern spells and cast 'em?" strong spell right there! Next she calls up a jagged green bone
— Wandible Morescotta, Orren student at Hellestew Magical knife to hew at you! Quick! You send it spinning and blunder
Academy ing to chop the daisies! Another mighty improvisation! Another
"You certainly can! You can even do that and be a good mage. three cley! Then she grabs your left arm and starts it strangling
But we'd have to expel you from Hellestew. Here, we only teach you! Quick! You whistle off three angled spells to protect your
people to be g r e a t mages." self. Nine more cley gone! Now she curses you to leap and
— Ritianne Manna, Orren professor at Hellestew bound about with your eyes screwed close! Quick! Another
counterspell! But wait! No more cley! You'll be leaping off cliffs
STYLES O F MAGIC and bounding into trees 'til tomorrow morning, and regretting
each minute of the day that you didn't buy some nice safe
There are several basic forms o f magic available. Everyone
dependable cheap pattern spells from old Drogo.
has used spontaneous magic since childhood, and everyone h a s
some pattern spells. M o s t people will b u y a n d u s e b o u n d spells, -- Drogo Moopra, spellseller
but not bind them. T h e other kinds of magic are rare. Pattern m a g i c is g o o d c o m m o n magic. P a r t e m spells are easy
Pattern m a g i c : C a s t i n g c a r e f u l l y c o n s t r u c t e d spells, s t r o n g to acquire a n d easy t o cast. Y o u don't h a v e to b e a b i g sorcerer
a n d p o w e r f u l a n d i n f l e x i b l e , v e r y e f f e c t i v e f o r t h e i r fixed f u n c to d o something useful with pattern m a g i c , the w a y y o u d o with
t i o n s . E v e r y o n e u s e s p a t t e r n m a g i c , from t h e h o u s e w i f e w h o h a s spellbinding a n d spellweaving a n d ritual a n d enchantment. A n d
a bought a few cantrips at the neighborhood spell-shop to the pattern spells are nice a n d reliable, unlike spontaneous magic,
great wizard casting world-shattering eldritch sorceries. Using a n d you c o n t r o l h o w m u c h c l e y t h e y u s e .
1
g r e a t pattern spells r e q u i r e s e x p e r t i s e at their N o u n s o r V e r b s , Physically, casting a pattern spell usually looks like muttering
b u t n o t n e c e s s a r i l y b o t h . C a s t i n g a pattern spell takes o n e cley. a few words a n d making a few gestures. T h e words a n d gestures
S p o n t a n e o u s m a g i c : A c h i l d ' s first m a g i c : i m p r o v i s i n g s p e l l s are neither meaningful n o r necessary, though they d o m a k e cast
on t h e s p u r o f t h e m o m e n t . T h e spells a r e fairly s i m p l e b u t c a n ing a bit easier for novices. M o s t people either just say the n a m e
be quite powerful, with t h e c h a n c y uncertain force o f inspira of t h e spell ("Fire F l o w e r ! " ) o r s a y t h e arts ("Creoc Pyrador!").
tion. O n l y simple, l o w - c o m p l e x i t y spells c a n b e improvised, T h o s e with a sense o f d r a m a c a n u s e w h o l e phrases ("Virid,
save b y experts in all t h e N o u n s a n d Verbs involved. Sponting Lord o f Creation, hear m y plea! Flokin, Lord o f Fire, hearken
a spell t a k e s 1 -3 cley. unto me!").
Bound magic: spells attached to objects, set to g o off under H o w well y o u c a n u s e a spell d e p e n d s o n y o u r skill at t h e
precisely-specified circumstance, a n d paid for in a d v a n c e . spell's N o u n s a n d Verbs; w h e n there are several N o u n s a n d
U s i n g a b o u n d spell takes n o cley, a n d m a y n o t even require V e r b s , y o u u s e t h e lowest N o u n a n d lowest V e r b . T h e b a s i c
your conscious attention. B o u n d m a g i c is the opposite o f spon q u a n t i t y is M e m o r y + N o u n + V e r b ; b o t h m a x i m u m c o m p l e x i t y
t a n e o u s m a g i c ; it's e x t r e m e l y inflexible. Y o u c a n g e t b o u n d a n d p o w e r a r e d e t e r m i n e d b y it. T h e r e is n e v e r a n y roll r e q u i r e d
s p e l l s t o d o i m p o r t a n t t h i n g s (e.g., h e a l y o u w h e n y o u ' r e w o u n d to s e e if y o u c a n cast a pattern spell: if y o u r M e m o r y + N o u n +
ed) a n d y o u c a n s a v e y o u r c l e y for flexibility. B i n d i n g spells Verb is t h e spell's c o m p l e x i t y o r higher, t h e n y o u c a n ; o t h e r w i s e ,
takes substantial skill; u s i n g t h e m t a k e s n o skill at all. B o u n d y o u cannot. T h e s 2 0 roll for P o w e r is r e q u i r e d in stress situa
m a g i c is a f a i r l y r e c e n t i n v e n t i o n , j u s t u n d e r t w o h u n d r e d y e a r s t i o n s , e v e n if t h e spell's P o w e r d o e s n ' t m a t t e r ; it is u s e d t o d e t e r
old. m i n e if t h e spell botches.
Spellweaving: Spells i m p r o v i s e d o v e r a p e r i o d o f h o u r s .
Very c o m p l e x (but v e r y w e a k ) effects c a n b e w o v e n this w a y . Pattern Magic
S p e l l w e a v i n g requires a specialized skill a n d a lot o f e q u i p m e n t
to d o w e l l . M o s t cities h a v e a s p e l l w e a v e r o r t w o . Max. Complexity M e m o r y + Worst Noun + Worst Verb
rendered unconscious. Binding with reasoning requires three cley instead of two. The
B o u n d spells are usually cast o n either the o w n e r (as 1 a n d 2 c o m p l e x i t y o f t h e spell is limited b y y o u r (Wits+Spiridor) total
above), t h e item they are b o u n d o n (flaming sword example), or as well as by the usual constraints. If you have
on t h e t a r g e t o f t h a t i t e m ( a r r o w e x a m p l e ) . Wits+Spiridor=10, y o u c a n bind complexity-10 spells with rea
Your Spellbinding skill influences t h e c o m p l e x i t y o f spells soning.
you c a n b i n d ; a p r o f e s s i o n a l s p e l l b i n d e r ( w i t h skill level about
10) c a n b i n d r o u g h l y t h e s a m e s p e l l s s h e c a n c a s t a s p a t t e r n Spellbinding with reasoning
magic. B o u n d spells tend to b e w e a k e r than freshly-cast pattern Cley 3
spells that d o t h e s a m e thing. B i n d i n g a spell takes a m i n u t e or
Max. Complexity Usual limit, a n d a l s o limited b y
so, a n d t w o c l e y . B i n d i n g a s p e l l f e e l s l i k e c a s t i n g the s p e l l w i t h
Wits+Spiridor
one cley, into a c a g e m a d e o u t o f t h e other cley.
People - including the best wizards of the World Tree - have
LIMITATIONS or BOUND SPELLS
b e e n t r y i n g t o find t h e t e c h n i q u e f o r b i n d i n g s p o n t a n e o u s s p e l l s ,
T h e b o u n d s p e l l h a s a l l t h e l i m i t a t i o n s o f the p a t t e r n s p e l l t h a t
or ritual m a g i c , o r anything b u t orthnarily-cast pattern spells. If
w a s b o u n d , e x c e p t that t h e b o u n d spell's o w n e r is c o n s i d e r e d t h e
a n y o n e h a s f o u n d o u t h o w t o d o it, t h e n e w s h a s n ' t s p r e a d .
c a s t e r o f the s p e l l . F o r e x a m p l e , Levitate only levitates the
M a g e s w i t h o u t t r a i n i n g in s p e l l b i n d i n g (that is, w i t h o u t a skill
spell's caster. A b o u n d L e v i t a t e spell c a n o n l y levitate t h e b o u n d
o f a t l e a s t 1) c a n n o t b i n d s p e l l s a t a l l .
spell's o w n e r - n o t t h e caster o f t h e b o u n d spell, u n l e s s s h e is
Spellbinding also the owner.
A l l t h e d e c i s i o n s t h a t are o r d i n a r i l y m a d e w h e n a p a t t e r n s p e l l
Complexity Limit W i l l + S p e l l b i n d i n g + N o u n + Verb>=
is cast m u s t b e m a d e w h e n t h e b o u n d spell is b o u n d . For exam
Complexity + 10
ple, w h e n a teleport spell is cast, t h e caster d e c i d e s w h e r e t o tele
Power 1
/2(Will+Spellbinding+Noun+Verb+d20) port to, usually in t e r m s like "twenty feet straight ahead". When
a teleport spell is b o u n d , t h e caster m u s t c h o o s e its destination
in j u s t t h e s a m e t e r m s . D e c i s i o n s t h a t a r e m a d e after t h e s p e l l is
Cley 2
c a s t d o n o t h a v e t o b e ( a n d c a n n o t b e ) m a d e w h e n the s p e l l i s
Orziman oa Thlauxis, master-spellbinder, has Will=+4, bound. F o r example, a levitatingj>erson c a n decide w h e n to g o
Spellbinding = 15, Sustenoc = 9, Corpador = Locador = u p a n d d o w n , w h e t h e r the L e v i t a t i o n w a s c a s t i m m e d i a t e l y o r
12. He is just barely able to bind Wizard's Double Armor from a b o u n d spell.
(Su Co Lo 30), having 4+15+9+12 = 40> 30+10. His The subject of the spell m u s t b e described in the simplest o f
Power is >A(4+15+9+12+d20) = '/ (40+U)
2 = 25</i, terms. T h e e a s i e s t s u b j e c t s are t h e p e o p l e w h o a r e t o u c h i n g t h e
rounded to 26. item holding the spell. O r d i n a r y bindings cannot understand
p h r a s e s like " n e a r e s t p e r s o n " ; t h e b e s t that c a n b e d o n e is tell
There are t w o forms of binding: ordinary binding, and binding
t h e m w h i c h d i r e c t i o n t o c a s t t h e s p e l l (e.g., "in the direction that
with reasoning. T h e difference is in t h e triggering c o n d i t i o n s .
the stick is p o i n t i n g " ) a n d h a v e t h e u s e r m a k e a t a r g e t i n g roll,
Perception + Finesse. Spells bound with reasoning can under
ORDINARY SPELLBINDING
stand "nearest person".
W i t h ordinary spellbinding, t h e spell waits for s o m e simple
condition to b e satisfied. T h e spell h a s m e d i o c r e senses (sight, Simple bindings cannot count, nor measure time: they must go
h e a r i n g , m a g i c s e n s e , a n d s m e l l w i t h a P e r c e p t i o n o f - 3 ) , a n d lit off i m m e d i a t e l y w h e n their conditions are satisfied. T h e y cannot
tle j u d g m e n t . It h a s n o m e m o r y ; it c a n n o t e v e n c o u n t . It h a s n o b e s e t t o g o o f f five s e c o n d s a f t e r y o u s h o u t " B o o m ! " . Spells
special p o w e r s o r senses. T h e condition c a n b e about t w e n t y o r b o u n d with reasoning c a n count a n d m e a s u r e time, in a dimwit-
twenty-five w o r d s long, w i t h at m o s t t w o conjunctions ("and"s, ted way.
"or"s, etc.). A classic e x a m p l e is a ring with a healing spell Setting off a b o u n d spell in a w a y that needs extra direction
b o u n d t o it, w i t h c o n d i t i o n " G o o f f w h e n t h e w e a r e r o f t h e r i n g r e q u i r e s an a c t i o n . (See the "Flames Engulf Thee" example
is i n c a p a c i t a t e d , o r s p e a k s t h e w o r d s ' R i n g , h e a l m e ' " . T h i s s p e l l below). Setting off a b o u n d spell that only requires w o r d s does
m i g h t g o o f f b y m i s t a k e , e.g. i f t h e w e a r e r i s p l a y i n g d e a d . not require a n action.
SPELLBINDING WITH REASONING ' 7 Binding with reasoning is not nearly as good as mindful effects, which do exactly what
B i n d i n g w i t h r e a s o n i n g is a b i t smarter. T h e condition can be you want. But making a binding mindful about when it goes off is another bit of magic
that has not yet been accomplished. You can bind a mindful spell as easily as a non-
twice as complicated. T h e b o u n d spell c a n count. M o r e impor
mindful one, but the spell isn't mindful until it goes off and so the mindfulness doesn't help
tantly, t h e b o u n d spell will h a v e s o m e j u d g m e n t . F o r e x a m p l e , a in the binding.
Spellbinders c a n only b i n d pattern spells that t h e y h a v e graft SOME EXAMPLES or SPELLBINDING
ed. Expert spellbinders m i g h t b e able to bind spells that they
(ordinary binding) A Heal Once put on a ring, with condition
cannot cast as pattern spells.
"When the ring's wearer is either incapacitated by wounds, or
Most power-related advantages, such as Emergency Spell,
speaks the phrase 'Heal Me O Ring', cast the spell upon him". The
cannot be used with b o u n d spells. K n a c k s do apply, as d o the
pattern spell's effect ordinarily varies with the caster's Medicine
advantages w h i c h explicitly mention b o u n d spells.
score. In this case, the caster cannot see the wounds (they hadn't
B o u n d spells t a k e effect n o faster t h a n pattern o n e s . Bound
happened when the spell was bound) and so the spell cannot take
spells that b u i l d start to b u i l d at t h e instant the b o u n d spell g o e s
advantage of the caster's Medicine skill.
off, j u s t a s t h e s p e l l w o u l d i f y o u c a s t it a t t h a t i n s t a n t . (When
(ordinary binding) A Fire Flower spell on a sword, with condi
p e o p l e s a y t h a t " b o u n d m a g i c is fast", t h e y m e a n t h a t y o u c a n
tion "When the owner says 'Explode! Explode!', cast the spell upon
g e t t h e b o u n d s p e l l t o b e cast q u i c k l y . A b o u n d Levitate spell
the next person the sword's blade touches other than the owner. "As
can catch you before y o u hit the poisoned spikes. But a bound
with any other use of Fire Flower, the victim will start to smolder
F i r e F l o w e r still h a s to b u i l d . )
when the sword hits, and not actually take the fire damage until the
spell takes effect; see page 185. This condition is simple enough so
that the spell may be triggered in the same action that the attack is
made.
(ordinary binding) A Fire Flower spell cast on a stick, with con
dition "When the owner says 'Flames Engulf Thee!', cast the spell
on the person that the stick is pointing at." Pointing the wand takes
an action. Also, the owner has to make a targeting roll: Perception
+ Finesse + s20 against some gamemaster-set threshold, perhaps
5 if the victim is right in front of the owner and 20 if he's a long way
away. If the rollfails, the spell can't tell who the owner intended to
blast, and it fails with no effect. If it botches, it hits the wrong per
son.
(binding with reasoning) A Fire Flower spell cast on a pebble,
with condition "When the owner throws the pebble, east the spell at
the nearest unfriendly person." This can be done with a reasoning
binding, but not an ordinary one: reasoning is required for both
"nearest" and "unfriendly". The bound spell might make a mistake,
especially about who is unfriendly. Still, this is better than the
bound spell requiring pointing, since no Perception + Finesse roll
is required. Also the bound spell probably will be smart enough not
to go off if you drop it. The pebble will take one action to throw.
(ordinary binding, better with reasoning) A Change Places on a
bracelet with a charm, with condition "When the owner throws the
charm, teleport her to the place the charm falls". This can be done
without a reasoning binding, but it is likely to go off if the owner
drops the bracelet. If it is done with a reasoning binding, it will
only go off when it is thrown. Note that the spell will fail com
pletely if the owner throws the charm further than the Change
Places can teleport.
(impossible) A Change Places on a ring, with condition "When
the owner says 'Save me O Ring!', teleport him to safety." The con
cept of "safety" is too nebulous for a bound Change Places, even
with reasoning binding. You'd need a smarter version of the spell
do this: there's nothing that the binding can do to help.
(ordinary binding; better with reasoning) A Ward Against A
Spell on a ring, set to go off when the wearer makes a magic resist
ance roll. This is reasonable, and helpful. Ordinarily this spell will
have a trigger word, which the wearer will shout when he uses it.
With reasoning, it can be a bit more flexible about when to go off.
(ordinary binding: two spells with same trigger) A pair of bound
spells, Eyes in the Fog and Coils of Fog, set to go off when the
owner says "Hide me in Fog!". This is a nice combination, as the
two spells will be cast immediately. (Some mages take this concept
to extremes, carrying a package of six or seven bound defensive
spells to use at the start of a battle. They can get a great deal of
defense instantly - or waste a great deal instantly, if they use it at
the wrong time.)
Spellweaving For example, suppose that Ravide'sTread and hands have
"Smoke, to start with, " hissed Strydat Myr Magus. "Smoke been turned backwards by a nendrai's magic: an effect with
from seven things, I should think; that's a good number. complexity 30 and power 80. A brute-force Healoc
Muniatic incense, of course, and turtlebar. Pine smoke is oily Corpador counterspell, trying to batter down the power
and would darken glass nicely. Keshogga smoke which Shax against power, would be fairly challenging: like trying to
Shay Shaz despises. Syalanip smoke to please Gnarn, and the batter down a castle door with a hammer. The alternative
smoke of a live fat wudgeon for Gnarn and oiliness both. is to try to unravel the nendrai's spell: effectively doing a
Tesquite smoke would be good, but tesquite don't grow around special-purpose counterspell that matches complexity
here, so perhaps we'll make do with birdbud. Unless you can against complexity: like trying to open the door with a
find me some tesquite, of course; but I daresay you'll be seeking lockpick. The gamemaster decides that a well-tuned Healoc
out something more obscure by the time we're finished planning Corpador effect of complexity 35 and power 5 could repair
this bit of silliness." it. (For a lower-powered effect a lower complexity might
— Laha Barsuada, The Tower of Glass and Other Stories work, down to complexity 25 if the nendrai's power were
S p e l l w e a v i n g i s the a r t o f c a s t i n g s p e l l s w i t h t h e h e l p o f s y m only 20. These judgments are subjective. They are also
bols a n d physical c o m p o n e n t s , herbs, tools, s y m b o l s , chants, very sensitive to circumstances: an attempt to do something
incense, and a thousand other things. A good spellweaver can that seems very similar might require complexity 25 or 45.)
develop very c o m p l e x spells, though they cannot b e very strong. The village spellweaver comes to the same conclusion with
S p e l l w e a v i n g is m o s t u s e f u l f o r t h i n g s l i k e f i x i n g u n u s u a l p r o b fifteen minutes of thinking and a Magic Theory + Wits+d20
lems, such as h a v i n g one's h e a d turned b a c k w a r d s b y a spell. > 20 roll.
T h e m a i n c o m p o n e n t o f a w o v e n spell's C o m p l e x i t y is t h e She mixes up a potion to fix the problem. The potion
"Spellweave Quality", w h i c h tells h o w successful the spell w a s . requires a variety of ingredients, including a powder made
The more appropriate and well-balanced the symbols and phys from an alarix's spiral horn that has been straightened out,
ical c o m p o n e n t s , t h e b e t t e r (viz. m o r e c o m p l e x ) t h e w o v e n s p e l l . and several healing herbs which grow straight. The
T h e s i z e o f this n u m b e r is fairly s u b j e c t i v e . A t t h e b e s t , it i s a s gamemaster decides that this is a fairly straightforward
large as the caster's S p e l l w e a v i n g skill. U n d e r o r d i n a r y c i r c u m effect. The special ingredients can be ordered if the spell
stances, Spellweave Quality will be positive - most spell- weaver doesn't have them on hand - Ravide can walk back
w e a v e r s c a n find a t l e a s t o n e o r t w o a p p r o p r i a t e components, wards for a few extra days if need be. The spellweaver gets
writing the right g o d s ' n a m e s and seals on p a p e r if n o t h i n g else. her maximum Spellweave Quality, equal to her remarkable
In d i s a s t r o u s s i t u a t i o n s , S p e l l w e a v e Q u a l i t y c a n b e n e g a t i v e - Spellweaving skill of 16. She has Wits + Will + Healoc +
children running around the laboratory, earthquakes, opposing Corpador = 3+3+10+12 = 28. The s6 rolls a 4. So, the
wizards sneakily interfering. complexity of the weave is ((3/4)x28) + 16 + 4 = 41, which
M a g e s w i t h o u t a skill o f at least 1 in s p e l l w e a v i n g cannot easily repairs Ravide. He owes an impressive amount for
weave spells. T h e stress d i e for c o m p l e x i t y h a s at least one the cure.
b o t c h die p e r art o f the spell.
Spellweaving
Ritual Magic
"Trust not the darksome Karcist Mage,
Complexity (3/4) x (Wits + Will + Noun + Verb) Whose crabbed eyes on crabbed page
+ Spellweave Quality + s6 Discern the vile ancient lore
Power 5(*) Of necromantic days of yore ..."
— Dubu Whingie, Cautionary Verses
Cley 6
R i t u a l m a g i c is p a t t e r n m a g i c t a k e n t o a n e x t r e m e . In one
Casting Time a few hours, not counting preparation l i g h t , it i s a t e c h n i q u e f o r c a s t i n g p a t t e r n s p e l l s - i n circum
s t a n c e s a n d w a y s t h a t e n c o u r a g e the g o d s t o a c t a s i f t h e k a r c i s t
(*) W o v e n spells h a v e P o w e r 5, regardless of the caster's ( t h e ritual m a g e ) w e r e v a s t l y m o r e p o w e r f u l t h a n s h e a c t u a l l y is,
s k i l l s . T h e r e a r e f e w w a y s t o i n c r e a s e t h e P o w e r . T h e e a s i e s t is perhaps even more powerful than any prime can be. In another
to u s e a g r a c e o r g l o r y o f t h e a p p r o p r i a t e g o d s , w i t h e a c h o n e l i g h t , it i s t h e c a s t i n g o f r e g u l a r p a t t e r n s p e l l s , b u t s p e l l s w i t h
giving s20 extra Power. Spellweavers are always hungry for extraordinarily precise requirements to be effective. In a third
graces and glories. l i g h t , it i s t h e w o r k i n g o f a s p e l l t o o l a r g e t o b e a p a t t e r n s p e l l ,
N o t e that the low p o w e r of w o v e n spells m e a n s that they are b y c a s t i n g it i n m a n y p a r t s a n d a s s e m b l i n g t h e m i n t o a w h o l e
easy to dispel a n d resist. W o v e n spells are mediocre w e a p o n s . through the use of careful rituals.
Ritual m a g i c is inflexible, e v e n m o r e so t h a n pattern m a g i c . It
s h u n s t h e a t t e n t i o n o f t h e g o d s , o r t h e y s h u n it. T h e r e i s m o r e o f
t h e d i v i n e in a c h i l d ' s c r e a t i o n o f a s u g a r b u n , o r a c a r p e n t e r ' s
plane-spell, than a ritual m a g e ' s c e r e m o n y to incinerate a city or
r a i s e t h e d e a d . P e r h a p s t h e g o d s c o n s i d e r it a m i s u s e a l l o w e d b y
t h e rules o f m a g i c , o r a n a c t o f f o o l i s h p r i d e , o r a p e t t y w a y t o
achieve ends that could b e achieved magnificently instead.
T h e s t e r e o t y p i c a l k a r c i s t is t h e y o u n g s o l i t a r y w i z a r d w o r k i n g
far b e y o n d h e r p o w e r s . She spends weary hours studying ritu
als, m e m o r i z i n g a n d c a r e f u l l y f o l l o w i n g all t h e i r i n a n e details.
T h e b a t m u s t b e female, m u s t n o t h a v e a single w h i t e hair, m u s t worse.
b e fed only o n w a s p s for t h e d a y before. T h e needle must be Ritual m a g i c d e p e n d s heavily o n t h e Ritual M a g i c skill. From
copper, smelted from the leaves o f trees o n a night w h e n the the " M a x . C o m p l e x i t y " formula, m a g e s w i t h a R i t u a l M a g i c skill
Hollow M o o n w a s open, never used before, a n d must pierce the of less than three can't perform even the simplest ritual.
bat's liver through o n the first stroke. Then, when nothing Ritual spells require m a n y cley, m u c h time, and generally a
remains andone a n d the h o u r i s r i g h t , t h e r i t u a l i t s e l f : h o u r s o f great deal of material. T h e s p e l l d e s c r i p t i o n s list t h e s e t h i n g s .
careful labor a n d spellcasting, to achieve a n e n d a s tortuous as T h e " C o s t " i s t h e t y p i c a l c o s t o f t h e m a t e r i a l s f o r t h e ritual. N o t
t h e r i t u a l itself. all o f t h e m a r e c o n s u m e d : y o u w i l l n e e d t o r e p l a c e t h e h e a d d r e s s
of owl's feathers and curcaxix berries, b u t not the silver-bladed
knife w i t h y o u r n a m e written forty times in a r o w o n the blade.
F o r simplicity, a s s u m e that a third o f t h e cost is c o n s u m a b l e s that
m u s t b e used u p in p r e p a r a t i o n before the ritual starts, a third is
c o n s u m a b l e s u s e d d u r i n g t h e r i t u a l itself, a n d t h e last t h i r d is
n o n c o n s u m a b l e s that y o u n e e d only b u y once.
T h e rituals require a certain a m o u n t o f preparation. Ritual
preparations usually take only an hour or so a day, b u t must b e
done at the right time. You h a v e to set the copper dish of peas
a n d entrails to dry o n the w o o d e n table at t h e instant that the
Hollow M o o n gapes widest, which happens o n the average once
every three days. T h e "Preparation" time gives the typical time
that preparations m u s t b e started in a d v a n c e . F o r extra realism,
add ( 2 d 6 - 7 ) x l 0 % - which will give a n u m b e r from - 5 0 % to
+ 5 0 % - to the stated time.
S o m e p r e p a r a t i o n s a r e stable. After the peas a n d entrails are
perfectly dry, y o u c a n p u t t h e m in a j a r a n d u s e t h e m w h e n e v e r
you like. O t h e r s a r e unstable. Once the all-white m o u s e has
b e e n f e d t h e r i g h t n u m b e r o f s c a r a b s , y o u h a d b e t t e r start t h e rit
ual in the next d a y or t w o , before y o u h a v e to either feed t h e
m o u s e a g a i n ( a n d r e n d e r it ritually u n s u i t a b l e ) o r let it d i e . F o r
simplicity, a s s u m e that unstable preparations m u s t b e used with
in d 6 d a y s .
S o m e p r e p a r a t i o n s are multiple: you can dry foar dishes of
p e a s a n d entrails at o n e t i m e , as easily as o n e . O t h e r s are single:
y o u c a n o n l y h o l d o n e g o l d - p a i n t e d m e l o n i n y o u r [ u p p e r ] left
h a n d at d a w n . F o r simplicity, a s s u m e that y o u c a n prepare for
d 4 uses o f a multiple ritual at o n e t i m e , a n d y o u c a n k e e p a r o u n d
as m a n y preparations as desired; b u t r e m e m b e r that y o u m u s t
p a y f o r e a c h p r e p a r a t i o n w h e n it i s d o n e . Y o u c a n o n l y h a v e a
single preparation for a single ritual at a n y given time. ( I f it is
single a n d stable, y o u m a y k e e p that o n e preparation for as long
as y o u need.)
Finally, w e give o n e representative ritual e l e m e n t for e a c h rit
T h a t s t e r e o t y p e is a s false a s a n y . M o s t karcists a r e r e p u t a b l e ual. W h e n t h e r e i s a g a m e c o n s e q u e n c e , w e m e n t i o n it: m a n y
professional sorcerers, not crazed wizards. A fire m a g e m i g h t Destroc C o r p a d o r rituals d a m a g e the caster as well. F o r the rest,
be able to permanently fireproof a building: a n easy ritual spell, it i s s i m p l y a b i t o f c h a r a c t e r i z a t i o n .
but a very h a r d pattern spell. A great healer might b e able to W e list o n l y a f e w r i t u a l s in t h e s p e l l list. T h e r e a r e m a n y o t h
r a i s e the d e a d : a h a r d a n d u n r e l i a b l e r i t u a l t o b e s u r e , b u t m u c h ers. O r d i n a r y spell sellers d o n o t deal in ritual spells (except for
worse with pattern magic. A Corpador m a g e might be able to occasional sellers near m a g i c a c a d e m i e s , w h o c a n s o m e t i m e s b e
ensure that a n a s - y e t - u n b o m child will b e a purebred, e v e n if his persuaded to acquire the simpler and more harmless rituals).
parents a r e different breeds: a service that occasional Cani Getting rituals usually requires k n o w i n g (or robbing) the right
n o b l e s w i l l p a y h a n d s o m e l y for. T h e r e a r e v e r y f e w p e o p l e w h o people.
d o ritual m a g i c a s their p r i m a r y j o b , o r e v e n t h e i r p r i m a r y i n t e r
Ritual Magic
est; b u t t h e f e w w h o invest t h e time a n d e x p e n s e for training,
ritual spells, preparation, a n d performance s o m e t i m e s feel that Max. Complexity Worst of 2x(Ritual Magic Skill) and
it w a s w o r t h w h i l e . M e m o r y + Noun + Verb
Ritual spells c o m e in t w o parts: a pattern spell (or a cluster o f Power Wits + Ritual M a g i c + N o u n + Verb + s 2 0
several), a n d a b o o k o f instructions. T h e spell(s) m u s t b e graft
Casting Time S o m e hours; s e e ritual.
ed, a s for a n o r d i n a r y p a t t e r n spell. T h e y c a n n o t b e cast at all
w i t h o u t f o l l o w i n g t h e i n s t r u c t i o n s . I f t h e i n s t r u c t i o n s a r e fol Cley S e v e r a l ; s e e ritual
l o w e d p r e c i s e l y , t h e ritual w i l l w o r k . I f n o t , it w i l l fail. E v e n a Cost High; s e e ritual
single b o t c h o n t h e casting roll indicates c o m p l e t e failure, or
SPELLS [Tharsax has a 2 initiative; Azliet has a 4].
[On 2], Tharsax tosses a Fire Flower (Cr Py 5) at Azliet.
Timing of Spells [Tharsax s player draws a 5 for his next initiative, and a
He attacked me with a Fire Flower. Your Honor. But I jumped Jack initiative for the spell.] The spell starts building;
in the irrigation canal, and cast Armor Turning Pyrador. and Azliet starts to smolder.
cast Toughen Against Pyrador. and covered myself with mud. [On 4], Azliet notices that she's smoldering. A glance
So my fur wasn't singed when the guards found me. That does- and a Magic Analysis roll (Perception + Magic Analysis +
n't change the fact that he attacked me with an injurious blazing s20, total of 18) reveals that there is a moderate-power
fiery spell and deserves to be beaten with a meech switch in the Creoc Pyrador spell on her. She casts Toughen Against
main square. Pyrador (Su Py Co 5), which will help her resist the fire
— Mr. Yabblewet Urfunkster, accusing Mr. Mabrador Strappie attack and protect her somewhat from its damage - and pro
of assaulting him tect her for a few more actions as well. [Toughen is a fast
M o s t spells t a k e effect after a short delay. This m e a n s that the spell, as most defensive spells are. It takes effect immedi
victims o f spells generally get a c h a n c e to avoid the effects, by ately. Azliet draws initiative 7 for herself. The Toughen
counterspells or m u n d a n e means. doesn't need an initiative.]
Spells either b u i l d or are fast. [On 5] Tharsax notices Azliet's defensive spell - Azliet
Spells that b u i l d t a k e a little w h i l e to start. For example, the said the name when she cast the spell, as most people do -
Fire F l o w e r spell c r e a t e s a c l o u d o f fire around the victim. and casts Hard-Flung Spell (Ru Su Ma 5), which will make
W h e n t h e spell is c a s t , t h e v i c t i m starts t o s m o l d e r ; a s t h e s p e l l the Fire Flower harder to resist. [Hard-Flung Spell is also
builds, little f l a m e s start l i c k i n g at t h e v i c t i m . T h i s d o e s n o actu fast. Tharsax draws initiative King for himself]
al d a m a g e , t h o u g h it l o o k s a l a r m i n g ; a c l e v e r v i c t i m w i l l r e a l i z e [On 7] Azliet quickly examines Tharsax's latest spell with
his d a n g e r a t t h i s p o i n t , a n d a c l e v e r a n d fast v i c t i m w i l l do Magic Analysis, determines that it's a Ruloc Sustenoc
s o m e t h i n g a b o u t it. S p e l l s t a k e e f f e c t f a i r l y s u d d e n l y a f t e r a f e w Magiador spell, guesses with a quick Magic Theory roll
s e c o n d s o f b u i l d i n g : in a n instant, t h e little f l a m e s h a v e t u r n e d that it's probably something to try to pound through her
to a l a r g e c l o u d o f fire, e n g u l f i n g a n d i n c i n e r a t i n g t h e v i c t i m . Toughen. She briefly considers casting another defensive
Spells that b u i l d all h a v e t h e f o l l o w i n g o r d e r o f e v e n t s : spell, but a Fire Flower isn't that bad, she decides to get
aggressive instead. She casts a Pounding Bone (Ru [Cr]
cast T h e s p e l l i s c a s t ; i t a p p e a r s i n the w o r l d , a n d s t a r t s t o
Co 20), which will beat Tharsax with a heavy bone club.
b u i l d . T h e v i c t i m g e n e r a l l y n o t i c e s that t h e s p e l l h i t
[She draws initiative King for herself, and 9 for the
him. T h e spell is given an initiative. Pounding Bone.]
builds T h e s p e l l is s t a r t i n g to w o r k b u t h a s not d o n e its m a i n [On 7, in response to Azliet] Tharsax doesn't have an ini
intent yet. A h a r b i n g e r of the spell's effects c o m e s , tiative, and so he can't do much. He sees the harbinger oj
often the s p e l l ' s effect in ( h a r m l e s s ) d i m i n i s h e d form the building Pounding Bone, a ghostly bone club material
C o u n t e r s p e l l s and other defenses are p o s s i b l e w h i l e the izing in front of him, and shouts the nonsense word
spell is building. T h e s p e l l b u i l d s until its i n i t i a t i v e
"Murguun "! This is his trigger for a bound Armor Turning
Corpador (Ru Su Co 5) spell, which he carries on one of the
comes.
buttons on his vest. The Armor is fast, and takes effect
takes O n the s p e l l ' s i n i t i a t i v e , i t t a k e s e f f e c t . Taking effect is immediately. He could not have cast a spell at this point,
effect f a s t w h e n i t h a p p e n s . It's t o o l a t e f o r c o u n t e r s p e l l s o r not having initiative.
other defenses. T h e v i c t i m has only the last d e f e n s e , [On 9] The Pounding Bone takes effect, and starts beat
his M a g i c Resistance. ( A n d b o u n d s p e l l s s e t to g o off ing Tharsax. Tharsax's defensive spell doesn't help enough
on m a g i c r e s i s t a n c e r o l l s , a n d other fast a u t o m a t i c - bound spells are often weak - and Tharsax takes a painful
allies. wallop. [Azliet draws another initiative for the club; it gets
a Queen.]
[On Jack] The Fire Flower finally goes off. Azliet gets a
Magic Resistance roll, adding a bonus from her Toughen
Fast spells a r e cast, build, a n d t a k e effect a l m o s t instantly.
and a penalty from Tharsax's Hard-Flung, [etc.]
They c a n be cast b e t w e e n the t i m e that a slower spell hits and
t h e t i m e it t a k e s e f f e c t .
Magic Resistance
A s w e h a v e seen, m o s t spells t a k e a little w h i l e to affect y o u ,
and a variety of counterspells or other tricks can protect you
f r o m them b e f o r e t h e y t a k e e f f e c t . H o w e v e r , w h e n t h e y start to
t a k e effect, y o u h a v e o n l y o n e d e f e n s e : y o u r M a g i c R e s i s t a n c e .
T y p i c a l l y , y o u m u s t r o l l ( M a g i c R e s i s t a n c e + s 2 0 >= S p e l l ' s
P o w e r ) to defend yourself. A n y a m a t e a r m a g e can cast spells
o f p o w e r 2 0 easily. Y o a r M a g i c R e s i s t a n c e isn't likely to b e
much bigger than 10-15; this gives you poor chances even
against amateurs.
If you're lucky, you've taken suitable precautions: casting a
A l e r t t o P y r a d o r s p e l l i f y o u ' r e f i g h t i n g a fire m a g e , o r a M a g i c
R e s i s t a n c e o f Iron spell t o e n h a n c e y o u r M a g i c R e s i s t a n c e in I n t h i s c a s e , t h e s u b j e c t does r e a l i z e t h a t t h e s p e l l h i t h i m , a n d
general. T h e s e will all help. is a l l o w e d t o u s e c l e y o r o t h e r c o n s c i o u s d e f e n s e s . However,
E v e n i f y o u h a v e n ' t , y o u c a n still d e f e n d y o u r s e l f a b i t m o r e , after t h e y a r e u s e d , h e forgets a b o u t t h e spell.
spending cley to boost your M a g i c Resistance. Each cley you T h e character m a y later realize that h e m u s t h a v e b e e n hit b y a
spend adds s20 fno botch dice} to your M a g i c Resistance for spell. If there are clues (cley missing, b o u n d spells used), the
the rest o f t h e action. ( Y o u m u s t s p e n d this cley all at o n c e , c h a r a c t e r m a y m a k e a M e m o r y + s 2 0 >= 1 0 r o l l t o c o n s c i o u s l y
before y o u m a k e y o u r M a g i c Resistance roll). T h e extra dice d o realize that h e w a s hit b y a spell. If t h e total is o v e r 2 0 , h e e v e n
not botch; spending cley never hurts your chances o f resisting r e a l i z e s r o u g h l y w h e n it h a p p e n e d . I f t h e r e a r e n o c l u e s , r e m e m
the spell. b e r i n g i s h a r d e r : M e m o r y + s 2 0>=2 0 t o r e a l i z e , >= 3 0 t o r e m e m
Botches typically m e a n that the spell hit y o u , a n d perhaps that ber when.
it h i t y o u u n u s u a l l y h a r d .
U n c o n s c i o u s p e o p l e still g e t M a g i c R e s i s t a n c e r o l l s . They Spells Requiring Concentration; Mindful
cannot u s e extra cley, o r other devices that require conscious Spells
effort. M a n y spells require intelligent guidance. Illusions that m o v e
n e e d to b e told h o w to m o v e , flight spells n e e d to b e told w h e r e
Prodathnak oa Viper is trying to hold Odine the baker up
t o fly, a n d s o o n . T h e r e a r e t w o w a y s t o m a n a g e t h i s .
at swordpoint. Odine is not cooperating; she declares that
she will blast Prodathnak with fire until he leaves her First, y o u m a y p r o v i d e g u i d a n c e t o y o u r o w n spells, b y con
alone. Odine is not particularly good at fire magic centrating on them. A n y m a g e is c a p a b l e o f this. It's h a r d t o d o
(Memory + Creoc + Pyrador = 8, not much more than is anything else while you're concentrating o n a spell. If y o u want
needed to cast it), but she does have Fire Flower grafted. to try, y o u will h a v e t o m a k e a W i l l + C o n c e n t r a t i o n + s 2 0 roll,
Her first Fire Flower has Power=8+s20 = 15: not an a g a i n s t a t h r e s h o l d s e t b y t h e g a m e m a s t e r : e.g., w a l k i n g i s a 2 0 ,
exceptional cast. Prodathnak's Magic Resistance is a c a s t i n g a n o t h e r spell is a 2 5 , d o d g i n g o r g e t t i n g h i t i n b a t t l e is a
respectable 11; he gets this response frequently. His Magic 30. F e w p e o p l e a r e c a p a b l e o f c o n c e n t r a t i n g o n t w o s p e l l s at
Resistance roll is ll+s20 = 13; the spell strikes him at full once. Some spells don't require constant concentration: o n e
[force, hurting him as badly as a sword would. action's concentration every few actions suffices. T h e s e spells
have duration "Attend".
Odine's second Fire Flower is only slightly better than
T h e s e c o n d c h o i c e is h a r d e r b u t m o r e effective. M a n y spells
the first: Power = 8+s20 = 17. Prodathnak takes no
m a y b e cast with Spiridor, creating a small spirit, impressing
chances this time: he uses a cley to give himself an extra
y o u r g o a l s a n d i n t e n t i o n s o n i t , a n d h a v i n g it c o n c e n t r a t e o n t h e
s20 on his Magic Resistance roll. This time his roll is
s p e l l a n d m a n a g e it a s y o u w o u l d . S p e l l s c a s t t h i s w a y a r e c a l l e d
11 +2s20 = 28. He resists the spell, taking only half dam
mindful, both because they have a mind supporting them and
age.
they p a y attention to your wishes. Mindful spells don't require
After this, he casts Armor Turning Pyrador on himself.
you to concentrate. They do what you want. They're as clever
This fast spell contributes P/5 to Magic Resistance (+6, in
and creative as y o u are. They are directed b y players, not by
this case) for the next few actions. The third Fire Flower
characters or the gamemaster.
has Power = 18. Prodathnak's Magic Resistance roll is
11 +6+s20 = 24 without using an extra cley; again he takes
only half damage. He laughs fiendishly and menaces
Arcane Connections
Strundlegrahx crowed, "A tuft from her tail! We have her now,
Odine again, though his scorched appearance doesn't help.
maties!"
— Laha Barsuada, The Tower of Glass and Other Stories
M o s t spells w o r k at fairly short r a n g e : d o z e n s o f feet, o r less.
Special Topics on Magic Resistance Occasionally y o u m a y w i s h to talk to y o u r friend o n another
world-branch, or blast a n e n e m y with fire at a great distance.
Noticing Magic Resistance Rolls
T h i s c a n o n l y b e d o n e i f y o u h a v e a n arcane connection to the
M o s t o f t h e time, y o u notice w h e n y o u m a k e a m a g i c resist
intended target o f your spell: an object intimately associated with
a n c e roll. T h e r e ' s a n instant w h e r e y o u feel t h e spell hit y o u ,
h i m . T h e b e s t a r c a n e c o n n e c t i o n s a r e b i t s o f h i s b o d y : e.g., shed
and y o u decide to whether to use cley or not. A t that t i m e , i f
thr, d r o p s o f b l o o d , c l a w c l i p p i n g s . S e c o n d - b e s t a r e objects that
not before, y o u will k n o w that y o u h a v e b e e n t o u c h e d b y a spell.
h e h a s c a r r i e d f o r a l o n g t i m e : e.g., h i s f a v o r i t e d a g g e r , o r a s c r a p
S o m e spells don't w o r k this way, especially s o m e Illusidor and
from his boot, or his signature o n a contract. In a pinch, y o u can
M e n t a d o r spells.
t r y t o u s e m o r e d i s t a n t c o n n e c t i o n s : e.g., a c o p y o f a b o o k t h a t h e
Unnoticed Spells
w r o t e , o r a footprint in m u d , o r a n i m a g e o f h i m in a scrying
S o m e s p e l l s , e s p e c i a l l y I l l u s i d o r s p e l l s , a r e c o v e r e d in i l l u s i o n
pool; such inferior c o n n e c t i o n s a r e likely t o b e m o r e trouble than
and hard to notice. I f y o u don't notice the spell, y o u can't use
they are worth.
cley or other voluntary defenses. You have only your o w n
Magic Resistance and automatic defenses to help you. For E v e n w i t h a r c a n e c o n n e c t i o n s , spell r a n g e is u s u a l l y limited.
example, Scent of Perplexing Lust changes the subject's scent, F e w spells c a n g o further than their P o w e r miles, although an
C O - W E A V I N G A SPELL
Cooperative Casting of Spells
Several spellweavers can cooperate. A s for c o - c a s t pattern
"M'lord Battlehound! Seven sorcerers from Tobramata are
spells, this g i v e s the best attribute, skill n u m b e r , a n d die roll o f
uniting their powers against us! What shall we do?"
any participating mage. The spellweavers must have a m i n i m u m
"We shall thank Reluu that we do not have to face them all act
S p e l l w e a v i n g skill level at least as b i g as the n u m b e r o f spell
ing individually."
w e a v e r s , so a g r a n d s p e l l w e a v i n g p a r t y o f fifteen w e a v e r s w o u l d
— Overheard before the Battle of the Razzanne
r e q u i r e e x p e r t s w i t h s k i l l 1 5 + . E a c h s p e l l w e a v e r s p e n d s t h e full
M a g e s can cooperate on casting spells. It's n e v e r v e r y effi
c l e y cost for t h e s p e l l w e a v e , b u t t h e y s h a r e t h e m a t e r i a l setup
cient: t w o m a g e s w o r k i n g together are p e r h a p s t w e n t y or forty
and rituals. T h i s w o r k s q u i t e w e l l , a s it a l l o w s m a g e s t o t a k e
percent m o r e effective than o n e w o r k i n g alone. S o m e t i m e s that
advantage of diverse strengths.
t w e n t y o r forty p e r c e n t c a n m e a n the difference b e t w e e n success
and failure. C o o p e r a t i v e c a s t i n g w o r k s b e s t for s p e l l w e a v i n g .
COOPERATIVE RITUAL .MAGIC
Several ritual m a g e s can cooperate. A s for c o - c a s t pattern
spells, this gives the best attributes, skills, and dierolls o f any
participating mage. However, each ritual mage must have
e n o u g h R i t u a l M a g i c skill t o cast t h e spell: that is, at least h a l f
the spell's complexity.
Repeated Casting
There's only so tough you can make your hide, no matter how
good you are with Sustenoc and Corpador. I recommend Thick
Distance Armor, makes each attack on you have to go further to
get to you. Protects you just nicely. And it works so different
from Sustenoc Corpador that both spells do their job on you just
fine.
— Tathandra Marzanna, guard mage of Ovirucci
In m a n y cases, w h e n y o u r e p e a t e d l y cast a spell at the s a m e
target, y o u get the best of the effects of the m u l t i p l e casts, not the
sum. W e often e m p h a s i z e this b y the phrase, "maxes, not adds",
b u t t h a t p h r a s e is t h e d e f a u l t . F o r e x a m p l e , t h e r e ' s little p o i n t t o
C O - C A S T I N G A PATTERN SPELL c a s t i n g T h i c k D i s t a n c e A r m o r r e p e a t e d l y : t h e first c a s t i n g m a k e s
Several m a g e s m a y cooperate o n casting a pattern spell. T h e the armor, and later castings just d o the s a m e that the first one
m a g e s a r r a n g e t h e m s e l v e s in a line, side b y side a n d almost did. If y o u w a n t m o r e protection, u s e a spell that protects y o u in
t o u c h i n g , a n d they cast the spell in u n i s o n . E a c h m a g e s p e n d s a a different way. T h i c k D i s t a n c e A r m o r is a S u s t e n o c Locador
cley. T h e r e s u l t i n g s p e l l is c a l c u l a t e d w i t h t h e m o s t favorable s p e l l w h i c h p r o t e c t s y o u b y m a k i n g it h a r d f o r t h i n g s t o m o v e
t h r o u g h s p a c e t o hit y o u . T a s t e o f I n v u l n e r a b i l i t y is a g o o d c o m
p l e m e n t ; it p r o t e c t s y o u b y m a k i n g y o u t o u g h e r . Both spells Transcribing spells (for grafting)
a d d to y o u r Soak, but they d o so in unrelated w a y s a n d so both Time (1/2 C o m p l e x i t y ) d a y s
will protect you.
Cley Complexity per day
T h e r e is s o m e p o i n t t o r e - c a s t i n g H e a l O n c e , if t h e first cast
Wait d l O O - 5 x W i l l d a y s after grafting
didn't w o r k very well. Y o u g e t t h e b e s t o f all t h e p a r a m e t e r s ;
e.g., a spell w i t h v a r i a b l e effect a n d d u r a t i o n w i l l get the b e s t of Max. Complexity Finesse + Magic Analysis +Concentration
t h e t w o effects a n d t h e b e s t o f t h e t w o d u r a t i o n s , e v e n if t h e y
c o m e f r o m different s p e l l s . T h i s is c o m p u t e d at t h e t i m e t h e s e c
o n d s p e l l i s c a s t ; the d u r a t i o n o f t h e first i s i t s r e m a i n i n g , n o t
Magic Analysis
The Zi Ri spoke, fire dripping from zir tongue. "Young
original, duration. So, y o u m a y also re-cast a w e a k version of a
Rassimel, I perceive that you have the makings of a mighty wiz
s t r o n g b u t short-lived spell to m a k e the strong spell last a bit
ard. I shall train you. What's your name?"
longer.
— Laha Barsuada, The Tower of Glass and Other Stories
This guideline has exceptions, especially for attack spells.
T h e t r a i n e d m a g i c s e n s e is a p o w e r f u l i n v e s t i g a t i v e o r g a n , l i k e
Blasting someone with two Fire Flowers does twice the d a m a g e
a well-trained Cani nose. It c a n b e u s e d t o u n d e r s t a n d a g r e a t
of one Fire Flower. ( T h o u g h , if t w o F i r e F l o w e r s t a k e effect at
m a n y things about magic. T h e r e is o n e m a j o r l i m i t a t i o n : t h e
the s a m e time, only the strongest does d a m a g e . ) E v e n this m a y
magic sense must be used intentionally save by the m o s t sensi
r e a c h its limit: s o m e t i m e s V i r i d o r F l o k i n w i l l d e c i d e that a
tive; players m u s t usually declare that their characters are using
d o z e n F i r e F l o w e r s is e n o u g h for o n e v i c t i m .
it. O n l y the m o s t powerful m a g i c s will be obvious to s o m e o n e
It is s o m e w h a t tricky to tell h o w t w o or m o r e spells will w o r k n o t i n t e n t i o n a l l y u s i n g m a g i c s e n s e , in m u c h t h e s a m e w a y t h a t
together (or h o w multiple castings o f a single spell will w o r k ) . only a bright light will b e o b v i o u s to s o m e o n e w h o s e eyes are
F i g u r i n g it o u t i s a m a t t e r o f m a g i c theory: roll Wits + M a g i c closed.
T h e o r y + s20, w i t h a 2 0 required for the easiest questions. The
a n s w e r is quite sensitive; casting t h e s a m e spells together a g a i n RANGE o r .MAGIC SENSE
m i g h t h a v e t h e m interact differently.
T h e m a g i c s e n s e w o r k s b e s t b y t o u c h , b u t c a n w o r k at a m o d
erate distance.
DETECTING ILLUSIONS
I l l u s i o n s p e l l s a r e h a r d e r t o d e t e c t b y m a g i c s e n s e : the t h r e s h
o l d is t h e s p e l l ' s P o w e r . A m o d e r a t e l y c o m p e t e n t i l l u s i o n i s t c a n
fool a l m o s t e v e r y o n e . M a n y illusion spells will simply appear A s c o r e o f 3 0 w i l l l e t y o u s e e v e r y fine d e t a i l s : y o u c a n c o u n t
real; o t h e r s m a y a p p e a r t o b e m a g i c a l , b u t w i t h different and the n u m b e r of C o r p a d o r s p e l l s the p e r s o n h a s , a n d d e t e r m i n e
sensible kinds of magic. Illusions are best detected b y physical the complexity of the best one. You m a y also see ephemera,
clues. such as the n u m b e r of cley the person has to the nearest multi
p l e o f 5.
DETECTING BOUND MAGIC A s c o r e o f 4 0 will let y o u tell w h a t a spell that t h e p e r s o n h a s
Detecting the presence of b o u n d spells quickly on an object g r a f t e d d o e s , w i t h o u t t h e p e r s o n c a s t i n g it.
r e q u i r e s a P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 >= 1 5 r o l l . T h i s
gives n o details of the b o u n d spell. Detecting the presence of READING A BOXED SPELL
b o u n d s p e l l s i n a n a r e a is h a r d e r ; e.g., running along a corridor I f y o u h a v e a b o x e d ( u n g r a f t e d ) s p e l l , y o u c a n t r y t o a n a l y z e it
keeping a n e y e o u t for b o u n d spells h a s a t h r e s h o l d o f 3 5 . a n d s e e w h a t it d o e s . T h i s is a g o o d i d e a if y o u d o n ' t trust t h e
dealer. Y o u c a n t e l l the a r t s o n a P e r c e p t i o n + M a g i c A n a l y s i s
DETECTING LNCHANTMENTS + s 2 0 r o l l o f 5 + , a n d the c o m p l e x i t y o n a 1 0 + . O n a 15+, you
It is u s u a l l y t r i v i a l t o s e n s e t h a t p o w e r f u l m a g i c i t e m s a r e m a g get a v a g u e idea o f the spell's intent; o n a 2 0 + , a v a g u e descrip
ical. ( A few have minor side enchantments that hide their t i o n o f t h e spell; a n d o n a 2 5 + , a full d e s c r i p t i o n o f t h e spell.
magic.) M i n o r m a g i c items aren't as intensely magical; they
require P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 rolls, w i t h threshold TELLING WHAT NOUN SOMETHING IS
usually a r o u n d 15. Y o u m a y s t a r e a t s o m e t h i n g a n d a t t e m p t t o t e l l w h a t N o u n it is
Detecting the enchantment will give you some idea h o w pow m a d e of. T h e g a m e m a s t e r w i l l r o l l P e r c e p t i o n + M a g i c A n a l y s i s
erful it i s , a n d w h a t a r t s it u s e s . M a g i c A n a l y s i s c a n n o t t e l l y o u + s 2 0 . O n a 4 0 + , y o u l e a m all t h e N o u n s . O n a 3 0 - 3 9 , y o u l e a m
w h a t t h e i t e m d o e s o r h o w t o u s e it; t h a t ' s a m a t t e r f o r t h e m u c h o n e N o u n . O n a 2 0 - 2 9 , y o u g e t n o i n f o r m a t i o n . If t h e r o l l is less
more a r c a n e E n c h a n t m e n t skill. t h a n 2 0 , o r a b o t c h , y o u are t o l d a r a n d o m l y - c h o s e n N o u n t h a t
m a y or m a y not be present.
UNDERSTANDING SPELLS
Y o u m a y u s e M a g i c A n a l y s i s t o t r y t o figure o u t w h a t a n a c t i v e A D V A N C E D MAGIC
or b u i l d i n g s p e l l d o e s , a n d h o w s t r o n g it i s . Y o u l e a r n the
approximate power. F o r e x a m p l e , o n a roll of 15, y o u might Some Topics in Magic Theory
l e a m t h a t it i s a C r e o c s p e l l o f p o w e r a b o u t 4 0 ; it c e r t a i n l y h a s a M a g i c t h e o r y is a h u g e a n d c o m p l i c a t e d d i s c i p l i n e . I n t h i s s e c
N o u n ( o r s e v e r a l ) , a n d it m i g h t h a v e o t h e r V e r b s , a n d i t s P o w e r tion, w e describe a few things w h i c h m o s t p r i m e s l e a m in grade
is s o m e w h e r e b e t w e e n 3 1 a n d 5 0 . school. There's m u c h m o r e , of coarse. A d v a n c e d topics will
A n a l y s i s o f a b o u n d s p e l l is h a r d e r : s u b t r a c t 5. frequently upset familiar parts o f early m a g i c theory. T h i s is
l i k e t e r r e s t r i a l p h y s i c s . T h e r e are s o m e f a c t s i n n a i v e p h y s i c s
M a g i c Analysis of Spells
(moving objects eventually c o m e to rest) w h i c h are upset b y
Roll Content Power N e w t o n i a n physics (in the absence of external forces, m o v i n g
Rounding objects follow straight lines forever), and the N e w t o n i a n physics
i s u p s e t b y r e l a t i v i t y ( t h o s e l i n e s aren't r e a l l y s t r a i g h t ) . A l l t h r e e
< 10 no clue no clue
facts are correct, a n d the a d v a n c e d p h y s i c s explains w h y the
10-19 Learn one Noun or Verb multiple of 2 0 m o r e elementary physics s e e m correct, but your world-view
20-29 Learn Noun(s) and Verb(s) multiple of 10 changes drastically as y o u l e a m m o r e physics.
C o r p a d o r spell t o c a u s e a w o u n d that will g o a w a y in a f e w w o u n d s will heal visible w o u n d s first, then hidden ones. For
n o b o d y h a s s p e n t t h e t i m e t o a c t u a l l y d e v e l o p o r c a s t it. Saved Glimpse preserves the image of the current scene, rather
like a photograph, and Sustenoc T e m p a d o r can m a k e time m o r e
T h e s e spells are safe to use (except the usual trouble with
enduring and thus pass m o r e slowly.
Kennoc). They essentially give you some of Pararenenzu's
t h o u g h t s or m e m o r i e s , c o p i e d directly into y o u r m i n d . T h e infor Airador
m a t i o n f e e l s l i k e a m e m o r y , a s i f y o u h a d l e a r n e d it p e r f e c t l y i n
A i r a d o r c o v e r s air a n d air p h e n o m e n a : w e a t h e r , v a p o r s , s o u n d
s c h o o l . Y o u m a y a s k q u e s t i o n s a b o u t the k n o w l e d g e a n d e x p e c t
(even s o u n d in water), a n d so on. A i r is e v e r y w h e r e , a n d so
to figure o u t the a n s w e r s v e r y f a s t . E.g., if y o u k n o w t h e n a m e s
Airador spells can be widely applicable. Air mages manipulate
o f e v e r y o n e e v e r b o r n , it w o u l d n ' t t a k e m o r e t h a n a m i n u t e t o
weather; every city h a s o n e or t w o . A i r a d o r spells frequently
count h o w m a n y Herethroy named "Redstripe" have been bom.
h a v e b r o a d a r e a s o f effect, b u t are w e a k . The simplest area-
attack spells are Airador.
Mutoc
A i r a d o r is w e l l - s u i t e d for s p e l l s o f c o m m u n i c a t i o n . It is o b v i
Mutoc covers transformations: changing shape, changing sub
o u s l y i m p o r t a n t in s p e e c h - b u t A i r a d o r - b a s e d s p e l l s t o , say,
stance, changing properties. It's a v e r y f l e x i b l e art. You can
s e n d l e t t e r s f a r a w a y o n the w i n d s a r e e a s i e r t h a n t h e c o r r e s p o n Herbador
ding spells in other N o u n s . H e r b a d o r is m u c h like C o r p a d o r : a b r o a d art c o v e r i n g plants,
L i g h t n i n g is a n A i r a d o r p h e n o m e n o n . It l o o k s l i k e t e r r e s t r i a l trees, wood, plant-based cloth, amber,
l i g h t n i n g , q u i c k a n d b r i g h t a n d h o t , b u t it is n o t c o n d u c t e d b y p a p e r , a n d s o o n . S o i l is H e r b a d o r m a t e
metal. It is a f a v o r i t e a t t a c k f o r m o f a i r m a g e s ; l i g h t n i n g s p e l l s rial, a s it i s m a i n l y h u m u s . Herbador
a r e a l m o s t a s d a n g e r o u s a s fire s p e l l s , t h o u g h t h e y a r e c o n s i d e r m a t e r i a l s are t h e m o s t c o m m o n o n t h e
ably more complex. World Tree. It is v e r y e a s y t o c r e a t e
Herbador materials, and especially
Aquador trees; echoes of Virid's power that
A q u a d o r c o v e r s w a t e r i n a l l i t s f o r m s , a n d a l l l i q u i d s . W a t e r is grew the World Tree itself still
heavy, yet flexible; it i s e a s y e n o u g h t o a n i m a t e o r c o n t r o l l a r g e linger and reinforce such niag-
a m o u n t s o f w a t e r , g i v i n g s t r o n g if n o t t e r r i b l y p r e c i s e effects. It ics. H e r b a d o r m a g e s are called
is a f a i r l y o r d i n a r y m a g i c a l a r t , w i t h f e w s u r p r i s e s o r c a v e a t s . u p o n to d o ten t h o u s a n d tasks,
W a t e r m a g e s are c o m m o n e n o u g h , w o r k i n g in m a t t e r s o f irriga from quickly finishing carpentry
tion, k e e p i n g rivers n a v i g a b l e a n d canals clean, fixing p l u m b i n g projects to growing impenetrable
problems, and so on. W a t e r is a n u n u s u a l s p e c i a l t y for a d v e n bramble-walls around cities in
turers, because the best water spells require having water around emergencies. H e r b a d o r is
to w o r k on. as popular an art as
M e r k l u n d u m , t h e A q u a d o r g o d , is largely asleep. A s a c o n s e Corpador.
quence, advanced Aquador magic (spellweaving and enchant
The wood of the
m e n t s ) is o f t e n u n i n s p i r i n g o r i n s i p i d .
W o r l d T r e e i t s e l f is
Corpador quite difficult to
C o r p a d o r is a v e r y b r o a d art, c o v e r i n g b o d i e s a n d b o d y p a r t s : manipulate, even with
living a n d dead flesh, b o n e , h o m , leather, w o o l e n cloth, a n d so Herbador magic'
on. Most people have bodies. Leather, bone, and h o m are Special spells are necessary, usually o f complexity 20-50 higher
c o m m o n materials. C o r p a d o r m a t e r i a l s a r e e a s y t o affect w i t h than the equivalent for ordinary w o o d .
m a g i c , a s i f life c o o p e r a t e s w i t h m a g i c . C o r p a d o r m a g e s are
Illusidor
a l w a y s in d e m a n d . M a n y p e o p l e , n o t j u s t serious m a g e s , leam
I l l u s i d o r is t h e a r t o f i m a g e s . T h e m a i n u s e s a r e illusions
s o m e C o r p a d o r b e c a u s e it is s o u s e f u l .
(Creoc Illusidor for making images of new things, Mutoc
T h e r e are a great m a n y C o r p a d o r spells w h i c h strengthen war
Illusidor for m a k i n g t h i n g s s e e m different), invisibility ( D e s t r o c
riors in various w a y s : Shining Splendor of Strength w h i c h adds
Illusidor makes things imperceptible) and scrying (Kennoc
a s u b s t a n t i a l a m o u n t t o S.'s s t r e n g t h . M o s t people can tolerate
Illusidor for telling w h a t things look like s o m e w h e r e else).
o n e s u c h spell p e r d a y safely. Casting such spells m o r e than
Sustenoc Illusidor p r o v i d e s the World Tree equivalent to p h o
once or twice in o n e day c a n result in temporary or p e r m a n e n t
tography. Illusidor also includes light a n d sound, sharing t h e m
crippling, o r w o r s e t h i n g s . T h e risks c a n b e r e d u c e d if different
with Pyrador and Airador respectively.
k i n d s o f s p e l l s a r e u s e d : e.g., it's b e t t e r to b e m a d e l a r g e r o n c e
Serious illusion spells g e n e r a l l y i n c l u d e all the s e n s e s , u p t o
a n d s t r o n g e r o n c e t h a n l a r g e r t w i c e , b u t it's still n o t s a f e .
the caster's limit of sensitivity. This can be a problem:
Durudor H e r e t h r o y illusions rarely fool C a n i w h o h a v e a c h a n c e to smell
stone w h a t a simple spell can d o to w o o d or b o n e , a n d e v e n then illusion, or h a v i n g s o m e t h i n g w i t h the right scent, or e v e n a bit
the spell doesn't w o r k as well. Durudor materials are scarce on of attention to the w i n d direction.
the World Tree. So, D u r u d o r m a g e s (smiths) are specialists. Illusion spells generally include sight, sound, a n d smell, but
T h e y c r e a t e t h e i r o w n m e t a l o r s t o n e , w o r k it w i t h s p e l l s a n d they are usually intangible. T h e y c a n n o t affect m a t t e r directly;
t o o l s , a n d s e l l it f o r v e r y h i g h p r i c e s . S m i t h c r a f t i s u n u s u a l i n in particular, they cannot cause d a m a g e . O n the other hand, they
t h a t t h e full S m i t h i n g s k i l l is o f t e n u s e d in s p e l l s , u n l i k e m o s t p r o d u c e real images: real light, real sound, real smell.
other craft m a g i c . If y o u are confronted with an illusion, y o u m a y w i s h to disbe
Objects that are partially D u r u d o r share in Durudor's magic l i e v e it. S i n c e t h e i m a g e c o n f r o n t i n g y o u i s a r e a l i m a g e , d i s b e
resistance; t h e y require D u r u d o r as an art, a n d often are m o r e l i e v i n g it i s j u s t a s e a s y a n d e f f e c t i v e a s d i s b e l i e v i n g a m o v i e t e r
complex. A spell to destroy the w o o d e n shaft of a m e t a l - t i p p e d restrially. N e i t h e r t h e i m a g e n o r the m o v i e r e p r e s e n t s a r e a l
s p e a r m u s t i n c l u d e D u r u d o r a s a n art, e v e n t h o u g h t h e s p e l l is o b j e c t , s o d i s b e l i e v i n g t h e m i s t h e right thing t o d o . B u t b o t h a r e
n o t t r y i n g t o i n f l u e n c e t h e m e t a l t i p itself. T h e g o d s treat the real light a n d sound; y o u will see a n d hear t h e m n o matter
s p e a r a s a s i n g l e t h i n g w h i c h is b o t h D u r u d o r a n d Herbador, w h e t h e r y o u believe t h e m or not, j u s t like a n y other light and
rather than a bit of D u r u d o r stuck on the end of s o m e H e r b a d o r sound.
b u t o t h e r w i s e s e p a r a t e f r o m it. ( D u r u d o r i s t h e o n l y N o u n w h i c h T h e opposite peril occurs n o w and then. Sometimes a wizard
b e h a v e s this w a y ; a b o n e - t i p p e d spear c a n b e destroyed b y a w i l l c r e a t e s o m e t h i n g r e a l and i t s v i c t i m s w i l l g u e s s t h a t it's a n
Destroc H e r b a d o r spell w i t h n o Corpador.) i l l u s i o n , d i s b e l i e v e it, a n d i g n o r e it. T h e c r e a t i o n m a y w e l l t a k e
a d v a n t a g e o f their disbelief.
I f t h e i l l u s i o n i s p a r t i c u l a r l y a c t i v e (e.g., t r i e s t o fight a n d t a l k ) ,
the i l l u s i o n ' s v i c t i m s m a y b e a l l o w e d p e r c e p t i o n r o l l s t o n o t i c e Locador spells are also used to m a k e pocket universes: small
s o m e t h i n g u n u s u a l a b o u t it, e v e n i f t h e y d o n ' t g u e s s . T h e t y p i w o r l d s loosely attached to the m a i n reality of the World Tree.
c a l r o l l i s , ( V i c t i m ' s A l e r t n e s s + P e r c e p t i o n + W i t s + s20) v s . T h e y are g o o d for s t o r i n g t h i n g s , h i d i n g , b u i l d i n g h o m e s w h e r e
( C a s t e r ' s W i t s + P/5 + F i n e s s e + S i t u a t i o n M o d i f i e r ) . I f t h e v i c salespeople cannot pester you. O n l y a few wizards are strong
t i m s u c c e e d s a t this r o l l , h e w i l l k n o w t h a t s o m e t h i n g i s s t r a n g e e n o u g h to create full-fledged universes. M o s t L o c a d o r m a g e s
a b o u t t h e i l l u s i o n , b u t n o t n e c e s s a r i l y t h a t it i s a n i l l u s i o n . m a k e universes which are empty miniatures of the World Tree
Illusions can b e detected by m a g i c sense, like other magic. universe: empty and spherical, with gravity which pulls the
H o w e v e r , m o s t illusion spells are h a r d to detect - a n d , u n l i k e s a m e w a y that World Tree gravity pulls. The edges of a created
other spells, stronger illusions a p p e a r less m a g i c a l than w e a k e r u n i v e r s e feel like eggshell.
ones. Pocket universes are right next to the World Tree universe.
T h e best illusions d o include feel. If y o u s t a n d in a h i g h - q u a l J u m p t o a p o c k e t u n i v e r s e , w a l k five f e e t , a n d j u m p b a c k , a n d
i t y i l l u s o r y fire, y o u w i l l f e e l y o u r f u r i g n i t e a n d y o u r s k i n c h a r . y o u ' v e g o n e five f e e t i n t h e s a m e d i r e c t i o n i n t h i s u n i v e r s e .
However, illusions h a v e no physical substance. You won't real R e t u r n i n g t o the W o r l d T r e e u n i v e r s e a s s a f e a s t e l e p o r t i n g , a n d
ly h a v e b e e n i n c i n e r a t e d - a n d , u n l e s s t h e i l l u s i o n is p a r t i c u l a r l y w o r k s t h e s a m e w a y ; it c a n b e b l o c k e d b y t e l e p o r t b l o c k s .
g o o d , if y o u i n s p e c t y o u r s e l f y o u w o n ' t e v e n l o o k o r feel i n c i n
e r a t e d . ( I n p l a y , t h e p l a y e r i s t o l d t h a t t h e c h a r a c t e r is i n j u r e d ,
Magiador
M a g i a d o r is t h e a r t c o n c e r n e d w i t h m a g i c i t s e l f , a n d m a g i c a l
but the g a m e m a s t e r r e m e m b e r s that the injuries are not real, and
o b j e c t s like cley and m a g i c r e s i s t a n c e . M a g i a d o r spells affect
reveals that i n f o r m a t i o n w h e n t h e c h a r a c t e r c h e c k s , or is w o u n d
other spells: strengthening or weakening them, slowing them
ed again, or s o m e such.) 4
down, confusing mindful spells, delaying bound spells, and the
Veiling spells often block K e n n o c person-finding or scrying
l i k e . M a g i a d o r w o r k s i n i t s o w n w a y s ; it b r e a k s p a t t e r n s t h a t a l l
spells, usually a d d i n g P/2 to M a g i c Resistance rolls, or allowing
the other arts follow. M o s t p e o p l e consider M a g i a d o r a special
M a g i c R e s i s t a n c e rolls if t h e r e ordinarily is n o n e .
ist's art. T h e r e a r e a great m a n y v e r y t e c h n i c a l M a g i a d o r spells,
Locador m a i n l y for m a n i p u l a t i n g o t h e r s p e l l s ; w e list o n l y a few.
L o c a d o r concerns places: places that currently exist, inside the M a g i a d o r - b a s e d counterspells c a n b e used to dispel any spell;
W o r l d T r e e u n i v e r s e o r o u t s i d e , a n d p l a c e s that a r e b e i n g c r e a t eg- Dispel Magic. They do not work very well: the p o w e r of
ed. the D i s p e l m u s t b e at least four t i m e s as great as the p o w e r o f
L o c a d o r is a g o o d w a y t o t e l e p o r t : M u t o c L o c a d o r t o c h a n g e t h e s p e l l b e i n g b r o k e n , w h i c h m e a n s that a m a j o r w i z a r d w o u l d
s o m e t h i n g ' s p l a c e , o r ( a little h a r d e r ) R u l o c L o c a d o r t o c o n t r o l b e h a r d - p r e s s e d t o dispel a child's spell. ( D i s p e l M a g i c isn't
something's place. It's p o s s i b l e t o t e l e p o r t w i t h o u t u s i n g worthless. There are w a y s of weakening spells - and s o m e
L o c a d o r , b u t t h a t r e q u i r e s u s i n g all t h e arts o f t h e t h i n g s b e i n g s p e l l s , e.g. w o v e n o n e s , a l w a y s h a v e v e r y l o w p o w e r a n d a r e
t e l e p o r t e d . It c a n b e d o n e m o r e e a s i l y w i t h L o c a d o r a l o n e . t h u s e a s y t o d i s p e l . ) E v e n T h e S u p r e m e C o u n t e r s p e l l is o n l y
T e l e p o r t a t i o n is g e n e r a l l y safe. I f y o u a t t e m p t to t e l e p o r t i n t o marginally m o r e effective.
a solid o b j e c t , t h e spell w i l l e i t h e r fail, or t e l e p o r t y o u t o n e a r t h e Specific counterspells - invoking the arts of the spell b e i n g
object instead. Teleporting into water will generally put you d i s p e l l e d , u s u a l l y w i t h H e a l o c o r D e s t r o c , and o f t e n w i t h
safely in the water, rather t h a n m i n g l i n g y o u r s u b s t a n c e w i t h the M a g i a d o r a s w e l l - w o r k better, b u t u n d o i n g a s p e l l is a l w a y s
w a t e r o r filling y o u r l u n g s w i t h w a t e r . Y o u c a n , o f c o u r s e , m u c h h a r d e r than d o i n g it i n t h e first p l a c e .
choose to teleport into a dangerous place. M a g i a d o r h a s o n e d i s a p p o i n t i n g l i m i t a t i o n : it i s i m p o s s i b l e t o
However, teleportation spells h a v e short ranges. T h e easiest create cley. T h i s is o n e o f the few t h i n g s that World Tree m a g i c
o n e s t e l e p o r t o n l y a f e w feet: v e r y useful, t o b e s u r e , b u t n o t for c a n n o t d o , e v e n in p r i n c i p l e . S t e a l i n g c l e y is p o s s i b l e , o f c o u r s e .
travel. T h e best spells a n d enchantments teleport a few tens of
m i l e s , a n d r e q u i r e a n arcane c o n n e c t i o n t o the p l a c e b e i n g t e l e -
Mentador
Mentador concerns minds: thoughts, experiences, memories,
ported to w h i c h they teleport.
i n t e l l e c t s , i n t e n t i o n s , p e r s o n a l i t i e s . It is t h e s c a r i e s t art o f a l l , t o
the p r i m e in the street - e v e n t h o u g h the p r i m e in the street h a s
a M e n t a d o r art h i m s e l f . It c a n b e u s e d for all k i n d s o f h o r r i b l e
things, twisting your emotions and erasing your memories and
c o n t r o l l i n g y o u in w a y s y o u d o n ' t r e a l i z e . G o r m o r o r p a r t i c u l a r
l y f e a r it, b e c a u s e M e n t a d o r s p e l l s c a n c o m p e l t h e m t o b r e a k
t h e i r w o r d s o f h o n o r , a n d thereby s t a i n t h e m f o r l i f e . M e n t a d o r
m a g e s a r e often l y n c h e d or a s s a s s i n a t e d for t h e m o s t m i n o r
transgressions.
There are plenty of innocuous M e n t a d o r spells: sending tele
pathic m e s s a g e s , or detecting the presence of m i n d s without
actually reading them, or enhancing memory. Many people
r e g a r d e v e n these s p e l l s a s m o r a l l y s u s p e c t .
U s e o f M e n t a d o r m a g i c u p o n oneself, or u p o n cooperating
p e o p l e , is often legal a n d g e n e r a l l y u n w i s e . F o r e x a m p l e , spells
w h i c h g i v e S . s o m e o f C . ' s s k i l l (viz., s p e l l s w h i c h g r a n t S . e x p e
r i e n c e p o i n t s ) a r e p o s s i b l e - w h e n C . h a s m o r e skill t h a n S., at
least - b u t t e n d to i m p r i n t S. w i t h s o m e o f C.'s personality, often
to the point of madness. Nonmagical m e a n s of doing the same
thing (viz., teaching) are preferred. M i n d f u l spells a r e frequently quite difficult. Simpler variants
o f t h e m , still q u i t e u s e f u l , a r e l i v i n g b u t n o t m i n d f u l . Spells like
Pyrador Whisper Falcon. Angrv •Dragon, and Cruel Ice Fairv create
P y r a d o r c o v e r s fire a n d l i g h t a n d t e m p e r a t u r e . It is a d e s t r u c strong but ill-controlled elementals. These elementals have
tive art a n y w h e r e , a n d n o w h e r e more quirks of personality. M o s t o f them w i l l fight o t h e r e l e m e n t a l s
so t h a n o n a w o r l d m a d e o f w o o d , in on sight, ignoring the caster's orders or their o w n personal safe
a civilization which builds mainly ty. U n l i k e t h e m i n d f u l s p e l l s , t h e l i v i n g n o n - m i n d f u l s p e l l s c a n
with wood. not often b e used to conjure a portable army.
P y r a d o r m a g i c is t h e m o s t d a m Most elemental-creating spells have short range, indicating
aging magic, of a given P o w e r or that the e l e m e n t a l m u s t b e created close to the caster. T h e ele
Complexity. Nonetheless, it's m e n t a l c a n leave the spell's r a n g e if desired.
easier to kill s o m e o n e b y c h o p p i n g
them with a sword than blasting them Tempador
w i t h fire s p e l l s , g i v e n e q u i v a l e n t l e v e l s T e m p a d o r is p e r h a p s t h e h a r d e s t o f t h e a r t s , a n d p e r h a p s t h e
o f skill. least useful to the novice. There are almost no Tempador
Pyrador m a g e s have a reputation for cantrips b e y o n d W h a t T i m e Is It?
uncontrolled violence. Cities are T h e r e a r e s p e l l s w h i c h m a n i p u l a t e t h e flow o f t i m e . Talking
sometimes wary about hiring them a b o u t these spells is a bit confusing: w e distinguish personal
as g u a r d s : t h e y m i g h t b u m t h e city time (which the subjects of time-altering spells experience) from
d o w n in the process of driving off w o r l d t i m e ( w h i c h the r e s t o f t h e w o r l d e x p e r i e n c e s ) .
enemies. Old Pyrador m a g e s ( w h o are Creoc Tempador creates n e w time; Q u i c k Instant gives the
rarer than older m a g e s of other special subject an extra action, on top of the ordinary one. T w o actions
izations) often w o r k extinguishing fires. o f p e r s o n a l t i m e p a s s i n o n e a c t i o n o f w o r l d t i m e ; it is a s i f the
A r m o r t y p i c a l l y p r o t e c t s a g a i n s t t h e first o f a s e r i e s o f P y r a d o r subject w e r e m o v i n g t w i c e a s fast for that action. M o r e p o w e r
attacks. A f t e r t h a t , i t is t o o h o t t o d o m u c h g o o d u n t i l it c o o l s ful s p e l l s g i v e m o r e e x t r a t i m e : E x t r a S l e e p I n T h e M o r n i n g c a n
down. ( T h e r e a l i t y is m o r e c o m p l i c a t e d , b u t t h i s rule is g o o d g i v e s i x p e r s o n a l h o u r s in f o u r w o r l d - h o u r s . T h i s e x t r a t i m e is
enough and keeps bookkeeping to a m i n i m u m . ) good for many things, studying and sleeping and whatnot.
G n a r n and Flokin are allies, and both enjoy fighting. Thus, H o w e v e r , m o s t matters that go o n c e per d a y g o by w o r l d time,
M u t o c Pyrador spells are the m o s t destructive c o m b a t spells on n o t p e r s o n a l t i m e . C r e o c T e m p a d o r c a n n o t s p e e d u p t h e t i m e at
t h e W o r l d T r e e . A s they r e q u i r e a n e x i s t i n g fire t o m o d i f y , t h e y which c l e y is r e f r e s h e d , nor one-a-day effects, nor the days
take s o m e planning. Aggressive m a g e s prefer Creoc Pyrador, w h i c h m a t t e r for t h e e a s y h e a l i n g spells.
w h i c h is a l m o s t a s g o o d a n d m u c h m o r e c o n v e n i e n t . T h e ordinary w a y to slow t i m e d o w n is a c t u a l l y Sustenoc
Tempador: Slow Instant m a k e s the victim's next action take two
Spiridor world-time actions. A s with Creoc Tempador, daily events are
S p i r i d o r is t h e art o f s p i r i t s , o f d i s e m b o d i e d w i l l s and inten measured by world-time; slowing someone's personal time
tions. I t is a s u b t l e a r t . T h e r e are f e w p u r e S p i r i d o r s p e l l s : d i s d o w n will not c h a n g e the rate at w h i c h t h e y get cley b a c k .
embodied spirits are a l m o s t unheard-of. The main use for
M u t o c T e m p a d o r spells let y o u r e d o r e c e n t e v e n t s . T h e sim
Spiridor is as a c o m p o n e n t of other spells, especially spells
plest ( w h i c h aren't v e r y simple) let y o u c h a n g e a w o r d y o u j u s t
1 8
w h i c h c r e a t e or c o n t r o l t h i n g s . It m a k e s t h e c r e a t i o n m i n d f u l -
s a i d ; m o r e p o t e n t o n e s let y o u r e p l a y a n e n t i r e a c t i o n . T h i s m o d
creating a s m a l l spirit w h o s e personality and g o a l s are a n i m a g e
ifies p e r s o n a l t i m e b u t n o t w o r l d - t i m e , a n d t h e u n d o n e events
of the caster's to control the spell, so that the spell does just w h a t
still h a v e s o m e m e a s u r e o f r e a l i t y . F o r e x a m p l e , c l e y s p e n t d u r
the caster w a n t s without requiring the caster's concentration.
i n g the u n d o n e a c t i o n i s s t i l l s p e n t . P e o p l e s t i l l r e m e m b e r wk
( S p i r i d o r a l o n e i s u s u a l l y e n o u g h f o r m o s t s u c h s p e l l s ; C r e o c is
h a p p e n e d d u r i n g t h e u n d o n e a c t i o n , a s a k i n d o f g h o s t l y half-
rarely required.)
m e m o r y - " G e e , for a m i n u t e t h e r e I t h o u g h t I g o t b e h e a d e d . "
Mindful spells are living beings: they h a v e a b o d y (the spell or
Meddling with the flow of time is a l w a y s dangerous and
t h e m a t e r i a l it c r e a t e s ) , a s p i r i t ( f r o m t h e S p i r i d o r ) , a n d a m i n d
uncertain. E v e n experts in m a g i c t h e o r y a n d n a t a r a l p h i l o s o p h y
(generated by j o i n i n g a spirit to a b o d y ) . They're not very alive,
can't predict w h a t will h a p p e n . Spells frequently don't w o r k the
though. M o s t are temporary, living only a few m o m e n t s , and
s a m e w a y t w i c e ; p e r h a p s it d e p e n d s o n w h i c h o f K a i m i r i ' s a s s i s
closely linked to the caster; they don't h a v e time or freedom to
tants m a n a g e s the spell.
evolve an independent existence. If a mindful spell somehow
Kennoc Tempador allows divination. Scrying the past is
m a n a g e s t o l i v e f o r a f e w w e e k s , it w i l l u s u a l l y s t a r t getting
straightforward b u t difficult. F o r e t e l l i n g t h e future is tricky,
q u i r k y - o b e d i e n t a n d m i n d f u l , b u t e c c e n t r i c . T h e l o n g e r it l i v e s ,
even harder, and never reliable.
t h e m o r e o f i t s o w n p e r s o n a l i t y it g e t s - a n d t h e m o r e b i z a r r e a n d
insane. SPELL FAILURE
M i n d f u l s p e l l s h a v e life p o i n t s , like all l i v i n g t h i n g s . T h e c o n Spells are reasonably reliable, but do fail occasionally.
n e c t i o n b e t w e e n s p e l l a n d s p i r i t is p r o p o r t i o n a l t o t h e spell's K e n n o c s p e l l s fail 5 % o f t h e t i m e through n o fault o f the m a g e ' s .
p o w e r : t h e m i n d f u l spell t y p i c a l l y h a s life p o i n t s p r o p o r t i o n a l t o A s p o n t a n e o u s s p e l l m i g h t be b e y o n d t h e c a s t e r ' s s k i l l . A n y o n e
the p o w e r of the cast. c a n b o t c h a s p e l l in a stressful situation. S o m e t i m e s a spell will
try t o d o s o m e t h i n g b e y o n d its n a t u r a l limits - a teleport spell
The World Tree word is literally translated as "spirited"; we translate it as "mindful" t h a t t r i e s t o g o fifty f e e t , b u t h a s o n l y e n o u g h p o w e r f o r f o r t y .
because the spell is mindful of the caster's wishes. "Spirited" suggests a certain measure of M a n y spells can be resisted.
disobedience.
M o s t o f the t i m e , s p e l l f a i l u r e s a r e b e n i g n . T h e K e n n o c spell material on World Tree - a World Tree spell can manipulate an
will give obviously foolish information, b u t w a r n y o u t h a t it entire w i n d , a flock of birds, a w h o l e river, a n entire road. If a
failed. T h e teleport spell will either leave y o u w h e r e you w e r e , N o u n G o d chooses to acknowledge a concept, then magic can
or teleport you to a safe place at the limit of its range. u s e it.)
S p o n t a n e o u s m a g i c m i g h t d o p a r t o f w h a t w a s i n t e n d e d , o f t e n in • L a n g u a g e m a g i c . L a n g u a g e s d o n o t fit a n y o f t h e W o r l d T r e e
a safe way. T h e s e failures rarely cost m o r e than cley a n d time. arts easily - they aren't things in their o w n right. Translation
Occasional failures are disastrous. O n c e in a w h i l e , a K e n n o c f r o m o n e l a n g u a g e to a n o t h e r b y s p e l l is c h a l l e n g i n g . Spoken
spell will lie wildly. A botched spell can d o something awful. w o r d s are Airador, concepts are Mentador, the m a r k s that are
These can be quite unpleasant indeed. written words are some physical Noun; Spiridor is often
r e q u i r e d t o tie e v e r y t h i n g together.
THE. L I M I T S or MAGIC World Tree magic sometimes works more effectively off-
"I didn't know anyone could do that!" w o r l d , o r i n t h e p r e s e n c e o f o f f w o r l d m a g e s , t h a n o n the W o r l d
— Fressis, on encountering an offworld mage T r e e itself. T h e g o d s h a v e c h o s e n o n e b a l a n c e o f p o w e r for t h e
"I didn't know anyone could do that!" W o r l d T r e e itself, b u t for different w o r l d s t h e y c h o o s e a l e v e l o f
— The offworld mage, on encountering Fressis p o w e r w h i c h m a k e s t h e W o r l d T r e e a n d its m a g e s l o o k g o o d .
World Tree magic is e x t e n s i v e a n d p o t e n t . There are few
effects t h a t it c a n n o t p r o d u c e in p r i n c i p l e , t h o u g h t h e r e might SPELL DURATION
not b e a n y o n e w h o can cast the relevant spells. The following I created my tower by magic, beam by beam, shingle by shin
things are not achievable b y current World Tree magical tech gle. It took me two years. 1 would have it no other way. Few
nology. S o m e of them m a y turn out to be impossible. wizards there are who can touch its walls with magic.
• C r e a t i n g cley. — Thlazhtreen Urhiir Rixaon, Zi Ri wizard
• G i v i n g a p r i m e divine status. (The concept barely makes There are two dimen
sense - w o u l d the p r i m e displace o n e of the 7 + 1 2 gods? Create sions to a spell's duration.
a n e w N o u n or Verb?) A spell's effect can be
• Force one of the 7+12 gods to do anything. physical o r magical, a n d
Getting perfectly reliable information. (Pararenenzu seems temporary o r permanent.
u n w i l l i n g t o p r o v i d e it) P h y s i c a l effects exist w i t h
• M a n i p u l a t e k n a c k s in m a g i c a l arts, a n d similar t h i n g s . (A out m a g i c to sustain t h e m ;
knack in A i r a d o r seems to b e some favorable attention by creating a w o o d e n bowl or
Hressh-Huu, and the gods cannot be compelled.) t h e i l l u s i o n o f a c a t is p h y s
• R e n d e r something absolutely i m m u n e to a Verb. For exam ical. Magical effects
ple, nothing can b e destroyed b e y o n d the ability o f H e a l o c to require magic to maintain
repair, or sustained b e y o n d the ability o f Destroc to destroy. t h e m ; l e v i t a t i n g t h e b o w l is
There seems to be no upper limit on how much Magic magical. Temporary
Resistance can be boosted, though. effects exist for a while,
Well-traveled World Tree wizards h a v e encountered other dis and then go away by them
ciplines of magic, and learned t h e m ; a few have even become selves: if y o u create that
QUANTUM MAGIC
It takes five cley to learn it, so let's call it a five. If we ever A n y serious m a g e will e v e n t u a l l y w a n t a spell that isn't readi
make a spell that takes one cley to learn, we can call that a one. l y a v a i l a b l e : e i t h e r a s t a n d a r d o n e that c a n ' t b e f o u n d , o r a n e w
— Attributed to Shaliun one to do something that has never been done before.
Certain aspects of m a g i c are quantal - that is, they c o m e in S p o n t a n e o u s m a g i c a n d s p e l l w e a v i n g a r e g o o d e n o u g h for s o m e
indivisible units. C l e y is t h e first q u a n t u m b i t o f m a g i c : t h e r e ' s things, but m a g e s m a y attempt to invent n e w pattern spells.
no w a y to split cley. Wizards invent spells endlessly. T h e r e are any n u m b e r of vari
T h e complexities of spells are also quantal: there are spells and ations and modifications that they might want. It's like w o o d
effects o f c o m p l e x i t y 5 a n d 10, b u t n o t 7 a n d 1 1 . W e u s e " 5 " a n d working tools. Usually a carpenter will just use an ordinary
" 1 0 " for t h e n a m e s o f t h e c o m p l e x i t i e s b e c a u s e that's h o w char screwdriver, or a hexagon or Phillips-head. S o m e t i m e s , there's
acters r e f e r to t h e m : t h e a c t u a l W o r l d T r e e t e r m is a "5-cley not enough space, s o she'll u s e a s c r e w d r i v e r w i t h a shorter
blade. O c c a s i o n a l l y s p a c e is really tight, a n d she'll u s e some fire k i t t e n , is n o s i m p l e r t h a n a F i r e B e a s t . T h e f a c t t h a t F i r e
kind of sideways screwdriver, or something even more unusual. Puppy and Fire Kitten are identical in g a m e m e c h a n i c s and
S p e l l s are m o r e c o m p l e x t h a n s c r e w d r i v e r s , a n d h a v e c o r r e e s s e n t i a l l y all W o r l d T r e e u s e s m a k e s n o difference. Flokin
spondingly more variations. The variations on even something l i k e s k i t t e n s b e t t e r t h a n p u p p i e s , s o it g r a n t s t h e F i r e K i t t e n s p e l l
as routine as Fire Flower are only limited b y the m a g e s ' imag special treatment.
ination. Once, the Rassimel fire-mage Melanthe Pyroglistes T h e w r o n g restriction might even m a k e matters worse: Fire
m a d e a catalog of Fire Flowers: t w o hundred and eighteen vari B u n n y w o u l d be c o m p l e x i t y 30, despite b e i n g n o different in
a t i o n s , a n d e a c h o n e h a d a m a g e w h o w a s g l a d t o k n o w it a n d any substantial w a y from Fire Kitten - actually harder than the
1 9
c l a i m e d t o h a v e w o n a fight w i t h i t . F i r e B e a s t s p e l l ( w h i c h c o u l d c r e a t e a fire b u n n y i f C . w a n t e d ) ,
W e d o n ' t list all t h e v a r i a t i o n s in t h e m a i n s p e l l list. Instead, because the Fire B u n n y displeases the god and Fire Beast does
w e list s o m e o f t h e m a j o r s c h e m e s for m a k i n g v a r i a t i o n s . Most not.
sensible variations of m o s t c o m m o n spells h a v e b e e n invented M o s t topics do not have any right restriction. Kvarse and
s o m e w h e r e . M a n y will be as readily available as the originals M i r c a n n i s h e a l all p e o p l e t h e s a m e w a y .
w e list i n t h e spell list. Players m a y pick variant spells during
character creation. MINDFUL SPELLS
M u c h of the time, the following guidelines add. Extra d a m a g e M a k i n g a spell mindful requires Spiridor, and often 0-10 extra
a d d s + 2 0 o n c o m p l e x i t y , as d o e s a t y p i c a l area effect; so a spell Complexity.
w h i c h d o e s extra d a m a g e to a n area*will p r o b a b l y h a v e a c o m PERMANENCE
plexity 4 0 higher than the basic spell. However, there are excep Creation spells that m a k e ordinary kinds o f things can make
tions: about 3 0 % of t w o - e n h a n c e m e n t combinations are harder real things with Sustenoc. Making more unusual things perma
than the s u m of the individual enhancements, and as m a n y as nent requires Sustenoc and usually 5-15 extra complexity. Note
90% of three and more enhancements. For example, "mindful" t h a t m a k i n g a spell b o t h m i n d f u l a n d p e r m a n e n t is c o n s i d e r a b l y
a n d " p e r m a n e n t " a r e e a s y a l o n e , b u t t h e c o m b i n a t i o n is e x t r e m e harder than doing either one: usually + 3 0 complexity + Sustenoc
l y t r i c k y . T h e g a m e m a s t e r h a s t h e final s a y a b o u t w h i c h c o m b i + Spiridor. Permanent mindful spells are truly living things,
nations are tricky; M a g i c T h e o r y will help characters figure it and must be made carefully.
out.
M o s t o f t h e s p e l l s in t h e s t a n d a r d spell list h a v e b e e n around STATISTIC IMPROVEMENTS
for s e v e r a l h u n t h e d y e a r s , o r longer. Dozens of wizards have M a k i n g a spell's range o n e place longer (touch to short range,
worked on them. It's u n l i k e l y t h a t t h e r e ' s a n y w a y t o i m p r o v e o r m e d i u m t o l o n g , o r m a k i n g it w o r k t h r o u g h a n a r c a n e con
t h e m significantly in general: you're not going to invent a c o m n e c t i o n ) u s u a l l y is + 5 c o m p l e x i t y . Going beyond long range
p l e x i t y - 5 C r e o c P y r a d o r spell t h a t is m o r e effective t h a n Fire w i t h o u t a n a r c a n e c o n n e c t i o n is q u i t e h a r d , + 2 0 - 6 0 c o m p l e x i t y .
F l o w e r and does essentially the s a m e thing. Increasing the duration by one place (actions to minutes, or
G a m e m a s t e r s should j u d g e proposed spells on two grounds: h o u r s t o d a y s ) is u s u a l l y + 5 - 1 0 c o m p l e x i t y . M a k i n g an instan
m a g i c t h e o r y , a n d g a m e b a l a n c e . I f a spell h a s a n effect t h a t is t a n e o u s spell last m o r e t h a n a n i n s t a n t is h a r d .
h a r d t o a c h i e v e o n m a g i c - t h e o r e t i c g r o u n d s , it s h o u l d b e very I n c r e a s i n g a s p e l l f r o m s i n g l e - t a r g e t t o a r e a is u s u a l l y about
c o m p l e x , e v e n if t h e spell is s o u s e l e s s a s t o h a v e n o effect on + 1 5 - 2 5 c o m p l e x i t y - t h o u g h A i r a d o r is easier. Increasing the
game balance. It is n o t a p p r e c i a b l y e a s i e r t o d o 1 / 1 0 0 o f a p o i n t area of an area-affecting s p e l l is s i m p l e ; e v e r y + 5 complexity
o f t r u e h e a l i n g t h a n c a s t t h e f u l l H e a l T r u l y s p e l l . I n d e e d , it m a y w i l l i n c r e a s e it s o m e w h a t .
b e h a r d e r t o e x p l a i n t o M i r c a n n i s and K v a r s e w h y y o u w a n t t h e M a k i n g a b u i l d spell fast is v e r y h a r d : + 2 0 c o m p l e x i t y and
useless version instead of the useful one. Similarly, a spell to Tempador.
s e n d a f e w w o r d s t o s o m e o n e a c r o s s a n a r c a n e c o n n e c t i o n is n o H a v i n g a spell hit t w o targets ( w h i c h m u s t b e r e a s o n a b l y close
easier than Toast the Sneak Thief, w h i c h blasts t h e m with fire t o g e t h e r ) is a b o u t + 1 0 . H a v i n g it h i t P / 5 t a r g e t s i s + 1 5 t o + 2 5 ,
across the connection. and either requires Spiridor, or h a v i n g the targets to b e close
I f a s p e l l s e e m s u n b a l a n c i n g t o t h e g a m e , it s h o u l d b e d i f f i c u l t together. H a v i n g it t a r g e t e v e r y o n e i n s p e l l r a n g e t h a t t h e c a s t
e v e n if it s e e m s e a s y b y t h e n a i v e m a g i c t h e o r y d e s c r i b e d i n t h i s er desires is +15 to +45, and definitely requires Spiridor.
book. ( M u l t i p l e t a r g e t i n g is p r e f e r a b l e t o a r e a e f f e c t . An area-effect
fireball t h r o w n into a battle will b u m e v e r y o n e , friend a n d foe.
RIGHT RESTRICTION A multiple target Fire F l o w e r will b u m foes and leave friends
Spells with the right restrictions on t h e m are 5-15 complexity unhurt.)
easier than the m o r e general spells. For example, Fire Kitten
( M u S u P y S p 2 0 ) is a r e l a t i v e l y s i m p l e s p e l l b e c a u s e Flokin EXTRA DAMAGE
favors cats. A F i r e B e a s t spell w i t h a n i d e n t i c a l effect except M a k i n g a s p e l l d o s i g n i f i c a n t e x t r a d a m a g e is u s u a l l y h a r d a n d
t h a t it c o u l d m a k e a n y s o r t o f s m a l l a n i m a l ( w i t h e x a c t l y the usually disappointing. +20 complexity means the difference
s a m e statistics) w o u l d b e complexity 2 5 . between Fire Flower (Cr Py 5) a n d Big B o o m (Cr Py 25).
R e s t r i c t i o n s w h i c h are n o t the right o n e s g a i n n o t h i n g a t a l l . A Typical attack spells h a v e a d a m a g e about P/5. G o o d ones (e.g.,
Fire P u p p y spell, m a k i n g a p u p p y with the s a m e statistics as a m o s t P y r a d o r spells) are a bit better: P / 5 + s 6 . Extra damage usu
ally boosts this to P/3 or P /3 + s 6 .
0
' Pyroglistes managed to acquire all but three of them, and reluctantly admitted that the IMPROVED EFFECT
plain Fire Flower spell was the bestfor beginners. She prefers her own Secret Fire Garden. I m p r o v i n g a n effect b y a little bit u s u a l l y a d d s 5 t o t h e c o m -
which is almost impossible to notice as it builds. But she later she abandoned it once she
learned enough Tempador to cast Swift Fire Flower at the same strength.
plexity. Typical "little b i t s " i n c l u d e s u c h t h i n g s a s h a v i n g t h e 1 0 c o m p l e x i t y h i g h e r , w h i c h a d d s 1/2 F i n e s s e t o t h e q u a l i t y ; t h e s e
s p e l l d o a b i t o f c o n t i n u i n g d a m a g e (cf. B l e e d i n g W o u n d ( D e C o s p e l l s are p o p u l a r w i t h p e o p l e w h o d o w i s h t o l e a m t h e m u n d a n e
10)), h a v i n g a m i n o r a r e a effect in a d d i t i o n t o its o r d i n a r y effect skill.
(cf Fire Splash ( C r P y 1 0 ) ) , m a k i n g it a b i t m o r e a c c u r a t e i f it
is t a r g e t e d , m a k i n g it a d j u s t a b l e (cf. t h e d i f f e r e n c e b e t w e e n F i r e PAIRED SPELLS
Everywhere (Cr Py 20) and R o u n d Scalpel of Fire (Cr Py 25)). P a i r t w o u n r e l a t e d s p e l l s i n t o o n e . T h i s is g o o d for s p e e d ( y o u
Spells that w o r k on volumes of material can be improved a get t w o spells in o n e action) a n d for c o n s e r v i n g cley (the paired
few t i m e s easily, b u t then get harder. M a k i n g P gallons o f w a t e r s p e l l c o s t s o n e c l e y ; t h e c o m p o n e n t s e a c h g e t t h e full P o w e r o f
is c o m p l e x i t y 5, 1 0 P is c o m p l e x i t y 10, 1 0 0 P is c o m p l e x i t y 15, t h e p a i r e d spell). T h e c o m p l e x i t y o f t h e p a i r e d s p e l l is t h e u s u
and 1,000P is c o m p l e x i t y 2 0 . After this, the improvements ally 5-10 m o r e than the s u m of the complexities of the individ
come with more difficulty: 10,000P is complexity 30 and ual spells. I f t h e t w o s p e l l s d o n ' t fit t o g e t h e r w e l l , o r a r e c l o s e
1 0 0 , 0 0 0 P is c o m p l e x i t y 4 5 . T h e r e is g e n e r a l l y n o a b s o l u t e l i m i t t o t h e l i m i t s o f t h e i r c o m p l e x i t y , it m i g h t b e m o r e t h a n 1 0 . T h e
on h o w h u g e the effects m a y b e . p a i r e d spell r e q u i r e s all t h e arts o f t h e c o m p o n e n t s . Wizard's
D o u b l e A r m o r (Su L o C o 30) is a p a i r e d spell, o f Taste of
DURUDOR Invulnerability ( S u C o 15) a n d T h i c k D i s t a n c e A r m o r ( S u L o
D u r u d o r spells tend to b e 5-15 m o r e c o m p l e x than the analo 10).
gous n o n - D u r u d o r ones. E v e n so they often don't w o r k as well.
MECHANICS o r INVENTING SPELLS
HIDDEN TROW VICTIM This process takes a long time, often m o n t h s . T o t h e m a g e , it
S o m e spells are h i d d e n from their victims, using illusions to is h a r d l a b o r : l o n g , l o n g d a y s s p e n t in i n t r i c a t e c a l c u l a t i o n s t h a t
cover the sensation of the spell hitting the victim's Magic are, as t h e s a y i n g g o e s , h a l f a l g e b r a , h a l f p o e t r y , a n d h a l f g u e s s
Resistance. The victim m a y not use cley to defend himself, w o r k . T h e w o r k is p u n c t u a t e d b y a t t e m p t s to cast parts o f the
u n l e s s h e m a k e s t h e ( P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 >= c a l c u l a t e d spell b y s p o n t a n e o u s o r w o v e n m a g i c to s e e if they're
P o w e r ) roll to notice the spell first. E x c e p t for t h e effects, t h e at a l l r i g h t . O n c e t h e s p e l l w o r k s b a s i c a l l y a s i n t e n d e d , it w i l l
victim doesn't even notice that he w a s the target of a spell. s t i l l r e q u i r e a l o t o f w o r k t o m a k e it p r o f e s s i o n a l q u a l i t y .
Typically adds 2 0 c o m p l e x i t y + D e s t r o c + Illusidor. S p e l l r e s e a r c h t a k e s p l a c e in p e r i o d s o f (Complexity/5)dl0
days - so, w o r k i n g o n a complexity-15 spell takes place in peri
FORGOTTEN o d s o f 3 d 10 d a y s . This time should be uninterrupted, contigu
Forgotten spells m a k e the victim forget that the spell h a p ous days of full-time work. A d d an e x t r a d l O d a y s p e r b r e a k o f
pened. T h e v i c t i m g e t s a n o r d i n a r y r e s i s t a n c e r o l l , and m a y u s e m o r e than a day, u p to d o u b l e the original time.
cley and whatever. If he d o e s not resist the spell, he will not T h e m a g e d e s c r i b e s t h e d e s i r e d s p e l l i n full d e t a i l , i n c l u d i n g
r e m e m b e r the attempt, or the spell, (cf Thirst After Heavy arts. P l a y e r a n d g a m e m a s t e r a g r e e o n the a r t s . The gamemas
L a b o r ("De C o A q M e 1 0 ) M a k i n g a s p e l l F o r g o t t e n u s u a l l y a d d s ter decides w h a t c o m p l e x i t y the spell will b e , and tells the m a g e .
5 complexity and Destroc and Mentador. O f t e n t h i s w i l l m a k e the m a g e r e v i s e t h e d e s i r e d s p e l l .
T h e m a g e spends s o m e time w o r k i n g on the basic spell. After
HIDDEN FROM MAGIC SENSE e v e r y ( C o m p l e x i t y / 5 ) d l 0 d a y s of w o r k , she m a y m a k e a roll of
Spells m a y hide themselves from magic sense as illusion
W i t s + W o r s t A r t + M a g i c T h e o r y + s 2 0 >= 1 5 + C o m p l e x i t y . If
s p e l l s d o if t h e y a r e i l l u s i o n s p e l l s : u s u a l l y + 1 0 - 1 5 c o m p l e x i t y ,
this roll s u c c e e d s , s h e h a s i n v e n t e d a w o r k a b l e (but p r o b a b l y not
p l u s Illusidor. S u c h s p e l l s still s h o w p h y s i c a l l y as t h e y b u i l d : a
v e r y g o o d ) draft o f the spell; g o o n to the n e x t step. I f it f a i l s ,
F i r e F l o w e r w i l l start its v i c t i m s m o l d e r i n g , e v e n if t h e m a g i c
she has not, but she may try again, with another
cannot be seen. Hiding that aspect too requires s o m e + 2 5 c o m
( C o m p l e x i t y / 5 ) d l 0 d a y s ' w o r k , at + ( M a g i c T h e o r y / 2 0 ) , k e e p i n g
plexity, Illusidor, a n d D e s t r o c or M u t o c .
fractions, o n the roll. S h e m a y try as often as s h e likes. T h e roll
h a s t w o b o t c h d i c e p e r a r t o f t h e s p e l l ; i f it b o t c h e s , a l l s u c c e s
WAITING FOR COMMAND
sive rolls are at -20.
Spells m a y h a v e their effects d e l a y e d , so that t h e y t a k e effect
T h e d r a f t s p e l l i s p r o b a b l y m o r e c o m p l e x t h a t it o u g h t t o b e .
o n a w o r d f r o m C . - or, w i t h Spiridor, mindfully. This usually
R o l l a ( d 2 0 + ( M a g i c T h e o r y / 5 ) - ( C o m p l e x i t y / 5 ) ) . O n a 3 - , it
requires 5 complexity, R u l o c , a n d S u s t e n o c ; and, for mindful
i s 2 0 c o m p l e x i t y h i g h e r t h a n i t s h o u l d b e . O n 4 - 1 0 , it i s 1 5 h i g h .
ness, Spiridor. (This doesn't m a k e the spell itself mindful - just
O n 1 1 - 1 6 , it i s 10 h i g h . O n 1 7 - 2 0 , it is 5 h i g h . O n 2 1 + , it i s t h e
the delay.) (cf C o l l a r o f F l a m e fCr R u Su P y [Sp] 10)).
c o m p l e x i t y it s h o u l d b e .
DESCRIPTION P e r s o n a l G e y s e r h a s [ P y ] a s a n a r t , m e a n i n g t h a t it c a n b e c a s t
with P y r a d o r if t h e caster w a n t s to. If C. chooses to use the
"What the vorf does this spell called "Bite the Spell's Head
o p t i o n a l a r t , it is t r e a t e d e x a c t l y t h e s a m e a s t h e spell's o t h e r arts.
QjX'do?" So, a m a g e with A q = 1 6 , M e m = 0 , and C r = l 1 could cast Personal
W e write spell descriptions in a c o m p a c t notation. There are
Geyser with p o w e r = 2 7 + d 2 0 . If that m a g e h a d P y = 1 3 , she could
a few standard abbreviations. n o t c a s t it w i t h P y r a d o r b e c a u s e h e r M e m o r y + L o w e s t V e r b +
Abbreviations L o w e s t N o u n = 0 + 1 1 + 1 3 is less t h a n t h e spell's c o m p l e x i t y o f
25. I f s h e h a d P y = 1 4 , s h e c o u l d c a s t it w i t h p o w e r = 2 5 + d 2 0 .
P The spell's Power.
a length T h e s p e l l l a s t s f o r the i n d i c a t e d l e n g t h o f t i m e .
of time
SPELL .MAGIC RESISTANCE OTHER SPELL DESCRI PTIVES
This describes h o w a spell is r e s i s t e d . Sometimes some • S i m p l e S h a p e : M a n y s p e l l s c r e a t e a l o t o f s o m e t h i n g ; e.g., a
g a m e m a s t e r j u d g m e n t i s n e e d e d ; e.g., i f a s p e l l n o r m a l l y c a s t o n Wall o f W o o d spell m a k e s a great deal of w o o d quickly. Such
n o n l i v i n g objects h a s n o r e s i s t a n c e listed, b u t is cast o n a p e r s o n , spells often insist that t h e m a t e r i a l t h e y create is in a simple
the p e r s o n will p r o b a b l y g e t a M a g i c Resistance roll - o r an shape. Lines, planes, circles, triangles, squares, d o m e s , a n d
"easy" or "auto" resistance. spheres are g o o d e x a m p l e s o f simple shapes. A description like
T h e s t a n d a r d M a g i c R e s i s t a n c e roll is M a g i c R e s i s t a n c e + s 2 0 "a little circle a r o u n d e a c h o f t h e s c a w n , c o n n e c t e d b y s t r a i g h t
> spell's Power. E v e n e x p e r t s a t M a g i c R e s i s t a n c e u s u a l l y fail lines" is n o t s i m p l e . T h e g a m e m a s t e r ' s j u d g m e n t applies, a n d a
the standard roll. See page 185 for m o r e details. mage can figure out if a shape is simple with a Wits + M a g i c
T h e o r y + d 2 0 >= 1 0 r o l l .
Spell M a g i c R e s i s t a n c e
• Fragile: M a n y spells a r e fragile: u n u s u a l l y e a s y t o d i s p e l , o r
Word Meaning h a v i n g s o m e r e q u i r e m e n t s in o r d e r t o c o n t i n u e to exist. Read
none N o resistance roll is a l l o w e d under ordinary the spell description for details. Fragile spells c a n b e dispelled
circumstances. Unusual circumstances may grant a relatively easily.
r e s i s t a n c e r o l l , o r e v e n a u t o m a t i c r e s i s t a n c e , a t the • Gain Knowledge: S o m e spells give C. a vast a m o u n t o f
gamemaster's option. i n f o r m a t i o n ; e.g., the names of everyone w h o was ever born.
T h e s e spells are completely safe; t h e vast flood o f information
M.R. T h e spell gets a standard M a g i c Resistance roll
d o e s not o v e r w h e l m C . , n o r alter h e r personality. T h e spell feels
w h e n it t a k e s effect. If S. r e s i s t s it, it h a s n o effect
r a t h e r a s if C . h a d learned t h e k n o w l e d g e b y heart in s c h o o l .
at all o n h i m
• Mindful: M i n d f u l spells d o e x a c t l y w h a t C . w a n t s ; C . d o e s
M.R. half T h e spell gets a standard M a g i c Resistance roll n o t e v e n h a v e t o tell t h e m w h a t t o d o ; t h e spell u n d e r s t a n d s a n d
w h e n it takes effect If S . r e s i s t s it, it h a s h a l f o f anticipates C.'s needs. T h e y are alive (in the sense that they h a v e
its usual effect. E . g . , a r e s i s t e d F i r e F l o w e r d o e s s p i r i t s ) . M i n d f u l s p e l l s a r e run b y C . ' s p l a y e r f o r C . ' s b e n e f i t .
half d a m a g e . • Living: M a n y spells a r e a l i v e ( h a v i n g spirits), b u t a r e n o t
easy T h e spell gets a n e a s y Magic Resistance roll: mindful. Living, non-mindful spells are quite effective, b u t they
M a g i c R e s i s t a n c e + s 2 0>=P / 2 . If t h e r o l l tend to have distinct personalities with limits o n their obedience.
s u c c e e d s , t h e s p e l l h a s n o effect o n S . M o s t n o n - m i n d f u l l i v i n g s p e l l s fight o t h e r s o f t h e i r k i n d ( o r e v e n
other living spells) instead o f obeying C ; usually casting o n e
auto T h e spell c a n b e automatically resisted if S. d o e s
l i v i n g spell is g o o d , b u t c a s t i n g t w o a t t h e s a m e t i m e w a s t e s b o t h
not w a n t to b e affected. If S . i s c o n s c i o u s , S . m a y
of them.
c h o o s e t o r e s i s t it.
• T h e quality o f objects is m e a s u r e d o n t h e s a m e scale a s
(auto) T h e s p e l l i s o r d i n a r i l y c a s t o n s o m e t h i n g that
skills: q u a l i t y 5 is g o o d a m a t e u r w o r k , q u a l i t y 10 is s t a r t i n g p r o
c a n n o t r e s i s t it ( e . g . , a p i e c e o f c l o t h i n g ) . f e s s i o n a l , q u a l i t y 15 is e x p e r t p r o f e s s i o n a l . In most cases, spells
H o w e v e r , if it is c a s t in a situation w h e r e M a g i c c r e a t e o b j e c t s that a r e h a l f o f C . ' s s k i l l i n q u a l i t y ; e.g., a m a s t e r -
R e s i s t a n c e could a p p l y (e.g., a p i e c e of clothing tanner with Tanning=16 could create journeyman-quality hides
that i s b e i n g w o r n ) , it m a y b e r e s i s t e d o f q u a l i t y 8. A W i t s + F i n e s s e + s 2 0 >= 2 0 r o l l a l l o w s C . t o a d d a
automatically. quarter o f h e r Finesse to t h e quality, e v e n if that e x c e e d s h e r
n/a T h e s p e l l d o e s n ' t o r d i n a r i l y h a v e a t a r g e t that c a n skill.
r e s i s t it. If it i s s o m e h o w u s e d o n s o m e t h i n g that
c a n r e s i s t ( o r i s b e i n g u s e d b y s o m e o n e ) , it m a y b e Botches
auto o r M.R. resisted at the gamemaster's option. Pattern spells cast in stress situations c a n botch o n their P o w e r
roll, a n d s o m e t i m e s o n a F i n e s s e o r Attack roll if t h e y m u s t d o
until M R S. is a l l o w e d a M a g i c R e s i s t a n c e roll e a c h action,
something accurately. In m o s t cases, those are t h e o n l y rolls
(+5) until o n e s u c c e e d s . W h e n o n e s u c c e e d s , the s p e l l
t h e y c a n b o t c h o n . F o r e x a m p l e , the s 6 ' s i n m o s t P y r a d o r a t t a c k
is c a n c e l l e d . T h e r o l l s g e t e a s i e r : e a c h o n e h a s a
spells never have botch dice.
+ 5 b o n u s a b o v e t h e p r e v i o u s o n e . S o , t h e first
resistance roll has no bonus, the second has + 5 ,
the third has + 1 0 , a n d s o on.
Destroc Aquador
Mother's Towel (De Aq 5) «
Dry S. off. This spell is generally ineffective against magically-cre
ated water. [Range: short, Speed: fast, Dur: real, Resist: M.R.]
Sudden Thirst (De Aq Co 5) «
Make S. thirsty. At P=10, S. needs a drink. At P=30, S. gets thirsty;
after a few minutes of strenuous exertion, like fighting, S. may start
suffering Trouble. At P=60, S. is seriously thirsty; S. suffers Trouble 1
until he drinks. Every 20 points of Power past 60 make the Trouble one Find the best place nearby to dig a well, and get an estimate of how
worse. [Range: short, Speed: build, Dur: real, Resist: M.R.] deep the well should be. [Range: long, Speed: build, Dur: real, Resist:
Instantly Dry(De Aq 10) * n/a]
Remove all the liquid from something nonliving. Good for preserv Find the Sailor's Grave (Ke Aq Sp 20)
ing food. [Range: short, Speed: build, Dur: real, Resist: (auto)] A body of water tells C. about something that lies submerged in it. If
Thirst after Heavy Labor (De Aq Co Me 10) C. asks about something, the water tells about that thing; if not, it sim
Make S. thirsty, as with Sudden Thirst. If S. fails his Magic ply tells C. something it thinks might interest her. [Range: short, Speed:
Resistance roll, he doesn't consciously realize that he was struck by a fast, Dur: real, Resist: (auto)]
spell - though, if he actually wonders about the matter, he will realize
that he was. This spell is reputed to b e popular among poisoners. Mutoc Aquador
[Range: short, Speed: build, Dur: real, Resist: M.R.] Clear Glue (Mu Aq 5)»
Personal Drought (De Aq 20) Make up to P quarts of water sticky, like a thick paste. [Range: short,
Remove a great deal o f the liquid from S.'s body, doing P/5 damage. Speed: build, Dur: P/5 hours, Resist: none]
S. will b e healed o f this damage after spending a n hour resting and Cold Delight (Mu Aq 5)
drinking. Maxes. [Range: short, Speed: build, Dur: real, Resist: M.R.] Freeze up to P quarts of water. [Range: short, Speed: fast, Dur: real,
Resist: none]
Healoc Aquador Instant Broth (Mu Aq * 5) «
Flavor up to P cups of water . Herb flavors require Herbador; meat [Create and] throw up to 40P gallons of water in a given direction.
stock requires Corpador. cf. A Cup of Wine for quality of the broth, but It's very distracting to people who get hit (Trouble 4 on their next
using a skill in cooking. [Range: short, Speed: fast, Dur: real, Resist: actions), and somewhat damaging (Damage = (P/10-Soak)). It is also
none] very wide; the spell can hit up to P/5 people under ordinary circum
Stretch Water (Mu Aq 5) stances. The spell is really intended for putting out fires and cleaning
Expand a quantity of water by a factor of P, to a maximum of 5P gal streets, but Aquador mages enjoy throwing it at enemies. [Range: short,
lons after stretching. (A complexity-10 variant expands by 10P to a Speed: build, Dur: instant, Resist: none]
maximum of 50P gallons; a complexity-15 variant expands by 100P to
a maximum of 500P gallons.) [Range: short, Speed: fast, Dur: real, Sustenoc Aquador
Resist: none] Unboiling Water (Su Aq 5)
The Warm Bath (Mu Aq Py 5) Prevents up to 10P gallons of water from boiling or evaporating
Heat a basin of water, to bathing temperature. Power=20 is enough [Range: short, Speed: build, Dur: P/5 hours, Resist: n/a]
for a bathtub. [Range: short, Speed: build, Dur: P/5 hours, Resist: Doubled Drink (Su Aq 10)
none] Enspells a cupful of liquid, so that if it is poured, P/5 cupfuls will
Water to Wine (Mu [Su] Aq 10) flow out before it is dry. The extra liquid is real, but must be poured out
Turn P cups of one beverage into the same amount of another, cf. A within P/5 minutes. It works best on water, wine, soup, and such. If
Cup of Wine for quality of the beverage. [Range: short, Speed: fast, potions and poisons and other powerful liquids are increased, their
Dur: P/5 hours [real], Resist: n/a] powers are diluted: the drinker must drink P/5 times as much to get the
Chewing the Chill Daggers (Mu Aq 15) effect of a single dose. [Range: short, Speed: fast, Dur: P/5 minutes,
Freezes S.'s saliva, and turns it into a mouthful of long cold blades of Resist: n/a]
ice. This does P/10 damage when it first takes effect (Soak only pro Dry-not (Su Aq Co 10)
tects people who wear armor inside their mouths). It does another d3 S., who must be a living being, doesn't run out of liquid, if he is some
if S tries to talk or bite. No effect on creatures without saliva. [Range: how losing liquid. This protects S. from bleeding wounds (e.g.,
short, Speed: build, Dur: P/5 actions, Resist: M.R.] Bleeding Wound): the wound keeps bleeding, but S. doesn't suffer dam
Freeze the Lake (Mu Aq 15) age from blood loss. If cast before Sudden Thirst, reduce the power of
Freeze a lake, up to a circle 10P yards in radius, up to P inches deep. the Sudden Thirst by P. [Range: short, Speed: fast, Dur: P/5 minutes,
The ice is real, and the water under it is chilled, but the ice will melt Resist: M.R.]
naturally. [Range: long, Speed: build, Dur: real, Resist: none]
Breath in the River (Mu Aq Ai 15) CORPADOR
S. can breathe underwater; water turns to air in his lungs. [Range: Creoc Corpador
short, Speed: fast, Dur: P/5 hours, Resist: n/a] Nobody's Hide (Cr [Su] Co 5)
Sea of Grass (Mu Aq Hr 50) Create an animal's hide, optionally tanned, or with fur or fleece. The
Turn a body of water (an entire lake or river, say) into soil, growing quality of the hide and tanning is half of C.'s leatherworking skill.
a mixture of plants. C must hold seeds for the desired plants. The [Range: short, Speed: build, Dur: P/5 hours [real], Resist: n/a]
transformation takes an hour or so. People who lived on or in the lake Make a Bone (Cr [Su] Co 5)
usually get upset. [Range: long, Speed: s p e c , Dur: real, Resist: none] Create a bone (or several bones), weighing up to P pounds. [Range:
short, Speed: fast, Dur: P/5 hours [real], Resist: n/a]
Ruloc^Aquador Bone Dart (Cr Ru Co 5)
Duck's Cloak (Ru Aq 5) Creates and shoots a sharpened bone dart at S. Attack Base =
Rain and such doesn't wet S. This spell is ineffective against magi Perception + Finesse + P/3, Damage Base = P/5, Damage Increment =
cally created water. It doesn't do much good if S. jumps in a lake, 2. This is the most common attack spell, as it is easy for Cani and
cither. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: auto] Herethroy with almost no magical training. Despite that, it is a poor
Flow Uphill (Ru Aq 5) attack spell. [Range: short, Speed: build, Dur: instant, Resist: none]
Make water flow uphill, e.g., in a stream over the edge of a contain Make a Bone Tool (Cr Co 10)
er, at P cups per second. A complexity-15 variant can reverse a brook. Create a simple bone tool, weighing up to P pounds, which C. may
[Range: short, Speed: build, Dur: cone, Resist: n/a] describe as she casts the spell. [Range: short, Speed: after c o n e , Dur:
Water Whip (Ru Mu Aq 5) P/5 hours, Resist: n/a]
Make a tub of water extend a lashing tendril. It swats once at S., inac Leather Noose (Cr Ru [Su] Co 10)
curately but hard: Attack Base = Perception + Finesse + P/5, Damage Creates a leather noose around S.'s neck, and tugs it closed. It does
Base = P/5, Damage Increment = 5. [Range: short, Speed: build, Dur: 1 damage the first action, 2 the second, and so on - to a maximum of 3,
instant, Resist: none] after Soak. Innate armor soaks this damage, as does other armor that
Sink-not (Ru Aq 10) closely protects the neck. Taking the noose offtakes both hands (and a
S. doesn't sink in water, if S. weighs 20P lbs. or less. [Range: short, Str + Dex + s20>=P/2 roll), or a sharp knife (and a Dex + Knife + s20
Speed: build, Dur: P/5 hours, Resist: auto] >= P/2 roll). With Sustenoc, it lasts P actions. [Range: short, Speed:
Crashing Waves (Ru Aq 15) build, Dur: P/5 actions, Resist: M.R.]
Make a wave in a body of water, up to P yards long and P/3 feet high. Make a Terch (Cr [Su] Co Hr 10)
[Range: medium, Speed: build, Dur: real, Resist: none]
Charge of the Brave Stream (Ru [Cr] Aq 15)
Create a terch coin. Without Sustenoc it is magical and can be detect actions, Resist: none]
ed as counterfeit. With Sustenoc it is not magical, and considered a Dancing Bones (Cr Ru Su Co Sp 35)
legal terch in most places. [Range: touch, Speed: fast, Dur: P/5 hours Animate a corpse or skeleton to do your bidding. Animated corpses
[real], Resist: n/a] are obedient, but not intelligent. Bodies of most prime races get Attack
Conjure the Tiny Pet (Cr Ru [Su] Co Sp 15) Base = P/2, Damage Base = 4, Damage Increment = P/25, Defense
Creates a small animal: e.g., a rabbit, a ferret, a small housecat, a Base = 0, Soak = 7. Life = 2P, MR = P/2, Combat Stance Base =
cockatiel, a trout. C. can give the animal one simple command, which Finesse. Skeletons get Life=P, but do not stink as much. This spell is
it will obey to the best of its ability so long as doing so does not get it disrespectful of the dead, and C. risks civil suits or worse from the liv
in danger, or too badly distracted. It has animal intellect and personal ing relatives of the corpse, but the spell is not considered evil in most
ity. [Range: short, Speed: build, Dur: P/5 hours [P/5 months], Resist: places. [Range: short, Speed: build, Dur: attend hourly, Resist: none]
none]
Poison the Dart with <Poison> (Cr De [Su] Co 15) Destroc Corpador
Create enough venom of the specified kind to poison one dart or other Aching Wound (De Co 5) '
blade. The poison has strength P/20. Note that the spell's duration starts Opens a wound on S., which does P/10 damage. The damage can
when the poison is created, not when it is delivered; using this spell not be soaked, but a successful Magic Resistance roll protects com
without Sustenoc runs the risk of having the venom vanish and its vic pletely. [Range: short, Speed: build, Dur: instant, Resist: M.R.]
tim recover instantly from Trouble or similar effects (though damage Feathery Claw That Tears (De Co 5) ,
done by the poison is real). Fever, Howly, and Weakness poisons are Opens a wound on S., which does P/10 damage; the damage cannot
complexity 20 and Paralysis and Slow Deattt are 30. [Range: touch, be soaked, and resisting magic cuts the damage by half. It requires C.
Speed: build, Dur: P/5 actions [real], Resist: n/a] to touch S., and the wound opens at the place where C. touches S.
Your Corpse (Cr [Su] Co 20) [Range: touch, Speed: build, Dur: instant, Resist: M.R. half]
Create a copy of S.'s body, dead. That's all the spell actually does, but Blast the Leather Armor (De Co 5) '
the uses for the corpse can be fiendish. C. must have an arcane con Wreck and weaken a suit of leather armor, leaving it hanging off the
nection to S., or be able to see S. [Range: conn, Speed: build, Dur: P/5 wearer in shreds, giving no Defense or Soak.. (A Dexterity + Armor
days [real], Resist: M . R ] Repair + s20 >= P/2 roll and ten minutes of work will make the armor
Conjure the Helpful Dog (Cr Ru [Su] Co Sp 20) functional again.) [Range: short, Speed: fast, Dur: instant, Resist:
Creates a dog, which will aid C. within the limits of its ability. The M.R.]
dog will be a fairly intelligent one, but still of animal intellect. Attack Clip the Long Nails (De Co 5) «
Base = 10+Finesse+P/5, Combat Stance Base - 5, Damage Base = Manicure nails or trim (or sharpen) the nails or claws of a willing
3+P/20, Damage Increment = 2, Defense Base = 15, Soak = 1, Life = subject. This is mainly used for grooming, though newly-sharpened
P/2, MR = P/2, Combat Stance Base = Finesse/2, Dogs created by claws do +1 base damage and +1 damage increment on their first hit.
this spell consider other dogs (especially others created by this spell) to Blunted claws do -1 on each on the first hit, but the spell's automatic
be competition for C.'s attentions, and will frequently fight them resistance makes that hard to apply. [Range: short, Speed: after c o n e ,
instead of doing what C. wants. C. can stop such a fight on Charisma + Dur: real, Resist: auto]
Command + s20 >= 20, with a +8 bonus if C. is Cani, but cannot stop Cut the Heavy Hide (De Co 5) >
the conflict for long. (Similar spells create other animals. Complexity- Cut a piece of hide in a simple way (e.g., along a painted line).
20 spells can make large useful animals, like dogs and horses; horses [Range: short, Speed: fast, Dur: real, Resist: auto]
and other non-aggressive animals usually refuse to fight at all; and Needle in the Heart (De Co 5) p
aggressive animals are too aggressive, like the dogs.) [Range: short, Cause a quick zigzag pang in S.'s chest. This is a quick and very
Speed: build, Dur: attend [attend hourly], Resist: M.R.] painful attack, better for scaring than killing. It does one point of dam
Portrait in Flesh (Cr [Su] Co 25) age. [Range: short, Speed: fast, Dur: real, Resist: M.R.]
i
Create a mindless but living copy of S.'s body; the body has P/3 Life. Snap the Bone (De Co 5)
C. must have an arcane connection to S., or be able to see S. [Range: Break a dead bone cleanly. If someone is holding it (e.g., a weapon),
short, Speed: build, Dur: P/5 days, Resist: M.R.] the holder is allowed a Magic Resistance roll. Reduces the Soak of
Awful <Poison> Dart (Cr De Ru [Su] Co 25) bone armor by 1, but this maxes. [Range: short, Speed: build, Dur: real,
Create a dart with a dose of the designated kind of poison on it, and Resist: (M.R.)]
throw it at a target. It has Attack Base = Perception + Finesse + P/5, Clean the Clay Dishes (De Co Hr 5)»
Damage Base = P/5, Damage Increment = 2, and poison of strength Cleans food off of clay (or other Durudor) dishes. [Range: short,
P/15. Fever, Howly, and Weakness poisons are complexity 30 and Speed: build, Dur: real, Resist: n/a]
Paralysis and Slow Death are 35. [Range: short, Speed: build, Dur: P/5 Clean the Wooden Dishes (De Co Hr Sp 5) *
actions [real], Resist: none] Cleans food off of wooden (or leather) dishes. Spiridor is used so it
The Grand Banquet (Cr [Su] Co Hr 30) can mindfully tell what is dish and what is food. [Range: short, Speed:
Create a huge meal, of nine dishes that C. designs, enough to feed P/3 build, Dur: real, Resist: n/a)
people. If it's cast with Sustenoc, the feasters won't find themselves Dismal Itch (De Co Me 5) t
starving a few hours later. The quality of the food is half of what C. S. itches miserably on one part of his body, and scratching does no
would appreciate. [Range: short, Speed: after c o n e , Dur: P/5 hours good at all. It is distracting, causing S. Trouble 1. This spell is mainly
[real], Resist: none] used for punishing annoying people. [Range: short, Speed: build, Dur:
Spider Horror (Cr Ru Co Sp 30) P/5 hours, Resist: M.R.]
Create thousands of tiny spiders. Everyone that C. doesn't like with Manicurist's Revenge (De Co 10) «
in the P-foot range of the spell gets bitten, suffering Itchy 1 venom each S.'s claws get brutally clipped. They lose P/10 from the base damage
action, to a limit of Itchy P/5. [Range: short, Speed: build, Dur: P/5 they inflict (to a minimum of 0), and one point from the damage incre-
ment (to a minimum damage increment of 1), until they grow back.
-
Multiple castings add. A similar spell, Toothless Beast. ) works on Healoc Corpador
fangs. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Heal the Body's Weapons (HI Co 5)
Bleeding Wound (De Co 10) Heals all damage to S.'s claws. [Range: touch, Speed: build, Dur:
Opens a wide wound on S., doing P/10 damage and bleeding for real, Resist: auto]
another point of damage per action (for convenience, C.'s action, and Heal the Bruise (HI Co 5)
it's up to C.'s player to remember), until S. spends an action binding it, Heal d3 points of damage. This is overlapping healing, not cumula
or is given a healing spell (even one that does no additional healing). tive with other Heal the Bruise or Heal Once spells. [Range: touch,
After P/5 actions bleeding, the wound slows down to one point an hour. Speed: fast, Dur: real, Resist: auto]
Multiple Bleeding Wound spells still do only one point of bleeding per Kiss the Stinging Cut (HI Co 5)
action, but the times until the bleeding slows are added. [Range: short, Make a minor pain feel better. This has the force of a good dose of
Speed: build, Dur: real, Resist: M.R.] aspirin, terrestrially. [Range: touch, Speed: build, Dur: P/5 hours,
A Sleeth's Fierce Claw (De Co 10) Resist: auto]
Opens a wide wound on S. at a touch, doing P/10 base damage and Heal Once (HI Co 10)
bleeding for another 2 per C.'s action for a while. Like Bleeding The basic healing spell. It heals P/5+Medicine damage. This does
Wound except for the bleeding damage and the need to touch S. overlapping healing: if the spell (or others like it) is used twice on S. in
[Range: touch, Speed: build, Dur: real, Resist: M.R.] the same day, S. gets the best of the two spells' effects, rather than their
Destroy the Foul Wart (De Co 10) sum. The healing is fragile. This spell is the most common way to heal
Destroy a wart or mole or other blemish. The spell doesn't leave a wounds. Heal Once, like other spells which use skills, does not work
scar if C. succeeds in a Perception + Finesse + s20 >= 15 roll. On a well bound; it only heals P/5 damage, as C.'s Medicine skill does not
botch, it leaves S. looking worse than he did with the blemish. [Range: help on a wound that has not happened when the spell is bound.
touch, Speed: build, Dur: real, Resist: auto] [Range: short, Speed: fast, Dur: real, Resist: auto]
Poke the Foeman's Eyes (De Co 10) The Happy Butcher (HI Co 10)
Injure S.'s eyes. This causes S. Trouble 4 on most actions, or less if Up to 20P pounds of slightly putrid meat becomes fresh and edible
S. does not use eyes. [Range: short, Speed: build, Dur: real, Resist: (and salable!) Fresh meat becomes fresher, as if it were just killed.
M.R.] [Range: touch, Speed: build, Dur: real, Resist: n/a]
Again the Gaping Wound (De Co 15) Regrow the Fur (HI Co 10)
Cancels most simple healing spells recently cast on S., including Regrows S.'s fur (or scales, or chitin, or whatever), to its normal state
Heal Once. Pretense of Health, and Heal the Awful Wound. It can can for this time of the year. It is a cosmetic spell, and cannot heal injuries
cel up to P/10 spells, each of which has power < P+s20. This spell is to hide or chitin. [Range: short, Speed: build, Dur: real, Resist: auto]
much more effective than most counterspells because healing spells are The Guard in the Pub (HI Co 10)
fragile. (It is possible to invent healing spells which are not subject to Makes S. less drunk, by the equivalent of P/10 drinks. [Range: short,
Again the Gaping Wound, but they would be 10-15 higher complexity.) Speed: build, Dur: real, Resist: M.R.]
[Range: short, Speed: fast, Dur: perm, Resist: M.R.] Dispel Sneeze (HI Co 15)
Vanish the Unwanted Child (De Co 20) Heal minor maladies and sniffles causing Trouble 1. On a roll of
S. stops being pregnant, if S. was pregnant. This may have further Wits + Medicine + (P/5) + d20>=20, and with appropriate medicines,
consequences, e.g. if S. was nearly ready to give birth, or if S. wanted can handle Trouble 2. There are more effective, more complex ver
the child. [Range: touch, Speed: build, Dur: real, Resist: M.R.] sions of this spell. The complexity-20 version can cure Trouble 1-2 by
Ravages of the Disintegrating Flesh (De Co 25) itself, and 3-4 on Wits + Medicine + P/5 + d20 >= 25, and so on.
Inflict a terrible wound on S., doing P/5+s6 damage. On a roll of [Range: short, Speed: fast, Dur: real, Resist: easy]
Wits + Finesse + s20>=20, C. may focus on a particular limb, causing Banish Pain (HI Co 15)
S. Trouble d6 with that limb. Or, on a roll of Perception + Medicine + S.'s body doesn't hurt at all, though S knows where it ought to hurt.
s20 >= 25, C. may assault the vital organs; if this is successful, S. will In particular, S. suffers no Trouble due to pain. [Range: short, Speed:
faint for d6 actions. (C. may only attempt one of the two.) [Range: fast, Dur: P/5 minutes, Resist: M.R.]
short, Speed: build, Dur: real, Resist: M.R.] Healing Sleep (HI Co 15)
Insects of Agony Consume Your Flesh (De Su Co 30) Heal 2slO+(P/4)+Medicine {no botch dice} as S. sleeps a full night:
Kill S. over P/5 days, with a thousand tiny painful wounds that will If S. does not sleep as much as he should in that night, he is healed pro
not heal; Sustenoc keeps S. alive despite the wounds, though S. can die portionately. Only one of these spells can be used on S. in a given
of other things. S. suffers Trouble P/5 from pain. Very nasty. [Range: night, but it is cumulative with other kinds of healing spells. [Range:
short, Speed: build, Dur: P/5 days, Resist: M.R.] touch, Speed: s p e c , Dur: real, Resist: auto]
The Spilling of the Life (De Co 35) Pretense of Health (HI Co 15)
Ravages S.'s body with a dozen disintegrations, leaving him covered S. is temporarily healed P/2+Medicine points. While under this
with wounds. Initially it does P/3+s6 damage. Each action thereafter spell, S. is actually wounded, but the wounds are "hidden". Hidden
it does s6 further damage. Multiple castings of this spell add. A heal wounds cause no inconvenience or death - while they are hidden. See
er can work to heal a single casting: it takes three successful Medicine page 191 for a description of temporary healing. Wounds that have
+ Wits + .s20>=30 + P/10 rolls to stop the continuing damage, and each been hidden by one temporary healing spell cannot be hidden again by
attempt takes an action. [Range: short, Speed: build, Dur: real, Resist: another one. Spells like Heal the Awful Wound, which heal to some
M.R. half] particular degree of health rather than doing some number of points of
The Very Awful Spell (De Co 50) healing, do not heal hidden damage at all, though they can help S. when
Destroys S.'s body. Healing is difficult, as there is nothing left to the temporary healing is wearing off.
heal. [Range: short, Speed: build, Dur: real, Resist: M.R.] When the Pretense of Health wears off (its duration is an unusually
long P hours), S.'s wounds reappear slowly, in chunks of s6 damage a bound spell; the bound spell can be set to go off as soon as S. is inca
with s20 minutes between chunks. The Healer's Guild recommends the pacitated or killed, guaranteeing that it will be cast in time. This spell
following procedure for dealing with it: a skilled healer should wait does nothing about Trouble, poison, etc. [Range: short, Speed: build,
with the patient. Whenever wounds reappear, the healer should imme Dur: real, Resist: auto]
diately use Remedy for Corpador to heal them (the returning wounds Fix the Fractured Fingers (HI Co 20)
are in fact caused by Corpador magic, regardless of the source of the This heals'a hand (or foot) injury, reducing the Trouble by P/10.
original wound). This minimizes pain and leaves the patient almost Repeated casts max. It is able to fix small broken bones, but not large
completely healed, but uses a great deal of cley. There are cheaper ones. S. will recover completely in slO days (a botch indicates that S.
alternatives, but they're not pleasant. will need further magical help). This spell must be cast within
Pretense of Health spells add harmonically. The second spell (active Stamina+s6 days of the injury; beyond that time, complexity-35 spells
at a given time) does half as much healing as it would do by itself; the or natural healing are required. [Range: touch, Speed: build, Dur: real,
third does a third, and so on. [Range: short, Speed: build, Dur: P hours, Resist: auto]
Resist: M.R.] Restring the Leg (HI Co 20)
Reduce <Poison> (Hl Co 15) This heals hamstringing and similar injuries, reducing the Trouble by
A mediocre spell for dealing with poison, but the best that can be P/10. Repeated casts max. S. recovers remaining Trouble at 1/day.
done at this complexity. There is a Reduce spell for each kind of poi This spell must be cast within Stamina+s6 days of the injury; beyond
son; spells intended for one kind do no good on other kinds. that time, complexity-35 spells or natural healing are required. [Range:
The best way to use this spell is to cast it on the poison before it has touch, Speed: build, Dur: real, Resist: auto]
taken effect: e.g., while it is still in the spider or on the weapon. This The Awful Doctor's Trick (HI De Co 20)
reduces the strength of the poison by P/5 (or P/10 if S. resists the spell). S. is temporarily healed P points. The damage returns when the spell
It works on all the poison that S. has, and lasts about a day. is over: in three actions. The main purpose of this spell is to temporar
This spell may also be cast on someone who is poisoned. In this case, ily heal S.'s wounds once, so they cannot be temporarily healed again
it stops the poison from acting for d6 actions; when the poison returns, by usual means. [Range: short, Speed: build, Dur: 3 act, Resist: M.R.]
it has lost P/20 points of strength. It can be used on a given patient once Temporary Health (HI Co 25)
a day. S. is completely but temporarily healed of damage to life points,
The spell maxes, rather than adds. [Range: short, Speed: build, Dur: though not Trouble from injuries. This spell is pushing the limits of
s p e c , Resist: M.R.] magic, and is extremely fragile. S. can only have one such spell on at
Regrow the Broken Tooth (Hl Co 15) a time. [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.]
Regrow a broken or injured tooth, or do similar dentistry. This spell Heal <Poison> (HI Co 25)
must be cast within Stamina+s6 days of the injury. If it is not, more Reduce the strength of <Poison> by P/10. Repeated castings add.
elaborate procedures are required. [Range: touch, Speed: after c o n c , There is one variant of this spell for each kind of poison. [Range: touch,
Dur: real, Resist: easy] Speed: build, Dur: real, Resist: easy]
Wake from Mircannis' Endless Slumber (Hl Co 15) Straighten the Spinning Head (HI Co 25)
S. is healed o f the four elegant, gentle diseases that Mircannis invent This heals head injuries, reducing their Trouble by P/10. Repeated
ed. [Range: short, Speed: build, Dur: real, Resist: auto] casts add, which is unusual for healing spells. (The similar spell that
Heal the Ruined Eye (Hl Co 15) only maxes is also complexity-25, so nobody bothers with it.) This
This heals an injured eye, reducing the Trouble of the eye injury by spell must be cast within Stamina+s6 days of the injury; beyond that
P/10. Repeated casts max. If the spell does not completely heal the eye time, complexity-45 spells or natural healing are required.. [Range:
at once, S. recovers at 1 point of Trouble per day. This spell must be touch, Speed: build, Dur: real, Resist: auto]
cast within Stamina+s6 days of the injury; beyond that time, much Cure Accanax's Hideous Embrace (HI De Co 25)
trickier magic (Hl Co 60) is required. [Range: short, Speed: build, Dur: S. is healed of the awful maladies which Accanax invented, such as
real, Resist: auto] the red gnowles. These maladies do not afflict primes. (A similar spell,
Bind the Slashed Belly (Hl Co 15) Cure Gnarn's Awful Game, works on the thewks and the other maladies
Heals injuries to flesh, reducing their Trouble by P / 1 0 . (So, it is Gnarn invented). [Range: touch, Speed: build, Dur: real, Resist: auto]
good on nasty body wounds, but not on much that is covered by the Birth the Wise Child (HI Mu Co 25)
other spells in this list.) Repeated casts max. If the spell does not com Makes a mother's labor and delivery easier, by a number of simple
pletely heal the injuries at once, S. recovers at 1 point of Trouble per changes and assistances, such as (for most species) expanding the
day. This spell must be cast within Stamina+s6 days of the injury; pelvis when the baby is being born. Gives a bonus of +P/5 on rolls for
beyond that time, complexity-30 spells or natural healing are required. childbirth, including those made by midwifes. The spell requires a Wits
[Range: touch, Speed: build, Dur: real, Resist: auto] + Medicine + d20 >= 20 roll for best effect. Botches can be terrible.
Heal the Awful Wound (Hl Co 20) [Range: short, Speed: build, Dur: P/5 hours, Resist: auto]
If S. is incapacitated or dead, this heals S.'s body to one life point. If Rejoin the Severed Head (HI [Ru] Co 30)
S. was incapacitated, S. is shaken, suffering Trouble 2 for the rest of the Re-attaches a severed limb (head or otherwise) to S.'s body. The reat
day. If S. was actually killed and restored to life by this spell, S. is ter tached limb is unusable (if a head is reattached, the body is paralyzed),
ribly shaken and suffers Trouble 6 for the rest of the day, Trouble 5 the but it won't get any worse, and other healing spells may be able to help
next, and so on. If S. has been dead for more than a few (2d6) seconds it. With Ruloc, this spell works effectively at a distance, it will levitate
when Heal is cast, it will not restore S. to life; use a Spirit Reunion or the severed body part back to the body. This spell must be cast within
similar spell. This is true healing, and can be used repeatedly on the P/5 actions of the severing. [Range: short, Speed: build, Dur: real,
same S. Indeed, repeatedly killing S. and restoring him with this spell Resist: auto]
is a common form of extreme torture - though a decent healer may Breath of Life (HI Ru Co Sp 30)
decline to cooperate. Heal the Awful Wound is an excellent choice for
Heal S.'s body from incapacitation or death to one life point, and reat S. gets a bit tougher, quicker, and stronger, in ways that improve his
tach S.'s spirit to it if S has been dead for 2d6 minutes or less. It is much fighting prowess. Add +P/5 to Attack and Defense, +P/20 Damage,
like a Heal the Awful Wound followed instantly by a Spirit Reunion, and +1 Soak. Botches are unpleasant. It is perilous to use this spell (or
and leaves S. suffering the same Trouble. [Range: touch, Speed: build, similar ones) more than once in a day. [Range: touch, Speed: build,
Dur: real, Resist: none] Dur: P/5 actions, Resist: auto]
Heal Truly (HI Co 35)
Truly cures P/5+Medicine damage. Multiple castings add. [Range: Mutoc Corpador
short, Speed: build, Dur: real, Resist: M.R.] Age the Slaughtered Calf (Mu Co 5)
Knit the Broken Bone (HI Co 35) Make a leather item up to (2P)% larger in each linear dimension.
This heals a broken bone, reducing the Trouble of the break by P/10. (Maxes, not adds) [Range: touch, Speed: build, Dur: real, Resist:
Repeating the spell on the following days heals another point of (auto)]
Trouble each day. This spell must be cast within Stamina+s6 days of Bend Bone and Horn (Mu Co 5)
the injury; beyond that time, complexity-55 spells or natural healing are Bend and reshape a bone or horn object in a simple way; e.g. turn
required.. [Range: touch, Speed: build, Dur: real, Resist: auto] ing a bone into a spearpoint. [Range: touch, Speed: after c o n e , Dur:
Mircannis' Kiss (HI Co 80) real, Resist: auto]
Heal all of S.'s wounds and injuries, visible or hidden, with true heal Cobbler for Puppies (Mu Co 5)
ing. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Shrink a leather item by up to (2P)% in each linear dimension.
(Maxes, not adds) [Range: touch, Speed: build, Dur: real, Resist: auto]
Kennoc Corpador Hands in the Water (Mu Co 5)
Find the Fallen Bird (Ke Co 5) This spell may only be cast by Orren in their water-form. It turns C.'s
Find a body (living or dead) that C. has seen within the last P sec forepaws into suitably-sized versions of her land-form hands. C. could
onds. Excellent for archers hunting birds. [Range: short, Speed: fast, do this herself without a spell, but that would require constant attention.
Dur: instant, Resist: M.R.] [Range: self, Speed: build, Dur: P/5 hours, Resist: auto]
Know the Poison (Ke Co 5) Join Bones (Mu Co 5)
Tell what kind of poison afflicts S, or is on an object. [Range: touch, Attaches two bones together, as if they were one. [Range: touch,
Speed: build, Dur: real, Resist: (M.R.)] Speed: build, Dur: real, Resist: auto]
See Health and Sickness (Ke Co 10) Join Leather (Mu Co 5)
Tell C. the details of S.'s current state of health, revealing wounds, Attaches two pieces of leather together, as if they had originally come
disease, pain, and so on. This adds P/10 to C.'s Medicine score on S. from one hide. [Range: touch, Speed: build, Dur: real, Resist: auto]
When the spell fails, as all Kennoc spells do on occasion, it subtracts Strong Arm (Mu Co 5)
s6 from C.'s Medicine scores on S. [Range: short, Speed: build, Dur: S. gains a point of Strength (and thus +1 on damage) for a few min
real, Resist: M.R.] utes. S. can only endure this or similar spells once a day. This spell,
Find the Thief (Ke Cr Co Py 10) and similar spells, max rather than add. [Range: short, Speed: build,
Make sparkly wispy lights around everyone who does not make his Dur: P/5 minutes, Resist: auto]
resistance roll, within P feet of C. If a person is hidden by magic, add The Magnificent Do (Mu Co 5)
the power of the hiding spell to his magic resistance. [Range: short, Style S.'s hair or fur. C. must visualize the desired look for S., and
Speed: fast, Dur: P/5 minutes, Resist: M.R.] make a Wits + Finesse + s20>=12 roll, or the hairstyling will be at least
Glimpse the One (Ke Co II 10) somewhat wrong. (Most people who cast this spell professionally use
Give C. a quick glimpse of S. and the area around him. [Range: conn, Wits + Hairstyling instead of Wits + Finesse.) A complexity-10 vari
Speed: build, Dur: instant, Resist: M.R.] ant allows coloring the fur as well. [Range: short, Speed: after c o n e ,
See the True F o r m (Ke Co 15) Dur: P/5 hours, Resist: auto]
See what someone's true form is. Penetrates magical disguises, illu Unburning Leather (Mu Su Co Py 5)
sions, or transformations of Power < P. S. may also choose to resist Prevent about P/5 pounds of leather from burning in small (nonmag-
the spell. If S. has several equally true forms (e.g., Orren land and ical) fires. It is useful for making cheap fireplaces. (Permanent fire-
water forms), C. sees them all. [Range: short, Speed: fast, Dur: P/5 proofing spells for larger objects are very complex.) [Range: touch,
actions, Resist: M.R.] Speed: build, Dur: perm, Resist: n/a]
Guide the W a r r i o r ' s H a n d (Ke Ru Co [Sp] 15) Curse of the Spiral Spear (Mu Co Hr 10)
Guide S.'s weapon hand, adding +(P/5)+s6 to his Attack rolls. It is Twists a nonmetal weapon into a useless spiral. The wielder of the
abrupt; the s6 has three botch dice. With Spiridor, it's gentler but more weapon may attempt to resist this spell. Cannot be used on body parts.
predictable; just adding +(P/5)+d6. If S. is using several weapons, this [Range: short, Speed: build, Dur: real, Resist: M.R.]
spell only guides one of them. [Range: short, Speed: fast, Dur: P/5 min Long Wink (Mu Co 10)
utes, Resist: auto] Cause one of S.'s eyelids to grow closed for a few seconds. If S. in
Watch the Distant Friend (Ke Co II 15) combat, he suffers Trouble 5. S., not C , gets to choose which eye is
C. may watch S. as long as desired, given an arcane connection to S. closed; if the Long Wink succeeds twice on the same (two-eyed) S., he
Despite the name, this spell is more often cast on enemies than friends. will have to be extremely confused to choose to be blinded. [Range:
S. may make a Magic Resistance roll; succeeding means that the spell short, Speed: build, Dur: P/5 actions, Resist: M . R ]
will let C. observe the place where S. was when the spell was cast, even The Ready Adulterer (Mu Co 10)
if S. moves. (If the roll fails, C.'s scrying will follow S.) [Range: conn, S. is made infertile for a few hours. [Range: touch, Speed: build,
Speed: build, Dur: cone, Resist: M.R.] Dur: P/5 hours, Resist: M.R.]
Veteran's Blessing (Ke Mu Ru Su Co Me 15) Leather Like Wax (Mu Co 10)
S.'s leather armor becomes very flammable. If it is ignited, it does 3 makes using the hands awkward; S. gets Trouble P/5, to a maximum of
damage each round for four rounds (and does not protect against fire), 8. If S. is quite unlucky ( 5 % chance) the tusks are locked together as
then it is burned away completely. [Range: short, Speed: build, Dur: well. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
P/5 minutes, Resist: M.R.] Lizard's Envy (Mu Co 15)
Mage's Mask (Mu Co 10) « S. grows scales (or, if S. is already scaled, his scales get heavier),
This modifies S.'s facial features, within the ordinary range of S.'s adding +1 to his Soak. If S. has fur, the scales are generally not visible
species, but limited only by C.'s imagination within that range. under his fur. [Range: touch, Speed: build, Dur: P/5 hours, Resist:
Sculpting S.'s face takes a few minutes of concentration, and a Wits + M.R.]
Finesse + s20 roll. Straightforward changes have a threshold of 10; Cloak of Another God (Mu Co [Du] 20)
complicated ones, such as making S. a perfect copy of someone who is Give a prime S. the shape (but not most abilities) of some other prime
sitting next to S. and posing as a model, have a threshold of 25 or more. race. Making S. Cani gives S. the keenness of nose of a real Cani, but
Botches frequently leave permanent deformities. [Range: touch, Speed: none of the understanding ofscents that comes from growing up Cani.
after c o n e , Dur: P/5 hours, Resist: auto] Making S. Gormoror gives Gormoror alcohol tolerance. Making S.
Sleeth Eyes (Mu Co 10) " Herethroy gives S. extra hands, and the advantages in running and
Let S. see in the dark, as a climbing that come from them, but not the free use of spear or staff in
Sleeth can. No effect on Sleeth. the lower hands. Making S. Khtsoyis gives S. the air-swimming and
[Range: touch, Speed: build, color changing powers, but not the free use of multiple clubs. Making
Dur: P/5 hours, Resist: M.R.] S. Orren gives S. the ability to change to an otter in water, but not to
Strengthen the <Venom> resist or modify the change. Making S. Rassimel frees S. from Orca
(Mu De [Su] Co 10) dian rhythms for the duration of the spell. Making S. Sleeth gives S.
Add P/10 to the strength of excellent hearing, and excellent smell as for Cani, and dark vision.
poison of the indicated type that Making S. Zi Ri gives S. the ability to fly, but not hover, or breathe or
is actually affecting S. (Maxes, resist fire.
not adds) There is one version of S. always gets the combat aspects of the new shape. S.'s attributes do
this spell for each kind of not change. S. suffers from all physical limitations of the new shape,
venom. [Range: short, Speed: and loses the abilities listed above of their own species. Most of S.'s
build, Dur: P/5 hours [real], equipment will change to fit S.'s new shape, or be absorbed if changing
Resist: M.R.] makes no sense, but metal only changes this way if the spell is cast with
Manicurist's Lament (Mu Su Co 10) Durudor.
S. 's claws grow long and strong, adding P/20 to his base claw dam In general, S. will suffer Trouble 3 if changed to a similar shape (Cani
age, and P/30 (rounding up) to damage increment. This can make even to Orren), Trouble 6 if changed to a semi-similar shape (Cani to
puny Rassimel claws into a weapon. If S. doesn't have claws (e.g., if Herethroy), and Trouble 1 2 if changed to a dissimilar shape (Cani to
S. is a Khtsoyis), this spell has no effect. [Range: touch, Speed: build, Sleeth or Zi Ri or Khtsoyis). If S. spends a great deal of time in anbth-
Dur: P/5 minutes, Resist: auto] er shape, the penalty can be reduced: give S. a skill for being in that
A Moment of Steel (Mu Co Du 10) shape, and reduce the Trouble by the skill level, but never below a third
This spell must be cast on leather armor which has been stamped with of the original Trouble.
the symbols of Tenmen. It turns that armor to metal briefly, making it This is a remarkable shapeshifting spell, and only possible due to the
into the equivalent of full plate. When it is over, the armor is useless special status of the prime species. It allows several choices of shape,
scraps of leather. This spell is extremely fragile: any attempt to dis many of which would ordinarily take complexity-30 spells to achieve.
pel it will succeed (and destroy the armor). [Range: short, Speed: fast, [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto]
Dur: P/5 actions, Resist: M.R.] / Shape of the <Animal> (Mu Co 20)
Fingers like Worms (Mu Co 15) / , Turn S. into one of the specified kinds of animal; Shape of the
Turns S.'s fingers boneless and useless, until S. makes his ortce-an- Blossomarv turns S. into a blossomary. S. can change back at will.
action resistance roll. This only works on actual hands: not paws. Small inoffensive animals require complexity-20 spells. Larger ones
[Range: short, Speed: build, Dur: spec, Resist: until M.R. (+10)] require more elaborate spells: 25 for a wolf or scawn, 30 for a lion or
Hands for the Cat (Mu Co 15) cyarr 35 for an elephant or remorshka. S, retains his own mind and
This may only be cast on Sleeth. It turns C.'s forepaws into mediocre spirit, and all his magic and mental powers. S. has all the ordinary
hands. C. suffers Trouble 4 on everything involving either hands or physical abilities of his new shape; e.g., if S. were turned into a bat, S.
forepaws. Variants for less Mutoc-aspected species would have com could fly, and see by sound. S. does not get the magical properties of
plexity 20 or more. [Range: self, Speed: build, Dur: P/5 minutes, his new shape; e.g., a Cani turned into a cyarr could not use the cyarr
Resist: auto] "Three Snaps". (Exactly which properties are physical may be surpris
Choking Mask (Mu Co 15) ing; e.g., Orren shapeshifting and Khtsoyis levitation are physical, as
S.'s nose and mouth are closed by flaps of skin. Typically, S. will noted in Cloak of Another God.) [Range: touch, Speed: build, Dur: P/5
faint from lack of air in 2d6 actions and die in another 3d6 unless some hours, Resist: auto]
thing is done. There are a number of obvious things that S. can do. Shining Splendor of Strength (Mu Su Co * 20)
Animals with claws will probably claw at their faces, having aboutV, Render S. extremely strong, giving Strength = P/10 to a maximum of
50% chance of breaking the skin on each action. People, if they don't +9; if the P/10 is less than S.'s Strength, the spell contributes no extra
panic, can break the flaps much more effectively. [Range: short, Speed: Strength. It makes S.'s weapons and equipment tough enough to stand
build, Dur: real, Resist: M.R,] the extra strength. The spell requires the arts of the equipment that S. is
Ivory Manacles (Mu Co 15) using; if they are omitted, the equipment is not strengthened. (Metal
Grow tusks from S.'s wrists, partially enclosing his hands. This weapons of decent quality can usually take the extra strength, but a bow
intended for someone with Strength 0 will snap when drawn by some Call the Beast (Ru Co 5)
one with Strength=+9.) S. can only safely endure this spell once per day Compel a small, non-intelligent animal to come towards C. This
at best, and even twice a week is occasionally unsafe. [Range: short, spell is mainly used by hungry hunters. [Range: medium, Speed: build,
Speed: build, Dur: P/5 actions, Resist: M.R.] Dur: cone, Resist: until M.R. (0)]
Flapping Arm (Mu Co 25) Clown's Tricks (Ru Co 5)
Turns all the bones in one of S.'s limbs into fat, rendering that limb Makes S. clumsy, giving him 2 extra botch dice on all physical botch
useless. The spell does nothing if S. has no bones in the limb; e.g., if rolls. This is a mediocre spell in a battle, as S. isn't very likely to botch
S. is a Khtsoyis. [Range: short, Speed: build, Dur: P/5 hours, Resist: any particular roll. Adds. [Range: short, Speed: fast, Dur: P/5 hours,
M.R.] Resist: M.R.]
Hideous Diminution (Mu Co 25) C a r r y the Slain Beast (Ru Co 5)
S. shrivels. He loses several inches of height; his muscles loosen; his Cause 5P pounds of Corpador material to float around slowly, as if a
joints become floppy; his bones lose their rigidity. A typical warrior tired, heavily burdened person were carrying them. [Range: short,
will suffer Trouble P/5, and lose P/10 from damage as well. [Range: Speed: build, Dur: attend, Resist: auto]
short, Speed: build, Dur: P/5 hours, Resist: M.R.] G u i d e the Fall (Ru Co 5)
Become an <Animal> (Mu [Su] Co 25) If S. is falling, S. falls slowly and safely towards a particular spot,
Turn S. into an animal of the designated species, without an easy way chosen when the spell is cast. The spot must be somewhere generally
to change back until the spell is over. If the spell is cast with Sustenoc, beneath S.; the spell confers no great mobility. The chosen spot cannot
S. may stay in that shape a long time. See Shape of the <Animal> for be changed, save by casting the spell again. [Range: short, Speed: fast,
details. As usual, there is one spell of this kind for each kind of animal, Dur: P/5 minutes, Resist: M.R.]
and many kinds have higher complexity. [Range: short, Speed: build, Hold t h e Tasty Snack (Ru Co 5)
Dur: P/5 hours [perm], Resist: M.R.] Paralyze a small animal. Sleeth named this spell. [Range: short,
Iron Carapace (Mu Co Du 25) Speed: build, Dur: P/5 minutes, Resist: M.R.]
S.'s carapace becomes iron. This gives S. +6 on Soak. No effect if Float on a P u r r (Ru Co 5)
S. doesn't have a carapace. (A similar spell works on scales, but there C. may levitate and drift around slowly, at ten feet a minute. Sleeth
is no similar spell for fur.) [Range: short, Speed: build, Dur: P/5 min named this spell. [Range: self, Speed: build, Dur: cone, Resist: n/a]
utes, Resist: M.R.] G u i d e the Bone Needle (Ru [Cr] [Su] Co 5)
Fur of Pins (Mu Co Du 25) C. controls a bone needle. It has an effective Dexterity of Wits+P/10.
S.'s outer fur becomes metal pins. It is good armor: +3 Soak, Anyone With Creoc and Sustenoc, the spell creates real woolen thread. [Range:
who grapples S. will get severely pricked, with damage ranging from 2 short, Speed: build, Dur: cone, Resist: none]
for a small animal, 4 for a small person (e.g., Rassimel), 6 for a larger Shaking H a n d s (Ru Co 10)
person (e.g., Cani, Gormoror), to 8 for a Sleeth in close combat. No S.'s hands tremble, causing him Trouble P/10 (max 5) on all actions
effect on subjects without fur. [Range: short, Speed: build, Dur: P/5 that use hands. [Range: short, Speed: fast, Dur: P/5 minutes, Resist:
minutes, Resist: M.R.] M.R.]
Shape-shift with <Animal> (Mu Co 30) M o m e n t of Hesitation (Ru Co 10)
S can turn into an animal of the designated species and back as often S.'s legs (or the equivalent) stop moving for a little while, until
as desired. Changing in either direction takes an action and an easy act attacked or otherwise compelled to move. Note that S. gets a Magic
of will. As usual, there is one spell of this kind for each kind of animal, Resistance roll to break this spell on each action, and will be able to
and many kinds have higher complexity. [Range: touch, Speed: build, fight, talk, cast spells and perform other actions that do not require him
Dur: P/5 hours, Resist: auto] to move his legs. [Range: short, Speed: build, Dur: P/5 actions, Resist:
Arboreal Curse (Mu Co Hr 30) until M.R. (+10)]
S. becomes a tree, rooted where he stands. There is one spell of this No Unwanted Child (Ru Co 10)
kind for each kind of tree, and some kinds have higher complexity. S. is infertile, as if using a condom. Often bound on pocker wish
[Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] bones and sold at fairs. [Range: touch, Speed: build, Dur: P/5 hours,
Shape of Air (Mu Co Ai 40) Resist: M.R.]
Turn S. into a breeze. S. can rum back at will. [Range: touch, Speed: Accidental Leap (Ru Co 10)
fast, Dur: P/5 hours, Resist: none] S involuntarily takes a great leap into the air, up and forwards.
Form of Fire (Mu Co Py 45) [Range: short, Speed: build, Dur: real, Resist: M.R.]
Turn S.'s body into living fire; S. can turn back at will. S. does Bind t h e L i m b (Ru Co 10)
P/5+s6-Soak damage to anyone he touches. S. has a Soak of P/5 (it's Paralyze one of S.'s limbs, chosen by C , rendering it useless. Note
hard to hurt someone who isn't solid); most of S.'s nonmagical defens that it rarely lasts more than a few actions; S. will shake it off in a few
es will no longer help S. S. is nearly immune to fire in this shape; actions. [Range: short, Speed: build, Dur: P/5 hours, Resist: until M.R.
reduce fire damage by P/3. A gallon of water does s6 damage to S. (+5)]
Complete immersion does 2s6 damage, and fills the area with danger Levitation (Ru Co 10)
ous steam that does s& fire damage to everyone who breathes it, except C. levitates up or horizontally, moving at Khtsoyis speed, which is
S.. [Range: short, Speed; build, Dur: P/5 hours, Resist: none] not very fast. [Range: self, Speed: build, Dur: attend, Resist: n/a]
Ruloc Corpador
Banish the Awful Mouse (Ru Co 5)
Scare a small animal, which will flee squeaking in terror. [Range:
short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Wallwalk (Ru Co 10) <• Fly like a Bird (Ru Co 20)
C. may walk on a single wall, as if it were horizontal. Lofts S. in the air, flying as fast as a Zi Ri (which is slowly for a flier).
C may jump from the floor to the chosen wall freely Note that C. directs where S. will fly, and C. must attend to the spell or
(the floor is also flat to C ) , but this spell only lets one S. will land quickly but safely. [Range: touch, Speed: build, Dur:
particular wall be flat to C. The attend, Resist: auto]
wall may be any size; in particular, Gift of Levitation (Ru Co 20)
it may be the side of a world- Like Levitate Other, but S. rather than C. must attend to the spell; S.
branch, allowing C. t o walk also has control of the spell. [Range: short, Speed: fast, Dur: attend,
around the Verticals. [Range: Resist: auto]
self, Speed: fast, Dur: P/5 The Holding Paralysis (Ru Co 20)
minutes, Resist: n/a] Paralyze one of S.'s limbs. Unlike simpler paralysis spells, S. does
Wet Surprise (Ru Co 10) o not automatically get extra magic resistance rolls. [Range: short, Speed:
S. has an orgasm; it's more build, Dur: P/5 hours, Resist: M.R.]
surprising and embarrassing Pounding Bone (Ru [Cr] Co 20)
than pleasurable, at least [Create and] Animate a bone to thump at S. A very straightforward
without the traditional prelim and fairly effective attack spell. Attack Base = 15 + Finesse + P/5,
inaries. One extra botch die Damage Base = P/5, Damage Increment = 2, Defense Base = 10, Soak
for a few actions. [Range: = 5, Life = 10, MR = P/2. The spell is not intelligent. If S. moves away,
short, Speed: build, Dur: the bone will just keep thumping the spot he was at, until C. spends an
P/5 actions, Resist: M.R.] action concentrating on sending it to where he is now. [Range: short,
Long Delights (Ru [Su] Co 10) • Speed: build, Dur: attend, Resist: n/a]
S. cannot achieve orgasm. With A City In The Jungle (Ru [Su] Co 20)
. ,.999 Sustenoc, this spell is called Revenge of The C. draws a circle, up to P feet in diameter. Creatures with P/2 or fewer
Enraged Lover. [Range: short, Speed: build, life points (measured when fully healed) cannot enter the spell's circle.
Dur: P/5 hours [perm], Resist: M.R.] Larger creatures may attempt to enter the circle, making a roll of (Life
Dexterous Glove (Ru [Ke] Co [II] 10) •» Points + s20>=P) to do so, but it takes an effort. The people and ani
C. animates and controls a glove. It works like a hand with mals who were inside when the circle was drawn can enter and exit
Strength=Will-4 and Dexterity=Wits-4. It is hard to do anything pre freely. [Range: short, Speed: build, Dur: P/5 hours [P/5 days], Resist:
cise with this glove; all skill rolls are made at a penalty of (10 - M.R.]
Finesse/3). If C. is not concentrating on making the glove do some Circle Against Foes (Ru Co Sp 20)
thing, it will be motionless: good for holding small objects. With C.'s enemies cannot cross the ring, unless they succeed at a Magic
Kennoc and Illusidor, C. can feel through the glove, as if it was her own Resistance roll. (The spell only works on enemies made of Corpador.),
hand [Range: short, Speed: build, Dur: attend, Resist: n/a] If a given enemy fails once, he cannot try again while the spell lasts.
I Really Didn't Fall (Ru Co Lo 10) This spell will not keep out missiles or spells - except mindful Corpador
This is cast on someone who has just fallen. S. reappears where he spells - and it will not expel enemies inside the ring when it is cast.
had fallen from (or near there), standing. Sleeth named this spell. There are some sneaky ways in, such as teleporting. [Range: ring,
[Range: medium, Speed: build, Dur: real, Resist: M.R.] 1
Speed: build, Dur: P/5 actions, Resist: M.R.]
Levitate Others (Ru Co 15) Sudden Shudder (Ru Co Te 25)
This levitates up t o P/10 people. C. must concentrate t o maintain and S. is instantly stricken with terrible convulsions, and can do nothing
guide the levitation. [Range: short, Speed: fast, Dur: cone, Resist: auto] physical save lie on the ground and shake while the spell lasts. S. can
Repel the Beast (Ru Co 15) cast spells and do other nonphysical tasks if he succeeds at a Will +
This spell keeps S. away from C. S. must move to stay at least t w o Concentration + s20 >= P/2 roll (check on each attempt). Tempador
yards away from C. S. is allowed extra magic resistance j-olls, usual makes this spell fast. [Range: short, Speed: fast, Dur: P/5 actions,
ly with a bonus, if staying so far away from S. is dangerous {e.g., if C. Resist: until M.R. (+20)]
is trying to shove S. off a cliff with it). If there is no way for S. to stay Rebel A r m (Ru Co [Sp] 25)
that far from C. (e.g., S. has been backed into a wall) the spell collaps C. controls one of S.'s limbs, and may make it do anything she wants.
es. [Range: short, Speed: build, Dur: attend, Resist: M.R.] With Spiridor, the arm will obey her mindfully. [Range: short, Speed:
Very Precise Needle (Ru Co 15) build, Dur: cone [attend], Resist: M.R.]
Control a bone needle, with Dex = Wits + P/20. Add +P/10 to Dex Death Bone (Ru [Cr] Co Sp 35)
if you take two actions to plan the third action's move. This spell is [Create and] Animate a bone knife, to mindfully hew and stab at a
used by the best embroiderers on the World Tree. [Range: short, Speed: victim. It moves quickly, and can follow its victim mindfully. Attack
build, Dur: attend, Resist: n/a] Base = Finesse + P/3, Damage Base = P/5, Damage Increment = 3,
Lift the Dangling Puppy (Ru Co 15) Defense Base = Finesse+P/2, Soak = 5, Life = 20, MR = P. Death
Levitate S. whether he wants it or not. [Range: short, Speed: build, Bones, unlike many similar spells, cooperate nicely. [Range: medium,
Dur: attend, Resist: M.R.] Speed: build, Dur: attend, Resist: none]
Don't Move! (Ru Co 20) Visit the Ulgrane (Ru Co 40)
Paralyze S., so that he cannot move any voluntary muscles. He can S. flies P miles up into the sky (at about twenty miles an hour), and
still cast spells and perform other actions that do not require moving. then falls, usually not exactly straight down. The spell is active until S.
Note that this spell is unlikely to last for more than a few actions. hits the ground, no matter how long that takes, and will resist attempts
[Range: short, Speed: build, Dur: perm, Resist: until M.R. (+10)] by S. to levitate or fly or the like. S. takes P+s6 damage on landing, or
less if he hits water or something soft. The spell is not accurate: it is a
weapon, not a travel spell. [Range: short, Speed: build, Dur: spec Toughen the Flesh (Su Co 10)
Resist: M . R ] S.'s flesh becomes tougher and more resilient, giving him +1 Soak.
Puppet Body (Ru Co [Sp] 40) [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto]
C controls S.'s entire body. See Rebel Arm for details. S. can still Withstand the Poison (Su Co 10)
cast spells of his own will, of course. [Range: short, Speed: build, Dur: S. gets a few seconds free of the effects of a single kind of poison thai
cone [attend], Resist: M.R.] is currently afflicting him. [Range: short, Speed: fast, Dur: P/5 actions,
Resist: auto]
Sustenoc C o r p a d o r W a r d against Some <Poison> (Su Co 15)
Tough L e a t h e r (Su Co 5) The next <Poison> given to S. will have no effect at all. This spell
Make a leather object tougher, without making it any less flexible. doesn't help against poison already affecting S. [Range: touch, Speed:
Most leather products where toughness matters (such as armor) have fast, Dur: P/5 actions, Resist: auto]
been treated with this spell already. [Range: touch, Speed: build, Dur: Taste of Invulnerability (Su Co 15)
real, Resist: n/a] S. is made very tough indeed, giving him a bonus of +2 on Soak.
Bouncy Vigor (Su Co 5) (There is a Su Co 35 variant that gives +3 on Soak.) [Range: short,
Make S. feel fully rested and full of energy. It maxes rather than Speed: build, Dur: P/5 minutes, Resist: auto]
adds. When the spell is over, S. is as tired as he would ordinarily be Swift Revenge (Su Co Me Sp 15)
given the effort he spent and the time he was active: if he was awake If S. is incapacitated (by having his life points reduced below 0)
all night, he will be very tired. These spells max; if you've had one while the spell is in effect, he will not be immediately incapacitated; he
Bouncy Vigor, the next won't help much until you've caught up on sleep gets one extra action. If he is healed enough before or on that action,
again. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] he won't be incapacitated at all. Does not help if S. is actually killed.
[Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto]
Save the Severed Head (Su Co 20)
Preserves S.'s recently severed head and the body that it was severed
from, so that both remain alive. S.'s head can think, speak feebly, cast
spells, and so on - though S. is in horrible pain, and most S.'s prefer to
be asleep. Probably someone should use a major spell to reattach S.'s
head to his body. [Range: touch, Speed: build, Dur: P/5 days, Resist:
auto]
Raging Life (Su Co 25)
If S. is killed, he won't actually die for P/5 extra rounds (but he will
be incapacitated). S. also gains P/2 temporary hit points. It is not safe
to use this or similar spells twice in one day. [Range: medium, Speed:
build, Dur: P/5 hours, Resist: M.R.]
T h e Gift of Seven Years (Su Co 25)
C.'s expected time of natural death is postponed by P/3 years.
Multiple castings max rather than add. This spell does nothing about
aging. [Range: self, Speed: fast, Dur: real, Resist: n/a]
W i z a r d ' s Double A r m o r (Su Co Lo 30)
A paired spell: Taste of Invulnerability and Thick Distance Armor.
The net effect is, S. gets +3 on Soak. This complexity is typical of
spells which do two things [Range: touch, Speed: fast, Dur: P/5 min
utes, Resist: auto]
The Dubious Gift of Strength (Su Mu Co 30)
Grants S. +1 Strength, permanently. Like most similar permanent-gift
spells, it has dangers. If S. ever botches his Magic Resistance roll
against a Mutoc Corpador spell, the Dubious Gift will be cancelled, and
S. will lose one point of real Strength as well. C. may cancel this spell
at will. [Range: touch, Speed: fast, Dur: perm, Resist: auto]
Doughty W a r r i o r (Su Co 10) W a r d Against All <Poison> (Su Co 35)
S. gets +dl0+P/10 temporary life points. Damage inflicted on S. is The chosen kind of poison does not affect S. at all. [Range: touch,
taken off the temporary life points first. This spell only works once per Speed: fast, Dur: P/5 hours, Resist: none]
person per day. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: Strength of the Ancient W i z a r d (Su Co M e 40)
auto] This prevents C. from aging until the next day's dawning. If used
Fresh M e a t (Su Co 10) every day just after dawn, C. need not make aging rolls at all. [Range:
Sotne meat (up to a whole dead animal) stays fresh. Adventurers in self, Speed: fast, Dur: until next dawn, Resist: n/a]
dire condition often find this spell helpful; it is much easier to reattach Body of Endless Iron (Su Co 100)
a severed limb that has been preserved by it. [Range: short, Speed: fast, S. takes no physical damage from any spell of power < P+slOO, or
Dur: P/5 days, Resist: n/a] from any weapon without a spell or enchantment of that Power on it.
Stretch the Delight (Su Co 10) (Reroll the slOO on each attack on S.) [Range: short, Speed: fast, Dur:
S.'s orgasms last (20P)% longer than normal. [Range: touch, Speed: P/5 actions, Resist: M.R.]
fast, Dur: P/5 hours, Resist: M.R.]
ranging up to complexity-70 to make a suit of platemail. All these
DURUDOR spells are restricted by law and custom to the Smith's Guild. [Range:
Creoc Durudor touch, Speed: build, Dur: P/5 hours [real], Resist: none]
Blow the Bottle (Cr [Su] Du 10) e Create a Gem (Cr Su Du 40)
Create a glass bottle, up to P/20 pounds in weight. The size, com Create a small gemstone. There are variants of the spell for each vari
plexity, and quality are governed by C.'s Glassworking skill: it makes
ety of gemstone. Gems with unusual properties require more complex
a bottle that C. could make by hand with P minutes of labor. If C.
spells to create. [Range: touch, Speed: build, Dur: real, Resist: M.R.]
doesn't know Glassworking, this spell will only make the simplest of
Wall of Whirling Axes (Cr Ru Du 50)
containers. The Cr [Su] Du 10 spell Quick Potter does the same for
Creates a wall of whirling axe blades. Anyone touching the wall will
making pottery. Analogous spells for metal are much harder. [Range:
take P/5+3s6 damage, and must make a Soak + s20>=20 or lose a limb.
short, Speed: build, Dur: P/5 hours [real], Resist: n/a]
[Range: medium, Speed: fast, Dur: P/5 hours, Resist: S p e c ]
Make a Pebble (Cr [Su] Du 10) «
Create a small round stone pebble, P/30 ounces in weight. (Durudor
Destroc Durudor
spells are hard; this is the simplest one that creates actual real stone.)
Shatter the Glass (De Du 10) *
[Range: touch, Speed: build, Dur: P/5 hours [real], Resist: n/a]
Break a glass object. [Range: short. Speed: build, Dur: real, Resist:
Handful of Salt (Cr Su Du 10)
n/a]
Create P/20 ounces of pure salt. [Range: short, Speed: build, Dur:
Screeching Stylus (De Du 1 0 ) »
real, Resist: n/a]
This spell etches metal. It is capable of great precision, making lines
Birth of Glass (Cr Mu Du Py 10) #
finer than a hair, but very shallow. It requires a Will + Smithcraft + s20
Melts P pounds of sand in a pottery bowl into liquid glass in a few >= 15 roll every d6 minutes to avoid mistakes. It is at least as noisy as
seconds. More sand may be added at the rate of one pound per minute, working the metal physically would be. [Range: touch, Speed: after
as long as C. keeps concentrating. [Range: short, Speed: after c o n e , c o n e , Dur: real, Resist: M.R.]
Dur: real, Resist: n/a] Blunt the Blade (De Du 15)
Stir the Liquid Glass (Cr Su Du Py 10)
Blunts a metal edged weapon, reducing its base damage by P/10 (to
Keeps a bowl of molten glass molten. [Range: short, Speed: build, a minimum of 1) and damage increment by 1 (to a minimum of 1).
Dur: P/5 hours, Resist: n/a] This maxes rather than adds. The weapon can be resharpened by hand,
Make a Rock (Cr [Su] Du 15) though it takes a lot of work. [Range: short, Speed: fast, Dur: real,
Create a rock the size of a fist. [Range: touch, Speed: build, Dur: Resist: M.R.]
P/5 minutes [real], Resist: n/a]
Ruin the Expensive Weapon (De Du 20)
Stone Dart (Cr Ru Du 15)
Rust and ruin a weapon, or other chunk of metal of about that size.
Creates and shoots a sharpened stone dart at S.: Attack Base =
The weapon will still exist, but break on the next use. This spell does
Perception + Finesse + P/3, Damage Base = P/5, Damage Increment =
not work on enchanted weapons, but it does rust metals which do not
2. The main advantage to this spell over the much easier complexity-5
ordinarily rust. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Corpador and Herbador spells is that the stone dart is harder to avoid
Destroy the Treasure (De Du 25)
with magic. [Range: short, Speed: build, Dur: instant, Resist: none]
Destroy up to P oz. of metal. Adventuring mages w h o use this spell
The Aristocrat Felon Bound (Cr Du 20)
regularly may be the poorer for it, hence the name. [Range: short,
Creates iron handcuffs on S.'s wrists: two rings of iron around the
Speed: build, Dur: real, Resist: M.R.]
wrists, and a rod connecting them. Trouble 10 typically. [Range: short,
Speed: build, Dur: P/5 hours, Resist: M.R.]
Healoc Durudor
Make a Boulder (Cr [Su] Du 20)
Heal the Vase (HI Du 10)
Create a boulder, weighing up to P pounds. This spell is mainly used
Repair a broken glass object [Range: short, Speed: build, Dur: real,
for building, but it can be created over a victim and fall: Attack Base
Resist: n/a]
= Perception + Finesse + P/3, Damage Base = P/5, Damage Increment
Sharpen the Blade (HI Du 10)
= 3. (Variations: creating it high overhead adds +s6 to Damage Base,
Re-sharpen a metal blade. [Range: touch, Speed: build, Dur: perm,
but subtracts s20 from Attack Base.) [Range: short, Speed: build, Dur:
/ Resist: n/a]
P/5 hours [real], Resist: M.R.]
The Wicked Edge (HI Du 15)
Wall of Glass (Cr [Su] Du 25) / This sharpens a metal blade, a lot. The first hit with the blade will
Create a wall of P/5 inch thick glass, up to P yards long and P feet
inflict a bitter wound, causing the victim +s6 damage. After that, the
high, in a simple shape. [Range: short, Speed: build, Dur: P/5 minutes
blade returns to normal. A given weapon can only take this spell once^
[P/5 hours], Resist: none]
a day. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R.]
Create a Lump of <Metal> (Cr Su Du 25)
A Tinker's Blessing (HI Du 20)
Create an unshapen lump of a particular metal: there are versions for
Repairs metal armor. [Range: touch, Speed: fast, Dur: real, Resist:
iron, copper, gold, silver, lead, brazinion, yulexion, hezarion, and
M.R.]
mnenorzion. Iron is the most useful and hence most common version.
The lump weighs P/20 ounces. The Smith's Guild gets very upset when
Kennoc Durudor
non-members use this spell. (Alloys and unusual metals require more
What Metal is This? (Ke Du 5)
complex spells.) [Range: short, Speed: build, Dur: real, Resist: none]
Tell what kind of metal something is. [Range: short, Speed: build,
Forge The Expensive Dagger (Cr [Su] Du 30)
Dur: real, Resist: (M.R.)]
Create a crude but functional metal dagger. The quality of the dag
Lingering Echoes of the Smith's Hammer (Ke Du Te 20)
ger is about half of C.'s Smithing skill; C. can always do better making
This spell must be cast on a worked Durudor item. It will show C.
it by hand. There are similar spells for other categories of metal items,
important or characteristic scenes of the item's construction; e.g., t h e
final quenching of a sword. It frequently will work on magic items. It Sir Glass (Su Du 25)
never shows anything that happened after the item was finished being Renders a glass item of up to P/3 pounds as strong as bronze The
made. [Range: touch, Speed: fast, Dur: real, Resist: (M.R.)] spell must be cast (by touch!) immediately after the glass has been
The Quest for the Greatest of Treasures (Ke Du 40) shaped, while it is still hot. [Range: touch, Speed: fast, Dur: perm,
Reveals to C. the locations and approximate quantities of the largest Resist: n/a]
P/20 masses of metal within long range. [Range: long, Speed: fast,
Dur: real, Resist: (M.R.)] HERBADOR
Creoc Herbador
Mutoc Durudor
M a k e a Stick (Cr Hr 5)
Shape the Liquid Glass (Mu Du 10)
Create a stick, or a board, or some
Mold liquid glass into a reasonably simple shape. Concentrate for 5-
other simple wooden object
15 minutes and it will be cool enough to hold that shape. This spell can
[Range: touch, Speed: build,
make shapes that would be hard to do by glassblowing techniques.
Dur: P/5 hours, Resist: none]
[Range: touch, Speed: after c o n e , Dur: cone, Resist: n/a]
M a k e a Vine (Cr Hr 5)
Polish the Metal (Mu Du 10)
Create P yards of very tough
Shine a metal object. [Range: touch, Speed: build, Dur: perm, Resist:
vine, usable as rope [Range:
n/a]
touch, Speed: build, Dur: P/5
H a r d e n the Glass (Mu Su Du 10)
hours, Resist: none]
Make glass somewhat stronger (as if it were 20P% thicker), and
Twiny Vine (Cr Hr 5)
somewhat resistant to temperature changes. [Range: short, Speed:
Creates a vine tied around S.
build, Dur: perm, Resist: n/a]
This causes S. some trouble, typ
Clean the Bush Salt (Mu HI Du Hr 10)
ically Trouble 2. S. may get out of the vine in one action by a roll of
Turn a pound of bush salt into half a pound of pure salt. [Range:
Strength + Agility + s20 >= 15, or by a variety of obvious physical or
touch, Speed: build, Dur: perm, Resist: n/a]
magical means. This spell isn't capable of tricky things like tying S.'s
Forge and F o r m Metal (Mu Du 20)
wrists together. [Range: short, Speed: build, Dur: P/5 hours, Resist:
Reshape a chunk of metal, as if a smith were working it for P min until M.R. (+5)]
utes. The skill of the crafting is the same as C.'s Smithing skill.
Sprinkle of Herbs (Cr [Su] Hr 5)
Restricted by law and custom to the Smith's Guild. [Range: short,
Create a handful of an herb familiar to C , fresh or dry. This spell
Speed: after c o n e , Dur: real, Resist: n/a]
cannot create magical herbs; the herbs appear, but they have no poten
T h e A r m o r as Griddle (Mu Du Py 20)
cy. The quality of the herbs is half of C.'s Natural Sciences skill, inter
Make S.'s metal armor fiercely hot. The armor does P/5 damage when
preted as botany. [Range: short, Speed: build, Dur: P/5 hours [real],
the spell takes effect, P/8 the action after that, and P/10 the action after
Resist: none]
that. Only things worn under the armor (including innate armor) will
Hole and Peg (Cr De Su Hr 5)
soak this damage. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Poke a hole in a piece of wood (or two adjacen^pleces), and create a
sturdy peg in the hole. If used on two pieces, they are attached to each
Ruloc D u r u d o r
other well. A basic carpentry spell. [Range: touch, Speed: build, Dur:
C a r r y the Stones (Ru Du 10) real, Resist: (M.R.)]
Cause P/4 pounds of Durudor material to float around slowly. T h o r n D a r t (Cr Ru Hr 5)
[Range: short, Speed: build, Dur: attend, Resist: auto]
Creates and shoots an arrow, tipped with a largish thom, fletched with
The Argent Anaconda (Ru Du Sp 10)
stiff leaves, at S. Attack Base = Perception + Finesse + P/3, Damage
Animates a silver or silvered chain, so that it loops itself around a vic
Base = P/5, Damage Increment =2 (This is a mediocre weapon.)
tim. The chain can be at most P/5 feet long; it causes Trouble 3. The
[Range: short, Speed: build, Dur: instant, Resist: none]
victim is allowed a Dexterity + Agility + s20>=20 roll to avoid the ana
Joy in Winter (Cr Hr Py 5)
conda's grasp. [Range: short, Speed: build, Dur: P/5 actions, Resist:
Create a bonfire, of P/10 heavy 1-2 foot logs already caught on fire,
Spec]
plus P/4 smaller burning sticks. The bonfire is created on the ground.
Miserly A r c h e r (Ru Du 15)
It is not generally usable as a weapon, as it can be resisted automati
This spell is cast on a weapon that is all or part metal. On the action
cally, but it's just the thing in cold weather. [Range: short, Speed: build,
after the weapon is throw, it will return to the thrower. A good spell to Dur: P/5 hours, Resist: (auto)]
use on metal-tipped arrows. [Range: touch, Speed: build, Dur: P/5 min Felon's Yoke (Cr Hr 10)
utes, Resist: none]
Creates a big wooden yoke around S.'s neck, giving S. Trouble 4.
T h e Helpful Shield (Ru Du Sp 20)
The yoke is hard to get off, since it's a solid disk of wood. [Range:
Animate a metal shield, so that it interposes itself between S. and
short, Speed: build, Dur: P/5 hours, Resist: M.R.]
blows. Adds P/5+Finesse to S.'s Defense, and P/20 to his Soak. F o r m of Shaped Wood (Cr Hr 10)
[Range: short, Speed: build, Dur: P/5 minutes, Resist: none]
Instantly create a wooden object that a woodworker could make in an
hour, weighing at most 3P lbs. The quality of the form is
Sustenoc D u r u d o r
Woodworking/2. [Range: touch, Speed: after c o n e , Dur: P/5 hours,
The Glittering C a r a p a c e (Su Du 10)
Resist: auto]
Makes metal armor even harder and more resistant than it already is.
Pepper Strike ( C r H r 10)
Adds slO to the armor's Soak, for P/20 actions. This spell may only be
Tosses some violent ground hot pepper powder in S.'s face. S. gets
used once per day on a given suit of armor. Botches on the slO often
Trouble 4+Perception. S. can evade this spell by covering his eyes
ruin the armor. [Range: short, Speed: fast, Dur: spec, Resist: n/a]
when it takes effect. [Range: short, Speed: build, Dur: P/5 actions, Pepper Storm (Cr Hr 20)
Resist: until M.R. (+2)] Tosses some violent ground hot pepper powder in the faces of sever
Sprinkle of Thorns (Cr Mu Hr 10) al foes. This causes each S. Trouble 4+Perception for the spell's dura
Grows sharp, vicious thorns on grass or moss, in an area up to P x P tion, though S. may spend two actions washing his eyes out and reduce
feet. This does 2+P/20-Soak damage to anyone who walks on them - the Trouble to 1 for the rest of the spell. It hurts a lot. This spell can
soaked only by shoes and skin. Most animals will refuse to walk on the be cast at up to P/5 targets, who must be near each other. If the choice
thorns; sentient beings may have less sense. [Range: short, Speed: of targets is complicated (e.g., all C.'s enemies and none of C.'s friends
build, Dur: P/5 hours, Resist: none] in a melee), add the time it takes C. to describe who gets peppered to
Wall of Cloth (Cr H r l 5 ) the building time. [Range: medium, Speed: build, Dur: P/5 actions,
Make a wall of thin cloth, up to P x P yards, optionally held up by Resist: M.R.]
thin sticks. The cloth can be a plain color, or a simple pattern. [Range: Wall of Pitch (Cr Hr 20)
short, Speed: build, Dur: P/5 hours, Resist: n/a] Create a wall of stiff, sticky pitch, P inches thick, P yards long, and
Blind Nut Mask (Cr Hr 15) P feet high, in a simple shape. Things that hit it stick about one time
Creates a nut around S.'s head, causing Trouble 10. S. may usually in six. The wall is very flammable, and bums hot (2s6 damage for a
break the nut easily (Strength + Dexterity + s20>=5), but each attempt typical direct contact). When the pitch is hot, it is sticky; burning pitch
takes a full action. [Range: medium, Speed: build, Dur: P/5 minutes, sticks to its victim, doing s6/action for d6 actions. The wall slumps
Resist: M.R.] when hot, and not necessarily away from C. [Range: short, Speed:
Wall of Thorns (Cr [Ru] Hr 15) build, Dur: P/5 minutes, Resist: none]
Creates a P yard long x P foot high # 1 yard thick wall of heavy The Infinite Grenade (Cr De HI Su Hr 25)
brambles, in a simple shape. Most creatures can break through the wall, Creates a large nut, like a spiny coconut, and explodes it and then re-
but take two actions and 2s6-Soak damage when they try. With Ruloc, heals it, repeatedly. On each action it explodes, doing P/10+s6-Soak
the branches writhe and slash at people trying to break through: damage to everyone within dlO feet - and then reappears, and will
2s6+P/5-Soak damage. [Range: short, Speed: build, Dur: P/5 minutes, explode again on its next action. It can, of course, be kicked away
Resist: n/a] between explosions. Excellent for tossing into a den of large but stupid
Virid's Creation In Miniature (Cr [Su] Hr 15) lizards. [Range: medium, Speed: build, Dur: P/5 actions, Resist: none]
Create a tree, instantly, up to P feet tall. The tree is created instantly Boas from Below (Cr Ru Hr [Sp] 25)
when the spell takes effect; it can be any unexceptional kind of tree Creates many tough roots, which squirm up from under the soil and
native to the region. [Range: short, Speed: build, Dur: P/5 hours [real], grab the feet and legs of everyone in the area - or, with Spiridor, just the
Resist: n/a] people that C. wants grabbed. Ordinarily, victims must roll Agility +
Sprout the Astounding Tree (Cr [Su] Hr 15) Dodge + s20>=P to avoid being grabbed; those that are grabbed suffer
Creates a real tree, very quickly. The tree grows two feet taller each Trouble dlO. This roll must be made on each action, with the victim's
second, for up to P seconds. If someone is standing where the tree trouble being the largest of the dierolls. The victim may attempt to
grows, he can accidentally or intentionally get caught in the tree and break free, a roll of Strength + Brawling + s20>=P/3 (don't forget the
hoisted up into its branches. A typical person standing where the tree Trouble). Victims who have once broken free will become targets of the
is sprouting should roll Perception + Agility + s20>=15. If the person roots again unless they stand still and avoid the roots' notice. The spell
succeeds in this roll, he can choose whether or not to be in the tree as it works on a simple-shaped area of about P square yards. [Range: short,
grows. If not, he has a 50% chance of being caught in the branches. C. Speed: build, Dur: P/5 minutes, Resist: spec]
herself needs only roll Perception + Agility + s20 >= 2. [Range: short, The Wizard's Secret Garden (Cr [Su] Hr 35)
Speed: fast, Dur: P/5 hours [real], Resist: Spec] Create a modest amount of a magical herb: usually enough for one
Coiled Briar (Cr Ru Hr Sp 15) dose of that herb. Particularly potent herbs (e.g., cley apples) cannot be
Creates a thorny vine which will coil around S., entangling him and created with this spell. Many herbs require the magical arts of the
scratching at him. The vine causes Trouble 3. It has Attack Base = herb's power. [Range: short, Speed: build, Dur: P/5 hours [real], Resist:
Perception + Finesse + 20, Damage Base = P/10, Damage Increment none]
=2, Defense Base = 0, Soak = 3, Life = P/2, MR = P/4. If S. manages the New Forest (Cr [Su] Hr 35)
to get the vine off of himself, the spell ends. [Range: short, Speed: Instantly grows a grove of trees, up to P yards in radius, up to Pd6
build, Dur: P/5 actions, Resist: none] trees of some ordinary kind native to the area, each up to P feet tall.
Net of Vines ( C r R u H r 15) [Range: medium, Speed: build, Dur: P/5 hours [real], Resist: M.R.]
Ties S. up in a net of animated vines. This gives S. Trouble 6.
Getting free requires an action, and a roll of Strength + Dexterity + s20 Destroc Herbador
>= 12. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: M.R.] Blast the Wooden Shaft (De Hr 5)
Deadly Berry (Cr De Su Hr Co 15) Destroy a small piece of nonliving wood, very quickly. At P=20, this
Create a small toxic berry in S.'s mouth. S. must roll Perception + spell can destroy an arrow; at P=40, a spear or club. This spell is tuned
Dexterity + s20 >= 16 to spit it out in time (if he fails his Magic for speed. It is a fast effect, capable of blasting an arrow in flight.
Resistance roll). If he fails this roll, he gets a dose of Harm poison of However, it can only destroy a single, whole piece of wood. If some
potency P/10, with a maximum potency (from one or many doses) of one/is holding the wooden object, it is protected by the holder's magic
10. [Range: short, Speed: build, Dur: real, Resist: M.R.] resistance. As usual with destruction, magically created or enhanced
Wall of Wood (Cr Hr 20) wood is beyond the power of this spell. [Range: short, Speed: fast, Dur:
Creates a single board of stout wood, P inches thick, P yards long and real, Resist: (M.R.)]
P feet high, in a simple shape. The Sustenoc version of this, making The Wizard Whittles (De Hr 5)
real wood, is complexity 25. [Range: short, Speed: build, Dur: P/5 min Carve a piece of wood. It is very much like whittling with a knife,
utes, Resist: none] except for being about ten times faster and not having any chance of
cutting a finger. C. may whittle the single piece of wood as long as she Thicket of Weapons (HI Hr 15)
concentrates. [Range: short, Speed: fast, Dur: cone, Resist: n/a] All S.'s wooden objects sprout long tough twigs in all directions,
Cut the Vine (De Hr 5) making life awkward. A typical person armed with a wooden weapon
Cut a rope, or a vine. The cut is clean and fast. [Range: short, Speed: and carrying the usual amount of wooden equipment will get Trouble
fast, Dur: real, Resist: n/a] 5, though the exact trouble depends on how much wood there is to
Ethereal Drill (De Hr 5) sprout. Most wooden objects are very hard to use while under this
Drill a hole up to P/5 feet long and up to three inches in diameter spell. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
, through wood. [Range: short, Speed: build, Dur: real, Resist: n/a] Armorsmith in my Pocket (HI Hr Co 15)
Ethereal Plane (De Hr 5) Repair damaged leather or wooden armor, restoring P/10 points of
Make a wooden object smooth, as from planing and sandpapering. lost Soak. Maxes, not adds. [Range: short, Speed: build, Dur: real,
[Range: short, Speed: build, Dur: real, Resist: n/a] Resist: n/a]
Chop the Delicious Veggies (De Hr 5) The Chip Reborn (HI Hr 30)
Chop up 5P pounds of vegetables as desired. Requires concentration. Revive a bit of wood into a tree, if the rest of the tree is destroyed.
[Range: short, Speed: build, Dur: cone, Resist: (auto)] Can be done while the wood is in the air, so the tree falls on people.
Clear the Weeds (De Hr 10) Typical damage from the falling tree is 2s 10. [Range: medium, Speed:
Disintegrate ordinary undergrowth and shrubs, up to P x P feet in fast, Dur: real, Resist: none]
area, in a simple shape - a P-foot long path is a common choice.
[Range: short, Speed: build, Dur: real, Resist: (auto)] Kennoc Herbador
The Fast Spadesmen (De Hr 10) Find the World (Ke Hr 5)
Dig a trench P feet long and 5 feet wide and deep in soil or wood. The Determine the direction of the main trunk. [Range: self, Speed:
spell is slow; only the most unwary will fall into the trench as it is being build, Dur: real, Resist: none]
dug. [Range: short, Speed: build, Dur: real, Resist: n/a] Find the Other Half (Ke Hr 5)
Sudden Pit ( D e H r T e 15) This spell lets you find one half of a recently-broken stick, if you
Destroy earth under S., probably dumping him in a pit P/5 feet deep, have the other half. The stick must be still living: taken from a tree
very quickly. S. must roll Agility + Jump +s20>=P to avoid falling in. within six hours or so (or, up to three days ago if it has been kept in
[Range: short, Speed: fast, Dur: real, Resist: S p e c ] water). If the missing half of the stick is within P+dlO miles of C , then
Thrice-Ploughed Field (De Hr 15) C. will know where it is, direction and distance, for a few minutes.
Kill and disintegrate all small mundane plants in a P foot by P foot [Range: conn, Speed: build, Dur: P/5 minutes, Resist: none]
region. Grasses and weeds will simply evaporate. Bushes and saplings Mage's Peep-hole (Ke Hr 15)
die and lose their smaller branches, but the larger stalks and branches C. may see through P inches of wood (or other Herbador material),
remain. [Range: short, Speed: build, Dur: real, Resist: n/a] as if it were high-quality glass. This is enough to give line of sight for
A New D o o r ( D e H r 15) casting most spells. [Range: short, Speed: build, Dur: P/5 minutes,
\ Destroy up to P feet by P feet by P inches of wood: either one piece, Resist: n/a]
r many connected pieces (e.g., a stockade). [Range: short, Speed: Know the New Herb (Ke Hr * 15)
Get some hints about a plant's unusual properties. The spell is usu
; uild, Dur: real, Resist: M.R.]
Shield of Invisible Fire (De Hr 30) ally cast with some Nouns other than Herbador, and can tell about the
All normal plants and other Herbador objects trying to hit S. are plant's properties concerning those Nouns. For example, cast this spell
destroyed, blasted to dust. This includes weapons and the products of with Corpador to learn something about medicinal, culinary, or toxic
spells of Power < P/2. [Range: short, Speed: build, Dur: P/5 actions, properties. [Range: touch, Speed: build, Dur: real, Resist: n/a]
Resist: none] See the Acquaintances' Essence. (Ke Hr Co 15)
The G a p i n g Pit (De Hr 30) S. cannot see dead Corpador or Herbador material; he sees through
Destroys a P x P x P yard cube of soil and/or plants (or the same vol them as if they were not there. S. sees through peoples' clothing, which
ume in some simple shape). [Range: long, Speed: build, Dur: real, can provide one form of amusement if S. was willing and another one
Resist: none] if S. was unaware of being enspelled. It has other effects as well: S.
cannot see most inexpensive weapons used against him (typically, +4
Healoc Herbador on attack rolls against S.), and cannot even see the ground beneath his
Fix the Sticks (HI Hr 5) feet (which is Herbador in substance). Often combined with an illusion
Repair a damaged wooden tool or weapon. Magic items and other spell to make walls, floors, and the like visible to S. - often, not quite
unusual things are beyond the spell's abilities. [Range: short, Speed: in the right place. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
build, Dur: real, Resist: n/a] M.R.]
Green the H e r b (HI Hr 5) Speak to the Tree (Ke Hr 20)
Make some dry herbs fresh, as if just cut from a living plant. This Carry on a slow conversation with a plant. Plants rarely pay attention
will restore potency to some minor magical herbs; more impressive to things that do not touch them. They have a sense of humor like a
magical herbs require a cley or several. [Range: short, Speed: build, glacier laughing. [Range: touch, Speed: build, Dur: cone. Resist: none]
Dur: real, Resist: n/a]
Sharpen the Meng Knife (HI Hr 5) Mutoc Herbador
Sharpen a meng nut knife blade. [Range: touch, Speed: build, Dur: Barbed Stick (Mu Hr 5)
real, Resist: n/a] A stick grows wicked thorns. Anyone grasping or hit by it takes 2
Speed the Plough (HI Hr 15) damage, soaked by whatever they are wearing on their hands. This
Ploughs a field, up to 20P square yards, and prepares the soil for spell adds +2 damage to the first hit with a club. [Range: short, Speed:
planting. [Range: medium, Speed: build, Dur: real, Resist: n/a] build, Dur: real, Resist: M.R.]
Bend the Stick (Mu Hr 5) Base = 10+Finesse, Damage Base = 3 , Damage Increment = 1, Defense
Warp or bend P pounds of wood in some simple way. The amount of Base = 5, Soak = 2. Life = P/2, MR = P/4, Combat Stance Base = 2,
wood depends on the power of the spell, but the kind of warping does Poisonous plants make poisonous serpents, with about half the strength
not. At P=10, this spell can put a right-angle bend in a spear (at a of the plant's poison. [Range: short, Speed: build, Dur: P/5 actions,
touch), rendering it useless. At P=60, it can open a hole in a wooden Resist: M.R.]
wall large enough for people to squirm through. This spell cannot be Criminals' Stocks (Mu Hr 20)
used on wood that is touching metal. [Range: touch, Speed: build, Dur: Shape a single piece of wood into stocks, trapping up to P/10 S.'s by
real, Resist: (M.R.)] the arms, legs, and/or neck if there's enough wood. Each S. gets
Growing the Cloth (Mu Hr 5) Trouble up to (P/10+d6). The spell works best if the victims are touch
Increase the amount of a plant-fiber cloth, by a factor of (2P)% in ing the wood; every foot of distance gives an extra +10 on Magic
each dimension. The cloth's weave and quality doesn't change; you get Resistance to avoid the spell. This spell does not change the amount or
more of the same cloth, not enlarged cloth. (Maxes, not adds) This kind of wood; making stocks out of a wine cork is useless. [Range:
spell can be dispelled; it is dishonest to sell cloth treated with it. short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
[Range: touch, Speed: build, Dur: perm, Resist: (auto)] The Special Door (Mu Hr 20)
Shape the Meng Nut (Mu Hr 5) Open a temporary hole through wood, up to P inches thick and P/2
Mold a meng nut into some simple shape, including part of a knife feet wide and tall. The hole can be horizontal or vertical. The hole clos
blade. [Range: touch, Speed: after c o n e , Dur: real, Resist: (auto)] es on a word from the caster, taking six seconds or so to close. Things
Gather the Essence of the Flower (Mu Hr 10) that are in the hole when it closes will be stuck in the wall. [Range:
Extract the scent of P flowers, giving & drop of perfume: up to P/100 medium, Speed: fast, Dur: P/5 actions, Resist: none]
of an ounce, if C. has enough flowers. [Range: short, Speed: build, Dur: Strange Fruit (Mu Hr 20)
perm, Resist: n/a] Make a fruit-tree bear almost anything small and Hethador-based as
Solid Rope (Mu Hr 10) fruit. For example, an apple tree could grow arrows, or wooden
Hold rope, cloth, or other soft plant matter as stiff as so much wood. spoons, or pomegranates, or tufts of parsley. A Creoc Sustenoc
[Range: short, Speed: build, Dur: P/5 hours, Resist: (auto)] Herbador cantrip could make one such thing; this spell can make the
The Spiral Spear (Mu Hr 10) tree grow up to P of them at once. They must be picked within a few
Dramatically bend and curl wooden shafts, or the branches of trees, minutes; unpicked ones will turn into the tree's ordinary fruits after this
or the like. Like most low-complexity spells, this spell cannot be cast time. Picked objects are real. [Range: short, Speed: build, Dur: P/5
on magical or partially-metal spears. [Range: short, Speed: fast, Dur: minutes, Resist: none]
real, Resist: M.R.] Thorn Beetle (Mu Ru Hr Sp [Ai] 20)
Wood like Clay (Mu Hr 10) Turns some wood into a sculpted wooden beetle three feet across.
Make wood as plastic as wet clay. The wood can be molded. It holds The beetle is strong, and can be used for many tasks. It's also a good
its new shape when the spell is over; this spell is good for sculpting fighter: Attack = Perception + Finesse + P/3, Base Damage = P/10,
exotic shapes from wood. The spell does not sculpt the wood itself, Damage Increment = 3, Life = P/2, Magic Resistance = P/2, Soak = 6.
though; someone has to do that with hands or more spells. This spell Thorn beetles get embarrassed in the presence of other elementals
cannot be used on wood that is touching metal. [Range: touch, Speed: (especially other thorn beetles), and try to hide. With Airador, the bee
build, Dur: P/5 minutes, Resist: (auto)] tle has wings and can fly. [Range: short, Speed: build, Dur: attend,
Unburning Wood (Mu Su Hr 10) Resist: n/a]
Prevent a P-pound wooden object from burning in small fires. Harvest of Sharp Darts (Mu Ru Hr 30)
Permanently fireproofing larger items is quite difficult. [Range: touch, Make a tree grow a lot of darts, and hurl them at C.'s enemies. The
Speed: build, Dur: perm, Resist: n/a] tree grows a crop of P darts, taking three actions for the darts to mature.
Harden the Wood (Mu Su Hr 10) It can throw up to ten darts in a single action, with Attack = Perception
Make wood harder. Soft woods become like hard woods (pine + Finesse\+ 10, Damage Base = 3+P/20, and Damage Increment = 1.
becomes as oak). Hard woods get somewhat harder, but not vastly so. C. can specify any number of enemies for the tree to throw darts at; it
[Range: touch, Speed: build, Dur: real, Resist: (auto)] will distribute the darts evenly among those enemies. C. must concen^,
Hand of the Unnatural Tree (Mu [Su] Hr Co 10) trate to make the tree throw its darts, but need not do anything in par
Turn a few twigs into bone, without changing their shape. This can ticular at other times. The spell can be cast up to three times at once
change P ounces of wood into bone; it is much harder to change mate on a single tree. [Range: short, Speed: build, Dur: P/5 hours, Resist:
rial from one Noun to another than to transform it within a Noun. none]
[Range: short, Speed: build, Dur: P/5 hours [real], Resist: (MR)] The Fastest Burning (Mu Hr Ai 30)
Sculpt the Tree ( M u H r 15) Turn up to 100P lbs. of wood into smoke, instantly. [Range: short,
Change a tree's position. For example, C. could move a few branch Speed: fast, Dur: perm, Resist: (M.R.)]
es to make a shelter from the rain, or bend the trunk to make the tree a
bridge across a chasm. [Range: short, Speed: after c o n e , Dur: real, Ruloc Herbador
Resist: (M.R.)] Carry the Log (Ru Hr 5)
Flower Into Glirry (Mu Su Hr 15) Make a log (or other wooden object weighing up to 5P pounds) wal
Make a flower into a glirry: a hard gem-like flower. Spell-made glir- low through the air at a slow walking speed. This spell is made for car
ries are generally less valuable than natural ones. [Range: touch, rying power, not subtlety or speed. It can gather firewood or carry
Speed: build, Dur: real, Resist: n/a] chests; it is a poor choice for a battering ram. [Range: short, Speed:
Serpent Vine (Mu Ru Hr Co 15) build, Dur: attend, Resist: auto]
Turn a live plant into a serpent of similar size, up to about P lbs. C. Drop the Club (Ru Hr 5)
can give the serpent a simple order, and can force it to fight. Attack A wooden weapon, or similar Herbador object carried by S., tries to
slip out of S.'s hand. 1'he spell does not work on enchanted objects or labors). [Range: short, Speed: build, Dur: cone [attendj, Resist:
objects touching metal, and does not work twice on the same weapon (M.R.)]
in one day. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Leaping Leaves (Ru Hr Sp 15)
Poke with a Stick (Ru [Cr] Hr 5) Animate a bush. The bush can hop and scamper around mindfully,
[Create and] Control a stick at a small distance, moving it through the but more elaborate tasks require C.'s concentration. Most bushes will
air. The spell has no great force; it is designed for writing messages be a ineffective fighters; but if one devotes its full power to annoying a
and waking sleepers, not construction or fighting. The stick can weigh warrior, it can give the warrior Trouble 3. Attack Base = 10+Finesse,
at most P/10 pounds, and moves slowly. (A complexity-10 version of Damage Base = 1, Damage Increment = 1, Defense Base = 0, Soak =
the spell is identical, save that the stick can be moved out of short range 5. Life = P/2, MR = P/2. Thorny bushes get another point or two of
after the spell is cast.) [Range: short, Speed: build, Dur: cone, Resist: Damage Base. [Range: medium, Speed: build, Dur: attend, Resist: n/a]
n/a] Winged Wooden Shield (Ru Hr Sp 15)
Sort the Soil (Ru Ke Hr Du 5) C. tosses a wooden shield in the air. It flies around and tries to inter
Split P pounds of soil into separate piles of humus, sand, and clay. cept attacks on C , just like a shield should. Contributes 3+P/10
[Range: touch. Speed: build, Dur: real, Resist: n/a] towards C.'s Defense, and +1 towards C.'s Soak. [Range: short, Speed:
Khtsoyis Footsteps (Ru De Hr II 5) fast, Dur: P/5 minutes, Resist: n/a]
Hide S.'s footsteps and scent trace as S. walks. Rolls to track S. are Frustrate the Archers (Ru Hr 20)
at -(P/3). [Range: touch, Speed: build, Dur: P/5 minutes, Resist: easy] It is hard to get any wood within P/5 feet of C ; the spell pushes all
Whip Stick, Slip Stick (Ru Hr 10) wood away from her. Arrows and javelins will swerve away. A deter
A spear or similar Herbador object carried by S. whirls and slaps him, mined warrior can try to stab her with a spear, but will suffer Trouble
and then falls to the ground behind him. The spell has Attack = P/2. People with wood tied to them (e.g., wearing wooden armor, or
Perception + Finesse + 20, Damage Base = 3+P/20, and Damage carrying wood in packs) will have to roll Strength + Agility + s20>=P
Increment = 2. Does not work on objects touching metal. [Range: short, to avoid being shoved away from C. Wood that C. is carrying or using
Speed: build, Dur: instant, Resist: M.R.] (e.g., a wooden floor) is not affected. [Range: short, Speed: fast, Dur:
Grabbing Branch (Ru Hr 10) attend, Resist: none]
A branch near S. grabs S. and hoists him into the air, curling around Forest Allies (Ru [Su] Hr Sp 20)
him to hold him up. He must make an Agility + Dodge + s20>=20 roll Trees nearby try to keep people from harming S., usually by inter
to avoid being grabbed; each action, he can make a similar roll to posing branches in his defense and other minor motions. The effects
escape from the branch and fall down (at which point the spell is over). vary, depending on how many trees are around. The spell is best if S.
If the branch can't support S.'s weight, it will break. [Range: short, is in a tree in a dense forest being attacked by people in different trees;
Speed: build, Dur: P/5 actions, Resist: S p e c ] then it adds +P/2 to Defense and +P/20 to Soak. [Range: medium,
Rule the Door (Ru Hr [Sp] 10) Speed: fast, Dur: P/5 minutes [P/5 hours], Resist: none]
Gives C. control of a door. C. may open or close it as she likes, by Shield of the Ancient Tree (Ru Ke Hr Sp 20)
an act of concentration. With Spiridor, the door will open or close Enchant a log to float by C.'s side and interpose itself between her
mindfully, without C. needing to concentrate [Range: short, Speed: and attacks. It moves very slowly, but it is a huge hunk of wood. When
build, Dur: P/5 minutes, Resist: n/a] she is attacked, the log has a P % chance of helping to block the attack,
Mighty Archer (Ru Hr 15) giving her a soak of +2s 10 against that hit. If the log is too slow, it does
Makes a single arrow shot by C. fly more accurately and harder: +P her no good against that hit. If she walks for any distance at more than
on Attack. The spell is over after the arrow is shot. [Range: short, half walking speed, the log will not be able to keep up with her; once
Speed: fast, Dur: next S. action, Resist: none] it leaves spell range, it is no longer magical. C may only have one such
Wiggling Wood Weapon (Ru Hr 15) log at a time. [Range: medium, Speed: build, Dur: P/5 hours, Resist:
This spell must be cast on a mainly-Herbador weapon, such as a none]
spear. S. suffers Trouble P/2 when using that weapon. The person T h e Raging Tree (Ru Hr Sp 25)
holding the weapon (if any) is allowed an easy magic resistance roll; Animate a tree, making it a potent if somewhat berserk warrior. The
this spell is best cast before the weapon is picked up. It does not work animated tree moves slowly and clumsily but powerfully, at a quarter
at all if the weapon has magic or metal on it. [Range: medium, Speed: walking speed. In combat, it hits hard and inaccurately. Attack Base
fast, Dur: attend, Resist: (easy)] = Finesse + P/5, Damage Base = 10, Damage Increment = 3, Defense
Spinning Stick (Ru Hr 15) Base = 0, Soak = 10. Life = P, MR = P/2. A tree animated by this spell
Set a stick spinning in the air, fairly fast, but not moving around. If will be in a fury, taking its rage out on everyone nearby - even people
it hits someone it does s6 damage. It requires a Strength + Dexterity + C. would prefer not to hurt. C. can command the tree, choosing its
s20 >= P roll to catch the stick and hold it hard enough to make it stop main target, but it might bash other people in the process. [Range:
spinning. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] medium, Speed: build, Dur: attend, Resist: none]
Tap the Sleeping Nendrai (Ru Hr 15) Desert Citadel (Ru Hr 30)
Control a stick at a distance, just like Poke with a Stick - except that No plants or Herbador materials may come within P feet of C , unless
this spell works from much, much farther away (hence the name). backed by a spell of Power > P. Mobile plants currently there must
[Range: conn, Speed: build, Dur: cone, Resist: n/a] leave as soon as safely possible. Immobile ones will bend away from
Walk the Tree (Ru [Su] Hr [Sp] 15) the center, as if a strong wind constantly blew from there, and may be
Make a tree walk somewhere else, striding with its roots. The tree torn up and flung out. Wooden projectiles are flung aside harmlessly.
moves slowly and ponderously, and C. must concentrate hard to get it Herbador materials that C herself is carrying or using (e.g., the floor)
to move at all. With Sustenoc, the duration is "attend"; with Spiridor, are exempt. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
the tree walks mindfully (but still will not fight or perform other
Maniac's Club (Ru [Cr] Hr Sp 35) doesn't require C.'s thought to create. Just like Statue Image once it is
[Create and] Animate a wooden club, to mindfully thump at a victim. created. [Range: short, Speed: fast, Dur: P/5 hours, Resist: illus]
It moves quickly. Attack Base = 20 + Finesse + P/3, Damage Base = Images of Thought (Cr II 15)
P/5, Damage Increment =2, Defense Base = P/2, Soak = 5, Life = P, Creates an illusion, up to person-sized. The illusion can move and
MR = P. [Range: short, Speed: build, Dur: attend, Resist: none] change, but requires C.'s attention to do so. When C. is not concen
trating on it, it just stands still. [Range: short, Speed: after c o n e , Dun'
Sustenoc Herbador attend, Resist: illus]
Tough Herbs ( S u H r l O ) Trick Arrows (Cr II [Sp] 15)
Make P pounds of plant matter tougher than usual, but keep it flexi Makes illusory arrows, which appear to be shot from anywhere in
ble. [Range: short, Speed: build, Dur: P/5 days, Resist: n/a] range at anywhere. If they hit their targets they do no actual damage.
Iron Blades of Grass (Su Hr 15) But they do feel like real arrows hitting with the damage mostly
Make the grass in a nearby region unyielding and hard. Ordinary soaked, and cause real pain. With Spiridor, the arrows may be fired
grass becomes like needles in the feet. This spell does P/20+s6 dam mindfully; without, C. needs to concentrate on when and at what they
age to creatures who walk on the grass, which they can soak only by are shot. Up to P/10 can be fired each action. C. may have the arrows
boots or other foot-armor. Falling on the hardened grass is very always miss, or may have them hit with Attack= Perception + Finesse
unpleasant. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] + P/2. [Range: long, Speed: fast, Dur: P/5 actions, Resist: illus]
More Fruit (Su Hr 20) Many of Me (Cr Mu Ru II [Sp] 15)
Makes a fruit-tree or bush bear fruit for (5P)% longer than it usual Create P/10 (up to a maximum of 6) exact illusory copies of S, in a
ly will. This spell is bad for the planf itself; most plants die if the spell clump, doing exactly what S. does. Only an observer watching when
is used on them more than once or twice. Also, many people find that the spell is cast (roll Perception + Alertness + s20>=P.) can pick S. out"
the fruit isn't as good as with an unenchanted plant; it's tougher, for one of the bunch; other people must guess randomly. If an image is the tar
thing. [Range: touch, Speed: build, Dur: spec, Resist: n/a] get of a spell or attack, it vanishes. With Spiridor, if S. changes appear
ance, all the images change to match him. (Without Spiridor, if S. is
wounded, it will be easy to pick him out from the crowd of unwound-
ILLUSIDOR ed illusions.) [Range: self, Speed: build, Dur: P/5 minutes, Resist: illus]
C r e o c Illusidor Scent of Perplexing Lust (Cr Ru II Ai 15)
False Box (Cr II 5) Attach the scent of some extreme emotion to S. Anyone with a good
Creates the illusion of a wooden box. Not terribly interesting. (Cr II nose will smell this emotion - except that S. himself does not. [Range:
5 spells can make a variety of simple stationary illusions such as this; short, Speed: build, Dur: P/5 hours, Resist: M.R.]
each spell makes a single sort of illusion.) [Range: short, Speed: fast, Fake Magic (Cr II Ma 15)
Dur: P/5 hours, Resist: illus] Give S. the appearance of having a spell of P/10 arts of C.'s choice,
Hide the Gaping Pit (Cr II 5) and power about P/2, upon him. Figuring out that the magic is fake
Makes the illusion of ground, or floor, or rug over a pit. A Perception requires a Perception + Magic Analysis + s20>=P + s20 roll: hard, but
+ Finesse roll is required to match the ground surrounding the pit. not impossible. Note that casting this spell with a power less than 20
[Range: short, Speed: fast, Dur: P/5 hours, Resist: illus] will make the appearance of a spell having only one art (or none, if
Pretty Lights ( C r l l 10) P<10), and ordinary magic theory considers such spells impossible and
Creates floating globes of amusingly-colored lights, iridescent absurd. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
sparkles, and similar whatnots. The spell can manage about P/5 lights, Image-Spirits (Cr [Su] II Sp 15)
or fewer if they are complicated. [Range: short, Speed: fast, Dur: P/5 Creates a mindful
minutes, Resist: n/a] illusion of some
Statue Image ( C r l l 10) object or creature,
Creates a simple, intangible, immobile illusion of something up to up to the size of a
person-size. C. must concentrate and think about what the illusion horse or so. [Range:
should look like; when she is finished, it appears. This spell can do short, Speed: after
anything that the specific Cr II 5 spells can, but it is slower because C. c o n e , Dur: P/5 min
must explain what she wants. [Range: short, Speed: after c o n e , Dur: utes [attend hourly],
P/5 hours, Resist: illus] Resist: illus]
Barrage of Baffling Bats (Cr II 10) T h e Musician's
Creates a mass of brilliantly-colored bats, which swarm around P/10 Ghost ( C r l l Sp 15)
victims' heads and interfere with their vision. Ordinarily this gives Creates an illusory musician or singer, who will perform fairly well
each victim Trouble d6 (rolled each action). If a victim resists the - with skill (Music + Finesse)/2. The Musician's Ghost is initially
spell, his bats will go fry to molest another victim on their next action. under C.'s control; C. may decide what it will play, or order it to stop.
[Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Once in a while, it will refuse to obey C , and take for its master an
Scent of Entrancing Lust (Cr II Ai 10) appreciative member of the audience. [Range: short, Speed: fast, Dur:
Attach the scent of some extreme emotion to S.; e.g., make S. smell P/5 hours, Resist: n/a]
lustful or terrified. The scent can be made so strong as to mask S.'s The False Magerium (Cr II Sp Me 15)
actual scent-cues. [Range: short, Speed: build, Dur: P/5 hours, Resist: Construct a fake magerium-shaped shell around S.'s magerium. S.
M.R.] will appear to be a more powerful mage than he is, by up to P skill in
Image of my Desire (Cr II Sp 10) each of P/10 arts. [Range: short, Speed: build, Dur: P/5 hours, Resist:
Creates a simple, intangible, immobile illusion of something about M.R.]
person-size. The creation is mindful (though the illusion is not), and
An Image of the Beast (Cr II [Sp] 20) Dur: P/5 minutes, Resist: auto]
Creates the illusion of a creature, possibly a very large one. The illu Blinding Fog (De II 15)
sion can move, following C ' s instructions when it was created. Prevents people inside the target area (any simply-shaped area that
Without Spiridor, the instructions must be very simple, and the illusion fits inside short range) from seeing things. Those who do not make a
has no senses. With Spiridor, the instructions can be fairly elaborate, resistance roll see nothing but swirling colored fog, and typically suf
and the illusion can see, hear, smell, and sense magic [Range: short, fer Trouble 6. Those who do can see blurry outlines. C herself is sub
Speed: after c o n e , Dur: P/5 hours, Resist: illus] ject to the spell, and is not allowed a magic resistance roll to avoid it.
Wizard's Subtle Mirror ( C r K e [Su] II Me Sp 20) [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.]
Create a mindful image of C The image has C ' s personality and Inaudibility (De II 15)
can imitate her superbly. If C is in medium range, the image can read S. can't be heard, except when he wants to be. [Range: short, Speed:
her mind for even better imitation. The image covers all the senses fast, Dur: P/5 minutes, Resist: easy]
except touch, and with Sustenoc it even includes touch. In particular, Scentlessness (De II 15)
this spell can fool Cani and Sleeth noses, even if cast by other species. S. can't be smelled, except when he wants to be. [Range: short,
[Range: long, Speed: build, Dur: P/5 minutes, Resist: none] Speed: fast, Dur: P/5 minutes, Resist: easy]
Fleeing in All Directions (Cr II Sp 20) Mage-blind (De II Ma 15)
Creates P/10 illusory copies of C , which run around in all directions. Blunt S.'s magic sense, in particular so that he does not notice spells
They can behave like Many of Me. Or, they can all do different things; hitting him (except by their physical effects). -P/2 on rolls to notice
e.g., scatter, with one illusion staying put and all the rest taking differ and analyze magic. S. still gets magic resistance rolls, but may not use
ent paths. C. may give the copies a sentence or two of instructions, cley to improve them. This spell is illegal in many places. [Range:
which they will follow sensibly but not mindfully. [Range: short, short, Speed: build, Dur: P/5 actions, Resist: M.R.]
Speed: fast, Dur: P/5 minutes, Resist: illus] Invisibility (De II 20)
Castle of Waking Dreams (Cr II [Sp] 30) S. cannot be seen, but can be heard and smelled. People with good
Creates an illusion, which can be as large and elaborate as a building, smell or hearing (e.g., Cani and Sleeth) will notice S. almost as easily
up to P yards in any dimension. It may be an illusion of a collective as if he were visible. [Range: short, Speed: fast, Dur: P/5 minutes,
thing, such as a forest or a flock of birds. With Spiridor it is mindful. Resist: easy]
Without Spiridor, it will behave only in very simple and often unreal Swirling Clouds of Psychic Fog (De Su II 20)
istic ways, unless C. actively concentrates on making it do what she Makes it hard to understand the spells on S. Any attempt to use
wants. [Range: short, Speed: after c o n e , Dur: P/5 hours, Resist: illus] Magic Analysis on a spell with S. as a target suffers a penalty of (P/3
Grandfliusion (Cr II [Sp] 40) + slO). Repeated attempts only get
Create a huge illusion, up to 10P by 10P by 10P yards. A very large worse, by an additional slO points per-
Castle of Waking Dreams. [Range: long, Speed: after c o n e , Dur: P/5 attempt. [Range: short, Speed: fast,
hours, Resist: illus] Dur: P/5 minutes, Resist: n/a]
Veil (De II 25)
D e s t r o c Illusidor S. and everything he carries when
Bland Beverage (De II 5) the spell is cast are veiled; that is,
Target substance cannot be tasted or smelled. Anyone eating, drink invisible, inaudible, unsmellable, and .
ing, or smelling it gets a Magic Resistance roll to resist the spell. hard to detect by magic. S. may be^
Regardless of the success or failure of the roll, the taster notices some detected by various means, but S. will
thing impinging on his magic resistance,though not what it is. (A vari remain veiled for the full duration of_
ant without this flaw is De II 15.) [Range: short, Speed: fast, Dur: P/5 the spell. [Range: short, Speed: fast,";
minutes, Resist: M.R.] / Dur: P/5 minutes, Resist: easy]
Hide the Magerium (De II S p M e 5) Great Veil (De Mu Cr II Sp 35)
Make S.'s magerium harder to see, reducing all rolls to get informa S. is veiled, and a host of minor illu
tion about it by magic sense by P/3. This does not block spells to ana sions mindfully appear (or disappear)!
lyze the magerium. This spell is not subtle. If the observer's roll suc to support the illusion that he is n o t !
ceeds, or fails because of the P/3 penalty, the observer will perceive the there, e.g., the grass he stands on isj
spell as a heavy black shroud around S.'s magerium. [Range: short, image-changed to not be bent. .J
Speed: build, Dur: P/5 hours, Resist: M.R.] [Range: short, Speed: fast, Dur: P/5k
Blind the Eyes (De II 10) minutes, Resist: none]
S. can't see anything at all, for a short time. This spell destroys
images reaching S.; it does not damage his eyes. [Range: short, Speed: H e a l o c Illusidor
build, Dur: P/5 actions, Resist: until M.R. (+10)] Restore the Old Image (HI II 10)
Quiet Veil (De II 10) Make S. look like what he did at some specified time in the last P
C. is veiled (i.e., invisible, inaudible, not smellable, and hard to hours. This can undo magical disguises of power < P/2+s20, as well
detect by magic) as long as she concentrates, and stays still, quiet, inac as most mundane disguises. It can also cover up injuries. [Range:
tive, and not touched. The spell lasts for d6 seconds after C. breaks one short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
of these conditions. [Range: self, Speed: fast, Dur: cone, Resist: auto] Cloak of Bygone Times (HI [Su] II 20)
None May Watch (De [Cr] II 10) Make S. look like what he did at some specified time in the last P
S. cannot be scried (that is, observed from afar by magic) by spells years. This is most often used cosmetically, to give him a more youth
of power < P. With Creoc, the spell warns S. about attempts to scry ful appearance. [Range: short, Speed: build, Dur: P/5 minutes [P/5
him with spells of power < P + 2s20 as well. [Range: short, Speed: fast, hours], Resist: M.R.]
K e n n o c Illusidor World of Terror ( M u l l 15)
See the Mage's Fraud (Ke II 10) A few things that S. sees seem more dangerous than they actually are.
Add P/5 to C.'s Magic Analysis rolls to detect illusions. (A complex- A butter knife will appear to be a dagger dripping with green venom; a
ity-80 variant gives P/3+s6; detecting illusions is extremely hard.) parquet floor will be studded with caltrops and pits; a squirrel will have
[Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] eyes alive with evil intelligence; a remorshka will seem as dangerous as
Eyes for the Small (Ke Mu II 10) an angry god. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
C. can see things as if magnified to be up to (30P)% larger than they M.R.]
are. She may change the magnification whenever she wishes while the Parlor of the Elegant Mage (Mu II 15)
spell is active. [Range: short, Speed: build, Dur: cone, Resist: auto] Changes the appearance of a piece of cloth; typically used to turn a
Painted Eyes that See (Ke II Hr 10) blank sheet into a tapestry. Good for people who like to redecorate fre
This spell must be cast on a wooden object with eyes painted or quently. [Range: short, Speed: after c o n e , Dur: P/5 days, Resist: n/a]
carved on it. C. will be able to see out of those eyes, so long as she con Mage's Disguise (Mu II 15)
centrates and holds part of the object. Most often used when some Changes S.'s appearance, to a new appearance (and scent and so on)
other force moves the object around, with C. holding a bit of it that has to something at least vaguely similar. (So, at medium Power, C. could
been broken off. [Range: touch, Speed: fast, Dur: cone, Resist: n/a] make a Cani look like an Orren, but not a Khtsoyis.) S. is allowed a
Eyes for the Blind (Ke Cr II 20) Magic Resistance roll to avoid having his appearance changed. People
S. can see normally. If S. has permanent vision problems (anything who look at S. get no resistance rolls, and can only detect the illusion
from nearsightedness to being of a species that is usually sightless) the in the usual ways. [Range: short, Speed: build, Dur: P/5 minutes,
spell requires Mutoc as well. [Range: short, Speed: build, Dur: P/5 Resist: M.R.]
minutes, Resist: auto] Absence of Blade (Mu Ke II Me Sp 15)
Armchair Explorer (Ke II Lo 30) Changes S.'s appearance as he fights, sometimes making it look as if
1
C. can see, hear, and smell from a point as if she were there. When he were making sensible moves which are different than the ones he is
the spell is cast, C. must have an arcane connection to the point (or cast actually doing: sometimes he will seem to attack low, when he's actu
it at her own position). She can direct the point anywhere at a walking ally attacking high. This gives +s8+P/10 {no botch dice} on Attack and
pace, even through walls and such. [Range: long, Speed: build, Dur: Defense rolls, rolled each action, and +P/2 on feinting rolls. This spell
attend, Resist: n/a] reads S.'s mind. [Range: short. Speed: build, Dur: P/5 minutes, Resist:
M.R.I
M u t o c Illusidor
Tasty Treat (Mu II 5)
Some food becomes delicious, for what it is. This doesn't make over
cooked Brussels sprouts actually tasty, but they'll be very good for
overcooked Brussels sprouts. [Range: short, Speed: build, Dur: P/5
minutes, Resist: n/a]
Gee, Your Fur Smells Terrific (Mu II 5)
S.'s scent smells attractive, for what it is. (The actual name of the
spell is a line from the chorus of an inane love song.) [Range: short,
Speed: build, Dur: P/5 hours, Resist: easy]
Wizard's Dye (Mu II 5)
Change something's color into a solid color or very simple pattern.
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Wizard's Paintbrush (Mu II 10)
C. may change S.'s color, once, as if C. were painting S. C. may paint
any colors she likes on S., about five times as fast as if C. were paint
ing S. by hand. Complicated patterns may require Wits + Finesse rolls.
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Nose Mask ( M u l l 10)
S. smells like someone or something else, either masking his odor
completely or not as desired (so, C. could make S. smell as if he's been Page of Secrets (Mu II Sp 15)
with Azliet, or make him smell like Azliet). C. must be familiar ' # m Changes the text written on a sheet of paper, to conceal the original
the desired scent, or have a sample on hand; but C. does not need an text from most people. The spell will compose the new text (it will fol
acute nose to match scents, given a sample. [Range: short, Speed: build, low brief instructions from C , if C. gives them; otherwise it chooses
Dur: P/5 hours, Resist: M.R.] something innocuous). C. may decide who can see the original text,
Wearing Another Face (Mu II 10) and under what circumstances. [Range: short, Speed: fast, Dur: months,
Change S.'s features substantially, but not his species. [Range: short, Resist: n/a]
Speed: after c o n e , Dur: P/5 hours, Resist: M.R.] Beaker Dripping Scorn (Mu [De] II Sp 20)
Harpist in the Woodwinds (Mu II 10) Objects near S. change shape in ways that make S. look ridiculous or
Changes the sound of one instrument into that of another. At this contemptible. For example, S.'s clothes may change from velvet to
spell's debut, the famed harpist Uthendy Alyn found himself producing sackcloth, or to frilly lace. There will be about Ps6 {no botch dice}
the sounds of a bagpipe. [Range: short, Speed: build, Dur: P/5 hours,, such transformations over the course of several days. The spell is
Resist: M.R.I somewhat flexible, and has a fiendish creativity and a good sense of
timing. S. may attempt once to resist it when it is first cast; he gets no
resistance roll against the illusions. With Destroc, S. is unaware of the S u s t e n o c Illusidor
illusions foisted upon him. [Range: short, Speed: build, Dur: P/5 days, Second Glimpse (Su II 5)
Resist: M.R.]"~ Store the image of the current scene, to be replayed once. The spell
Lies of the Magerium (Mu II Sp Me 20) can remember P minutes of events, sight and sound and scent. The
Make S.'s magerium look like anything C. likes: prime, non-prime, spell is cast on some object, traditionally a leaf; when the leaf is torn,
great wizard, magical cripple, anything. [Range: short, Speed: build, the scene is replayed. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
Dur: P/5 hours, Resist: M.R.] M.R.]
Such a Nice Day (Mu II 25) Saved Glimpse (Su II Hr 10)
The region of the spell's casting will seem particularly innocent. Make a permanent miniature image of the current scene, attached to
Traces of ambushes and lurking dangers will be hard to sense: scuffed a leaf. The image of the scene can be seen when the leaf is held cupped
ground will appear undisturbed, glinting steel blades behind bushes will in someone's hands (or forepaws or whatever); it is three-dimensional,
seem like sunlight on dewdrops. Subtract P/3 from suitable Perception and can be seen from all angles, but it is never larger than a coconut.
and Alertness rolls. [Range: short, Speed: build, Dur: P/5 minutes, The image includes scent, but (because it is the image of an instant) not
Resist: none] sound. [Range: short, Speed: fast, Dur: real, Resist: n/a]
Baffle the Inspecting Wizard (Mu De II 25) Mirror of the Distant Friends (Su II Du 20)
Makes it very hard to understand a single target spell. Subtract (P/2 Enchants a silver mirror, so that it continues to reflect the people
+ 2s6) from all Magic Analysis rolls made on that spell. [Range: short, shown in the mirror when the spell was cast. (The people must be in
Speed: fast, Dur: P/5 months, Resist: n/a] short range when the spell is cast; after that, they will be reflected as
Town of Trees (Mu II [Sp] 40) long as they are within P miles.) At any given time, it shows them as
Modify the appearance of up to P buildings, or 10P people, or the they really are (not just as they were when the spell was cast); so Mirror
like, in some reasonably straightforward way. For example, this could can be used to tell if they are still alive or whatever. It does not show
make a crowd of people look like trees, or a city's walls appear to be their surroundings, and does not provide an arcane connection to them.
burning. With Spiridor, the illusion will be as sensible as possible; the [Range: short, Speed: fast, Dur: P/5 weeks, Resist: M.R.]
people nocking their bows will look like trees waving their branches, Write the Moment's Story (Su II Hr 20)
and the burning wall will sizzle and go out when water is poured on it. Take a movie of the next few minutes and attach them to a nut.
[Range: long, Speed: after cone., Dur: P/5 hours, Resist: illus] Anyone can replay the movie, by tapping the nut three times. [Range:
R u l o c Illusidor short, Speed: fast, Dur: perm, Resist: n/a]
That's Me, Over There! (Ru II 15)
S. appears to be P/10 feet away from where he really is; typically giv LOCADOR
ing +P/5 on many Magic Resistance and Defense rolls. [Range: short, Creoe Locador
Speed: fast, Dur: P/5 hours, Resist: auto] Hiding In Nowhere (Cr Lo 10)
Swap Appearances (Ru II 20) Create a P-foot diameter pocket universe holding C. C. vanishes
Cast on two people of similar-shaped species; this spell makes each frorri the ordinary universe for a while. Very few things can reach her
one look, smell, and sound just like the other. Each one is allowed a -without using Locador magic; even arcane connections rarely reach that
Magic Resistance roll; if either succeeds, the spell fails completely. far. The pocket universe is empty of ordinary matter, though of course
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] it has air and gravity like those of the World Tree, and dim light. If C.
Tapestry of Rippling Splendor (Ru Su [Ke] II [Sp] 20) wishes any other comforts, she should bring them or create them. The
Animates the images on a tapestry. Ordinarily, it simply makes them edges of the universe feel like the rind of an orange. The pocket uni
move - a waterfall will pour, a mill-wheel turn, two knights fence, and verse can be either a sphere or a half-sphere. C. can cancel the spell at
so on. With Spiridor, their motion is more complex (though not mind any time, but the spell is slow to leave; C. will return to the regular uni
ful). With Kennoc, they can respond in simple-minded ways to people verse 3 actions after canceling it. [Range: self, Speed: fast, Dur: P/5
standing in front of the tapestry. Primarily an art spell. [Range: short, minutes, Resist: n/a]
Speed: after c o n e , Dur: P/5 weeks, Resist: n/a] World-Bubble (Cr Lo 10)
Confusion of the Perplexed Wizard (Ru Mu II Ma Sp 30) Create a miniature universe, P inches in radius, around one nonliv
Whenever a spell is cast at S., Confusion mindfully makes the illu ing thing. The thing must be small enough to fit in the universe. It reap
sion of the spell succeeding or of the spell being resisted. For example, pears at the place that it vanished from, or (if the thing were able to
if someone tries to turn S. into a weasel, the Confusion may either move around under its own power in the universe) at most P inches
make the illusion of S. being turned into a weasel, or of S. resisting - away. C. may cancel the spell at will, but it takes three actions to end.
regardless of which one actually happened. Confusion may produce a [Range: touch, Speed: fast, Dur: P/5 hours, Resist: M.R.]
wide range of high-quality illusions, though sufficiently bizarre spells Guard in a Pocket World (Cr [Su] Lo 15)
might be beyond its ability to imitate. [Range: short, Speed: fast, Dur: Make a pocket world and put S. into it. This is a defensive spell; it
P/5 minutes, Resist: illus] lasts for quite some time, but can be resisted automatically. C. may
Mage's Ghost Walks (Ru Ke II [Lo Ma] 40) cancel the spell at will, but it takes three actions to end. [Range: touch,
C.'s image leaves her body, and she may direct it elsewhere, moving Speed: build, Dur: P/5 minutes [P/5 hours], Resist: auto]
as C. herself moves, using its senses and voice. The image can feel, but Nowhere Prison (Cr [Su] Lo 15)
is not solid. C.'s body is invisible, inaudible, unsmellable, but tangible; S. is stuck in an empty pocket world. S. will not lack for air or other
C. cannot herself hear, see, or smell, and can barely feel. With Locador essentials of life, but S. will not be able to leave the pocket world with
andMagiador, C. can throw spells of power at most P/4 through it, and out magic or waiting for the spell to expire. [Range: short, Speed:
be affected by such spells cast at it. C. can cancel the spell at will.
[Range: long, Speed: build, Dur: cone, Resist: n/a]
build, Dur: P/5 actions [P/5 minutes], Resist: M.R. and smell the person attempting to teleport. (The caster may choose to
Hidden World-Bubble (Cr Lo II 15) prevent teleporting into, out of, or both, and may change the restriction
Create a miniature universe around one object, as with World-Bubble. at will; her teleport spells are not blocked.) [Range: short, Speed: build,
However, the Hidden version is hard to perceive with magic sense or Dur: P/5 days, Resist: none]
other means: -10 on all rolls. [Range: touch, Speed: fast, Dur: P/5 min Recreate the World (HI Lo 800)
utes, Resist: none] Re-create a recently destroyed universe. (This spell has probably not
been invented, but the theory is clear enough.) [Range: spec, Speed:
Destroc Locador build, Dur: real, Resist: none] /
Reach the Pocket World (De Mu Lo 10)
Open a small hole to a pocket universe, or to the ordinary universe Kennoc Locador
from a pocket universe. The hole is P/10 inches in radius. Note that, Find the Pocket Worlds (Ke [Su] Lo 10)
if the pocket universe is large, its occupants might not be close to the Reveal the presence of pocket universes in the vicinity. They appear
hole. C. must hold the opening herself: people with hands usually use to C. as ghostly shapes that match the outlines of the universes. Roll
the circle of a finger and thumb (or other appropriate appendage) P+s20 vs. pocket universe's Power + s20 if the pocket universe is hid
around the opening. This spell only works if C. is in the pocket uni den. If C. looks through the circle of thumb and forefinger (or tail or
verse, or in the ordinary universe and immediately adjacent to the pock tentacle), C. may see into or out of a pocket world with this spell.
et. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: n/a]
Shrink the Road (De Mu Lo 15) Locate Object (Ke [Su] Lo 10)
Makes one road shorter for S., by half. M long as S. stays on that Determine the approximate direction and distance to S., if S. is with
road and the spell is active, he can travel twice as fast as normal. in P miles. This spell requires an arcane connection to S. [Range: conn,
Botches on the Power roll can get S. extremely lost. [Range: short, Speed: fast, Dur: instant [P/5 minutes], Resist: M.R.]
Speed: fast, Dur: P/5 hours, Resist: auto] Watch the Place (Ke Lo II 15)
Destroy the World (De Lo 1000) Scry target spot, using P/l 5 senses of your choice. You must have an
Destroy the universe. The caster may wish to have defenses against arcane connection to the spot, or be able to see it when you cast the
being destroyed along with the rest of the universe, against angry gods spell. People in the spot are not in general allowed magic resistance
and the other entities who will not be destroyed with it, and so on. (This rolls to avoid being watched. They may roll Perception + Magic
spell has probably not been invented, but the theory is clear enough.) Analysis + s20>=P to notice being scried. [Range: conn, Speed: build,
[Range: s p e c , Speed: build, Dur: real, Resist: none] Dur: attend, Resist: none]
The Egress of Swift Passage (Ke Lo 15)
Healoc Locador C. gains knowledge of the nearest door, as long as it is within medi
The Wall Without Doors (HI Su [Cr] Lo [II] 15) um range. She knows the direction and distance to the door, how to get
Protection from teleporting into or out of the P-foot diameter circle there, and what it looks like from both sides. [Range: medium, Speed:
around the point of casting. Teleport spells with power < P simply do fast, Dur: instant, Resist: none]
not work inside that circle; if cast outside the circle, they usually leave Watching Wall (Ke Cr Lo II Sp 15)
the teleporter on the edge of the circle. More powerful teleport spells Make a simple-shaped, invisible, mindful wall up to 4P yards long,
are usually blocked (2/3 chance), but when they are, they weaken the and either up to P feet high, or domed. If anyone matching a specified
Wall Without Doors - reducing P by one quarter of the power of the description passes through the wall (or otherwise enters it, e.g. by tele
blocked teleport spell. With Creoc and Illusidor, C. may have the Wall porting into the middle), the wall will produce some straightforward
make some illusory alert if it blocks a teleport. [Range: short, Speed: image. Useful choices include a flash of light where the wall was
build, Dur: P/5 hours, Resist: spec] entered or a quiet alarm whispered in all the guard's ears inside the wall.
The Invisible Maid (HI Ke Lo Me 15) People walking through the wall are allowed a Perception + Magic
Send all the objects that S. owns in the immediate vicinity (e.g., the Analysis >= P roll to notice the spell; there is no routine way to avoid
room) to the place that S. considers proper for them. Reads S.'s mind setting it off. [Range: s p e c , Speed: build, Dur: P/5 hours, Resist: s p e c ]
to figure out where things go. [Range: short, Speed: build, Dur: real, Cani Sniffing for Teleporters (Ke Lo Te 15)
Resist: auto] Reveal if anyone has teleported to or from the vicinity within P min
Go Home! (HI Lo 20) utes, showing C. the silhouettes and scents of the people (or things)
Send S. back to a place which makes sense as his home, as long as which teleported, at the spots that they appeared or disappeared.
that place is within P/2 miles. The spell (that is, the gamemaster) [Range: short, Speed: build, Dur: perm, Resist: n/a]
decides where if anywhere S. goes to; neither S. nor C. has any say in Inspect the Pocket World (Ke Lo 20)
the matter. Some good choices include: the place where S. was bom, Let C. see into all the pocket worlds nearby, and determine how long
or a place that he lived a long time; the place he spent the last night; they have been around and some of their other properties. [Range:
some unpredictable safe place. Repeated casts of the spell might not short, Speed: fast, Dur: P/5 minutes, Resist: none]
send S. to the same place. The place that S. ends up will almost always Who was Here? (Ke Lo 50)
be as safe as possible. [Range: short, Speed: fast, Dur: real, Resist: C. gains knowledge of the names and appearances of everyone who
M.R.] has ever been at the place that the spell was cast, and the full list of
Privacy of the Wizard's Tower (HI Su [Ke] Lo [II] 40) exactly when they came and left. [Range: short, Speed: build, Dur:
This spell prevents teleportation into or out of a building, save by real, Resist: none]
teleport spells of power greater than P+2s20 {no botch dice}. (Reroll
the 2s20 on each attempt to teleport.) With Kennoc, C. will be made Mutoc Locador
aware of attempts at teleporting if she is in the building, whether the Swap the Bottles (Mu Lo 5)
attempt succeeds or fails. With Illusidor as well as Kennoc, she will see Exchange two cups, bottles or boxes that are touching. If the two
look the same, people who are watching casually will notice the swap other end may be anywhere inside long range that C. has an arcane con
on a Perception + Wits + s20>=20 roll. People who are actively watch nection to. Each end of the teleport door is a circle, up to P/5 feet in
ing for this spell will always notice it. [Range: short, Speed: fast, Dur: diameter, ordinarily vertical. Anything passing fully though the circle at
rea\, Resist: n/a] one end will find itself coming out of the circle at the other end.
Stretch the Hole (Mu Lo 5) Anything partially passing through the circle (e.g., something too big to
Make a small hole up to 10P% larger or P% smaller, without chang fit inside it) will not teleport at all. The circle is visible, as a colorless
ing the shape of the substance that the hole is in. So, with P=10, you disc. [Range: long, Speed: build, Dur: P/5 actions, Resist: none]
may stretch a 10" deep, 3" wide hole which doesn't go all the way An Attack that Might Have Been (Mu De Lo Te 25)
through a 12" deep, 5" wide board, into a 20" deep, 6" wide hole that A missile or spell attack currently in progress is shoved aside in space
doesn't go all the way through a 12" deep, 5" wide board. As in this and time. Missiles ordinarily simply miss, vanishing for an instant and
example, the results of this spell often violate the laws of geometry. reappearing behind their target. Spells with quick effects (such as Fire
[Range: touch, Speed: build, Dur: P/5 minutes, Resist: n/a] Flower, but not Leather Noose or Maniac Clubi happen too fast to do
Armor Like Dreams (Mu Lo 10) anything, if that makes sense, on a roll of (spell Power + 2s20) < P. This
Attacks on S. reach him without going through his armor, bypassing spell is notoriously unreliable, and is more likely than most spells to
its Soak and Defense. This spell doesn't work against magical armor, work differently on different uses. [Range: short, Speed: fast, Dur: real,
nor against C.'s innate armor. If S. is wearing Durudor armor or shield, Resist: none]
he gets +30 on M.R. roll. [Range: short, Speed: build, Dur: P/5 actions, Hurl the Spell to Far Away (Mu Lo Ma 50)
Resist: M.R.] Retarget a building spell cast upon C. to something C. has an arcane
Change Place (Mu Lo 10) connection to. The spell can only be retargeted if (other spell's Power
A quick short-range teleport-self spell, able to move C. to a point up + 3s8) < P. [Range: conn, Speed: build, Dur: real, Resist: none]
to P feet away from where she started. [Range: short, Speed: fast, Dur:
real, Resist: n/a] Ruloc Locador
Quick Mirror (Mu Lo 10) A Sudden Blow (Ru Lo 10)
Teleport one missile (possibly one created by a spell), currently in This spell requires that an object, at most one foot in diameter, be pre
flight or being aimed, in front of the shooter and aimed at him. The pared in advance (but no more than P/5 hours in advance) by writing
missile's Attack score is quite high: P + Perception + Finesse. [Range: certain runes on it. When the spell is cast, if the object is in long range,
medium, Speed: fast, Dur: real, Resist: M.R.] it is teleported to over S.'s head. [Range: short, Speed: fast, Dur: instant,
Big Bag (Mu Lo [*] 10) Resist: M . R ]
Make a pouch or bag hold (20P)% more material than usual. If this Control Places (Ru Lo 15)
spell is cast with the Nouns of the things in the bag, it reduces the A quick short-range teleport-self spell, able to move C. to a point up
weight of the things by P%' - but not by more than 90%. If the spell to P feet away from where she started. (This spell is identical in effect
wears off while the bag is full, the bag will burst, scattering its contents. to Change Places, but more complex) [Range: short, Speed: fast, Dur:
[Range: touch, Speed: build, Dur: P/5 hours, Resist: n/a] real, Resist: n/a]
The Quick Escape (Mu Lo 15) Follow on Hidden Paths (Ru Ke Lo 20)
Teleport C. up to 10P feet away from her starting position. [Range: Follow someone who just teleported. Follow must be cast within P/5
medium, Speed: fast, Dur: real, Resist: n/a] actions of the teleport spell it is following. Only C. can teleport with
Mirror Armor (Mu Lo 20) this spell, and only to the place that the teleporter teleported to. Follow
Missiles shot at S. have a chance of vanishing right before they hit has a maximum range of P miles; if the original teleport was further, C.
him, and reappearing in front of (and aimed at) the shooter. The roll will not go anywhere. [Range: short, Speed: build, Dur: real, Resist:
for teleporting missiles is, s20 < P/2; a Mirror Armor of power 40 will none]
teleport almost every missile. The teleported missile must roll to hit Ward That Evades (Ru Ke Lo Sp 20)
the shooter with Attack Base = P+Finesse; its damage is unchanged. S. teleports a little away from attacks; +(sl0+P/5) {no botch dice} on
This spell can teleport P/3+s6 missiles total. This spell is strong Defense and Magic Resistance rolls when appropriate. The spell is
because "Here" enjoys impaling things. [Range: medium, Speed: build, quick and gentle; it doesn't disturb S.'s concentration or actions, in gen
Dur: P/5 hours, Resist: none] eral. [Range: touch, Speed: fast, Dur: P/5 actions, Resist: auto]
Open the Pocket World (Mu Lo 20) Spider Weaves the Roads (Ru Mu Lo 25)
Open a door to an existing pocket universe in the immediate area. This spell twists roads around, so that, after S. travels (10-P/10) miles
[Range: short, Speed: build, Dur: P/5 actions, Resist: none] on roads, S. will come back to the place where the spell was cast.
Horror of the Red Hook (Mu Lo Hr Du 20) People who are traveling with S. will also get to the same place, even if
Requires a rope with a metal hook on one end. This spell teleports they're not under the spell - as will people tracking them intentionally.
the hook into S.'s flesh and the other end of the rope into C.'s hand. The People who just happen to be walking along behind them for a while
initial hooking does d8 danfege to S.; armor and even scales don't soak usually won't. The spell lasts until S. gets back to the place the spell was
this damage. Tugging on the rope does d3 damage, and hurts. Ripping cast, or P/5 days, whichever comes first. (There is a permanent version,
the hook out requires a (Strength + slO>=8) roll, a full round of pulling complexity-40, using Sustenoc.) [Range: short, Speed: build, Dur:
(or d4 rounds if S. is wearing armor) , and does 2d8 damage. The spell s p e c , Resist: M.R.]
will do no more than 24 damage to S. total. Gently removing the hook Confront the Owner (Ru Lo 30)
does d8-Medicine damage for a smooth hook, 2d8-Medicine for a Teleport C. to S., if S. is within P miles. Requires an arcane connec
barbed one, and takes d6 minutes. Nasty. [Range: short, Speed: build, tion. [Range: conn, Speed: build, Dar: real, Resist: M.R.]
Dur: instant, Resist: M.R.] Bring Him Here (Ru Lo 35)
Mage Door (Mu Lo 25) Teleport S. to C , if S. is within P miles. Requires an arcane connec-
Set up a two-way teleport door. One end must be in front of C. The
tion. [Range: conn, Speed: build, Dur: real, Resist: M.R.] days, Resist: M.R.]
The Fastest Path (Ru Lo 35) W i z a r d ' s Safe Tower (Cr Ma 20)
Teleport C. and up to P/20 people to S., if S. is within P miles. Gives extra Magic Resistance to everyone near C. When the spell is
[Range: conn, Speed: build, Dur: real, Resist: easy] cast, C. must draw a ring up to P/5 feet in diameter on the ground - a
Taking the Longest Step (Ru Lo 60) circle scratched in the dirt will do. Everyone inside that circle gets a
Teleport S. to a place within slOxP miles that C. has an arcane con bonus of P/3 on their Magic Resistance rolls. Erasing the whole circle
nection to. Botches leave S. somewhere else. This is the longest range breaks the spell, but simply scuffing or erasing part of the circle does
of any known teleportation spell. The arcane connection is used not. Note that the circle has no discrimination, and may well protect
whether the spell is successful or not. [Range: conn, Speed: build, Dur: C.'s enemies if they get close to her. [Range: s p e c , Speed: fast, Dur: P/5
real, Resist: M.R.] minutes, Resist: n/a]
Magic Resistance of Iron (Cr De Su Ma 25)
Sustenoc Locador Add +P to S.'s Magic Resistance, on P/10 magic resistance rolls while
Sustain the Pocket World (Su Lo 10) the spell is active. S. can choose to use or save this power, at the time
Makes a pocket world last (50P + si000)% longer than it would ordi he makes the magic resistance rolls. If S. is unable to choose, the spell
narily have lasted. This can be cast from inside or outside the pocket will protect him. [Range: short, Speed: fast, Dur: P/5 minutes, Resist:
world. The caster may optionally also use this spell to make a pocket none]
universe harder to come out of, making it take d6+2 actions to drop.
Multiple castings max, not add. [Range: short, Speed: fast, Dur: spec, Destroc Magiador
Resist: n/a] ** Break the Bound Spell (De Ma 5)
Thick Distance Armor (Su Lo 10) Destroy a bound spell of power < P/2+d6, while it is still bound.
Weapons must travel further to hit S. This has the effect of adding +1 Note that this spell requires touching the object with the bound spell on
to S.'s Soak. This is a popular defense spell among those who can cast it, which might set the bound spell off if that is the trigger. [Range:
it, because few other defense spells work this way and so most can be touch, Speed: build, Dur: real, Resist: n/a]
used in conjunction with it. [Range: touch, Speed: fast, Dur: P/5 min Cley Claw (De Ma 5)
utes, Resist: auto] S. loses one cley. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Ring of Nothing (Su Lo 15) C r a c k in the Magic Resistance (De Ma 5)
When C. casts this, she draws a ring with a finger (or wand-tip or S. loses P/10 from his Magic Resistance for the duration of the spell.
whatever), up to five feet in radius. It takes some effort to enter this Repeated castings of this spell add; keep track of fractions. [Range:
ring: it requires a Strength + s20 > 15 roll. Nothing short of a charging short, Speed: fast, Dur: P/5 minutes, Resist: M.R.]
Gormoror could do it by mistake. It is even harder to get out of the ring Dispel Magic (De Ma 5)
once you're inside, requiring a Strength + s20 >= P/2 (but never easier Destroy any spell with Power < P/4. Dispel Magic is rarely useful,
than 20) roll. Teleporting or other ways of sneaking out fail P % (but because it takes a very strong mage to dispel even an amateur's spell.
never more than 25%) of the time. [Range: short, Speed: build, Dur: (But note that almost anyone can muster the P = 2 0 necessary to dispel
P/5 hours, Resist: none] the Power 5 of a woven spell.) [Range: short, Speed: fast, Dur: real,
Wall of Null (Su Lo [Ma] 20) Resist: n/a]
Create a P foot long, P/4 feet high region. From the outside it's only W i m p ' s C a n t r i p (De Ma 5)
an inch thick, but from the inside it's several yards. Missiles (including Reduce the^pbwer of a spell that has been cast but has not taken
missile spells) cast through it attack at -P/2, and damage at -P/10. effect, by^P/5 + d6. Repeated castings of this add. This spell cannot
Running through it takes an extra action. If Wall of Null is cast with reduce a spell's power below 1. [Range: short, Speed: fast, Dur: real,
Magiador, short-range spells cannot be cast through it at all, though Resist: n/a]
they can be cast into it. [Range: short, Speed: fast, Dur: P/5 hours, The Impotent Spell (De Ma 5)
Resist: none] Reduce a target spell's Penetration by P/3 + dlO. That is, the spell is
that amount easier to resist, but just as powerful if it does work. This
may only be cast on spells that are building. Repeated castings add.
MAGIADOR [Range: short, Speed: fast, Dur: real, Resist: n/a]
Creoc Magiador C u t the Magical Strings (De Ma 10)
A Second Magic Resistance (Cr Ma 10) All objects within a P/5-foot circle of C. will no longer be arcane con
Give S. a weak Magic Resistance. If S, already has a Magic nections to things they were low-quality arcane connections to before.
Resistance, S. may use the better of the two. This spell is intended to High-quality arcane connections, like body parts, remain connections.
protect innocents; it is rarely helpful for protecting adventurers. The (A different De Ma 10 spell can unconnect a single high-quality arcane
second Magic Resistance is of level P/5. [Range: short, Speed: fast, connection.) [Range: short, Speed: fast, Dur: perm, Resist: n/a]
Dur: P/5 minutes, Resist: auto] Silence the Creative Wizard (De Ma 10)
The Useless Spell (Cr * Ma * 10) This spell weakens and cripples spontaneous magic and spellweaving
Put a spell with no effect on S. The spell has arts given by the cast cast by S. His complexity rolls are made at -P/3, and (for spontaneous
ing requisites (but not including Creoc or Magiador unless C. desires), magic only) his power rolls at -P/2. It has no effect on other kinds of
and power P/2. Magic analysis rolls < P+s6 will simply be confusing; magic. Multiple castings max. Note that this is spell is voluntary; it is
a Magic Analysis roll above this will reveal that the spell does nothing. mainly used when one wizard surrenders to another. [Range: touch,
Note that S. is allowed a Magic Resistance roll. Botching casting The Speed: build, Dur: P/5 hours, Resist: auto]
Useless Spell is quite dangerous to C ; the gods do not like spells which Shatter the Spell of Glass (De Ma 10)
are not intended to have any effect. [Range: short, Speed: fast, Dur: P/5 Dispel a fragile spell while it is building (if its power < P + s20) or
while it is in effect (if its power < P and its effect is magical rather than
physical). Most spells are not fragile, but some of the most useful are. target spell's Power. This is the best possible general-purpose counter-
[Range: short, Speed: fast, Dur: real, Resist: n/a] spell according to conventional magic theory. [Range: short, Speed:
Foil the Arcane Connection (De Ma 15) fast, Dur: real, Resist: none]
Try to dispel spells cast at S. via arcane connections. Roll (Incoming The Coming of Death (De Su Ma Co 30)
Spell Power+d20) < (P + S.'s Will + s20) to dispel. The arcane con Make S. harder to heal, by reducing the power of healing spells cast
nection is used even if incoming spell destroyed. [Range: short, Speed: on S. by P+3s6. Spells whose power is reduced below zero are can
build, Dur: P/5 hours, Resist: auto] celled entirely. This spell is fragile. Attempts to counter it will reduce
Baby's First Cantrip (De Ma 15) its Power by a quarter of the power of the counterspell, even if the
Reduces a spell's power by P/5+2d6, while it is building. Repeated counterspell fails. [Range: short, Speed: fast, Dur: P/5 actions, Resist:
castings of this add. This spell cannot reduce a spell's power below 1. M.R.]
[Range: short, Speed: fast, Dur: perm, Resist: none] Forget the Spell (De Ma Me Sp 30)
Cley Leech (De Ma 15) S. loses a spell that he has grafted to his magerium, and suffers d8
This spell sucks d3 cley from S. [Range: short, Speed: build, Dur: damage from the loss. C. must name the spell, using the name that S.
real, Resist: M.R.] knows for it. If S. does not }\ave that spell, there is no effect. [Range:
Claws in the Magerium (De Ma 15) short, Speed: build, Dur: real, Resist: M.R.]
This spell rips at S.'s magerium: the (nonphysical) connection Burn the Magic Resistance (De Ma 40)
between mind and spirit. This does P/10+d6 damage (which cannot be S. loses P/2 from Magic Resistance. When S.'s Magic Resistance
soaked), and renders d4 of S.'s arts sore: S. takes another d3 damage level is < 0, S has no Magic Resistance left and cannot even use cley to
each time he uses one of them. The arts are chosen randomly; S can protect himself. Repair the Magic Resistance will recreate S.'s Magic
feel which ones are sore. The soreness wears off in an hoar or so. Resistance, giving him a level of 0 . [Range: short, Speed: build, Dur:
[Range: short, Speed: build, Dur: real, Resist: M.R.] real, Resist: M.R. half]
Dock the SpeJI's Tail (De Mu Ma 15)
Severely curtails a spell S. If Dock is cast while S. is building, it Healoc Magiador
reduces S.'s range and duration by (2xP)%, to a maximum of 90% Spell's Resurrection (HI Ma 10)
reduction, if S.'s power is < P+s20. If it is cast while S. is active, it will Un-dispel a spell that was dispelled within the last P/5 seconds. That
reduce its duration by P%, to a maximum of 80% reduction, if S.'s spell loses 2s6 points of Power. The spell is effectively cast again; e.g.,
power is < P/2+slO. Maxes. [Range: short, Speed: fast, Dur: real, people are allowed resistance rolls against it. [Range: short, Speed:
Resist: (MR).] build, Dur: instant, Resist: n/a)
Burn All T h e Cages (De Ma 20) Shield Against Hatching Spells (HI Su Ma 10)
Reduce the power of all bound spells in range by P/2. This affects S. gains +P/2 on Magic Resistance rolls against bound spells taking
only bound spells which have not been set off (and are not building). If effect. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto]
a bound spell's power is reduced to 0 or below, it is dispelled. Multiple Repair the Magic Resistance (HI Ma 15)
castings add. Bum is indiscriminate: even C.'s bounds spells will be Repair up to P/10 points lost from Magic Resistance. This spell
burned this way. This spell cannot be bound. [Range: short, Speed: maxes on multiple casts within a day, but casts in separate days add.
fast, Dur: real, Resist: none] [Range: short, Speed: build, Dur: real, Resist: auto]
Gnaw the Whining Spell (De Ma 20) Strong Young Spell (HI Ma 20)
Reduce the power of a spell by P/5 + 2s6. This works even on spells Dispel all spells that modified the target spell's penetration or power.
that have taken effect, if the effect is magical. Maxes. [Range: short, Can only be cast on spells that have not taken effect. [Range: short,
Speed: fast, Dur: perm, Resist: none] Speed: fast, Dur: real, Resist: none]
Smash the Magic Resistance (De Ma 20) A Wizard Never Stumbles (HI Mu * Ma * 20)
S.'s Magic Resistance loses P/2 points, briefly. S.'s first Magic If S. has just attempted to cast a spontaneous spell of complexity 15
Resistance roll is made using his full resistance; the later rolls are made or below, and failed only one of his Arts rolls, this spell can help. Cast
against his reduced resistance. [Range: short, Speed: fast, Dur: P/5 A Wizard Never Stumbles with the failed Art as an extra Art. C. (not
actions, Resist: until M.R. (+10)] S.) then attempts the Wits + Art + s20 vs. 2xComplexity roll as normal
There is None who Knows Thee (De Ma 25) for spontaneous magic; if she succeeds, S.'s spontaneous spell will suc
Sever all arcane connections to S. (There are ways of protecting a ceed. This spell can only be cast if C. knows what S. was trying to do;
connection from this spell, requiring a Power vs. Power roll. It is dif usually C. will cast it on her own failed spont. It must be cast before
ficult but possible to recreate a connection this spell has severed.) This the spontaneous spell would take effect if it were building and had
spell does not destroy the objects; it simply makes them no longer be worked. (So, draw an initiative for the spell, and one for C ; if C.'s is
arcane connections to S. [Range: short, Speed: build, Dur: real, Resist: sooner, she can try to fix the spont.) This spell is useless when bound,
M.R.] and can only be attempted once per spont. [Range: short, Speed: fast,
Bite the Spell's Head Off (De Ma 30) Dur: real, Resist: auto]
Cancel a spell that has not yet take effect, on a roll of power <
(P/12)s6. At C.'s choice, it attempts to cancel all spells in range that Kennoc Magiador
have not taken effect. An unreliable but sometimes effective spell. See the Bound Spells (Ke Ma 5)
[Range: short, Speed: fast, Dur: real, Resist: none] Determine if an object has any bound spells on it. (Simply looking
Pitiful Sniveling Spell (De Ma 30) with magic sense will often work, but this spell guarantees the result
Reduce a building spell's power by P/2. (maxes, not adds) [Range: within the limits of Kennoc.) This spell can be fooled by illusions and
short, Speed: fast, Dur: real, Resist: none] other means. A magic analysis roll will let C. determine the arts and
Supreme Counterspell (De Ma 30) approximate power of the bound spell. [Range: short, Speed: fast, Dur:
Dispels any spell, active or building, on a roll of P/3+Will+3slO >= instant, Resist: (M.R.)]
Truly a Lozen? (Ke Ma 5) Mutoc Magiador
Tell if a coin has the magical marks of a true lozen. This detects most The Insidious Spell (Mu Ma 10)
simple counterfeits. [Range: touch, Speed: build, Dur: real, Resist: n/a] Add +P/4+s6 to a building spell's penetration (adding that number to
Count the Cley (Ke Ma 10) the spell's Power for the purpose of determining Magic Resistance, but
Estimate how many cley S. has. The gamemaster secretly rolls 2d6- not for effect). Botches usually break the target spell. [Range: short,
7, and tells C. the number of cley S. has plus the roll. [Range: short, Speed: fast, Dur: real, Resist: n/a]
Speed: build, Dur: real, Resist: M.R.] The Loyal Servant Betrays (Mu Cr Su Ma Sp Co 10)
Am I Observed? (Ke Ma Me 10) Cast this on a mindful spell of power < P/2+3s6. This spell creates a
C. learns whether or not she is being scried upon or watched. small bone knob which is an arcane connection to the mindful spell's
Suitable spells will prevent this one from giving the right answer. caster. [Range: short, Speed: build, Dur: real, Resist: M.R.]
[Range: self, Speed: build, Dur: instant, Resist: n/a] Tune the Magic Resistance (Mu Ma 15)
The Bound Spell Speaks (Ke Ma Te 10) S.'s Magic Resistance is +P vs. one all spells involving one particular
C sees a mental image of the person who cast the bound spell S., and art, chosen when this spell is cast, and -P/2 vs. all spells not involving
each person in rum who owned it, and the circumstances of the transfer it. Good against specialists. Repeated casts can change the chosen art,
of ownership. (S. provides an arcane connection to those moments in but a Magic Resistance can only be tuned against one art at a time. C.
time.) [Range: short, Speed: build, Dur: instant, Resist: n/a] may cancel this spell at will. [Range: self, Speed: fast, Dur: P/5 hours,
Find All The Bound Spells (Ke Ma 15) Resist: auto]
C. gains knowledge of where all the bound spells in a particular P- Spell in F o g ( M u Ma 15)
foot diameter circle are, and what their arts are. [Range: medium, Target spell is somewhat hard to see: -(P/5+sl0) on rolls to perceive
Speed: fast, Dur: real, Resist: none] or analyze it. (Maxes, not adds) [Range: short, Speed: fast, Dur: real,
Explain the Binding (Ke Ma 15) Resist: none]
C. learns the precise conditions controlling a bound spell, though not Rewrite the Bound Spell's Orders (Mu Ma 20)
what the bound spell does. [Range: short, Speed: build, Dur: instant, Change the activation conditions on target bound spell. [Range:
Resist: n/a] short, Speed: build, Dur: real, Resist: M.R.]
Know Thou This Spell? (Ke Ma Me 15) Limp Flaccid Spell (Mu De Ma 20)
C. learns if S. knows a particular spell, which C. must name. It is pos Reduce target spell's penetration by (P/2)+s20. That is, every attempt
sible to trick this spell by learning a spell under an unusual name, but to save against the target spell is made at +(P/2)+s20. [Range: short,
not by simply pretending that a spell has a different name. [Range: Speed: fast, Dur: real, Resist: n/a]
short, Speed: build, Dur: real, Resist: M.R.] Traitor in the Magic Resistance (Mu De Ma 25)
Wizard's Lens (Ke Ma 20) Modify S.'s magic resistance so that it does not protect against spells
Make the strucfure of magic more evident. Adds P/5+s6 to C.'s involving some art. (Roll a d20 to determine which one; on a 20, C. can
Magic Analysis rolls. Botches on the s6 generally make use of the lens pick which.) C. and S. are both aware of which art has the hole. S. can
slow, rather than unreliable. [Range: short, Speed: build, Dur: P/5 min use protective spells, but cannot add cley to his Magic Resistance in
utes, Resist: n/a] that art; it simply doesn't protect against it. This injury is permanent
Inquisitor of Spells (Ke Ma Me 20) until healed by Repair the Magic Resistance or the equivalent; one cast
C. learns the names (as S. knows them), arts, and approximate ing of the healing spell suffices. [Range: short, Speed: fast, Dur: real,
descriptions of P/10+2d6 of the spells that S. knows, chosen at random. Resist: M.R.] ,'
[Range: short, Speed: build, Dur: real, Resist: M.R.] Build the Arckne Bridge (Mu Ru Su Ma 25)
Track the Spell (Ke Ma Te 25) Make a bridge to S. that allows spells (and only spells) to pass in
Reveal the path a spell or magic item took. The spell or magic item either direction. C. and S. may throw spells at the other, as if they were
must have passed by C.'s current position within the last P minutes. A touching. S. probably won't realize that he is the subject of this spell
Tracking roll is required; the stronger the spell, the easier the tracking immediately; ordinarily, C. gets to cast the first spell across it. If a spell
roll. People laden with powerful magic are very easy to follow. [Range: of power>=P-s6 is cast along the bridge, then roll a d8: (1) the spell is
short, Speed: build, Dur: P/5 minutes, Resist: none] canceled completely; (2-7) its power is reduced to the P-s6 roll; (8) the
Catching the Caster (Ke Cr Ma Co Te 35) bridge collapses, but the spell crosses it. This is the simplest way to use
Gives C an arcane connection to the caster of an active spell. The a single arcane connection more than once, but it is risky because S. can
arcane connection will be a small ivory figurine of the caster, (e.g., if cast back. [Range: conn, Speed: build, Dur: P/5 actions, Resist: none]
you put a curse on Azliet, and she has a friend who can cast Catching The Surprisingly Complicated Spells (Mu Ma * 25)
the Caster, the friend can get an arcane connection to you off of the This spell is cast on a mage S. C. picks one Noun Nn which S. can
curse that you cast.) A given active spell will only yield one arcane use. Every spell S. casts has Nn as an effective art, even if the spell
connection. [Range: short, Speed: build, Dur: real, Resist: none] itself does not; i.e. Nn is added to all of S.'s spells' lists of requisites.
Wizard's Perfect Nose (Ke Ma 50) Good if C. knows that S. is weak in some Noun, or if C. has a defense
C. gains knowledge of the description, power, and caster of every against that Noun. (It can also be beneficial, if S. has a Knack in Nn.)
spell cast within P feet, without having to think about it. [Range: P This can only affect S.'s spells of complexity < P-slO. [Range: short,
feet, Speed: fast, Dur: P/5 minutes, Resist: none] Speed: fast, Dur: P/5 actions, Resist: M.R.]
Dragon in the Magic Realm (Ke De Ma Sp 100) Quickly Graft the Spell (Mu Ma Me 40)
Create an elemental force which can cancel spells before they take S. instantly grafts a spell, which he must have physically present, of
effect. It can comprehend each spell completely on a roll of power < complexity < P. S. is likely to go somewhat insane for a few days, in a
P+s20; it can cancel the spell on a roll of Power < P/2 + 2s20. Mindful. few days. [Range: short, Speed: fast, Dur: real, Resist: auto]
[Range: medium, Speed: fast, Dur: P/5 minutes, Resist: none]
Ruloc Magiador Sustenoc M a g i a d o r
Twice-bound Spell (Ru Ma 5) A r m o r the Spell (Su Ma 5)
Prevent a target bound spell from going off, even if its conditions are Makes a target spell harder to dispel or counter, as if its power were
satisfied. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: P/2 higher. This does not change the power itself. Counterspells which
M.R] weaken spells reduce the extra power first. [Range: short, Speed: fast,
Hard-Flung Spell (Ru Su Ma 5) Dur: P/5 minutes, Resist: n/a]
M a k e s a building spell harder to resist; subjects who try to resist it Mage's Baldric (Su Ma 10)
have a penalty of (P/5+s6) on Magic Resistance. (P is the power of Make S.'s Magic Resistance stronger, giving a P/10 + s6 {no botch
Hard-Flung Spell, not the spell being boosted.) [Range: short, Speed: dice} bonus; the s6 is rerolled on each Magic Resistance roll. This gives
fast, Dur: real, Resist: n/a] a modest amount of protection against many spells. Other defenses, or
Shield the Dear Friend (Ru Ma 10) using a cley directly, give more protection against a single spell. Maxes.
C. puts her Magic Resistance on S., leaving C. without one, and [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto]
adding its power to S.'s Magic Resistance. Either C. or S. may return A Spell t h a t Lasts (Su Ma 10)
C.'s Magic Resistance as part of an action. [Range: short, Speed: fast, Make a short-duration spell last (100+5P)% longer than usual. So,
Dur: P/5 hours, Resist: auto] casting it with P=20 would make a spell last an extra 200%, tripling its
The Pattern-Fetters (RufSu] Ma 10) duration. This increases total duration, and may be cast at any point
Paralyze S.'s magerium, so that he cannot easily use pattern spells. before the target spell is over. The target spell's duration cannot be
He may desperate-cast them if he wishes; no other common technique extended past the P/5 hours that the A Spell that Lasts itself lasts.
of pattern magic (including spellbinding) will work. It paralyzes spells Maxes. If this is cast on a sentient target spell, it may choose to resist
already on the magerium only; spells grafted after the pattern-fetters it. The victim of the target spell does not get to resist A Spell that Lasts.
were put on are not paralyzed. This spell does not restrict spontaneous (Much Longer, a complexity-20 version, increases duration by a factor
magic Note that S. may automatically resist this spell; it is mainly use of P to a maximum of P/5 days.) [Range: short, Speed: fast, Dur: P/5
ful when a wizard surrenders. [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto]
hours [P/5 days], Resist: auto] Maintain the D e m a n d i n g Spell (Su Ma Sp 15)
Cage the Bound Spells (Ru Ma 15) This very.useful spell maintains concentration on a spell that C. has
Prevent all the bound Spells on S. from going off. The Cage spell cast; it effectively turns a "concentration" duration to "attend". It can
itself is fragile; any attempt to" dispel it with Healoc Magiador will suc not maintain spells with either Complexity or Power above P. It is not
ceed. [Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] mindful, or even intelligent, so it can't do anything to the spell other
Force the Bound Spell (Ru Ma 15) than maintain it. C. may take over the maintained spell at any time
Set off a bound spell, even if its conditions are not satisfied. [Range: (e.g., if the Maintain is maintaining a levitation spell, and C. wants to
short, Speed: build, Dur: real., Resist: M.R.] move to some other place), and the Maintain will still be active after
Foil the First Trap (Ru De Ma J 5) that. [Range: short, Speed: fast, Dur: attend, Resist: n/a]
The next bound spell that trieS to go off in the spell's P-foot radius T h e Unchanging Spell (Su Ma 20)
will be canceled instead of going off. This is not mindful; it will can Target spell cannot be modified (for better or worse) by spells with
cel a spell that C. wants if that is the next bound spell. [Range: medi power < P + 3sl0. [Range: short, Speed: fast, Dur: P/5 minutes,
um, Speed: build, Dur: P/5 minutek Resist: none] Resist: n/a]
Hammer the Spell Home (Ru SU Ma 2 0 ) T h e T h r e a d that is Flesh and Blood (Su Ma 30)
Target building spell is +P/5+3s6 {no botch dice} on penetration. Strengthens an arcane connection. It converts a poor-quality arcane
[Range: short, Speed: fast, Dur: re|al, Resist: n/a] connection to a high-quality one. If it is cast on a high-quality arcane
Spell's False Orders (Ru Ma 25) connection, the first use of that connection today will not break it. If
C. may redirect a spell that is building and has power < P/2 + 2s6 to cast on a high-quality arcane connection that has been used once today
some other target. The other target m u s t be suitable for the spell. already, it does no good. [Range: short, Speed: fast, Dur: real, Resist:
[Range: short, Speed: fast, Dur: real, Resist: none] n/a]
The Wizard in Helpless Fury (Ru [Su] Ma 30) Bindings of Divine Might (Su Ma 40)
Paralyze S.'s magerium, as with The Pattern-Fetters (Ru Ma 10). Wards a single bound spell against all bound-spell-modifying magics
Unlike the simpler spell, this spell can be cast without touching S., and of lesser power. Note that, unlike the bound spell it is protecting, it
has a chance of working on unwilling targets. It also does not last as doesn't last very long. [Range: short, Speed: fast, Dur: P/5 hours,
long. [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: n/a]
Resist: M.R.] E t e r n a l Lightning (Su Ma 50)
Spellbinder's Despair (Ru Ma 50) Make a spell that is ordinarily instant (like a lightning bolt) last for P
Prevent all bound spells from going off, in a circle of up to P feet in hours. Its effects are unpredictable, and may not work the same way
diameter from the point of casting. [Range: short, Speed: build, Dur: twice. It must be cast before the target spell is cast. Only works on
P/5 actions, Resist: none] spells with Power < P/2, and if it makes sense. [Range: short, Speed:
By My Will Only They Are Unleashed (Ru Su Ma Sp 70) fast, Dur: P hours, Resist: none]
This spell may mindfully veto bound spells going off within P feet.
So, C. and her friends may use their bound spells freely (unless some
thing else is interfering with them), but C.'s enemies cannot. [Range:
medium, Speed: fast, Dur: P/5 actions, Resist: none]
New Feelings (Cr Me 20)
MENTADOR S. has a new and intense emotion
Creoc Mentador chosen by C. "Love for C." is a com
Nerve Strike (Cr Me 5) mon choice, and about as specific
S. gets nervous and apprehensive. How S. reacts depends on the cir and strong as this spell can manage.
cumstances, and on his personality. A trained warrior will probably S. must roll Will + Magic
draw a weapon and look around. A deer will flee. [Range: short, Speed: Resistance + s20>=P/2 (with situa
build, Dur: P/5 minutes, Resist: M.R.] tional modifiers as appropriate) to
Rising Ire (Cr Me 5) keep from acting on the new emo
S. gets angry, though not to the point of fury unless S. ordinarily gets tion, rolled each time the emo
that angry or was already angry. How S. reacts depends on the cir tion would suggest some course
cumstances, and on S.'s personality. A warrior might threaten violence; of action. Even if he makes this
a diplomat might get an edge in his voice and try to conceal it. [Range: roll, he will feel the emotion.
short, Speed: build, Dur: P/5 minutes, Resist: M.R.] [Range: short, Speed: build, Dur:
Silent Words (Cr Me 5) P/5 minutes, Resist: M.R.]
Puts P words in S.'s mind, as if S. were hearing them spoken in C.'s New Obsession (Cr Me 30)
voice. It is for communication, not compulsion. This spell is used to
S. has a new obsession, as
send messages to friends in times of need, and similar urgent situations.
strong and compelling as any other
It is perhaps the least threatening use of Mentador, but polite mages will
personality traits (but no more so). Very specific obsessions are very
ask permission before using it. [Range: conn, Speed: fast, Dur: P sec
disturbing and hard to avoid giving in to: a person obsessed with the
onds, Resist: M.R.]
need to see C. will probably try to see her a few times a day. Broad
Claws of Agony (Cr Me 10)
obsessions are much easier to fight off; giving S. an obsession to obey
This spell makes S. feel pain, as if his skin were being raked by salt C. is unlikely to get C. any significant servitude.... unless S. is for some
ed claws. It causes him Trouble 4, and generally makes him unhappy. reason already a servant of C. This spell has impressive long-term
[Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] power, but is nearly useless in the short term. [Range: short, Speed:
Touch of Panic (Cr Me 10) fast, Dur: perm, Resist: M.R.]
S. has an attack of major panic. S. may well choose to run away, or Double Mind (Cr Su Mu Me 35)
hide, or scream, or fight defensively, or cast a protective spell. He is
C. has two minds, each of them a perfect copy of her regular mind.
allowed a roll of Will + Life Base + s20 >= 20 to avoid such drastic
One gets to control C.'s body, the other C.'s magic; so C. may (say) fight
actions, though he will still be terrified. [Range: short, Speed: build,
and cast spells simultaneously without penalty. The two act in concord
Dur: P/5 actions, Resist: M.R. and special]
against control and the like; add +(P/3) to resistance rolls against
Share the Pain ( C r M e 10)
Mentador. If used more than Will times/day, there may be trouble.
Whenever S. hurts C , S. feels the pain of the injury (and concomitant People with Will < 0 should not use this spell. [Range: self, Speed:
Trouble) as intensely as C. does. This spell does no actual damage to build, Dur: P/5 minutes, Resist: n/a]
S. Note that this only works on a single S. [Range: short, Speed: fast, Possess and Rule (Cr De Ru Me Sp 40)
Dur: P/5 minutes, Resist: M.R.]
Weaken S.'s will, and create a spirit to possess him. Give S. some
Seeds of the Idea (Cr Ke Me Sp 10)
instructions, and S. will try to do them half-mindfully. Being under this
Gives S. a delayed suggestion. Under certain circumstances (and spell is agonizing. [Range: short, Speed: build, Dur: perm, Resist:
only once during the spell's duration) as described by C , S. gets the M.R.]
idea that C. chose as part of the casting of the spell. S. must roll Wits
Everyone's New Memories (Cr Me 50)
+ Memory + s20>=P/2 to realize that the idea is not his own idea. The
Everyone within range gets a new memory of C.'s contrivance. C
idea is not a compulsion; S. may choose to ignore it. The resistance roll
may choo\e whether or not to get the new memory herself. [Range:
is not noticeable. [Range: short, Speed: after c o n e , Dur: P/5 days,
short, Speed: after c o n e , Dur: real, Resist: M.R.]
Resist: M.R.]
New Memory (Cr Me 15)
Destroc Mentador
S. has a new memory, invented by C. C. will have to be very careful
Veiled Mind (De Me 10)
to make the memory consistent with S.'s other memories, or S. may sus
S cannot be perceived by mind-detecting spells of Power < P.
pect that it is false or wrong. The resistance roll is not noticeable.
[Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto]
[Range: short, Speed: after c o n e , Dur: perm, Resist: M.R.]
Breath of Calm (De Me 10)
Plant the Nightmare (Cr Me 15)
Calms S. down; e.g., stop a rushing Orren from rushing. This only
When S. next goes to sleep, S. will have a dream, as described by C. destroys an existing emotion: S. might get frantic or angry again if the
when the spell is cast. [Range: short, Speed: after c o n e , Dur: spec, cause of the emotion persists. [Range: short, Speed: build, Dur: perm,
Resist: M.R.] Resist: M.R.]
Realm of Fear (Cr Me 20) Lost Minute (De Me 10)
Everyone C. doesn't like within P feet becomes afraid; cf. Nerve
S. loses a minute's memory, of one of the last P minutes that happened
Strike. What they do depends on them. [Range: short, Speed: build,
to him, chosen by C. [Range: short, Speed: build, Dur: perm, Resist:
Dur: P/5 minutes, Resist: M.R.]
M.R.]
The Accanaxation of the Intellect (De Me 10)
This spell leaves S.'s mind in a terrible state, filled with thoughts of
S. dying and being eaten by worms for a very short time. S. suffers
Trouble 10 on everything while the spell is active. S. may (and proba-
bly will) choose to use cley on all the resistance rolls. Note that the short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
spell rarely lasts long. [Range: short, Speed: build, Dur: P/5 actions, Break the Mind (De Me 40)
Resist: until M.R. (+20)] Destroy S.'s mind completely, so long as the spell lasts. [Range: short.
Quiet Trance (De Ru Me 10) Speed: build, Dur: P/5 actions, Resist: M.R.]
S. enters a trance voluntarily, and cannot notice anything until he
leaves it. C. can decide how long the spell will last, up to P hours, or Healoc Mentador
awake S. with a snap of the fingers. [Range: touch, Speed: fast, Dur: Lucid Moment (HI Me 10)
P/5 hours, Resist: auto] S. gets a few minutes free of any minor madness that is afflicting him.
Never Mind (De Me 15) This sometimes works against other forms of magical control, espe
S.'s mind cannot be read by mind-reading effects of Power < P. cially if the effect of the control resembles madness, but it rarely works
[Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto] for more than an action or two in such cases.[Range: touch, Speed:
Eyes of the Drill of Pain (De Me 15) build, Dur: P/5 minutes, Resist: M.R.]
C.'s gaze becomes intensely painful. C. can A Rock in the Storm of Emotions (HI Me 15)
stare at one person on each action; that S. gets an extra chance to resist emotion-affecting spells currently
person will suffer Trouble d6 for as plaguing him: another magic resistance roll, at a bonus of +P. It will
long as C. stares (unless he resists also get S.'s natural emotions under S.'s control as S. desires; e.g., S.
magic), and for s6 actions afterwards; on a may choose to still be sad about the death of his mother, but no longer
botch the pain lasts until the next dawn. [Range: so overwhelmed that he cannot chase her killer. [Range: short, Speed:
short, Speed: fast, Dur: cone, Resist: M.R.'] fast, Dur: real, Resist: auto]
Fetters of Faith (De Me 20) Restore the Stolen Memory (HI Me 20)
S. loses most of his critical judgment as it per Memories that S. lost to spells of power < P are restored to S.
tains to facts. He must make resistance rolls to [Range: touch, Speed: build, Dur: real, Resist: auto]
avoid believing things that he is told. The ordinary save
is Wits + Will + s20 >= P/2. If S. knows a contradictory fact, he may be Kennoc Mentador
. allowed a Memory + relevant Knowledge + s20 >= P/2 as well. Empathy (Ke Me 5)
Particularly implausible lies might give S. a bonus on the resistance Discern S.'s surface emotions. [Range: short, Speed: fast, Dur: real,
roll; e.g., if someone tells S. that the scawn who just stabbed him with Resist: M.R.]
a spear is his closest friend, the gamemaster may well choose to give S. Meet the Pain (Ke Me 5)
a +10 bonus. Note that S. will tend to believe anything that anyone tells C. knows where S. feels pain, and what that pain feels like. This is
him, not just C. Even if C. has S. alone, this does not let her control useful for healers, giving +P/10 on many Medicine rolls. Be warned:
him completely; what S. does about the facts he believes is up to him. even this most innocuous and helpful use of mind magic may earn fear
S. will continue to believe these things until he happens to question and hatred. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R.]
them, even after the spell is over. [Range: short, Speed: build, Dur: P/5 Is There A Mind? (Ke Me 5)
minutes, Resist: M.R.] Tell whether S has a mind or n o t [Range: short, Speed: fast, Dur:
D a r k Trance (De Ru Me 20) instant, Resist: M.R.]
S. enters a trance. His senses work, b a t h e cannot respond to any Weigh the Mind (Ke Me 10)
thing that does not affect him directly, and not even do that until after Get a general indication of S.'s intellect and mental state (e.g., "angry
it happens. Good if you want to rob S. while he watches. S. may roll and stupid"). [Range: short, Speed: fast, Dur: real, Resist: M.R.]
Will + MR + s20 > P to break the trance, on each action; there may be What About Me? (Ke Me 10)
situational bonuses. [Range: touch, Speed: build, Dur: P/5 minutes, Read S.'s opinion of what S. thinks he would do to C. given the
Resist: spec] chance. Note that this is not necessarily what S. would actually do.
Draught of Strong Wine (De Ru Me 20) [Range: short, Speed: build, Dur: instant, Resist: M.R.]
S. becomes confused and irrational. He may do something intention Who Owns You? (Ke Me 10)
al on a roll of Will + MR +s20>=P; roll every time he tries to do any Tells C. who, if anyone, S. considers his master (liege lord, owner,
thing. Otherwise he does stupid random things. [Range: short, Speed: superior officer, or whatever). C. may get a name, a vision of the face,
build, Dur: P/5 minutes, Resist: M.R.] or even a scent. [Range: short, Speed: fast, Dur: instant, Resist: M.R.]
M a d H o u r (De Me 25) Find the Twisting Influences (Ke Me 10)
S. goes mad for a few hours. The details are up to the gamemaster. Tell if S. is under the influence of any spells that change his memo
The insanity gets worse at higher Power. At P=25, S. might hear voic ries or personality. This spell does not explain what those spells are,
es and see unnatural shapes where there really is nothing. At P=50, S. simply that they exist. [Range: short, Speed: fast, Dur: instant, Resist:
might be consumed with fury, so that he tries to kill anything that M.R]
annoys him. At P=100, S. might be overcome with despair, and fall to See the Traitor's Price (Ke Me 10)
the floor sobbing and weeping and slashing his wrists and ignoring This spell should be cast on a person who expects to take a bribe, or
everything else. [Range: short, Speed: build, Dur: P/5 hours, Resist: who has taken one. It informs C. what bribe S. expects to be given, or
hours until M.R. (+10)] might reasonably expect to be given. If S. is not usually bribable and
Ignore Me (De Me 35) is not expecting a bribe, the spell's results are unpredictable. [Range:
People in the area who fail a Magic Resistance roll won't be able to short, Speed: fast, Dur: instant, Resist: M.R.]
notice S., unless he does something specifically to them (e.g. attacking Listen to Secrets (Ke [Su] [Cr] Me 10)
them; attacking their children does not count). If they were watching S. can show C. any of his memories or thoughts. This spell doesn't
S. as the spell was cast, they forget about him. If they are looking at S., allow C. to do any snooping. S. can attempt to lie. If S. tries, S. rolls
they do not notice him, and do not realize anything strange. [Range: (Wits - (C.'s Wits) + s20). On a 20 or more, C. will see S.'s lie as if it
were an ordinary memory or thought. On a 10 or less, C. will see S.'s point. Conversations are best kept short; after a few questions the mind
attempt as an attempt to lie. On a 11-19, C. will not notice S.'s attempt becomes agitated and starts screaming nightmares that will leave C.
as such but will get the sense that S. is concealing something in that shaken for months. [Range: short, Speed: build, Dur: P/5 minutes,
general part of the conversation. With Sustenoc, it doesn't require Resist: n/a]
touch or concentration to maintain, lasts P/5 minutes, and C. and S. can His M i n d as Book Spread Wide (Ke Me 30)
converse vocally at the same time. With Creoc, the spell works in both C. can read S.'s mind in detail, asking S. questions and getting truth
directions; C. and S. may carry on a silent mental conversation. ful answers as if S. was speaking them, and seeing pictures that S.
[Range: touch, Speed: build, Dur: cone [minutes], Resist: auto] remembers. This spell is precise and subtle; S. will notice the intrusion
Read the Mind (Ke Me 15) on a roll of Perception + Magic Resistance + s20 >= P. [Range: short,
C. may read S.'s surface thoughts somewhat clumsily: words, emo Speed: build, Dur: cone, Resist: M.R.]
tions, images. On a roll of (Wits + Perception + P/3 + s20>=30), S. will Humiliating Defeat of the Greedy Traitor (Ke Cr Me 35)
notice the reading even if the spell is otherwise concealed. So, the This spell imitates See the Traitor's Price (Ke Me 10) in all respects,
more powerful the mindreading, the easier it is to notice. This spell is except that it also creates the memory in S.'s mind that he has already
crude; if S. is aware of it, he can often avoid giving information away: received the bribe. In many cases this idea will be persuasive; e.g., S.
Wits + Guile + s20 >= 15 to avoid having a spur-of-the-moment lie might falsely remember putting money into his purse, or receiving sex
noticed as a lie, for example. [Range: short, Speed: fast, Dur: P/5 ual favors. In other cases the idea will not be plausible; e.g., S. may see
actions, Resist: M.R.] that C is still wearing that metal armor. After hearing what S. wants,
Detect A Lie (Ke Me 15) C.'s player describes what S.'s new memory is, and the gamemaster
Tell if S.'s next statement is a lie - in the sense that S. is trying to judges S.'s reaction. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
deceive someone by saying it. If S. saves, C. knows that S. saved but M.R.]
nothing about the statement. (This works on one statement only; the Retrieve the Soul's Memories (Ke HI Su Me Sp 150)
spell can be foiled by staying quiet long enough or saying a trivial S. remembers his past life or lives, if any. [Range: touch, Speed:
truth.) C. may roll Guile + Wits + s20>=25 to get more details, perhaps build, Dur: instant, Resist: M.R.]
learning that only two of the three clauses are true, or that it was entire
ly true but missing a fact that S. considers important. [Range: short, Mutoc Mentador
Speed: build, Dar: P/5 minutes, Resist: M.R.] Switch the Words (Mu Me 5)
Find the Minds (Ke Me 15) C. picks two words, like "yes" and "no" (or "yes" and "squid"). The
C learns where all minds within P feet are at the instant the spell was next time S. intends to say one, he will say the other instead. He real
cast, and gets a general indication of their emotional and mental states. izes what he said on a roll of Per + Alertness + s20>=P. [Range: short,
(e.g., "angry and stupid.") [Range: short, Speed: build, Dur: instant, Speed: build, Dur: P/5 hours, Resist: M.R.]
Resist: M.R.] Open Mind (Mu Me 10)
Silent Question (Ke Me 20) S becomes more aware of his senses. +3 on rolls for searching and
Ask S. one question mentally, and get a truthful answer as S. under perception; -3 on rolls to resist loud noises, distractions, and torture.
stands it. S. notices the spell on a roll of Perception +Magic Resistance [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
+ s20>=P. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Your New Hero (Mu Me 10)
The Instant Interview (Ke Me 20) S. respects C. in some way of C.'s choice, as a hero, saint, lord, or the
C. gets a brief (20-30 word) description of S.'s character or intentions, like. S. will treat C. appropriately. S. may obey orders or suggestions
as from S.'s most honest self-assessment. Bonstables and other people if they are phrased right and presented suitably; but S. has free will in
who habitually lie to themselves will lie to this spell. [Range: short, the matter. (Despite the name, the spell does not make S. regard C. as
Speed: build, Dur: instant, Resist: M.R.] his particular hero or lord, just a hero or lord. How S. reacts to heroes
Truthspeaking (Ke Me 25) or lords is up to S.) [Range: short, Speed: build, Dur: P/5 hours, Resist:
Attempt to tell if S. is telling the truth. S. gets a Guile + Faith + s20 M.R.]
>= P roll to present a lie as a truth (or a truth as a lie); this is not a Magic J u s t Some Scum (Mu Me 10)
Resistance roll and cannot easily be improved. If this roll fails, C. S. regards C. as worthless or unimportant in some way of C.'s choice;
knows what S. is attempting. C. may attempt to get more information, as a weakling, coward, lout, or whatever. S will treat C. as such.
as from Detect A LiefRange: touch, Speed: build, Dur: P/5 minutes, [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Resist: M.R.] Cool Adventurer (Mu HI Me 10)
Vise of Truth (Ke Cr Me 25) S. won't be easily confused or perplexed by events; he will respond
Each time S. lies within the first P/5 minutes of the spell, he experi coolly, as if had a long time to think about his actions. (The gamemas
ences pain, as Itchy 3 poison, but with no upper limit. The pain accu ter gives the player time to think if necessary. There is no other advan
mulates as S. continues to lie for the P/5 minutes of the spell. The pain tage.) [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto]
dissipates at one point of Trouble per hour. S. may roll Will + Stamina Twist Memories (Mu Me 15)
+ s20>=P to avoid giving visible sign of the pain. [Range: touch, Speed: Change details of one of S.'s memories, e.g., to say that Duke
build, Dur: spec, Resist: M.R.] Prozaggio, not C , threw S. off the balcony. [Range: short, Speed:
Question the Flopping Ghost (Ke Ru Me 25) build, Dur: perm, Resist: M.R.]
C. may speak to the mind of someone who has died within the last P The W r o n g Target (Mu Me 15)
hours. The mind has no personality left, and exists in a state of sheer S.'s next targeted action (and only one action) will target a person or
apathy. The Ruloc component of this spell is required to get the mind thing chosen by C. when C. casts the spell. On a Perception + Magic
to reply at all. It will rarely lie (perhaps 5% of the time), and when it Analysis + s20 >= 20 roll, S. knows that the spell is on him; on a
does it rarely bothers to tell a creative lie. It will frequently speak non Perception + Magic Analysis+s20>=30 roll, he knows who the target is.
sense (perhaps 20% of the time), though perhaps nonsense with some [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
The Leash of Infinity (Mu Me 15) Sensible Thing To Do (Ru Me 10)
Cast this on an animal (or a person), and set him free. Unless he C. gives S. a suggestion about something to do. If the suggestion is
makes a concerted effort and the Magic Resistance roll, he will wander one of the things S. would reasonably consider doing, and S. does not
back and arrive at the place where the spell was cast on him around resist the spell, S. will do it for at least an action. If S. does not con
sunout. As a side effect, S. is always aware of the direction of that sider it sensible, S. will not do it. A typical use of this spell is to com
place while the spell is in effect. Originally a wherriwheffle spell. pel an enemy warrior to fight defensively. [Range: short, Speed: fast,
[Range: short, Speed: build, Dur: one day, Resist: M.R.] Dur: P/5 minutes, Resist: M.R.]
New Old Friend (Mu Me 20) Song of Courage (Ru Me 15)
S. considers C. a new but dear friend. Exactly what this entails P/5 S.'s don't feel fear (except fear caused by a spell of Power >=
depends on S.; a few people are in the habit of betraying their dear P+slO). [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.]
friends (e.g., for some higher goal). S.'s opinions about C.'s associates, Songbird in the Invisible Cage (Ru Me 15)
and so on do not change. [Range: short, Speed: build, Dur: P/5 hours, This spell lets C. command a small bird of animal intelligence, giv
Resist: M.R.] ing it three orders. The songbird will obey to the best of his mental and
Orren Opinion (Mu Me 20) physical ability - so long as he isn't about to be killed. [Range: medi
Modify one of S.'s opinions temporarily. C. must concentrate to um, Speed: build, Dur: P/5 minutes, Resist: M.R.]
describe what the spell does: first to specify the opinion being changed, Quick Nap ( R u M e 15)
second to specify the new opinion. If S. does not hold the first opinion, S. goes to sleep. He can be awakened normally. (Indeed, if S. is
his mind will not be changed. S. does remember holding the previous standing up when the spell is cast, falling down will wake him up.)
opinion (if he thinks about it). [Range: short, Speed: after c o n e , Dur: [Range: short, Speed: build, Dur: instant, Resist: M.R.]
P/5 hours, Resist: M.R.] Resounding Echo of Shared Pain (Ru Mu Me 15)
Wave of Scorn (Mu Me 20) Whenever S. hurts C , S. feels the pain of the injury, greatly ampli
Everyone within P yards who does not resist this spell will scom C , fied. A typical wound for D damage requires S. to make a resistance
as with Just Some Scum. [Range: short, Speed: build, Dur: P/5 hours, roll, Will + Stamina + s20>=D + P/3 + s20, or be stunned and unable
Resist: M.R.] to act for d4 actions; botching the roll means d4 hours. Note that a sin
False Thoughts (Mu Cr Me [Sp] 20) gle S. must be chosen when the spell is cast, and that S. can avoid the
All attempts to read S.'s mindNencounter a planned false thought. spell by simply not causing C. any pain. [Range: short, Speed: fast,
Without Spiridor, it's always the same specific thought (e.g., "is it the Dur: P/5 minutes, Resist: M.R.]
end of my shift yet? I wanna see my boyfriend!"). With Spiridor, the Strength of Madness (Ru Mu Su Me Co 15)
thought will be suited to the circumstances but will be different than Give S. an effective +(P/20) (maximum of +9) on Strength, partially
S.'s. The false thoughts can be pierced by mind-reading spells of power by strengthening his body, partially by making him wilder and less con
>= P+4sl0. The false thought also protects somewhat against mind- cerned with injuring himself. Typical chance of some kind of strain or
control, giving S. +P/5 on resistance rolls. [Range: short, Speed: build, other injury is 1/6 over the course of the spell; injuries won't show up
Dur: P/5 hours, Resist: M.R.] until the end. S.'s equipment might get broken as well. [Range: touch,
Strange Truth (Mu Me 25) Speed: fast, Dur: P/5 minutes, Resist: auto]
Rewrite one of S.'s memories entirely. [Range: short, Speed: after Stupid Thing To Do (Ru Me 25)
cone, Dur: perm, Resist: M.R.] C. may give S. a suggestion about something to do, and S. will do it
Wave of Admiration (Mu Me 20) for at least an action. If it is heinous or suicidal, S. may add +s20 to
Everyone within P /yards must save or admire C. for hours, as with MR. If it is halfway reasonable, S. may continue doing it for some
Your New Hero. [Range: short, Speed: build, Dur: P/5 hours, Resist: time. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
M.R] Long Sleep (Ru Me 25)
Head in the Belly (Mu Me Co 35) S. sleeps for a few hours and is very hard to waken by anything but
Move the place where S.'s mind and body are connected. The junc strong magic. [Range: short, Speed: build, Dur: P/5 hours, Resist:
ture is ordinarily in the brain; with this spell, it can be any limb or inter M.R.]
nal organ. So, destruction of the brain is not automatically fatal while Puppet Will (Ru Me 30)
under this spell, but destruction of the new location is. The new con C. controls S.'s mind while C concentrates. S. will do whatever C.
nection between mind and body is not as close as the proper one; S. wills him to do. Each d6 of S.'s actions, S. is allowed another Magic
experiences Trouble 3. [Range: short, Speed: build, Dur: P/5 days, Resistance roll to break free. C. must be able to see S. while the spell
Resist: M.R.] is active. [Range: short, Speed: build, Dur: cone, Resist: M.R.]
Wave of Dread (Ru Cr Me 30)
Ruloc Mentador Everyone that C. doesn't like within P feet must save or flee in terror
Kiss of Sleep (Ru Me 5) for P/5+s6 actions. [Range: short, Speed: build, Dur: P/5 hours, Resist:
This spell puts a willing S. to sleep. The sleep is natural sleep in all M.R.]
respects. [Range: touch, Speed: build, Dur: instant, Resist: auto] The Wizard Awake For Weeks (Ru Su Me 30)
The Pain Locked in its Coffin (Ru De Me Co 10) S. stays awake and moderately alert for P hours from the time the
Hides the pain of injuries, allowing S. to use injured limbs freely, spell was cast, unless forced to sleep by magic. Unlike the weaker spell
reducing their Trouble to nothing until the spell is over. Each action Never Doze, each cast of this spell has its full effect; you can use this
that S. uses an injured limb, he should roll a d l 2 . On a roll of 1, that spell to stay awake indefinitely. Most people will suffer unpleasant
injury gets d3 Trouble worse. S. might not even realize how badly he mental effects after being awake for a few days, though. [Range: touch,
is ruining his body until the spell is over. [Range: short, Speed: fast, Speed: build, Dur: P/5 hours, Resist: M.R.]
Dur: P/5 actions, Resist: easy]
Marching Orders (Ru Me 35) Wet clothing or fur adds +1 to Soak. Being completely immersed in
C. gives S. one order; S. does it. S. may get extra resistance rolls if water adds +5 to Soak. Heavy wool blankets add +2, but occasionally
the order takes S. into serious danger or violates S.'s essential person catch fire. A suitable counterspell (water creation at the right time, say)
ality. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.] will add up to (counterspell's Power/10) to Soak; less suitable counter
The New Slave (Ru Me [Sp] 50) spells add less. [Range: short, Speed: build, Dur: real, Resist: M.R.
S. is under C.'s complete mental control, and will do anything that C. half]
mentally orders him to. With Spiridor, the control is mindful - C. does Light the Stove (Cr Py 5)
n't even have to give the orders; S. will know what C. wants and does Ignites a few logs, burning them to cooking-heat coals in a few min
it. Primes consider this one of the most evil spells on the World Tree. utes. [Range: short, Speed: build, Dur: real, Resist: n/a]
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Wizard's Secret Candle (Cr Py [Sp] 5)
Create a modest little light, as bright as a (40+P)-watt bulb terrestri
Sustenoc Mentador ally. With Spiridor, it will move around as C. desires. [Range: short,
Never Doze (Su Me 5) Speed: build, Dur: P/5 minutes, Resist: n/a]
S. stays awake and moderately alert, unless forced to sleep by magic. Flokin's Incandescent Kiss (Cr Py 10)
This spell maxes rather than adds. [Range: touch, Speed: build, Dur: C. may kiss someone on the lips, and blast them with fire: P/5+3s6
P/5 hours, Resist: M.R.] fire damage to them. C. will be caught in the blast, taking P/5+s6-Soak
Too Good A Memory (Su Me 10) fire damage herself. The spell is cast upon C , though S. gets a Magic
S. can remember the current scene, from P minutes before the spell Resistance roll too. If C. doesn't kiss someone within the P/5 actions
was cast to P minutes after it, perfectly iif every detail. It has the side that of the spell, she will be blasted with the P/5+3s6 fire damage her
effect that S. will dream it, or even daydream about it, for the rest of his self. (Flokin claims never to have done this to anyone, at least inten
life. Dispelling it will make S. forget that time completely. Students tionally.) [Range: self, Speed: build, Dur: P/5 actions, Resist: M.R.
should only use this for studying under the most desperate of circum half]
stances. (The safe variant Good Memory does not supply perfection; it Fire Rose (Cr Py 10)
simply gives a P/5 bonus on Memory rolls for events in that time.) A Fire Flower variant that is a bit harder to resist with Magic
[Range: touch, Speed: fast, Dur: perm, Resist: easy] Resistance. As with most Fire Flower variants, it does (P/5+s6-Soak)
Horrid Obsession (Su Me 20) damage; however, the resistance roll against it is made at -5. The spell's
Make S.'s thoughts repeat in a tight cycle. S. repeats the last thought actual name is a flower with an intense grating smell. [Range: short,
he thought, and if at all possible the last action he took, over and over Speed: build, Dur: instant, Resist: MR - 5 for half]
until he can shake the spell. [Range: short, Speed: build, Dur: P/5 Fire Splash (Cr Py 10)
actions, Resist: until M.R. (+10)] A cloud of fire appears around S., pouring outward. This does the
Citadel Within Myself (Su Me 30) usual Fire Flower damage to S., P/5+s6-Soak, but does s6-Soak to
C. constantly resists mind control. If C. is under any Mentador spell, everyone within five feet of S. Everyone gets a resistance roll for half
C. gets an extra Magic Resistance roll at +2s20 (cumulative for each damage. [Range: short, Speed: build, Dur: instant, Resist: M.R. half]
action), to break that'spell. [Range: short, Speed: fast, Dur: P/5 hours, Light of Day (Cr Py 10)
Resist: n/a] Makes a very bright light., as bright as daylight. The light appears
as a barely-tangible globe in C.'s hands, which C. may stick on an
object. [Range: medium, Speed: build, Dur: P/5 hours, Resist: n/a]
PYRADOR Collar of Flame (Cr Ru Su Py [Sp] 10)
Creoc Pyrador Puts a collar of fire around S.'s neck. The collar is initially harmless.
Fire Dart (Cr Py 5) At a word from C , it will blossom into a Fire Flower. With Spiridor,
Shoots a flaming blast from C.'s pointing finger (or paw or whatev the collar will explode mindfully. This spell is for intimidation, not
er). The dart has a greater range than Fire Flower, but it might miss. fighting. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
The spell has Attack Base = Perception + Finesse + P/3. It has Base Steam Wind (Cr [Su] Py Aq 10)
Damage = P/5+s6 and Damage Increment = 3, but does half damage if Create a cloud of steam around C , doing P/10 damage to C. and to
S. resists. [Range: medium, Speed: build, Dur: real, Resist: M.R. half] everyone nearby C. The cloud of steam can be up to P/2 feet in radius.
Fire Fan (Cr Py 5) Everyone but C. gets a Magic Resistance roll for half damage; C. takes
Creates a flat shape of fire six full damage. [Range: short, Speed: build, Dur: 1 action [P/10 actions],
feet long in C.'s hand, which Resist: M.R. half]
C. may wave around. It can Slow-Burning Spear (Cr Su Py Hr 10)
scorch many enemies, but Set a spear on fire. It does P/10 (but maximum of 5) points extra
not badly: Damage Total = damage. After 20+d20 actions it will suddenly collapse into ashes.
P/10-Soak. Mainly effec The fires do not burn the spear's wielder. [Range: touch, Speed: build,
tive on insects and mice. Dur: 20+s20 actions, Resist: n/a]
[Range: short, Speed: build, Fire Bees (Cr Py Sp 10)
Dur: 1 action, Resist: M.R. Creates P/4 fire elementals in the form of burning bees, who will
half] sting and burn C.'s enemies. Each fire bee dies after it stings success
Fire Flower (Cr Py 5) fully. The bees have Attack Base = P/2, Damage Base = P/10, Damage
The basic fire attack spell. Fire blos Increment = 2, Defense Base = 15, Soak = 0, Life = P/10, MR = P/4.
soms briefly around S., doing P/5+s6-Soak Fire bees are fighty; they will attack other elementals or ordinary bees
damage, or half of that if S. succeeds in a Magic Resistance roll. There even if C. orders them to do otherwise. The bees from a single casting
are many ways of protecting against this spell, none of them perfect. of the spell act like a single swarm; they will attack fire bees from other
castings of the spell first. (But see Fire Oueen.t [Range: short, Speed: Lava Serpent (Cr Mu Ru Py Du Sp 25)
build, Dur: P/5 minutes, Resist: n/a] / Create a large snake made of burning, living rock. Attack Base =
Spark Storm (Cr Py 15) 20+Finesse+P/3, Damage Base = P/5, Damage Increment = 5, Defense
A 60° x P foot cone of very nasty sparks, which do P/10+d4-Soak Base = 10, Soak = 10, Life = P, MR = P/2, Combat Stance Base =
damage to everyone in the cone. The sparks have a bit of vicious intel Finesse. The snake will fight a single victim only (except that they will
ligence, and specifically attack people and large animals; they usually attack other conjured creatures instead of the intended target); if it can
leave harmless plants and small animals alone. [Range: short, Speed: not see that victim for any length of time, it will curl up and die.
build, Dur: instant, Resist: M.R. half] [Range: short, Speed: build, Dur: attend, Resist: M.R.]
Swift-Burning Spear (Cr Py 15) Swift Fire Flower (Cr Py Te 25)
Sets a spear on fire, a bright fierce fire which does P/5 points extra A fast Fire Flower spell; some clever use of Tempador makes this
damage (in addition to the spear's ordinary damage). After 2+d4 take effect instantly, rather than smoldering and building for an action.
actions the flames are at the wielder's hands, and he must toss it away Damage is the standard (P/5+s6-Soak). [Range: short, Speed: fast, Dur:
or take P/5- Soak damage per action himself. After seven actions the instant, Resist: M.R. half]
spear bums away completely. This spell does not work on magical Phoenix Egg (Cr Py 30)
weapons. [Range: touch, Speed: build, Dur: 7 actions, Resist: (M.R.)] The classic fireball. C. makes a little glowing ball and tosses it.
A Handful of Fire (Cr Su Py Co 15) There's a big explosion, and everything within P feet of the place it
C.'s hand (or forepaw) bursts into flame. C. can hold the fire as long lands takes P/5+s6-Soak fire damage. Missing or dropping the ball is
as she wants; the Sustenoc Corpador side of the spell protects her from a bad idea. C. can hold the ball rather than tossing it immediately, but
it. It bums other thirigs normally. People she touches with it take (s8- it loses d6 power each action that she holds it. [Range: medium, Speed:
Soak) damage from the fire. She can throw the fire, making a Thrown build, Dur: instant, Resist: M.R. half]
Weapons attack roll and doing P/5+s6-Soak damage if it hits. The spell Wall o f F i r e ( C r P y 3 0 )
lasts until C. throws it, dismisses it, or is knocked out. This isn't a ter A paper-thin wall of intensely hot flame, up to P feet high and P
ribly effective spell in power, but it looks impressive; fire mages often yards long, in a simple shape. Those who pass through the wall take
use it to show that they are fire mages and therefore dangerous. [Range: (P/3+s6-Soak) points of fire damage. The spell is strictly defensive; it
short, Speed: fast, Dur: spec, Resist: M.R. half] refuses to be cast on anyone, which reduces its popularity among
Flaming Sword (Cr Su Py Du 15) Pyrador mages. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
Set a metal sword ablaze, so that it does +P/5 damage on each hit. M.R. half]
After 2d4 of the wielder's actions, the weapon will be hot enough to do
P/5-(Hand Soak) damage each action to its wielder. [Range: short,
Speed: build, Dur: P/5 minutes, Resist: M.R.]
Toast the Sneaky Thief (Cr Py Lo 15)
Blast someone with fire, through an arcane connection, for the typi
cal (P/5+s6-Soak) damage. Good when someone has stolen one of
your two identical candlesticks. [Range: conn, Speed: build, Dur:
instant, Resist: M.R. half]
Fire Everywhere (Cr Py 20)
Blasts everyone in a 5-foot radius sphere with fire, doing (P/5+s6- Secret Fire G a r d e n (Cr De Py II 30)
Soak) damage. C. must make a Perception + Finesse + s20 roll, typi Blast S. with fire, giving him few clues that the blast is building.
cally >= 10, to center the sphere at the right place. [Range: medium, This spell cannot be perceived with ordinary magic sense, and shows
Speed: buildt Dur: instant, Resist: M.R. half] no physical signs that it is building. It's almost as good as a Swift Fire
Eternal Flahie (Cr [Su] Py 20) Flower, and more complicated; but more mages are expert at Destroc
Makes a small campfire that bums for hours (or forever, with and Illusidor than Tempador. The damage, of course, is (P/5+s6-
Sustenoc) without fuel or air. [Range: short, Speed: build, Dur: P/5 Soak). [Range: short, Speed: build, Dur: instant, Resist: M.R. half)
hours, Resist: none] Angry Dragon (Cr [Su] Py Sp 30)
Battle Brand (Cr Ru Py 20) Creates a cloud of dense coiling fire which tries to incinerate C.'s
Creates a 2-foot diameter flare of fire, which C. may maintain and enemies. On each action it strikes with Attack Base = P/2+Finesse,
strike with repeatedly by concentrating, anywhere within P feet. The Damage Base = P/4, Damage Increment = s6, Defense Base = 20, Soak
Brand hits with Attack Base = Perception + Finesse + P/3, Damage = 2. Life = P, MR = P/2, Combat Stance Base = Finesse. With
Base = P/5+s6, and Damage Increment = 3. [Range: short, Speed: Sustenoc, it has Life = 2P, MR = P. The Angrv Dragon is living, but
build, Dur: cone, Resist: M.R. half] not mindful. Under the best circumstances, C. has a moderate degree
Big Boom (Cr Py 25) of control over it: she can tell it who to attack, and usually restrain it
A favorite of fire mages: a big extra-powerful Fire Flower, doing from attacking anyone if the fight is over. If there are other mindful or
(P/3+s6-Soak) damage to one victim. This spell is very loud. [Range: living spells, or elementals, in the area (especially other Pyrador ones)
short, Speed: build, Dur: instant, Resist: M.R. half] the Angry Dragon will attack them regardless of what C. wants.
Round Scalpel of Fire (Cr Py 25) [Range: short, Speed: build, Dur: attend, Resist: n/a]
Blasts everyone in a sphere with fire, doing (P/5+s6-Soak) damage. Fire Queen (Cr Ru Py Sp 30)
The sphere can have a radius between 1 and 6+(P/10) feet, as C. wish Like Fire Bees, except that it also creates a queen fire bee, which
es. The sphere will appear exactly where C. wishes. [Range: medium, does not die when it attacks. Ordinary fire bees will serve the queen -
Speed: build, Dur: instant, Resist: M.R. half] even fire bees from other castings of the spell (by C. or by other peo
ple). Two fire queens will fight each other bitterly. [Range: short,
Speed: build, Dur: P/5 minutes, Resist: n/a]
Cresting Wave of Fire (Cr Py 40) is that S. gains a Soak of +P against fire. Nothing is cumulative with
A wave of fire moves out from C, in an arc (anything from a narrow this spell - not even Zi Ri innate resistance to fire - because it already
5° arc to a full 360° circle), moving at running speed. It does (P/5+s6- uses all major fire-protection techniques. [Range: short, Speed: fast,
Soak) damage to everyone it touches. [Range: short, Speed: build, Dur: Dur: P/5 actions. Resist: auto]
P/5 actions, Resist: M.R. for half]
Shining Salamander (Cr Py Sp 45) Healoc Pyrador
Creates a mindful fire elemental, in the shape of a lizard-tiger. The Phoenix from the Ashes (HI Py 15)
salamander is a good fighter: Attack Base = Finesse+P/2, Damage Base Recreate a recently-extinguished fire, just as if it had not been extin
= P/4, Damage Increment = s6, Defense Base = 20+P/4, Soak = 5, Life guished. It can even recreate extinguished fire spells (e.g., an Angry
= P, MR = P/2, Combat Stance Base = 10+Finesse. It enjoys a fight as Dragon that has been dispelled) of up to 3P Power, though they lose 2s6
much as an Angry Dragon, but it is mindful and will not fight other ele points of Power when recreated. TRange: medium, Speed: fast, Dur:
mentals unless C. wishes it to. [Range: short, Speed: build, Dur: attend, real, Resist: n/a]
Resist: n/a]
Grand Inferno (Cr Py 60) Kennoc Pyrador
Everything within P yards of C. bums. Flammable things (including Follow the Candle (Ke Py 5)
most Herbador products, such as the ground) catch fire and keep bum-' C. touches a flame at the start of the spell, (ouch) As long as the spell
ing after the spell is over. Damage is (P/3+s6-Soak) per action of the runs, C. knows the direction and distance to the flame, if it is within
spell, plus natural fire damage afterwards. This spell does not protect 100P feet. (Similar spells with other arts are more complex; fire wants
C. from the inferno, though most people who can cast it can protect to be seen) [Range: long, Speed: build, Dur: P/5 minutes, Resist: n/a]
themselves. [Range: P yards, Speed: build, Dur: cone, Resist: none] Find the Fire (Ke Py 10)
C. knows the locations of all fires, even sparks, within P feet of her
Destroc Pyrador self. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
Extinguish the Fire (De Py 5) Tale of the Ashes (Ke Py 20)
This spell puts natural fires out. It doesn't work on spell-created or See what the ashes C. touches used to be, and what happened when
spell-enhanced fires. P=5 is enough to extinguish a candle, P=10 a they were burned. C. can see the entire scene of the burning. [Range:
torch, P=15 a campfire, P=20 a large campfire, P=40 a burning shed, touch, Speed: build, Dur: instant, Resist: n/a]
P=100 a burning house. Maxes rather than adds. [Range: short, Speed:
build, Dur: real, Resist: n/a] Mutoc Pyrador
Darkness (De Py 10) Magnify the Flame (Mu Py 5)
Make it dark as night nearby. [Range: short, Speed: fast, Dur: P/5 Make a normal fire (20P)% larger and somewhat hotter, but does not
minutes, Resist: n/a] change how quickly it consumes fuel. No effect on magical fires.
Winter Wind (De Py Ai 15) [Range: short, Speed: build, Dur: real, Resist: n/a]
Make a gust of very cold wind, 60° x 10P feet from caster. Does Fire Fountain (Mu Py 10)
3+P/10 damage (no soak) damage to everyone who it touches. It kills M a k e a n ordinary fire flare up into a pillar of flame, P feet tall. At
many plants, though most insects will recover. [Range: medium, Speed: C.'s opfjon it gets sparks everywhere. It is used mainly for signaling.
build, Dur: instant, Resist: M.R. half] [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: n/a]
Daggers of Your Own Blood (De Py Co 20) Fire Shape (Mu Ru Py 10)
Freeze some of S.'s blood into sharp blades of red ice, which pierce A fire flares up and belches out a fireball, which shapes itself into
his skin from the inside. It is terrifying and agonizing: Trouble 2 for a some simple animal shape (usually a bird). The shape flies around a bit
few minutes for people who aren't mentally prepared for it, or more if while C. concentrates. As a weapon it does (P/5-Soak) damage, has
S. is terrified. The spikes melt quickly. The damage is unimpressive: Damage Increment = 1, and has Attack Base =
P/5+d3. It's not actually a very dangerous spell - there, a r e r a r better Perception+Finesse+P/5: mediocre by Pyrador standards. This is most
ways for a Destroc Corpador mage to kill someone - but it is scary. ly an entertainment spell. [Range: medium, Speed: build, Dur: cone,
[Range: medium, Speed: build, Dur: real, Resist: M.R.] Resist: n/a]
Cloak of a Frosty Night (De Su Py 25) Candle Sword (Mu Su Py 10)
Wraps S. in icy darkness. S. suffers Trouble 5: 2 from the cold and 3 Stretches a candle's flame out to four feet long and makes it some
from the darkness. The Cloak protects against fire, reducing fire dam what solid. It may be wielded as if it were an edged or fencing weapon.
age by P/20+2s6. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: It has Damage Base = P/10 (maximum of 6) and Damage Increment =
M.R] 3, making it somewhat inferior to an actual metal sword. [Range:
Save the Burning City (De Py 30) short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
Extinguish all natural fires within the spell's range. [Range: medium, Bonfire Scythe (Mu Py 15)
Speed: build, Dur: real, Resist: none] Causes a brightly-burning bonfire to flare up and around. Anyone
Under the Unreal Lake (De Py 40) within 10+P/4 feet of the bonfire takes P/5+s6-Soak. Anyone actually
No fire may bum within P feet of the place the spell was cast, save inside the bonfire takes P/3+2s6-Soak. The bonfire will be left almost
magical fires of power >= P. [Range: short, Speed: build, Dur: P/5 extinguished, and take d6 actions to regain its former strength. [Range:
hours, Resist: M.R.] short, Speed: build, Dur: real, Resist: n/a]
Fur of Soaked Iron (De Su Mu Cr Py Co Aq Du 40) Pyrotechnics (Mu Py II 15)
A very complicated fireproofing spell that protects S. from fire in Make a fire bum strange colors, make weird noises, smoke in odd
many ways. S.'s fur (or whatever) becomes as iron to fire, and great shapes, and so on. Most of these tricks require C.'s attention; the sim
floods of water wash over it when fire draws near; and S. is toughened plest (like changing colors) do not. Entertainers often use this spell.
to resist fire, and surrounded by an aura that reduces fire. The net effect [Range: short, Speed: fast, Dur: attend, Resist: n/a]
Flaming Cage (Mu Py 20) short, Speed: build, Dur: P/5 hours, Resist: none]
Sculpt a fire into a cage around S., who should be at most P feet from
the fire initially. The spell does P/3+2s6-Soak damage to S. if he tries Sustenoc Pyrador
to leave. The spell does not hurt him while he is inside the cage. Feed the Fire (Su Py 5)
[Range: short, Speed: build, Dur: P/5 hours, Resist: none] A normal fire burns (30P)% longer than it would otherwise, given its
Fire Kitten (Mu Su Py Sp [Ai] 20) current fuel. [Range: short, Speed: fast, Dur: spec, Resist: n/a]
Turn an existing fire into a small fire elemental, who will try to bum Lingering Light (Su Py 10)
and destroy things - starting with what C. asks for, but not necessarily Cast this in an illuminated place. The place will stay illuminated (bar
ending there. The elemental looks like a large housecat made of fire; ring magic), even if the light source is removed, for P/5 hours. [Range:
with Airador, it has wings and can fly. Attack Base = P/2+10, Damage short, Speed: fast, Dur: P/5 hours, Resist: n/a]
Base = 10+P/5, Damage Increment = s6, Defense Base = P/2, Soak =
0 . Life = P, MR = P, Combat Stance Base = Finesse. SPIRIDOR
Its touch sets most flammable things on fire. It is somewhat intelli Creoc Spiridor
gent, but not mindful. It will happily kill and bum thing that C. asks it Make the Spell Mindful (Cr Mu Sp Ma 10)
to - but once it's finished with them, it will start destroying other things. Make a spell that could have been mindful but wasn't cast that way,
C. may order it to sit still; it will obey that order for d6 actions, and then mindful, so long as its power is at most P. [Range: short, Speed: fast,
sneak around and try to destroy something. The kitten's personality is Dur: real, Resist: n/a]
based to some extent on the fire. Pine-fire kittens are especially quick
and playful; oak-fire kittens are more dignified. Kittens from entirely Destroc Spiridor
magical fires are insane and uncontrollable. If the fire has not been Cut the Spirit (De Sp 5)
burning for at least ten minutes before the spell was cast, the fire kit Inflicts P/5 damage on S. This damages S.'s life force directly, not his
ten's eyes will not be open, and it will have Attack Base = 10 and body. Damage done by this spell heals at one point per day. Healoc
Defense Base = 10. [Range: short, Speed: build, Dur: P/5 minutes, Corpador spells cannot heal it, though the equivalent Healoc Spiridor
Resist: n/a] spells can. This spell maxes rather than adds, limiting its usefulness as
Gnarn and Flokin (Mu Py Ma 25) a weapon. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Increases the force of a fire spell that is building, add (P/25)s6 to its Mindless Spell (De Sp 15)
damage (if it is a quick intense attack like Fire Flower), or P/25 to its Make an intelligent (e.g., mindful) spell of power less than P no
damage (if it can deal that damage repeatedly, as Fire Kitten). [Range: longer intelligent or mindful. The target spell becomes an idiot, typi
short, Speed: fast, Dur: real, Resist: n/a] cally repeating one action over and over again. This works nicely on
/ created elementals and other created or animated things. [Range: medi
Ruloc Pyrador um, Speed: build, Dur: real, Resist: none]
Invisible Pot Holder (Ru Py 5) Shatter the Triune Being (De Ru Sp Co Me 40)
S.'s hands (or two other body parts) can endure normal fires and Violently separates S.'s body, mind, and spirit. This kills S. beyond
extreme heat, to the point of taking a hot casserole out of an oven, with healing, though spells like Spirit Tether may make him resurrectable.
out pain or damage [Range: short, Speed: fast, Dur: P/5 minutes, Resist: [Range: short, Speed: fast, Dur: real, Resist: M.R.]
n/a]
Leaping Flames (Ru Py Sp 10) Healoc Spiridor
Animates a bonfire to do C.'s bidding. The bonfire can last for three Spirit Reunion (HI Sp 20)
actions away from its fuel. It is not a great weapon. Attack Base = Restores S. to life, if S. has not been dead more than 2d6 minutes, and
10+Finesse, Damage Base = 4, Damage Increment = 2, Defense Base if S.'s body has been healed to be at least Incapacitated. S. will suffer
= 0, Soak = 0. Life = 5, MR = P/2. It waddles around at about half walk Trouble for several days, as from any resurrection. [Range: touch,
ing speed. It is mindful if O started the fire herself; otherwise, it will Speed: build, Dur: real, Resist: none]
obey one of C.'s instructions, and not that well. [Range: short, Speed:
build, Dur: attend, Resist: n/a] Kennoc Spiridor
Exchange the Heats (Ru Py 15) Check for Life (Ke Sp 5)
Exchanges the heats of two objects. For example, if the sword is red- Tell if S. is alive. [Range: short, Speed: fast, Dur: instant, Resist:
hot at 600 degrees and the log is room-temperature at 70, the log could M.R]
be made red-hot at 600 degrees (probably bursting into flame) and the Is the Spell Mindful? (Ke Sp 10)
sword be made room-temperature at 70. The objects must be similar Find out if a spell is mindful. [Range: short, Speed: fast, Dur: instant,
sizes (at most P % different), and at most P/5 feet apart. If either object Resist: n/a]
(or its wielder, as appropriate) succeeds in a Magic Resistance roll, the Magerium in the Daylight (Ke Sp Me 10)
spell fails. Note that this exchanges temperatures (as opposed to C. has an easier time examining S.'s magerium with ordinary magic
"amounts of heat", a terrestrial concept which does not apply on the sense. Add P/5 to all such rolls. [Range: short, Speed: fast, Dur: P/5
World Tree): the log will be at 600 degrees, even if it is heavier than the minutes, Resist: M.R.]
sword. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Measure the Life-Force (Ke Sp 20)
Bonfire Well (Ru Mu Su Py 20) C. may accurately measure the degree of vitality of a creature. The
C enchants a bonfire, making it into a "well" from which she may game mechanic is, C.'s player is told how many Life Points S. has, total
scoop and throw bolts of fire. The well is very deep, and will not soon and remaining, and how many hidden wounds and the like. The actual
run out of fire. C. may throw one firebolt each action, with Attack Base spell gives a more detailed answer. [Range: short, Speed: fast, Dur:
= Perception + Finesse + P, Damage = 5, and Damage Increment = s6. instant, Resist: M . R ]
The firebolts are missiles, not spells, and throwing one is fast. [Range:
Find the Hidden Monsters (Ke [Su] Sp 20) Sustenoc Spiridor
C. becomes aware of all the creatures and spells and such with spir Triune Armor (Su Mu Sp Co Me 20)
its within P feet of herself. She knows where they were when the spell Holds S.'s mind, body, and spirit together more tightly than usual.
was cast, and roughly how powerful they are. With Sustenoc, she is This gives S. P/3 temporary hit points. Can only be safely used once
continually aware of their positions and powers for a few minutes. per day. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none]
[Range: short, Speed: fast, Dur: instant [P/5 minutes], Resist: none]
TEMPADOR
Ruloc Spiridor Creoc Tempador
Vengeance Upon the Biting Bug (Ru Sp Co Me 10) Pause to Think (Cr Te 5)
Split S.'s mind, body, and spirit, killing S. in a way that only very C. has 2P extra seconds to reflect on what to do. C. can't do anything
strong spells will have a chance of resurrecting him. This spell doesn't but think during that time. (In play, give C.'s player 10P seconds to
work on anything with any significant degree of vitality: Will or think and talk to the gamemaster.) [Range: self, Speed: fast, Dur: 2P
Stamina of -2 or more, or Life Base of 2 or more, is enough to render seconds, Resist: n/a]
S. immune to the spell. [Range: short, Speed: build, Dur: perm, Resist: Quick Instant (Cr Te 10)
M.R.] S. gets an extra action; see page 148. He draws an initiative, and acts
Spirit Tether ( R u S p 15) bn^hat initiative as well as his ordinary initiatives. This spell is not
Cast at S.'s spirit, when S. has just died. It keeps the spirit in the vicin cumulative: S. may only have one extra action pending at any given
ity, and thus makes it easier to resurrect S., for P + s20 minutes. (For time. (This spell is wonderfully effective bound, as C. may trigger it
example, a Spirit Reunion will work lis long as the spirit is tethered.) any time, initiative or none. It is rarely useful to cast; casting it takes
[Range: short, Speed: fast, Dur: P+s20 minutes, Resist: none] an action, and gives only one more action.) [Range: short, Speed: build,
Command the Mindful Spell (Ru Sp 15) Dur: s p e c , Resist: n/a]
Take partial control of a mindful spell S. C. must concentrate. C. Instant Out of Time (Cr Te 15)
rolls P/5+Will+s20. S.'s caster rolls S.'s P/5 + Will + s20, and may add C. gets (P/10) actions outside of time. C. may cast spells on herself
10 to the roll by concentrating on controlling the spell. If either side (including, e.g., teleport spells); but the rest of the universe is frozen (as
wins by 5+, they control S. next round; if neither side wins by 5, S. does far as she is concerned) and she may not cast any spells affecting it. C.
nothing. [Range: short, Speed: fast, Dur: cone, Resist: n/a] may not move her body in that time. Spells which build start to build
when the Instant out of Time is over. [Range: short, Speed: fast, Dur:
spec, Resist: n/a]
Extra Sleep in the Morning (Cr Te 20)
C. must draw a circle, up to P/5 feet in radius. All people within the
circle get an extra 50% time in the next P/5 hours; e.g., if P=20, they
experience six hours in the next four. The spell is quite fragile; it is can
celed if anyone leaves the ring or tries to do anything that affects some
thing outside it. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
auto]
Quick H o u r ( C r T e 2 0 )
S. moves quickly while the spell lasts, getting the best of two initia
tives for each action. S. can stand this spell once a day with no ill
effects. Not cumulative with Orren wild rush. [Range: short, Speed:
build, Dur: P/5 minutes, Resist: auto]
Faster than Time (Cr Mu Te 20)
Give S. another action, on the initiative immediately following the
one that the spell was cast on. It is equivalent to a Quick Instant with
the best possible draw. The spell will only work on S. d6 times in a day;
C. becomes aware of how many that day after the first one is cast.
[Range: short, Speed: fast, Dur: spec, Resist: auto]
Age the Passing Spell (Cr De Te Ma 20)
Make more time for a spell to experience. This reduces the spell's
duration as far as everything but the spell is concerned. It reduces the
duration of spells of power < P-s20 by P/2 actions. [Range: short,
Confuse the Mindful Spell (Ru Sp 20) Speed: fast, Dur: real, Resist: none]
Makes a mindful or other intelligent spell of power < P + s20 do the Dance of the Thrice-Great Orren (Cr Te 40)
wrong things (probably). Typically, there is a 1/6 chance that a given' S. gets three extra actions: he draws three initiatives, and takes them
action is what the mindful spell's caster would prefer, a 1/3 chance of all (in addition to his regular initiative). This spell will only work on S.
what the caster would least like the spell to do, and a 1/2 chance of 2d6 times in a day. [Range: short, Speed: fast, Dur: spec, Resist: auto]
something frivolous. [Range: short, Speed: build, Dur: P/5 actions, A Month in a Day (Cr Te 50)
Resist: none] All people within P feet experience time (10P)% faster than usual.
Otherwise like Extra Sleep in the Morning. [Range: short, Speed: fast,
Dur: P/5 days, Resist: auto]
Dancing in the G a r d e n of Statues (Cr Te 100)
C. gets 3+d6 actions outside of time - except that things C touches Mutoc Tempador
or otherwise interacts with are inside time. Nobody (in general) can see Change the Awful W o r d (Mu Te 10)
C. move, though a replay-the-past spell will catch it. Good for a vast Revise time slightly. C. may change one word she said in the last sen
array of tricks. No simpler spell may have anything like this effect. tence she said. The spell must be cast within a d8 seconds of the sen
[Range: short, Speed: fast. Dur: spec, Resist: none] tence ending, or it has no effect; roll the d8 after the spell is cast. C.
Dawn at Mid-Afternoon (Cr Te 800) remembers the response to the word in the time that didn't happen;
Create an instant of dawn at the time the spell is cast. All the events everyone else has a dreamlike "what-if memory of it. [Range: self,
that usually happen at the instant of dawn will happen when the spell Speed: fast, Dur: real, Resist: n/a]
is cast; e.g., most people have their cley refreshed. The spell doesn't Slow the Spell (Mu Te Ma [Sp] 10)
do anything to the sun. This spell effects the entire World Tree - and The next fast spell cast in the area will have to build instead, if its
even World Tree natives who are outside of it. Similar spells for other power < P + 2s 10. With Spiridor, the spell is chosen mindfully. [Range:
moments are possible, but probably harder. This spell has only been short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
cast once, with generous use of Graces of Virid and Kaimiri. [Range: Delay the Spell (Mu Te Ma 15)
infinite, Speed: fast, Dur: instant, Resist: none] A spell that has been cast but not yet taken effect is postponed for
P/10 actions more, if its power < P + 2s 10. It may be countered or oth
Destroc T e m p a d o r ;
erwise modified during this time, in all the ways that usually apply
Lose Your Chance (De Te 10) before a spell has taken effect. [Range: short, Speed: fast, Dur: spec,
S. loses his next action. This spell only works on a given S. once an Resist: none]
hour. [Range: short, Speed: build, Dur: spec, Resist: M.R.] The Mistake T h a t Almost W a s (Mu Te 20)
A Minute Gone Forever (De Te 40) Revise time to, perhaps, avoid a botch: reroll the botch dice (not the
S. loses one minute of time; for that minute he does not exist, and die that required the botch roll). The new result applies, even if it's
then he exists again. If he saves, he loses only d6 seconds. [Range: worse. This spell costs an extra cley by C. or two by S. (the person who
medium, Speed: fast, Dur: 1 min, Resist: M R . ] rolled the botch) per botch rolled in the time that did not happen - which
must be spent when the spell goes off, even if (e.g.) the spell was
Healoc Tempador bound. Note that it can be used offensively or defensively, but requires
The Clock Both Stern and Severe (HI Te 20) S. to have rolled a 1. [Range: short, Speed: fast, Dur: real, Resist: Hard
Cancels time-increasing spells (Quick Instant and the like) cast with (-20)]
in P feet of C , if their power is < P+s20. Each spell cancelled reduces Change the Awful Sentence (Mu Te 25)
Clock's P by s20, and Clock expires when P reaches 0. [Range: short, Revise time slightly. C. may take back the last sentence she said, and
Speed: fast, Dur: P/5 minutes, Resist: n/a] say something else instead. Otherwise like Change the Awful Word
(Mu Te 10) [Range: short, Speed: fast, Dur: real, Resist: n/a]
Kennoc Tempador R e p a i r the Clumsy Attack (Mu Te 40)
W h a t Time Is It? (Ke Te 5) Reroll everything concerned with an attack very recently completed
C. learns what time it is: what day of the year, what hour and minute (physical or spell) by someone within spell range. Everyone remem
and second of the day. [Range: self, Speed: fast, Dur: instant, Resist: bers what happened in the time that didn't happen. [Range: short,
n/a] Speed: fast, Dur: instant, Resist: none]
W a r n of Strange Time (Ke Te 10) M a k e It Not So! (Mu Te 50)
C. is warned if a time-modifying spell is cast nearby. [Range: short, Replay the last 10+P/5 seconds from the start. Everyone remembers
Speed: fast, Dur: P/5 hours, Resist: n/a] what happened in the time that didn't happen. There are a few artifacts
Catch the Moment Past (Ke [II] Te 10) of the prior time having happened; e.g., cley spent during it is really
Show C. (or, with Illusidor, everyone watching) what happened here spent, and everyone involved remembers the time that didn't happen.
on one minute of the last P/5 minutes. The spell takes one minute to [Range: short, Speed: fast, Dur: spec, Resist: none]
run. [Range: short, Speed: build, Dur: P/5 minutes. Resist: n/a] A Day in a Month (Mu Te 50)
Know the Last H o u r (Ke Te 25) All people within P feet experience the next day spread over P days.
C. gains knowledge of everything that happened in her current loca Otherwise like Avert Boredom [Range: short, Speed: fast, Dur: P/5
tion during the preceding hour. [Range: short, Speed: fast, Dur: instant, days, Resist: none]
Resist: none] Long Exile (Mu Te 70)
Eyes of the Past (Ke Te II 35) S. is flung a hundred years into the past, [Range: short, Speed: build,
Replay an image of the events of any hour of the past P/5 years. C Dur: real, Resist: M.R.]
may describe the hour she wants to see in terms that the gamemaster
can understand;/it's a smart spell. The images move at the speed that Ruloc Tempador
they happened/ the spell takes an hour. [Range: short, Speed: build, Spell in the Clock (Ru De Te Ma Sp 15)
Dur: P/5 hours, Resist: none] One or more spells of total power < 2P are delayed for a preset time,
Read the Suit's Book (Ke Te II 35) which may be as long as P minutes. The spells may be cast by C. or a
Reveal to C. the events that happened in her current location in the cooperating mage that C. designates, but must be cast soon after Spell
past month, skipping around and skimming as desired. She sees the in the Clock. [Range: short, Speed: s p e c , Dur: spec, Resist: n/a]
parts that she wants to see in real time; that is, if she wants to know
everything that happened on a particular day, she will have to concen
trate for a full day. [Range: short, Speed: build, Dur: cone, Resist:
unstable, single.
Sustenoc Tempador Ritual Element: C. burns eight dolls (one of each prime species) with
The Longest Battle (Su Te 15) huge eyes and ears, grinds the ashes to powder, and fills the room with
S.'s time-flow is prolonged; to everyone else, it appears that S. is a dense cloud of the powder.
moving slowly. In game terms, S. draws two initiatives and takes the
worst of them, for the next few actions. Rushing Orren get a single ini The Ritual of Death (De Co 15)
tiative. [Range: short, Speed: fast, Dur: P/5 actions, Resist: until M.R. At the end of this ritual, S. dies. Magic resistance is not possible; no
(+5)] form of healing will restore S. to life. S. must be present for the entire
Avert Boredom (Su Te 15) ritual, inside a rickety cage of bones, wearing a cloak of dead dry
All willing people within P/5 feet experience the next P/5 hours as if leaves. If S. j_s tjnwilling, measures must be taken to keep him there.
they were just one. They return to regular time as soon as they wish to. Certain kinds of entity are immune to this ritual: e.g., those without
[Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Corpador-based bodies.
Slow Hour (Su Te 20) Cley: 12. Time: 2 hours. Cost: 200 lozens. Preparation: 1 week, sta
S. becomes very slow for an hour. He gets the worst of two initia ble, multiple.
tives on each action. [Range: short, Speed: build, Dur: 1 hour, Resist: Ritual Element: At the start of the ritual, C. inserts a black glass tube
M.R] into the flesh over her heart, and blood drips slowly down her chest for
He Who Waits (Su Ke Te 50) the entire ritual, doing 2s6 damage to her.
Time stops for S., until some specified event occurs, as for a bound
spell. (This counts as one of S.'s bound spells). S looks just like usual The Ritual of Casting the Boxed Spell (Ke Ru Cr Ma 15)
(except, of course, that he is not moving), but he cannot be affected by This ritual allows C. to cast a boxed spell without grafting it - once,
anything of power < P + slOO while he is waiting. The spell itself is right at the end of the ritual. The spell may have a complexity no
under no such protection. [Range: short, Speed: build, Dur: spec, greater than P, and C. must have the Noun and Verb skills necessary to
Resist: M.R.] cast it normally. C. can only use ordinary pattern casting or spellbind
ing. The casting is stressful, with eight extra botch dice.
RITUAL SPELLS Cley: 4. Time: 1 hour. Cost: 200 lozens. Preparation: 1 week, stable,
The Ritual of the Floating Bowl (Ru Hr 5) multiple.
The classical training ritual, which apprentice karcists use to practice. Ritual Element: C. dons a cloak sewn with keys, then ceremoniously
It levitates a wooden bowl in the air, holding it in place for P years. The removes it.
spell can support up to 100P pounds, if the bowl can hold that much
weight. Purebreed Puppy Ritual (Mu Ke Co 25)
Cley: 12. Time: 2 hours. Cost: 10 lozens. Preparation: 1 day, stable, Make an unborn child look like one or the other of the
multiple. parents, rather than a mix of the two. Often used by
Ritual Element: C. must have a hand on the underside of the bowl for married upper-class Cani of different breeds. Works
most of the ritual; usually the bowl is supported by a scaffold. best if cast early in pregnancy. The mother may
attempt an ordinary Magic Resistance roll if
Fireproof the Building (Ru Py 10) she objects to the spell.
This spell is cast upon a building. Fires will not approach the build Cley: 24. Time: 8 hours. Cost: 4,000
ing; they will flare harmlessly away from it. (The house can be set on lozens. Preparation: 1 day, unstable,
fire by Creoc Pyrador spells, which ignite it without having fires in the single.
area.) Larger buildings take more power; a typical Cani longhouse Ritual Element: C. must have a
requires Power 30. The fireproofing will last until the building is sub copy of the child's family tree.
stantially changed. During the ritual, C. thoroughly
Cley: 16. Time: 16 hours. Cost: 1,200 lozens. Preparation: 1 month, ruins one half of the tree with
unstable, multiple. razors and flames and acid, leaving
Ritual Element: C. (mundanely or magically as appropriate) extracts the other half untouched.
a drop of her heart's blood, and her urine, and mixes them with a quan
tity of water, and soaks every bit of the building with it. Beneath Birkozon's Thumb (De Ru Me 30)
This ritual places S. under some mental restriction, such as "never to
The Triumphant Return of the Aged Queen (HI II Co 15) mention that [he] talked with C." The restriction may be as complicat
This ritual restores S.'s appearance to what it was at some prior time ed as S. can understand. S. will be compelled to oppose any attempt to
of life, for 3xP days. remove the restriction, to the best of his abilities. This ritual is consid
Cley: 4. Time: 1 hour. Cost: 600 lozens. Preparation: 1 month, sta ered extraordinarily evil in most places.
ble, multiple. Cley: 36. Time: 8 hours. Cost: 4,200 lozens. Preparation: 1 week,
Ritual Element: C. shatters and magically repairs a portrait of S. stable, multiple.
Ritual Element: C. writes the restriction on a tin helmet and places it
The Room is Always Empty, Of Course (Mu II 15) over S.'s head; then, with magic and a heavy mallet, drives it through
This ritual makes the room that it is cast on appear empty from the S.'s skull. The power of the ritual is such that S. takes no damage from
outside - in particular when people scry it. The ritual lasts until the this.
room is substantially changed; adding or moving a large piece of furni
ture could cancel it.
Cley: 16. Time: 12 hours. Cost: 2,400 lozens. Preparation: 1 day,
Paw of the Fire God (Cr Py 40)
This ritual blasts an entire city with fire, doing P/3-Soak fire damage
to everyone in it - and killing every small animal in it, setting every
building ablaze, and generally causing great devastation. This ritual is
very dangerous to know: cities that suspect that they may be targets for
it will usually take steps to kill people who know it.
Cley: 24. Time: 16 hours. Cost: 8,000 lozens. Preparation: 1 week,
unstable, single.
Ritual Element: C. sets up an elaborate city of waxed cardboard, pop
ulated by live rats dressed in dolls' clothes, and (what else?) sets it on
fire.
"TP,
251i
Wild Rush (+6) You can enter a wild rush, as Orren can. See page
ABILITY ADVANTAGES 129.
Expensive Resistance to a Noun (+1) You have a significant but
Shifter Hybrid (+7) Your parents were different species, which
expensive ability to resist spells in a particular Noun. Ordinarily, the
makes you a rare and unusual child to say the least. (Serious magic was
expensive resistance does nothing for you. If you use cley to boost your
involved in your conception.) You can assume the form of either par
Magic Resistance roll against spells involving the particular Noun, the
ent's species, and get all the physical Advantages and Disadvantages of
effects are doubled: that is, each cley you spend protecting yourself
that shape while you are in it - including the attribute modifiers. You
gives +2s20 {no botch dice} rather than the usual +s20.
have all the intellectual and magical Advantages and Disadvantages of
Keen Nose (+1) +5 on all totals involving smelling. Note that this
both species at all times, including the god-connections. Changing
doesn't give you the discrimination of a Cani or Sleeth, if you aren't
between the two takes an action, and is somewhat painful. Staying in
one; you will be able to detect three-day-old perfume or track a
one shape for more than an hour or two is uncomfortable; after four or
Rassimel, but will not be able to describe the perfume in Cani terms, or
five hours, seriously painful. Your initial experience is largely from the
tell two Rassimel apart by smell. See "Discriminating Nose" for that.
species you grew up with; you have that species' full experience, and
Never Lost (+1) You never get lost. Even if you are knocked uncon
half the experience of the other. There are some disadvantages to being
scious and carried and spun around, you will wake up knowing which
a shifter hybrid. Many people, including the gods, consider you a per
way the cardinal directions are at least.
version of nature and the divine plan. Some more fanatical people may
Sleeth Eyes (+1) You can see in the dark or in very bright light, as try to dispose of you; you will be an object of confusion, horror, scorn,
Sleeth can. Your eyes look unusual, most likely like Sleeth eyes. and pity in some mix. You are infertile and will experience strange
Specific Magic Resistance (+1) You i r e hard to affect with some degenerative illnesses around age 60 and beyond, which will eventual
Noun+Verb combination, getting +s20 on Magic Resistance rolls, and ly kill you by age 70 oivse-if nothing else gets you sooner.
getting double effect from cley spent on resisting that combination.
Fast Learner (+8) You get an extra 1/3 experience, as Rassimel do.
Strong-Willed (+1) You get +5 on all rolls to resist coercion or dom
Innate Resistance to a Noun (+14) You are innately resistant to one
ination, magical or otherwise. This does not apply to uses of Will in
kind of substance: Airador, Aquador, Corpador, Durudor, Herbador, or
spellbinding or other magic.
Pyrador. You have a skill, "Airador Resistance" (or whatever). Add
Tenuous Arcane Connections (+1) Arcane connections to you tend
twice your Resistance skill to all Defense and Magic Resistance against
to work very badly. This means that it is hard to affect you with spells
the substance (magical or not); a high score in Resistance leaves you
cast at you from a distance, by foes or friends. Such spells fail 2/3 of
virtually immune to attacks of that form. (Airador and Aquador are +9;
the time; when they fail, the connection no longer connects to you.
the others are +14)
Inscrutable Magic (+2) Your magic is hard to analyze. You have a
Charmed Life (+20) You cannot die from wounds or disease;
skill, called "Inscrutable Magic"; subtract your score in that skill from
injuries that would kill you may leave you horribly crippled or disfig
all Magic Analysis used on your spells.
ured, but alive. The circumstances of your death are prescribed, com
Mystic Wisdom (+2) You receive inspirations and prophecies from
monly in a near-paradoxical way ("neither inside a house nor outside,
some source, perhaps one of the gods. You have little control over it;
neither by man nor woman, neither by spell nor weapon"). Beware if
you are likely to have visions when you do not intend to, and not have
other people learn of the conditions! When they occur, your death is
visions when you want them. The inspirations leave a residuum of
unavoidable and permanent.
deeper understanding with you. Take a skill in "Mystic Wisdom"
reflecting this skill. This Advantage gives you level 3 in Mystic
Wisdom, but you may add other starting experience to it. At the very BACKGROUND DISADVANTAGES
least, you may ask to see if your mystic wisdom tells you anything Guild Enmity (-1) The guild of your main profession in the area
about some circumstance or situation, or what you feel. The details of detests you for some reason. You are not legally allowed to practice,
this are up to your source and the gamemaster. and you may be threatened or assaulted. Making peace will be possible
Observant (+2) You tend to notice clues. The effects of this are up but difficult.
to the gamemaster, when she remembers. In Honorable Service (-1) You
Weak Personal Scent (+2) You have only a very minor personal are currently in someone's service,
scent. This makes it hard to track you by scent, or to identify your pos in a role that is suitable for an
sessions as yours. Cani regard you with suspicion and distrust. adventurer of your skills and back
Attribute Increased (+3) Add +1 to an attribute of your choice. ground. Perhaps you are a city
This may be taken repeatedly. guard, a wizard's apprentice, a jun
Discriminating Nose (+3) You can smell extremely precisely, as ior knight, or a crime-lord's lieu
Cani and Sleeth do. You can, for example, tell the difference between tenant. Your job is not entirely rou
two Rassimel by smell alone. This Advantage does not confer the tine. Your liege is likely to send you
extreme sensitivity of Cani or Sleeth noses; you can't follow a scent on tasks, some of them dangerous or
trail three days old, or even a fresh one. Someone with both "Keen complex, and you will do them as
Nose" and "Discriminating Nose" can smell as well as Cani or Sleeth. well as you can. You will be given
equipment, training, and assistance
Solar Healing (+3) Sleeping in sunlight or bright light heals you d6
(often in the form of the chance to
life points an hour, as it does for Sleeth.
hire other player-characters) as your
Orren-style Learning (+4) You leam new topics very readily, as
liege thinks suitable for the task at
Orren do. See page 129.
hand, but you will rarely be allowed
Self-Healing (+5) You may spend two cley and heal yourself
to keep them afterwards. Of course
d6+Stamina life points, whenever you wish, as Khtsoyis do.
you get suitable wages and other
benefits as well; your liege is obliged to treat you well. You are allowed
a reasonable amount of discretion and free time, but may not be able to Dependents (-3) You are responsible for some other people: chil
get time off when you most need it. Leaving service in the next ten dren, younger siblings, aged parents, or the like. You can get enough
years is difficult or impossible. This is a worse Disadvantage if your free time to be an adventurer (usually), but you must give them vari
liege is problematic: overly demanding (-3), cruel (-4), miserly (-5), ous kinds of support, and they will be in trouble if you die. The exact
incompetent (-6), insane (-8), or determined to destroy you (-10). cost of this depends on the circumstances.
Injured (-1) You have some significant injury, such as a broken bone, Outlaw (-3) You are associated with a famous criminal, political
that will bother you for a few games and then heal. exile, or the like, and have powerful enemies. You may expect to be
Minor /Promise (-1) You have promised to do something relatively hunted, either to be brought back for (real or fake) justice, or simply to
easy, like bring your dying sister the healing herbs that will save her be killed, if you are discovered by the wrong people.
life. You can probably discharge this promise in your first few adven Personal Hatred (-3) You bear a consuming hatred for someone
tures ... but if you fail, you will be shamed or unhappy forever. powerful, so powerful that revenge is out of the question - for a while.
Poor Family (-1) You come from a poor family. Whatever gifts and Your actions are directed towards vengeance in the long run. (After
advantages you get from your family will be small and unimpressive. that, what will you do with your life?)
(Applies only t o people w h o have gifts o r family connections, like Arranged Marriage (-4) Your family has arranged an unpleasant
Cani.) marriage for you. Perhaps you have run away to avoid
Unimportant Child (-1) You are an unimportant or unwanted child; it; perhaps it is still impending; perhaps you are
e.g., a bastard Cani. You will not inherit much from your family (as already married. In any event it will cause you
your family measures "much"). This Disadvantage is only worth -1 trouble for some time to come.
when family connections matter, such as for a noble or Cani family. Major Family Obligations (-4) Your family is
Working for Kvarse (-1) For some reason, you are working for the in some kind of serious trouble, which will
goddess Kvarse, probably for seven years (which may already have require a great deal of your time and attention.
started). This is an honorable occupation for a hero or would-be hero. Perhaps you are adventuring to get money (or
You will get a certain amount of respect, and possibly assistance - espe something else) to support
cially from Healers' Guilds. them.
D a r k Secret (-2) You have some secret that haunts you, and would Escaped Slave (-5) You
lead to your great shame or worse if it were known, e.g., you might were recently enslaved
have killed your twin sister and made it look like an accident. Hints or indentured, but you
about the secret continually arise. Perhaps the character - or even the ran away. Your for
player - does not know what the secret is. mer masters will
Illegitimate (-2) Your parentage is in doubt, and it matters to you. probably offer a
Your family connections are not strong; you cannot get full advantage reward for your
out of them. This is a -1 Disadvantage (or none) if your family is not return, and you
important and political. have little legal
In Shock (-2) You have just experienced something dreadful, such as recourse in most places.
returning to your family's home just as the fire wizards finished You have only dlOO
destroying it and your entire family, or witnessing the angel ripping lozens starting money.
your sorcery teacher's heart out and devouring it. You will be dazed, Tell your story.
depressed, confused, or the like for weeks or months. You probably
have some other Disadvantages to go with this, like "Alone" or BACKGROUND ADVANTAGES
"Personal Hatred". This is entirely a role-playing penalty. It is a good Steady J o b (0) You have a steady job. You get a decent salary - from
choice for new players who haven't read the rules in detail; it gives a 5 to 20 lozens a workday. If you want to leave town, you will have to
good explanation for why your character may have temporarily forgot negotiate with your employer.
ten or ignored things that everyone on World Tree knows. Unusual Upbringing (0) You were raised in an unusual way for
Naive (-2) You are extremely naive about the world. You are your species. You may move up to 50 experience points of species
unaware of things that almost everyone knbws; perhaps you don't know experience between skills, with the gamemaster's permission. This will
what some of the prime species look like. You will probably learn rap deform your personality from your species' stereotype. For example,
idly, erasing this Disadvantage over a few games. This is only avail perhaps you are Cani, but you were beaten and maltreated as a child,
able to players who have not read the rule book. moving the 25 exp from Command to Life Base from the beating, and
Sleeth Friend (-2) You and another player's character are close 15 points from Friendliness to Guile; you are cringing and sneaky and
friends, and one (not both) of you is a Sleeth. Both friends take this as have little self-confidence.
a -2 Disadvantage, and get the corresponding +2 Advantages from it; it Bet (+1) You have bet someone that you will do something. The
is good form to choose Advantages which are related to the friendship, prize and contest should be decided with the gamemaster. Perhaps you
or your previous history together. This Disadvantage causes very little have an indefinite-term bet on a nearly impossible task with a huge
difficulty for the characters; it is a good way to give a Sleeth character reward: e.g., if you ever slay the great nendrai Gara Gramerzagon, Lord
a motivation to adventure with a party. Rillynor will give you his prized magic sword. Perhaps you have a
Slow Doom (-2) You are suffering from an ailment, poison, o r curse fixed-term bet on a possible task with a respectable reward: if you earn
that will kill you in a year unless it is healed. Healing it may be as sim a thousand lozens in your first month adventuring, your parents (who
ple as a sufficiently strong Healoc Corpador spell (requiring you to get don't believe that adventurers can make a profit) will give you five
the money to pay the wizard) or something more interesting. In any thousand. If you fail in the bet, the Advantage will do you no good and
event, it will have a great deal of your attention this year. perhaps some harm or expense.
Guild Member (+1) You belong to one of the professional guilds of
your area, like the Healers, Smiths, or Tree-Mages. You will have untrue, or at least contrary to the general World Tree belief. You argue
access to suitable advanced spells when you are ready to cast them, for your beliefs vehemently on occasion. Perhaps you believe that matter is
a fixed and low price. Take 20 exp in the guild's nonmagical craft (e.g., made of minute indivisible particles, or that the universe is governed by
medicine, smithing, or woodworking) and 10 exp in two other related immutable impersonal laws, or that slavery is immoral, or that Kvarse
skills or magical arts. You owe guild dues, which start at 10 really created all the prime races, or that the universe was created as a
lozens/month and go up as your income rises; if you get too far behind refuge for the survivors of the destruction of the universe Snabarr.
in payments, you can get in serious trouble. If your guild is ordinarily Bully (-1) You like to push people around, and frequently do.
closed to your species, you will need the Unusual Background advan Complainer (-1) You complain a lot, and you're really a pain at
tage as well. (Healers should consider the advantage of Healers' Guild times.
Training instead, which confers membership and a substantial amount Egotist (-1) When you do something of note, you want everyone to
of training.) know. You mark your deeds (cf. "Mark of Zorro"), and you brag a lot.
Heir (+1) You are the important child in your generation of your fam Flippant (-1) You make jokes in situations that ought to be serious.
ily: perhaps the firstborn, or the last-bom female, or whatever. You Most of the time, this is just a bit of characterization. Occasionally it
stand to inherit your family's main property, and otherwise play an will get you in trouble; e.g., telling a bad joke to the recently-bereaved
important role. If your family is not unusually wealthy or powerful, wizard.
this has no Advantage cost. If it is particularly wealthy, the Advantage Forgiving (-1) You tend to forgive people who seem sincerely repen
cost may be higher. tant or apologetic.
Minor Nobility (+1) You are a minor noble, with some social status History (-1) A few events that other people might consider minor in
but no great wealth or power. You have^a title and a few special rights your early life made a real impression on you. You talk about them fre
and responsibilities. You or your family own some property (a manor quently, and they influence your choice of activities. Perhaps you got
house or the like), which you cannot sell outright. You have a modest trampled by a horse as^a child; you now hate to ride horses, and bad-
allowance, perhaps 20+dlOO lozens a month. mouth them at every ©Dportunity. Perhaps you saw a traveling illu
Unusual Background (+1) You have an unusual combination of sionist perform some cheap wonders, and you decided to study Illusidor
species and profession; e.g., you are a Sleeth but somehow managed to as a hobby yourself.
join a knightly order. Explain how this unusual circumstance came Honest (-1) You are honest. You rarely lie or cheat in significant
about. You will suffer from various social disadvantages until you ways, and when you do you are ashamed of yourself.
somehow manage to overcome the prejudices concerning your species. M i n o r Vow (-1) You have taken a vow to do or avoid something, that
Wizard Friend (+1) A local wizard is a friend of yours: a profes is relatively easy. For example, you might never wear shoes, or always
sional healer or tree-mage or some such. His power is respectable but give a coin to anyone who begs one from you if you have one, or plant
not overwhelming. He may give you advice, or discounts on spells, or an apple tree wherever you sleep.
occasional help. Morose (-1) You are frequently morose and whiny. Perhaps you have 1
Rich Family (+2) Your family is rich, and still supports you. Perhaps some reason, like a lost lover or a destroyed homeland. Perhaps you'rft
you are doing things which your family considers worthwhile; more just whiny. ; i
likely, you are considered to be wasting your time adventuring. You Needs Kathia Each M o r n i n g (-1) You drink kathia, a hot stimulat
have an income of 200+d200 lozens/month (roll each month), and can ing beverage along the lines.
get loans or other funds easily. Get +10 experience in each of four of coffee, tea or mate, andj
upper-class skills, like Knowledges or Etiquette, and in skill at your you need it to wake u p in the
family trade if there is one. morning. It is easy enough
Family Connections (+3) Your immediate family is wealthy and to come by in most of prime
widely known. You can expect to find help or other support anywhere territory, because a great
large and cosmopolitan enough to know of them. (+1 Advantage for many primes enjoy it. You
Cani.) are grouchy and annoying
Major Nobility (+12) You come from one of the most important , before you have your morn
families in the area. Your family probably rules a city-state You are ing kathia, and somewhat
probably rich; if you don't have cash on hand, you can probably get a clumsy (Trouble 2) for an hour or three. Breaking the habit takes a few
loan on the strength of your name. Everyone in the area recognizes weeks of grouchiness and Trouble 2. There is nothing shameful about
you; most defer to you, many beg for favors or suck up to you; a few needing kathia - indeed, scholars and judges and wizards are a bit
try to kidnap or kill you. Take 10xd6 experience in each of: Command, embarrassed if they don't drink it.
Etiquette, History & Literature, Law, Social, and Dance. You may well Obsessed (-1) You are obsessed with something fairly minor, like
be in line to inherit leadership one day. (Gamemaster will adjust the keeping your expensive metal sword with you at all times.
Advantage according to the situation.) Odd H a b i t (-1) You have some kind of a minor action that you per
form unconsciously: winking, blinking, licking the fur on the back of!
CHARACTERIZATION DISADVANTAGES your paws, flicking your tail or whiskers, twisting one ear in your fin
Characterizations help delineate your character (which is good for the gers, licking your chops, and so on.
game) and restrict what you can do (which limits your play). Thus Optimistic (-1) You are usually cheerful and optimistic, especially
there are no characterization Advantages, only Disadvantages. You when the circumstances don't call for it.
shouldn't count more than -3 points of minor characterization P a c k r a t (-1) You never throw anything away. You carry amazing
Disadvantages, though of course you should describe your character in amounts of stuff with you at all times, which will encumber you
as much detail you want. (Trouble 2 at your maximum load) but may prove useful. You pick up
Bizarre Belief (-1) You believe in something that is manifestly interesting objects and souvenirs on adventures.
Pompous (-1) You are pompous and full of yourself. cumstance are stress rolls, and you have four extra botch dice.
Power Hungry (-1) You want to become powerful, and everyone Offensive to a Group (-2) You are offensive to a certain category of
knows it. You talk about it constantly. People may distrust you or people: merchants, Cani, adolescents, educated people, and so on. The
think ill of your motives. category may not be much smaller than these (except that all eight
Respectful (-1) You tend to defer to people in positions of authority, prime species are acceptable). Concretely, you have a -3 on social
even if it's probably a bad idea. This works to your advantage with skills dealing with such people, and 4 extra botch dice in dealing with
most people in authority, but will often get you into danger. them.
Sensitive (-1) You are very sensitive to something that many people Violent (-2) You enjoy fighting, and start fights whenever you can
regard as unpleasant, like poor food or poor manners or lack of civilized find a good excuse. A -1 Disadvantage for Gormoror and Khtsoyis,
amenities. Under these circumstances you are angry, grouchy, or oth who are ordinarily somewhat violent.
erwise unpleasant. Absent-minded (-3) You are absent-minded. You have difficulty
Short Attention Span (-1) You cannot pay attention to things that paying attention to immediate concerns, when your mind is on more
bore you. You tend to be fairly bad at conversation, guard-work, and distant and important things - as it often is. You make most rolls for
the like. being aware of things at -5. You are likely to put down your sword in
Suspicious (-1) You trust very few people. You assume that most one minute, and not be able to find it the next. You are likely to forget
people are out for their own advantage, and will cheat you or otherwise to deal with practical matters, too, such as making sure that you have
take advantage of you if you let them. all your bound spells, or even all your clothing.
Thoughtless (-1) You rarely think about other peoples' feelings - you Coward (-3) You're a coward. You hate to be in danger of injury or
barely realize that they have feelings. death. Actually sane people usually do, but it bothers you more than
Trusts Peers (-1) You expect that people in some class that includes most people. When you are in physical danger, you get clumsy from
you will be honest, e.g., perhaps you trust people of your own species, fear: Trouble 2.
or social class, or profession. (No Disadvantage for knights and other Irreverent (-3) You cannot take authority or dignity seriously. You
classes who are ordinarily honest.) enjoy humiliating and making fun of pompous people and monsters.
Unconfident (-1) You do not have much self-confidence. You are Expect a regular dose of trouble.
likely to ask for help at tasks that you could do Miserly (-3) You hate to spend money. You'll avoid buying new
perfectly well by yourself. Your companions armor until your current set of leather is completely useless, and even
may find this annoying now and again. then you might get a new set of leather even if you can afford platemail.
Vain (-1) You care how you look. A Then you might return the leather and get the platemail after the first
lot. Perhaps you dress in fancy battle. You're not stupid; you just need more of a reason to spend
clothing, or spend a lot of time money than most people do.
grooming yourself. You are annoyed Religious Fanatic (-3) You believe in some rare and rather extreme
when your appearance is compro form of religion, which concerns many important aspects of your life.
mised. Perhaps you believe that your racial god is superior to the others and
Vandal (-1) You like destroying that all the species should worship him. Perhaps you are a devotee of
things or writing graffiti, and do so at bad some god other than the canonical 7+12, or something posing as one.
times. You are obnoxious and not well liked because of this. You are proba
Weakness for Something (-1) You like something, bly under a number of restrictions that nonbelievers find stupid. See
and may well neglect important duties or common sense to get it. page 73 for orthodox theology.
Common choices are money, sex, and wine; Rassimel in particular Speech Impediment (-3) You stutter, or lisp, or the like. (Your play
choose less common things, such as rare shells. (-1 or worse, depend er should speak with that impediment when playing the character.) You
ing on the choice of thing and how tempted you are by it.) suffer a -2 penalty on rolls in many social situations.
Bizarre Practice (-2) For reasons you consider sufficient and few Trusting (-3) You expect everyone to be honest, unless you have
other people can or bother to understand, you do something bizarre on some good reason that you think they'll be dishonest.
a daily basis. Perhaps it is as simple as wearing beggar's rags (if you Excessively Helpful (-4) You want to help everyone who needs help.
are a noble) or a silver skullcap to ward off the mind-controlling beams You won't do anything too ridiculous, but you'd like to ... and you'll do
that you are sure that Birkozon constantly emits. Perhaps it an action, lots of things that aren't completely ridiculous.
like a daily animal sacrifice in honor of your ancestors. Gullible (-4) You're easy to fool. You may have to make Wits or
Cruel (-2) You are unnecessarily cruel, enjoying tormenting helpless Memory rolls to avoid believing lies that people tell you: usually Wits
people and the like. Many people are disgusted by your tastes. (-1 for + s20 >= 15. If you're lucky, you'll be able to use a Knowledge in that
Sleeth, who are usually somewhat cruel.) roll as well on occasion.
Impatient (-2) You want to get started. Now. Why is everyone else Practical Joker (-4) You are a practical joker. The lure of playing a
wasting time chatting around and planning and getting bound spells and good prank will often take precedence over common sense. Expect lots
extra weapons? of trouble, an early death, and lots of laughter when people tell your
Lecheroas (-2) You make passes at people you find attractive. story.
Sometimes you even mean them. You are not necessarily very good at Shameful Compulsion (-4) You experience occasional compulsions,
it; see the Flirting skill. which you have no choice but to obey. The compulsions are all of some
Nervous in Circumstance (-2) Under some circumstances, you are particular kind: to steal something (kleptomania) or bum something
particularly nervous and more than usually likely to screw things up. (pyromania) are common. You will be in some trouble or shame if you
Typical circumstances include: when other Cani are watching; when are caught. When the compulsion strikes, you have only a few minutes
members of the opposite sex are watching; when you are outside of before it becomes overwhelming: rarely enough time to plan a careful
your home city; when you are fighting. Concretely, all rolls in that cir theft or blaze. You are ashamed of your compulsions and your deeds.
You have a skill, Resist Compulsion; you may make Will + Resist
Compulsion rolls to avoid having to give in to your compulsion, usual
EQUIPMENT DISADVANTAGES
ly with a threshold of 20. You start with a level of 3 in Resist Debt (-1) You owe someone something. You intend to pay it back as
Compulsion, but may not add more experience to it until you start play soon as you can, either out of moral obligation or threat. If someone
ing. (Easier thresholds or less dangerous compulsions are smaller loaned you your starting money (or your "Cash" Advantage), this is a
Disadvantages). Learning to control your compulsions, and deal with -1 disadvantage; if your debt is larger, the disadvantage is larger.
their consequences, will be a significant part of your story. No Cash (-1) For some reason, you have little money or equipment at
the moment. You have 2d6 lozens on hand, and perhaps a meng knife,
Strange Priorities (-4) You have some very strange priorities.
backpack, and change of clothes. You only have bound spells that you
Perhaps something minor is unusually important to you, and you ven
can bind. If other Advantages give you equipment, you have that as
ture into danger to deliver thank-you notes or rescue baby birds.
well.
Perhaps something major is unimportant to you, and you casually agree
to guard a tavern for a week when you're on an urgent errand. You
probably get annoyed when your friends try to save you from yourself. EQUIPMENT ADVANTAGES
Honorable Warrior (-5) You refuse to attack by surprise. You pre Cash (+1) You have 800 + 100xd6 lozens extra starting money (or
fer to have your enemy attack first, and will frequently refuse to strike whatever the gamemaster deems a suitable amount of money). Explain
before he has a chance to. where it came from; there won't be any more from that particular source
Virtuous (-6) You are determinedly pure, doing your best to avoid without at least a significant adventure.
anything that seems sinful or bad. When you do such things (e.g., Loyal Pet (+1) You have a loyal pet, some kind of animal (e.g., World
telling white lies), you are ashamed of yourself for days afterwards. Tree equivalent of a cat or dog). It's not particularly intelligent or pow
Extravagant (-7) You are profligate with your money when you erful. C"
have it. You cannot save any, not even for medium-term goals such as Metal Weapon (+1) You have a metal weapon, shield, or similar
good equipment. items worth 2000 lozens in total. You may take this Advantage repeat
Bribable (-8) You are easy to bribe, if offered the right inducement. edly to get more valuable weapons. Explain where such valuable things
(Decide what that inducement is: money, rare books, sex, or whatever. came from. (If you arc rich enough to buy a weapon initially, and live
Rare or obscure inducements reduce this to a -4 Disadvantage.) If you in a place with an armorer's shop, you may buy one at character creation
are offered an adequate bribe, you must make a s20 roll in order to time instead of taking this Advantage.)
avoid taking it. The gamemaster will decide the threshold. For exam Slaves (+1) You have several (typically 2d6) slaves or indentured ser
ple, if you want money and are offered 10% of your current wealth to vants, who are your personal property. They aren't particularly power
do something illegal and repugnant to you, you must roll 18 or better. ful, and are probably not fanatically loyal either. You probably won't
This is more severe than "Weakness for Something", because you are bring them on dangerous adventures, but they make your life more con
not in full control of yourself. venient at most times.
Terrors (-8) You are deathly afraid of something (like fire or insects), Treasure M a p (+1) You have^a map to a substantial hidden treasure.
or in some circumstance. When confronted with it, you will freeze or Getting there and obtaining it will require an adventure; keeping your
try to escape, no matter what else is going on. Explain the source of proper share may be challenging as well.
your terror: perhaps you were tortured with insects, or watched your Magic Item (+3) You have a magic item: perhaps a sword that bums,
family killed by fire. inflicting an extra s6 damage on each hit, or a talisman that turns you
Compulsively Truthful (-10) You are unable to lie or mislead peo into a bird twelve times a day. Negotiate with the gamemaster for the
ple, even about small matters. details. The Advantage cost may be more or less for items of different
Fury (-10) A violent temper sometimes overwhelms you, sending powers. This advantage is +3 for modest magic items, smaller for
you into a berserk frenzy. Choose something that is particularly likely minor ones, larger for bigger ones.
to bring on the frenzy - but any frustration might do it. You get +s20 on Animal Companion (+8) Some reasonably pow
Attack, and must choose your most aggressive combat stance, but -s20 erful animal is your loyal companion: perhaps a
on all others skill rolls (and -s20 on Defense), while in the frenzy. You krango, a two-headed great cat, as strong as an
are too angry to cast spells safely; you must roll one botch die on each experienced Sleeth warrior. The animal is fair
cast, no matter what your casting roll is. The destruction of the object ly smart for an animal, but not sentient. It will
of your rage will calm you down, as will s20 minutes without a fight. generally obey you when it can understand
If you want to calm down, roll d20; on a 20, you can be calm. You may you. (The cost of this will vary
try this roll once an action. with the power of the com
panion.)
Major Vow (-12) You have taken some major vow that controls
important aspects of your life. Perhaps you have vowed never to use
metal equipment, or to help any maiden who asks it of you. If you fail
at your vow, you will be ashamed or cursed.
Compulsive Altruist (-20) You try to help everyone who needs help,
no matter what the situation or how much trouble they have been for
you.
Physical Coward (-20) You are afraid of getting injured, in a way
that tends to get you injured a lot. You cannot get any experience in
any weapon, Brawling, or Dodge skills; your score in those skills will
always be zero. You suffer Trouble 6 on all rolls to do anything if
someone is attacking you directly.
Guard Warrior Experience (+3) You worked for four years as a
EXPERIENCE ADVANTAGES guard in a city, mostly on the physical end of matters. You learned
These Advantages represent working for some time in some profes Magic Resistance (5 exp), Magic Analysis (5 exp), a preferred weapon
sion or occupation. The list is not complete; it includes mainly pro (25 exp), two alternate weapons (10 exp each), Brawling (5xd6 exp),
fessions which lead naturally to adventuring. Players may request that Combat Stance Base (20 exp), Dodge (20 exp), Life Base (5xd4 exp),
the gamemaster develop others, following the patterns of these Alertness (5 exp), Etiquette (5 exp), Interrogate (5 exp), Intimidate (5
Advantages. exp), and Law (5 exp). You may have three bound defensive spells, or
Broad Experience (+1) You have had a wide range of experiences, similar disposable items, saved from your time as a guard. This may be
giving you some minor acquaintance with many skills. Take 10 expe taken repeatedly.
rience points in each of nine skills. You may not raise these skills fur
ther during character creation.
Extra Experience (+1) You have more experience than starting
characters ordinarily do. Take 30 experience points which you may
use as you wish. This usually corresponds to a year or so of extra age.
This is a poor deal compared to most other Experience advantages.
Feather Mage Experience (+2) You worked for four years as a
feather mage: a seller of feather-cast spells, charging low prices and
giving low quality. You learned Cley Base (20 exp), Magic Resistance
(10 exp), Feather Casting (25 exp), five magic arts (10 exp each),
Dodge (10 exp), and Etiquette (5xd3 exp). You also acquired 10+dl0
complexity-5 and 6+d6 complexity-10 spells, mostly very practical,
most of which you would expect to be able to sell at very low power.
Feather mages are generally seen as nearly-incompetent scoundrels
who prey on the poor; this employment could mar your reputation for
life. May be taken repeatedly.
Burglar Experience (+3) You supported yourself for four years as a
burglar, breaking into buildings or guarded caravans - generally owned
by people who were not citizens of your native city. You learned
Magic Analysis (5xd3 exp), Magic Resistance (5xd3 exp), Life Base
(5xd3 exp), Climb (30 exp), Dodge (5xd3 exp), Jump (5xd6 exp), Run
(5xd6 exp), Alertness (10 exp), Disguise (10xd3 exp), Pick Locks (30
exp), Pick Pockets (5 exp), Search (30 exp), Set/Disarm Traps (30
exp), Sneak (30 exp), Sleight of Hand (5 exp), and Judge Value (5 exp).
You saved (slO x slO x slO) lozens from this time. This Advantage
may be taken repeatedly.
Con Artist Experience (+3) You worked for four years as a con
artist, parting fools from their money in ways that they might not
approve of if they were to leam the full details. You learned Life Base
(5xd3 exp), Alertness (10 exp), Forgery (5xd6 exp), Bargain (40 exp),
Interrogate (5xd8 exp), Empathy (5xd8 exp), Etiquette (5xd8 exp),
Friendliness (30 exp), Guile (30 exp), General Knowledge (5xd6 exp),
Judge Value (5xd8 exp), and Law (5xd3 exp). This Advantage may be
taken repeatedly.
Guard Mage Experience (+3) You worked for four years as a mage
in a city guard, or some other fairly aggressive setting, such as light
Healer Experience (+3) You have worked as a healer for four years.
adventuring. You learned Cley Base (15 exp), Feather Casting (5 exp),
You learned: Cley Base (20 exp), Spellbinding (5 exp), Healoc (25 exp),
Finesse (5 exp), Hammer Casting (5 exp), Magic Analysis (5 exp),
Corpador (20 exp), Medicine (25 exp), Bargain (5xd3 exp), Empathy
Magic Resistance (5 exp), Meditation (5 exp), Spontaneous Force (5
(5xd3 exp), Etiquette (5xd3 exp), Friendliness (5xd6 exp), and
exp), Spellbinding (5 exp), six magical arts (10 exp each), one weapon
Interrogate (5xd3 exp). You have acquired one (or two if you are a
(10 exp), Life Base (5 exp), Dodge (5 exp), Alertness (5 exp), and
Healers' Guild member) healing spells of complexity 25 or below (but
Intimidate (5 exp). You also acquired a variety of spells: 6+d6 com
only ones that you can cast). Most people who take this have previously
plexity-5 spells and 3+d3 complexity-10 spells. These were straight
taken Healer's Guild Training.
forward spells useful in guarding cities: attack, defense, and enhance
Healers' Guild Training (+3) You have taken the Healers' Guild's
ment. The city guard bought them for you; they are not fancy. This
four-year standard course in magical healing. Take experience in Cley
Advantage may be taken repeatedly.
Base (10 exp), Healoc (30 exp), Corpador (10 exp), Medicine (35 exp),
Knowledge: Natural Science (30 exp). You know the Healoc Corpador
spells K i s s t h s Stinging Cut (HI Co 5), Heal Once (HI Co 10), Pretense
of Health (HI Co 15). and Heal the Awful Wound (HI Co 20). You may
start with other healing spells at half the usual Advantage cost: the
Guild only sells spells that actually heal people (and not all healing
spells may be available), not just any Healoc spell. You are a Healers'
Guild member (at no further Advantage cost), and should pay dues. complexity-5 and 3+d3 complexity-10's) as part of your stock in trade.
M e r c h a n t Experience (+3) You worked as a merchant for few These spells were ones which you could sell as bound spells, and must
years. You learned: Bargain (40 exp), Empathy (30 exp), Etiquette (20 be ones that you could actually bind. May be taken repeatedly.
exp), Guile (20 exp), Interrogate (40 exp), Judge Value (40 exp), Spellweaving Experience (+3) You worked for four years as a spell-
Knowledge: Social (20 exp), and Law (10 exp). You also have an extra weaver. You learned Cley Base (20 exp), Magic Resistance (5xd6
s 6 x l 0 0 {no botch dice} lozens starting money. May be taken repeat exp), Magic Analysis (15 exp), Magic Theory (20 exp), Meditation (5
edly. For an extra +1 Advantage, you own a small business; it takes exp), Spellweaving (30 exp), and six magic arts (15 exp each).
much of your time (and may be the focus of most of your adventuring), University Education (+3) You have attended a university for about
but provides you an income of a respectable 300-500 lozens a month. five years. You learned each Knowledge (5xd6 exp each). People will
Officer Experience (+3) You worked for four years as an officer in generally give you some respect (or disrespect) because of your edu
a city guard or private army. You probably were either an ordinary cation. May be repeated if you can pay for it.
guardsperson before you became an officer, or are a noble or educated Weapons Master Experience (+3) You worked for four years as a
person. You learned Combat Stance Base (15 exp), Life Base (10 combat instructor, probably in an academy; or you trained heavily in a
exp), three weapons (10 exp each), Dodge (10 exp), Alertness (10 exp), weapons academy for four years. You learned Combat Stance Base
Command (20 exp), Etiquette (20 exp), Interrogate (10 exp), (30 exp), Life Base (10 exp), three major weapons (20 exp each), all
Intimidate (5xd6 exp), and Law (20 exp). You probably have contacts the other weapons (10 exp each), and Dodge (20 exp). You have many
in the organization you worked in; you may still be working there. inexpensive weapons, and may get two metal or other expensive
P a t t e r n Mage Experience (+3) You worked as a pattern mage for weapons for the Advantage cost of one. This Advantage may be taken
four years. You used Cley Base (15 ejcp), three other Magic skills (10 repeatedly.
exp each), and five Nouns and Verbs total (15 exp on each of the five). Wilds Experience (+3) You have spent four years working in th
You also picked up some spells: 6+d6 complexity-5 spells and 3+d3 woods: hunting or gathering wild foods or surveying or the like. Yoi
complexity-10's. These spells were what you sold: fireproofing spells have learned Life Base (5xd3 exp), one weapon (5xd3 exp), Climb
are more reasonable than fireblasting. May be taken repeatedly. (5xd6 exp), Dodge (5xd3 exp), Hunt (5xd6 exp), Jump (5xd3 exp),
Pickpocket Experience (+3) You worked for four years as a thief, Ride (5xd3 exp), Run (5xd6 exp), Swim (5xd3 exp), Track (5xd6
removing things from people's purses and bodies politely, without trou exp), Set/Disarm Traps (5xd6 exp), Stealth (5xd6 exp), Animal
bling them. You learned Life Base (5xd3 exp), Dodge (5xd6 exp), Handling (5xd6 exp), Armor Repair (5xd3 exp), Medicine (5xd3 exp),
Run (30 exp), Track (5xd4 exp), Alertness (20 exp), Disguise (5xd6 Wilds Survival (40 exp), and Woodworking (5xd3 exp). This may be
exp), Pick Pockets (40 exp), Search (10 exp), Sleight of Hand (20 taken repeatedly.
exp), Sneak (20 exp), and Judge Value (10 exp). You have saved (slO Mercenary Experience (+4) You have been a warrior-for-hire for
x slO x slO) lozens from this time. This may be taken repeatedly. four years or so. You have learned Cley Base (5xd3 exp), Magic
Priest Experience (+3) You worked for four years as a priest. You Resistance (5xd3 exp), a preferred weapon (30 exp), an alternate
specialized in 1-3 of the gods. You learned Cley Base (10 exp), weapon, probably a missile (15 exp), Combat Stance Base (25 exp),
Concentration (15 exp), Finesse (5 exp), Magic Analysis (20 exp), Life Base (20 exp), Dodge (20 exp), Ride (5xd4), Alertness (5xd4
Magic Theory (20 exp), Meditation (30 exp), the magical arts of the exp), Bargain (5xd4 exp), Run (5xd6 exp), Intimidate (5xd4 exp),
gods you worked with (30 experience, split evenly among the gods you Armor Repair (20 exp). You have not saved anything from this time
were a priest of), Bargain (5 exp), Empathy (10 exp), Etiquette (20 unless you take it as a separate Advantage. This may be taken repeat
exp), Friendliness (10 exp), Enchantment (10 exp), Gods' Tongue (30 edly.
exp), History and Literature (30 exp), Natural Science (10 exp), and University Mage (+4) You have studied all the aspects of magic,
Theology (30 exp). probably in a five-year course in a university or magical academy - but
Self-taught Mage (+3) You explored your magic extensively as a in very little depth. You learned d20 experience (or 10 experience if
child, mainly using spontaneous magic. Take d20 experience in each you prefer not to roll) in each Magic skill, each Noun, each Verb, and
magical art, and in Cley Base, Magic Resistance, Spontaneous Force, Enchantment, Spellweaving, Gods' Tongue, and Theology. You also
and Life Base. This is considered an unsophisticated way to team; few have 6+d6 complexity-5 spells that you found interesting, including at
people admit to studying magic this way. least one that you invented. This may be taken repeatedly if you could
Smith Experience (+3) You worked for four years as a smith, prob have paid for it. You may also take "University Education" as a +1
ably an apprentice or journeyman. You learned Cley Base (20 exp), Advantage and two years.
Durudor (30 exp), Creoc (20 exp), Mutoc (20 exp), Sustenoc (20 exp), Advanced University Mage (+5) You have a graduate education
1
the Craft skill of Smithing (40 exp), which you should add to the Crafts (five years) after your University Mage time ; take that Advantage sep
section of your character sheet. Roll a dlO; on a 10, gain one point of arately. Leam Cley Base (30 exp), Magic Theory (40 exp), and Magic
Strength. You learned one or two of the spells for creating or working Resistance (20 exp). You also studied six magical topics in depth, get
metal or stone, such as Create a Lump of Iron (Cr[Su] Du 25), Forge ting 30 exp in each; the six topics are chosen from the Magic skills, the
and Form Metal (Mu Du 20), or three or four lesser ones such as Nouns, the Verbs, or Enchantment, Spellweaving, Theology, or Gods'
Sharpen The Blade (HI Du 10) or Make a Rock (Cr [Su] Du 15). You Tongue. Typically you will study two Nouns, two Verbs, and two other
may well have acquired spells that you cannot cast yet; getting those topics, but you may have chosen different courses. Because you trad
vital, secret spells - and the right to cast them - is the major payment ed spells with your fellow students, you may purchase further spell
for your labors as an apprentice and your substantial guild dues. This Advantages at half of their Advantage cost. You may use up to +5
Advantage may be taken repeatedly. You are a member of the Smiths' Advantage points in this way, and you may only use them for spells of
Guild - probably not a master - and owe dues. professional or academic interest (specifically excluding attack and
Spellbinder Experience (+3) You worked as a spellbinder for four defense spells, but ask the gamemaster). You may take this Advantage
years. Cley Base (15 exp), Meditation (20 exp), Spellbinding (30 exp), repeatedly regardless of your finances: graduate students are often
and four magic arts (15 exp each). You also picked up spells (6+d6 funded by the academy.
Knight Training (+8) You were trained as a knight: a warrior of the get more experienced, you should ask the gamemaster less often.
highest and most noble orders. The training started at age 15 or so, and Keen Vision (+1) +3 on all totals to see something.
continued to age 30 or so. This training gives you great status and Knack (+1 or more) You are good with some skill; add +2 or more
great responsibility. You will be subject to your superiors' commands to all rolls and totals concerning it. See page 145 for more details.
for decades, until you move up the ranks and give the orders yourself. Large knacks cost more:
You must also hold to high standards of behavior, a code of chivalry:
you must protect the innocent, prevent atrocities, uphold local laws Knacks
even if they are bad laws, and so forth. The penalties for failure (even Knack Advantage Cost
when no success was possible) arc extraordinarily harsh. You have
+2 +1
learned Cley Base (20 exp), Magic Resistance (40 exp), four weapons
(30 exp each), Combat Stance Base (30 exp), Life Base (40 exp), +3 +2
Dodge (40 exp), Command (10 exp), and Etiquette (30 exp). You have +4 +3
metal weapons and chain armor.
+5 +4
Knight-Mage Training (+8) You were trained as a knight-mage: a
+6 +5
warrior wizard of the highest order. The training started at age 15 or
so, and continued to age 30 or so. This training gives you great status +7 +6
and great responsibility. You will be subject to your superiors' com +8 +7
mands for decades, until you move up the ranks in the order and give
+9 +8
the orders yourself. You must also hold to high standards of behavior,
a code of chivalry: you must protect the innocent, prevent atrocities, If you already have a knack for some other reason and wish to
uphold local laws even if they are bad laws, and so forth. The penal improve it, take the price of your existing knack as a credit. For exam
ties for failure are extraordinarily harsh, even in situations where fail ple, if you are a Cani and wish to improve your innate +4 knack at
ure was inevitable. You have learned Cley Base (25 exp), Magic Ruloc to a +6 knack, it costs 2 Advantage points more.
Resistance (25 exp), two Verbs (25 exp each) and two Nouns (25 exp Reliable Skill (+1) You can use one particular skill coolly and col
each), two weapons (25 exp each), Combat Stance Base (30 exp), Life lectedly under stress. Whenever you roll botch dice with it, roll two sets
Base (25 exp), Dodge (25 exp), Command (10 exp), and Etiquette(30 of botch dice and take the most favorable result.
exp). You also have one complexity-20 spell, four complexity-15 Sharp Ears (+1) +3 on all totals involving hearing.
spells, twelve complexity-10 spells and a metal weapon. Sharp Magic Sense (+1) Your magic sense is unusually good: +3 on
rolls involving magic sense.
KNACK DISADVANTAGES Broad Circumstantial Bonus (+5) Under some common set of cir
Anti-Knack -5 (-1) You are particularly bad at some skill, taking a cumstances, you have a +1 bonus on all stress rolls. The Cani Species
-5 penalty on all totals involving it. You may only take this in skills Advantage "Loyalty Bonus" is an example of this.
that obviously do (or should) matter to you to some extent; e.g., one of
the skills your species learns as a child, or one which you have a skill MAGICAL DISADVANTAGES
of 5 or more, or one which is important to your chosen profession. Can't Write Spells (-1) You cannot copy spells for other people to
Nearsighted (-1) You can't see well at a distance. Trouble 3 on all leam.
rolls involving seeing things at a distance, like targeting spells and mis Cley Dependent (-1) Having no cley is physically unpleasant to you.
siles. Glasses will help, but they're fragile and expensive: correcting When you are out of cley, you get three extra botch dice on all actions,
one point of trouble with glasses costs 200 lozens, two points 1000 and are probably whiny or sarcastic or otherwise hard to endure. If you
lozens, and three points 5000 lozens. have a cley debt, you're even worse.
Poor Hearing (-1) You can't hear very well. -3 on all hearing rolls. Cley Gap (-1) There is a full minute's gap between the time that your
Poor Magic Sense (-1) Your magic sense is unusually bad: -3 on cley leaves you and the time it is refreshed. During this time you have,
rolls involving it. of course, no cley.
Susceptible to Magic (-2) You are unusually easy to affect with Nouns-blind (-1) You cannot tell the difference between three spe
magic: -3 on all rolls. cific Nouns (e.g., Airador, Pyrador, and Locador) when you attempt
Weak-Willed (-2) You get -5 on all rolls to resist coercion, intimi Magic Analysis, rather as a color-blind person cannot tell the difference
dation, domination. This does not apply to uses of Will in spellbind between two specific colors. Pick one Noun, and roll the others.
ing and other magic. Can't Graft One Noun (-2) You cannot graft pattern spells involving
one Noun; that is, you cannot leam such spells that other people have
KNACK ADVANTAGES invented. This cuts you off from the most useful advanced magic
Cluster of Knacks +1 (+1) You have three +1 knacks in three relat involving that Noun. This Disadvantage applies only to learning spells:
ed skills, representing some broad aptitude. For example, you might be in particular, you can invent spells in that Noun yourself (and have them
a natural-bom thief, with knacks in picking pockets, sneaking, and as pattern spells). You may not have any spells in that Noun when you
climbing. Ordinarily only mundane skills are suitable for clusters of start play, unless you take the "Invented Spells" Advantage. (This is a
knacks. (A cluster of three +2 knacks is a +2 Advantage; of +3 -3 Disadvantage for a Verb, and a -1 Disadvantage for the relatively
knacks, a +4 Advantage.) obscure arts of Locador, Magiador, Mentador, Spiridor, and
Common Sense (+1) You are a sensible person, at least if you take Tempador.)
a second to think. You have explicit permission to ask the gamemas Cley Overlap (-2) There is a full minute's overlap between the time
ter for advice about what a sensible person would do. You don't have you get new cley (which comes first for you, unlike for most people)
to follow that advice. This is mainly intended for new players. As you and the time that your old cley leaves you. Unless you take careful
measures in advance - every day - during this time you will have a
tremendous cley overcharge, and will probably set off dangerous mag No Bound Spells (-20) Due to some flaw in your magerium, you can
ical effects even if you try not to. On the good side, if you happen to not owh bound spells, or perform spellbinding.
need massive amounts of cley for one minute on occasion, you can No Spontaneous Magic (-20) Due to some flaw in your magerium or
arrange to have it. personality, you cannot cast spontaneous magic, or perform spellweav
Cley Isolated (-2) You cannot transfer cley to other people, nor ing.
accept transfers from them, nor otherwise share cley.
Daily Backfire (-2) Your magic backfires once a day, usually early SPELL ADVANTAGES
in the day, but only when you use cley. Roll a d6; on a 1 or 2, your These Advantages let you start the game with some pattern spells.
spell botches. After this has happened once, your magic is fine for You can start the game with spells you can't cast, but it is usually worth
the rest of the day. checking to be sure you can cast them; see page 175.
Bad Relationship with a God (-4) You have an unusually bad rela Cantrip Scribe (+1) You worked for a while as
tionship with the god controlling one of your magical arts. Whenever a spell scribe, learning and copying spells for a
you cast a spell in that god's art, you botch on a Power or complexity spell-seller. You have learned 10+d 10 spells of
dieroll of 1, in addition to any botches that you might roll. complexity 5, and 6+d6 spells of complexity
Casting Trouble (-5) Under certain common circumstances, your 10. These spells are mostly practical or enter
spells are weak: -5 on complexity (so you may not be able to use your taining - e.g., spells for dishwashing,
best spells) and -20 on power. Typical circumstances include: in a woodworking, contraception, and so
town or city, in dense forest, on the Verticals, around Sleeth. on. Four of the 5's and two of the 10's
Inflexible Pattern Magic (-5) You can only cast your pattern spells may be specifically useful for adventur
in the ordinary way (e.g., no hammer or feather casting), and bind ing. You must get the gamemaster's
them in the ordinary way (no binding with reasoning). approval of the spells on the list. You
Shaky Pattern Magic (-5) When you cast a pattern spell, you must have learned 10 experience in each of
roll to see if you can cast it: Memory + Noun + Verb - dlO >= com Finesse, Magic Theory, and
plexity. If your Memory + Noun + Verb is 10 more than the spell's Concentration. To take this advantage,
complexity, you will have no trouble (except in stress). If you fail this those three skills must total 10 or more after
roll, nothing happens; you do not spend cley. the experience.
Trouble Grafting Pattern Spells (-5) You have trouble grafting pat Wizard's Scribe (+2) You worked for a while copying spells for a
tern spells onto yourself. Whenever you try to graft a spell, roll a d6; major magician. You know 5-6 spells of complexity 15 or more, part
on a 1, the graft failed and the spell is lost. Make this roll on all the of the magician's stock in trade; these will be salable spells, and some
spells that you start with initially. of them might be useful for adventuring. These spells are in arts you
Reduced Bound Spells (-7) You cannot use as many bound spells as had minimal skill in at the time - wizards do not give their major spells
ordinary people; you may only possess half the usual number. There to scribes who can use them - but eventually you may get to be strong
is a 1% chance per day that a bound spell that you own will decay and enough to use them. You are under oath not to copy any of these spells
vanish. for a dozen years. You have learned 20 experience in each of
Cley Vessel (-10) Other people may take your cley by touching you Concentration, Magic Analysis, and Finesse. You can only take this
and trying to take it: you lose two cley, they gain one cley, which they Advantage if your Concentration + Magic Analysis + Finesse will be
must use immediately. When this happens, you are stunned for two 15 or more with the Advantage, and you can only get spells with that
actions; people can continue to drain your cley. When your cley is total or less as their complexity.
exhausted, so are you: you collapse for an hour or two. Anyone with a Complexity-5 Spells (+1) You have 12 complexity-5 spells.
reasonable skill at Magic Analysis can see that you are a Cley Vessel Complexity-10 Spells (+1) You have 4 spell^ of complexity 10.
by looking at you. You would make an excellent slave for a powerful Complexity-15 Spells (+1) You have a spell of complexity 15.
and unscrupulous mage. Complexity-20 Spell (+2) You have a complexity-20 spell.
Feeble Spontaneous Magic (-10) Your spontaneous magic is weak Complexity-25 Spell (+4) You managed to get a spell of complexity
and frequently ineffective. Roll s6's rather than s20's for complexity 25.
and power rolls. Note that this means you will botch frequently. Complexity-30 Spell (+6) You somehow managed to get a spell of
Handicapped in Art (-10) You are unable to use one Noun or Verb complexity 30.
yourself. You cannot cast any spell involving that art. (-5 for Durudor, Complexity-35 Spell (+9) You somehow managed to get a spell of
Tempador, Spiridor, Magiador, Locador, Illusidor, Sustenoc, Healoc. - complexity 35. Wow.
12 for Corpador, Herbador, and the remaining Verbs). Complexity-40 Spell (+12) You somehow managed to get a spell of
Poor Cley Supply (-12) For some reason, you do not get as many complexity 40. This is impressive, especially if you can cast it. Explain
cley as ordinary people; subtract d l 2 from each day's supply. (Roll the how this happened.
d l 2 anew each day.) Round negative or zero amounts to one; you
aren't totally without cley.
MAGICAL ADVANTAGES
Slow Magic (-12) Your spells that would normally go off next action
Unusual Cley Refresh Time (0) You get your day's supply of cley at
(including most attack spells) actually go off the action after that, put
some time other than dawn: most likely noon, sunout, or midnight (a
ting you at a major disadvantage in magical fights. Your fast spells go
sinister time for cley refresh). You get the same number of cley as any
off as normal.
one else, just at a different time.
Terrible Casting Requirement (-15) You can only cast spells in Cley Holder (+1) You can tolerate a higher overcharge of cley than
certain circumstances, which are hard to achieve, humiliating, or oth most people. The limit of the comfortable charge is 6 higher than your
erwise terrible. For example, you might need to have just killed an ordinary maximum; that is, you can hold up to Faith + Cley Base + 12
animal, or be naked (if your species is ordinarily clothed).
cley. This Advantage gives you no special wuy to gel extra cley; but day are safe. Performing it three times in a day is costly - typically, giv
the ordinary ways (e.g., Meditation) will work. ing you an extra botch die on all rolls you make that day. Performing
Emergency Spell (+1) Once per day, in an emergency, you may add it four times in a day probably won't kill you, but you'll feel like it had.
20+d20 to the power of a pattern or spontaneous spell that you cast. If the ritual depends on a prop, the Advantage is only +4; the prop can
Extra Bound Spells (+1) You may own four more bound spells than be replaced, but getting attuned to a new one may take several weeks.
usual. Fast Caster (+8) You may spend an extra cley casting a spell that
Invented Spells (+1) You have invented some of the spells that you ordinarily takes effect next action to make it take effect as a fast spell
know. Very few people know about them: you, perhaps a few teach instead. This makes it very hard to counterspell except by bound coun
ers or parents or friends. You (the character) must have enough Magic terspells or previously-cast defenses.
Theory to invent those spells; sec page 199. You (the player) must Cley Vampire (+9) You can steal cley from other people by touch.
make them up, and pay the regular Advantage cost for them in addi They lose two cley; you gain one. Stealing cley is an intentional act on
tion to the +1 for Invented Spells. You might be able to sell copies of your part. The victim is not allowed a resistance roll, though he may
your invented spells, or otherwise take advantage of the fact that they try to get away from you. The theft is painful to the victim and pleas
are new. Note that other people might have invented similar spells urable to you. The act of cley vampirism is illegal almost everywhere,
before you.did, and that many people may be able to spont the spell and simply being a cley vampire whether you do it or not is illegal in
you have invented. Also note that any player may invent spells for many places. If you are discovered, you will be exiled if you're lucky.
their character without this Advantage; the Advantage means that the
character has invented those spells. PHYSICAL DISADVANTAGES
Quick Spell Grafter (+1) You are unusually good at copying spells Disfigured (-1) You have a scar or other blemish that makes you easy
for others to graft, and at grafting them on yourself. Subtract to recognize. If it makes you significantly unattractive, take the Ugly
(10xd6)% from the time and cley cost for each task. Disadvantage as well.
Specific Magic Power Manipulation (+1) You can modify the Obese (-2) You're huge and fat. You have +3 Knack in Life Base, but
power of spells cast on you (and only on you) in some specific you are slow; subtract two from your Agility.
Noun+Verb combination, either adding or subtracting s20 to/from the Missing Ear (-3) You're missing an ear. You cannot tell which direc
spell's power, as Orren do with Mutoc Corpador spells cast on them. tion sounds are coming from; you are easy to recognize; and you have
Rituals of Divine Favor (+2) You have an unusually good relation a -5 on all hearing rolls. A -2 Disadvantage to species without exter
ship with one of the gods. When you perform a five-minute ritual, you nal ears, or if the ear is deaf but not actually cut off.
get +s20 on Complexity and Power rolls of one spell you cast imme Maladroit (-6) You tend to run into things and hurt yourself a lot.
diately after the ritual, involving that god's art. You may also be sub You roll an extra botch die on all Agility rolls, in particular on all
ject to the god's scrutiny or influence. It is unwise to use this more Defense rolls. If you botch a Defense roll, you take an extra dlO dam
than three times a day on a regular basis. age in addition to the ordinary botch.
Special Circumstances on Casting (+2) Under some simple cir Vulnerable to Fire (-8) You are more sensitive than most people to
cumstances of your choice, you gain a +5 bonus on the power of every fire: it does an extra 50% damage to you (computed after Soak).
spell that you cast. The circumstances may be reasonably common, Missing Eye (-9) -4 on rolls involving distance, including targeting
but there should be some challenge. The circumstances may be envi at a distance. You have a blind side; people get a +4 bonus on Attack
ronmental: you may need to be standing in a strong wind, or have both and Defense when they are on your blind side. For Khtsoyis, missing
feet upon soil. They may be related to the target of your spells: you one eye is a -1 Disadvantage disfigurement; missing two adjacent eyes
may get the bonus when casting spells upon Cani. Or they may be is -3 and gives a small blind spot; missing three adjacent eyes is -5 and
based on equipment: you may get the bonus when you are holding the gives a significant blind spot, and missing four eyes is the full -9
wand that your mentor gave you as a starting apprentice (and you will Disadvantage.
lose the bonus forever if the wand is destroyed). The gamemaster may Lame (-15) You are crippled, by birth or accident. Anyone can out
grant a larger bonus for more challenging circumstances, or make it run you. You have a -10 penalty on rolls involving quick or agile
smaller for easier ones.
i
motion, a -6 penalty on Defense, and a -3 on most other combat scores.
Strong Bound Spells (+2) When you bind spells, they are stronger Missing Hand (-15) You take a -4 to -8 penalty on most physical
than most peoples': add d l 2 to their Power. actions. This Disadvantage is a mere -3 for a Khtsoyis missing one ten
Living Magic (+3) You may use your own life in place of cley; for tacle, or -6 for a Herethroy missing one hand; it is -10 for Zi Ri and
each such point of cley you use, you take d6 damage. You may gain Sleeth.
at most your Cley Base points of cley a day this way. You can easily Blind (-20) You cannot see. This is a serious problem in many situ
kill yourself doing this, but sometimes it's worth it. ations.
Intuitive Magic (+4) You have an intuitive insight into some partic
ular combination of magical arts. You can cast weak spontaneous PHYSICAL ADVANTAGES
spells in that combination (cqmplexity 5, power 5) without using cley.
Ambidextrous (+1) You are equally dexterous with all your hands.
You have +10 on complexity limits and Power of spells which use that
Furthermore, if you have the Multiple Weapons combat option you are
combination, even if they include other arts as well. You get +10 on
expert at it.
complexity rolls of those two arts when you use them together in spon
High Alcohol Tolerance (+1) You can stand more alcohol than most
taneous magic, and +10 Power of the spontaneous spell.
people of your species; it takes two more drinks than usual before you
Ritual of Extra Cley (+5) You have some personal ritual (which feel the effects. Typically, this means that two drinks don't affect you,
usually takes about ten minutes to perform, and may require props) and the third one causes you some Trouble.
which restores d6 points of cley to you when you perform it. Describe
Easy to Heal (+2) You take healing spells more readily than other
the ritual: perhaps you whirl around and chant your creator god's
people. The first two overlapping healing spells cast on you do true
name, or gaze deeply into your crystal pendant. The first two uses in a
healing instead; in effect, simple healing spells that ordinary people coloration (a Rassimel who is purple and pink instead of black and
can only get full benefit of once per day, you get full benefit of three white) may get a -2 Disadvantage. You may conceal your coloration in
per day. There may be other advantages as well. various ways, but all are flawed: your true colors will be seen on a reg
Reserves of Strength (+3) You can put forth an incredible show of ular basis.
strength for a moment. If Snorer (-1) You snore. It is annoying to share a room with you, and
you are using it to fight, you might be heard more easily by monsters in the wild. Zi Ri with this
you will have Strength = 12 disadvantage sometimes breathe fire when they snore; in this case, it is
for an action or two. In a -3 Disadvantage.
other situations it might last Ugly (-1) You're uglier than your Charisma would ordinarily indi
as long as a minute; e.g., if cate: an effective -3 on Charisma for matters of beauty.
you're holding the roof up Unkempt (-1) You aren't very good at dressing or grooming yourself.
while your companions You usually look messy: your fur isn't properly brushed, there are spots
flee. After using Reserves on your vest, your shirt is hanging out in back, your armor is stained.
of Strength, you will col Take -3 on social rolls in appropriate circumstances. If someone with
lapse exhausted for an hour better style takes charge of your appearance, you can circumvent this
or two. Disadvantage - until you spill soup on your shirt and don't care.
Simple Shapechanger (+4) You can turn into a single kind of ani Unpersuasive (-1) You are less persuasive than your Charisma
mal by an act of innate magic. You have a Craft skill called would indicate: an effective -3 on rolls.
"Shapechanging". You may change shgpe into your animal or back on Bad Impression (-2) People frequently make some bad assumption
a roll of Will + Shapechanging + s20 >= 15. You may try repeatedly; about you: that you are a troublemaker, or that you are trying to con
each transformation or attempt takes a full action, but has no other them, or that you are trying to seduce them, or that you are an evil wiz
cost. Botches on the s20 typically leave you in some awkward inter ard. It may well be true.
mediate shape, requiring another roll to get to one or the other. You Heart on Sleeve (-2) You do not conceal your emotions well. People
may shapechange part of the way on a roll of 20+; e.g., getting a cat's who pay attention can usually tell what you are feeling. (+5 on
eyes or claws on your regular body. The +4 Advantage cost is for Empathy rolls used on you).
unimposing animals: the World Tree equivalents of cats, mice, sheep, Abrasive to Inferiors (-3) You tend to accidentally offend people
bats, songbirds, trout, and so on. The Advantage cost for more dan who are serving you: servants, waiters, bartenders, and so on. Things
gerous animals is larger. Extra unimposing shapes are +1 Advantages mysteriously go wrong: your horse's gear isn't buckled right, unsavory
each; extra dangerous shapes are correspondingly cheap. substances are found in your beer, and insects in your bed. Extravagant
Large (+7) You are a very large person: about 10-15% taller (and tipping alleviates this to some extent.
thus 30-50% heavier) than a regular person of your species. You have Curse of Beauty (-5) People you despise frequently get crushes on
a +4 Knack in Life Base; add one point to your Strength, and take a +1 you; people you like rarely do.
damage bonus with claws, teeth, crushing, pole, staff, and thrown
weapons.
SOCIAL DISADVANTAGES
Abrasive (-1) You are personally more abrasive than your Charisma
would indicate: an effective -3 on rolls to be friendly and the like.
Bad Reputation (-1) You have a bad reputation for something in
particular: letting an ally die, being a tax collector or informer, cheat
ing friends, or the like. Particularly bad reputations may be -2
Disadvantages.
Childhood Friend (-1) You and another player's characters are
childhood friends, or otherwise have some long-standing relationship
that binds you closely. Either of you can call upon the other for assis
tance at any time, for anything, no matter how suicidal. The two of
you trust each other completely, and deserve that trust. Both charac SOCIAL ADVANTAGES
ters get the -1 Disadvantage. Distinctive Breed (+1) You are a member of some distinctive and
Dietary Restriction (-1) You have some unusual dietary restriction admired breed of your species: e.g., a Cani who looks like an anthro
(e.g., you are a vegetarian Rassimel). Finding suitable food on the road pomorphic black Labrador or Samoyed. Members of your own species
will be a periodic annoyance, and may get you into occasional fights. consider you handsome (+5 on occasional relevant rolls). Most impor
Mongrel or Bad Breed (-1) You are either of blatantly and inap tant for Cani and Herethroy, but also available for Gormoror, Orren,
propriately mixed breed (a mutt), or of some breed that is not well Rassimel, and Zi Ri. Sleeth can have a distinctive breed, but other
respected (a Dachshund-morph or Chihuahua-morph). Members of Sleeth usually don't care.
your own species are generally not impressed: -5 on some social rolls. Good Reputation (+1) You have a good reputation for something. It
Mainly a Cani or Herethroy Disadvantage; not available to Sleeth or might be a heroic action in your past, or some personality trait (such as
Khtsoyis. never lying). This may give you benefits in dealing with people. It
Odd Coloration (-1) Your fur or carapace or scales is an unusual also gives you something to live up to -e.g., if you have a reputation for
color or fur pattern for your species or breed, (e.g., you are from a never lying, and are caught telling a small lie, you will be publicly
Cani family with Dalmatian features, except you have stripes.) You are shamed.
easily recognizable; people may think you are a freak. Extremely odd
Inoffensive (+1) Something in your manner keeps people from tak Persuasive (+3) You are more persuasive than your Charisma would
ing offense at you (usually). You can get away with mild insults and indicate: an effective +3 on rolls.
the like (usually). If you are not trying to insult someone, you won't
(usually).
Married (+1) You are married, to someone (or several people) who
you can generally rely on to support and help you in most respects.
With the +1 Advantage, your spouse(s) are not of adventurer power;
their skills should fit the situation, and they should have (Advantages
+ Disadvantages) - excluding "Married" - total of about 0. Each
spouse of adventurer power is an additional +2 Advantage. Spouses
are ordinarily run by the gamemaster as non-player characters. If your
spouse is another player's character, this is a -3 Disadvantage instead.
The gamemaster's approval is required for this Advantage.
Social Contacts (+1) You have a broad range of acquaintances in
some large geographic area. You can almost always get in touch with
someone sympathetic and possibly helpful: a friend of a friend.
Street Smart (+1) You know how to deal with the dangerous side of
city life: useful when negotiating with gangs, finding a fence for dubi
ous goods, and so on. Typically a +3 on rolls involving such things.
Blessing of Beauty (+2) People are often attracted to you, and fre
quently get crushes on you. Often this will be helpful, but occasional
ly it will be a problem. You may take this Advantage even if your
Charisma is low; in this case, perhaps you are exotic or enticing with
out being pretty.
W A R R I O R DISADVANTAGES
Clumsy (-2) You are clumsy; take an extra botch die on most
Dexterity rolls. You are especially clumsy in some situation, like par
ties or battle, and will be required to make botch rolls more often there.
Elegant (+2) You know how to dress and groom yourself well.
People usually think you look sharp. (This can compensate for being
ugly.) Take +3 on social rolls in appropriate circumstances.
Friendly (+2) You are friendlier and more personable than your
Charisma would indicate: an effective +3 on rolls.
Poker Face (+2) You conceal your emotions very well. People can
rarely tell what you feel. (-5 on Empathy rolls used on you, and +s20
Fragile -1 (-4) You are easy to injure: -1 on Soak. May be taken
on resisting magical attempts to understand you.)
repeatedly if you really want it.
Pretty (+2) You're prettier than your Charisma would ordinarily
Vulnerable to Metal (-4) Metal weapons do +2 damage against you.
indicate: an effective +3 on Charisma for matters of beauty. You can
Any hit by a metal weapon will do at least 3 damage.
not take both Pretty and Persuasive; take a higher Charisma instead.
Fragile Bones (-5) You have fragile bones. You are easily hurt by
crushing weapons, falling, and the like: typically +3 damage. On a
Defense botch, you frequently break a bone. Not available to Khtsoyis,
who have no bones.
Allergic to Metal (-6) The touch and presence of metal makes you
itchy and uncomfortable. You get two extra botch dice when you use
m e t a l w e a p o n s o r shields, a n d four e x t r a b o t c h d i c e if y o u a r e w e a r i n g
m e t a l armor. M a g i c or p a d d i n g w i l l alleviate this ( h a l f t h e e x t r a botch
GORMOROR DISADVANTAGES
G a v m F e n j o s k (-2). You h a v e b r o k e n y o u r W o r d o f H o n o r , a n d
dice). You prefer to avoid metal whenever possible. A -3
s p e n t a y e a r in t h e h a r s h p e n a n c e o f g a v m k j o r o k . You a r e n o w finished
D i s a d v a n t a g e for Zi R i a n d S l e e t h .
w i t h t h e p e n a n c e , b u t it h a s left t r a c e s o n y o u r p e r s o n a l i t y , a n d y o u a r e
B l o o d f i r e (-8) W h e n y o u r b l o o d is spilled, it c a t c h e s fire. F o r an
less t h a n n e v e r - t a i n t e d G o r m o r o r .
o r d i n a r y w o u n d , this d o e s d 6 d a m a g e t o y o u ( n o S o a k ) , and t o a n y o n e
G a v m k j o r o k (-10) You h a v e j u s t b r o k e n y o u r W o r d o f H o n o r , w i t h
c l o s e e n o u g h t o y o u to get splattered. F i r e p r o o f a r m o r a n d c l o t h i n g is
in t h e last d a y o r t w o . You are j u s t s t a r t i n g a y e a r o f g a v m k j o r o k . You
r e c o m m e n d e d . (-1 D i s a d v a n t a g e for Z i R i , w h o t a k e n o d a m a g e from
a r e t h o r o u g h l y h u m i l i a t e d , a n d unfit for honor. You will o b e y all o f t h e
the flame.)
restrictions and p e n a n c e s o f g a v m k j o r o k , a n d d e s e r v e t h e m . Describe
N o A r m o r (-8) F o r s o m e r e a s o n , y o u c a n n o t w e a r a r m o r (or u s e a
the h e i n o u s d e e d t h a t y o u h a v e d o n e .
shield). Expect many unpleasant wounds. A -2 D i s a d v a n t a g e for
Sleeth, Khtsoyis, and Zi Ri, w h o rarely u s e armor.
B l e e d e r (-20) W h e n e v e r y o u a r e w o u n d e d , y o u b l e e d until y o u r
w o u n d is b o u n d or h e a l e d . ( A n a c t i o n , a b a n d a g e , a n d a D e x t e r i t y +
M e d i c i n e + s 2 0 >= 10 roll will suffice). You t a k e d 4 d a m a g e p e r a c t i o n
until this is d o n e . If y o u h a v e m u l t i p l e w o u n d s , roll t h e d 4 ' s for all o f
them and take the worst.
W A R R I O R ADVANTAGES
E x p e r t A t O n e C o m b a t O p t i o n (+1) Y o u a r e a n e x p e r t at o n e c o m
b a t o p t i o n ; c h o o s e w h i c h o n e ( p a g e 156). Y o u m a y u s e that c o m b a t
o p t i o n e v e n if y o u r C o m b a t S t a n c e B a s e w o u l d n o t o r d i n a r i l y a l l o w it.
S h a r p C l a w s (+2) Your claws are especially large and sharp, doing
+ 1 d a m a g e . T h i s a p p l i e s o n l y to s p e c i e s that h a v e c l a w s .
B e r s e r k L i f e (+3) Y o u m a y c o n t i n u e fighting after y o u are i n c a p a c
itated, as G o r m o r o r can.
S t r e n g t h w h e n O u t n u m b e r e d (+3) W h e n y o u are s e v e r e l y o u t
n u m b e r e d , or o t h e r w i s e c o n f r o n t e d w i t h a h o p e l e s s fight, y o u fight
e x t r e m e l y w e l l , g a i n i n g + 5 o n S t r e n g t h a n d D e x t e r i t y for that fight.
T h i s o n l y h a p p e n s w h e n t h e g a m e m a s t e r e x p e c t s y o u to l o s e t h e fight
w i t h o u t it.
T o u g h ( + 4 ) Y o u are r e s i s t a n t to w o u n d s : y o u g e t a +1 b o n u s o n
Soak. M a y b e taken repeatedly.
N a t u r a l W a r r i o r ( + 1 5 ) Y o u are e x p e r t at all c o m b a t o p t i o n s .
CANI DISADVANTAGES
R u n t o f t h e P a c k (-1) You h a v e b e e n t h e s m a l l e s t a n d least i m p r e s
s i v e p e r s o n in y o u r f a m i l y o r p a c k o r w h a t e v e r . You h a v e rarely if
e v e r h e l d affan in a n y t h i n g w o r t h w h i l e , and y o u p r o b a b l y w o n ' t . You
h a v e a b a d a t h t u d e b e c a u s e o f it.
N o s e - D e a f (-6) Y o u a r e a C a n i , b u t y o u are n o s e - d e a f : y o u c a n n o t
s m e l l , or y o u c a n o n l y s m e l l as w e l l as m e m b e r s o f o t h e r p r i m e
species. Y o u c a n n o t u s e a n y ability that d e p e n d s o n y o u r s p e c i e s '
u s u a l s e n s e o f s m e l l , a n d suffer an a d d i t i o n a l - 2 p e n a l t y o n t h o s e
skills. Y o u a r e u n a w a r e o f m a n y i m p o r t a n t C a n i social c u e s . Other
C a n i w h o d o n o t k n o w o f y o u r h a n d i c a p find y o u h i d e o u s l y r u d e ; -4
o n m o s t social rolls. C a n i w h o d o k n o w of y o a r h a n d i c a p m i g h t g i v e
y o u s o m e l e e w a y (-2 p e n a l t y ) , o r m i g h t b e e v e n m o r e a w k w a r d
a r o u n d y o u (-6 p e n a l t y ) .
M i s s i n g C a n i E m o t i o n s (-4) You a r e a C a n i , b u t y o u d o not e x p e
r i e n c e salaffan o r deffa. You p r o b a b l y try to fake t h e m , b u t y o u c a n
n o t d o it perfectly. Y o u r lack m a k e s y o u a n o b j e c t of h o r r o r a n d s c o r n
in C a n i s o c i e t y . C a n i w i l l often refuse t o a c c e p t c h o o f s from y o u , so
y o u w i l l r a r e l y h o l d affan, a n d t h u s r a r e l y get r e s p e c t . You p r o b a b l y
cannot get married.
HERETHROY DISADVANTAGES SLEETH DISADVANTAGES
Herethroy Gender Stereotype (0) I f y o u a r e a c o - l o v e r Herethroy, Sleeth F r i e n d (-2) Y o u h a v e a c l o s e friend w h o is n o t a S l e e t h ; s e e
y o u m a y i n c r e a s e y o u r C h a r i s m a b y 1 a n d r e d u c e y o u r S t r e n g t h or the Background Disadvantage of the same name.
S t a m i n a b y 1. I f y o u a r e a f e m a l e H e r e t h r o y , y o u m a y increase y o u r Nose-Deaf (-4) Y o u a r e a S l e e t h , b u t y o u a r e nose-deaf: y o u c a n n o t
Strength o r S t a m i n a b y 1 a n d r e d u c e y o u r C h a r i s m a b y 1. s m e l l , o r y o u c a n o n l y s m e l l a s w e l l a s m e m b e r s o f other p r i m e s p e c i e s .
Herethroy Both-Female (-1) Y o u a r e a H e r e t h r o y b o t h - f e m a l e , Y o u c a n n o t u s e a n y ability that d e p e n d s o n y o u r s p e c i e s ' u s u a l s e n s e o f
c a p a b l e o f a c t i n g as e i t h e r f e m a l e o r co-lover. T h i s p u t s y o u in a n s m e l l , a n d suffer a n a d d i t i o n a l -2 p e n a l t y o n t h o s e skills. Y o u a r e
u n c o m f o r t a b l e p o s i t i o n in H e r e t h r o y s o c i e t y ; y o u w e r e p r o b a b l y u n a w a r e o f i m p o r t a n t social c u e s , b u t S l e e t h don't c a r e a b o u t s u c h
exiled o r at b e s t o s t r a c i z e d from y o u r village. Y o u m a y e x p e c t other t h i n g s v e r y m u c h . Y o u will m i s s s o m e i m p o r t a n t t h i n g s ; e.g., y o u w i l l
H e r e t h r o y t o d i s a p p r o v e o f y o u w h e n y o u m e e t t h e m : t y p i c a l l y -2 o n n o t b e a b l e t o tell if y o u r S l e e t h girlfriend is fertile.
reaction rolls. Y o u m a y c h o o s e e i t h e r g e n d e r s t e r e o t y p e A d v a n t a g e ,
or neither.
We describe s o m e kinds of creatures on the World Tree. These a b l e for c o m b a t . Chargers are brave, quick, beaked and feath
are broad genera or families, not species. M o s t kinds of creature ered, and can be vicious with their claws. H e a v y horses h a v e
vary a great deal within their g e n u s or family, so one mher- plates of b o n e under their skin; they are quite tough, but cannot
o b u m p m i g h t b e a s d i f f e r e n t f r o m a n o t h e r a s a l i o n is f r o m a be m a d e to hurry. T h e others are of more economic value: pack
p o o d l e or otter. W e g i v e s o m e typical r a n g e s o f the b a s i c statis horses h a v e a distinct flavor of h i p p o p o t a m u s and they make
tics, but they are suggestive only. M a n y species follow the h e a v y h o r s e s l o o k fast, b u t t h e y c a n c a r r y a g r e a t deal.
p r i m e r u l e s , e.g. h a v i n g 3 x ( L i f e B a s e + S t a m i n a ) l i f e p o i n t s ; w e
generally write the statistics for these species as "varies". Horses
G a m e m a s t e r s m a y c h o o s e to p i c k c o n v e n i e n t n u m b e r s in the Charger Heavy Pack
right range rather than working through the formulas, especially
Life 20-40 50-70 15-25
in casual encounters.
Attack +10 t o +15 none none
Blossomary Pocker
A p r e t t y little a n i m a l , a foot a n d a h a l f l o n g p l u s a n o t h e r foot P o c k e r are the tastiest of the birds farmed for eggs a n d food.
o f tail. It h a s a d e n s e g a r d e n o f s m a l l flowers i n s t e a d o f fur, i n They're smaller than 21st century chickens, and there are a
striped patterns that change with the seasons. A s i d e from that, dozen other assorted differences that very few adventurers care
it b e h a v e s l i k e a w e a s e l : p l a y f u l a n d c o n f u s e d l y a f f e c t i o n a t e i f about. Contraceptive spells are traditionally b o u n d on pocker
well-fed and raised as a pet, and a rather vicious predator of wishbones, leading to m a n y bad jokes.
s m a l l birds a n d r o d e n t s in the wild. D e v o t e e s o f Virid often take
blossomaries as pets, though natural philosophers think that Wudgeon
they're a creation of Gnarn. W u d g e o n are hefty birds, ten or fifteen p o u n d s , w i t h long
n e c k s a n d v e r y s h o r t l e g s . T h e y fly p r e t t y f a s t , b u t i f y o u a r e a
Enstarba S l e e t h a n d y o u p o u n c e o n e b e f o r e it c a n t a k e o f f ( o r b e f o r e it c a n
A little b e a s t , s o m e w h e r e b e t w e e n a w o o d - g e t o u t o f r a n g e o f y o u r R u l o c C o r p a d o r , if y o u ' r e h u n g r y ) y o u
chuck and a rabbit. T h e y are m o r e fireproof c a n b a t a t it w i t h a p a w . H i t it o f t e n e n o u g h a n d it c a n ' t t a k e off;
than Zi Ri. In the wild, they prefer to live they're not very coordinated. They m a k e good eating w h e n you
near perpetually burning places, where they get bored with w u d g e o n - b o u n c i n g . O t h e r species like to eat
can hide from predators. They have been t h e m too; H e r e t h r o y often f a r m t h e m to sell.
domesticated. Their hides are used for
cooking pans. T h e i r f l e s h is t a s t y , b u t
must be eaten raw as cooking has n o
e f f e c t o n it.
Gun try
S i x l e g s , s h o r t m u z z l e , s t r a g g l y w h i t e fur c o m i n g to r i d i c u l o u s
p o i n t s o v e r the e a r s a n d h i n d l e g s . A h u n d r e d p o u n d s or so, a
lot o f w h i c h is d e l i c i o u s r i c h fatty m e a t .
Horse
T h e r e are n i n e unrelated g e n e r a of a n i m a l that w e call "horse",
u s e d for riding or p a c k - b e a s t s . T w o are c o m m o n l y j u d g e d suit
s o m e regions, they are g i v e n the s a m e rights and social status as
CIVILIZED N O N P R I M E S Herethroy, and not treated much differently from the prime
species. In o t h e r s , t h e y a r e c o n s i d e r e d s u b - p r i m e s , a n inferior
Ahigrane s p e c i e s to b e d e p o r t e d o r killed if t h e y get in t h e w a y - a classi
A h i g r a n e are f o x - h e a d e d birds, the size of a p i g e o n , with four
fication they resent and d o not lightly tolerate. A k k a m a g g a vil
s e t s o f l e g s . T h e f r o n t p a i r o f l e g s e n d s in s m a l l h a n d s ; t h e s e c
l a g e s a r e rich e n o u g h ( m a i n l y i n v e g e t a b l e w e a l t h , s p i c e s a n d
o n d p a i r e n d s i n t e n t a c l e s w i t h little s t i n g e r s ( c o m p a r a b l e to
glirries and the like) to b e w o r t h adventurers' time clearing, a
large w a s p stings); the third and fourth pair are ordinary birds'
fact w h i c h leads t o their classification as inferior.
legs. Despite their size, ahigrane are sentient. They are adult
They are not very powerful magically, but they are quite
after o n e year, a n d live a b o u t fifteen or twenty years.
magic-resistant.
A h i g r a n e live in flocks o f a few h u n d r e d , often o n the e d g e s o f
prime-inhabited lands. Unlike their larger cousins the ulgrane,
they are not generally thought of as a m e n a c e . At worst, they're Akkamagga
a nuisance; they're m o r e than h a p p y to steal from p r i m e s . At Life Attack C.S.B Damage
best, t h e y ' r e a u s e f u l ally, w a r n i n g p r i m e s a b o u t c o m i n g d a n g e r s .
20-50 10-20 5-15 weapon
T h e y ' l l p r o b a b l y s t e a l a f e w figs o r l o z e n s w h e n t h e p r i m e s a r e
off protecting t h e m s e l v e s against the r e m o r s h k a or cyarr. Defense Soak Mag. R e s Cley
A h i g r a n e l i v i n g in cities t e n d t o b e c o m e t h i e v e s a n d v a n d a l s 10-20 2+armor 30-60 3-10
after a few g e n e r a t i o n s , a n d they're v e r y h a r d to get rid of.
P r i m e cities h a v e strict l a w s k e e p i n g t h e m out.
Blee
T h e y h a v e access to a half-dozen m a g i c a l arts, a n d can l e a m Blee look like large but ordinary d o g s , w i t h four four-jointed
any of the others with priestly help. Few ahigrane achieve any arms added. Each hand is
great degree of magical power. provided with a tiny eye on a
short stalk next to the t h u m b ,
Ahigrane and a slightly longer tendril
that can taste like a tongue.
Life Attack C.S.B Damage
Blee are as intelligent and
3-9 5-10 2-5 1 di 1 social as Rassimel., and as
Defense Soak Mag. R e s Cley likely to be civilized. Primes
usually regard them with sus
15-25 0 5-10 3-10
picion and mistrust, and con
flicts are f r e q u e n t ; b u t there
are places where blee and
Akkamagga primes coexist happily.
A k k a m a g g a are six-legged lizards: foar feet o f body, t w o of
Blee are given connections
n e c k a n d h e a d , t w o o f tail. T h e i r f o r e p a w s are l o n g a n d fingery,
to all V e r b s at birth, a n d to
their e y e s are clear a n d bright. T h e y p a i n t their scales in z i g z a g s
Magiador. Ordinary non-
of red a n d yellow, green leaf-shapes for m o u r n i n g , w h i t e bars to
prime methods will give a
i n d i c a t e t h a t t h e i r p r o s p e c t i v e h a r v e s t o f i n s e c t s a n d g r u b s is
blee a connection to a single
large e n o u g h so that they are seeking m a t e s . T h e y are quite
further Noun. A blee who
intelligent, albeit inflexible.
strikes the deathblow on a
Akkamagga live in villages, m u c h like Herethroy. Their
prime (or kazorm, cyarr, or a
towns are big mounds of mud, with wooden-reinforced tunnels,
few others) can l e a m another Noun; each further N o u n requires
holding hundreds of people. They grow grains and root vegeta
t w o murders. Blee wizards are rare and ruthless. In general blee
b l e s i n fields o u t s i d e , m u s h r o o m s a n d i n s e c t s a n d g r u b s i n t h e i r
do not approve of murder, but prime civilization regards t h e m as
cellars. A t the c e n t e r o f the t o w n is a vast c a v e r n in the m u d ,
s u s p e c t , s i n c e t h e y a l w a y s h a v e a m o t i v e f o r it.
where seven a k k a m a g g a priests b u m tallow fires and torment
Blee generally fight with fret-spears: long spears with m a n y
animals for t h e h o n o r o f t h e t h r e e a k k a m a g g a gods, whom
h a n d h o l d s , h e l d a b o v e the b o d y w i t h all four h a n d s . Blee
p r i m e s generally understand to be three angels of Virid. When
achieve considerable force with fret-spears, even w o o d e n ones.
the H o l l o w M o o n o p e n s w i d e , the priests declare a festival and
1
B l e e c a n a l s o u s e t w o b o w s a t o n c e , i f they w i s h .
the a k k a m a g g a p a i n t t h e m s e l v e s in p u r p l e a n d c r i m s o n to per
Since blee k n o w M a g i a d o r and not m u c h else, they generally
form their seven traditional plays.
use good counterspells w h e n they fight primes.
O n the w h o l e , a k k a m a g g a are neutral or slightly friendly to the
prime species. T h e y love Zi Ri intensely. T h e y can smell as
w e l l as C a n i ; t h e y a p p r e c i a t e gifts of high-quality perfume. Blee
T h e y like Herethroy personally; the t w o species h a v e similar Life Attack C.S.B Damage
cultures and attitudes. However, a k k a m a g g a and Herethroy use varies varies varies 6 + S t r di 6,
the s a m e k i n d o f land, for different e n o u g h p u r p o s e s so that t h e y
( m e t a l : 9 + S t r di 9 )
c a n ' t s h a r e it e f f e c t i v e l y ; t h e t w o s p e c i e s o f t e n find themselves
in conflict. Defense Soak Mag. R e s Cley
A k k a m a g g a are one of the civilized non-prime species. In varies 1+armor v a r i e s , but g o o d v a r i e s
s t y l e . T h e y u s u a l l y l i v e in c l u s t e r s o f a d o z e n o r s o , i t r t h e u p p e r
Cyarr v e r t i c a l s - i n t h e s a f e r p a r t s , b e c a u s e t h e y a r e n o t a l l that p o w e r
C y a r r are h y e n a - c e n t a u r s , n o b l e a n d j. ful t h e m s e l v e s .
honorable a n d civilized and distinct T h e y h a v e m o d e r a t e magical skills; they tend to study L o c a d o r
ly o p p o s e d to the primes. Cyarr a n d o t h e r w a y s o f e s c a p i n g d a n g e r o u s s i t u a t i o n s . T h e y are r e i n
believe that if they wipe carnated as c h i l t h e n after they die, a n d (unlike m o s t other crea
out one of the prime tures) t h e y r e m e m b e r all their p a s t lives. S o , t h e r e are g o r n a z z -
species, they will it c h i l d r e n a l i v e t o d a y w h o r e m e m b e r w h a t w a s g o i n g o n b e f o r e
take that species' there were primes. M o s t other creatures don't bother them. Zi
place among the Ri tend not to like t h e m ; they're competition.
primes - and, fur
thermore, will Gornazzits
become the supreme
Life Attack C.S.B Damage
p r i m e species due to
their superior honor 100-150 none none none
a n d nobility. Cyarr Defense Soak Mag. R e s Cley
society is v e r y hierar
0-5 5 20-40 10-20
chical and very mili
taristic; the u p p e r classes
hold codes of personal
h o n o r a n d d u t y as fierce as
Greft
G r e f t a r e ratfolk, r o u g h l y R a s s i m e l in s i z e , b u t o f l e a n e r b u i l d .
the idealized Japanese
T h e y are p h y s i c a l l y n o t a b l e in that t h e y h a v e t w o h e a d s : an o r d i
samurai's.
n a r y r a t l i k e o n e o n t h e left, a n d a h e a d o f the s a m e s h a p e w h i c h
T h e c y a r r rule p a r t s appears to be m a d e of seashells on the right. The hollow eye-
of some branches, sockets of the shell-head see j u s t as w e l l as the g l e a m i n g e y e s of
including one the flesh-head.
side-branch off
Greft are as intelligent a s p r i m e s , a s s o c i a b l e , a n d in most
Ketheria about a thousand miles from the m a i n trunk. Typically,
ways comparable. Greft are not g i v e n m a g i c a l arts at birth;
o n the border, t h e y fight p r i m e s fiercely for a f e w y e a r s , t h e n set
h o w e v e r , t h e y c a n a c q u i r e a n y o r all arts b y s t r a i g h t f o r w a r d rit
tle i n t o a n u n e a s y t r u c e t h a t lasts for a c e n t u r y o r t w o . T r a d e is
uals in temples.
profitable during times of peace - especially in healing and
Greft h a v e t w o n a t u r a l p i e c e s o f m a g i c . First, m a n y greft h a v e
metal, which cyarr cannot do themselves and which most prime
a crest o f u p to seven crimson shells o n the shell-head. They
cities try to forbid to the cyarr.
may sacrifice a crimson shell for protection against magic:
C y a r r all h a v e T h r e e S n a p s , three m i n o r spells w h i c h t h e y c a n either complete protection or even canceling of a single spell, or
use by snapping their fingers, without cley or other cost. a substantial b o o s t ( f r o m + s 2 0 to + 6 s 2 0 ) in M a g i c R e s i s t a n c e for
Typically the snaps are three m i n o r defensive spells. A few a p e r i o d o f m i n u t e s t o h o u r s . T h e s a c r i f i c e is m o r e than just
Cyarr, m a i n l y priests, can change w h i c h spells they can Snap. appearance: it c o s t s a m e a s u r e of willpower and emotional
Cyarr get connections to Destroc, Mutoc, Ruloc, Corpador, strength, a n d greft w h o h a v e lost m o s t o f their shells are in a
Herbador, Magiador, and Mentador. With the help o f a suitable sorry shape. The crest-shells can be regrown by a Healoc
priest, they c a n acquire connections to m a n y other arts, but not Corpador M a g i a d o r spell o f complexity 85.
to H e a l o c , Sustenoc, Durudor, or Tempador. T h e lack of heal
S e c o n d , greft are n a t u r a l t e l e p a t h s . T h e y m a y communicate
i n g a n d m e t a l m a g i c is a p e r e n n i a l p r o b l e m for this warrior
w i t h o t h e r greft w i t h i n a substantial r a n g e , h u n d r e d s o f feet to a
species.
few miles. T h e y can often m a k e m e n t a l contact with willing
m e m b e r s of other species. Greft telepathy cannot b e used
aggressively against non-telepaths (though greft-greft telepathic
Cyarr
struggles occur), but unskilled primes casting M e n t a d o r spells
Life Attack C.S.B Damage o n g r e f t o f t e n find t h e m s e l v e s b r i e f l y f l o o d e d a n d o v e r w h e l m e d
20-50 10-20 5-15 weapon w i t h the g r e f t ' s e m o t i o n s o r e v e n p e r s o n a l i t y .
G r e f t a r e k n o w n t o b e h a r m l e s s and o f t e n f r i e n d l y t o p r i m e s ,
Defense Soak Mag. R e s Cley
and are as w e l c o m e in p r i m e territory a s a n y n o n p r i m e s are.
10-20 armor 5-15 6-15
Greft skills and statistics are similar to those of p r i m e s . Greft
have n o particular advantages as warriors or m a g e s , but (aside
from h a v i n g to w o r k to get m a g i c a l arts) n o particular disadvan
Gornazzits tages either.
G o r n a z z i t s a r e a n a n o m a l y : a f r i e n d l y s p e c i e s t h a t l i v e s in the
Verticals. T h e y are b i g furry slugs, their e y e s b r i g h t w i t h intelli Greft
gence. B a b i e s a r e o n l y t w o f e e t l o n g , and t h i n a s s n a k e s ; o r d i Life Attack C.S.B Damage
n a r y adults are t e n feet l o n g a n d t w o feet d i a m e t e r ; elders get u p
Varies Varies Varies Weapon
to thirty feet l o n g a n d eight feet diameter. G o r n a z z i t s can c l i m b
on anything, slithering like slugs. In particular, they can climb Defense Soak Mag. R e s Cley
o n the a i r , o o z i n g t h r o u g h t h e b r e e z e i n a n alarming-looking Varies Armor Varies + shells Varies
t h e y c a n t h i n k of: s o m e t i m e s s e l l i n g t h e i r p o t e n t M u t o c s p e l l s ,
Mherobump sometimes basic pillaging, sometimes subtle extortion.
M h e r o b u m p are rhinoceros- N e n t h a i are terrible foes. Their innate Mutoc magic provides
people: bipedal, six to seven t h e m a great variety of defenses, w h i c h they w e a r routinely, and
feet tall, s k i n l i k e k n o b b y c o p a d e v a s t a t i n g v a r i e t y o f tricky a t t a c k s a s w e l l . T h e y are clever,
per, s h i n i n g g l a s s y h o m s on a n d plan situations in w h i c h their p o w e r s play to best advantage.
their l o n g s n o u t s , t i n y p i g g i s h T h e y c a n bite a n d tailflick o n e a c h action. T h e y generally h a v e
eyes, short tufted tails. They spies and allies to alert t h e m o f d a n g e r s ; almost any creature
are as s t r o n g as G o r m o r o r , o r a p p r e c i a t e s a n e n t h a i ' s f a v o r a n d fears its w r a t h . They rarely
stronger, but c o w a r d l y unless s t a n d a n d f i g h t ; a flick o f the t a i l a n d a M u t o c L o c a d o r s p e l l c a n
annoyed. They are often s e n d t h e m a h u n d r e d m i l e s a w a y at t h e first s i g n o f d a n g e r . A
motivated by andile, an emo determined p r i m e city could kill a nendrai, but the cost w o u l d
tion e x p e r i e n c e d b y few other probably be high.
people, w h i c h c a n o n l y b e sat
isfied b y h a r d labor. Andile Nendrai
moves the mherobump to Life Attack C.S.B Damage
extreme feats, digging
200-500 20-60 10-30 15 di 5
immense caverns or carting
h i l l s f r o m o n e s i d e o f a river t o Defense Soak Mag. R e s Cley
the o t h e r , f o r n o r e a s o n o t h e r 20-50 5-10 30-50 30-60
than the need to indulge in
backbreaking work.
K r a n g o are rated at t w o warriors, b u t that is foolish. One T h e y are d a n g e r o u s foes. They are made of Durudor as well
a r m o r e d w a r r i o r c a n s c a r e a k r a n g o off, b u t it t a k e s t h r e e t o p u r as C o r p a d o r , m a k i n g t h e m h a r d to t o u c h w i t h m a g i c . Their
sue a n d kill o n e . h o m s are a s d a n g e r o u s a s s w o r d s , a n d w h e n they a r e a n g r y their
pincers drip with Itchy venom. Nrex w h o have been subjected
Krango t o t h e u f x u - n h a a r i t u a l are c a p a b l e o f s i g n i f i c a n t m a g i c a l a c t s ,
Life Attack C.S.B Damage especially D u r u d o r a n d Destroc; their glass chitin ripples with
violet a n d black, they are prone to excitement a n d viciousness,
40-70 20-30 10-15 as Sleeth, but
a n d they should b e avoided if at all possible.
two bites
Adult nrex have certain limited magical powers which behave
Defense Soak Mag. R e s Cley like pattern spells, including a short-range teleport (the nrex
20-30 2-5 5-10 1-6 stretches almost instantly to s o m e thirty yards long, then shrinks
to its r e g u l a r size in a different spot), t h e p r o d u c t i o n o f v a r i o u s
temporary gold encumbrances (Trouble 4) and even walls, and
Mewellicaps the casting of bolts o f pink lightning (damage as Fire Flower j .
Mewellicaps are siblings to the Khtsoyis: similar character, T h o s e w h o h a v e h a d t h e ufxu-nhaa ritual c a n d o a g o o d deal
similar style, similar basic p o w e r s . I f it w e r e n ' t f o r a n a c c i d e n t more.
of A c c a n a x ' s timing, t h e t w o w o u l d b e allies against the p r i m e
s p e c i e s . A s it i s , t h e m e w e l l i c a p s a r e i n a p e c u l i a r p o s i t i o n . On Nrex
one hand, they are as monstrous as anything on the World Tree. Life Attack C.S.B Damage
O n t h e o t h e r , t h e y are friendly w i t h K h t s o y i s . S o , m o s t m e w e l l
30-50 10-20 10-20 5 - 1 0 di 5 , I t c h y d 4
icaps live in t h e Verticals w i t h t h e o t h e r m o n s t e r s ; a f e w live in
cities with Khtsoyis, a n d the philosophically inclined ones w o n Defense Soak Mag. R e s Cley
der a b o u t t h e vagaries o f fate. 10-20 5-10 15-40 10-20
M e w e l l i c a p s look like b i g floating m a n t a rays: six-foot b o d y
and ten-foot w i n g s p a n for t h e largest. They h a v e t w o six-inch
tendrils at the sides o f their m o u t h s , tipped with dark fog: a bit Perdithorne
o f e l e m e n t a l D e s t r o c . T h e i r tail is a d o r n e d w i t h a spike, that c a n P e r d i t h o m e look like skeletal lynxes, w i t h half t h e flesh - b u t
be t h r o w n like a p o i s o n e d javelin. T h e y float in t h e air like which half has flesh flickers like fire. ( O r , it l o o k s l i k e a l y n x ,
Khtsoyis, but they can flap their w i n g s a n d fly at a n a m a z i n g h a l f o f w h i c h is invisible e x c e p t for t h e b o n e s , b u t w h i c h h a l f is
speed. T h e y s h a r e m o s t o f the g e n e r a l i t i e s o f K h t s o y i s p e r s o n invisible changes from second to second.) T h e y are a n e w crea
ality, b e i n g u s u a l l y v i o l e n t a n d d e s t r u c t i v e o n a s m a l l scale. ture, i n t r o d u c e d b y s o m e a a n o y e d g o d in t h e last century, p r o b -
ably in response to the p r i m e invention of spellbinding. They
are natural spellbinders themselves, being able to hold a few
d o z e n b o u n d spells - and they can dispel d 4 o f y o u r b o u n d spells
with just a stare. T h e y h a v e access to 4-6 N o u n s and 4-6 Verbs.
Their innate spellbinding p o w e r includes the ability to bind
spontaneous magic, but primes caanot use their techniques.
T h e y live in p a c k s o f t w o or three. T h e y are intelligent; they
cooperate well with each other, and plan their defenses well.
Don't m i s t a k e t h e m for skeleton Sleeth; they're friendly a n d per
suasive (mostly to other monsters), and likely to b e allied with
m o s t o f the o t h e r d a n g e r o u s t h i n g s i n t h e a r e a . T h e y d o n ' t l i k e
daylight or Cani very m u c h .
Remorshka
Life Attack CS.B Damage
100-600 20-40 10-20 c l a w 1 5 - 2 0 di 5 - 1 0
(2 attacks) t a i l 5 s 6 di s 6
River-Gunch
B i g as a shed, strong as a falling tree, d u m b as a s t u m p the tree
leaves behind. A river-gunch has some aspects of hippopotamus
and s o m e o f bear, and a rack of bright-colored w a x e n spines.
T h e i r s k i n is s m o o t h a n d s h i n y - b l a c k , glistening with river-
water. T h e y usually slog through the water on four flat-footed
legs, though they rear up on t w o w h e n they wish. O n four legs
they are about five feet h i g h at t h e s h o u l d e r ; o n t w o , t e n or
Perdithorne twelve.
Life Attack C.S.B Damage R i v e r - g u n c h are barely intelligent. They can grunt out a few
c o a r s e s e n t e n c e s in t h e c o m m o n t o n g u e . T h e y d o pretty well at
30-50 10-20 10-20 as Sleeth
" T h i s is m i n e " , t h o u g h f e w a r e a b l e t o m a n a g e " T h i s is y o u r s " .
Defense Soak Mag. R e s Cley T h e y like t o float for h o u r s , all s u b m e r g e d in t h e w a t e r e x c e p t
20-30 4 15-30 30-50 their spines, nibbling on underwater plants and fishes.
T h e y sport a rack o f w a x e n spines, fourteen spikes t w o feet
l o n g a n d s t r i p e d in g a u d y r a i n b o w c o l o r s . T h e y a r e e x t r e m e l y
Remorshka p r o u d o f their s p i n e s . S o m e t i m e s t h e y a d o r n them w i t h r i b b o n s
T a k e a c r a b t h e size o f a large car. G i v e it l e g s l i k e a t i g e r ' s of river-weed for e x t r a b e a u t y . If their spines are damaged, the
a n d a l o n g tiger's tail e n d i n g in a n o p t i o n a l b a l l o f fire. That's a r i v e r - g u n c h e n t e r s a n e x t r a v a g a n t fury, h u r l i n g o b j e c t s a n d tear
remorshka - one of the most c o m m o n kinds of remorshka, at ing d o w n trees, gaining an effective + 1 0 o n Strength (and d a m
least; there a r e a h u n d r e d varieties. They're straightforward a g e ) until t h e insult is a s s u a g e d . Mages beware: even a few
m a r a u d e r s with straightforward tastes: lots of meat, preferably s p a r k s o f fire w i l l l e a v e h o l e s a n d w a r p s i n t h e s p i n e s , a n d e v e n
recently killed a n d roasted. T h e y attack villages and eat the live t h e m o s t p e a c e f u l g u n c h is l i k e l y t o g o b e r s e r k w h e n c o n f r o n t e d
stock and villagers. If y o u w a v e a y e l l o w flag in a r e m o r s h k a ' s b y fire. T h e s p i n e s r e g r o w i n a y e a r o r t w o : n o t s o o n e n o u g h f o r
f a c e a s it w a k e s u p , it w i l l f o l l o w t h e flag a s l o n g a s y o u k e e p it the g u n c h . G u n c h spines are w o r t h a few lozens e a c h as novel
moving. ties, or a few h u n t h e d for a high-quality r a c k in p r i m e condition.
Remorshka have huge foreclaws, and enjoy snipping R i v e r - g u n c h e s a r e r a t e d a t s i x w a r r i o r s , o r t h r e e w h o c a n fly.
H e r e t h r o y in h a l f w i t h t h e m . T h e y can s w e e p with their tails,
b a s h i n g at e v e r y t h i n g b e h i n d them. They are very dangerous.
In a direct fight, a n a v e r a g e - s i z e d r e m o r s h k a is r a t e d a t e i g h t River Gunch
warriors. In an a m b u s h , four s h o u l d suffice.
Life Attack C.S.B Damage
100-300 30-50 5-10 2 0 di 8
Slunder
S l u n d e r a r e large s n a k e s : s e v e n feet long, patterned b l u e
scales. T h e y a r e fairly m i l d - t e m p e r e d , w h i c h is g o o d , b e c a u s e
they have very strong Itchy poison. T h e y lurk in l o w branches
of trees, a n d strike at passing small animals. T h e y are fascinat
ed b y red a n d blue jiggling together. Street entertainers s o m e
times lead t h e m around b y red a n d blue bangles o n the end of a
stick; s o m e t i m e s t h e slunder escape, t o t h e audience's panic.
T h e y h a v e a reputation for being deadlier than they are; any
competent adult should b e able to deal with o n e .
Slunder
-' To be fair to Snadza, Kvarse didn't respond to the Grand Inferno either.
HERBAL Codelieth
T h e flora o f t h e W o r l d T r e e is a s v a r i e d a s t h e f a u n a . O n the C o d e l i e t h is a c h u b b y s u c c u l e n t p l a n t w i t h b u l b o u s l e a v e s a n d
w h o l e it i s l e s s a g g r e s s i v e ; t h e r e a r e c o m p a r a t i v e l y f e w s p e c i e s big o r a n g e - r e d flowers that stink terribly. F r o m these flowers
o f p l a n t s n o t a l l o w e d in cities. As with animals, we translate can be distilled codelieth perfume, w h i c h h a s a spicy carrion
plants to v a g u e l y similar terrestrial species (pine, mint, garlic), scent that Cani adore and n o b o d y else likes. Codelieth plants
or simply transliterate t h e w o r d ( a r k e n trees, l u t h - m o s s ) . W e d o are quite rare. D e c e n t - q u a l i t y c o d e l i e t h p e r f u m e b a s e is w o r t h
n o t i n c l u d e t h e s e p l a n t s i n the h e r b a l . a hundred lozens an ounce.
M a g i c a l herbs are generally not w o r t h cultivating; domestic
plants usually g r o w with only a fraction o f the wild plants' Dullog
potency F r e s h h e r b s k e e p a d a y o r t w o , thied h e r b s k e e p a f e w D u l l o g is a h e a v y o r a n g e f u n g u s t h a t g r o w s in t h e s h a p e s o f
m o n t h s , a n d tinctures keep a few years; Sustenoc H e r b a d o r will jars or chambers. A typical mature dullog plant above ground
extend these times. will b e a f e w h u n d r e d feet in d i a m e t e r a n d forty feet h i g h , c o n
sisting o f a m a s s of 10-20 foot cells m o s t l y c o n n e c t e d b y holes.
Axacanthus T h e w a l l s o f t h e cells a r e a foot o r t w o t h i c k , a n d d u l l o g is fair
A x a c a n t h u s flowers are fire-aspected orchids. A fresh axa ly s t r o n g , s o d u l l o g p l a n t s m a k e e x c e l l e n t h o m e s - m o s t l y for
c a n t h u s t h r o w n i n t o a fire w i l l m a k e it b u m a b o u t t w i c e a s h o t nonprimes. D u l l o g g l o w s a d u l l O r a n g e w h e n it i s w e t , w h i c h
a n d t w i c e as l o n g as usual. A sniff o f a x a c a n t h u s p o l l e n b e f o r e dwellers in the inner cells often find convenient. Dullog
c a s t i n g a fire c r e a t i o n s p e l l w i l l i n c r e a s e t h e s p e l l ' s p o w e r b y s 2 0 requires d a r k n e s s to grow, m u c h as m a n y plants require light;
- t h o u g h m a g e s w h o u s e it t o o o f t e n find t h a t t h e i r fire magic d u l l o g p l a n t s are m o s t often f o u n d in c a v e s or h e a v i l y shaded
without axacanthus becomes much weaker. places. D u l l o g g r o w s slowly, but suitable m a g i c and fertiliza
t i o n c a n s p e e d it u p s o m e a n d s c u l p t it c o n s i d e r a b l y .
Cley apples
T h e m o s t c o m m o n natural source of usable cley, not c o u n t i n g Grabrell
dawn. A c l e y a p p l e h o l d s d 6 c l e y ( i t is h a r d t o t e l l h o w many Grabrell w e e d inhibits the m a g i c sense, m a k i n g the user hard
w i t h o u t e a t i n g i t ) , w h i c h it g i v e s t o w h o e v er to s e n s e or a n a l y z e - a n d g i v i n g t h e s a m e p e n a l t y for t h e
er eats t h e w h o l e a p p l e , c o r e a n d all. user's use of m a g i c sense. Simply wearing a tuft o f fresh
How long this takes depends grabrell blunts the sense: a -2 penalty. A handful of dried pow
on the species: a Gormoror d e r e d g r a b r e l l b r i n g s a - 1 0 p e n a l t y a t first, w e a r i n g o f f a t a b o u t
c a n g u l p it d o w n i n a r o u n d , one point of penalty per hour. A spoonful of tincture of grabrell
a Zi Ri will take a lot r o o t b r i n g s a - 2 0 p e n a l t y for d 4 h o u r s ; s p l a s h i n g t h e t i n c t u r e o n
longer, and a carnivorous e x t e r n a l l y is t h e s a m e a s t h e p o w d e r . H e r b a d o r s p e l l s (with
Sleeth will be sick ten m i n Corpador for already-swallowed tincture) can denature the
utes afterwards. Cley grabrell, restoring others' ability to sense the taker immediately;
apples are worth 1300-2500 t h e t a k e r ' s s e n s e n e e d s a f e w m i n u t e s t o r e c o v e r . T h e r e is n o
lozens each when they're advantage to using extra grabrell or combining w a y s of apply
fresh; t h e y k e e p a b o u t a i n g it. Grabrell smells a n d tastes like a vile bitter licorice.
decade or so with G r a b r e l l w e e d is r a r e . It's w o r t h a f e w l o z e n s fresh, t e n d r i e d
care by a good and p o w d e r e d , or twenty in tincture - but m a i n l y to thieves and
Sustenoc Herbador other scoundrels.
spell. C l e y a p p l e s s h o w u p for n o k n o w n r e a s o n o n fruit trees
o f all k i n d s ; t h e y ' r e n o t a l w a y s a p p l e s , n o r a l w a y s like t h e tree's Ham toad
fruit. The average farming village sees a cley apple every few H a m t o a d is a d u l l b l o b b y g r a y - g r e e n w a t e r - v e g e t a b l e , o n e o f
years. m a n y that g r o w best in total darkness. It is d e n s e a n d m e a t y ,
a n d a n essential p a r t o f e c o l o g y a n d cuisine in m a n y p l a c e s that
Cobbithy never get sunlight.
C o b b i t h y trees are roughly like gnarled m a p l e s , w i t h tough
w o o d , s p i k y l e a v e s , s e e d s scattered b y little gliders. T h e y g r o w Hyprie
fairly w e l l o n the flats, and are reasonably c o m m o n on most H y p r i e are small fruits, the size o f a g r a p e , b u t s w e e t e r a n d
world-branches. T h e y are mainly worth mentioning because headier. Eating hyprie m a k e s the intellect quick and creative,
they are unusually susceptible to H e r b a d o r magic. T h e P o w e r s w h i c h is g o o d , a n d w i l d a n d d i f f u s e , w h i c h i s n o t s o g o o d . The
o f m o s t H e r b a d o r spells w h i c h affect e x i s t i n g live c o b b i t h y trees g o o d effects a m o u n t to a + 3 o n W i t s for m o s t p u r p o s e s , or a + 1 0
are tripled. T h e P o w e r s of m o s t H e r b a d o r spells w h i c h affect on complexity a n d p o w e r rolls for s p o n t a n e o u s m a g i c ; this
fresh c o b b i t h y w o o d are doubled. After a m o n t h or so, the extra s t a r t s d 6 m i n u t e s a f t e r t h e h y p r i e is e a t e n , a n d l a s t s f o r a n o t h e r
susceptibility fades. A tree-mage can build a stockade of cob d 6 m i n u t e s . T h e b a d effects are w o r s e , starting d 3 m i n u t e s after
bithy quickly, given a grove of trees. A n y o n e w i t h a bit of t h e h y p r i e is e a t e n , a n d c o n t i n u i n g for a n h o u r o r s o . T h e w i l d
H e r b a d o r c a n g e t t h r o u g h it e q u a l l y e a s i l y . ness a m o u n t s to an extra b o t c h die o n m o s t actions, t w o o n m o s t
magical actions, and three on spontaneous magic. T h e diffuse-
n e s s is a m a t t e r o f r o l e - p l a y i n g : s o m e m i x t u r e o f e c c e n t r i c i t y ,
mental leaps, and general weirdness. Hyprie are worth perhaps
50 lozens.
H y p r i e w i n e - r e a l l y a h e a v i l y d i s t i l l e d e s s e n c e o f hypric - is
m u c h l i k e h y p r i e f r u i t : f a s t e r to act, longer-lasting in both good Salt Bushes
a n d b a d . T h e g o o d e f f e c t s start after dlO s e c o n d s , and last 2d6 Salt b u s h e s c o m e in m a n y shapes, b u t the differences are
minutes. T h e b a d e f f e c t s start after d 1 0 seconds, and l a s t a b o u t mostly o f interest to Rassimel. T h e y are typically short, squat,
two hours. H y p r i e w i n e i s s o l d to a d v e n t u r e r s in little g l a s s and thick-leafed, rather like terrestrial j a d e plants in bushes.
b e a d s , w h i c h t h e t a k e r c r u s h e s between his teeth. (People w h o T h e leaves taste a bit salty. If y o u c h o p t h e leaves u p , boil t h e m
t a k e h y p r i e h a v e m o r e to worry about than a f e w l i t t l e g l a s s c u t s in w a t e r , a n d d r y t h e w a t e r , y o u g e t a g r e e n s t i c k y salt ( b u s h salt)
in t h e i r m o u t h s . ) B e a d s o f hyprie w i n e c o s t a few hundred that tastes a b i t like s p i n a c h ; it's g o o d e n o u g h for m o s t p e o p l e .
lozens. B u s h salt c a n b e refined further to g i v e p u r e salt, w h i c h is a lux
ury item.
Nolotham
N o l o t h a m t r e e s are r a t h e r l i k e b i r c h ; t h e i r g r e e n l e a t h e r y b a r k Ulumbo
peels off in w i d e smooth sheets. Once, when the world was U l u m b o is a short, h a r s h l y - s c e n t e d , b u s h y tree w i t h spiral
young, Accanax had offended Pararenenzu gravely, and l e a v e s a n d , in t h e w i n t e r t i m e , u g l y u m b r e l l a - s h a p e d f l o w e r s . It
Pararenenzu chased A c c a n a x with fourfold lightnings. Accanax is n o t a b l e m a i n l y f o r its i m m u n i t y t o m a g i c . A healthy ulumbo
curled u p tight inside a n o l o t h a m tree, a n d Pararenenzu passed h a s a M a g i c R e s i s t a n c e o f s o m e 2 0 - 4 0 , w h i c h is h i g h for a plant.
him by. So, nolotham trees have the virtue o f resistance to Unhealthy or distressed ulumbos can grow to have Magic
K e n n o c spells a n d M a g i c Analysis. Live nolotham trees are Resistance scores around 50-100. Nobles a n d sorcerers often
n e a r l y i m p o s s i b l e t o detect (-30). T h e b a r k b y itself isn't a s choose to espalier ulumbo trees around rooms they wish to
strong (-d20). N o l o t h a m u s u a l l y m a k e s it s e e m t h a t n o t h i n g is defend.
there (if t h e K e n n o c spell w e r e looking for s o m e t h i n g ) , rather
t h a n s i m p l y c a n c e l i n g t h e s p e l l . T h e s p e l l W e a v e the B l i n d H u t Wenezza
( M u S u II H r 1 0 ) e m p o w e r s d e a d n o l o t h a m b a r k , a d d i n g h a l f the Feed someone a wenezza blossom with a drop of your blood
spell's p o w e r t o t h e bark's resistance. N o l o t h a m isn't a s useful o n it, a n d t h a t p e r s o n w i l l l o v e y o u w i t h a d e s p e r a t e c o n s u m i n g
as it m i g h t s e e m t o b e . W e a r i n g c l o t h e s o f n o l o t h a m b a r k m i g h t passion until the next day's d a w n i n g . M a g i c r e s i s t a n c e is u s e
k e e p p e o p l e f r o m i n s p e c t i n g y o u r b o d y , b u t if a n y o f y o u r flesh less; Will might help the person avoid embarrassment a n d trou
is e x p o s e d , m o s t K e n n o c s p e l l s w i l l w o r k at full s t r e n g t h . It's ble. Dried, p o w d e r e d w e n e z z a induces an obsessive if unfo
m a i n l y used t o line w h o l e r o o m s ; t h e right person m i g h t b e will cused aphrodesia for a n hour or t w o ; people are m o r e likely to
ing to spend a thousand lozens to reliably line a room, or a few u s e it o n o t h e r s t h a n t h e m s e l v e s . Illegal in m o s t places.
h u n d r e d to line a barrel t o hide in.
Healing herbs
A thousand kinds of herbs have healing properties of some
kind o r other. A d o z e n o f those a r e strong e n o u g h to b e o f value
to a d v e n t u r e r s in a p i n c h , h e a l i n g d 3 t o d 6 d a m a g e w h e n t h e
fresh herbs are m a d e into a poultice; most c a n only b e taken
safely a f e w t i m e s a day. T h e y w o r k in a different w a y than
Corpador healing magic, so the same patient can b e given both.
T h e y c a n b e s o l d f o r three o r f o u r l o z e n s f r e s h ; t h e y ' r e m o r e u s e
ful t o a d v e n t u r e r s d i r e c t l y .
Pycorns
P y c o m trees a r e tall a n d spiky, l o o k i n g a s i f they're about to
fall o v e r . They bear pycoms: small red-husked nuts, edible
fresh and tasty roasted. P y c o m s are harvested in great quanti
ties at t h e b e g i n n i n g o f spring, a n d in smaller a m o u n t s constant
ly t h r o u g h o u t t h e year; t h e y a r e a staple f o o d in m a n y p l a c e s .
E a c h y e a r , a f e w p y c o m s h e l l s h a r v e s t e d o n t h e first d a y o f
spring conceal a b l u e g e m like a spiked sapphire, w h i c h h a s t h e
virtue of restoring youth to the person who wears it.
U n f o r t u n a t e l y p y c o m s a p p h i r e s c r u m b l e t o b l u e s a n d o n t h e last
d a y o f w i n t e r , a n d the w e a r e r ' s t r u e a g e r e t u r n s ; b u t s t i l l p y c o m
sapphires are worth huge sums.
F i v e m i n u t e s o u t o f e v e r y s i x , g a m e m a s t e r i n g W o r l d T r e e is World Tree allows a wider range of personas and species than
m u c h like g a m e m a s t e r i n g any other serious role-playing g a m e . some games. If a p l a y e r is f a s c i n a t e d with something, you
T h i s c h a p t e r is f o r t h a t s i x t h m i n u t e , w h e r e the d e t a i l s o f the s h o u l d d o y o u r b e s t t o find a w a y f o r h i m t o p l a y it. Sometimes
w o r l d c o m e into play. this m i g h t m e a n twisting plausibility: few Sleeth h a v e universi
G a m e m a s t e r y i s a n i n t e n s e l y p e r s o n a l a r t f o r m ; y o u r s t y l e is ty e d u c a t i o n , but there's n o r e a s o n w h y t h e y can't.
different t h a n ours. T h i s c h a p t e r is o u r m u s i n g s a n d advice. O n t h e o t h e r h a n d , b e t r u e t o the s p i r i t o f y o u r c a m p a i g n . For
E v e n if y o u ' r e trying to follow e v e r y rule in the b o o k e x a c t l y as e x a m p l e , characters in a T r e v e r r e c a m p a i g n w e r e i n t e n d e d to the
w r i t t e n , y o u d o n ' t n e e d t o t a k e it. best o f the generation just c o m i n g o f age in Treverre, the people
w h o will probably shape the next half-century of Treverre's des
CHARACTER CREATION tiny. M o s t o f the characters w e r e students at the m a g i c a l acad
e m i e s , s m i t h s , i m p o r t a n t c i t y g u a r d s , p r i n c e s , a n d the l i k e . The
Gamemastering c h a r a c t e r c r e a t i o n is w a l k i n g on a narrow
frivolous minstrel character with no long-term interests or ambi
edge. O n o n e h a n d , y o u don't w a n t to stifle y o u r p l a y e r s ' cre
t i o n s d i d n o t fit i n v e r y w e l l , a n d w a s q u i c k l y a b a n d o n e d .
ativity, or k e e p t h e m f r o m p l a y i n g s o m e t h i n g that t h e y d e s p e r
ately w a n t to play. O n the o t h e r h a n d , y o u n e e d t o k e e p t r u e t o Often, players will n e e d s o m e m i n o r tuning of y o u r setting to
the spirit o f y o u r c a m p a i g n , a n d to p r e v e n t m i s t a k e s , a b u s e s and fit their c h a r a c t e r s in w e l l . F o r e x a m p l e , t h e S m i t h s ' G u i l d o f
i m b a l a n c e s t h a t w i l l k e e p y o u r p l a y e r f r o m h a v i n g fun. Treverre w a s a single sentence of text originally. When some
o n e w a n t e d to play a y o u n g smith, w o r k i n g in an armor-shop
Artistic Vision: Theirs and Yours a n d w a i t i n g f o r a n o p e n i n g t o j o i n t h e g u i l d , w e d e v e l o p e d it i n
O n e o f t h e a s p e c t s o f g a m i n g t h a t p l a y e r s m o s t l o v e is t h e abil m o r e detail. W e limited the guild to seven masters so she w o u l d
ity to b e s o m e o n e else, s o m e o n e that t h e y w o u l d like to be. have something to work towards. Smiths'-guild politics started
S o m e t i m e s it's a p u r e r e s s e n c e o f p a r t o f t h e i r p e r s o n a l i t y : t h e s h o w i n g u p in g a m e s , a n d so o n .
real-life loner w h o enjoys playing Sleeth, the real-life potter
p l a y i n g t h e c l a y - m a g e . S o m e t i m e s it's a n i n t e n t i o n a l c o n t r a s t to Game Balance
r e a l life: t h e P h . D . s t u d e n t in a d v a n c e d p h y s i c s p l a y i n g t h e idiot A b u s e s and i m b a l a n c e s are less trouble to deal w i t h than artis
K h t s o y i s t h u g ; the r e a l - l i f e l o n e r p l a y i n g a v e r y p o l i t i c a l C a n i . tic v i s i o n , if o n l y b e c a u s e there isn't as m u c h o f a fundamental
conflict about fixing them. T h e y tend to turn up w h e n players
are choosing Advantages and Disadvantages.
S o m e p l a y e r s take great j o y in finding l o o p h o l e s in the rules
t h a t l e t t h e m b e o v e r l y p o w e r f u l . A n e a s y p a r t o f y o u r j o b is t o
catch the abuses. A h a r d p a r t is t o c o r r e c t t h e a b u s e s w i t h o u t
m a k i n g any players (especially the abuser) unhappy.
A favorite loophole is taking overlapping or irrelevant
Disadvantages. F o r e x a m p l e , o n e p e r s o n c h o s e to b e unusually
v u l n e r a b l e to fire, metal, hits b y w e a p o n s , a n d w o o d . If that
c h a r a c t e r s t a y e d i n a fight, z i e w a s d o o m e d . B u t it w a s n ' t a h i g h -
c o m b a t s t o r y , a n d t h e c h a r a c t e r u s e d t e n o f the f o r t y o r s o p o i n t s
of A d v a n t a g e to m a k e sure zie could get a w a y from just about
any situation. T h e character wasn't going to b e in c o m b a t m u c h ,
so the Disadvantages didn't matter much. Zie proved over
w h e l m i n g l y powerful, a n d w e h a d to r e m o v e zir from the c a m
paign.
L e s s e x t r e m e cases are harder to deal with. Very often you'll
h a v e a c h a r a c t e r w h o ' s m o s t l y a fighter a n d negotiator, say, w i t h
modest p o w e r as a m a g e - b u t h a v e five m i n o r D i s a d v a n t a g e s
that m o s t l y limit her m a g i c . R e a s o n a b l e p e o p l e will disagree on
w h e t h e r t h i s c h a r a c t e r is a c c e p t a b l e o r n o t . O n one hand, she's
e n o u g h o f a m a g e so that the D i s a d v a n t a g e s will in fact c a u s e
her trouble. T h e r e ' s e v e n g o o d r e a s o n for h e r b e i n g a s s h e is:
she'd like to b e m o r e o f a m a g e , but isn't c a p a b l e e n o u g h to do
it realistically. On the other hand, there are a lot of ning characters fairly powerful: t h e y are s i g n i f i c a n t l y more
D i s a d v a n t a g e s , a n d they don't get in the w a y o f her main activ powerful than the average World Tree person, but m u c h weaker
i t i e s . C o n s i d e r a s k i n g the player to change a few Disadvantages than the most powerful people around. You don't need to worry
to ones with actual teeth. about killing them b y mistake, a n d y o u can choose a w i d e vari
T h e c o n v e r s e o f preventing abuse is making sure that charac e t y o f s t o r i e s a n d still b e w i t h i n t h e i r p o w e r s . B u t t h e y can't g o
t e r s a r e p o w e r f u l e n o u g h . If they are doing s o m e t h i n g that l o o k s around trashing the major forces o f the w o r l d o n their o w n ,
s t u p i d , g e n t l y a s k t h e m w h y they're doing it. If they have a g o o d either.
r e a s o n , l e t t h e m do it - or help them out, perhaps with a f e w B u t y o u m a y p r e f e r t o run g a m e s w i t h a d i f f e r e n t flavor.
e x t r a p o i n t s o f A d v a n t a g e s . If they have a bad r e a s o n , t r y t o t a l k C h a n g i n g the d e t a i l s o f c h a r a c t e r c r e a t i o n i s a g o o d w a y t o
t h e m o u t o f it. adjust the p o w e r level. H a v i n g , say, 15x30 experience a n d + 0
U l t i m a t e l y , t h e A d v a n t a g e / D i s a d v a n t a g e s y s t e m is s u p p o s e d total A d v a n t a g e s will leave t h e characters significantly weaker,
t o b e a w a y t o construct d e c e n t c h a r a c t e r s o f a p p r o x i m a t e l y but still p o w e r f u l e n o u g h t o b e effective. D o u b l i n g t h e starting
e q u a l p o w e r . You, as g a m e m a s t e r , s h o u l d b e n d t h e rules i f t h e experience a n d Advantages will give y o u s o m e very powerful
c h a r a c t e r s a r e c o m i n g out t o o d i f f e r e n t i n p o w e r . F o r e x a m p l e , characters, for a heroic g a m e .
o n e c h a r a c t e r t o o k a + 7 K n a c k in D a n c i n g , m o s t l y as a bit o f A l s o , f e e l free t o h a v e o t h e r r e s t r i c t i o n s . I f y o u w a n t t o run a
c h a r a c t e r i z a t i o n to g i v e a n o t h e r w i s e p l a i n Khtsoyis fighter story w i t h a lot o f C a n i politics, y o u m i g h t insist that e v e r y o n e
s o m e p e r s o n a l i t y . It w o u l d h a v e b e e n h a r d t o g i v e h i m t h e full p l a y m e m b e r s o f t h e A n t o r r o n f a m i l y . I t ' s b e s t t o m a k e the
value of that A d v a n t a g e : w h o w a n t s to dance with a Khtsoyis restrictions a s loose a s y o u c a n w i t h o u t losing t h e story, s o y o u
thug, n o matter h o w good a dancer h e is? H o w m a n y times can m i g h t instead insist that e v e r y o n e h a v e a c o m p e l l i n g r e a s o n to
the fate o f a n y t h i n g h a n g o n s o m e o n e d o i n g t h e h e p t a p o d h o p ? be involved in Antorron family politics. M o s t people will prob
A + 2 or + 3 K n a c k w o u l d b e plenty for characterization - or the ably c h o o s e Cani family m e m b e r s (the w m n e r in the story will
+ 7 K n a c k for t h e A d v a n t a g e cost o f a + 2 o r + 3 knack. b e a f a m i l y m e m b e r ) , b u t s o m e o n e e l s e m i g h t b e the o l d
S o m e t i m e s players decide to b e b a d at something, and m a k e R a s s i m e l butler, o r t h e newly-hired Herethroy guard, or the
t h e m s e l v e s e x t r a o r d i n a r i l y b a d a t it. O n e s t a r t e d w i t h a - 3 Sleeth kitten that g r e w u p with them.
A g i l i t y , a n d d e c i d e d t h a t h e l i k e d the t h o u g h t o f p l a y i n g a n
extremely clumsy person. H e tried to take several MOMENTS IN PLAY
D i s a d v a n t a g e s a b o u t that: r e d u c i n g h i s A g i l i t y still further, M i n u t e to m i n u t e , g a m e m a s t e r i n g W o r l d T r e e is m u c h like
being c l u m s y (getting extra botch dice o n m o s t Agility rolls), g a m e m a s t e r i n g o t h e r g a m e s . T h e r e are a f e w t h i n g s t o k e e p i n
and so on. T h e character w a s nearly the clumsiest person on the m i n d , a f e w s i t u a t i o n s that m i g h t n o t h a v e a r i s e n i n o t h e r g a m e s
World Tree: worse than being disabled, because the character y o u ' v e run.
t r i e d t o d o things t h a t ' t h e d i s a b l e d k n e w t h e y c o u l d n o t d o . T h i s
m a n a g e s t o g e t b o t h sides o f t h e p r o b l e m : it's a b u s i v e ( t a k i n g Rules Issues
overlapping Disadvantages) a n d incapacitating at the same time. T h e r e are a f e w tricky s p o t s i n t h e rules t o b e a w a r e o f - t r i c k y
S o m e things to look out for are: because your decisions a n d style m i g h t make your players
Basic Skills: E v e r y o n e s h o u l d b e r e a s o n a b l y g o o d at Life u n h a p p y , and they c o m e u p f r e q u e n t l y .
B a s e , D o d g e , a n d C l e y B a s e : 5-8 at least. E v e r y o n e u s e s cley,
for resisting spells e v e n if t h e y don't cast m a n y . FOLLOWING THE. RULES
P r o f e s s i o n a l S k i l l s : C h a r a c t e r s s h o u l d b e g o o d a t the s k i l l s o f T h e W o r l d T r e e rules a r e m o s t l y g o o d , w e think. S o o f c o u r s e
their profession: 9 - 1 2 o r m o r e . A warrior w i t h a Life B a s e o f 4 w e w a n t y o u to follow them, a n d u s e t h e m as guidelines.
or n o skill in C o m b a t S t a n c e B a s e w o n ' t b e a v e r y g o o d o n e . B u t w h a t ' s really i m p o r t a n t is that y o u a n d y o u r p l a y e r s enjoy
The advantages like " G u a r d Warrior Experience" are g o o d the g a m e . F o l l o w t h e s t y l e o f t h e r e a l rules - m o s t r o l l s a r e
guides for t h e important skills t o individual professions; a w a r A t t r i b u t e + S k i l l + s 2 0 v s . a threshold y o u d e c i d e i n a d v a n c e -
rior w h o d o e s n ' t h a v e t h e G u a r d W a r r i o r skills isn't a g o o d w a r b u t it's O K i f y o u d o n ' t u s e e x a c t l y t h e s a m e attributes, skills,
rior. and thresholds w e use. ( A typical exchange: G M : "Roll Wits +
Some magical power: E v e r y o n e c a n u s e m a g i c , a n d m o s t G u i l e + s 2 0 t o s e e h o w w e l l y o u talk h i m into it." Player: " C a n
e f f e c t i v e p e o p l e are c a p a b l e o f d o i n g s o m e t h i n g w o r t h w h i l e - a t I u s e Charisma + Friendliness instead?" G M : [thinks a minute]
least their g o d - c o n n e c t i o n verb a n d C o r p a d o r o r Herbador. A "Sure.", o r " N o . " ) A l s o it's O K if y o u ' r e n o t consistent, a s l o n g
few points o f skill here are v e r y helpful. M a k e sure that they as y o u r players don't think you're capricious or playing
t a k e t h e h a n d f u l o f c o m p l e x i t y - 5 s p e l l s that c o m e f o r free, a n d favorites.
h e l p them c h o o s e m a g i c a l skills e n o u g h t o let t h e m cast the T h e r e a r e s o m e s i t u a t i o n s w h e r e y o u o u g h t t o f o l l o w t h e rules
spells. c a r e f u l l y - n o t j u s t b e c a u s e t h e y ' r e g o o d rules, b u t b e c a u s e t h e
E n o u g h spells: A s e r i o u s a d v e n t u r i n g m a g e s h o u l d p r o b a b l y players are counting o n y o u to be impartial. A n y time a charac
have o n e or t w o useful complexity-20 spells. A typical warrior t e r m i g h t d i e p e r m a n e n t l y o r b e e v i c t e d f r o m the c a m p a i g n ,
will h a v e a selection o f defensive a n d evasive c o m p l e x i t y - 1 0 m a k e s u r e that t h e p l a y e r c a n d o a n y t h i n g t h e rules a l l o w , a n d
spells: n o t attack spells, b e c a u s e h e won't have the P o w e r to k n o w s t h a t y o u a r e n o t s e n d i n g h i m anfairly t o d e a t h . ( I f y o u
make them useful^ n e e d t o m a n i p u l a t e t h e o u t c o m e o f t h e fight - t o s a v e o r t o s l a y
- d o i t i n w a y s the p l a y e r c a n ' t s e e . ) P l a y e r - c h a r a c t e r v s . p l a y e r -
Changing Character Creation Schemes c h a r a c t e r c o n f l i c t s s h o u l d a l w a y s b e run s t r i c t l y b y t h e rules, s o
In t h e chapter o n character creation, there a r e parameters for that e v e r y o n e k n o w s y o u are n o t favoring anyone.
creating characters: 20x30 experience points, +5 total S o m e p l a y e r s a r e rule l a w y e r s . T h e y k n o w the r u l e s b e t t e r t h a n
Advantages, -10 maximum Disadvantages. This makes begin y o u d o , a n d u s e e v e r y s e n t e n c e t o their a d v a n t a g e . It's d r e a d -
fully a n n o y i n g . Unfortunately, they have a good point. The t i m e shuffling t h r o u g h lists, so m a k e a q u i c k j u d g m e n t . The
r u l e s (as w r i t t e n , or as y o u h a v e m o d i f i e d t h e m ) are all t h e y h a v e F i r s t L a w o f M a g i c i m p l i e s t h a t , if y o u l a t e r d e c i d e y o u don't
to go on. I f t h e rules a r e n ' t s o l i d , t h e n a l l y o u r p l a y e r s are l o s t l i k e w h a t y o u s a i d i n o n e s e s s i o n , y o u c a n d o it d i f f e r e n t l y i n t h e
a n d h a v e e v e r y right t o b e u p s e t w i t h y o u . next session. D o try to b e consistent, but a b a d spur-of-the-
Still, d o n ' t let t h e rule lawyers wreck your game. Let them m o m e n t decision does not b e c o m e a precedent that y o u must
point out rules to you, and briefly explain their points; then f o l l o w f o r e v e r , n o r d o e s it o b l i g a t e y o u t o r e p l a y a s c e n e .
decide, and go on. I f they h a v e a g o o d p o i n t , e v e n i f y o u d i s The dramatic issues of spontaneous m a g i c mostly c o m e d o w n
a g r e e w i t h i t , it m a y b e g o o d f o r y o u r g a m i n g g r o u p t o l e t t h e m to, t o w h a t e x t e n t a r e y o u w i l l i n g t o let s o m e c l e v e r b i t o f i m p r o
h a v e their w a y o n e t i m e a n d c h a n g e or clarify the rules for the vised m a g i c d e m o l i s h y o u r plans? Y o u h a v e the ability to decide
future. if t h e s p o n t s h o u l d b e e a s y or n e a r l y i m p o s s i b l e . R e m e m b e r that
y o u r j o b a s g a m e m a s t e r is to m a k e t h e g a m e fun for y o u r p l a y
ACTING orr INITIATIVE ers. If t h e y h a v e actually f o u n d a s n e a k y w a y to m a k e a h a r d
T h e part o f fate that frustrates p l a y e r s m o s t s e e m s to b e w h e n t a s k e a s y - spell o r o t h e r w i s e - it's u s u a l l y m o r e s a t i s f y i n g to let
i n i t i a t i v e s g o a g a i n s t t h e m . T h e m o n s t e r - or, w o r s e , t h e p l a y e r ' s them succeed. A s you get m o r e experience with y o a r players
friends - get three actions to their one. That's the luck of the and the system, you'll have fewer scenes trashed by sneaky
cards. tricks.
W h e n y o u s e e the p l a y e r f u m i n g , o r t h e c h a r a c t e r d y i n g , y o u S p o n t a n e o u s m a g i c turns out to be an excellent w a y to get
m a y b e t e m p t e d to let t h e c h a r a c t e r act off initiative. You can, c h a r a c t e r s t o b u r n v a s t a m o u n t s o f c l e y for little benefit. Some
if y o u w a n t to; w e prefer not to. M u c h o f the time, the standard characters enjoy s p o n t a n e o u s m a g i c so m u c h that they'll i m p r o
w a y s b y w h i c h c h a r a c t e r s c a n a c t o f f o f i n i t i a t i v e are e n o u g h . vise a spell to m a k e a block of ice not slippery, instead of d u m p
B o u n d spells w i t h o u t targets c a n g o off at a w o r d , a n d often i n g a f e w h a n d f u l s o f d i r t o n it. W e ' v e g e n e r a l l y f o u n d t h i s t o b e
that can h a p p e n off initiative. Creoc T e m p a d o r spells can give a g o o d t h i n g ; it m e a n s t h e p a r t y h a s l e s s c l e y i n c r i s i s ( m a k i n g
characters extra actions. G o o d enough warriors and spear-users the crisis m o r e terrifying), a n d lets the p e o p l e w h o enjoy p l a y
can use the "Counterattack" defense option, getting attacks on ing m a g e s h a v e their fun in w a y s that don't d e n t o u r p l a n s t o o
their opponents' actions. P l a y e r s m a y a l s o yell at their friends much. A n d w h e n their m o r e conservative c o m p a n i o n s chew
about what they should do w h e n they get the chance. t h e m o u t i n - c h a r a c t e r f o r w a s t i n g c l e y , the r o l e - p l a y i n g c a n b e
If y o u r p l a y e r s c o u n t initiative cards, reshuffle the d e c k s fre very g o o d to w a t c h .
quently.
KENNOC SPELL FAILURE
BOUND MAGIC K e n n o c s p e l l s fail 5 % o f t h e t i m e ; s e e p a g e 1 9 2 . You should
T h e official rules for b o u n d m a g i c are careful a n d p r e c i s e . In generally m a k e this roll secretly. Remind your players regular
p r a c t i c e , h a l f o f t h e p l a y e r s don't s e e m to r e a d t h e m for t h e first ly a b o u t the c h a n c e o f failure: y o u r c h a r a c t e r s m a y b e u n h a p p y
year of gaming. M a k e s u r e you do: they're carefully tuned to w h e n t h e r o o m t h e y s c r i e d t o b e e m p t y t u r n s o u t t o b e full of
/
avoid some abuses. S o m e details to r e m e m b e r : remorshka, but your players should r e m e m b e r the rule.
• Bound healing magic doesn't usually work very well.
Healing spells d e p e n d o n the M e d i c i n e score o f the caster; for ORREN'S WILD RUSH
b o u n d s p e l l s , t h e c a s t e r ' s M e d i c i n e skill is z e r o . W h e n t h e spell T h e O r r e n a d v a n t a g e " W i l d R u s h " is a n a m a z i n g l y powerful
is c a s t b e f o r e t h e w o u n d h a p p e n s , t h e d o c t o r can't s e e what's a d v a n t a g e . U s u a l l y a p l a y e r - c h a r a c t e r s m a i n limitation in a fight
w r o n g , a n d therefore can't do anything in particular about it. is w a i t i n g f o r h i s i n i t i a t i v e t o c o m e u p . W i l d R u s h is t h e e a s i e s t
( T h i s g o e s for all b o u n d spells w h i c h i n v o l v e skills - i n c l u d i n g w a y for certain c h a r a c t e r s to get lots o f e x t r a a c t i o n s .
Finesse. T h e P o w e r - b a s e d p a r t o f t h e b o u n d spell still w o r k s . ) T h i s is a p r o b l e m for y o u . O r r e n c h a r a c t e r s r u s h i n g get a lot
• B o u n d spells in stores a r e fairly e x p e n s i v e , a n d u n u s u a l o n e s m o r e o f y o u r attention t h a n others, a n d a lot m o r e o f the glory.
m i g h t n o t b e a v a i l a b l e at all. You can use this to restrict spells Players o f n o n - O r r e n can get u n h a p p y w h e n the O r r e n always
t h a t c a u s e p r o b l e m s . Y o u c a n a l s o p r e v i e w h o w a s p e l l w o r k s in s w o o p in a n d h a v e m o s t o f t h e fun.
play by having a bound version show up. So, y o u n e e d to enforce the penalties of rushing. The main
• Since b o u n d spells are so expensive, party m e m b e r s will rule p e n a l t y - t h r e e e x t r a b o t c h d i c e - isn't t h e w h o l e problem.
usually b i n d spells for e a c h other. T h i s is a s i g n o f c o o p e r a t i o n Rushing Orren are careless, r a n d o m , impulsive, and dowaright
and nothing to be worried about. B e warned, though: w h e n they stupid. A g o o d p l a y e r w i l l d o t h e first h a l f w a y r e a s o n a b l e t h i n g
figure out h o w to use b o u n d m a g i c effectively, they'll suddenly t h a t p o p s i n t o h e r h e a d , e v e n i f it d o e s n ' t w i n d u p b e i n g very
seem a great deal more powerful. s m a r t : O r r e n f r e q u e n t l y t o s s F i r e F l o w e r s a t fire e l e m e n t a l s , o r
charge half-dressed into combat.
SPONTANEOUS MAGIC T h e p r o b l e m c o m e s w h e n t h e p l a y e r is b e i n g v e r y careful,
Your players, and you, will be using a great deal of sponta c o n s i d e r i n g alternatives, l o o k i n g for the m o s t sensible move,
neous magic. You'll t h r o w s o m e t r i c k y s i t u a t i o n at t h e m , and m i n - m a x i n g his attack, and so on. You can't stop a rusher from
t h e y ' l l i m p r o v i s e a s p e l l t o d e a l w i t h it - p r o b a b l y i n s o m e way t h i n k i n g w h e n h e d o e s n ' t h a v e i n i t i a t i v e , b u t w h e n it's h i s t u r n ,
y o u didn't expect. h e s h o u l d act fast. W h e n y o u r e a l i z e a r u s h e r is b e i n g t h a t c a r e
The technical matters of spontaneous magic come d o w n to ful, r e m i n d h i m h e ' s rushing a few times, and point out that he's
deciding h o w c o m p l e x a spontaneous spell should be, and h o w not role-playing the Wild Rush right.
effective. T h e spell list g i v e s s o m e g u i d a n c e , a n d t h e list o f If that doesn't w o r k , get a bit cruel. W h e n h e asks, " W h i c h o n e
standard modifications on page 197 will give some more. l o o k s t h e easiest to h i t ? " , say, "You're rushing. Do something."
U s u a l l y , y o u w o n ' t w a n t t o s p e n d five m i n u t e s o f v a l u a b l e g a m e - W h e n h e starts l o o k i n g t h r o u g h h i s spell list for j u s t t h e right
t h i n g , d e m a n d t h a t h e t e l l y o u h i s a c t i o n right now.
I f that doesn't w o r k , start t a k i n g a w a y h i s turns o r d r o p p i n g MULTIPLE SPECIES
h i m o u t o f t h e rush w h e n h e ' s t h i n k i n g t o o m u c h . If h e can't World Tree h a s lots o f species, a n d t h e p r i m e s at least g e t
p l a y a r u s h a p p r o p r i a t e l y , a n d is s t e a l i n g t i m e f r o m t h e o t h e r a l o n g fairly well. W h e n e v e r y o u m a k e u p a N P C , c h o o s e its
p l a y e r s , don't let h i m rush. species at t h e s a m e t i m e y o u c h o o s e its sex. T r y t o stick with
If you're h a v i n g trouble with t o o m a n y characters rushing - as the c o m m o n species (Herethroy, Cani, Rassimel, Orren) for
in o u r party that's half Orren - remind the players about the w a y s most non-player characters, with just e n o u g h o f the rare ones for
t h a t a n y o n e c a n g e t e x t r a a c t i o n s in t e n s e s i t u a t i o n s ; s e e p a g e interest. T r y t o m a k e t h e n o n - p l a y e r c h a r a c t e r s s p e c i e s fit i t s
CIVILIZATION
T h e W o r l d Tree is m o s t l y fairly civilized. Your characters
might be able to get away with murder in the countryside, and
killing m o n s t e r s is usually a p p l a u d e d . B u t cutting d o w n a vil
lain in a city street - o r e v e n d r a w i n g d e a d l y w e a p o n s - is a crim
inal a c t in Treverre, j u s t like B o s t o n , a n d if y o u r player-charac
t e r s t r y i t , t h e l a w w i l l s t e p i n a s b e s t it c a n .
A n d t h e rest o f civilization is there, t o o . W e m o s t l y take c u e s
from 18th o r 19th century E u r o p e . T h e countess can't s e e the
party tonight; she's off h a v i n g d i n n e r at a restaurant that w o u l d
n't l e t t h e m into t h e front d o o r , a n d after t h a t she'll b e at t h e
opera. T h e rich ride around town in fancy carriages. Yoar aver
age farmer h a s a nice house, a solid sixth-grade education, half
a d o z e n useful spells, o n e m a g i c item (a p l o w ) , a n d a f e w hun
dred or thousand lozens in the bank.
COMMON MAGIC
M a g i c is a n e v e r y d a y , m u n d a n e m a t t e r o n t h e W o r l d T r e e -
easy m a g i c , a t least. Villagers aren't g o i n g t o r u n in terror w h e n
a player-character heals a wound, and they're not going to b e
particularly impressed when a player-character creates a few
loaves of bread. They might get scared w h e n a player-character
starts t h r o w i n g Fire F l o w e r s a r o u n d like w a t e r - b u t in t h e s a m e
way 20th century farmers would b e scared of someone w h o
w a l k s i n t o their v i l l a g e firing a pistol ("Good god! He's trying to
kill u s ! " ) , n o t t h e w a y 1 0 t h c e n t u r y f a r m e r s w o u l d b e ("It's t h e
COMPLEX RULES devil himself, a r m e d with thunder!")
A f e w , o f t h e rules a r e i n t e n t i o n a l l y c o m p l i c a t e d : w h e n a m a g e
A d v a n c e d m a g i c will impress people, b u t they'll b e impressed
does a great enchantment, the player - and y o u - have to go
in an educated w a y . A Cani w i z a r d w h o s t o m p s into a village
through something like t h e m e n t a l work the character does.
casting A n g r y D r a g o n is rather like a h u m a n riding into a 20th
T h e s e rules shouldn't c o m e u p at all unless s o m e o n e w a n t s them
century village in a tank. It's m o r e firepower than the villagers
to. W h e n t h e y d o , g e t o u t y o u r c a l c u l a t o r a n d h a n g o n t o y o u r
h a v e , b u t t h e y ' l l k n o w m o r e o r l e s s w h a t t h e t a n k i s , w h a t it c a n
hat.
do, w h a t its w e a k n e s s e s a r e - a n d they'll h a v e s m a l l e r v e r s i o n s
of the same thing themselves, Fire Flowers or guns and cars.
World View
Always remember what game you're running. Half the point
MAGIC SENSE AND SCENT
of World Tree is the setting. T h e m o r e y o u m a k e the setting
E v e r y o n e o n the World Tree h a s m a g i c sense, a n d is directly
c o m e alive for y o u r players, t h e better their g a m i n g experience
able to perceive m a g i c to s o m e extent. Your players will have
will b e - in World Tree or most other games.
to work hard to cast their spells secretly. (Magic sense is
Here are some things worth paying attention to.
d e s i g n e d t o let p e o p l e u s e m a g i c subtly, b u t t h e y h a v e t o b e
c l e v e r a b o u t it. R e m e m b e r that people have to actively use
m a g i c s e n s e . ) M a g i c s e n s e is o n e o f t h e p r i m a r y s e n s e s , a n d y o u
s h o u l d d e s c r i b e t h e m a g i c s o n things a l m o s t as often as y o u spells to s o m e extent. You c a n also decide that spells aren't
d e s c r i b e their c o l o r s a n d s o u n d s . a v a i l a b l e , o r a r e n ' t e a s y t o find - s p e l l s i n the l i s t c a n b e f o u n d
For Cani a n d Sleeth, scent is also a primary sense. T h e y c a n s o m e w h e r e in Ketheria, b u t the obscure ones won't b e in the
r o u t i n e l y t e l l t h e d i f f e r e n c e b e t w e e n i d e n t i c a l t w i n s a t a sniff, o r local spell s h o p . If a c h a r a c t e r really w a n t s a m a j o r spell, m a k e
f o l l o w t h e p a t h that s o m e o n e t o o k a n h o u r a g o , o r n o t i c e t h a t it i n t o a q u e s t .
there's a b i g lizard m o n s t e r a h u n t h e d feet u p w i n d o f t h e m . Depending on the timescale of your game, your P C s might
R e m e m b e r to describe scents as often a n d prominently as y o u c o p y spells for e a c h other. They'll think they're getting a fan
describe sights a n d sounds. tastic deal, cutting t h e price o f s o m e 30,000-lozen spell d o w n to
10,000 lozens each. This shouldn't bother y o u . There's not
MATERIALS m u c h difference between o n e person having s o m e major spell
There's almost n o stone o n the World Tree, and almost no a n d e v e r y o n e h a v i n g it. I n m o s t c a s e s t h e y c o u l d b i n d it a n d
metal. It's e a s y t o trip u p o n stone, visualizing h o m e s m a d e with g i v e it t o e v e r y o n e a n y w a y .
brick walls o r caves carved in rocky hillsides, o r letting charac
ters pick pebbles u p to toss into wells. T r y to correct yourself
DESIGNING STORIES
whenever y o u notice. H o m e s are m a d e o f w o o d . Caves are in
h i l l s o f soil held together b y thick matted roots. People toss Setting
sticks into wells. N o n e o f this m a k e s m u c h o f a difference to I n c l u d e p l o t h o o k s i n y o u r s e t t i n g : d e t a i l s that c o u l d g r o w i n t o
p l o t , b u t i t ' s a c r u c i a l p a r t o f the e c o n o m i c s a n d t h e b a c k g r o u n d . g a m e s . W h e n w e w r o t e t h e first T r e v e r r e d e s c r i p t i o n , e v e r y s e c
M e t a l s e e m s to b e less trouble to remember. Still, i f t h e r o g u e t i o n h a d a h o o k o r t w o i n it. W h e n p l a y e r s m a d e c h a r a c t e r s i n
has an iron dagger, she's got a substantial net worth right there. t h e s e t t i n g , m a n y o f t h e m p i c k e d o u t h o o k s that i n t e r e s t e d t h e m .
T h e heavy iron chain binding the prisoner to the wall on Earth T h e city walls in that g a m e w e r e o l d a n d shabby; one character
is w o r t h a lord's r a n s o m o n t h e W o r l d Tree. D o o r s a r e m o r e like d e c i d e d that z i e w o u l d s o m e h o w g e t t h e c i t y t o h i r e h i m t o b u i l d
ly t o b e h e l d c l o s e d b y R u l o c H e r b a d o r spells t h a n m e t a l l o c k s - n e w ones. S o m e o n e else decided to play around t h e edges of the
a g o o d m e t a l l o c k m i g h t w e l l b e m o r e v a l u a b l e than w h a t ' s in small but politically powerful Smith's Guild.
the room. T h e d u k e ' s s i l v e r w a r e p r o b a b l y isn't silver, or e v e n T h e r e w e r e a b a s k e t f u l o f o t h e r h o o k s that n o b o d y w a s i n t e r
iron, u n l e s s t h e d u k e is s o rich h e ' d u s e solid g o l d s i l v e r w a r e if ested to take as part of their character concept. Each of t h e m
he were on Earth. could b e expanded into a story o f almost a n y size.
I r o n i s s l i g h t l y m o r e v a l u a b l e than g o l d o r s i l v e r . S o m e t i m e s w e k n o w t h e s t o r y i n a d v a n c e . T h e c u r r e n t d u k e is
" c a p r i c i o u s a n d c r a n k y in h i s o l d a g e , a n d t h e little force h e
CAMPAIGN ISSUES e x e r t s is l a r g e l y d e s t r u c t i v e " . T h i s s t o r y c o u l d start o u t w i t h h i m
doing unpleasant or erratic things: a f e w strange proclamations
Giving Experience or heavy surprising taxes. S o m e w i l l h i t t h e w h o l e city, s o m e
Experience has a few purposes. It lets c h a r a c t e r s g r o w in will b e n e w s h a p p e n i n g to other people, s o m e will b e g a m e s that
power. It gives players a r e w a r d for d o i n g well, a n d a consola the player-characters get entangled in. Things will get worse.
tion prize for doing badly. Perhaps t h e d u k e will die, or get assassinated, or something.
You can control the pace of your campaign b y h o w much S i n c e o n e p l a y e r - c h a r a c t e r is o n e o f t h e d u k e ' s c h i l d r e n , t h e s u c
experience y o u give. Rhwdain's R o a d w a s intended to take c e s s i o n will certainly b e in d o u b t . T h i s o n e s e n t e n c e is a p o s s i
about a year (of player time), gaming once a week, with the ble teaser for a year's w o r t h o f stories.
characters b e c o m i n g quite powerful over that year. We decided N o t all t h e h o o k s h a v e that m u c h detail b e h i n d t h e m . There's
to h a v e m o s t c h a r a c t e r s g a i n t w o o r t h r e e p o i n t s o f skill e a c h a nearby branch named Cacodrill Twig, of which the entire
g a m e , s o that t h e p l a y e r s f e e l t h a t t h e i r c h a r a c t e r s a r e c o n s t a n t description is " p e o p l e d o n o t g o there." Someday, perhaps, w e
l y g e t t i n g s t r o n g e r . F o r a s e s s i o n that w e f e l t t h a t t h e p l a y e r s d i d will find out w h y people d o not g o there, and perhaps some
a lot - successful o r n o t - w e u s u a l l y g a v e 5 p o i n t s in o n e skill i n t e r e s t i n g s t o r i e s w i l l c o m e o f it.
c a t e g o r y , 0 - 3 i n t h e o t h e r s , p l u s a b o u t five d 6 ' s .
I f y o u w a n t t o run a w e e k l y c a m p a i g n f o r a d e c a d e a n d n o t Power Balance
h a v e n e a r - d e m i g o d characters h a l f w a y t h r o u g h , give less. O n e c h a l l e n g e o f the W o r l d Tree setting is that t h e p l a y e r - c h a r
It's a g o o d i d e a t o g i v e p l a y e r s e x t r a e x p e r i e n c e w h e n they d o acters are rarely the strongest people around. T h e typical city
things y o u like: w h e n they d o s o m e t h i n g that impresses y o u , or will have a dozen recently retired adventurers, m o r e experienced
amuses y o u , or works particularly well - or even particularly t h a n the p l a y e r - c h a r a c t e r s a n d e v e r y b i t a s c l e v e r a n d r u t h l e s s .
poorly, o n t h e grounds that disasters are g o o d learning experi There are also wizards, old Zi Ri, senior scholar-mages, knights,
ences. and a dozen other kinds of strong people.
S o , y o u h a v e t o d e s i g n y o u r s t o r i e s s o t h a t ( 1 ) they i n t e r e s t t h e
Boxed Spells player-characters, a n d (2) they don't interest t o o m a n y other p e o
T h e trickiest p o w e r objects in the g a m e are b o x e d spells, ready p l e . I f y o u t h r e a t e n a city, t h e w h o l e city w i l l r e s p o n d - t h e p l a y
for characters t o l e a m . Pattern spells are p e r m a n e n t additions to er-characters w h o live there, b u t also t h e sorcerers in the a c a d e
a character's armamentarium, a n d there's not m u c h y o u can do m i e s , the c i t y g u a r d , n o b l e s a n d t h e i r p r i v a t e g u a r d s , t h e h e a l e r s
a b o u t o n e after it's b e e n g i v e n o u t in t h e g a m e . T h e r e ' s n o t m u c h and tree-mages a n d smiths - a veritable a r m y o f skilled a n d p o w
point to restricting low-complexity spells: characters can spont erful p e o p l e . If you're n o t extremely clever, the player-charac
complexity-5 a n d 10 spells without much trouble. 20's and ters will g e t lost in t h e c r o w d . That's c o m p l e t e l y a p p r o p r i a t e for
a b o v e a r e serious: a single o n e is a substantial gain o f power. World Tree, but will m a k e a lousy e v e n i n g o f g a m i n g .
They're very expensive, so controlling cash lets y o u control With suitable p l a n n i n g , y o u c a n craft a story to g i v e t h e char-
a c t e r s c e n t e r s t a g e . For example, o n c e the player-characters and
a f e w d o z e n o t h e r people got invited to a birthday party for a TONE OF THE WORLD
friend, V a l e n Antorron. Valen's e n e m y sent a present o f an T h e W o r l d T r e e is a c i v i l i z e d a n d d e c e n t p l a c e . A t least, it's a
e x t r e m e l y n a s t y k n i f e dipped in H o w l y v e n o m . The p l a y e r - civilized a n d decent place in prime-populated regions near
c h a r a c t e r s w a l k e d in the door right after the knife had s t a r t e d i t s Ketheria, w h e n they're at peace, w h e n there aren't a n y gods or
a w f u l w o r k ; V a l e n w a s nearly dead, and another had g o t t e n wizards o r m o n s t e r s d o i n g distressing things, a n d if you're o n e
s t a b b e d i n t h e a r m . Sure, the Antorrons were a b i g p o w e r f u l o f the m a j o r p r i m e s p e c i e s . S l e e t h and s c a w n m i g h t a r g u e t h a t
C a n i f a m i l y a n d could have gotten twenty p e o p l e s t r o n g e r t h a n the w h o l e w o r l d is tilted a g a i n s t them.
t h e p l a y e r - c h a r a c t e r s on six hours n o t i c e - but the p l a y e r - c h a r T h e t o n e o f t h e w o r l d r a n g e s from the t e r r e s t r i a l 1 3 t h c e n t u r y
a c t e r s w e r e o n t h e spot right when t h i n g s h a p p e n e d , a n d t h e y to t h e 2 3 d, b u t m o s t o f t e n t h e 1 8 t h . C i v i l i z e d p l a c e s a r e q u i t e
d e a l t w i t h it. c i v i l i z e d ; w i l d p l a c e s are q u i t e w i l d . E d u c a t i o n i s c o m m o n
place; m o s t cities h a v e daily n e w s s h e e t s tacked u p in taverns
S o m e w h a t l a t e r , the p l a y e r - c h a r a c t e r s were i n v i t e d t o V a l e n
a n d p u b l i c s q u a r e s , a n d l o t s o f p e o p l e r e a d them. F a r m e r s a r e
A n t o r r o n ' s w e d d i n g , since they had s a v e d h i s l i f e . C a n i w e d
p r o u d a n d well-off, n o t starving dirty p e a s a n t s . T h e w a y t o
d i n g s a r e n o t small: the hall had a t h o u s a n d C a n i i n it, p l u s t h e
p o w e r usually starts off at a n university o r m a g i c a l academy,
p l a y e r - c h a r a c t e r s and a few o t h e r h o n o r e d g u e s t s . T h e a r c h e n e
a n d i s a s l i k e l y t o l e a d through g u i l d h a l l s o r s o c i a l c l u b s o r
m y ' s a t t a c k s t a r t e d with a creature p r o d u c i n g a s t i n g i n g f o g t h a t
courts as through t h e battlefield.
i n c a p a c i t a t e d all the C a n t . T h e player-characters (none of
w h o m w e r e Cani) were the only people present a n d able to do In most w a y s , the w o r l d h a s c o m e a long w a y since the days
anything effective. O n c e the player-characters dealt with the of creation. There's n e w technology, like b o u n d spells. M o s t
i m m e d i a t e situation, t h e r e w e r e a n a r m y o f C a n i e a g e r t o g e t p r i m e s expect m o r e to c o m e . Progress is considered a good
revenge, including s o m e very strong people. B u t the player- t h i n g : f e w e r c h i l t h e n a r e d y i n g from m i s c a s t i n g t h e i r o w n s p e l l s
c h a r a c t e r s h a d established affan in t h e situation, s o t h e C a n i let as they l e a m magic; the wild regions o f t h e w o r l d are getting
the player-characters take charge - a n d the players enjoyed giv explored a n d colonized m o r e rapidly. There never w a s a G o l d e n
ing orders to s o m e very senior and powerful people. A g e , a n d t h e r e p r o b a b l y n e v e r will b e - b u t t h e w o r l d is getting
better, from the middle-class prime's point o f view.
RUNNING MONSTERS
Monsters are people too. They have their o w n motivations,
GODS IN PLAY
their o w n p u r p o s e s a n d plans a n d h o p e s a n d fears. Play them G o d s a r e n o t e a s y t o g a m e m a s t e r . I t ' s v e r y t e m p t i n g t o run
as seriously as y o u play anyone else s o m e a m a z i n g w o r l d - s h a k i n g s t o r y w i t h g o d s a l l o v e r it.
A f e w m o n s t e r s w i l l a t t a c k p r i m e s o n s i g h t a n d fight t o t h e U n f o r m n a t e l y it's v e r y h a r d t o g e t t h o s e stories t o b e fun for
death. S u m m o n e d m d n s t e r s a n d mindful spells will often d o so. yoar players.
Once in a while, a g o d will make a species which so hates T h e g o d s o f t h e W o r l d T r e e are f a r , f a r b e y o n d t h e p l a y e r c h a r
p r i m e s t h a t i t fights w i t h o u t r e g a r d f o r i t s e l f ; m a r a u d e r s from t h e acters - e v e n if you're running a serious munchkin game.
Verticals are t h e most c o m m o n example. A few monsters - a n d They're b e i n g s w h o create universes for fun, w h o supply a n
C a n i - are s o l o y a l t o t h e i r g r o u p t h a t t h e y w i l l s a c r i f i c e t h e i r e n t i r e h u g e w o r l d w i t h m a g i c w i t h o u t e v e n t h i n k i n g a b o u t it,
lives casually. w h o might create a n entire species as a diversionary tactic as
part o f o n e action in melee. T h e p o w e r o f such beings blots all
B u t t h a t ' s r a r e . M o s t m o n s t e r s w i l l p i c k t h e i r fights c a r e f u l l y ,
l e s s e r b e i n g s right o u t o f t h e s c e n e .
i f t h e y fight a t a l l , a n d t h e y w o n ' t fight t o t h e d e a t h w i t h o u t a
good reason. T h e situation isn't m u c h better if y o u h a v e , say, first-genera
t i o n Z i R i w i z a r d s around. T h e y ' r e n o t g o d s o f t h e W o r l d T r e e ,
For example., suppose that a b a n d o f a r m e d p r i m e warriors
but they might as well b e for most purposes. Again, there's
(your player's characters) s h o w s u p at t h e lair o f a g a n g o f
nothing m u c h player-characters can d o with them around.
mewellicaps. T h e mewellicaps will n o t b e happy: would y o u be
h a p p y if a b a n d o f a r m e d warriors s h o w e d u p at y o u r d o o r ? B u t It i s p o s s i b l e t o h a v e g o d s o r o t h e r p o w e r s a r o u n d w i t h o u t
the m e w e l l i c a p s p r o b a b l y w o n ' t j u m p u p a n d start fighting. ruining y o a r g a m e . B u t it t a k e s a g r e a t d e a l o f d e l i c a c y , a n d y o u
They're m o r e likely to, say, politely a s k t h e warriors t o leave - or s h o u l d think t w i c e b e f o r e t r y i n g . P e r h a p s t h e g o d i s m a k i n g t h e
even invite t h e m to dinner. c h a r a c t e r s d o s o m e w o r k t h a t t h e g o d w o u l d find t e d i o u s o r dif
ficult: F l o k i n h a s t a p p e d p l a y e r - c h a r a c t e r s t o d o d e t e c t i v e w o r k
I f t h e y d o fight, t h e y ' l l fight s e n s i b l y . T h e y ' l l t a k e a d v a n t a g e
f o r it, w o r k w h i c h t h e g o d ' s v a s t d e s t r u c t i v e p o w e r s a n d l i m i t e d
of their o w n powers. They'll probably have some defenses, and
intellect a r e little h e l p w i t h . K v a r s e a n d L e n h i r r i k often r e q u i r e
q u i t e l i k e l y s o m e a l l i e s i n the a r e a . T h e y ' r e n o t g o i n g t o s p e n d
h e r o e s t o p e r f o r m n o b l e a c t s f o r the g o d d e s s e s ' o w n m o t i v e s .
their lives d e f e n d i n g their silverware, o r e v e n all their treasure -
With s o m e care, y o u might b e able to arrange a story in which
t h o u g h t h e y m i g h t w e l l fight t o t h e d e a t h t o d e f e n d t h e i r c h i l
t h e c h a r a c t e r s m a n i p u l a t e the g o d - g e t t i n g F l o k i n t o s p a r e t h e
dren.
guilty-but-tricked underlings.
W h e n they decide they've b e e n beaten - w h i c h , if their oppo
n e n t s are p l a y e r - c h a r a c t e r s , w i l l p r o b a b l y h a p p e n e v e n i f y o u
i n t e n d e d t h e m o n s t e r s t o w i n - they'll still b e h a v e like p e o p l e . If ARTIFACTS
they c a n escape, they will. If they h a v e to surrender, they'll T h e a n c i e n t a r t i f a c t , that o l d f a n t a s y s t a p l e , t a k e s a n o d d t w i s t
p r o b a b l y b e c a u t i o u s a b o u t it: s w i t c h t o a d e f e n s i v e c o m b a t on the World Tree.
s t a n c e a n d n o t a t t a c k at all, b u t n o t a c t u a l l y d r o p their w e a p o n s M o s t o f t h e t i m e , a n c i e n t a r t i f a c t s are less p o w e r f u l t h a n m a g i c
until they think they won't b e slaughtered o u t o f hand. Many items that could b e built today. A f e w thousand years' advance
m o n s t e r s h a v e d i s c o v e r e d w i n n i n g o n e character's s y m p a t h y is a in m a g i c t h e o r y h a v e p r o d u c e d a great deal. T h e feats that w o n
very g o o d survival tactic. G l i k k o n e n a n d H a l a m o o n the t i t l e " w i z a r d " i n t h e y e a r 8 8 a r e
well within t h e ability o f a n y s e c o n d - y e a r student at a m a g i c a l small elementals and an extraplanar horror the elementals were
a c a d e m y in y e a r 4,260. M o s t o f t h e great artifacts o f t h e early fighting. T h e purpose o f that scene w a s to h a v e t h e elementals
times are technically unsophisticated a n d mediocre b y modern o w e the party a favor; a n d afterwards the party wasn't convinced
standards. the horror w a s actually extraplanar.
But that doesn't m e a n they're not valuable. Oh, the Sword of If you're thinking of dragging in a n extraplanar nasty, think
Yanahaywa, enchanted by Glikkonen in t h e third century, a b o u t its d r a m a t i c p u r p o s e . Giving your players something
would be an easy laboratory exercise today - b u t there are a hun u n u s u a l t o deal w i t h is a g o o d r e a s o n - if they're getting b o r e d
dred collectors o f antiquities w h o w o u l d p a y duke's r a n s o m s for with t h e standard fare. If you're simply looking for s o m e t h i n g
such a famous a n d ancient thing. scary, there are g o o d sources o f nasty surprises from within t h e
A s g a m e m a s t e r s , w e find t h a t s u c h i t e m s a r e e a s i e r t o d e a l universe:
with in a long-term c a m p a i g n than ultra-powerful m a g i c items. The Verticals, and even more the Underneaths. Even in
A n ultra-powerful magic item simply will b e used against our outer Ketheria, the Underneaths have never been adequately
s t o r i e s , m a k i n g it h a r d e r f o r u s t o find o p p o n e n t s w o r t h y o f t h e explored, a n d s o m e unpleasant creatures live there.
players' attention. But a tremendously valuable thing with no Newly-created species of monster. T h e gods are making
great p o w e r helps the stories immensely. Once it becomes new kinds of monsters to oppose the primes. N o t long after
k n o w n that the party h a s the thing, they're a target for every spellbinding b e c a m e commonplace, several species of monsters
a m b i t i o u s r o g u e a n d c r o o k o n t h e b r a n c h - a n d , since t h e artifact w i t h i n n a t e s p e l l b i n d i n g p o w e r s w e r e e n c o u n t e r e d for t h e first
i s n ' t p o w e r f u l , it d o e s n ' t g i v e t h e p a r t y a n y p r o t e c t i o n . time - a n d some other species which could influence or weaken
Still, i f y o u w a n t t o h a v e p o w e r f u l o l d m a g i c i t e m s , t h e y d o b o u n d spells.
exist. A t the start o f things, t h e g o d s w a l k e d t h e w o r l d more E l e m e n t a l s . Elementals should generally not b e unfriendly to
often a n d m o r e openly, a n d the wizards k n e w t h e m m o r e famil primes as a whole (though they might have reasons for opposing
iarly. S o t h e r e a r e a n c i e n t m y s t e r i e s a n d surprises, w r o u g h t b y your players in particular). B u t that doesn't help. They are
wizards a n d gods before things settled d o w n to the w a y they are beings o f considerable force a n d often quite alien nature, a n d
now. Certainly they will b e technically clumsy - but they could even w h e n they are friendly a n d cooperating they c a n b e quite
not b e duplicated without the direct favor o f the gods. d a n g e r o u s . I n a r e c e n t g a m e , the p a r t y t r i e d t o g e t i n f o r m a t i o n
The wizards of the second millennium did things that m o d e r n from a friendly fire elemental. B u t t h e fire e l e m e n t a l ' s n a t u r e "
wizards k n o w are hideously unsafe. T h e teleport chains are the w a s so h o t that its very w o r d s inflicted substantial fire damage
best example, b u t there are smaller devices as well. There are o n e v e r y o n e w h o h e a r d t h e m , w h i c h m a d e t h e c o n v e r s a t i o n dif
s o m e horrid a n d dangerous leftovers from t h e Holocaust Wars ficult.
from the time the Calanchian Empire started disintegrating. Locador elementals - usually called Locador d e m o n s - are par
N o w , such things are m o r e likely to b e elthitch perils than use ticularly terrifying. H . R Lovecraft is a g o o d s o u r c e o f inspira
ful t o o l s ; b u t t h e y s t i l l c a n fill a v a l u a b l e p l a c e i n a p l o t . tion; i f t h e C t h u l h u M y t h o s is at all r e l a t e d t o W o r l d T r e e , t h e n
( N e i t h e r god-built d e v i c e s n o r t h e w o r k s o f c r a z e d w i z a r d s is " H e r e " is a relative o f Y o g - S o t h o t h - literarily if n o t b y w h a t e v
l i m i t e d t o t h e first o r s e c o n d m i l l e n n i u m . ) er h o r r i d i c h o r p a s s e s for b l o o d in s u c h b e i n g s . A n d d e s c r i b i n g
one in crawling Lovecraftian terms, and then insisting on calling
EXTRAPLANAR VISITATIONS it a L o c a d o r angel for t h e rest o f t h e g a m e c a n b e q u i t e disturb
ing.
AND OTHER HORRORS E l e m e n t a l s a l w a y s d e m a n d a s e r v i c e in e x c h a n g e for a n y t h i n g
The edges o f the World Tree's universe are porous. Entities t h e y d o f o r a p r i m e - e v e n if t h e y a r e d o i n g it a t a g o d ' s c o m
w a n d e r in for their o w n reasons: a f e w benign, m o s t trouble m a n d . U s e this c u s t o m for your a d v a n t a g e .
s o m e or worse. T h e gods deal with the most dreadful intruders;
o n c e in a w h i l e , as a bit o f a t m o s p h e r e , y o u m i g h t h a v e F l o k i n PLAYING NONPRIMES
chasing some vast d e m o n across the sky. T h e servants of the O c c a s i o n a l l y , a p l a y e r will w i s h t o p l a y a n o n p r i m e . F e e l free
gods mostly deal with the m e d i u m - s i z e d intruders. t o f o r b i d it. I f y o u d e c i d e t h a t y o u r c a m p a i g n w i l l w o r k b e t t e r
B u t p r i m e s d o w i n d u p h a v i n g to deal w i t h small stuff n o w a n d w i t h a p l a y e r - c h a r a c t e r n o n p r i m e , h e r e a r e g u i d e l i n e s for t h e m .
t h e n . T h i s c a n m a k e a g o o d o c c a s i o n a l s o u r c e o f a n t a g o n i s t s . It To design an individual monster character, take the prime
w o r k s b e s t after y o u r p l a y e r s a r e e x p e r i e n c e d at h o w t h e W o r l d species template which seems most appropriate, and rearrange
T r e e w o r k s , s i n c e m o s t o f t h e v a l u e o f e x t r a p l a n a r s is t h a t t h e y its n u m b e r s a n d c h a n g e its skills. T h r o w a w a y all the species-
d o n ' t f o l l o w t h e s t a n d a r d rules. T h e y s t i l l d o f o l l o w some rules specific specialties, a n d a d d the ones that s e e m appropriate for
- the rules o f their native world, a n d usually limited to w h a t the the monster species. If the m o n s t e r species' specialties are bet
gods o f the World Tree will permit. For example, perhaps your ter t h a n t h e prime's, charge t h e character A d v a n t a g e points. If
players have gotten expert at blunting m a g i c used against them they're much worse, grudgingly give the character a few
b e f o r e it t a k e s effect. A n encounter with a creature whose Disadvantage points.
m a g i c is i n n a t e l y fast w i l l k e e p t h e m f r o m g e t t i n g t o o c o c k y . All nonprimes have a few problems, but do not get any
On t h e w h o l e , it is b e s t t o k e e p t h e e x t r a p l a n a r creatures D i s a d v a n t a g e points for them.
scarce. T h e w h o l e p o i n t o f t h e m is that t h e y a r e spooky. If • N o n p r i m e s are considered monsters. T h e y will b e regarded
they're encountered every third g a m e , they will rapidly get too with suspicion b y most primes - the w a y Sleeth and Khtsoyis
familiar. W e ' v e only h a d a f e w a p p e a r in play. The main one are, b u t e v e n m o r e s o . T h e y w i l l b e g i v e n little slack, a n d m a y
w a s the Vospoleth - a n d n o t the Vospoleth in person, b u t simply n o t b e a l l o w e d in p r i m e cities. ( M o s t m o n s t e r s g e t w o r s e treat
t h e f a l s e s u g g e s t i o n t h a t it m i g h t b e r e t u r n i n g . Another one was m e n t than that, b u t that m a k e s p l a y i n g v e r y hard.)
a t h r o w a w a y m o n s t e r : t h e p l a y e r s c a m e o n a fight b e t w e e n a f e w
• N o n p r i m e s d o n o t g e t a c c e s s t o all m a g i c a l arts. T h e typical ple getting surprisingly, unreasonably angry, fighting duels or
p l a y e r - c h a r a c t e r n o n p r i m e will get 2 d 6 arts initially. Acquiring doing other horrible things. Once, a player-character w a s the
n e w arts will require a significant religious c e r e m o n y , during victim of a duel. It t o o k q u i t e a w h i l e f o r t h e c h a r a c t e r s t o d i s
p l a y , f o r each n e w a r t . If a n o n p r i m e d o c s not h a v e a n art, they cover t h e agent provocateur with the subtle, nasty Creoc
c a n n o t u s e any s p e l l s w h i c h i n v o l v e t h u t a r t : i t ' s m u c h worse M e n t a d o r ritual...
than simply h a v i n g an art score o f 0. Adventure: A good complement to Mystery. O n c e the char
• Nonprimes d o not get god-connections. acters have figured o u t w h a t ' s g o i n g o n , they'll h a v e t o d o s o m e
• N o n p r i m e s d o n o t g e t a u t o m a t i c e x p e r i e n c e in c a t e g o r i e s o f t h i n g a b o u t i t . . . a n d that c a n i n v o l v e a n y t h i n g f r o m , s a y , s n e a k
skills t h e y used. T h e y get the s a m e a m o u n t o f free-choice e x p e ing into the Ovirucci embassy a n d stealing back the stolen
r i e n c e a s p r i m e s , b u t that is a l l . magic item to staging a pitched battle against the cyarr incur
sions.
O N T H E A R T O F GAMEMASTERY P u n k / G o t h i c : T h e w o r l d is b l e a k a n d d e p r e s s i n g , a n d y o u r
characters' souls are tainted even as they try to overcome the
The Prime Directive h o r r o r s a r o u n d t h e m . T h i s is n o t o u r n a t u r a l i d i o m : W o r l d Tree
Ultimately, y o u are a performer. Y o u r s u c c e s s o r failure is as written is overall optimistic.
e n t i r e l y in h o w y o u a n d y o u r p l a y e r s , w h o are y o u r a u d i e n c e , S t i l l , the W o r l d T r e e i s a f u l l w o r l d , and there are p a r t s o f it
enjoy y o u r game. I f y o u r p l a y e r s e n j o y it, t h e y ' l l b e b a c k f o r that aren't very nice. Consider playing a p a c k o f Cani rejected
m o r e . I f t h e y h a t e it, t h e y w o n ' t b e . A l l o t h e r c o n s i d e r a t i o n s a r e from polite society: m a y b e o n e doesn't e x p e r i e n c e salaffan or
secondary. deffa, a n o t h e r is a m a n g l e d b r e e d o n l y p o s s i b l e f r o m a m i s c a s t
T h e following things encourage your players to have a good Purebreed P u p p y ritual ( a n d thus a bastard a n d worse), a third
time in the long run: can't smell, a n d so on.
F a i r n e s s : Your players are m o r e comfortable if they k n o w that H u m o r : S o m e t i m e s you'll get y o u r players into a really hilar
the d e c k isn't s t a c k e d against t h e m , o r against s o m e o f t h e m - or ious situation; say, h a v i n g m e s s e d u p a n d given a love potion to
t o o b l a t a n t l y in their favor. t h e w r o n g p e r s o n , a s i n A Midsummer Night's Dream. Good
C o n t r o l : Y o u r p l a y e r s s h o u l d feel that t h e y h a v e a great deal h u m o r is r e m a r k a b l y h a r d to pull off in a m o s t l y - s e r i o u s c a m
of control o f their destiny. paign, if you're c o n c e r n e d a b o u t consistency. I f y o u run A
A c t i o n : Y o u r p l a y e r s s h o u l d feel that t h e y ' v e h a d t h e c h a n c e Midsummer Night's Dream, your characters might b e arrested
to d o s o m e t h i n g . for u s i n g m i n d - c o n t r o l spells in t h e n e x t g a m e .
D r a m a : Y o u r p l a y e r s s h o u l d feel that t h e y ' v e b e e n characters A b i t o f h u m o r fits n i c e l y i n a n o t h e r w i s e s e r i o u s s t o r y . You'll
in a g o o d story. often h a v e m i n o r non-player characters, a n d y o u c a n h a v e fun
So, k n o w your players and their characters. Design your g a m e with them. T h e w a n d e r i n g herbalist in t h e w o o d s near Treverre
with t h e m in mind. is t h e R a s s i m e l e q u i v a l e n t o f a n a g i n g h i p p i e , w h i c h m a k e s for
s o m e wonderful scenes w h e n the city guard player-characters
STYLE of GAME need to l e a m something from h i m a n d forget to take their uni
Decide what kind(s) of campaigns and g a m e s to run. Here f o r m s off.
are s o m e g o o d styles. H u m o r a l s o h a s d a r k e r u s e s . It gets y o u r p l a y e r s o f f g u a r d . A
G r o w t h : A staple o f c a m p a i g n s for m a t u r e players, w h e r e t h e nice fluffy scene with the stoned herbalist will h a v e your play
p o i n t o f t h e c a m p a i g n is t o tell t h e story o f t h e P C s a s t h e y g r o w e r s r e l a x e d , e x p e c t i n g a n e v e n i n g o f c h e e r f u l g a m i n g . T h e n the
from novices to t h e leaders o f their generation in their h o m e city nrex come...
o r w h e r e v e r . I n c o n t r a s t t o a M u n c h k i n g a m e b e l o w , the g r o w t h Munchkin: S o m e players enjoying running around, trashing
w i l l b e a s m u c h i n r e p u t a t i o n a n d c o n t a c t s a s p o w e r and w e a l t h . the world, collecting treasure, and getting to b e amazingly p o w
For example, o n e person might g r o w from a j o u r n e y m a n smith erful a m a z i n g l y fast. T h e r e ' s a s t e r e o t y p e t h a t c l u e l e s s t e e n a g e r s
to t h e h e a d o f the S m i t h s ' Guild in Treverre - mostly b y impress d o t h i s a n d o l d e r g a m e r s o u t g r o w it. Still, b e a t i n g u p g o d s is
i n g the g u i l d m e m b e r s w i t h h e r d e t e r m i n a t i o n a n d c l e v e r n e s s , s o m e t i m e s f u n . I f y o u p l a y t h i s w a y , y o u m i g h t w a n t t o k e e p it
and gaining the respect and friendship of an assortment of a secret, b u t that shouldn't stop y o u r fun.
important p e o p l e in Treverre. ( H e r D u r u d o r a n d S m i t h i n g skills
didn't suffer either - b u t t h e social factors w e r e t h e o n e s that
g a v e h e r the p o s i t i o n a s g u i l d - h e a d . )
Mystery: Another staple of campaigns and stories.
S o m e t h i n g s t r a n g e o r h o r r i b l e h a s h a p p e n e d , a n d i t ' s Up t o t h e
c h a r a c t e r s t o figure o u t w h y - t h a t ' s t h e h a r d p a r t - a n d t o fix t h e
situation. M u r d e r m y s t e r i e s are a c l a s s i c o f fiction, and work
reasonably well on the World Tree. But your mysteries can be
anything mysterious. You could have the characters try to track
d o w n a Zi Ri w h o stormed out of a marriage t w o hundred years
ago. Z i e w a s n ' t trying to c o v e r z i r trail, b u t after t w o h u n d r e d
y e a r s t h e trail i s v e r y c o l d i n d e e d .
It's often g o o d t o h a v e a f e w c e n t r a l m y s t e r i e s i n a c a m p a i g n .
You don't have to push t h e m very m u c h ; just keep dropping
hints here a n d there, a n d eventually people will catch on. A n
early Treverre campaign w a s m a r k e d b y regular reports of peo
Gamemastering for y o u r g o o d friends h a s m o s t o f t h e s a m e
FAIRNESS dangers. Even a group consisting o f half people that you've
It's u s u a l l y i m p o r t a n t t h a t y o u r p l a y e r s t h i n k y o u ' r e b e i n g fair g a m e d w i t h for y e a r s , a n d h a l f p e o p l e y o u ' v e j u s t m e t , is a c h a l
to them. There are a few good ways to keep the appearance of lenge. D o y o u r best for t h e n e w c o m e r s , a n d y o u r friends will
fairness. understand.
2 2
F i r s t o f a l l , f o l l o w the rules m o s t o f t h e t i m e . If y o u players
k n o w t h a t y o u r c h a r a c t e r s a r e c o n s t r a i n e d b y the s a m e limita GAMEMASTER'S LNEMIES
t i o n s t h a t t h e i r s a r e , they f e e l b e t t e r . Fighting a d o o m e d battle N e v e r gamemaster for your enemies. You'll b e a s h a m e d o f
against an incredibly powerful wizard lord w h o tosses Power- yourself afterwards.
100 spells like w a t e r is o n e thing. Fighting a doomed battle
against a n incredibly powerful w i z a r d lord w h o c a n cast stan Running Tense Scenes
d a r d s p e l l s t h a t d o n ' t g e t m a g i c r e s i s t a n c e a t a l l i s a n e n t i r e l y dif In a g o o d g a m e , there'll b e p e a k s o f d r a m a . Deadly fight
ferent thing. scenes, or characters scrambling to open a chest before the
Second, don't play favorites. E v e r y p l a y e r s h o u l d feel that guards break down the door, or the m o m e n t that the long-
they have your attention, that their character gets enough p l a n n e d s c a m is a b o u t t o s u c c e e d o r fail... G a m e - t i m e is critical.
chances to act in each game. A n d n o p l a y e r s h o u l d feel that If t h e foe hits again, t h e character will d i e .
s o m e o n e else gets a distinct advantage for o u t s i d e - g a m e reasons. I n the r e a l w o r l d , a d j u d i c a t i n g p r e c i s e t i m i n g c a l l s f o r i n i t i a
T h e r e a r e s o m e g o o d m e t h o d s for s e e m i n g fair. 23
tives. T h e players stop a n d d r a w c a r d s ( o r roll dice o r w h a t e v
M a k e a few public die-rolls, especially for r a n d o m treats or er). T h e gamemaster draws a whole handful of cards, then looks
troubles. F o r e x a m p l e , if s o m e o n e ' s about to get stung b y a around the r o o m to see w h o gets to g o first. There's a problem,
secret spider, number the characters (Azliet=l, Rrengra=2, though. T w o minutes o f fiddling with cards a n d dice a n d rule-
H e r o b a s h = 3 - g o i n g a r o u n d the r o o m w i t h t h e p e r s o n o n y o u r l e f t b o o k s b e f o r e t h e first a c t i o n w i l l l o s e t h e m o m e n t u m o f t h e t e n s e
b e i n g 1 is a g o o d w a y ) a n d roll a d i e o n t h e table w h e r e t h e play scene.
e r s c a n s e e it. It w o r k s b e s t i f y o u r u n t e n s e s c e n e s q u i c k l y . S k i p t h e d e t a i l e d
K e e p a m e n t a l record o f who's gotten goodies recently. If math of spells a n d attacks(except when every point counts).
s o m e o n e ' s getting t o o few, m a k e sure that a f e w s h o w u p for Don't allow players too m u c h time to plan their deeds. If a play
them. Taking goodies away from people who'vle h a d t o o m a n y e r a s k s d e t a i l e d q u e s t i o n s , " Which one is the most damaged? Do
i s a d i s t i n c t l y w o r s e c h o i c e ; it m a k e s t h e p e r s o n w h o l o s t t h i n g s I think I can get over there and still hit this action? Do I think
feel t h a t life is unfair, a n d t h e p e o p l e w h o n e v e r g o t a n y t h i n g is they're vulnerable to Itchy poison?", d e c l a r e t h a t t h e y s p e n t their,
n o h a p p i e r either. action p l a n n i n g ( a n d g i v e t h e m all t h e a n s w e r s , s o t h e a c t i o n
wasn't wholly wasted).
GAMEMASTER'S LOVERS AND FRIENDS S o m e t i m e s your tense scene will turn boring. T h e player-char
"You know it's gonna be a bad game when the DM's girlfriend acters h a v e found a stratagem to slaughter t h e d e m o n cattle with
sits in his lap while she's rolling up her character". n o real risk t o t h e m s e l v e s , a n d it's j u s t a m a t t e r o f t o s s i n g l o g s
B e especially careful w h e n y o u r lover is o n e o f y o u r players. and spraying vodka or whatever. P l a y i n g it o u t w o u l d g i v e y o u
I f y o u ' v e b e e n t o g e t h e r f o r any l e n g t h o f t i m e , z i e h a s a m a j o r i f very accurate results, but might take a long time a n d not b e m u c h
hidden advantage. Zie can guess accurately w h e n you're hiding fun for a n y o n e . F e e l free to fast-forward over the rest o f the
something. Zie probably knows h o w to persuade your non-play scene. W e m e n t a l l y e s t i m a t e a b o u t h o w m u c h d a n g e r t h e r e is
er characters effectively. You're likely t o g o a little lighter o n zir left in t h e s c e n e a n d h a v e e v e r y o n e r o l l a d 2 0 . P e o p l e w h o r o l l
t h a n o n m o s t p e o p l e , n o m a t t e r h o w h a r d y o u try. T h e b e s t y o u badly (what "badly" means depends on the person and what
c a n h o p e for is t o k e e p y o u r lover's a d v a n t a g e f r o m b e i n g t o o they're doing) get s o m e d a m a g e or spend s o m e cley or whatev
noticeable, or bothering yoar other players. er.
I f y o u find t h a t y o u r l o v e r is d o i n g t o o w e l l , c o - o p t zir. G i v e
zir s o m e important characters t o p l a y - b u t o n e s that a r e partial GAMEMASTER CHEATING
ly plot, characters that m i g h t reasonably b e non-player charac You're allowed to cheat as m u c h as necessary to improve the
t e r s . L e t z i r p l a y t h e rich m e r c h a n t w h o h i r e d t h e a d v e n t u r e r s t o game. W h e n e v e r y o u k n o w t h a t t h e d r a m a t i c flow d e m a n d s t h a t
r e t r i e v e the A m u l e t o f S l o n i r a c i o u s , a n d w h o i n s i s t s o n c o m i n g the a r r o w kill t h e m e s s e n g e r h a l f w a y t h r o u g h h i s m e s s a g e , t h e n
a l o n g t o s u p e r v i s e . It's n o t e x a c t l y a n o r d i n a r y player-character m a k e s u r e i t d o e s - a n d r e t r o f i t it w i t h a b o u n d s p e l l t h a t p r e v e n t s
r o l e - b u t that's j u s t right if y o a r lover isn't e x a c t l y a n ordinary healing, w h e n t h e healer rushes over. If a character has ran
p l a y e r . Y o u s h o u l d not g i v e y o u r l o v e r ' s c h a r a c t e r s e x t r a t r o u b l e domly decided to spend a vast a m o u n t o f time a n d m o n e y get
b y w a y o f c o m p e n s a t i o n f o r their o u t - o f - g a m e advantages. If ting a strong defense against Aquador, m a k e sure that she gets
y o u r l o v e r is a p l a y e r , z i e s h o u l d h a v e a l l t h e r i g h t s o f a n y o t h e r attacked b y A q u a d o r a lot. Roll t h e dice secretly, look at t h e m ,
p l a y e r - and y o u s h o u l d n ' t d o t h i n g s i n - g a m e t h a t w i l l damage i g n o r e t h e m , a n d d e c i d e t h e result a n d its effect. Making extra
your relationship. r o l l s o r b o t c h r o l l s m a k e s it l o o k m o r e p l a u s i b l e .
Don't cheat in small w a y s m u c h , though. Killing a m e s s e n g e r
for t h e s a k e o f a p l o t is a g o o d d r a m a t i c t e c h n i q u e . A d j u s t i n g hit
points s o that o n e character kills t h e b e a s t rather t h a n a n o t h e r is
unfair for n o g o o d reason. Cheating o n dierolls is a c l u m s y tool.
22
If you have house rules, follow them all the time. You're allowed to overrule anything in
You're setting u p the entire universe, deciding all the n u m b e r s
this book, but if you've written something yourself, courtesy demands that you hold to it. We
certainly got in trouble over that, having written this whole big book and not being able to and powers a n d potentials. If y o u want to have a very strong
remember all of it all the time. s c a w n , j u s t m a k e it s t r o n g .
2f
It's not enough just to be fair. You have to seem fair.
p s y c h e s are s o h a r d - e c c e n t r i c R a s s i m e l w i z a r d s a r e v e r y c o n
Planning a Game v e n i e n t p e o p l e t o h a v e around - b u t t h e y ' r e n o t t h a t c o m m o n .
O n o n e h o m , y o u h a v e to p l a n g a m e s tightly. You are taking M o s t traps a r e m o r e a l o n g the l i n e s o f c a r a l a r m s : n o i s y , s c a r y ,
r e s p o n s i b i l i t y for e n t e r t a i n i n g p e o p l e . I f y o u don't p l a n t h i n g s s o m e t i m e s i n c o n v e n i e n t , rarely fatal.
carefully, y o u run the risk o f tripping up a n d d o i n g b o r i n g or use W h e n w e invent a trap, w e m a k e sure that there's s o m e rea
less t h i n g s all e v e n i n g , a l i e n a t i n g y o u r p l a y e r s , a n d g e n e r a l l y s o n a b l e w a y for t h e c h a r a c t e r s w e e x p e c t to b e t h e r e to s u r v i v e .
making everyone unhappy. T h e n w e s t o p t h i n k i n g a b o u t i t . I f the t r a p i s p l a u s i b l e , u s u a l l y
O n the o t h e r h o m , y o u h a v e to p l a n g a m e s loosely. There's n o t h e c h a r a c t e r s find s o m e w a y w e d i d n ' t e x p e c t . T h a t ' s p a r t o f t h e
w a y to p r e d i c t w h a t the p l a y e r s will w a n t to do - certainly not fun.
w h a t they'll d o in a g i v e n situation, a n d n o t a l w a y s w h a t they'll
w a n t to d o in the l o n g t e r m . W e ' v e got a v e r y tightly p l a n n e d SURPRISES &Y Y O U R PLAYERS
g a m e t o r u n at c o n v e n t i o n s , w h i c h w e ' v e p l a y e d s e v e r a l t i m e s . Y o u r p l a y e r s w i l l s u r p r i s e y o u a l o t . W o r l d T r e e is v e r y f l e x
E v e r y t i m e the c h a r a c t e r s d o s o m e t h i n g w h i c h w e h a d n ' t e x p e c t ible. Spontaneous magic a n d spellweaving gives experienced
e d . W e h a v e t o b e flexible e n o u g h t o m a k e t h e g a m e g o i n f u n m a g e s l i m i t l e s s a b i l i t i e s t o c o m e u p w i t h tricks. B o u n d m a g i c
directions n o matter w h a t craziness the players decide to do. h a s m o r e uses than y o u expect. E v e n in the purely physical
S o y o u a b s o l u t e l y m u s t d o it b o t h w a y s . A s y o u g e t e x p e r i e n c e r e a l m , y o u r p l a y e r s w i l l i n v e n t t a c t i c s a n d d e v i c e s that y o u d i d
g a m e m a s t e r i n g , y o u w i l l figure o u t y o u r b e s t s t y l e , w h a t y o u c a n n ' t p r e d i c t . T h e y ' l l m a k e y o u r h a r d e s t traps h a r m l e s s , t h e y ' l l
get a w a y w i t h , w h a t n e v e r w o r k s for y o u . a v o i d o r b e f r i e n d the n a s t i e s t o f y o u r m o n s t e r s , they'll m a k e
W e find t h a t w e w o r k b e s t b y p r e p a r i n g a s o l i d , d e t a i l e d b a c k h a s h o f y o u r plans. Your g a m e will g o off in u n e x p e c t e d direc
ground - w h o t h e m a i n n o n - p l a y e r characters are, w h a t their tions.
motivations are, w h a t h a s g o n e o n before, a n d so on. This lets us T h a t ' s e x a c t l y w h e r e it s h o u l d g o .
figure out h o w the non-player characters react to the player-
characters - and helps us invent details that w e didn't k n o w that Gamemaster Mistakes
we'd need. Y o u will m a k e mistakes gamemastering: m i s r e m e m b e r i n g the
W e u s u a l l y try to h a v e a situation, including knowing what rules, g i v i n g o u t m a g i c i t e m s y o u t h o u g h t w e r e m i n o r and t u r n
m e n a c e s are l u r k i n g in w h i c h c o m e r s . This lets u s a v o i d h a v i n g out to b e major, and so on. You h a v e to deal with y o u r mistakes
to c o m e up with nasty surprises o n the fly. W e find t h a t w e c a n without offending your players. Here are s o m e approaches that
m a k e t h e surprises m o r e interesting if w e h a v e time to think of might help.
t h e m in a d v a n c e . A t the start o f the n e x t g a m e , point out that s o m e t h i n g u n u s u
W e a l s o try to h a v e a p o s s i b l e story, a g o o d a n d e n j o y a b l e w a y al h a p p e n e d . ("Fire F l o w e r u s u a l l y d o e s P / 5 + s 6 - S o a k d a m a g e .
that things m i g h t g o - if y o u can't think o f a n y g o o d and enjoy For some reason, yours were doing P/2+s6-Soak damage yes
a b l e w a y y o u r s t o r y m i g h t g o , t h e n it's g o i n g t o s t i n k . W e d o n ' t terday, but they're b a c k to n o r m a l today.") T h e ultimate p o w e r s
force things to follow the possible story; m o r e often than not, o f t h e W o r l d T r e e are p e o p l e , a n d w e i r d a n d c a p r i c i o u s p e o p l e
t h e y w o n ' t . B u t it's a u s e f u l t o o l . at t h a t ; a n o m a l i e s h a p p e n all t h e t i m e .
Scorux
T h e S c o r u x is a l o n g , n a r r o w v a l l e y - t w o o r t h r e e m i l e s b e l o w
t h e s u r f a c e o f t h e b r a n c h it's o n , w i t h p e r p e t u a l m i s t s h i d i n g its
bottom. You can h u n t valuable prizes u n d e r the mists: glirries
l a r g e r t h a n any g r o w i n g i n s u n l i g h t . B u t the z e m - z e m will hunt
you, too...
• A w o r t h w h i l e place to visit in a c a m p a i g n . You might not
w a n t to live there.
GAMEMASTER TOOLS Spell B o t c h : Single
er-characters, w e w o u l d u s e the tables, s o that neither player an Angrv Dragon might a p p e a r without Spiridor
w o u l d feel that t h e g a m e m a s t e r w a s favoring t h e other. ( b e i n g a n o n - l i v i n g m a s s o f fire that j u s t g o e s o u t
B o t c h e s can b e b e n e f i c i a l t o t h e p e r s o n r o l l i n g t h e m . A botch quickly), or without Pyrador (being a bodiless
ordinarily indicates that a n a t t e m p t t o d o s o m e t h i n g failed. If ineffectual spirit).
you fire t h e W a n d o f Incredible D e v a s t a t i o n at t h e R a s s i m e l
16 O n e o f the spell's arts is c h a n g e d to another art.
c o m i n g t h r o u g h the d o o r , a n d r e a l i z e j u s t a f t e r y o u t r i g g e r it t h a t
E.g.. a F i r e F l o w e r might b e cast with Illusidor,
the Rassimel is your mother, not the Insidious Overlord, y o u
l o o k i n g a s i f it w o r k e d b u t d o i n g n o d a m a g e .
might w e l c o m e a targeting botch. ( H o w e v e r , t h e g a m e m a s t e r is
allowed t o interpret b o t c h e s a s "events occurring in t h e w a y that 17 T h e spell is c h a n g e d in s o m e w a y that a m u s e s
causes the character the most anguish".) its g o v e r n i n g g o d s . This change more or less
Still, b o t c h results s h o u l d a l m o s t n e v e r b e beneficial, a n d w h e n keeps the p u r p o s e of the spell; e.g., a F i r e
they are, they should be mixed good and bad. T h e most benefi F l o w e r that gives its target a hotfoot, d o i n g three
cial b o t c h o n t h e table for spells is " u s e d 6 extra cley, getting s 2 0 points less damage.
extra P o w e r for each one". T h e extra P o w e r might very well
18 T h e spell is cast normally (reroll for P o w e r ) but
s a v e a c h a r a c t e r ' s l i f e , b u t there i s t h e p e n a l t y o f the u s e o f e x t r a
cley. That's about the nicest that a botch should b e . C . is s t r a i n e d a n d s h a k e n b y t h e f o r c e o f it, a n d
s u f f e r s T r o u b l e d l O f o r the n e x t d l O a c t i o n s .
20 R e r o l l t w i c e , o r treat a s d o u b l e b o t c h .
Spell B o t c h : D o u b l e Spell B o t c h : Triple o r m o r e
7 S p e l l is f e a t h e r c a s t , b u t w i t h P o w e r = 1.
5-6 D r o p Attacker misses and d r o p s his w e a p o n . 8-9 Sprain Defender injures himself badly; Trouble 2 d 4
Weapon for s 6 w e e k s o r until t r e a t e d .
7- Off A t t a c k e r l o s e s n e x t a c t i o n , a n d h a s T r o u b l e 10
10 Balance until t h e a c t i o n after the l o s t o n e . 10- F a l l D o w n D e f e n d e r falls d o w n .
15 Break A t t a c k e r r o l l s ( D e x + A g i l + s 2 0 >= 2 0 + E q u i p m e n t a n d is u s e l e s s . ( C l a w s a n d t e e t h a r e
Weapon S t r e n g t h + W e a p o n S k i l l ) , o r b r e a k s the w e a p o n . b r e a k a b l e , b u t s o m e e n c h a n t e d i t e m s a r e not.)
R e r o l l to d e c i d e if the a t t a c k h i t s . S o m e 16- T r o u n c e d T h e a t t a c k hits, a n d d o e s a n e x t r a 2 s 6 d a m a g e .
w e a p o n s will have different thresholds. Note 17
that the h a r d e r y o u h i t , the m o r e l i k e l y y o u a r e 18- S t u n n e d Roll Stamina + Will + s20 above 20, or be
to b r e a k your w e a p o n . 19 k n o c k e d u n c o n s c i o u s . If k n o c k e d u n c o n s c i o u s ,
16 Hit A t t a c k e r s t r i k e s at a b a d t a r g e t , s u c h a s h i m s e l f make another Stamina+Will roll e a c h action to
Wrong o r a n a l l y o r h i s h o r s e . R e r o l l the A t t a c k , recover.
Target w i t h o u t c o m b a t o p t i o n s , at a + s 2 0 b o n u s to 20 Major If the a t t a c k h i t s , o n e o f t h e d e f e n d e r ' s l i m b s i s
Attack. Injury b a d l y injured: c r i p p l e d o r s e v e r e d . Trouble
17- Bad A t t a c k e r ' s a r m o r c o m e s u n b u c k l e d o r the l i k e ; 10, a n d that l i m b i s u n u s a b l e until h e a l e d . On
20 Armor lose d l O from Defense and s3 from Soak. a t r i p l e b o t c h o r w o r s e , it m a y w e l l b e the
R e r o l l for p e o p l e not w e a r i n g a r m o r . head.
jobs: farmers, smiths, teamsters, a n d s o on.
NPC Guidelines W e i n f o r m a l l y d i v i d e fighters i n t o t h r e e g r a d e s . G u a r d s ( c i t y
The character creation s y s t e m is i n t e n d e d for p l a y e r s , n o t guards, caravan guards, noblemen's guards, tavern bouncers, and
gamemasters. In general, gamemasters should create non-play e v e n t h u g s a n d ruffians) are a r m e d a n d h a v e s o m e c o m b a t train
er characters as appropriate for the situation. H e r e are s o m e i n g , b u t p r e f e r n o t t o fight. A d v e n t a r e r fighters d o l i k e t o fight,
guidelines for w h a t ranges o f n u m b e r s are appropriate for c o m a n d h a v e t h e e q u i p m e n t and s k i l l t o d o s o . F i g h t y s t a r t i n g P C s
m o n kinds of people and monsters. In most circumstances, w e a r e a b o u t i n t h i s c a t e g o r y . H e r o e s are e x c e l l e n t f i g h t e r s - and,
do n o t b o t h e r w o r k i n g o u t precise attribute n u m b e r s a n d skill usually, strong m a g e s a s well; a city will usually h a v e a few
levels.
" B e s t A r t s " m e a n s t h e skill levels o f t h e m a g i c a l arts that t h e N P C Guidelines 2
person is best at; typically, a p e r s o n will focus o n b e t w e e n t w o Guard H e r o (fighter)
Advent. Fight.
and four arts. "Next Arts" are the second-best arts, the ones used
Life Points 15-30 20-50 35-70
in conjunction with t h e best arts; m o s t p e o p l e will get 3-6 o f
t h e m . M o s t p e o p l e h a v e their G o d C o n n e c t i o n art as o n e o f their Attack + 1 0 to + 2 0 + 1 5 to + 2 5 + 2 0 to + 3 0
best, a n d practical arts like C o r p a d o r a n d Herbador. 5-10 di 2-3 8-12 di 4 - 5
Damage 5-10 di 3-4
Children are children. Townsfolk are people who'd rather not
Comb. Stnc. B s . 5 - 1 0 10-15 12-20
be adventurers, a n d don't have a n y great physical or magical
force. Laborers are people w h o d o m o r e physically d e m a n d i n g Defense + 1 0 to + 2 0 + 1 5 to + 2 5 + 2 0 to + 3 0
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
S p e c i e s Default
Fixed
Variable
Other
total
TOTALS
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S t e p 7: S p e l l s . E v e r y o n e g e t s 3 + d 6 c o m p l e x i t y - 5 s p e l l s ; r e c o r d t h e m i n t h e f o l l o w i n g t a b l e . Y o u p r o b a b l y h a v e g o t t e n o t h e r s f r o m
Advantages in step 4.
Complexity Number
10
15
20
2 5 and up
N o w c h o o s e y o u r s p e l l s . W r i t e d o w n y o u r s p e l l s , i n c l u d i n g p a g e n u m b e r i n t h e b o o k s o y o u c a n find it e a s i l y . C a l c u l a t e M e m o r y +
N o u n + V e r b ; u s e t h e worst o f t h e N o u n s , t h e worst o f t h e V e r b s , a n d all o f t h e k n a c k s y o u h a v e i n a n y o f the s p e l l ' s N o u n s a n d V e r b s .
This total s h o u l d b e at least as b i g as t h e spell's complexity, or y o u will n o t b e able to cast the spell.
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S t e p 8: M o n e y : s 6 x l 0 0 + s 2 0 x l 0 l o z e n s :
B u y u n u s u a l e q u i p m e n t if y o u l i k e . ( M o s t l i k e l y y o u h a v e o r d i n a r y e q u i p m e n t a l r e a d y , a n d y o u w i l l n o t n e e d t o p a y f o r it; c h e c k
w i t h t h e g a m e m a s t e r w h e n i n d o u b t . ) I f y o u h a v e s p e c i a l i t e m s f r o m A d v a n t a g e s , w r i t e t h e m h e r e , b u t t h e y a r e a l r e a d y p a i d for.
Possession Cost
2
3
4
6
7
8
9
10
11
12
13
14
15
Remaining Cash:
Step 9 : Details
Age:,
Birthday and year:
T i m e c l e y is r e f r e s h e d : ( o r d i n a r i l y d a w n )
Short Self-Description:
B a c k g r o u n d story:
Step 1 0 : D o n e ! T o t a l e v e r y t h i n g u p . C o p y this i n f o r m a t i o n o n t o y o a r p e r m a n e n t c h a r a c t e r s h e e t , p a g e s 3 0 2 - 3 0 6 .
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W O R L D TREE CHARACTER SHEET
Name Species Gender
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Meditation Mentador
Ritual M a g i c Pyrador
Spellbinding Spiridor
-
Spont. Force Tempador
P o l e & Staff
Thrown
Intimidate Teaching
Theology
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Quantity Formula
Life Points 3x(Stamina + Life B a s e )
B a d Injury (Trouble 3) Vz m a x i m u m l i f e
Soak s u m of a r m o r soaks
[ ] Active Shield Metal shields: + s 2 0 defense, not +10. Wood: + s l 2 , not +6. [ ] Defense + s l 2 .
[ ] Wild Parry +2s20 on Defense, or +2s6 on Soak. Roll two botch dice. [ ] 3 dice, or 2 on each
[ ] Wild Attack + 2 s 2 0 on one Attack roll or + 2 s 6 Damage. Roll t w o botch dice. [ ] 3 dice, or 2 on each
[ ] H i n d e r / D r i v e B a c k O n hit, f o e h a s T r o u b l e ( T r i u m p h + l ) d 6 / d r i v e n b a c k o r t a k e s h i t a t + s 6 d a m a g e . [ ] D o u b l e effect
[ ] Prepare Attack Skip this attack; b e in neutral stance. G e t + s 2 0 on next A t t a c k [ ] M a y stack three
N o t e : S t r e s s d i c e from c o m b a t o p t i o n s d o n o t b o t c h .
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K n o w n Spells
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Adv+ Disad - Name Page Details
TOTALS
Interesting P o s s e s s i o n s
( Y o u m a y p h o t o c o p y t h i s p a g e f o r y o u r p e r s o n a l u s e . W o r l d T r e e i s c o p y r i g h t 2000 B a r d B l o o m a n d V i c t o r i a B o r a h B l o o m )
Bound Spells
# Spell Verb, Noun, Cplx Power Cost
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Cash:
Age:
Birthday and year:
T i m e cley is refreshed: ( o r d i n a r i l y d a w n )
S h o r t Self-Description:
B a c k g r o u n d story:
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minutes doing a complicated victory dance (they will not attack
Warnings 1. W a r d f o r N a p p i n g K i t t e n s f M u A i II 1 0 ) .
• T h e s e are not the full d e s c r i p t i o n s o f t h e s p e l l s ; s e e t h e s p e l l 2. Wall o f A i r ( S u Ai 10)
list for that. 3. M a k e a B o n e Tool ( C r C o 10).
• Every m a g e should be aware that s o m e spells, especially 4. Leather N o o s e (Cr R u C o 10).
attack spells, d o n o t t a k e effect i m m e d i a t e l y . T h e y t a k e effect 5. Manicurist's R e v e n g e ( D e C o 10).
after o n e a c t i o n . T h i s is c a l l e d " b u i l d i n g . " T h e v i c t i m c a n often
6. B l e e d i n g W o u n d ( D e C o 1 0 ) .
d o s o m e t h i n g a b o u t t h e s p e l l i n t h a t t i m e . O r the s i t u a t i o n m i g h t
7. H e a l O n c e ( H I C o 10).
c h a n g e utterly. M a g e s often e n d u p incinerating p e o p l e who
8 . G l i m p s e t h e O n e ( K e C o II 1 0 ) .
just surrendered to them.
9. M a g e ' s M a s k ( M u C o 10)
• If you don't k n o w one o f these spells, especially a complex
i t y - 5 o n e , y o u m i g h t b e a b l e t o c a s t it a n y w a y , b y s p o n t a n e o u s 10. Sleeth E v e s ( M u C o 10).
magic. T h a t u s e s m o r e c l e y a n d is l e s s r e l i a b l e . 11. A c c i d e n t a l L e a p ( R u C o 10).
12. B i n d the L i m b ( R u C o 10).
Complexity 5 13. Levitation ( R u C o 10).
It d o e s n ' t t a k e m u c h skill t o b e a b l e t o c a s t o n e o f t h e s e . But 14. D o u g h t y W a r r i o r ( S u C o 10).
r e m e m b e r that y o u d o n e e d a little skill. You h a v e to h a v e the
15. T o u g h e n the F l e s h ( S u C o 10).
N o u n p l u s t h e Verb p l u s y o u r M e m o r y total 5 or m o r e to cast
16. P e p p e r Strike ( C r H r 10).
one of these. If y o u pick y o u r g o d connection (Cani - Ruloc,
17. R u l e the D o o r ( R u H r [Sp] 10).
O r r e n - K e n n o c , etc.), you're already 4/5 of the w a y there.
18. Statue I m a g e ( C r l l 10).
1. A l e r t t o C o r p a d o r / H e r b a d o r / P y r a d o r (Ke Noun 5; three
1 9 . B l i n d t h e E v e s ( D e II 1 0 ) .
separate spells).
2 0 . Q u i e t V e i l ( D e II 1 0 ) .
2. W e a k e n t h e C o r p a d o r / H e r b a d o r / P y r a d o r Spell ( D e N o u n 5;
2 1 . N o s e M a s k ( M u II 1 0 ) .
three separate spells).
2 2 . S a v e d G l i m p s e ( S u II 1 0 ) .
3. R e m e d y for C o r p a d o r / H e r b a d o r / P y r a d o r (HI C o N o u n 5;
2 3 . H i d i n g in N o w h e r e ( C r L o 10).
three separate spells).,
24. F i n d the P o c k e t W o r l d s ( K e L o 10).
4. Deflect C o r p a d o r / H e r b a d o r ( R u N o u n 5; separate spells)
25.BJ£Jisg(MuLo 10).
5. Splash ( C r A q 5).
2 6 . C h a n g e P l a c e s ( M u L o 10)
6. N o b o d y ' s H i d e ( C r C o 5).
27. T h e Insidious Spell ( M u M a 10).
7. B o n e D a r t ( C r R u C o 5).
2 8 . L o s t M i n u t e ( D e M e 10).
8. D i s m a l I t c h ( D e C o 5 ) .
29. W e i g h the M i n d ( K e M e 10).
9. G u i d e the F a l l ( R u C o 5).
30. L i g h t o f D a v ( C r P y 10).
10. F l o a t o n a P u r r ( R u C o 5)
31. Slow-Burning Spear (Cr S u P y H r 10).
11. B o u n c y V i g o r ( S u C o 5)
3 2 . Q u i c k Instant ( C r Te 10).
12. M a k e a V i n e ( C r H r 5).
3 3 . C h a n g e the Awful W o r d ( M u Te 10).
13. T h o r n D a r t (Cr R u H r 5).
14. C a r r y t h e L o g ( R u H r 5). Good Bound Spells
1 5 . W i z a r d ' s D v e ( M u II 5 ) Several things to remember about these spells:
16. Stretch the H o l e ( M u L o 5). • Y o u c a n carry several o f t h e m , u p to y o u r C l e y B a s e skill
17. T h e I m p o t e n t S p e l l ( D e M a 5) total.
18. Silent W o r d s ( C r M e 5). • T h e y can only be used once each, but you can get several of
19. F i r e F l o w e r ( C r P y 5). the s a m e one if y o u want.
• You can buy more of them in m o s t t o w n s , but sometimes
they'll b e expensive.
• Y o u d o not n e e d t o b e a b l e t o c a s t t h e m y o u r s e l f t o u s e t h e m ,
a n d y o u d o n o t h a v e to s p e n d cley to set them off. B u t i f y o u
h a v e t h e Spellbinding skill a n d e n o u g h skill at the m a g i c , a n d
k n o w the spells, y o u c a n b i n d t h e m for y o u r s e l f a n d y o u r friends,
and save a good deal of money.
• M o s t o f t h e m are set to g o off automatically w h e n y o u need
them, or under your control w h e n you say a word. You can have
m a n y s p e l l s b o u n d t o t h e s a m e c o n t r o l w o r d , s o t h e y all g o o f f a t
once.
There are lots of spells that w o u l d be g o o d to h a v e bound.
T h e s e spells are actually available b o u n d in m o s t places for
moderate prices. T h i s isn't a p r o b l e m w i t h H e a l t h e A w f u l W o u n d ( H I C o 2 0 ) ,
SPELLS THAT DON'T WORK VERY WELL BOUND which isn't b a s e d on the doctor's skill. It is a n i s s u e with
W h e n a s p e l l is b o u n d , m o s t o f t h e d e t a i l s a r e d e c i d e d . In P r e t e n s e o f H e a l t h (HI C o 15), but P r e t e n s e d o e s a useful a m o u n t
effect, t h e spell h a s a l r e a d y b e e n cast b u t j u s t hasn't g o n e off yet. o f ( t e m p o r a r y ) h e a l i n g w i t h o u t a d o c t o r t o g u i d e it.
So, spells that r e q u i r e t h e caster to tell t h e m h o w to w o r k u s u a l 3. Illusions in general. T h e s p e l l b i n d e r h a s to d e s c r i b e the illu
ly don't w o r k v e r y w e l l b o u n d . S o m e t i m e s there's a w a y to c h e a t s i o n w h e n t h e spell is b o u n d . That's O K for a well-planned
a l i t t l e a n d g e t a h a l f w a y - u s e f u l b o u n d s p e l l (cf. C h a n g e P l a c e ) . ambush. But usually the best illusion for a g i v e n situation
All these spells d o s o m e t h i n g b o u n d , and there m i g h t b e situ depends on the situation.
ations where they do what you want. They're just not as useful 4 . A t t a c k s p e l l s i n g e n e r a l ; e.g. Fire Flower. Y o u n e e d to tell
b o u n d as y o u might hope. the spell w h o to attack. Usually y o u d o this b y b i n d i n g the spell
1. T e l e p o r t s p e l l s , l i k e C h a n g e P l a c e ( M u L o 1 0 ) . I t ' s n i c e t o o n a s t i c k a n d p o i n t i n g it a t t h e v i c t i m . This works fine (unless
h a v e a b o u n d t e l e p o r t s p e l l f o r e s c a p i n g , b u t it d o e s n ' t w o r k a s the spell thinks y o u pointed at the w r o n g thing, w h i c h s o m e t i m e s
w e l l a s a f r e s h - c a s t o n e . T h e b e s t w a y t o u s e it b o u n d i s t o h a v e h a p p e n s ) , a n d s a v e s cley, but doesn't s a v e a n y t i m e or attention.
the spell b o u n d to a nut. You throw the nut to where you want 5. M o s t v e r s a t i l e c r e a t i o n s p e l l s ; e.g. M a k e a B o n e Tool. The
to teleport to. Don't miss, because y o u g o w h e r e the nut lands. t o o l n e e d s t o b e d e s c r i b e d w h e n t h e s p e l l is b o u n d . Works just
2. B a s i c h e a l i n g s p e l l s , l i k e H e a l O n c e ( H I C o 10) a n d t h e fine if y o u k n o w in a d v a n c e w h a t y o u ' r e g o i n g to w a n t - b u t if
C u r e spells. H e a l i n g spells u s u a l l y rely a lot o n the doctor !
you k n e w you d need a bone pry-bar, w h y not just bring a bone
k n o w i n g h o w t o fix y o u , b a s e d o n o b s e r v i n g t h e w o a n d . When pry-bar?
t h e spell is b o u n d , t h e d o c t o r / s p e l l b i n d e r d o e s n ' t g e t t o see t h e
w o u n d , so h e r skill at m e d i c i n e d o e s n ' t d o y o u a bit o f g o o d .
H i d i n g in N o w h e r e C r L o 10 20 H i d e y o u in a little p o c k e t u n i v e r s e .
C o n j a r e the Tiny Pet C r R u [Su] C o 75 C r e a t e s a little animal ( c h o o s e w h a t kind) that will o b e y one
S p 15 c o m m a n d . ( C o s t for c a s t i n g w i t h S u s t e n o c is 1 0 0 ) .
C l o a k of Another G o d Mu Co 20 150 Turn into the physical s h a p e (and certain abilities) of another p r i m e
s p e c i e s , (specify w h i c h o n e - Z i Ri is p o p u l a r )
Wallwalk R u C o 10 10 W a l k o n the w a l l s !
10 15 20 25 30 20 reroll & a d d 2 0
Incapacitated 0 U n c o n s c i o u s ; T r o u b l e 2 if h e a l e d Trouble
C o m b a t Summary
1. C h o o s e c o m b a t o p t i o n s ( o p t i o n a l ) Daily Cley
3 . D e f e n d e r rolls D e f e n s e = D e f e n s e B a s e + s 2 0 Meditation
4 . If A t t a c k < D e f e n s e , it m i s s e s 15 m i n u t e s p e r try. R o l l F a i t h +
•
Spontaneous Magic
Cley d3
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General Index
Academies, Magical, 97, 258 Regaining, 139, 174 Elemental, 3 6 , 5 1 , 5 1 , 2 7 6 Healing, 191-192
Accanax, 47, 62, 67, 76, 277 Unusual Amounts, 174 Empathy, !42 From Death, 151-152
Action, 148 Cley Base, 139, 173-4, 180 Enchantment, 30, 68, 143, 175, 189, 200- Injuries, 169
Active Shield, 157 Climb, 140 202 Magical, 105, 143, 168
Advantages, 111, 250-256, see also Close Combat, 165 Great, see Great Enchantment Non-Magical, 143
Advantage Index Club, see Weapons Pattern, see Pattern Enchantment Overlapping, 191
Affan, 16, 77, 285 Codelieth, 17, 37, 278 Recipe, see Recipe Enchantment Recovery From Wounds, 169
Afterlife, 167, 277 Combat, 148-170, 152 Enstarba, 266 Temporary, 191
Agility, 104, 137, 152 Combat Options, 156-159, see also indi Etiquette, 142 While Fighting, 151
Aging, 168-170 vidual combat options Experience, 105, 146-147 With Bound Spells, 182
Ahigrane, 267 Combat Skills, 140 Converting To Skills, 113, 146 Healoc, 47, 172, 191-192, see also indi
Airador, 4 8 , 7 0 , 172, 192 Combat Stance, 106, 157 From Adventuring, 146 vidual spells
Spells, 208-211 Combat Stance Base, 140, 157 Experience Pool, 146-147 Helletumug, 271
Akkamagga, 45, 66, 267 Command, 142 Failure, see Skill Rolls Herbador, 48, 173, 193
Alertness, 141 Common Tongue, 11 Fairy, 276, see Elemental Spells, 223-228
Amber, 5 9 , 5 9 , 6 1 , 173 Communication Magic, 192 Faith, 104, 137 Here, 49, 74, 76
Angel, 79, 267, See also Elemental Complexity, 106, 173, 197 Feather Casting, 65, 139, 177 Herethroy, 23-26, 47, 52, 66
Animal Handling, 143 Concentration, 139, 186 Success Die, 177 Species Advantages, 125
Aquador, 30, 49, 172, 193 Connection, Arcane, see Arcane Feint, 160 Herethroy Singing, 145
Spells, 211-213 Connection Fencers, The, 8 Hero, 81
Arcane Connection, 186-187, 198 Corpador, 48, 172, 193 Fever Poison, 166 Hezarion, see Metal
Using More Than Once, 236 Spells, 213-221 Finesse, 139 Hidden Wounds, 191
Armor, 65, 156, 156 Counterattack, 159 Fire Breath, see Weapons Hinder, 158
Armor Repair, 143 Counterspells, 194 First Law Of Magic, 189-190 History & Literature, 144
Arrow, See Weapons cplx, see Complexity Flail, see Weapons Hit Hard, 158
Arts, Magical, see Magic Arts Craft Skills, 143-144 Flats, 7 Hit Precisely, 158
Attack, 106, 152 Craitheia, 66 Flirting, 142 Hollow Moon, 8
Attributes, 104, 136-137 Creating Spells, 197-200 Flokin, 48, 54-55, 63, 73-76, 277 Horse, 11,60, 266
Ax, see Weapons Creator Gods, 6 , 4 5 , 46-47 Force Opening, 159 Howly Poison, 166
Barency, 95, 97 Creoc, 47, 172, 191, see also individual Forgery, 141 Hren Tzen, 8, 47, 68
Bargain, 142 spells Fox in Flames, 5. 60. 98-99 Hressh-Huu, 48, 48, 70
Birknazza, 50, 82, 86 Crime, 78-79, 94 Friendliness, 142 Hunting, 140
Birkozon, 50, 50, 74, 86 Cripple, 159 Gamemastering, 280-297 Illusidor, 49, 173, 193-194
Birthing Field, 66, 82 Critical Hit, 161 Bound Magic, 282 Spells, 228-231
Blee, 267 Crossbow, see Weapons Character Creation, 280-281 Illusion, 173, 193-193, see also Illusidor
Blossomary, 266 Cyarr, 22, 45, 46, 67, 79, 82, 84-85, 168, Giving Experience, 284 Detecting, 188-189
Bonstable, 83, 271 268 Initiative, 282 Disbelieving, 193-194
Books, 49, 62 Dagger, see Weapons Kennoc Spells, 282 Immortality, 42, 170
Botch, 136 Damage, 106, 152, see also Healing Magic, 283 Incapacitation, 105, 151
Standard Tables, 294-296 Falling, 166 NPC Guidelines, 297 Inihithre, 54-55, 66, 82
Botch Dice, 104, 136, see also Wild Rush Fire, 166 Spontaneous Magic, 282 Initiative, 105, 148-150
Bound Magic, 45, 58, 69, 107, 150, 175, Weapon, 152, 154 Wild Rush, 293 Acting Off Of, 150
180-182, see also Spellbinding Damage Increment, 106, 152, 154 Gavin Fenjosk, 22, see also Gormoror Gamemastering, 282
Buying, 61 Dance, 140 Gavm Hakk Terau, 22, see also Gormoror Playing Cards, 105, 148
Ownership, 180 Dawn, 7, 71, 247, see Time Gavm Hau, 22, see also Gormoror Injury, 167
Bound Spell, see Bound Magic Death, 151-152, 167-168 Gavmjkorok, 22, 189, 264, see also Recovering From, 169
Bow, see Weapons Of Natural Causes, 169-170 Gormoror Interrogate, 143
Brawling, 162-165 Defense, 106, 152 Gems, 61, 193 Intimidate, 143
Brazinion, see Metal Deffa, 16, 264, see also Cani General Knowledge, 144 Inventing Spells, 197-200
Break Armor, 158 Demon, 276, see also Elemental Glirry, 62 Invisibility, 193-194
Build (spell timing), 107 Desperate Casting, 1 7 8 , 1 8 0 Glory, 63, 183 Iraz Halix, 51
C , See Caster Destroc, 47, 172, 191, see also individual Gnarn, 47, 76 Iraz Varuun, 50, 276
Calendar, 10 spells God's Tongue, 11, 144 Itchy Poison, 166
Cani, 14-18, 47, 52, 67, 81, see also Dexterity, 104, 137, 152 Gods, 46-51,73-76, 190 Jack-O'-Hooks, 272
Affan, Choof di, see Damage Increment Gormoror, 19-22, 47, 52, 67 Jag bonuses, 155
Clans, 16 Dice, 104, 136 Species Advantages, 123 Jag-Sword, see Weapons
Species Advantages, 121 Botch, see Botch Dice Word Of Honor, 21-22 Jaran-jabow, 272
Careful Parry, 159 Stress, 136, see Stress Dice Gormoror Bard, 145 Judge Value, 144
Careful Retreat, 158 Directions, 8 Gornazzits, 268 Jump, 141
Caster, 204 Disadvantage, see also Advantage Index Grace, 5, 3 0 , 6 3 , 183 Kaimiri, 51
Category, see Skill Categories Disadvantages, 111, 250-256 Grafting Pattern Spells, see Pattern Spells, Kathia, 93, 96, 254
Character, 104, 108 Disarm, 159 Grafting Kennoc, 47, 172, 192, see also individ
Character Creation, 108-135 Disease, 168 Great Enchantment, 62, 77, 201-202 ual spells
Charisma, 104, 137 Disguise, 141 Great Success, 138 Failure, 192
Choof, 16, 264 Dodge, 140 Greft, 268 Ketheria, 7, 45, 66-67, 82-100
Churshash, 1 8 , 4 7 , 271 Doorwaying, 77, 79 Guard, 18, 9 3 , 9 9 - 1 0 0 Khtsoyis, 27-29, 47, 52, 65, 67, 81, 161
Cities, 76-81 Drive Back, 158 Guild, 72, 79-80, 97-100 Species Advantages, 127
City-states, 76-81 Drunkenness, 167 Guile, 143 Knacks, 105, 145
Civilitat, 93 Duke, 77, 93 Guntry,61, 103, 266 Knife, see Weapons
Claws, see Weapons Durudor, 49, 172, 193 Hammer Casting, 139, 177 Knowledges, 144-145
Cley, 7 1 , 7 4 , 173-5 Spells, 222-223 Harm Poison, 166 Krango, 273
Amount Per Day, 174 East, see Directions Healers' Guild, 48, 80, 97 Kvarse, 48, 74-76, 80, 86
Lansuaees. 144
Law, 77-78, 77-79, 95, 145 Paralysis Poison, 166 Skills, 104-105, 137-145 Teleport Chain, 6 8 - 6 9 , 9 5
Leaves, 7 Pararenenzu, 47, 62, 192, 192, 279 Slavery, 63, 95 Teleportation, 194, see also Locador
Legeriat, 93 Pattern Enchantment, 62, 69, 201 Sleeth, 1 1 , 3 7 - 4 0 , 4 7 , 52, 6 6 , 8 1 Tempador, 51, 172, 195
Lenhirrik, 48, 66-67, 82 Pattern Magic, 67-68, 107, 175-178, see Prets And Fiaps, 38 Spells, 246-248
Life Base, 140 also Desperate Casting, Feather Casting, Silent Language, 11 Tenmen, 49, 80
Life Points, 105, 150 Hammer Casting, Reduced-Power Casting Species Advantages, 133 Terch, 59
Zero Or Negative, 151-152 Formulas, 175 Sleeth Silent Language, 145 Theology, 145
Light, 193-194, 195 Pattern Spells, see also Pattern Magic Sleight of Hand, 142 Three-Handed Sword, see Weapons
Lightning, 70 Copying, 188 Slow Death Poison, 166 Tighten Stance, 158
Locador, 49, 1 7 3 , 1 9 4 Grafting, 176 Slunder, 275 Time, 10
Spells, 231-234 Reading Description, 204-206 Smithing, 49, 61, 63, 100, 143 Track, 141
Longhouse, 15, 103 Perception, 104, 137 Sneak, 142 Travel, 58
Lozen, 59, 86-87 Perdithorne, 273 Soak, 106, 152, 156 Treverre, 18, 79, 93-100
Mace, See Weapons Perfume, 1 7 , 3 7 , 62, 97, 141 Social Knowledge, 144 Triumph, 152
Magerium, 45, 71, 189 Pick Pockets, 142 Social Skills, 142-143 Trouble, 107,151
Magiador, 50, 173, 194 Plue, 25, 94 Sorcerer, 81 Trouck, 62
Spells, 234-237 Pocker, 266 Sound, 192, 193 Trunk Directions, see Directions
Magic, 172-203 Pocket Universes, 44, 194, 231 South, see Directions Trunkward, see Directions
Bound Magic, see Bound Magic Poison, 165-166, see also individual Spear, see Weapons Twitchy Poison, 166
Ritual, see Ritual Magic kinds Species Advantages, 121, 123, 125, 127, Two-Handed Sword, see Weapons
Spellbinding, see Spellbinding Magical, 191 129, 131, 133, 135 Ulgrane, 67, 270
Spellweaving, See Spellweaving Pool, see Experience Pool Spell Casting, 175, 178 Undersides, 7
Spontaneous, 178-180 Power, 106-107, 173, 204 Botching, 206 Verb Gods, 46
Styles, 175 Increasing, 177 Building, 185 Verbs, 72, 106, 172
Magic Analysis, 139, 188-189 Reducing, 178 Cooperating, 187 Verticals, 7
Magic Arts, 72, 106, 172-173 Prepare Attack, 158 Pattern, 175 Virid, 6, 47, 6 6 , 7 4 , 76, 193
Magic Items, 60, 62, 307-308 Prets And Fiaps, 38 Repetition, 187-188 Vospoleth, 277
Identifying, 189, 202 Prime Species, 6, 66 Resisting, 185-186 Wages, 59
Making, see Enchantment Primes, see Prime Species Spontaneous, 178-180 Walk'gainst, see Directions
Magic Resistance, 107, 139, 185-186 Protector, 81 Taking Effect, 185 Walking Directions, see Directions
Magic Sense, 71, 188-189 Pull Punch, 157 Through Arcane Connection, 186-187 Walkward, see Directions
Magic Theory, 139, 189-197 Pyrador, 48, 173, 195 Spell Complexity, see Complexity War, 81, 84-85, 89,90-91
Main Trunk, 6 Spells, 242-245 Spell Power, see Power Wax, 99, 172
Make/Pick Locks, 141 Quality of Life Roll, 290 Spellbinding, 140, 180-182, see also Waylay, 163
Medicine, 143, see also Healing Rapier, see Weapons Bound Magic Weakness Poison, 166
Meditation, 139, 174 Botching Damage Roll, 136 Limitations, 181-182 Weapons, 63-65, 154
Memory, 104, 137 Rassimel, 33-36, 47, 52, 67 Ordinary, 181 Weather, 192
Meng, 9 Circadian Rhythms, 34 With Reasoning, 181 Week, 10
Mentador, 50, 173, 194 Species Advantages, 131 Spells, 204-242 West, See Directions
Spells, 238-242 Recipe Enchantments, 63, 68, 73, 200-201 Buying, 61 Wherriwheffle, 46, 270
Merklundum, 30, 36, 48, 4 9 , 193 Reduced-Power Casting, 178 Casting, 175 Wild Attack, 158
Metal, 49, 61, 193 Reference Sheet, 311 Spellweaving, 144, 175, 183 Wild Parry, 158
Mewellicaps, 273 Reincarnation, 45, 75, 167, 249 Spiridor, 51, 173, 195 Wild Rush, 31, 150, 283
Mherobump, 46, 269 Religion, 75, 89-90, 97, 110, 277 Spells, 245-246 Wilderness Survival, 144
Midnight, see Time Reluu, 8, 47, 75, 78, 89-90 Spontaneous Force, 140 Will, 104, 137
Mighty Blow, 160 Remorshka, 33, 67, 162, 274 Spontaneous Magic, 66, 72, 107, 140, Wits, 104, 137
Mindful Spells, 71, 186, 195, 198, 206 Repeated Casting, 187-188 168, 175, 178-180 Wizard, 43-44, 81
Mircannis, 47, 75 Resistance Rolls, 185-186, see Magic Cley and, 107, 178-179 Woodworking, 144
Mnenorzion, see Metal Resistance Controlling Cley, 179 World-amber, 61
Money, 59 Ride, 141 Formulas, 178 Wudgeon, 266
Character Creation and, 116 Ritual Magic, 140, 175, 183-184 Mundane Skills and, 179 Yulexion, see Metal
Month, 10 River-Gunch, 275 Planned, 179 Z i R i , 41-44, 47, 52, 6 7 , 8 1
Multiple Weapons, 159 Rogue Arts, 141-142 Practice and, 180 Species Advantages, 135
Music, 143 Roll'gainst, see Directions Staff, see Weapons Zonn, 275
Mutoc, 47, 172, 192, see also individual Rollward, see Directions Stamina, 104, 137
spells Rongon, 66, 275 Star-Serpent, 8
Natural Science, 144 Ruloc, 47, 172, 192, see also individual Stay Awake, 145
Natural State, 191 spells Storytelling, 145
Nendrai, 46, 66, 79, 183, 269 Running, 141 Strength, 104, 137
Nolotham, 62, 279 S., See Subject Stress Dice, 104, 136
Nonprimes, 45, 76, 80, 267-270 Salaffan, 16. 264, see also Cani Subdue, 160
Noon, see Time Salt, 62, 279 Subject, 204
North, see Directions Scawn, 45, 69, 269 Success, see Skill Rolls
Noun Gods, 47-51, 47-51, 73-76 Scrying, 193, see also Illusidor Sun, 7, 10
Nouns, 72, 106, 172-3 Search, 142 Sunout, see Time
NPC, 104 Seasons, 10 Sustenoc, 47, 172, 192, see also individ
Nrex, 273 Serpent Rapier, see Weapons ual spells
Opposed Roll, 138, See also Skill Roll Set/Disarm Traps, 142 Sweep Weapon, 161
Orren, 30-32, 47, 67 Shaliun, 49, 68, 197 Swim, 141
Species Advantages, 129 Shax Shay Shaz, 49 Sword, see Weapons
Wild Rush, 31, 150, 283 Silver Moon, 8, 51, 68 Taptet, 46, 270
Other Gods, 76, 277 Skill Categories, 105, 146-147 Tarrissy, 25, 94
Outward, see Directions Skill Levels, 137, 146 Taxes, 7 9 , 9 5
Overlapping Healing, 191 Increasing, 146-147 Teaching, 145, 147
P., see Power Skill Rolls, 137-138 Teeth, see Weapons
Advantage and Disadvantage Index
Abrasive, 262 Elegant, 263 Married, 263 Sharp Claws, 264
Abrasive to Inferiors, 262 Emergency Spell, 261 Medium Curse, 251 Sharp Ears, 259
Absent-Minded, 255 Escaped Slave, 253 Mercenary Experience, 258 Sharp Magic Sense, 259
Advanced University Mage, 258 Excessively Helpful, 255 Merchant Experience, 258 Shifter Hybrid, 252
Allergic to Metal, 263 Expensive Resistance to a Noun, 252 Metal Weapon, 256 Short Attention Span, 255
Ambidexterous, 261 Expert at One Combat Option, 264 Minor Curse, 251 Simple Shapechanger, 262
Animal Companion, 256 Extra Bound Spells, 261 Minor Nobility, 254 Slaves, 256
Anti-Knack -5, 259 Extra Experience, 257 Minor Promise, 253 Sleeth Eyes, 252
Arranged Marriage, 253 Extravagant, 256 Minor Vow, 254 Sleeth Friend, 253, 265
Attribute Increased, 252 Family Connections, 254 Miserly, 255 Slow Doom, 253
Attribute Reduced, 251 Fast Caster, 261 Missing Cani Emotions, 264 Slow Magic, 260
Bad Balance, 251 Fast Learner, 252 Missing Ear, 261 Smith Experience, 258
Bad Impression, 262 Feather Mage Experience, 257 Missing Eye, 261 Snorer. 262
Bad Relationship with a God, 260 Feeble Spontaneous Magic, 260 Missing Hand, 261 Social Contacts, 263
Bad Reputation, 262 Flippant, 254 Mongrel or Bad Breed, 262 Solar Healing, 252
Berserk Life, 264 Forgiving, 254 Morose, 254 Special Circumstances on Casting, 261
Bet, 253 Fragile - 1 , 263 Mystic Wisdom, 252 Specific Magic Power Manipulation, 261
Bizarre Belief, 254 Fragile Bones, 263 Naive, 253 Specific Magic Resistance, 252
Bizarre Practice, 255 Friendly, 263 Natural Warrior, 264 Speech Impediment, 255
Bleeder, 264 Fury, 256 Nearsighted, 259 Spellbinder Experience, 258
Blessing of Beauty, 263 Gavm Fenjosk, 264 Needs Kathia Each Morning, 254 Spellweaving Experience, 258
Blind, 261 Gavmkjorok, 264 Nervous in Circumstance, 255 Steady Job, 253
Bloodfire, 264 Good Reputation, 262 Never Lost, 252 Strange Priorities, 256
Bribable, 256 Guard Mage Experience, 257 No Armor, 264 Street Smart, 263
Broad Circumstantial Bonus, 259 Guard Warrior Experience, 257 No Bound Spells, 260 Strength when Outnumbered, 264
Broad Experience, 257 Guild Enmity, 252 N o Cash, 256 Strong Bound Spells, 261
Bully, 254 Guild Member, 253 No Spontaneous Magic, 260 Strong Personal Scent, 251
Burglar Experience, 257 Gullible, 255 Nose-Deaf. 265 Strong-Willed, 262
Can't Graft One Noun, 259 Hallucinations, 251 Nose-Deaf, 264 Susceptible to Poison, 251
Can't Write Spells, 259 Handicapped in Art, 260 Nouns-blind, 259 Susceptible to Magic, 259
Cantrip Scribe, 260 Hard to Heal, 251 Obese, 261 Suspicious, 255
Cash, 256 Healer Experience, 257 Observant, 252 Tenuous Arcane Connections, 252
Casting Trouble, 260 Healers' Guild Training, 257 Obsessed, 254 Terrible Casting Requirement, 260
Charmed Life, 252 Heart on Sleeve, 262 Odd Coloration, 262 Terrors, 256
Childhood Friend, 262 Heir, 254 Odd Habit, 254 Thoughtless, 255
Cley Dependent, 259 Herethroy Both-Female, 265 Offensive to a Group, 255 Tough. 264
Cley Gap, 259 Herethroy Gender Stereotype, 265 Officer Experience, 258 Treasure Map, 256
Cley Holder, 260 High Alcohol Tolerance, 261 Open Mind, 251 Trouble Grafting Pattern Spells, 260
Cley Isolated, 260 History, 254 Optimistic, 254 Trusting, 255
Cley Overlap, 259 Honest, 254 Orren-style Learning, 252 Trusts Peers, 255
Cley Vampire, 261 Honorable Warrior, 256 Outlaw, 253 Ugly, 262
Cley Vessel, 260 Idiot, 251 Packrat, 254 Unconfldant, 255
Clumsy, 263 Illegitimate, 253 Pattern Mage Experience, 258 Unimportant Child, 253
Cluster of Knacks + 1 , 2 5 9 Impatient, 255 Personal Hatred, 253 University Education, 258
Colorblind, 251 In Honorable Service, 252 Persuasive, 263 University Mage, 258
Common Sense, 259 In Shock, 253 Physical Coward, 256 Unkempt, 262
Complainer, 254 Incompetent at Skill, 251 Pickpocket Experience, 258 Unknown Advantage, 251
Complexity-5 Spells, 260 Inflexible Pattern Magic, 260 Poker Face, 263 Unpersuasive, 262
Complexity-10 Spells, 260 Injured, 253 Pompous, 254 Unusual Background, 254
Complexity-15 Spells, 260 Innate Resistance to a Noun, 252 Poor Cley Supply, 260 Unusual Cley Refresh Time, 260
Complexity-20 Spell, 260 Inoffensive, 263 Poor Family. 253 Unusual Upbringing, 253
CompIexity-25 Spell, 260 Inscrutable Magic, 252 Poor Hearing, 259 Vain, 255
Complexity-30 Spell, 260 Intuitive Magic, 261 Poor Magic Sense, 259 Vandal, 255
Complexity-35 Spell, 260 Invented Spells, 261 Power Hungry, 255 Violent, 255
Complexity-40 Spell, 260 Irreverent, 255 Practical Joker, 255 Virtuous, 256
Compulsive Altruist, 256 Keen Nose, 252 Preferred Target, 251 Vulnerable to Fire, 261
Compulsively Truthful, 256 Keen Vision, 259 Pretty, 263 Vulnerable to Metal, 263
Con Artist Experience, 257 Knack, 259 Priest Experience. 258 Weak Personal Scent, 252
Coward, 255 Knight Training, 259 Quick Spell Grafter, 261 Weak-Willed, 259
Cruel, 255 Knight-Mage Training, 259 Reduced Bound Spells, 260 Weakness for Something, 255
Curse of Beauty, 262 Lame, 261 Reliable Skill, 259 Weapons Master Experience, 258
Daily Backfire, 260 Large, 262 Religious Fanatic, 255 Wild Rush, 252
Dark Secret, 253 Lecherous, 255 Reserves of Strength, 262 Wilds Experience, 258
Deaf, 251 Living Magic, 261 Respectful, 255 Wizard Friend, 254
Debt, 256 Low Alcohol Tolerance, 251 Rich Family, 254 Wizard's Scribe, 260
Deep Sleeper, 251 Loyal Pet, 256 Ritual of Extra Cley, 261 Working for Kvarse, 253
Dependents, 253 Magic Item, 256 Rituals of Divine Favor, 261 Zero Magic Resistance, 251
Dietary Restriction, 262 Magic Vulnerability, 251 Runt o f the Pack, 264
Discriminating Nose, 252 Major Curse, 2 5 ! Self-Healing, 252
Disfigured, 261 Major Family Obligations, 253 Self-Taught Mage, 258
Distinctive Breed, 262 Major Nobility, 254 Sensitive, 255
Easy to Heal, 261 Major Vow, 256 Shaky Pattern Magic, 260
Egotist, 254 Maladroit, 261 Shameful Compulsion, 255
-_3S
Spell Index
Absence of Blade (Mu Ke II Me Sp 15), 230 Break the Bound Spell (De Ma 5), 234 Control Places (Ru Lo 15), 233
Accanaxation of the Intellect. The (De Me 10), 238 Break the Mind (De Me 40), 239 Cool Adventurer (Mu HI Me 10), 240
Accidental Leap (Ru Co 10), 219 Breath in the River (Mu Aq Ai 15), 213 Cool Armor (Cr HI Su [Mu] Aq 15), 211
Aching Wound ( D e C o 5 ) , 214 Breath of Calm (De Me 10). 238 Count the Cley (Ke Ma 10), 236
Again the Gaping Wound (De Co 15), 215 Breath of Cool Water (Mu Ai Aq 10), 210 Crack in the Magic Resistance (De Ma 5), 234
Age the Passing Spell (Cr De Te Ma 20), 246 Breath of Life (HI Ru Co Sp 30), 217 Crashing Waves (Ru Aq 15), 213
Age the Slaughtered Calf (Mu Co 5), 217 Breath of Sweet Flowers (Cr Ai 5), 208 Crawly Sparks (Cr Ai 10), 208
Air Like Tar (Su Ai 15), 211 Bright-Winged Messenger, The (Cr Ke [Su] Ai Sp 15), Create a Gem (Cr Su Du 40), 222
Alert to <Noun> (Ke Nn 5), 207 208 Create a Lump of <Metal> (Cr Su Du 25), 222
Am I Observed? (Ke Ma Me 10), 236 Bring Him Here (Ru Lo 35), 233 Creeping Clouds (Mu Ru Ai 10), 210
An Angel's Helpful Wings (Ru Ai Sp 30), 211 Build the Arcane Bridge (Mu Ru Su Ma 25), 236 Cresting Wave of Fire (Cr Py 40), 244
An Attack that Might Have Been (Mu De Lo Te 25), 233 Bum All The Cages (De Ma 20), 235 Criminals' Stocks (Mu Hr 20), 226
An Image of the Beast (Cr II [Sp] 20), 229 Burn the Magic Resistance (De Ma 40), 235 Cruel Ice Fairy (Cr Su Aq Sp 20), 211
Angry Dragon (Cr [Su] Py Sp 30), 243 By My Will Only They Are Unleashed (Ru Su Ma Sp Cup of Wine, A (Cr Aq Hr 5), 211
Arboreal Curse (Mu Co Hr 30), 219 70), 237 Cure Accanax's Hideous Embrace (HI De Co 25), 216
Argent Anaconda, The (Ru Du Sp 10), 223 Cage the Bound Spells (Ru Ma 15), 237 Curse of the Spiral Spear (Mu Co Hr 10), 217
Aristocrat Felon Bound, The (Cr Du 20), 222 Call the Beast (Ru Co 5), 219 Cut the Heavy Hide (De Co 5), 214
Armchair Explorer (Ke II Lo 30), 230 Candle Sword (Mu Su Py 10), 244 Cut the Magical Strings (De Ma 10), 234
Armor Like Dreams (Mu Lo 10), 233 Cani Sniffing for Teleporters (Ke Lo Te 15), 232 Cut the Spirit (De Sp 5), 245
Armor Turning <Noun> (Ru Su Nn 5), 207 Careful Ear, The (Ke Ai 5), 209 Cut the Vine (De Hr 5), 225
Armor as Griddle, The (Mu Du Py 20), 223 Carry the Log (Ru Hr 5), 226 Daggers of Your Own Blood (De Py Co 20), 244
Armor of Air (Su Ai 15), 211 Carry the Slain Beast (Ru Co 5), 219 Dance of the Thrice-Great Orren (Cr Te 40), 246
Armor the Spell (Su Ma 5), 237 Carry the Stones (Ru Du 10), 223 Dancing Bones (Cr Ru Su Co Sp 35), 214
Armorsmith in my Pocket (HI Hr Co 15), 225 Castle of Waking Dreams (Cr II [Sp] 30), 229 Dancing in the Garden o f Statues (Cr Te 100), 247
Ashen Wind (Mu Ai Py 80), 210 Catch the Moment Past (Ke [II] Te 10), 247 Dark Trance (De Ru Me 20), 239
Aura of Alertness to <Noun> (Ke Su Nn 15), 207 Catching the Caster (Ke Cr Ma Co Te 35), 236 Darkness (De Py 10), 244
Aura of Toughness against <Noun> (Su Nn Co 15), 208 Change Place (Mu Lo 10), 233 Dawn at Mid-Afternoon (Cr Te 800), 247
Aura of Turning <Noun> (Ru Su Nn 15), 208 Change the Awful Sentence (Mu Te 25), 247 Day in a Month, A (Mu Te 50), 247
Aura of Weakening <Noun> (De Su Nn 15), 207 Change the Awful Word (Mu Te 10), 247 Deadly Berry (Cr De Su Hr Co 15), 224
Avert Boredom (Su Te 15), 248 Charge of the Brave Stream (Ru [Cr] Aq 15), 213 Death Bone (Ru [Cr] Co Sp 35), 220
Awful <Poison> Dart (Cr De Ru [Su] Co 25), 214 Check for Life (Ke Sp 5), 245 Deflect <Noun> (Ru Nn 5), 207
Awful Doctor's Trick, The (HI De Co 20), 216 Cheer the Faltering Friend (Cr Ai II [Te] 10), 208 Delay the Spell (Mu Te Ma 15), 247
Awful Winds (Cr Ai 15), 208 Chewing the Chill Daggers (Mu Aq 15), 213 Desert Citadel (Ru Hr 30), 227
Baby's First Cantrip (De Ma 15), 235 Chip Rebom, The (HI Hr 30), 225 Destroy the Cloud (De Ai Aq 15), 209
Baffle the Inspecting Wizard (Mu De II 25), 231 Choking Mask (Mu Co 15), 218 Destroy the Foul Wart (De Co 10), 215
Banish Pain (HI Co 15), 215 Chop the Delicious Veggies (De Hr 5), 225 Destroy the Treasure (De Du 25), 222
Banish the Awful Mouse (Ru Co 5), 219 Circle Against Foes (Ru Co Sp 20), 220 Destroy the World (De Lo 1000), 232
Barbed Stick (Mu Hr 5), 225 Circle of Calm Air (De Ai 10), 209 Detect A Lie (Ke Me 15), 240
Barkeeper's Revenge (Cr Aq Co 10), 211 Citadel Within Myself (Su Me 30), 242 Detect Poison (Ke Aq 5), 212
Barrage o f Baffling Bats (Cr II 10), 228 City In The Jungle, A (Ru [Su] Co 20), 220 Dexterous Glove (Ru [Ke] Co [II] 10), 220
Battle Brand (Cr Ru Py 20), 243 Claws in the Magerium (De Ma 15), 235 Dismal Itch (De Co Me 5), 214
Beaker Dripping Scorn (Mu [De] II Sp 20), 230 Claws of Agony (Cr Me 10), 238 Dispel <Noun> Spells (De Nn Ma 10), 207
Become an <Animal> (Mu [Su] Co 25), 219 Clean the Bush Salt (Mu HI Du Hr 10), 223 Dispel Magic (De Ma 5), 234
Bend Bone and Horn (Mu Co 5), 217 Clean the Clay Dishes (De Co Hr 5), 214 Dispel Sneeze (HI Co 15), 215
Bend the Stick (Mu Hr 5), 226 Clean the Wooden Dishes (De Co Hr Sp 5), 214 Dock the Spell's Tail (De Mu Ma 15), 235
Beneath Birkozon's Thumb (De Ru Me 30), 248 Clean-Smelling Air (HI Ai 5), 209 Don't Move! (Ru Co 20), 220
Big Bag (Mu Lo [*] 10), 233 Clean-Smelling Person (HI De Ai 10), 209 Double Mind (Cr Su Mu Me 35), 238
Big Boom (Cr Py 25), 243 Cleanse the Venom (HI Aq 10), 212 Doubled Drink (Su Aq 10), 213
Bind the Limb (Ru Co 10), 219 Clear Glue (Mu Aq 5), 212 Doughty Warrior (Su Co 10), 221
Bind the Slashed Belly (HI Co 15), 216 Clear the Weeds (De Hr 10), 225 Dragon in the Magic Realm (Ke De Ma Sp 100), 236
Bindings of Divine Might (Su Ma 40), 237 Cley Claw (De Ma 5), 234 Draught of Strong Wine (De Ru Me 20), 239
Bird With Loud Wings (Cr Ai Sp 60), 209 Cley Leech (De Ma 15), 235 Drop the Club (Ru Hr 5), 226
Bird of Distant News, The (Cr Ke Su Ai Sp 35), 209 Clip the Long Nails (De Co 5), 214 Dry-not (Su Aq Co 10), 213
Birth of Glass (Cr Mu Du Py 10), 222 Cloak of Another God (Mu Co [Du] 20), 218 Dubious Gift of Strength, The (Su Mu Co 30), 221
Birth the Wise Child (HI Mu Co 25), 216 Cloak of Bygone Times (HI [Su] II20), 229 Duck's Cloak (Ru Aq 5), 213
Bite the Spell's Head Off (De Ma 30), 235 Cloak of a Frosty Night (De Su Py 25), 244 Echoes of Vanished Voices (Ke Ai Te 20), 210
Bland Beverage (De II 5), 229 Clock Both Stern and Severe, The (HI Te 20), 247 Edges of the Air (Ke Ai 15), 210
Blast the Leather Armor (De Co 5), 214 Cloud of <Poison> Doom (Cr De Ru [Su] Ai Co 25), 209 Egress of Swift Passage, The (Ke Lo 15), 232
Blast the Wooden Shaft (De Hr 5), 224 Cloud on a Spindle (Ru Mu Ai 15), 210 Empathy (Ke Me 5), 239
Bleeding Wound (De Co 10), 215 Clown's Tricks (Ru Co 5), 219 Eternal Flame (Cr [Su] Py 20), 243
Blind Nut Mask (Cr Hr 15), 224 Cobbler for Puppies (Mu Co 5), 217 Eternal Lightning (Su Ma 50), 237
Blind the Eyes (De II 10), 229 Coil o f Fog ( C r A i 15), 208 Ethereal Drill (De Hr 5), 225
Blinding Fog (De II 15), 229 Coiled Briar (Cr Ru Hr Sp 15), 224 Ethereal Plane (De Hr 5), 225
Blow the Bottle (Cr [Su] Du 10). 222 Cold Delight (Mu Aq 5), 212 Everyone's New Memories (Cr Me 50), 238
Blunt the <Noun> Blade (Mu Nn 5), 207 Collar of Flame (Cr Ru Su Py [Sp] 10), 242 Exchange the Heats (Ru Py 15), 245
Blunt the Blade (De Du 15), 222 Coming of Death, The (De Su Ma Co 30), 235 Explain the Binding (Ke Ma 15), 236
Boas from Below (Cr Ru Hr [Sp] 25), 224 Command the Mindful Spell (Ru Sp 15), 246 Extinguish the Fire (De Py 5), 244
Body of Endless Iron (Su Co 100), 221 Confront the Owner (Ru Lo 30), 233 Extra Sleep in the Morning (Cr Te 20), 246
Bone Dart (Cr Ru Co 5), 213 Confuse the Mindful Spell (Ru Sp 20), 246 Eyes for the Blind (Ke Cr II 20), 230
Bonfire Scythe (Mu Py 15), 244 Confusion of the Perplexed Wizard (Ru Mu II Ma Sp 30), Eyes for the Small (Ke Mu II 10), 230
Bonfire Well (Ru Mu Su Py 20), 245 231 Eyes in Fog (Ke Ai 5), 209
Bouncy Vigor (Su Co 5), 221 Conjure the Helpful Dog (Cr Ru [Su] Co Sp 20), 214 Eyes of the Drill of Pain (De Me 15), 239
Bound Spell Speaks, The (Ke Ma Te 10), 236 Conjure the Tiny Pet (Cr Ru [Su] Co Sp 15), 214 Eyes of the Past (Ke Te II 35), 247
Fake Magic (Cr II Ma 15), 228 Glimpse the One (Ke Co II 10), 217 Inspect the Pocket World (Ke Lo 20), 232
False Box (Cr II 5), 228 Glittering Carapace, The (Su Du 10), 223 Instant Broth (Mu Aq * 5), 213
False Magerium, The (Cr II Sp Me 15), 228 Gnarn and Flokin (Mu Py Ma 25), 245 Instant Interview, The (Ke Me 20), 240
False Thoughts (Mu Cr Me [Sp] 20), 241 Gnaw the Whining Spell (De Ma 20), 235 Instant Out Of Time (Cr Te 15), 246
Far Vision (Ke Mu Ai Co 5), 209 Go Home! (HI Lo 20), 232 Instantly Dry(De Aq 10), 212
Fast Spadesmen, The (De Hr 10), 225 Goldenrod Wind (Cr Mu Ai Hr 20), 208 Invisibility (De II 20), 229
Faster than Time (Cr Mu Te 20), 246 Grabbing Branch (Ru Hr 10), 227 Invisible Icicles (Cr De Aq II 15), 211
Fastest Burning, The (Mu Hr Ai 30), 226 Grand Banquet, The (Cr [Su] Co Hr 30), 214 Invisible Maid, The (HI Ke Lo Me 15), 232
Fastest Path, The (Ru Lo 35), 234 Grand Blunting o f the <Noun> Blade (Mu Nn 25), 208 Invisible Pot Holder (Ru Py 5), 245
Feathery Claw That Tears (De Co 5), 214 Grand Illusion (Cr II [Sp] 40), 229 Invoke the Mighty Puddle (Cr [Su] Aq 5), 211
Feed the Fire (Su Py 5), 245 Grand Infemo (Cr Py 60), 244 Iron Blades of Grass (Su Hr 15), 228
Felon's Yoke (Cr Hr 10), 223 Grand Weakening of the <Noun> Spell (De Nn 25), 208 Iron Carapace (Mu Co Du 25), 219
Fetters of Faith (De Me 20), 239 Great Veil (De Mu Cr II Sp 35), 229 Is There A Mind? (Ke Me 5), 239
Find All The Bound Spells (Ke Ma 15), 236 Green the Herb (HI Hr 5), 225 Is the Spell Mindful? (Ke Sp 10), 245
Find the Fallen Bird (Ke Co 5), 217 Growing the Cloth (Mu Hr 5), 226 Ivory Manacles (Mu Co 15), 218
Find the Fire (Ke Py 10), 244 Guard in a Pocket World (Cr [Su] Lo 15), 231 Join Bones (Mu Co 5), 217
Find the Hidden Monsters (Ke [Su] Sp 20), 246 Guard in the Pub, The (HI Co 10), 215 Join Leather (Mu Co 5), 217
Find the Minds (Ke Me 15), 240 Guide the Bone Needle (Ru [Cr] [Su] Co 5), 219 Joy in Winter (Cr Hr Py 5), 223
Find the Other Half (Ke Hr 5), 225 Guide the Fall (Ru Co 5), 219 Just Some Scum (Mu Me 10), 240
Find the Pocket Worlds (Ke [Su] Lo 10), 232 Guide the Warrior's Hand (Ke Ru Co [Sp] 15), 217 Khtsoyis Footsteps (Ru De Hr II 5), 227
Find the Sailor's Grave (Ke Aq Sp 20), 212 Hail Hurricane (Cr Ru Aq Ai 25), 212 Kiss o f Sleep (Ru Me 5), 241
Find the Thief (Ke Cr Co Py 10), 217 Hammer the Spell Home (Ru Su Ma 20), 237 Kiss the Stinging Cut (HI Co 5), 215
Find the Twisting Influences (Ke Me 10), 239 Hand of the Unnatural Tree (Mu [Su] Hr Co 10), 226 Knit the Broken Bone (HI Co 35), 217
Find the Well ( K e A q 15), 212 Handful of Fire, A (Cr Su Py Co 15), 243 Know Thou This Spell? (Ke Ma Me 15), 236
Find the World (Ke Hr 5), 225 Handful of Salt (Cr Su Du 10), 222 Know the Beverage (Ke Aq 5), 212
Fingers like Worms (Mu Co 15), 218 Hands for the Cat (Mu Co 15), 218 Know the Last Hour (Ke Te 25), 247
Fire Bees (Cr Py Sp 10), 242 Hands in the Water (Mu Co 5), 217 Know the New Herb (Ke Hr * 15), 225
Fire Dart (Cr Py 5), 242 Happy Butcher, The (HI Co 10), 215 Know the Poison (Ke Co 5), 217
Fire Everywhere (Cr Py 20), 243 Hard-Flung Spell (Ru Su Ma 5), 237 Lasting Weather (Su Ai 10), 211
Fire Fan (Cr Py 5), 242 Harden the Glass (Mu Su Du 10), 223 Lava Serpent (Cr Mu Ru Py Du Sp 25), 243
Fire Flower (Cr Py 5), 242 Harden the Wood (Mu Su Hr 10), 226 Leaden Mist (Cr Su Ai 20), 208
Fire Fountain (Mu Py 10), 244 Harpist in the Woodwinds (Mu II 10), 230 Leaping Flames (Ru Py Sp 10), 245
Fire Kitten (Mu Su Py Sp [Ai] 20), 245 Harvest of Sharp Darts (Mu Ru Hr 30), 226 Leaping Leaves (Ru Hr Sp 15), 227
Fire Queen (Cr Ru Py Sp 30), 243 He Who Waits (Su Ke Te 50), 248 Leash of Infinity, The (Mu Me 15), 241
Fire Rose (CrPy 10), 242 Head in the Belly (Mu Me Co 35), 241 Leather Like Wax (Mu Co 10), 218
Fire Shape (Mu Ru Py 10), 244 Heal <Poison> (HI Co 25), 216 Leather Noose (Cr Ru [Su] Co 10), 213
Fire Splash (Cr Py 10), 242 Heal Once (HI Co 10), 215 Levitate Others (Ru Co 15), 220
Fireproof the Building (Ru Py 10), 248 Heal Truly (HI Co 35), 217 Levitation (Ru Co 10), 219
Fist o f the Air God (Cr Ru Ai 50), 209 Heal the Awful Wound (HI Co 20), 216 Lies of the Magerium (Mu II Sp Me 20), 231
Fix the Fractured Fingers (HI Co 20), 216 Heal the Body's Weapons (HI Co 5), 215 Lift the Dangling Puppy (Ru Co 15), 220
Fix the Sticks (HI Hr 5), 225 Heal the Bruise (HI Co 5), 215 Light of Day (Cr Py 10), 242
Flaming Cage (Mu Py 20), 245 Heal the Ruined Eye (HI Co 15), 216 Light the Stove (Cr Py 5), 242
Flaming Sword (Cr Su Py Du 15), 243 Heal the Vase (HI Du 10), 222 Lightning Hounds (Ru Cr Ai Sp 25), 210
Flapping Arm (Mu Co 25), 219 Healing Sleep (HI Co 15), 215 Limp Flaccid Spell (Mu De Ma 20), 236
Fleeing in All Directions (Cr II Sp 20), 229 Hear the Wind's Song (Ke Ai 15), 210 Lingering Echoes of the Smith's Hammer (Ke Du Te 20),
Float on a Purr (Ru Co 5), 219 Helpful Shield, The (Ru Du Sp 20), 223 222
Flokin's Incandescent Kiss (Cr Py 10), 242 Herd the Clouds (Ru Ai 15), 210 Lingering Light (Su Py 10), 245
Flow Uphill (Ru Aq 5), 213 Hidden World-Bubble (Cr Lo II 15), 232 Listen to Secrets (Ke [Su] [Cr] Me 10), 239
Flower Into Glirry (Mu Su Hr 15), 226 Hide the Gaping Pit (Cr II 5), 228 Lizard's Envy (Mu Co 15), 218
Flushing the Emperor's Commode (Cr Aq 40), 212 Hide the Magerium (De II Sp Me 5), 229 Locate Object (Ke [Su] Lo 10), 232
Fly like a Bird (Ru Co 20), 220 Hideous Diminution (Mu Co 25), 219 Long Delights (Ru [Su] Co 10), 220
Fog Spectre (Mu Ru Ai Sp 20), 210 Hiding In Nowhere (Cr Lo 10), 231 Long Exile (Mu Te 70), 247
Foil the Arcane Connection (De Ma 15), 235 His Mind as Book Spread Wide (Ke Me 30), 240 Long Sleep (Ru Me 25), 241
Foil the First Trap (Ru De Ma 15), 237 Hold the Tasty Snack (Ru Co 5), 219 Long Wink (Mu Co 10), 217
Follow on Hidden Paths (Ru Ke Lo 20), 233 Holding Paralysis, The (Ru Co 20), 220 Longest Battle, The (Su Te 15), 248
Follow the Candle (Ke Py 5), 244 Hole and Peg (Cr De Su Hr 5), 223 Lose Your Chance (De Te 10), 247
Force the Bound Spell (Ru Ma 15), 237 Horrid Obsession (Su Me 20), 242 Lost Minute (De Me 10), 238
Forest Allies (Ru [Su] Hr Sp 20), 227 Horror of the Red Hook (Mu Lo Hr Du 20), 233 Loyal Servant Betrays, The (Mu Cr Su Ma Sp Co 10), 236
Forge The Expensive Dagger (Cr [Su] Du 30), 222 Humiliating Defeat of the Greedy Traitor (Ke Cr Me 35), Lucid Moment (HI Me 10), 239
Forge and Form Metal (Mu Du 20), 223 240 Mad Hour (De Me 25), 239
Forget the Spell (De Ma Me Sp 30), 235 Hurl the Spell lo Far Away (Mu Lo Ma 50), 233 Mage Door (Mu Lo 25), 233
Form o f Fire (Mu Co Py 45), 219 Hurling the Lightning (Cr Ai 30), 209 Mage's Baldric (Su Ma 10), 237
Form of Shaped Wood (Cr Hr 10), 223 I Really Didn't Fall (Ru Co Lo 10), 220 Mage's Disguise (Mu II 15), 230
Freeze the Lake (Mu Aq 15), 213 Icy Slips (Cr Aq 10), 2 ! 1 Mage's Ghost Walks (Ru Ke II [Lo Ma] 40), 231
Fresh Air (HI Ai 10), 209 Ignore Me (De Me 35), 239 Mage's Mask (Mu Co 10), 218
Fresh Meat (Su Co 10), 221 Image of my Desire (Cr II Sp 10), 228 Mage's Peep-hole (Ke Hr 15), 225
Fresh Water (HI A q 5 ) , 212 Image-Spirits (Cr [Su] II Sp 15), 228 Mage-blind (De II Ma 15), 229
Frustrate the Archers (Ru Hr 20), 227 Images of Thought (Cr II 15), 228 Magerium in the Daylight (Ke Sp Me 10), 245
Fur of Pins (Mu Co Du 25), 219 Impotent Spell, The (De Ma 5), 234 Magic Resistance of Iron (Cr De Su Ma 25), 234
Fur o f Soaked Iron (De Su Mu Cr Py Co Aq Du 40), 244 Inaudibility (De 11 15), 229 Magnificent Do, The (Mu Co 5), 217
Gaping Pit, The (De Hr 30), 225 Infinite Grenade, The (Cr De HI Su Hr 25), 224 Magnify the Flame (Mu Py 5), 244
Gather the Essence o f the Flower (Mu Hr 10), 226 Inquisitor of Spells (Ke Ma Me 20), 236 Maintain the Demanding Spell (Su Ma Sp 15), 237
Gee, Your Fur Smells Terrific (Mu II 5), 230 Insects of Agony Consume Your Flesh (De Su Co 30), Make It Not So! (Mu Te 50), 247
Gift of Levitation (Ru Co 20), 220 215 Make a Bone (Cr [Su] Co 5), 213
Gift o f Seven Years, The (Su Co 25), 221 Insidious Spell, The (Mu Ma 10), 236 Make a Bone Tool (Cr Co 10), 213
Make a Boulder (Cr [Su] Du 20), 222 Portable Lake (Cr [Su] Aq 30), 212 Screeching Stylus (De Du 10), 222
Make a Pebble (Cr [Su] Du 10), 222 Portrait in Flesh (Cr [Su] Co 25), 214 Sculpt the Tree (Mu Hr 15), 226
Make a Rock (Cr [Su] Du 15), 222 Possess and Rule (Cr De Ru Me Sp 40), 238 Sea of Grass (Mu Aq Hr 50), 213
Make a Stick (Cr Hr 5), 223 Pounding Bone (Ru [Cr] Co 20), 220 Second Glimpse (Su II 5), 231
Make a Terch (Cr [Su] Co Hr 10), 214 Pretense of Health (HI Co 15), 215 Second Magic Resistance, A (Cr Ma 10), 234
Make a Vine (Cr Hr 5), 223 Pretty Lights (Cr II 10), 228 Secret Fire Garden (Cr De Py II 30), 243
Make the Spell Mindful (Cr Mu Sp Ma 10), 245 Privacy of the Wizard's Tower (HI Su [Ke] Lo [II] 40), See Health and Sickness (Ke Co 10), 217
Maniac's Club (Ru [Cr] Hr Sp 35), 228 232 See the Acquaintances' Essence. (Ke Hr Co 15), 225
Manicurist's Lament (Mu Su Co 10), 218 Puppet Body (Ru Co [Sp] 40), 221 See the Bound Spells (Ke Ma 5), 235
Manicurist's Revenge (De Co 10), 214 Puppet Will (Ru Me 30), 241 See the Mage's Fraud (Ke II 10), 230
Many of Me (Cr Mu Ru II [Sp] 15), 228 Purebreed Puppy Ritual (Mu Ke Co 25), 248 See the Secret Smoke (Ke Ai Py II10), 209
Many-Fanged Storm (Mu Su Ai Aq 30), 210 Purify Scent (HI Ai 5), 209 See the Traitor's Price (Ke Me 10), 239
Marching Orders (Ru Me 35), 242 Pyrotechnics (Mu Py II 15), 244 See the True Form (Ke Co 15), 217
Mask Odors (De Su Ai II 10), 209 Quest for the Greatest of Treasures, The (Ke Du 40), 223 See the Whirling Wind (Ke Ai 5), 209
Measure the Life-Force (Ke Sp 20), 245 Question the Flopping Ghost (Ke Ru Me 25), 240 Seeds of the Idea (Cr Ke Me Sp 10), 238
Meet the Pain (Ke Me 5), 239 Quick Escape, The (Mu Lo 15), 233 Sensible Thing To Do (Ru Me 10), 241
Mighty Archer (Ru Hr 15), 227 Quick Hour (Cr Te 20), 246 Serpent Vine (Mu Ru Hr Co 15), 226
Mindless Spell (De Sp 15), 245 Quick Instant (Cr Te 10), 246 Shaking Hands (Ru Co 10), 219
Minute Gone Forever, A (De Te 40), 247 Quick Mirror (Mu Lo 10), 233 Shape of Air (Mu Co Ai 40), 219
Mircannis' Kiss (HI Co 80), 217 Quick Nap (Ru Me 15), 241 Shape of the <Animal> (Mu Co 20), 218
Mirror Armor (Mu Lo 20), 233 Quickly Graft the Spell (Mu Ma Me 40), 236 Shape the Liquid Glass (Mu Du 10), 223
Mirror of the Distant Friends (Su II Du 20), 231 Quiet Trance (De Ru Me 10), 239 Shape the Meng Nut (Mu Hr 5), 226
Miserly Archer (Ru Du 15), 223 Quiet Veil (De II 10), 229 Shape-shift with <Animal> (Mu Co 30), 219
Mistake That Almost Was, The (Mu Te 20), 247 Raging Life (Su Co 25), 221 Share the Pain (Cr Me 10), 238
Moment of Hesitation (Ru Co 10), 219 Raging Tree, The (Ru Hr Sp 25), 227 Sharpen the Blade (HI Du 10), 222
Moment of Steel, A (Mu Co Du 10), 218 Raking of the Cloud's Claws (Cr Mu Ai 50), 209 Sharpen the Meng Knife (HI Hr 5), 225
Month in a Day, A (Cr Te 50), 246 Ravages of the Disintegrating Flesh (De Co 25), 215 Shatter the Glass (De Du 10), 222
More Fruit (Su Hr 20), 228 Reach the Pocket World (De Mu Lo 10), 232 Shatter the Spell of Glass (De Ma 10), 234
Mother's Towel (De Aq 5), 212 Read the Mind (Ke Me 15), 240 Shatter the Triune Being (De Ru Sp Co Me 40), 245
Musician's Ghost, The (Cr II Sp 15), 228 Read the Sun's Book (Ke Te II 35), 247 Sheath in <Noun> (Cr Nn 5), 207
Needle in the Heart (De Co 5), 214 Read the World's Book (Ke Lo Te II 70), 249 Shield Against Hatching Spells (HI Su Ma 10), 235
Nerve Strike (Cr Me 5), 238 Ready Adulterer, The (Mu Co 10), 217 Shield of Invisible Fire (De Hr 30), 225
Net of Vines (Cr Ru Hr 15), 224 Realm of Fear (Cr Me 20), 238 Shield of the Ancient Tree (Ru Ke Hr Sp 20), 227
Never Doze (Su Me 5), 242 Rebel Arm (Ru Co [Sp] 25), 220 Shield the Dear Friend (Ru Ma 10), 237
Never Mind (De Me 15), 239 Recreate the World (HI Lo 800), 232 Shining Salamander (Cr Py Sp 45), 244
New Door, A (De Hr 15), 225 Reduce <Poison> (HI Co 15), 216 Shining Splendor of Strength (Mu Su Co * 20), 218
New Feelings (Cr Me 20), 238 Refill the Cup (HI Aq Te 10), 212 Shrink the Road (De Mu Lo 15), 232
New Forest, The (Cr [Su] Hr 35),' 224 Regrow the Broken Tooth (HI Co 15), 216 Silence the Creative Wizard (De Ma 10), 234
New Memory (Cr Me 15), 238 Regrow the Fur (HI Co 10), 215 Silent Question (Ke Me 20), 240
New Obsession (Cr Me 30), 238 Rejoin the Severed Head (HI [Ru] Co 30), 216 Silent Words (Cr Me 5), 238
N e w Old Friend (Mu Me 20), 241 Remedy for <Noun> (HI Nn Co 5), 207 Sink-not (Ru Aq 10), 213
N e w Slave, The (Ru Me [Sp] 50), 242 Repair the Clumsy Attack (Mu Te 40), 247 Sir Glass (Su Du 25), 223
New-Grown Rain (Cr [Su] Ai Aq 15), 208 Repair the Magic Resistance (HI Ma 15), 235 Sleeth Eyes (Mu Co 10), 218
No More Fog (De Ai 5), 209 Repel the Beast (Ru Co 15), 220 Sleeth's Fierce Claw, A (De Co 10), 215
No Unwanted Child (Ru Co 10), 219 Resounding Echo o f Shared Pain (Ru Mu Me 15), 241 Slippery Trail (Cr Aq 15), 211
Nobody's Hide (Cr [Su] Co 5), 213 Restore the Old Image (HI II 10), 229 Slow Hour (Su Te 20), 248
None May Watch (De [Cr] II10), 229 Restore the Stolen Memory (HI Me 20), 239 Slow the Spell (Mu Te Ma [Sp] 10), 247
Nose Mask (Mu II 10), 230 Restring the Leg (HI Co 20), 216 Slow-Burning Spear (Cr Su Py Hr 10), 242
Nowhere Prison (Cr [Su] Lo 15), 231 Retrieve the Soul's Memories (Ke HI Su Me Sp 150), 240 Smash the Magic Resistance (De Ma 20), 235
Open Mind (Mu Me 10), 240 Rewrite the Bound Spell's Orders (Mu Ma 20), 236 Smother the Flames (De Ai 5), 209
Open the Pocket World (Mu Lo 20), 233 Ride the Winds (Ru Ai 20), 210 Snap the Bone (De Co 5), 214
Orren Opinion (Mu Me 20), 241 Ring of Nothing (Su Lo 15), 234 Snowball ( C r A q 5 ) , 2 1 1
Oyster and the <Noun> Wizard, The (De Ru Su Nn Ma Rising Ire (Cr Me 5), 238 Solid Rope (Mu Hr 10), 226
15), 207 Ritual of A Fertile Union, The (Mu Cr HI Co 40), 249 Song of Courage (Ru Me 15), 241
Page of Secrets (Mu II Sp 15), 230 Ritual of Casting the Boxed Spell, The (Ke Ru Cr Ma 15), Songbird in the Invisible Cage (Ru Me 15), 241
Pain Locked in its Coffin, The (Ru De Me Co 10), 241 248 Sort the Soil (Ru Ke Hr Du 5), 227
Painted Eyes that See (Ke Mu II 10), 230 Ritual o f Death, The (De Co 15), 248 Spark Storm (Cr Py 15), 243
Parlor of the Elegant Mage (Mu II 15), 230 Ritual of Raising the Dead, The (HI Ru Co Me Sp 60), Speak to the Tree (Ke Hr 20), 225
Pattern-Fetters, The (Ru [Su] Ma 10), 237 249 Speaking Wind (Mu Ai 15), 210
Pause to Think (Cr Te 5), 246 Ritual of The Complete Census, The (Ke Co Me Te 80), Special Door, The (Mu Hr 20), 226
Paw of the Fire God (Cr Py 40), 249 249 Speed the Plough (HI Hr 15), 225
Pepper Storm (Cr Hr 20), 224 Ritual of the Floating Bowl, The (Ru Hr 5), 248 Spell in Fog (Mu Ma 15), 236
Pepper Strike (Cr Hr 10), 223 Rock in the Storm of Emotions, A (HI Me 15), 239 Spell in the Clock (Ru De Te Ma Sp 15), 247
Personal Drought (De Aq 20), 212 Room is Always Empty, Of Course, The (Mu II 15), 248 Spell that Lasts, A (Su Ma 10), 237
Personal Geyser (Cr Aq [Py] 25), 212 Round Scalpel of Fire (Cr Py 25), 243 Spell's False Orders (Ru Ma 25), 237
Phoenix Egg (Cr Py 30), 243 Ruin the Expensive Weapon (De Du 20), 222 Spell's Resurrection (HI Ma 10), 235
Phoenix from the Ashes (HI Py 15), 244 Rule the Door (Ru Hr [Sp] 10), 227 Spellbinder's Despair (Ru Ma 50), 237
Pitiful Sniveling Spell (De Ma 30), 235 Save a Trip to the Well (Cr [Su] Aq 5), 211 Spider Horror (Cr Ru Co Sp 30), 214
Plan the Picnic (Ke Ai Te 20), 210 Save the Burning City (De Py 30), 244 Spider Weaves the Roads (Ru Mu Lo 25), 233
Plant the Nightmare (Cr Me 15), 238 Save the Severed Head (Su Co 20), 221 Spilling o f the Life, The (De Co 35), 215
Poison the Dart with <Poison> (Cr De [Su] Co 15), 214 Saved Glimpse (Su II Hr 10), 231 Spinning Stick (Ru Hr 15), 227
Poke the Foeman's Eyes (De Co 10), 215 Scent of Entrancing Lust (Cr II Ai 10), 228 Spiral Spear, The (Mu Hr 10), 226
Poke with a Stick (Ru [Cr] Hr 5), 227 Scent of Perplexing Lust (Cr Ru II Ai 15), 228 Spirit Reunion (HI Sp 20), 245
Polish the Metal (Mu Du 10), 223 Scentlessness (De II 15), 229 Spirit Tether (Ru Sp 15), 246
Pond in my Pocket (Cr [Su] Aq 20), 212 Scold the Distant Child (Cr Ai II Lo 15), 208 Splash ( C r A q 5 ) , 2 1 1
Sprinkle of Herbs (Cr [Su] Hr 5), 223 Twiny Vine (Cr Hr 5), 223 Wizard's Double Armor (Su Co Lo 30), 221
Sprinkle of Thorns (Cr Mu Hr 10), 224 Twist Memories (Mu Me 15), 240 Wizard's Dye (Mu II 5), 230
Sprout the Astounding Tree (Cr [Su] Hr 15), 224 Umbrella of the Great Ones (Ru Su Ai Aq [Sp] 10), 210 Wizard's Lens (Ke Ma 20), 236
Statue Image (Cr II 10), 228 Unboiling Water (Su Aq 5), 213 Wizard's Paintbrush (Mu II 10), 230
Steam Wind (Cr [Su] Py Aq 10), 242 Unbuming Leather (Mu Su Co Py 5), 217 Wizard's Perfect Nose (Ke Ma 50), 236
Stinging Fog (Mu Ai Aq 10), 210 Unburning Wood (Mu Su Hr 10), 226 Wizard's Safe Tower (Cr Ma 20), 234
Stir the Liquid Glass (Cr Su Du Py 10), 222 Unchanging Spell, The (Su Ma 20), 237 Wizard's Secret Candle (Cr Py [Sp] 5), 242
Stolen Breath (De Ai 10), 209 Under the Unreal Lake (De Py 40), 244 Wizard's Secret Garden, The (Cr [Su] Hr 35), 224
Stone Dart (Cr Ru Du 15), 222 Useless Spell, The (Cr * Ma * 10), 234 Wizard's Subtle Mirror (Cr Ke [Su] II Me Sp 20), 229
Straighten the Spinning Head (HI Co 25), 216 Vanish the Unwanted Child (De Co 20), 215 Wood like Clay (Mu Hr 10), 226
Strange Fruit (Mu Hr 20), 226 Veil (De II 25), 229 Word of the Pounding Bell (Mu Su Ai 15), 210
Strange Truth (Mu Me 25), 241 Veiled Mind (De Me 10), 238 Words of the Running River, The (Cr Ai Aq II 15), 208
Strangling Sleet (Cr Aq 20), 211 Vengeance Upon the Biting Bug (Ru Sp Co Me 10), 246 World of Terror (Mu II 15), 230
Strength of Madness (Ru Mu Su Me Co 15), 241 Very Awful Spell, The (De Co 50), 215 World-Bubble (Cr Lo 10), 231
Strength o f the Ancient Wizard (Su C o Me 40), 221 Very Precise Needle (Ru Co 15), 220 Write the Moment's Story (Su II Hr 20), 231
Strengthen the <Venom> (Mu De [Su] Co 10), 218 Veteran's Blessing (Ke Mu Ru Su Co Me 15), 217 Wrong Target, The (Mu Me 15), 240
Stretch Water (Mu Aq 5), 213 Vile Stench (Cr Ai 10), 208 Your Corpse (Cr [Su] Co 20), 214
Stretch the Delight (Su Co 10), 221 Virid's Creation In Miniature (Cr [Su] Hr 15), 224 Your New Hero (Mu Me 10), 240
Stretch the Hole (Mu Lo 5), 233 Vise of Truth (Ke Cr Me 25), 240
Strong Arm (Mu Co 5), 217 Visions from the Wandering Boat (Ke Aq Hr 10), 212
Strong Young Spell (HI Ma 20), 235 Visit the Ulgrane (Ru Co 40), 220
Stupid Thing To Do (Ru Me 25), 241 Wake from Mircannis' Endless Slumber (HI Co 15), 216
Such a Nice Day (Mu II 25), 231 Walk the Tree (Ru [Su] Hr [Sp] 15), 227
Sudden Blow, A (Ru Lo 10), 233 Wall Without Doors, The (HI Su [Cr] Lo [II] 15), 232
Sudden Pit (De Hr Te 15), 225 Wail o f A i r ( S u Ai 10), 211
Sudden Shudder (Ru Co Te 25), 220 Wall of Cloth (Cr Hr 15), 224
Sudden Thirst (De Aq Co 5), 212 Wall o f F i r e ( C r P y 30), 243
Supreme Counterspell (De Ma 30), 235 Wall of Glass (Cr [Su] Du 25), 222
Surprisingly Complicated Spells, The (Mu Ma * 25), 236 Wall of Ice (Cr Aq 20), 211
Sustain the Pocket World (Su Lo 10), 234 Wall of Null (Su Lo [Ma] 20), 234
Swap Appearances (Ru II 20), 231 Wall o f Pitch (CrHr 20), 224
Swap the Bottles (Mu Lo 5), 232 Wall of Thorns (Cr [Ru] Hr 15), 224
Swift Fire Flower (Cr Py Te 25), 243 Wall of Whirling Axes (Cr Ru Du 50), 222
Swift Revenge (Su Co Me Sp 15), 221 Wall of Wood (Cr Hr 20), 224
Swift-Buming Spear (Cr Py 15), 243 Wallwalk (Ru Co 10), 220
Swirling Clouds of Psychic Fog (De Su II 20), 229 Wandering Wisp (Ru Ai [Sp] 5), 210
Switch the Words (Mu Me 5), 240 Ward Against All <Poison> (Su Co 35), 221
Taking the Longest Step (Ru Lo 60), 234 Ward That Evades (Ru Ke Lo Sp 20), 233
Tale of the Ashes (Ke Py 20), 244 Ward against Some <Poison> (Su Co 15), 221
Tap the Sleeping Nendrai (Ru Hr 15), 227 Ward for the Napping Kittens (Mu Ai II 10), 210
Tapestry of Rippling Splendor (Ru Su [Ke] II [Sp] 20), Warm Bath, The (Mu Aq Py 5), 213
231 Warn of Strange Time (Ke Te 10), 247
Taste of Invulnerability (Su Co 15), 221 Watch the Distant Friend (Ke Co II 15), 217
Tasty Treat (Mu II 5), 230 Watch the Place (Ke Lo II 15), 232
Temporary Health (HI Co 25), 216 Watching Wall (Ke Cr Lo II Sp 15), 232
That's Me, Over There! (Ru 11 15), 231 Water Whip (Ru Mu Aq 5), 213
There is None who Knows Thee (De Ma 25), 235 Water to Wine (Mu [Su] Aq 10), 213
Thick Distance Armor (Su Lo 10), 234 Wave of Admiration (Mu Me 20), 241
Thicket of Weapons (HI Hr 15), 225 Wave of Dread (Ru Cr Me 30), 241
Thirst after Heavy Labor (De Aq Co Me 10), 212 Wave of Scorn (Mu Me 20), 241
Thorn Beetle (Mu Ru Hr Sp [Ai] 20), 226 Weaken the <Noun> Spell (De Nn 5), 207
Thorn Dart (Cr Ru Hr 5), 223 Wearing Another Face (Mu II 10), 230
Thread that is Flesh and Blood, The (Su Ma 30), 237 Weigh the Mind (Ke Me 10), 239
Thrice-Ploughed Field (De Hr 15), 225 Wet Surprise (Ru Co 10), 220
Thunder Whisper (Mu Ai II 10), 210 What About Me? (Ke Me 10), 239
Tinker's Blessing, A (HI Du 20), 222 What Metal is This? (Ke Du 5), 222
Tiny Whirlwind (Ru Ai 15), 210 What Time Is It? (Ke Te 5), 247
Toast the Sneaky Thief (Cr Py Lo 15), 243 Whip Stick, Slip Stick (Ru Hr 10), 227
Too Good A Memory (Su Me 10), 242 Whisper Falcon (Cr Ai Sp 20), 209
Touch of Panic (Cr Me 10), 238 Whistle up the Wind (Cr Ai 10), 208
Tough Herbs (Su Hr 10), 228 Who Owns You? (Ke Me 10), 239
Tough Leather (Su Co 5), 221 Who was here? (Ke Lo 50), 232
Toughen Against <Noun> (Su Nn Co 5), 207 Wicked Edge, The (HI Du 15), 222
Toughen the Flesh (Su Co 10), 221 Wiggling Wood Weapon (Ru Hr 15), 227
Town of Trees (Mu II [Sp] 40). 231 Wimp's Cantrip (De Ma 5), 234
Track the Spell (Ke Ma Te 25), 236 Wind at the Back (Cr Ai 5), 208
Traitor in the Magic Resistance (Mu D e Ma 25), 236 Wind in the Face (Cr Ai 5), 208
Trick Arrows (Cr II [Sp] 15), 228 Winged Wooden Shield (Ru Hr Sp 15). 227
Triumphant Return of the Aged Queen, The (HI II Co Winter Serpent (Cr Mu Su Aq Sp 15), 211
15), 248 Winter Wind (De Py Ai 15), 244
Triune Armor (Su Mu Sp Co Me 20), 246 Withstand the Poison (Su Co 10), 221
Truly a Lozen? (Ke Ma 5), 236 Wizard Awake For Weeks, The (Ru Su Me 30), 241
Truthspeaking (Ke Me 25), 240 Wizard Never Stumbles, A (HI Mu * Ma * 20), 235
Tune the Magic Resistance (Mu Ma 151,236 Wizard Whittles, The (De Hr 5), 224
Twice-bound Spell (Ru Ma 5), 237 Wizard in Helpless Fury, The (Ru [Su] Ma 30), 237