| Air Animal
 Earth
 Fire
 Illusions
 Plant
 Water
 Storm
 Healing
 
 | Faerie Magic (Book of
	Spells)Spells inspired by Fantasy Hero, © Hero games 1989, and Amber
	Diceless Role-playing, © Phage Press.
 With the destruction of Ygg, Magic, as the Amberites and Chaosians
	knew it, ceased to exist.  In its place remained Faerie Magic, the
	First Magic, original to the world that the Serpent and the Unicorn
	had fled to eons ago. The Magic of the Fey can be split into three categories, Summoning,
	Defensive and Invasive Magics.  Under these three categories are four
	subcategories of Magic, Shadow Opening, Shadow Manipulation, Magical
	Energy, and Mind Touch.  It is by using these seven spell components
	that spells are built.  (Just as in Amber, DRPG.) Mechanics
	Invasive magic (IM):		Base cost 3 points Defensive Magic (DM):	Base cost 2 points Summoning Magic (SM):	Base cost 1 point Shadow Opening (SO), Shadow Manipulation (SM), Magical Energy (ME),
	and Mind Touch (MT) have a base cost of 1 point each.  Adding the type
	of spell to the components it contains gives you the base cost of the
	spell. Three new traits will be added for sorcery.  These are Magic Power,
	(equal to a PC's PSYCHE), Magic Pool, (which is the average of PSYCHE
	and ENDURANCE), and Magic Strength, (an average of the character's
	PSYCHE, STRENGTH and ENDURANCE), which is used to resist the damage
	done by physical spells. To cast a spell effectively upon another, the victim's Magical
	Power must first be overcome.  The caster can put any or all of the
	points from their Magic Pool into the spell to increase the strength
	of the spell to overcome the victim's Magic Power.  (Normally the
	caster would deduct the base cost of the spell from their pool.  Spent
	Magic Pool points will return at a rate equal to the PC's ENDURANCE
	per hour, or fractions thereof)  Secondly, if the spell is invasive,
	the victim's PSYCHE must be overcome, or if the spell carries damage,
	the victim's Magic Strength must be overcome.  Once these two hurdles
	are surmounted, the caster can then put Magic Pool points into the
	spell to increase it's effectiveness. Often, visible effects of spells are never reached, as the magical
	combatants spend all of the energy in their Magic Pools trying to
	overcome one another.Back to the beginning... 
 SPELL BOOKSince the components for Air Magic generally surround the caster at
	all times, the sorcerer need not plan ahead for these
	spells. 
		Back to the beginning...Detect Magic
		(Summoning, SM, ME)  Base cost 3 points. Can be used to detect the inherent magic in inanimate
		objects, unless the creator of the object attempted to
		disguise the magic present.  If so, the caster must overcome the
		number of points placed in the disguise spell by the creator of
		the object with their own Magic Pool. Lightning Strike
		(Summoning, SO, SM, ME)  Base cost 4 points. Creates an electrical discharge that travels from the castor's
		hand to the intended target.  The strength of the bolt varies
		depending on the number of Magic Pool points placed into the
		spell.  To kill an opponent, the castor must first hit the target
		(WARFARE), then overcome the target's Magic Power and Strength
		with their Magical Pool.Whirlwind Wall
		(Defensive, SO, SM, ME)  Base cost 5 points. Wild winds swirl around the caster, making him or her hard to
		attack.  The strength of the spell depends on the Magic Pool
		points put into it.  An attacker must overcome the Magic Pool
		points with STRENGTH or WARFARE to harm the caster.Dispel
		(Summoning, ME)  Base cost 2 points. Can be used to destroy either a magical spell or an item.  For
		a spell, the castor must overcome the Magic Pool points invested
		in the spell.  For an item, the castor must overcome the
		artifact's point cost times two.Crosswind
		(Defensive, SO, SM, ME)  Base cost 2 points. This spell deflects missile attacks.  The castor's Magic Pool
		must be overcome by WARFARE for the castor to be harmed.Stolen Breath
		
		(Invasive, SM, ME)  Base cost 5 points. This spell steals the breath out of the target.  The castor
		must overcome the target's Magic Power and Strength with their
		Magic Pool to cause unconsciousness or death in the target.  (This
		spell is also not terribly effective against shape
		shifters.)Foul Air
		(Summoning, SO, SM, ME)  Base cost 4 points. This spell creates noxious fumes about the head of the target,
		causing coughing, watery eyes and burning lungs.  For the spell to
		incapacitate the target, the target's Magic Power and Strength
		must be overcome by the castor's Magic Pool.Fresh Air
		(Summoning, SO, SM, ME)  Base cost 4 points. Opposite of Foul Air, it also allows the castor to breathe
		underwater or in other hostile situations.Gust
		(Summoning, SO, SM, ME)  Base cost 4 points. Creates a strong gust of wind in any direction the castor
		wishes.  The wind gusts at one mile per hour for every point put
		into the spell from the Magic Pool with a base gust of 4
		mph.Gale
		(Summoning, SO, SM, MEx2)  Base cost 5 points. A stronger version of Gust, Gale winds are created at five mph
		for every Magic Pool point put into the spell, for a base of 25
		mph.Glide
		(Summoning, SO, SM, ME)  Base cost 4 points. Creates an updraft that allows the castor to avoid the sudden
		stop at the end of a fall.Summon Winds
		(Summoning, SO, SM, ME)  Base cost 4 points. These winds are not effective for protection, but are generally
		good at blowing things about, like closing doors, snuffing out
		candles, blowing away part of that oh so important powder
		pentagram on the floor...Predict Weather
		(Summoning, SM, ME) Base cost 3 points. Allows the character insight into the general weather patterns
		for one day per Magic Pool point invested.Sense Air Currents
		(Summoning, SM, ME)  Base cost 3 points. This spell lets the castor sense minute disturbances in air
		currents, like a cat's whiskers do.  It allows the castor to find
		his or her way about in complete darkness, and the spell can also
		detect disturbances caused by movement.  A five foot radius can be
		scanned for every Magic Pool point placed into the spell. 
 These spells make up a good part of the Faerie ability to shape
	shift. 
		Back to the beginning...Animal Claws
		(Invasive, ME)  Base cost 4 points. A minor form of shape shifting, Animal Claws allows the castor
		to 'conjure' his or her fingers into weapons.  Extra Hard can be
		achieved with ten Magic Pool points, Double Damage with 20, and
		Deadly Damage with 40.  To harm the victim, their Magic Power and
		Strength must be overcome.Night Eyes
		(Summoning, ME)  Base cost 2 points. Allows the caster to see in poor light, but not complete
		darkness.Ears of the Bat
		(Summoning, ME)  Base cost 2 points. Gives the castor active sonar, allowing maneuverability in
		complete darkness.Snakeskin
		(Defensive, ME)  Base cost 3 points. This spell hardens the castor's skin to attack.  Versus Normal
		Weapons can be achieved with a ten point investment from the Magic
		Pool, Versus Guns with 20, and Invulnerability for 40.Realm of the Small
		(Summoning, ME)  Base cost 2 points. A limited shape shift allowing the caster to reduce his mass by
		one pound for every Magic Pool point invested in the
		spell.Realm of the Great
		(Summoning, ME)  Base cost 2 points. A limited shape shift allowing the caster or increase his mass
		by one pound for every Magic Pool point invested in the
		spell.Water Travel
		(Summoning, ME)  Base cost 2 points. A limited shape shift that allows the castor to both breathe
		underwater and to swim quickly.  Movement under water can be
		purchased for ten Magic Pool points, Double Speed for 20 and
		Engine Speed for 40.Spider Walk
		(Summoning, ME)  Base cost 2 points. Allows the caster to adhere to rough surfaces much in the same
		way that spiders and other wall crawlers do.  Base movement is
		slow.  Movement can be increased with the normal ten, 20 and 40
		point additional investment in the spell from the Magic
		Pool.Wings
		(Summoning, ME)  Base cost 2 points. Allows the castor to fly.  Movement can be purchased at the
		normal exchange ratio (See above).Animal Forms
		(Summoning, MEx2)  Base cost 3 points. Limited shape shift allowing the caster to assume any animal
		form.  Mass can not be changed with this spell.  Realm of the
		Great or Small must be cast in addition to change mass. 
 For these spells to be effective, the caster must have access to
	earth or stone.  They are ineffective at sea, for example. 
		Back to the beginning...Stone Blast
		(Invasive, SO, SM, ME)  Base cost 6 points. A handful of stones is shot at the target from the castor's
		hand at considerable force.  These stones can be made Extra Hard
		for ten points from the Magic Pool, Double Damage for 20 and
		Deadly Damage for 40 points.  To inflict damage on the victim,
		their Magic Power and Strength must be overcome.Stone Wall
		(Defensive, SO, SM, ME)  Base cost 5 points. The caster summons a magical stone wall to stand between
		himself and harm.  A portal can be added to allow the caster to
		see out, and others to see in, but this portal shifts so that no
		attacks can be made through it.  This wall can be made Resistant
		Versus Weapons, Guns and Invulnerable for ten, 20 points,
		respectively.Stone Body
		(Defensive, SM, ME)  Base cost 4 points. A minor shape shift that turns the caster's body to stone.  The
		same defensive effects from Stone Wall can also be applied to this
		spell for the same point cost.Stone Will
		(Summing, SM, ME)  Base cost 3 points. Provides defense against all mental attacks and the destruction
		of spells or items through Dispels.  For the caster to be
		effected, his Magical Strength must be overcome, then the amount
		of points from the Magical Pool that were placed into the spell
		must also be overcome.Mud Trap
	
		(Invasive, SO, SM, ME) Base cost 6 points. Sticky mud is summoned from the ground to encase the target. 
		WARFARE determines whether or not  the target can be hit, and more
		points from the Magic Pool must be placed into the spell than the
		target has STRENGTH for the target to remain entangled.  There is
		little the target can do to defend himself once encased,
		however.Earth Reading
		(Summoning, SM, ME)  Base cost 3 points. A minor spell of clairsentience, this allows the caster to tell
		the last person or creature to pass over the ground that is being
		scried.Earth Passage
		(Summoning, SM, ME) Base cost 3 points. This allows a form of Faerie transportation to the caster, but
		it is not as powerful in that it does not allow travel to
		different Shadows.  Within the same Shadow, however, the caster
		can step into any stone or earth formation, and step out again
		anywhere within the Shadow he wishes, provided there is stone or
		earth there as well.Earthquake
		(Summoning, SM, ME)  Base cost 3 points. This spell summons an earthquake into being.  The strength of
		the quake depends on the Magic Pool points put into the spell. 
		The area of effect is a foot radius per Magic Pool point put into
		the spell.  Anyone with less in Magical Strength than the amount
		of Magic Pool points put into the spell will lose their balance
		and footing and fall to the ground.  Brittle structures will also
		receive the normal amount of damage from this spell.Like a Rock
		(Defensive, SM, ME)  Base cost 4 points. A minor shape shift, this spell allows the caster to exist in
		any environment that stone would survive, i.e., Resistance Versus
		Weapons and Guns can be bought for ten and 20 points,
		respectively.  This spell can not make the caster Invulnerable,
		however.Flesh to Stone
		(Invasive, SM, ME, MT)  Base cost 6 points. This spell allows the caster to turn their target to living
		stone.  For this spell to be successful the target's PSYCHE and
		Magic Strength must be over come with the caster's Magic Power and
		Magic Pool, respectively. 
 For these spells to be effective there must be fire about, or the
	caster must summon the flame into being. 
		Back to the beginning...Fire Blast
		(Invasive, SO, SM, ME)  Base cost 6 points. Flame leaps from the caster's hand and flies toward the target. 
		To hit, the caster must overcome the target's WARFARE.  The fire's
		damage can be increased at the normal ten, 20 and 40 point cost
		from the Magic Pool.  To damage the victim, their Magic Power and
		Strength must be overcome.Fire Shell
		(Defensive, SO, SM, ME)  Base cost 5 points. Fire surrounds the caster, protecting him from harm.  The
		effectiveness of this spell can be increased at the normal ten, 20
		and 40 point cost from the Magic Pool.Blinding Flames
		(Invasive, SO, SM, ME)  Base cost 6 points. The caster throws a ball of flame at the target.  At the last
		moment this ball explodes in a bright flash, temporarily blinding
		the target, provided that the target's Magical Power and Strength
		are overcome.  This spell is not based on WARFARE as it is an area
		effect spell.Dancing Flames
		(Summoning, SO, SM, ME)  Base cost 4 points. A spell mostly used to impress, it creates flames that do the
		caster's bidding.  These are fragile flames, easily destroyed with
		a simple Gust.Fireball
		(Invasive, SO, SM, ME)  Base cost 6 points. A larger version of Fire Blast, it has the same effect, but
		over a room-sized area, negating the need for a WARFARE check. 
		Target's Magical Power and Strength must still be overcome for
		damage to be inflicted.Fire Sight
		(Summoning, SM, ME)  Base cost 3 points. By looking into flame, the caster can see out of flame anywhere
		within the same Shadow.Hypnotic Flames
		(Invasive, SO, SM, ME, MT)  Base cost 7 points. The caster uses dancing flames to hypnotize the target.  The
		target's PSYCHE must be overcome by Magic Power and Magic Pool
		points for the spell to be effective.Produce Flame
		(Summoning, SO, SM, ME)  Base cost 4 points. A spell that creates a small, contained burst of fire, useful
		for lighting lamps, fires, etc., or for staging larger fire
		spells.Searing Touch
		(Invasive, ME)  Base cost 4 points. Makes the caster's hands searing hot.  Damage can be purchased
		at the normal ten, 20 and 40 points from the Magic Pool.  To
		inflict this damage, the victim's Magic Power and Strength must be
		overcome.Skin of Flame
		(Defensive, SO, SM, ME)  Base cost 5 points. Blue flame encircles the caster, protecting him from harm at
		the normal point expenditure ratio.  These flames do no damage to
		the caster.Smoking Fire
		(Summoning, SO, SM, ME)  Base cost 4 points. Existing flames will belch black smoke upon the casting of this
		spell, giving cover to the caster, provided he has some means of
		seeing in the dark and getting around the choking
		smoke... 
 The success of these spells depends entirely on being able to trick
	the mind, or overcome the Magic Power of the victim.  However, once
	this is successfully accomplished, the victim can not use Magic
	Strength for defense, only Magic Power, making the College of
	Illusions quite powerful spells indeed. 
		Back to the beginning...Mind Missile
		(Invasive, ME, MT)  Base cost 5 points. The caster convinces the target that he has just thrown
		something dangerous at them.  If the target believes the spell,
		i.e., the caster overcomes the targets PSYCHE, the target will
		take damage per the item thrown.Blur
		(Defensive, ME, MT)  Base cost 4 points. This spells blurs the caster, making his outline difficult to
		see.  If the caster overcomes his target's PSYCHE, the caster may
		add one point to his defensive WARFARE per point from the Magic
		Pool invested in the spell.Dispel Illusion
		(Summoning, ME)  Base cost 2 points. Banishes the illusionary.  The caster's Magic Pool must
		overcome those Magic Pool points previously invested in the
		illusion.Images
		(Summoning, ME, MT)  Base cost 3 points. Creates a visual and audible illusion, provided the target's
		PSYCHE is overcome.Invisibility
		(Summoning, ME, MT)  Base cost 3 points. Makes the caster invisible by placing an illusion of the
		surrounding terrain between the caster and any trying to view him. 
		The illusion is perfect, provided the necessary PSYCHEs are
		overcome, accept at close range where the light can be seen to be
		'warping'.Wardrobe
		(Summoning, ME, MT)  Base cost 3 points. Allows for quick changes to anything the caster can imagine. 
		Any PSYCHEs that are not overcome by the spell will see through
		the illusion to what the caster is really wearing.Shadow
		(Summoning, ME, MT)  Base cost 3 points. The caster creates an illusion of darkness, which is
		impenetrable to normal sight, provided targets' PSYCHEs are
		overcome.Disguise
		(Summoning, ME, MT)  Base cost 3 points. Allows the caster to undergo illusionary plastic surgery,
		making his face look like any he wishes, or to just change his
		features subtlety.  Anyone with a PSYCHE greater than the Magic
		Pool points placed into the spell will be able to see through the
		illusion.Duplicate
		(Summoning, ME, MT)  Base cost 3 points. The caster creates a double of anything he can see with this
		spell.  Anyone with a higher PSYCHE than Magic Pool points placed
		into the spell will not be able to see the duplicate.Temperature
		(Summoning, ME, MT)  Base cost 3 points. This allows for dramatic, if illusionary, changes in
		temperature.  This perceived change in environment will begin to
		effect targets over the long term, unless their PSYCHE is greater
		than the Magic Pool points placed in the spell.Light
		(Summoning, SM, ME)  Base cost 3 points. The caster creates a ball of light that hovers near his
		shoulder and provides illumination.  The ball is actually there
		and is not an illusion, making it subject to Dispels. 
 This college of spells depends on the natural world and living
	plants.  Without these, the spells are ineffective. 
		Back to the beginning...Oak Shield
		(Defensive, SO, SM, ME)  Base cost 5 points. Makes the caster's skin as tough as wood.  Defense can be
		purchased up to Resistance to Guns.  Invulnerability may not be
		purchased.Wood Bolt
		(Invasive, SO, SM, ME)  Base cost 6 points. This spell is begun by throwing a small stick at the target. 
		In mid flight, the stick turns to sharpened wooden spear.  Damage
		on this spear can be purchased in the normal fashion, but the
		caster must use his WARFARE to hit the target, and then overcome
		the target's Magic Power and Magic Strength.Circle of Ash
		(Defensive, SO, SM, ME)  Base cost 5 points. The caster convinces the trees to protect him, and any he
		chooses from harm.  The trees literally come to life to do this. 
		Their effectiveness can be purchased at the normal ten, 20 and 40
		point ratio from the Magic Pool.Wood's Renewal
		(Invasive, ME, MT)  Base cost 5 points. The caster calls upon growing things to help recover from
		physical or magical harm and from poisons.  Rapid Healing may be
		purchased for 20 points and a limited Regeneration for
		40.Wood's Grasp
		(Invasive, SO, SM, ME)  Base cost 6 points. The undergrowth comes alive at the caster's command and
		entwines itself around the target.  The caster must overcome the
		target's STRENGTH to contain and restrain them.Storm of Thorns
		(Invasive, SO, SM, ME)  Base cost 6 points. This spell forces any existing naturally sharp objects to fly
		at the target.  Since the target is attacked from all directions,
		a WARFARE check is not required, but the caster must overcome the
		target's Magical Power and Strength to do them any real harm. 
		Damage on the spell can be bought up to Extra Hard.Paths of Confusion
		(Invasive, SM, ME, MT)  Base cost 6 points. The caster calls upon the woods to confuse his path, befuddling
		any pursuers.  Since this spell is partly illusion, the caster
		must overcome the target's PSYCHE.Wood Speak
		(Summoning, SM, ME, MT)  Base cost 4 points. The caster is able to 'talk' to the trees to find out events
		that have happened in the past.  This is a long spell to cast, as
		trees tend to be slow talkers.Visions of the Forest
		(Summoning, SM, ME, MT)  Base cost 4 points. By 'talking' to the forest, the caster is able to determine who
		and what is currently within it.Swirling Leaves
		(Summoning, SO, SM, ME)  Base cost 4 point. The caster causes leaves and forest floor debris to swirl
		around, making it impossible to see or hear normally.Secret Paths
		(Summoning, SM, ME, MT)  Base cost 4 points. Using these paths, the caster is almost impossible to see or
		hear in the woods, provided the Magic Power's of those looking for
		him are overcome by the caster's Magic Pool.Wood Shaping
		(Summoning, SM, ME)  Base cost 3 points. Allows the caster to shape living wood into any form he wishes. 
		Trees can also be made to attack opponents, using the caster's
		WARFARE.Black Touch
		(Invasive, ME, MT)  Base cost 5 points. If this spell successfully overcomes the target's Magical Power
		and Strength, all of the target's characteristics will be halved
		until the spell is removed. 
 These spells depend on the presence of water or the caster's
	ability to create water. 
		Back to the beginning...Water Balls
		(Invasive, SO, SM, ME)  Base cost 6 points. The caster throws water at the target.  In mid flight it
		changes to boiling water.  Damage on the water can be purchased at
		the ten, 20 and 40 point level, but WARFARE must be used to hit
		the target and the target's Magical Power and Strength must be
		overcome for the target to receive the damage.Dowsing
		(Summoning, SM, ME)  Base cost 3 points. This spell allows the caster to locate water.Water Fist
		(Invasive, SO, SM, ME)  Base cost 6 points. This spell can only be cast around large collections of water. 
		At the caster's command, this water rises up and strikes the
		target.  Damage can be bought at the ten, 20 and 40 point level,
		but WARFARE must be used to hit the target and the target's
		Magical Power and Strength must be over come for the damage to be
		received.Create Water
		(Summoning, SO, SM, ME)  Base cost 4 points. This spell creates one cubic foot of water per Magic Pool point
		invested in the spell.Purify Water
		(Summoning, SM, ME)  Base cost 3 points. Removes impurities, and poisons, from any liquid, making it
		drinkable.Change Water Temperature
		(Summoning, SM, ME)  Base cost 3 points. This allows the caster to change water temperature from
		freezing to very hot.  No damage can be delivered with this
		spell.Far Sight
		(Summoning, SM, ME)  Base cost 3 points. Much like Fire Sight, this spell allows the caster to look into
		water, and see out from water anywhere within the same
		Shadow.Dehydrate
		(Invasive, SM, ME, MT)  Base cost 6 points. This spell draws the moisture from the target.  The target's
		Magic Power and Strength must first be overcome, then damage can
		be purchased at the normal ten, 20 and 40 point level.Steam Cloud
		(Invasive, SO, SM, ME)  Base cost 6 points. This spell creates a cloud of superheated steam, and does not
		rely on WARFARE to successfully hit.  Damage may be bought at the
		normal ten, 20 and 40 point ratio, but the target's Magic Power
		and Strength must be overcome for the damage to be
		effective.Mist Form
		(Summoning, ME)  Base cost 2 points. This major shape change turns the caster and his belongings to
		mist.  While rendering the caster immune to physical attacks, mind
		attacks, and some energy attacks, like wind and fire, will still
		effect the caster.  The caster can use this form to get into very
		small places.  Of course, this would be an awful time to have a
		Dispel successfully cast by an enemy...Fog Bank
		(Summoning, SO, SM, ME)  Base cost 4 points. The caster summons a thick fog, rendering normal sight
		useless.Breathe Water
		(Summoning, ME, MT)  Base cost 3 points. Allows the caster to breathe under water and resist cold and
		pressure.Water Walking
		(Summoning, SM, ME)  Base cost 3 points. Allows the caster to walk on water. 
 This college relies on the presence of storms, or the caster's
	ability to create them. 
		Back to the beginning...Detect Weather Manipulation
		(Summoning, SM, ME)  Base cost 3 points. The caster can use this spell to determine whether the weather
		currently being experienced happens to be natural, or
		not.Rain Storm
		(Summoning, SO, SM, ME)  Base cost 4 points. This spell causes a sudden downpour, quenching any flames that
		happen to be in the area.Wind Control
		(Summoning, SO, SM, ME)  Base cost 4 points. Allows the caster to summon and control winds.  The speed and
		force of these winds can be purchased at the normal ten, 20 and 40
		point level, but if damage to the target is intended, the target's
		Magic Power and Strength must be overcome.  Unless, of course, you
		want to just blow them off of something...Wind Riding
		(Summoning, SO, SM, ME)  Base cost 4 points. Summons winds to the caster that swirl around him and enable
		flight.  The speed of this flight can be purchased at the normal
		ten, 20 and 40 point ratio.  Do watch out for low branches, high
		steeples, mountains, the untimely Dispel...Thunder Clap
		(Invasive, SO, SM, ME)  Base cost 6 points. The Faeries' version of the Big Bang, this spell sets off a
		thunderclap just outside the target's ears.  Damage may be
		inflicted at the normal ratio, and if the target's Magic Power and
		Strength are overcome.Weather Vision
		(Summoning, ME)  Base cost 2 points. Like Fire and Water Sight, this spell allows the caster to look
		through a storm and see out of a storm anywhere else in the same
		Shadow. 
 Since this College draws on the substance of the caster himself,
	the caster need only rely on his Magic Pool for these spells.  There
	is one catch, however.  For the spells to be effective, the Magic
	Power of the target must always be overcome by the caster.  Otherwise,
	the spells have no effect whatsoever.  The target can not allow the
	spells to just 'happen' to them.  The caster must overcome the
	target's Magic Power, making up any difference from their Magic Pool,
	before the spell is paid for. 
		Back to the beginning...Minor Healing
		(Invasive, ME, MT)  Base cost 5 points. This spell will counter damage done by normal weapons.Major Healing
		(Invasive, MEx2, MT)  Base cost 6 points. This spell will counter damage done by magical weapons up to
		Double Damage.Exalted Healing
		(Invasive, MEx4, MT)  Base cost 8 points. This spell will counter damage done by magical weapons up to
		Deadly Damage.Restore Physique
		(Invasive, ME, MT)  Base cost 5 points. This spell is the counter to Black Touch and will restore the
		target's diminished characteristics.Restore Mind
		(Invasive, ME, MT)  Base cost 5 points. Allows the caster to repair mental damage done to the target,
		such as memory loss and mental illness.Restore Senses
		(Invasive, ME, MT)  Base cost 5 points. Allows the caster to restore sight or hearing to those that
		have had them destroyed or damaged through normal or magical
		means.  This spell will not correct birth defects,
		however.Cure Disease
		(Invasive, ME, MT)  Base cost 5 points. Allows the caster to kill any nasty viruses or bacteria running
		around the target's body.Neutralize Poison
		(Invasive, ME, MT)  Base cost 5 points. Allows the caster to stop the progress of poison through the
		target's system.  It does not, however, take care of the damage
		already done.  Other spells in this College will have to be
		consulted for that.Detect Ailment
		(Invasive, ME, MT)  Base cost 5 points. Allows the caster to determine what ails the target.Immune
		(Invasive, ME, MT)  Base cost 5 points. Renders the caster, or any that the spell is cast upon, to
		resist completely the effects of any natural disease and some
		magical ones.Regain Health
		(Invasive, ME, MT)  Base cost 5 points. Restores vim and vigor to the caster, or any who the spell is
		cast upon, including restoration of the Magic Pool. 
  "Outrageous Fortune"
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 Text and artwork © Wendi Strang-Frost, 1999, unless otherwise
	noted.
 This page was last updated on July 30, 1999.
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