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Hero System
Grimoire
A book of spells for the hero system
Author
Steven S. Long
Additional Contributions
Dean Shomshak; Cryptic Studios
Cover Art
Fred Hicks
Interior Art
Maral Agnerian, Brett Barkley, Nate Barnes, Christopher Burdett, Storn Cook, Jefferson Cram, Andrew Cremeans,
Keith Curtis, Jonathan Davenport, Brendon & Brian Fraim, John Grigni, Malcolm T. Harrison, Mark Helwig,
Nick Ingeneri, Scott Ruggels, Klaus Scherwinski, Greg Smith, Chris Stevens, Jason Williford, Jonathan Wyke
HERO System™® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form
HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights or by any means, electronic or mechanical, including photocopying,
reserved. recording, or computerization, or by any information storage and
Champions, Dark Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All retrieval system, without permission in writing from the Publisher:
rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.
“Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in Canada. First printing March 2010.
Fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1201
Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc. ISBN Number: 978-1-58366-134-5
d/b/a Hero Games. All rights reserved. http://www.herogames.com
TABLE OF CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 5
ALCHEMY . . . . . . . . . . . . . . . . . . . . . . . 8
ARCANOMANCY . . . . . . . . . . . . . . . . . . . 22
AREOMANCY . . . . . . . . . . . . . . . . . . . . . 29
BLACK MAGIC . . . . . . . . . . . . . . . . . . . . 47
CHAOS MAGIC . . . . . . . . . . . . . . . . . . . . 62
CONJURATION . . . . . . . . . . . . . . . . . . . . 67
CYBERMANCY . . . . . . . . . . . . . . . . . . . . 74
DIVINATION . . . . . . . . . . . . . . . . . . . . . . 83
DIVINE MAGIC . . . . . . . . . . . . . . . . . . . . 87
DRUIDRY . . . . . . . . . . . . . . . . . . . . . . 101
ELEMENTAL MAGIC: AIR . . . . . . . . . . . . . . . 117
ELEMENTAL MAGIC: EARTH . . . . . . . . . . . . . 124
ELEMENTAL MAGIC: FIRE . . . . . . . . . . . . . . 133
ELEMENTAL MAGIC: WATER . . . . . . . . . . . . . 143
ELEMENTAL MAGIC: MISCELLANEOUS . . . . . . . . 148
ENCHANTMENT . . . . . . . . . . . . . . . . . . . 154
MONSTER MAGIC . . . . . . . . . . . . . . . . . . 167
NAMING MAGIC . . . . . . . . . . . . . . . . . . . 174
NECROMANCY . . . . . . . . . . . . . . . . . . . 179
ORIENTAL SORCERY . . . . . . . . . . . . . . . . . 196
PROFESSIONAL MAGIC . . . . . . . . . . . . . . . 207
RUNE MAGIC . . . . . . . . . . . . . . . . . . . . 217
SHAMANISM . . . . . . . . . . . . . . . . . . . . 228
SONG MAGIC . . . . . . . . . . . . . . . . . . . . 245
SORCERY . . . . . . . . . . . . . . . . . . . . . . 253
SUPERHEROIC THAUMATURGY . . . . . . . . . . . . 266
THAUMATURGY . . . . . . . . . . . . . . . . . . . 281
THEURGY . . . . . . . . . . . . . . . . . . . . . . 289
VOODOO . . . . . . . . . . . . . . . . . . . . . . 301
WARRIOR-MAGERY . . . . . . . . . . . . . . . . . 331
WITCHCRAFT . . . . . . . . . . . . . . . . . . . . 337
WIZARDRY . . . . . . . . . . . . . . . . . . . . . 346
Hero System Grimoire n Introduction 5
INTRODUC TION
O
ne of the most difficult and time- Enchantment, the Art of casting spells through
consuming chores facing potential HERO enchanted items.
System GMs, particularly those running Monster Magic, spells learned and cast by
Fantasy Hero games, is the need to create various types of monsters.
spells for the campaign. Unless the GM is willing Naming Magic, spells that derive their power
to let the players create their Rcharacters’ spells, he from the caster’s knowledge of the target’s True
has to go to considerable effort to design the spells Name.
characters can choose. Necromancy, magic pertaining to life, death,
To help the GM with this task, The HERO undeath, and related subjects, usually considered a
System Grimoire presents thousands of pre- black and evil Art.
generated spells in a wide variety of categories Oriental Sorcery, magics derived from Asian
— alchemy, necromancy, divine magic, and more. occultism, folklore, myth, and philosophy.
If you can’t find the spell you want in this book, Professional Magic, spells that adventurers and
you can easily use its contents as guidelines for everyday folk in High Fantasy campaigns use to ABBREVIATIONS
designing your own spells. make their jobs easier and safer.
Rune Magic, the magic of carved and painted This book uses the
ALCHEMY
A
lchemy is the art of creating potions,
elixirs, salves, unguents, and the like by
mixing and activating various substances
POTIONS
and, in the process, unlocking the
magical essences within them. Alchemists can also kkPOTION OF CLOUD FORM
create some magical constructs, such as golems. Effect: Desolidification
They spend long hours in their laboratories and Target: One character (usually self)
workrooms, brewing potions based on time- Quaffing Time: Half Phase
tested formulae and trying to devise newer, more Casting Procedures: N/A
powerful potions of their own. Since most alche- Duration: Constant
mists sell potions to adventurers, one who creates Range: Self
a useful new potion can become quite wealthy. Magic Roll Penalty: -6 to brew
The potions and other items below are created Charges: 4 Continuing Charges
using the rules on pages 322-24 of Fantasy Hero. lasting 5 Minutes each
Because they’re built with Delayed Effect, you
need to establish a way to calculate how many Description: A character who drinks this potion
potions an alchemist can normally have at once. transforms into a cloud of mist for up to five
These writeups assume that an alchemist can have, minutes. While in mist form, he cannot pass
for the base +¼ value of Delayed Effect, no more through solid objects, but can fit through the
than INT/2 of his own potions available for use at smallest cracks (under doors, between the bars of
any time (“available for use” includes giving them a jail cell, through the rocks of a cave-in). In mist
to another person friendly to him, but not selling form he cannot be harmed, save by wind, heat,
them to a stranger). Any character may have ready and chill.
for use as many found or purchased potions as Game Information: Desolidification (affected by
he likes (subject of course to the GM’s approval). heat, cold, or wind), Delayed Effect (may have
“Potions” in this sense means anything created by available a number of potions equal to character’s
Alchemy other than a construct, including salves, INT; +½) (60 Active Points); OAF Fragile (-1¼),
dusts, and the like. Cannot Pass Through Solid Objects (-½), Concen-
In the potion write-ups, Concentration, Extra tration (0 DCV throughout brewing; -1), Extra
Time, and Requires A Magic Roll are Storing Time (6 Hours to brew; -3½), Requires A Magic
Limitations; they apply only to the creation of the Roll (to brew; -½), 4 Continuing Charges lasting
potion, not its use. 5 Minutes each (-0). Total cost: 8 points.
Options:
1) Remove A +½ Advantage: 40 Active Points;
total cost 5 points.
2) Remove A -¼ Limitation: Total cost 8 points.
3) Remove A -½ Limitation: Total cost 8 points.
4) Add A +¼ Advantage: 70 Active Points; total
cost 9 points.
5) Add A +½ Advantage: 80 Active Points; total
cost 10 points.
6) Add A -¼ Limitation: Total cost 7 points.
7) Add A -½ Limitation: Total cost 7 points.
Hero System Grimoire n Alchemy 9
kkPOTION OF FIRE BREATH Game Information: Growth (+30 STR, +10 CON,
+10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN,
Effect: RKA 2d6
+3m Reach, +24m Running, -12m KB, +4 to
Target: 1m radius
others’ OCV to hit character, +4 to others’ PER
Quaffing Time: Full Phase
Rolls to perceive character, 8m tall, 4m wide,
Casting Procedures: N/A
6,400 kg), Delayed Effect (may have available a
Duration: Instant
number of potions equal to character’s INT; +½)
Range: 16m
(75 Active Points); OAF Fragile (-1¼), Concentra-
Magic Roll Penalty: -5 to brew
tion (0 DCV throughout brewing; -1), Extra Time
Charges: 4
(6 Hours to brew; -3½), Extra Time (Full Phase
Description: This strong, bitter-tasting, dark to quaff potion and grow; -½), Requires A Magic
amber-colored potion doesn’t work like most Roll (to brew; -½), 4 Continuing Charges lasting 5
potions do, by altering the imbiber’s body in some Minutes each (-0). Total cost: 10 points.
way. Instead, immediately after drinking a dose,
Options:
the character can breathe forth a gout of flame!
1) Strong Potion: This version of the potion
Game Information: RKA 2d6, Area Of Effect (1m makes the imbiber twice as tall as a storm
Radius; +¼), Delayed Effect (may have available a giant! Increase to Growth (+45 STR, +15
number of potions equal to character’s INT; +½) CON, +15 PRE, +9 PD, +9 ED, +9 BODY,
(52 Active Points); OAF Fragile (-1¼), Concentra- +18 STUN, +7m Reach, +36m Running,-18m
tion (0 DCV throughout brewing; -1), Extra Time KB, +6 to others’ OCV to hit character, +6 to
(6 Hours to brew; -3½), Extra Time (Full Phase to others’ PER Rolls to perceive character, 16m
quaff potion and breathe fire; -½), Limited Range tall, 8m wide, 50,000 kg). 135 Active Points;
(16m; -¼), Requires A Magic Roll (to brew; -½), 4 total cost 17 points.
Charges (-1). Total cost: 6 points. 2) Weak Potion: This version of the potion only
Options: makes the imbiber about as tall as a hill giant.
1) Strong Potion: Increase to RKA 3d6. 79 Active Decrease to Growth (+15 STR, +5 CON, +5
Points; total cost 9 points. PRE, +3 PD, +3 ED, +3 BODY, +6 STUN,
2) Weak Potion: Decrease to RKA 1d6. 26 Active +1m Reach, +12m Running, -6m KB, +2 to
Points; total cost 3 points. others’ OCV to hit character, +2 to others’
3) Remove A +¼ Advantage: 45 Active Points; PER Rolls to perceive character, 4m tall, 2m
total cost 5 points. wide, 800 kg). 37 Active Points; total cost 5
4) Remove A +½ Advantage: 37 Active Points; points.
total cost 4 points. 3) Remove A +¼ Advantage: 62 Active Points;
5) Remove A -¼ Limitation: Total cost 6 points. total cost 8 points.
6) Remove A -½ Limitation: Total cost 6 points. 4) Remove A +½ Advantage: 50 Active Points;
7) Add A +¼ Advantage: 60 Active Points; total total cost 6 points.
cost 7 points. 5) Remove A -¼ Limitation: Total cost 10 points.
8) Add A +½ Advantage: 67 Active Points; total 6) Remove A -½ Limitation: Total cost 10 points.
cost 7 points. 7) Add A +¼ Advantage: 87 Active Points; total
9) Add A -¼ Limitation: Total cost 6 points. cost 11 points.
10) Add A -½ Limitation: Total cost 5 points. 8) Add A +½ Advantage: 100 Active Points; total
cost 13 points.
kkPOTION OF GIANT FORM 9) Add A -¼ Limitation: Total cost 9 points.
10) Add A -½ Limitation: Total cost 9 points.
Effect: Growth
Target:
Quaffing Time:
One character (usually self)
Full Phase
kkPOTION OF GIANT’S
Casting Procedures: N/A STRENGTH
Duration: Constant Effect: +40 STR
Range: Self Target: One character (usually self)
Magic Roll Penalty: -7 to brew Quaffing Time: Half Phase
Charges: 4 Continuing Charges Casting Procedures: N/A
lasting 5 Minutes each Duration: Constant
Description: After quaffing this potion, the Range: Self
imbiber grows to storm giant size — 8 meters tall Magic Roll Penalty: -6 to brew
— in the blink of an eye. Now much stronger and Charges: 4 Continuing Charges
tougher than normal, he can wreak havoc among lasting 5 Minutes each
his enemies... but can also be hit more easily by Description: Upon drinking this potion, a char-
them. acter becomes as strong as a stone giant! The effect
only lasts for five minutes, but that’s enough time
to slay many enemies, smash down castle walls, or
carry a heavy load over a swollen stream.
Hero System Grimoire n Alchemy 11
Options: Options:
1) Strong Ointment: Increase to Resistant Protec- 1) Strong Salve: Increase to Resistant Protection
tion (+5 PD/+5 ED). 22 Active Points; total (7 PD/5 ED). 27 Active Points; total cost 3
cost 2 points. points.
2) Weak Ointment: Decrease to Resistant Protec- 2) Weak Salve: Decrease to Resistant Protection
tion (+1 PD/+1 ED). 4 Active Points; total (3 PD/1 ED). 9 Active Points; total cost 1
cost 1 point. point.
3) Remove A +¼ Advantage: 11 Active Points; 3) Remove A +¼ Advantage: 15 Active Points;
total cost 1 point. total cost 2 points.
4) Remove A +½ Advantage: 9 Active Points; 4) Remove A +½ Advantage: 12 Active Points;
total cost 1 point. total cost 1 point.
5) Remove A -¼ Limitation: Total cost 1 point. 5) Remove A -¼ Limitation: Total cost 2 points.
6) Remove A -½ Limitation: Total cost 1 point. 6) Remove A -½ Limitation: Total cost 2 points.
7) Add A +¼ Advantage: 16 Active Points; total 7) Add A +¼ Advantage: 21 Active Points; total
cost 2 points. cost 2 points.
8) Add A +½ Advantage: 18 Active Points; total 8) Add A +½ Advantage: 24 Active Points; total
cost 2 points. cost 3 points.
9) Add A -¼ Limitation: Total cost 1 point. 9) Add A -¼ Limitation: Total cost 2 points.
10) Add A -½ Limitation: Total cost 1 point. 10) Add A -½ Limitation: Total cost 2 points.
Description: When rubbed into a character’s skin Description: Similar to a Potion Of Healing,
(it has no effect on nonliving beings or objects), but more efficacious, this sweet-smelling salve
this salve makes the skin stony hard for an hour, instantly knits together wounds and restores
allowing him to resist damage easily. It provides injured persons to good health.
slightly more protection against physical attacks Game Information: Simplified Healing 6d6,
than fire or other forms of energy. Delayed Effect (may have available a number of
It takes one minute to apply the Salve to a potions equal to character’s INT; +½) (90 Active
human-sized person. The GM may, in his discre- Points); OAF Fragile (-1¼), Concentration (0
tion, decrease or increase this time for smaller or DCV throughout brewing; -1), Extra Time (6
taller beings. Hours to brew; -3½), Extra Time (1 Minute to
Game Information: Resistant Protection (5 PD/3 apply to character; -1½), Requires A Magic Roll
ED), Delayed Effect (may have available a number (to brew; -½), 4 Charges (-1). Total cost: 9 points.
of potions equal to character’s INT; +½) (18 Options:
Active Points); OAF Fragile (-1¼), Only Works 1) Strong Salve: Increase to Simplified Healing
On Living Skin (-0), Concentration (0 DCV 8d6. 120 Active Points; total cost 12 points.
throughout brewing; -1), Extra Time (6 Hours 2) Weak Salve: Decrease to Simplified Healing
to brew; -3½), Extra Time (1 Minute to apply to 4d6. 60 Active Points; total cost 6 points.
character; -1½), Requires A Magic Roll (to brew; 3) Remove A +¼ Advantage: 75 Active Points;
-½), 4 Continuing Charges lasting 1 Hour each total cost 8 points.
(-0). Total cost: 2 points. 4) Remove A +½ Advantage: 60 Active Points;
total cost 6 points.
5) Remove A -¼ Limitation: Total cost 9 points.
6) Remove A -½ Limitation: Total cost 10 points.
7) Add A +¼ Advantage: 105 Active Points; total
cost 11 points.
8) Add A +½ Advantage: 120 Active Points; total
cost 12 points.
9) Add A -¼ Limitation: Total cost 9 points.
10) Add A -½ Limitation: Total cost 9 points.
18 n Alchemy Hero System 6th Edition
DUSTS
Dusts are small packets, flasks, or jars of
enchanted powders. The character typically throws
them at the target. If the powder is in a container
that shatters upon impact, it has a normal Range
based on the character’s STR; if the powder is
loose and the character has to throw handfuls of it,
it has a maximum range of 6m.
kkDUST OF ILLUSION
Effect: Sight Group Images,
-3 PER Rolls
Target: 8m Radius
Casting Time: Half Phase
Casting Procedures: N/A
Duration: Constant
Range: RBS
Magic Roll Penalty: -4 to brew
Charges: 4 Continuing Charges
lasting 1 Turn each
Description: When thrown or sprinkled over an
area, this dust creates a visual illusion of the user’s
choice. Since the illusion is only visual, scenes or
events that require sound or odor will quickly be
revealed as false.
Game Information: Sight Group Images, -3 to PER
Rolls, Area Of Effect (8m Radius; +½), Delayed
Effect (may have available a number of potions
equal to character’s INT; +½) (38 Active Points);
OAF Fragile (-1¼), Concentration (0 DCV
throughout brewing; -1), Extra Time (6 Hours to
brew; -3½), Range Based On STR (-¼), Requires
A Magic Roll (to brew; -½), 4 Continuing Charges
lasting 1 Turn each (-½). Total cost: 5 points.
Options:
1) Strong Dust: Add Hearing Group and increase
to -4 PER Rolls. 54 Active Points; total cost 7
points.
2) Weak Dust: Decrease to no PER Roll penalty.
20 Active Points; total cost 2 points.
3) Remove A +¼ Advantage: 33 Active Points;
total cost 4 points.
4) Remove A +½ Advantage: 28 Active Points;
total cost 3 points.
5) Remove A -¼ Limitation: Total cost 5 points.
6) Remove A -½ Limitation: Total cost 4 points.
7) Add A +¼ Advantage: 43 Active Points; total
cost 5 points.
8) Add A +½ Advantage: 47 Active Points; total
cost 6 points.
9) Add A -¼ Limitation: Total cost 5 points.
10) Add A -½ Limitation: Total cost 5 points.
Hero System Grimoire n Alchemy 19
kkMORPHEAN DUST
Effect: Blast 8d6, NND CONSTRUCTS
Target: One character Constructs are man-made objects animated
Casting Time: Half Phase (Attack Action) by magic — golems and the like, though they can
Casting Procedures: N/A come in many different shapes than humanoid.
Duration: Instant The HERO System Bestiary has some example
Range: RBS golems on pages 141-45, but clever alchemists
Magic Roll Penalty: -10 to brew could build many other types, or give the stan-
Charges: 4 dard types additional powers. (Other types of
Description: When someone breathes this potent spellcasters can often create golems as well; for
dust, the silken grasp of the gods of sleep takes example, in many settings priests can construct
hold of them and casts them gently down to golems of clay.)
slumber. The victim’s enemies often take steps to
ensure he never wakes up. kkCREATE METAL GOLEM
Game Information: Blast 8d6, NND (defense is Effect: Summon one metal golem
Life Support [Self-Contained Breathing or appro- built on 451 Total Points
priate Immunity]; +1), Delayed Effect (may have Target: Special
available a number of potions equal to character’s Casting Time: 1 Month
INT; +½) (100 Active Points); OAF Fragile (-1¼), Casting Procedures: Focus, Gestures, Incantations
Concentration (0 DCV throughout brewing; -1), Duration: Instant
Extra Time (6 Hours to brew; -3½), Range Based Range: No Range
On STR (-¼), Requires A Magic Roll (to brew; Magic Roll Penalty: -18
-½), 4 Charges (-1). Total cost: 12 points. END Cost: 18
Options: Description: With this alchemical process, an
1) Strong Dust: Increase to Blast 10d6. 125 alchemist can take a supply of metal (typically iron
Active Points; total cost 15 points. or steel), form and shape it into the semblance of
2) Weak Dust: Decrease to Blast 6d6. 75 Active a man (or the like), and then bring it to life with
Points; total cost 9 points. the help of certain formulae-inscribed amulets
3) Remove A +¼ Advantage: 90 Active Points; and invocations. The alchemist can only have one
total cost 10 points. of these loyal, indefatigable servants in existence
4) Remove A +½ Advantage: 80 Active Points; at a time.
total cost 9 points. Creating a metal golem requires a month of
5) Remove A -¼ Limitation: Total cost 12 points. labor in forge, laboratory, and workroom, with
6) Remove A -½ Limitation: Total cost 12 points. breaks only to eat and sleep. Any significant inter-
7) Add A +¼ Advantage: 110 Active Points; total ruption requires the caster to buy new amulets
cost 13 points. and begin the work all over again.
8) Add A +½ Advantage: 120 Active Points; total
Game Information: Summon one metal golem
cost 14 points.
built on 451 Total Points (see HSB 143), Slav-
9) Add A -¼ Limitation: Total cost 11 points.
ishly Devoted (+1) (180 Active Points); OAF
10) Add A -½ Limitation: Total cost 11 points.
Expendable (metals necessary to form golem,
including formulae-inscribed amulets, Very
Difficult to obtain; -1½), Concentration (0 DCV
throughout casting; -1), Extra Time (1 Month; -5),
Gestures (throughout casting; -½), Incantations
(throughout casting; -½), Requires A Magic Roll
(-½). Total cost: 18 points.
Options:
1) Remove A +¼ Advantage: 157 Active Points;
total cost 16 points.
2) Remove A +½ Advantage: 135 Active Points;
total cost 13 points.
3) Remove A -¼ Limitation: Total cost 18 points.
4) Remove A -½ Limitation: Total cost 19 points.
5) Add A +¼ Advantage: 202 Active Points; total
cost 20 points.
6) Add A +½ Advantage: 225 Active Points; total
cost 22 points.
7) Add A -¼ Limitation: Total cost 17 points.
8) Add A -½ Limitation: Total cost 17 points.
Hero System Grimoire n Alchemy 21
Effect: Damage Negation Game Information: Detect Magic (INT Roll) (no
(-8 DCs Magic) Sense Group), Discriminatory, Analyze (15 Active
Target: Self Points); Costs Endurance (-½), Extra Time (Full
Casting Time: Half Phase Phase; -½), Gestures (-¼), Incantations (-¼),
Casting Procedures: Focus, Gestures, Incantations Requires A Magic Roll (-½). Total cost: 5 points.
Duration: Constant Options:
Range: Self 1) Strong Spell: Increase to INT Roll +5. 20
Magic Roll Penalty: -4 Active Points; total cost 7 points.
END Cost: 4 2) Weak Spell: Remove Analyze. 10 Active
Description: This spell creates a field of arcano- Points; total cost 3 points.
mantic dispersion around the caster that protects 3) Focused Spell: Add OAF (small crystal lens;
him by disrupting and interfering with harmful -1). Total cost: 4 points.
magic spells and powers. It works on attacks 4) Remove A -¼ Limitation: Total cost 5 points.
projected from magical items, but not against 5) Remove A -½ Limitation: Total cost 6 points.
attacks made with enchanted weapons (unless the 6) Add A +¼ Advantage: 19 Active Points; total
GM rules otherwise based on the nature of the cost 6 points.
weapon). 7) Add A +½ Advantage: 22 Active Points; total
This spell requires the GM’s permission to cost 7 points.
buy, because it uses the optional “special effects 8) Add A -¼ Limitation: Total cost 5 points.
Damage Negation” rule from 6E1 183. 9) Add A -½ Limitation: Total cost 4 points.
10) Ranged Spell: The caster can perceive arcane
Game Information: Damage Negation (-8 DCs energies at a distance. Add Range. 20 Active
Magic) (40 Active Points); OAF Expendable (tiny Points; total cost 7 points.
Hero System Grimoire n Areomancy 29
AREOM A NCY
A
reomancy, sometimes referred to as Options:
Polemancy, is the formal term for what 1) Strong Spell: Increase to Sight Group Flash
most people call “Battle Magic” — spells 10d6. 125 Active Points; total cost 29 points.
intended for use in war that have battle- 2) Weak Spell: Decrease to Sight Group Flash
field-level effects, augment or harm large numbers 6d6. 75 Active Points; total cost 18 points.
of soldiers, and the like. Most offensive spells in 3) Free Spell: Total cost: 33 points.
this book work on the small group “tactical” level 4) Remove A +¼ Advantage: 90 Active Points;
common to most HERO System campaigns; these total cost 21 points.
spells affect much larger areas or a greater number 5) Remove A +½ Advantage: 80 Active Points;
of targets. total cost 19 points.
Many Areomancy spells involve conferring 6) Remove A -¼ Limitation: Total cost 25 points.
magical powers on large groups of soldiers. These 7) Remove A -½ Limitation: Total cost 27 points.
spells often use the Differing Modifiers rules on 8) Add A +¼ Advantage: 110 Active Points; total
6E1 359, since the restrictions on how wizards cast cost 26 points.
them aren’t the same as the restrictions governing 9) Add A +½ Advantage: 120 Active Points; total
the use of the powers by the recipients. cost 28 points.
10) Add A -¼ Limitation: Total cost 22 points.
11) Add A -½ Limitation: Total cost 22 points.
OFFENSIVE SPELLS 12) Ritual Battle Magic: Casting this spell requires
several wizards. Add Requires Multiple Users
(9 casters; -1). Total cost: 21 points.
kkARMY OF THE BLIND
Effect: Sight Group Flash 8d6 kkARROWS APLENTY
Target: 125m Radius Effect: Major Transform 3d6 (create
Casting Time: Full Phase (Attack Action) missile weapons out of thin air)
Casting Procedures: Focus, Gestures, Incantations Target: See text
Duration: Instant Casting Time: 1 Turn (Attack Action)
Range: 400m Casting Procedures: Focus, Gestures, Incantations
Magic Roll Penalty: -10 Duration: Instant
END Cost: 10 Range: No Range
Description: This spell creates an enormous flash Magic Roll Penalty: -4
of bright light to blind an enemy army. END Cost: 4
Game Information: Sight Group Flash 8d6, Area Description: This spell creates arrows (or other
Of Effect (125m Radius; +1½) (100 Active Points); missiles, such as sling bullets or javelins) out of
OAF Expendable (piece of sunstone engraved with thin air. Each casting creates one arrow for every 2
mystic runes, Difficult to obtain; -1¼), Extra Time points rolled on the Transform.
(Full Phase; -½), Gestures (-¼), Incantations (-¼), Buying and using this spell requires the GM’s
Requires A Magic Roll (-½), Spell (-½). Total cost: permission because it applies Transform in an
23 points. unusual way. Ordinarily, characters should not use
Transform to create weapons out of thin air; the
proper way to do that is to buy an Attack Power
with some form of the Usable On Others Advan-
tage. However, in the case of creating “ammuni-
tion” like arrows or sling bullets, the Usable On
Others approach raises some difficult issues, such
as how long the arrows remain in existence and
who can use them. The Transform method avoids
those difficulties.
30 n Areomancy Hero System 6th Edition
Game Information: Major Transform 3d6 (create 5) Remove A +½ Advantage: 36 Active Points;
missile weapons out of thin air, heals back by total cost 10 points.
any attack that destroys the missiles), Improved 6) Remove A -¼ Limitation: Total cost 12 points.
Results Group (any type of missile; +¼) (37 Active 7) Remove A -½ Limitation: Total cost 13 points.
Points); OAF Expendable (an unused arrow-shaft 8) Add A +¼ Advantage: 45 Active Points; total
without fletchings or head, carved with mystic cost 12 points.
runes, Difficult to obtain; -1¼), Concentration (0 9) Add A +½ Advantage: 49 Active Points; total
DCV throughout casting; -1), Extra Time (1 Turn; cost 13 points.
-1¼), Gestures (throughout casting; -½), Incanta- 10) Add A -¼ Limitation: Total cost 10 points.
tions (throughout casting; -½), No Range (-½), 11) Add A -½ Limitation: Total cost 10 points.
Requires A Magic Roll (-½), Spell (-½). Total cost: 12) Ritual Battle Magic: Casting this spell requires
5 points. several wizards. Add Requires Multiple Users
Options: (9 casters; -1). Total cost: 9 points.
1) Strong Spell: Increase to Major Transform
4d6. 50 Active Points; total cost 7 points. kkBATTLEFIELD
2) Weak Spell: Decrease to Major Transform
2d6. 25 Active Points; total cost 3 points.
COUNTERMAGIC
Effect: Dispel Magic 20d6, Variable
3) Free Spell: Total cost: 6 points.
Effect (any one Magic spell
4) Remove A +¼ Advantage: 30 Active Points; or power at a time)
total cost 4 points. Target: 125m Radius
5) Remove A -¼ Limitation: Total cost 5 points. Casting Time: Full Phase (Attack Action)
6) Remove A -½ Limitation: Total cost 6 points. Casting Procedures: Focus, Gestures, Incantations
7) Add A +¼ Advantage: 45 Active Points; total Duration: Instant
cost 6 points. Range: 600m
8) Add A +½ Advantage: 52 Active Points; total Magic Roll Penalty: -18
cost 7 points. END Cost: 18
9) Add A -¼ Limitation: Total cost 5 points.
10) Add A -½ Limitation: Total cost 5 points. Description: This spell allows a battle-mage to
counteract the effects of enemy magic. It’s particu-
kkAUGMENTED ACCURACY larly useful against spells like Resilient Form or
Unseen Regiment, since cancelling those magics
Effect: +2 with All Combat, instantly weakens large numbers of soldiers (and
Usable Simultaneously
requires the enemy caster to cast said spells again).
Target: Up to 250 people
Casting Time: Full Phase (Attack Action) Game Information: Dispel Magic 20d6, Variable
Casting Procedures: Focus, Gestures, Incantations Effect (any one Magic spell or power at a time;
Duration: Constant +½), Area Of Effect (125m Radius; +1½) (180
Range: Touch Active Points); OAF Expendable (fragment from
Magic Roll Penalty: -4 a broken magic wand, Difficult to obtain; -1¼),
END Cost: 4 to cast, 2 for recipi- Concentration (½ DCV; -¼), Extra Time (Full
ents to use Phase; -½), Gestures (-¼), Incantations (-¼),
Requires A Magic Roll (-½), Spell (-½). Total cost:
Description: This spell makes up to 250 soldiers
40 points.
much more accurate with all their attacks than
they normally are. Options:
1) Strong Spell: Increase to Dispel Magic 24d6.
Game Information: Grant the following power to
216 Active Points; total cost 48 points.
other characters: +2 with All Combat (20 Active
2) Weak Spell: Decrease to Dispel Magic 16d6.
Points); Costs Endurance (-½). Total cost: 13
144 Active Points; total cost 32 points.
points.
3) Free Spell: Total cost: 55 points.
Casting: 13 Active Points, Usable Simultane-
4) Remove A +¼ Advantage: 165 Active Points;
ously (up to 250 people at once; +2¼) (42 Active
total cost 37 points.
Points); OAF Expendable (shard of a sword-blade
5) Remove A +½ Advantage: 150 Active Points;
that’s drawn blood in combat, Difficult to obtain;
total cost 33 points.
-1¼), Extra Time (Full Phase; -½), Gestures (-¼),
6) Remove A -¼ Limitation: Total cost 42 points.
Incantations (-¼), Requires A Magic Roll (-½).
7) Remove A -½ Limitation: Total cost 45 points.
Total cost: 11 points.
8) Add A +¼ Advantage: 195 Active Points; total
Options: cost 43 points.
1) Strong Spell: Increase to +3 with All Combat. 9) Add A +½ Advantage: 210 Active Points; total
65 Active Points; total cost 17 points. cost 47 points.
2) Weak Spell: Decrease to +1 with All Combat. 10) Add A -¼ Limitation: Total cost 38 points.
23 Active Points; total cost 6 points. 11) Add A -½ Limitation: Total cost 36 points.
3) Free Spell: Total cost: 17 points. 13) Ritual Battle Magic: Casting this spell requires
4) Remove A +¼ Advantage: 39 Active Points; several wizards. Add Requires Multiple Users
total cost 10 points. (9 casters; -1). Total cost: 33 points.
Hero System Grimoire n Areomancy 31
Options:
1) Free Spell: Total cost: 10 points.
kkLEGION OF ARROWS
Effect: Area Of Effect (64m Radius;
2) Remove A +¼ Advantage: 40 Active Points; +1½) for up to a 45 Active
total cost 7 points. Point missile weapon
3) Remove A +½ Advantage: 38 Active Points; Target: One character
total cost 7 points. Casting Time: 1 Turn (Attack Action)
4) Remove A -¼ Limitation: Total cost 8 points. Casting Procedures: Focus, Gestures, Incantations
5) Remove A -½ Limitation: Total cost 8 points. Duration: Instant
6) Add A +¼ Advantage: 45 Active Points; total Range: No Range
cost 8 points. Magic Roll Penalty: -13
7) Add A +½ Advantage: 47 Active Points; total END Cost: 13
cost 8 points.
8) Add A -¼ Limitation: Total cost 7 points. Description: This spell, when cast on an archer,
9) Add A -½ Limitation: Total cost 7 points. causes the arrow he fires to multiply in flight and
10) Ritual Battle Magic: This form of the spell become so numerous that they strike every target
requires several wizards to cast. Add Add in a 64m radius area. The archer has to Hold his
Requires Multiple Users (9 casters; -1). Total Action until the wizard casts the spell, then let
cost: 6 points. fly with the Advantage applied to his arrow. After
striking their targets, the “extra” arrows vanish like
kkHINDERING BRAMBLES morning mist in sunlight; the spell doesn’t create
more ammunition for archers (enemy or other-
Effect: Entangle 4d6, 4 PD/4 ED wise) to use again.
Target: 125m Radius This spell is built as a naked Area Of Effect
Casting Time: Full Phase (Attack Action) Advantage sufficiently large to apply to a Very
Casting Procedures: Focus, Gestures, Incantations Heavy Longbow arrow, the most expensive
Duration: Instant weapon listed on page 195 of Fantasy Hero. The
Range: 400m Usable As Attack Advantage allows the character
Magic Roll Penalty: -10 to apply it to the archer with his own action and
END Cost: 10 pay the END cost for it so the archer can fire
Description: This spell causes toughy, stringy unimpeded. Characters can apply it to other
brambles to instantly grow out of the ground in a arrows, crossbow bolts, sling stones, thrown
125m radius area, entangling anyone in that area daggers, and other such missile weapons as well,
so they can’t move. provided they fit within the Active Point limit.
Game Information: Entangle 4d6, 4 PD/4 ED, Game Information: Area Of Effect (64m Radius;
Area Of Effect (125m Radius; +1½) (100 Active +1¼) for up to a 45 Active Point missile weapon,
Points); OAF Expendable (knotwork made of Usable As Attack (see text; +1¼) (126 Active
cloth-of-gold thread, Difficult to obtain; -1¼), Points); OAF Expendable (three arrowheads, each
Extra Time (Full Phase; -½), Gestures (-¼), Incan- used to kill someone, engraved with mystic runes,
tations (-¼), Requires A Magic Roll (-½), Spell Difficult to obtain; -1¼), Concentration (0 DCV
(-½). Total cost: 23 points. throughout casting; -1), Extra Time (1 Turn; -1¼),
Gestures (throughout casting; -½), Incantations
Options:
(throughout casting; -½), Requires A Magic Roll
1) Strong Spell: Increase to Entangle 5d6, 5 PD/5
(-½), Spell (-½). Total cost: 19 points.
ED. 125 Active Points; total cost 29 points.
2) Weak Spell: Decrease to Entangle 3d6, 3 PD/3 Options:
ED. 75 Active Points; total cost 18 points. 1) Free Spell: Total cost: 24 points.
3) Free Spell: Total cost: 33 points. 2) Remove A +¼ Advantage: 112 Active Points;
4) Remove A +¼ Advantage: 90 Active Points; total cost 17 points.
total cost 21 points. 3) Remove A +½ Advantage: 98 Active Points;
5) Remove A +½ Advantage: 80 Active Points; total cost 15 points.
total cost 19 points. 4) Remove A -¼ Limitation: Total cost 20 points.
6) Remove A -¼ Limitation: Total cost 25 points. 5) Remove A -½ Limitation: Total cost 21 points.
7) Remove A -½ Limitation: Total cost 27 points. 6) Add A +¼ Advantage: 140 Active Points; total
8) Add A +¼ Advantage: 110 Active Points; total cost 21 points.
cost 26 points. 7) Add A +½ Advantage: 154 Active Points; total
9) Add A +½ Advantage: 120 Active Points; total cost 24 points.
cost 28 points. 8) Add A -¼ Limitation: Total cost 19 points.
10) Add A -¼ Limitation: Total cost 22 points. 9) Add A -½ Limitation: Total cost 18 points.
11) Add A -½ Limitation: Total cost 21 points. 10) Ritual Battle Magic: Casting this spell requires
12) Ritual Battle Magic: Casting this spell requires several wizards. Add Requires Multiple Users
several wizards. Add Requires Multiple Users (9 casters; -1). Total cost: 17 points.
(9 casters; -1). Total cost: 19 points.
34 n Areomancy Hero System 6th Edition
Options:
1) Strong Spell: Increase reserve to 120 points,
kkWARRIOR’S AGILITY
Effect: Aid DEX 3d6
Slot 1 to Tunneling 15m through PD 15
Target: Up to 250 people
materials, and Slot 2 to RKA 8d6. Total cost:
Casting Time: Full Phase (Attack Action)
26 points.
Casting Procedures: Focus, Gestures, Incantations
2) Weak Spell: Decrease reserve to 60 points, Slot
Duration: Instant
1 to Tunneling 7m through PD 7 materials,
Range: No Range
and Slot 2 to RKA 4d6. Total cost: 13 points.
Magic Roll Penalty: -4
3) Free Spell: Total cost: 25 points.
END Cost: 4 to cast, 0 for recipi-
ents to use
kkWAR HURRICANE Description: This spell grants a group of up to 250
Effect: Blast 6d6, Double Knockback soldiers the power to make themselves more agile,
Target: 64m Cone dexterous, and accurate than normal for a period
Casting Time: Full Phase (Attack Action) of 5 Minutes. In the interest of dramatic sense
Casting Procedures: Focus, Gestures, Incantations and ease of game play, the GM should assume the
Duration: Constant recipients immediately use the power on them-
Range: 300m selves after receiving it, and that they all roll the
Magic Roll Penalty: -10 same.
END Cost: 5
Game Information: Grant the following power to
Description: This spell creates a gust of storm- other characters: Aid DEX 3d6, Delayed Return
wind so strong that it not only hurts enemy Rate (points fade at the rate of 5 per 5 Minutes;
soldiers, it blows them head over heels as if they +1¼) (40 Active Points); Only Aid Self (-1), Recip-
were leaves. The wind lasts as long as the caster ient May Only Use The Aid Once Per Casting (-1).
pays END to maintain it. Total cost: 13 points.
This spell has the Advantage Does Knockback, Casting: 13 Active Points, Usable Simultane-
because it should do Knockback even in games ously (up to 250 people at once; +2¼) (42 Active
that don’t normally use the KB rules. If your Points); OAF Expendable (sinews of a bear tied
game uses the KB rules already, the Remove A +¼ around a bit of dried ox-flesh, Difficult to obtain;
Advantage option tells you what the spell costs -1¼), Extra Time (Full Phase; -½), Gestures (-¼),
without Does Knockback. Incantations (-¼), Requires A Magic Roll (-½),
Game Information: Blast 6d6, Area Of Effect (64m Spell (-½). Total cost: 10 points.
Cone; +1), Constant (+½), Does Knockback (+¼), Options:
Double Knockback (+½), Reduced Endurance (½ 1) Strong Spell: Increase to Aid DEX 4d6. 58
END; +¼) (105 Active Points); OAF Expendable Active Points; total cost 14 points.
(eagle’s wing painted with mystic runes, Difficult 2) Weak Spell: Decrease to Aid DEX 2d6. 29
to obtain; -1¼), Extra Time (Full Phase to cast and Active Points; total cost 7 points.
maintain; -½),Gestures (throughout casting; -½), 3) Free Spell: Total cost: 14 points.
Incantations (throughout casting; -½), Requires A 4) Remove A +¼ Advantage: 39 Active Points;
Magic Roll (-½), Spell (-½). Total cost: 22 points. total cost 9 points.
Options: 5) Remove A +½ Advantage: 36 Active Points;
1) Strong Spell: Increase to Blast 8d6. 140 Active total cost 8 points.
Points; total cost 29 points. 6) Remove A -¼ Limitation: Total cost 10 points.
2) Weak Spell: Decrease to Blast 4d6. 70 Active 7) Remove A -½ Limitation: Total cost 11 points.
Points; total cost 15 points. 8) Add A +¼ Advantage: 45 Active Points; total
3) Free Spell: Total cost: 30 points. cost 10 points.
4) Remove A +¼ Advantage: 97 Active Points; 9) Add A +½ Advantage: 49 Active Points; total
total cost 20 points. cost 11 points.
5) Remove A +½ Advantage: 90 Active Points; 10) Add A -¼ Limitation: Total cost 9 points.
total cost 19 points. 11) Add A -½ Limitation: Total cost 9 points.
6) Remove A -¼ Limitation: Total cost 23 points. 12) Ritual Battle Magic: Casting this spell requires
7) Remove A -½ Limitation: Total cost 25 points. several wizards. Add Requires Multiple Users
8) Add A +¼ Advantage: 112 Active Points; total (9 casters; -1). Total cost: 8 points.
cost 23 points.
9) Add A +½ Advantage: 120 Active Points; total
cost 25 points.
10) Add A -¼ Limitation: Total cost 21 points.
11) Add A -½ Limitation: Total cost 20 points.
12) Ritual Battle Magic: Casting this spell requires
several wizards. Add Requires Multiple Users
(9 casters; -1). Total cost: 18 points.
40 n Areomancy Hero System 6th Edition
kkBATTLE BARRIER
DEFENSIVE SPELLS Effect: Barrier 12 PD/8 ED,
12 BODY (up to 40m long,
3m tall, and ½m thick),
kkARMY OF STONE Non-Anchored, Dismissable
Effect: Resistant Protection Target: Area
(6 PD/6 ED) Casting Time: Full Phase
Target: Up to 250 people Casting Procedures: Focus, Gestures, Incantations
Casting Time: Full Phase (Attack Action) Duration: Constant
Casting Procedures: Focus, Gestures, Incantations Range: 200m
Duration: Instant Magic Roll Penalty: -10
Range: No Range END Cost: 5
Magic Roll Penalty: -2
Description: This spell creates a barrier of mystic
END Cost: 2 to cast, 2 for recipi-
force long enough to shelter a large number of
ents to use
soldiers. The caster can move it, allowing the
Description: This spell grants a group of up to 250 soldiers it protects to advance without fear of
soldiers the power to make their skins as tough as arrow fire or the like. (On the other hand, they
armor for a period of 5 Minutes. Once a recipient cannot attack through the barrier either, unless
activates the protection, he remains protected as they have attacks that can bypass it.) The caster
long as he spends END. If he ever stops paying can shape the Barrier to join ends and form a
END for any reason, the protection fades and he sealed protected area, but cannot use it to englobe
cannot use the power again until the spell granting an enemy.
it is cast again.
Game Information: Barrier 12 PD/8 ED, 12 BODY
Game Information: Grant the following power (up to 40m long, 3m tall, and ½m thick), Non-
to other characters: Resistant Protection (6 PD/6 Anchored, Dismissable (101 Active Points); OAF
ED) (18 Active Points); Costs Endurance (-½), Expendable Fragile (glass bubble, Difficult to
Recipient May Only Use The Armor Once Per obtain; -1½), Cannot Englobe (-¼), Costs Half
Casting (-1). Total cost: 7 points. Endurance (to maintain; -¼), Extra Time (Full
Casting: 7 Active Points, Usable Simultane- Phase to cast and maintain; -½), Gestures (-¼),
ously (up to 250 people at once; +2¼) (23 Active Incantations (-¼), Limited Range (200m; -¼),
Points); OAF Expendable (a piece of flint incised Requires A Magic Roll (-½). Total cost: 21 points.
with mystic runes, Difficult to obtain; -1¼), Extra
Options:
Time (Full Phase; -½), Gestures (-¼), Incantations
1) Strong Spell: Increase to 60m long. 121 Active
(-¼), Requires A Magic Roll (-½). Total cost: 6
Points; total cost 25 points.
points.
2) Weak Spell: Decrease to 20m long. 81 Active
Options: Points; total cost 17 points.
1) Strong Spell: Increase to Resistant Protection 3) Free Spell: Total cost: 31 points.
(8 PD/8 ED). 32 Active Points; total cost 8 4) Remove A -¼ Limitation: Total cost 22 points.
points. 5) Remove A -½ Limitation: Total cost 24 points.
2) Weak Spell: Decrease to Resistant Protection 6) Add A +¼ Advantage: 126 Active Points; total
(4 PD/4 ED). 16 Active Points; total cost 4 cost 26 points.
points. 7) Add A +½ Advantage: 151 Active Points; total
3) Free Spell: Total cost: 9 points. cost 32 points.
4) Remove A +¼ Advantage: 21 Active Points; 8) Add A -¼ Limitation: Total cost 20 points.
total cost 6 points. 9) Add A -½ Limitation: Total cost 19 points.
5) Remove A +½ Advantage: 19 Active Points; 10) Ritual Battle Magic: Casting this spell requires
total cost 5 points. several wizards. Add Requires Multiple Users
6) Remove A -¼ Limitation: Total cost 6 points. (9 casters; -1). Total cost: 17 points.
7) Remove A -½ Limitation: Total cost 7 points. 11) Stone Battle Barrier: Instead of creating a wall
8) Add A +¼ Advantage: 24 Active Points; total of mystic force that the caster can move, this
cost 6 points. version of the spell creates a short stone wall
9) Add A +½ Advantage: 26 Active Points; total for soldiers to take cover behind. Change to:
cost 7 points. Barrier 8 PD/8 ED, 10 BODY (up to 40m
10) Add A -¼ Limitation: Total cost 6 points. long, 1m tall, and 1m thick) and remove
11) Add A -½ Limitation: Total cost 5 points. Costs Half Endurance (to maintain; -¼). 77
12) Ritual Battle Magic: Casting this spell requires Active Points; total cost 17 points.
several wizards. Add Requires Multiple Users
(9 casters; -1). Total cost: 5 points.
Hero System Grimoire n Areomancy 41
Game Information: Grant the following power to 9) Add A +½ Advantage: 120 Active Points; total
other characters: Regeneration (2 BODY/Turn) cost 28 points.
(32 Active Points); Time Limit (duration of 1 10) Add A -¼ Limitation: Total cost 22 points.
Hour; -¾). Total cost: 18 points. 11) Add A -½ Limitation: Total cost 21 points.
Casting: 18 Active Points, Usable Simultane- 12) Ritual Battle Magic: Casting this spell requires
ously (up to 250 people at once; +2¼) (58 Active several wizards. Add Requires Multiple Users
Points); OAF Expendable (chirurgeon’s tool, (9 casters; -1). Total cost: 19 points.
Difficult to obtain; -1¼), Concentration (0 DCV;
-½), Extra Time (Full Phase; -½), Gestures (-¼),
Incantations (-¼), Requires A Magic Roll (-½).
kkTELEPORTATION BARRIER
Effect: Cannot Be Escaped With
Total cost: 14 points. Teleportation (+¼) for the
Options: exterior walls of up to 10 PD
1) Free Spell: Total cost: 19 points. Target: One structure
2) Remove A +¼ Advantage: 54 Active Points; Casting Time: 1 Turn
total cost 13 points. Casting Procedures: Focus, Gestures, Incantations
3) Remove A +½ Advantage: 49 Active Points; Duration: Time Limit (duration of 1
total cost 11 points. Hour, +1 hour per point by
4) Remove A -¼ Limitation: Total cost 14 points. which the caster succeeds
5) Remove A -½ Limitation: Total cost 15 points. with his Magic roll)
6) Add A +¼ Advantage: 63 Active Points; total Range: Touch
cost 15 points. Magic Roll Penalty: -1
7) Add A +½ Advantage: 67 Active Points; total END Cost: 0
cost 16 points. Description: This spell renders the exterior walls
8) Add A -¼ Limitation: Total cost 13 points. of a castle (or other structure) impassable via
9) Add A -½ Limitation: Total cost 12 points. Teleportation. Of course, in the case of some
10) Ritual Battle Magic: Casting this spell requires structures, an attacker could teleport to a window
several wizards. Add Requires Multiple Users or the top of a wall, then climb or teleport into
(9 casters; -1). Total cost: 11 points. the interior from there, but that’s a matter for the
structure’s designers to consider. The caster has
kkMASS CHIRURGY to either be in the structure, or able to touch the
Effect: Simplified Healing 4d6 exterior wall, to cast it.
Target: 125m Radius Game Information: Cannot Be Escaped With Tele-
Casting Time: Full Phase (Attack Action) portation (+¼) for the walls of a Base of up to 10
Casting Procedures: Focus, Gestures, Incantations PD, Reduced Endurance (0 END; +½), Time Limit
Duration: Instant (duration of 1 Hour, +1 hour per point by which
Range: No Range the caster succeeds with his Magic roll; +1½) (12
Magic Roll Penalty: -10 Active Points); OAF Expendable (red ribbon tied
END Cost: 10 in a mystic knot, Easy to obtain; -1), Extra Time
(1 Turn to cast; -¾), Gestures (throughout casting;
Description: This spell heals the injuries of
-½), Incantations (throughout casting; -½), Only
everyone in a 125m radius around the caster.
Applies To Exterior Walls (-¼), Requires A Magic
Game Information: Simplified Healing 4d6, Area Roll (-½). Total cost: 3 points.
Of Effect (125m Radius; +1½) (100 Active Points);
Options:
OAF Expendable (bloodstone etched with mystic
1) Free Spell: Total cost: 3 points.
runes, Difficult to obtain; -1¼), Extra Time (Full
2) Remove A +¼ Advantage: 11 Active Points;
Phase; -½), Gestures (-¼), Incantations (-¼),
total cost 2 points.
Requires A Magic Roll (-½), Spell (-½). Total cost:
3) Remove A +½ Advantage: 10 Active Points;
23 points.
total cost 2 points.
Options: 4) Remove A -¼ Limitation: Total cost 3 points.
1) Strong Spell: Increase to Simplified Healing 5) Remove A -½ Limitation: Total cost 3 points.
5d6. 125 Active Points; total cost 29 points. 6) Add A +¼ Advantage: 13 Active Points; total
2) Weak Spell: Decrease to Simplified Healing cost 3 points.
3d6. 75 Active Points; total cost 18 points. 7) Add A +½ Advantage: 14 Active Points; total
3) Free Spell: Total cost: 33 points. cost 3 points.
4) Remove A +¼ Advantage: 90 Active Points; 8) Add A -¼ Limitation: Total cost 2 points.
total cost 21 points. 9) Add A -½ Limitation: Total cost 2 points.
5) Remove A +½ Advantage: 80 Active Points; 10) Ritual Battle Magic: Casting this spell requires
total cost 19 points. several wizards. Add Requires Multiple Users
6) Remove A -¼ Limitation: Total cost 25 points. (9 casters; -1). Total cost: 2 points.
7) Remove A -½ Limitation: Total cost 27 points.
8) Add A +¼ Advantage: 110 Active Points; total
cost 26 points.
44 n Areomancy Hero System 6th Edition
kkPERCEPTIVENESS
SENSORY SPELLS Effect: +4 PER with all Sense Groups
Target: Up to 250 people
kkNIGHTFIGHTER’S EYES Casting Time:
Casting Procedures:
Full Phase (Attack Action)
Focus, Gestures, Incantations
Effect: Nightvision Duration: Time Limit (duration of 1 hour)
Target: Up to 250 people Range: No Range
Casting Time: Full Phase (Attack Action) Magic Roll Penalty: -6
Casting Procedures: Focus, Gestures, Incantations END Cost: 6 to cast, 0 for recipi-
Duration: Time Limit (duration of 1 hour) ents to use
Range: No Range
Description: This spell grants a group of up to 250
Magic Roll Penalty: -1
soldiers senses as acute or more acute than those
END Cost: 1 to cast, 0 for recipi-
ents to use of beasts. They retain the power for one hour from
the time of casting.
Description: This spell grants a group of up to
Game Information: Grant the following power to
250 soldiers the power to see clearly even on the
other characters: +4 PER with all Sense Groups
darkest night. They retain the power for one hour
(12 Active Points); Time Limit (duration of 1
from the time of casting.
Hour; -¾). Total cost: 7 points.
Game Information: Grant the following power to Casting: 7 Active Points, Usable Simultane-
other characters: Nightvision (5 Active Points); ously (up to 250 people at once; +2¼) (23 Active
Time Limit (duration of 1 Hour; -¾). Total cost: 3 Points); OAF Expendable (head of a bat, Difficult
points. to obtain; -1¼), Concentration (0 DCV; -½), Extra
Casting: 3 Active Points, Usable Simultane- Time (Full Phase; -½), Gestures (-¼), Incantations
ously (up to 250 people at once; +2¼) (10 Active (-¼), Requires A Magic Roll (-½). Total cost: 5
Points); OAF Expendable (a dried owl’s eye, points.
Difficult to obtain; -1¼), Extra Time (Full Phase;
Options:
-½), Gestures (-¼), Incantations (-¼), Requires A
1) Strong Spell: Increase to +6 PER with all Sense
Magic Roll (-½). Total cost: 3 points.
Groups. 32 Active Points; total cost 7 points.
Options: 2) Weak Spell: Decrease to +2 PER with all Sense
1) Free Spell: Total cost: 4 points. Groups. 10 Active Points; total cost 2 points.
2) Remove A +¼ Advantage: 9 Active Points; 3) Free Spell: Total cost: 8 points.
total cost 2 points. 4) Remove A +¼ Advantage: 21 Active Points;
3) Remove A +½ Advantage: 8 Active Points; total cost 5 points.
total cost 2 points. 5) Remove A +½ Advantage: 19 Active Points;
4) Remove A -¼ Limitation: Total cost 3 points. total cost 4 points.
5) Remove A -½ Limitation: Total cost 3 points. 6) Remove A -¼ Limitation: Total cost 6 points.
6) Add A +¼ Advantage: 10 Active Points; total 7) Remove A -½ Limitation: Total cost 6 points.
cost 3 points. 8) Add A +¼ Advantage: 24 Active Points; total
7) Add A +½ Advantage: 11 Active Points; total cost 6 points.
cost 3 points. 9) Add A +½ Advantage: 26 Active Points; total
8) Add A -¼ Limitation: Total cost 2 points. cost 6 points.
9) Add A -½ Limitation: Total cost 2 points. 10) Add A -¼ Limitation: Total cost 5 points.
10) Ritual Battle Magic: Casting this spell requires 11) Add A -½ Limitation: Total cost 5 points.
several wizards. Add Requires Multiple Users 12) Ritual Battle Magic: Casting this spell requires
(9 casters; -1). Total cost: 2 points. several wizards. Add Requires Multiple Users
(9 casters; -1). Total cost: 4 points.
Hero System Grimoire n Black Magic 47
BL ACK M AGIC
B
lack Magic means spells used by evil These are the only two abilities that a character
spellcasters — or at least spellcasters who must buy to represent not having a soul. However,
are willing to risk their souls trafficking a character can justify buying numerous other
with the dark powers. In many magic abilities with the special effect of “I sold my soul
systems Black Magic is related to (or even a part for power.” In addition to Black Magic (or other)
of) Necromancy, Voodoo, or Witchcraft, but it spells, some of the most common include:
doesn’t have to be. Keeping it as a separate form
of magic gives you more ways to make villainous Cost Power
mages and evil priests distinctive! 30 The Devil’s Own Luck: Luck 6d6
15 The Devil Made Me Rich: Money: Filthy Rich
SELLING YOUR SOUL 9 Devilishly Beautiful: Striking Appearance
In literature, one common explanation for how
+3/+3d6
a character gets Black Magic spells and powers
is this: he sells his soul to the Devil (or, in many In some stories, the Devil doesn’t take the
gaming settings, a devil). In exchange for the character’s soul at first. Instead, he promises him
caster’s soul, the Devil grants him great power... power, wealth, or whatever else he wants for a
but when the caster dies, the Devil drags him period of time (typically seven years), then claims
screaming down to Hell for an eternity of torment. both his soul and his life at the end of that time. In
(In a Fantasy gaming setting, “eternity of torment” that case, the character might not have the Has No
may become “eternity of service as a warrior/slave Soul abilities (since he does, in fact, still have his
of Hell”). soul), but could easily have some of the Complica-
In game terms, you can represent a character’s tions described below (particularly Watched by
selling of his soul by taking one or more Compli- the Devil).
cations, then using them to buy various abilities As to the appropriate Complications, here are
as well as Black Magic spells and the like. The some suggestions. First, a character could take
abilities represent the benefits (such as they are) of a Distinctive Feature. Perhaps “sensitives” (such
not having a soul. Primarily this means immunity as other spellcasters, mediums, priests, and the
to powers that attack the soul, such as the Soulrip like) can perceive that he has no soul. Another
spell (page 188), Transforms of the Spirit, and the possibility is that selling his soul means he no
like: longer casts a shadow, which everyone can see. In
either case, the Feature tends to make other people
Cost Power
recoil in horror, or at least refuse to have anything
7 Has No Soul: Resistant Protection (24 ED) (36 more to do with the character than they possibly
Active Points); Only Works Against Limited have to.
Type Of Attack (Soulrip [page 188] and
other spells and powers that inflict injury by Value Complication
attacking the soul; -4) 15 Distinctive Features: has no soul (Not Conceal-
6 Has No Soul: Power Defense (30 points) (30 able; Causes Extreme Reaction; Detectable
Active Points); Only Works Against Limited Only By Unusual Senses)
Type Of Attack (spells and powers that work 25 Distinctive Features: casts no shadow (Not
by attacking the soul; -4) Concealable; Causes Extreme Reaction)
Second, the character could take an Enraged/
Berserk, representing the fact that without a soul,
he has much less self-control than normal.
48 n Black Magic Hero System 6th Edition
WHITE MAGIC Third, the character could take a Hunted — per spell learned and 1 point per spell cast will
typically by the Devil, who wants to keep tabs corrupt characters quickly.
In most Fantasy settings, on his “investment.” This is probably a Watched, On the other hand, a rate of .5 points per spell
the opposite of Black though the Devil may actively try to kill the char- learned and .1 points per spell cast leaves the
Magic is Divine Magic acter to get his soul more quickly (a wise char- caster’s soul intact for a much longer period of
(the holy magics and acter negotiates a provision in the sales contract time. This Transform works against the charac-
sacred spells cast by forbidding this, of course). However, in a setting ter’s EGO instead of his BODY, and the only way
priests and their ilk). with multiple soul-buying devils, a “competitor” to heal the damage is special divine magic spells
However, you could, if devil might try to harass the character for his own (or perhaps some other powerful magics, such as
you wanted, establish purposes. Grant Wish).
an antipathetic type of When the Transform is complete, the character
arcane magic called Value Complication gains some of the Complications described above.
White Magic. Many 10 Hunted: by the Devil (Infrequently, Mo Pow, NCI, The GM chooses which ones, but the Utterly Evil
White Magic spells Watching) Psychological Complication and Has No Soul
would be very similar 20 Hunted: by the Devil (Infrequently, Mo Pow, NCI, Social Complication (renamed Corrupted Soul)
to Black Magic spells, Kill) are probably the most common. Even after the
with but with reversed character’s soul becomes corrupt, keep track of the
special effects and Fourth, the character might have various Transform damage he continues to accumulate;
Power Modifiers. For Psychological Complications caused by or this affects how difficult it is to “heal” his soul
example, there might deriving from his lack of a soul. Some examples (should anyone ever try).
be a Bright Mantle spell include: At the GM’s option, characters can add this
instead of Dark Mantle, effect as a Side Effect for a spell (minor effect,
which provides extra Value Complication
always occurs; -½).
defense against Evil 25 Psychological Complication: Utterly Evil
attacks. Other White (Very Common, Total)
Magic spells might
mimic some divine
20 Psychological Complication: Desperate To
Regain His Soul And Rescind The Bargain With
OFFENSIVE SPELLS
magics, though they The Devil (Common, Total)
probably wouldn’t be
quite as powerful.
15 Psychological Complication: Greedy (Common, kkAGONY
Strong) Effect: Mental Blast 3d6, Does BODY
Fifth, the character might suffer from a Social Target: One character
Complication. The lack of a soul somehow makes Casting Time: Half Phase (Attack Action)
him seem “wrong” to other people — they feel Casting Procedures: Focus, Gestures, Incantations
uncomfortable in his presence and have difficulty Duration: Instant
getting along with him. He suffers a minimum -2 Range: LOS
penalty to all attempts to use Interaction Skills in Magic Roll Penalty: -6
a friendly or helpful way (but may receive a corre- END Cost: 6
sponding bonus to Interrogation), and a -2d6 or Description: This spell allows a black magician
greater penalty on “friendly” Presence Attacks. to inflict twisting torment upon another person.
The pain is so intense that it causes actual physical
Value Complication
harm (i.e., BODY damage). Injuries it inflicts
20 Social Complication: Has No Soul manifest as pustules, sores, and the like erupting
(Very Frequently, Major) upon the target’s body, the target bleeding from
his eyes or fingernails, or the like.
Lastly, not having a soul may make the char-
acter Susceptible to the same sorts of things that Game Information: Mental Blast 3d6, Does BODY
demons and undead are: holy water or symbols; (+1) (60 Active Points); OAF (amulet of jet,
sacred places; and the like. incised with accursed symbols; -1), Gestures (-¼),
Incantations (-¼), Requires A Magic Roll (-½),
CASTING BLACK MAGIC SPELLS Spell (-½). Total cost: 17 points.
To emphasize the foul and corrupting nature of
Options:
Black Magic (even in comparison to Necromancy
1) Strong Spell: Increase to Mental Blast 4d6. 80
and Witchcraft), the GM may want to make these
Active Points; total cost 23 points.
spells dangerous to use. In short, learning or
2) Weak Spell: Decrease to Mental Blast 2d6. 40
casting Black Magic spells corrupts and imperils
Active Points; total cost 11 points.
the spellcaster’s soul (if he still has one).
3) Free Spell: Total cost: 24 points.
If the GM institutes this rule, then the use of
4) Remove A -¼ Limitation: Total cost 18 points.
Black Magic spells works a subtle Major Trans-
5) Remove A -½ Limitation: Total cost 20 points.
form on a spellcaster. Every spell learned incurs a
6) Add A +¼ Advantage: 67 Active Points; total
few points of Transform damage; every spell cast
cost 19 points.
incurs a point or less (no defense applies against
7) Add A +½ Advantage: 75 Active Points; total
this). The exact rate is up to the GM; it all depends
cost 21 points.
on how quickly he wants characters to suffer the
8) Add A -¼ Limitation: Total cost 16 points.
effects. For example, a rate of 2 points of damage
9) Add A -½ Limitation: Total cost 15 points.
Hero System Grimoire n Black Magic 49
Game Information: Major Transform 6d6 (person Game Information: Drain [one Characteristic]
with normal soul into person with corrupted soul; 4d6, Delayed Return Rate (points return at the rate
heals back through application of certainly priestly of 5 per Year; +3¼), Area Of Effect (1m Radius
magics), ACV (uses OCV against DMCV; +¼) (75 Accurate; +½), MegaArea (1m area covers the
Active Points); OAF (wand made of intertwined entire world; +2), Reduced Endurance (½ END;
ivory and jet; -1), Gestures (-¼), Incantations +¼) (280 Active Points); OAF Expendable (black
(-¼), Limited Range (100m; -¼), Limited Target cat sacrifice plus sacrificial tools and supplies,
(beings with souls; -½), Requires A Magic Roll Extremely Difficult to obtain; -2), Concentration
(-½), Spell (-½). Total cost: 18 points. (0 DCV throughout casting; -1), Extra Time (1
Options: Hour; -3), Gestures (throughout; -½), Incanta-
1) Strong Spell: Increase to Major Transform tions (throughout; -½), No Range (-½), Requires
8d6. 100 Active Points; total cost 23 points. A Magic Roll (no Active Point penalty; -0), Spell
2) Weak Spell: Decrease to Major Transform (-½). Total cost: 31 points.
4d6. 50 Active Points; total cost 12 points. Options:
3) Free Spell: Total cost: 23 points. 1) Strong Spell: Increase to Drain DEX 6d6. 420
4) Remove A +¼ Advantage: 60 Active Points; Active Points; total cost 47 points.
total cost 14 points. 2) Weak Spell: Decrease to Drain DEX 2d6. 140
5) Remove A -¼ Limitation: Total cost 19 points. Active Points; total cost 15 points.
6) Remove A -½ Limitation: Total cost 20 points. 3) Free Spell: Total cost: 40 points.
7) Add A +¼ Advantage: 90 Active Points; total 4) Remove A +¼ Advantage: 270 Active Points;
cost 21 points. total cost 30 points.
8) Add A +½ Advantage: 105 Active Points; total 5) Remove A +½ Advantage: 260 Active Points;
cost 25 points. total cost 29 points.
9) Add A -¼ Limitation: Total cost 17 points. 6) Remove A -¼ Limitation: Total cost 32 points.
10) Add A -½ Limitation: Total cost 16 points. 7) Remove A -½ Limitation: Total cost 33 points.
11) Ritual Black Magic: Casting this spell requires 8) Add A +¼ Advantage: 290 Active Points; total
several black magicians. Add Requires cost 32 points.
Multiple Users (6 casters; -¾). Total cost: 15 9) Add A +½ Advantage: 300 Active Points; total
points. cost 33 points.
10) Add A -¼ Limitation: Total cost 30 points.
kkCURSE 11) Add A -½ Limitation: Total cost 29 points.
12) Ritual Black Magic: Casting this spell requires
Effect: Drain [one Characteristic] 4d6
several black magicians. Add Requires
Target: 1m Radius Accurate
Multiple Users (6 casters; -¾). Total cost: 29
(covers the entire world)
points.
Casting Time: 1 Hour (Attack Action)
13) Combat Curse: Change to Extra Time (Full
Casting Procedures: Focus, Gestures, Incantations
Phase; -½). Total cost: 43 points.
Duration: Instant
Range: No Range
Magic Roll Penalty: -0
kkCURSE OF BLINDNESS
END Cost: 13 Effect: Major Transform 8d6 (sighted
being into blind being), Indirect
Description: This spell afflicts the victim with a Target: 1m Radius Accurate
long-lasting debilitation of some sort. (covers the entire world)
In game terms Curse is defined as a long- Casting Time: 1 Hour (Attack Action)
lasting Drain of one Characteristic. The character Casting Procedures: Focus, Gestures, Incantations
must define which characteristic it affects when he Duration: Instant
buys the spell, and cannot change it thereafter: Range: No Range
Curse Of Weakness: Drain STR Magic Roll Penalty: -0
Curse Of Palsy: Drain DEX END Cost: 28
Curse Of Enervation: Drain CON Description: This foul Black Magic spell strikes
Curse Of Feeblemindedness: Drain INT blind the person against whom it’s used. Only a
Curse Of Confusion: Drain EGO reverse casting of the same spell, or certain priestly
Curse Of Cowardice: Drain PRE curing-magics, can heal the effects.
Curse Of Inaccuracy: Drain OCV
Game Information: Major Transform 8d6 (sighted
Curse Of Vulnerability: Drain DCV
being into blind being; heals back through another
Curse Of Mental Inaccuracy: Drain OMCV
application of this spell or a like spell), Area Of
Curse Of Mental Vulnerability: Drain DMCV
Effect (1m Radius Accurate; +½), MegaArea (1m
Curse Of Slowness: Drain SPD
area covers the entire world; +2) (280 Active
Curse Of Frailty: Drain PD
Points); OAF Expendable (black dog sacrifice plus
Curse Of Burning: Drain ED
sacrificial tools and supplies, Extremely Difficult
Curse Of Slow Healing: Drain REC
to obtain; -2), Concentration (0 DCV throughout
Curse Of Weariness: Drain END
casting; -1), Extra Time (1 Hour; -3), Gestures
Curse Of Sickness: Drain BODY
(throughout; -½), Incantations (throughout; -½),
Curse Of Pain: Drain STUN
No Range (-½), Requires A Magic Roll (no Active
Point penalty; -0), Spell (-½). Total cost: 31 points.
52 n Black Magic Hero System 6th Edition
Options: Options:
1) Strong Spell: Increase to Major Transform 1) Strong Spell: Increase to RKA 10d6. 862
10d6. 350 Active Points; total cost 39 points. Active Points; total cost 96 points.
2) Weak Spell: Decrease to Major Transform 2) Weak Spell: Decrease to RKA 6d6. 517 Active
6d6. 210 Active Points; total cost 23 points. Points; total cost 57 points.
3) Free Spell: Total cost: 40 points. 3) Free Spell: Total cost: 98 points.
4) Remove A +¼ Advantage: 260 Active Points; 4) Remove A +¼ Advantage: 660 Active Points;
total cost 29 points. total cost 73 points.
5) Remove A +½ Advantage: 240 Active Points; 5) Remove A +½ Advantage: 630 Active Points;
total cost 27 points. total cost 70 points.
6) Remove A -¼ Limitation: Total cost 32 points. 6) Remove A -¼ Limitation: Total cost 79 points.
7) Remove A -½ Limitation: Total cost 33 points. 7) Remove A -½ Limitation: Total cost 81 points.
8) Add A +¼ Advantage: 300 Active Points; total 8) Add A +¼ Advantage: 720 Active Points; total
cost 33 points. cost 80 points.
9) Add A +½ Advantage: 320 Active Points; total 9) Add A +½ Advantage: 750 Active Points; total
cost 35 points. cost 83 points.
10) Add A -¼ Limitation: Total cost 30 points. 10) Add A -¼ Limitation: Total cost 74 points.
11) Add A -½ Limitation: Total cost 29 points. 11) Add A -½ Limitation: Total cost 73 points.
12) Ritual Black Magic: Casting this spell requires 12) Ritual Black Magic: Casting this spell requires
several black magicians. Add Requires several black magicians. Add Requires
Multiple Users (6 casters; -¾). Total cost: 29 Multiple Users (6 casters; -¾). Total cost: 71
points. points.
13) Combat Curse: Change to Extra Time (Full 13) Combat Curse: Change to Extra Time (Full
Phase; -½). Total cost: 43 points. Phase; -½). Total cost: 106 points.
Game Information: Drain 1d6, Expanded Effect + 6) Remove A -¼ Limitation: Total cost 16 points.
Variable Effect (any two Characteristics at once; 7) Remove A -½ Limitation: Total cost 17 points.
+1), Delayed Return Rate (points return at the rate 8) Add A +¼ Advantage: 67 Active Points; total
of 5 per Month; +2¾) (47 Active Points); Caster cost 17 points.
Can Instantly Alleviate Effects (-½), Damage Over 9) Add A +½ Advantage: 75 Active Points; total
Time (6 increments, one per hour for 6 Hours, cost 19 points.
defense only applies once, cannot be used again on 10) Add A -¼ Limitation: Total cost 14 points.
same victim until all increments accrue; -1), Eye 11) Add A -½ Limitation: Total cost 13 points.
Contact Required (-½), Extra Time (onset time of 12) Deadly Hellfire: Almost no one can resist this
5 Minutes; -2), Gestures (-¼), Incantations (-¼), form of Hellfire. Remove Penetrating (+1)
Limited Range (10m; -¼), Requires A Magic Roll and add NND (defense is Wizard’s Shield;
(-½), Spell (-½). Total cost: 7 points. +1), Does BODY (+1). 90 Active Points; total
Options: cost 22 points.
1) Strong Spell: Increase to Drain 2d6. 95 Active
Points; total cost 14 points. kkHEX
2) Weak Spell: Decrease to Drain ½d6. 24 Active Effect: Major Transform 8d6 (person
Points; total cost 3 points. into person with Unluck 4d6)
3) Focused Spell: Add OAF (-1). Total cost: 6 Target: One character
points. Casting Time: Full Phase (Attack Action)
4) Remove A +¼ Advantage: 45 Active Points; Casting Procedures: Focus, Gestures, Incantations
total cost 7 points. Duration: Instant
5) Remove A +½ Advantage: 42 Active Points; Range: 40m
total cost 6 points. Magic Roll Penalty: -8
6) Remove A -¼ Limitation: Total cost 7 points. END Cost: 8
7) Remove A -½ Limitation: Total cost 7 points.
Description: This spell allows a black magician to
8) Add A +¼ Advantage: 45 Active Points; total
inflict a curse of ill fortune upon another person
cost 7 points.
who’s nearby. If the spell succeeds, the victim
9) Add A +½ Advantage: 52 Active Points; total
is doomed to misfortune until such time as the
cost 8 points.
caster chooses to lift the malediction (or some
10) Add A -¼ Limitation: Total cost 7 points.
other spellcaster removes it).
11) Add A -½ Limitation: Total cost 6 points.
Game Information: Major Transform 8d6 (person
kkHELLFIRE into person with Unluck 4d6, heals back through
another application of this spell or a like spell)
Effect: RKA 2d6, Penetrating (x2) (80 Active Points); OAF Expendable (mandrake
Target: One character root harvested in a special ceremony, Difficult
Casting Time: Half Phase (Attack Action) to obtain; -1¼), Extra Time (Full Phase; -½),
Casting Procedures: Focus, Gestures, Incantations Gestures (-¼), Incantations (-¼), Limited Range
Duration: Instant (40m; -¼), Limited Target (sentient beings; -¼),
Range: 60m Requires A Magic Roll (-½), Spell (-½). Total cost:
Magic Roll Penalty: -6 17 points.
END Cost: 6
Options:
Description: This spell summons up a tiny spark 1) Strong Spell: Increase to Major Transform
of the very fires of Hell and hurls it at the target. 10d6. 100 Active Points; total cost 21 points.
Even the most potent magical defenses rarely 2) Weak Spell: Decrease to Major Transform
provide full protection against hellfire. 6d6. 60 Active Points; total cost 13 points.
Game Information: RKA 2d6, Penetrating (x2; 3) Free Spell: Total cost: 23 points.
+1) (60 Active Points); OAF Expendable (ball of 4) Remove A -¼ Limitation: Total cost 18 points.
sulphur and charcoal, Difficult to obtain; -1¼), 5) Remove A -½ Limitation: Total cost 19 points.
Gestures (-¼), Incantations (-¼), Limited Range 6) Add A +¼ Advantage: 100 Active Points; total
(60m; -¼), Requires A Magic Roll (-½), Spell (-½). cost 21 points.
Total cost: 15 points. 7) Add A +½ Advantage: 120 Active Points; total
cost 25 points.
Options:
8) Add A -¼ Limitation: Total cost 16 points.
1) Strong Spell: Increase to RKA 3d6. 90 Active
9) Add A -½ Limitation: Total cost 15 points.
Points; total cost 22 points.
10) Long-Range Hex: This version of the spell can
2) Weak Spell: Decrease to RKA 1d6. 30 Active
affect someone anywhere in the world. Add
Points; total cost 7 points.
Area Of Effect (1m Radius Accurate; +½),
3) Free Spell: Total cost: 22 points.
MegaArea (1m area covers the entire world;
4) Remove A +¼ Advantage: 52 Active Points;
+2), Reduced Endurance (½ END; +¼) and
total cost 13 points.
change Limited Range (-¼) to No Range
5) Remove A +½ Advantage: 45 Active Points;
(-½). 300 Active Points; total cost 60 points.
total cost 11 points.
54 n Black Magic Hero System 6th Edition
kkPESTILENCE kkPUPPETEER
Effect: Drain BODY 1d6, Effect: Telekinesis (30 STR),
Damage Over Time Only To Puppeteer
Target: 8 km Radius Target: One character
Casting Time: 5 Minutes (Attack Action) Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations Casting Procedures: Focus, Gestures, Incantations
Duration: Instant Duration: Constant
Range: No Range Range: 40m
Magic Roll Penalty: -5 Magic Roll Penalty: -4
END Cost: 5 END Cost: 4
Description: With this spell, a black magician Description: This spell allows the black magician
can start a virulent epidemic. Beginning an hour to use vile arcane forces to take hold of a victim’s
after he casts the spell, everyone who was within 7 body and move it against the victim’s will. The
kilometers of him when he casts it begins to feel ill caster cannot pick the target up and move him
— feverish, nauseous, possibly more. The victims through the air, “punch” or “squeeze” the victim,
suffer 1d6 of Drain BODY that day, and another or the like — all he can do is move the victim’s
1d6 the next day. This should kill most children limbs and body to force the victim to walk and
and elderly folk, and more than a few healthy perform other physical actions. The victim can,
adults as well. of course, fight back with his own STR, which
In the interest of properly representing the may make puppeteering him a taxing endeavor;
special effect, the GM may rule that the loss of he can also cry for help (unless the caster holds
BODY once the Drain reduces a character into the his jaws shut with this spell) or the like. The spell
negatives takes place once per 6 Hours or once per only has a range of 40m, so the caster must remain
Day, rather than once per Turn. within that distance of the victim or the spell ends
Game Information: Drain BODY 1d6, Area instantly.
Of Effect (8m Radius; +½), Delayed Return See APG 122 for more on “puppeteering.”
Rate (fpoints return at the rate of 5 per Month; Game Information: Telekinesis (30 STR) (45
+2¾), MegaScale (1m = 1 km wide, broad, and Active Points); OAF Expendable (mandrake
deep; +1), Personal Immunity (+¼) (55 Active root harvested in a special ceremony, Difficult to
Points); OAF Expendable (black rooster sacrifice obtain; -1¼), Affects Whole Object (-¼), Gestures
plus sacrificial tools and substances, Extremely (-¼), Incantations (-¼), Limited Range (40m;
Difficult to obtain; -2), Concentration (0 DCV -¼), Only To Puppeteer (see text; -½), Requires A
throughout casting; -1), Damage Over Time (2 Magic Roll (-½), Spell (-½). Total cost: 9 points.
increments, one per day for 2 Days, defense only Options:
applies once, cannot be used again on same victim 1) Strong Spell: Increase to Telekinesis (40 STR).
until all increments accrue; -4½), Extra Time (5 60 Active Points; total cost 13 points.
Minutes to cast; -2), Extra Time (1 Hour onset 2) Weak Spell: Decrease to Telekinesis (20 STR).
time; -3), Gestures (throughout casting; -½), 30 Active Points; total cost 6 points.
Incantations (throughout casting; -½), No Range 3) Free Spell: Total cost: 13 points.
(-½), Requires A Magic Roll (-½), Spell (-½). Total 4) Remove A -¼ Limitation: Total cost 10 points.
cost: 3 points. 5) Remove A -½ Limitation: Total cost 10 points.
Options: 6) Add A +¼ Advantage: 56 Active Points; total
1) Strong Spell: Increase to Drain BODY 2d6. cost 12 points.
110 Active Points; total cost 7 points. 7) Add A +½ Advantage: 67 Active Points; total
2) Weak Spell: Decrease to Drain BODY ½d6. 27 cost 14 points.
Active Points; total cost 2 points. 8) Add A -¼ Limitation: Total cost 9 points.
3) Free Spell: Total cost: 4 points. 9) Add A -½ Limitation: Total cost 8 points.
4) Remove A +¼ Advantage: 52 Active Points;
total cost 3 points.
5) Remove A +½ Advantage: 50 Active Points;
total cost 3 points.
6) Remove A -¼ Limitation: Total cost 3 points.
7) Remove A -½ Limitation: Total cost 3 points.
8) Add A +¼ Advantage: 57 Active Points; total
cost 3 points.
9) Add A +½ Advantage: 60 Active Points; total
cost 4 points.
10) Add A -¼ Limitation: Total cost 3 points.
11) Add A -½ Limitation: Total cost 3 points.
12) Ritual Black Magic: Casting this spell requires
several black magicians. Add Requires
Multiple Users (6 casters; -¾). Total cost: 3
points.
Hero System Grimoire n Black Magic 55
Options:
1) Strong Spell: Increase to Resistant Protection
kkPATHS OF THE UNSEEN
Effect: Invisibility to Sight
(6 PD/6 ED) plus Resistant Protection (8 Group, No Fringe
PD/8 ED). 18 + 24 = 42 Active Points; total Target: Self
cost 5 + 6 = 11 points. Casting Time: Half Phase
2) Weak Spell: Decrease to Resistant Protec- Casting Procedures: Focus, Gestures, Incantations
tion (3 PD/3 ED) plus Resistant Protection Duration: Constant
(4 PD/4 ED). 9 + 12 = 21 Active Points; total Range: Self
cost 2 + 3 = 5 points. Magic Roll Penalty: -3
3) Free Spell: Total cost: 5 + 5 = 10 points. END Cost: 3
4) Remove A -¼ Limitation: Total cost 4 + 4 = 8
points. Description: This spell renders a black magician
5) Remove A -½ Limitation: Total cost 4 + 4 = 8 unseen by human eyes, thus allowing him to work
points. his wickedness unhindered and to hide from his
6) Add A +¼ Advantage: 15 + 19 = 34 Active enemies. Casting it requires a special bone from
Points; total cost 4 + 5 = 9 points. a black cat. The caster must boil a black cat alive
7) Add A +½ Advantage: 18 + 22 = 40 Active until the flesh falls off the bones, then test each
Points; total cost 5 + 5 = 10 points. bone until he finds the one that confers the power
8) Add A -¼ Limitation: Total cost 3 + 3 = 6 of invisibility upon him.
points. Game Information: Invisibility to Sight Group, No
9) Add A -½ Limitation: Total cost 3 + 3 = 6 Fringe (30 Active Points); OAF (black cat’s bone,
points. see text; -1), Gestures (-¼), Incantations (-¼),
Requires A Magic Roll (-½). Total cost: 10 points.
kkIRON AMULET Options:
Effect: Resistant Protection (8 PD/8 1) Remove A -¼ Limitation: Total cost 11 points.
ED/8 Mental Defense/8 Power 2) Remove A -½ Limitation: Total cost 12 points.
Defense), Only Versus Demons 3) Add A +¼ Advantage: 37 Active Points; total
Target: Self cost 12 points.
Casting Time: Half Phase 4) Add A +½ Advantage: 45 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 15 points.
Duration: Constant 5) Add A -¼ Limitation: Total cost 9 points.
Range: Self 6) Add A -½ Limitation: Total cost 8 points.
Magic Roll Penalty: -5
END Cost: 5
Description: Because black magicians so often MOVEMENT SPELLS
traffic with demons, they often find it prudent to
provide themselves with extra protection against
demonic powers. An amulet of sky-iron and silver kkDARK ROAD
offers just such a defense. Effect: Teleportation 40m,
Game Information: Resistant Protection (8 PD/8 x32 Noncombat
ED/8 Mental Defense/8 Power Defense) (48 Active Target: Self
Points); OAF (amulet made of meteoric iron and Casting Time: Half Phase
silver; -1), Costs Endurance (-½), Gestures (-¼), Casting Procedures: Focus, Gestures, Incantations
Incantations (-¼), Only Works Against Limited Duration: Instant
Type Of Attacks (attacks by demonic beings; -¼), Range: Self
Requires A Magic Roll (-½). Total cost: 13 points. Magic Roll Penalty: -6
END Cost: 6
Options:
1) Strong Spell: Increase to Resistant Protection Description: With this spell, a black magician
(10 PD/10 ED/10 Mental Defense/10 Power calls upon the infernal powers to transport him
Defense). 60 Active Points; total cost 16 from one point to another without crossing the
points. intervening space. A cloud of fire and brimstone
2) Weak Spell: Decrease to Resistant Protec- accompanies both the caster’s disappearance and
tion (6 PD/6 ED/6 Mental Defense/6 Power reappearance.
Defense). 36 Active Points; total cost 10 Game Information: Teleportation 40m, x32
points. Nomcombat (60 Active Points); OAF Expendable
3) Remove A -¼ Limitation: Total cost 14 points. (parchment talisman inscribed with invocations
4) Remove A -½ Limitation: Total cost 15 points. and mystic symbols in human blood, Difficult to
5) Add A +¼ Advantage: 60 Active Points; total obtain; -1¼), Gestures (-¼), Incantations (-¼),
cost 16 points. Noisy (-¼), Requires A Magic Roll (-½). Total
6) Add A +½ Advantage: 72 Active Points; total cost: 17 points.
cost 19 points.
7) Add A -¼ Limitation: Total cost 12 points.
8) Add A -½ Limitation: Total cost 11 points.
Hero System Grimoire n Black Magic 59
Options:
1) Strong Spell: Increase to Teleportation 50m.
70 Active Points; total cost 20 points.
2) Weak Spell: Decrease to Teleportation 30m.
50 Active Points; total cost 14 points.
3) Free Spell: Total cost: 27 points.
4) Remove A -¼ Limitation: Total cost 18
points.
5) Remove A -½ Limitation: Total cost 20
points.
6) Add A +¼ Advantage: 75 Active Points; total
cost 21 points.
7) Add A +½ Advantage: 90 Active Points; total
cost 26 points.
8) Add A -¼ Limitation: Total cost 16 points.
9) Add A -½ Limitation: Total cost 15 points.
kkINVOCATION OF THE
GATES OF HELL
Effect: Extra-Dimensional Movement
(to one location in Hell)
Target: Self
Casting Time: 5 Minutes
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: Self
Magic Roll Penalty: -2
END Cost: 2
Description: By sacrificing a human (or other
sentient humanoid, in some Fantasy settings), a
black magician can open a portal to Hell so that
he can visit his infernal masters.
Game Information: Extra-Dimensional Move-
ment (to a specific location in Hell) (20 Active
Points); OAF Expendable (human sacrifice,
plus ritual knife and other tools, Extremely
Difficult to obtain; -2), Concentration (0 DCV
throughout casting; -1), Extra Time (5 Minutes;
-2), Gestures (two hands throughout casting; -1),
Incantations (throughout casting; -½), Requires
A Magic Roll (-½). Total cost: 2 points.
Options:
1) Strong Spell: Increase to any location in Hell.
25 Active Points; total cost 3 points.
2) Free Spell: Total cost: 3 points.
3) Remove A -¼ Limitation: Total cost 3 points.
4) Remove A -½ Limitation: Total cost 3 points.
5) Add A +¼ Advantage: 25 Active Points; total
cost 3 points.
6) Add A +½ Advantage: 30 Active Points; total
cost 4 points.
7) Add A -¼ Limitation: Total cost 2 points.
8) Add A -½ Limitation: Total cost 2 points.
9) Ritual Black Magic: Casting this spell
requires several black magicians. Add
Requires Multiple Users (6 casters; -¾).
Total cost: 2 points.
60 n Black Magic Hero System 6th Edition
Options:
SENSORY SPELLS 1) Remove A +¼ Advantage: 79 Active Points;
total cost 14 points.
2) Remove A +½ Advantage: 70 Active Points;
kkEYES OF THE NIGHT total cost 13 points.
Effect: Nightvision 3) Remove A -¼ Limitation: Total cost 16 points.
Target: Self 4) Remove A -½ Limitation: Total cost 17 points.
Casting Time: Half Phase 5) Add A +¼ Advantage: 96 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 17 points.
Duration: Constant 6) Add A +½ Advantage: 105 Active Points; total
Range: Self cost 19 points.
Magic Roll Penalty: -1 7) Add A -¼ Limitation: Total cost 15 points.
END Cost: 1 8) Add A -½ Limitation: Total cost 14 points.
9) Ritual Black Magic: Casting this spell requires
Description: A black magician knows darkness several black magicians. Add Requires
well; it does not impede him. Multiple Users (6 casters; -¾). Total cost: 14
Game Information: Nightvision (5 Active Points); points.
OAF (jacinth amulet; -1), Costs Endurance (-½),
Requires A Magic Roll (-½). Total cost: 2 points.
Options: MISCELLANEOUS SPELLS
1) Free Spell: Total cost: 2 points.
2) Remove A -¼ Limitation: Total cost 2 points.
3) Remove A -½ Limitation: Total cost 2 points.
kkDECEPTIVE FORM
4) Add A +¼ Advantage: 6 Active Points; total Effect: Shape Shift (Sight, Hearing,
cost 2 points. and Touch Groups, any
5) Add A +½ Advantage: 7 Active Points; total humanoid form), Imitation
cost 2 points. Target: Self
6) Add A -¼ Limitation: Total cost 1 point. Casting Time: Half Phase
7) Add A -½ Limitation: Total cost 1 point. Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
kkSCRYING Range: Self
Magic Roll Penalty: -3
Effect: Clairsentience (Sight END Cost: 3
and Hearing Groups)
Target: Area Description: With this spell, a black magician can
Casting Time: 1 Minute change his shape to that of any other humanoid
Casting Procedures: Focus, Gestures, Incantations being, thus allowing him to hide his visage from
Duration: Constant the eyes of others, or to work his malice while
Range: Up to 35,000 km wearing another’s face so that person takes the
Magic Roll Penalty: -8 blame.
END Cost: 8 Game Information: Shape Shift (Sight, Hearing,
Description: With this spell, a black magician can and Touch Groups, any humanoid form), Imita-
spy on other people, learning their secrets and tion (33 Active Points); OAF Expendable (mask
weaknesses. Casting it requires a special reflective made from the facial skin of a human being,
focus, typically a crystal ball or a mirror created Extremely Difficult to obtain; -2), Concentration
specially for this purpose. (½ DCV throughout casting; -½), Extra Time (1
Turn to cast; -¾), Gestures (throughout casting;
Game Information: Clairsentience (Sight and -½), Incantations (throughout casting; -½),
Hearing Groups), Mobile Perception Point, Mega- Requires A Magic Roll (-½). Total cost: 6 points.
Scale (1m = 100 km; +1½) (87 Active Points);
OAF Fragile (-1¼), Concentration (0 DCV Options:
throughout; -1), Extra Time (1 Minute to cast; 1) Strong Spell: Add Smell/Taste Group. 35
-¾), Gestures (throughout casting; -½), Incanta- Active Points; total cost 6 points.
tions (throughout casting; -½), Requires A Magic 2) Weak Spell: Remove Hearing and Touch
Roll (-½). Total cost: 16 points. Groups. 23 Active Points; total cost 4 points.
3) Free Spell: Total cost: 9 points.
4) Remove A -¼ Limitation: Total cost 6 points.
5) Remove A -½ Limitation: Total cost 6 points.
6) Add A +¼ Advantage: 41 Active Points; total
cost 7 points.
7) Add A +½ Advantage: 49 Active Points; total
cost 8 points.
8) Add A -¼ Limitation: Total cost 5 points.
9) Add A -½ Limitation: Total cost 5 points.
Hero System Grimoire n Black Magic 61
CH AOS M AGIC
I
n some Fantasy settings, the fundamental Game Information: Blast 12d6 (60 Active Points);
forces of Chaos and Order (or Law) underlie OAF Expendable (meteorite pebble carved with
all of reality. Chaos Magic is a category of a Chaos-rune, Difficult to obtain; -1¼), Gestures
spells that allow a spellcaster to manipulate (-¼), Incantations (-¼), Limited Range (100m;
raw Chaos (or, as some style it, “Chaos energy”) -¼), Requires A Magic Roll (-1 per 5 Active
for various purposes. Chaos spells tend to be Points; -1), Side Effects (Blast 6d6; -½), Spell (-½).
powerful — they typically work by exposing Total cost: 12 points.
the target to Chaos in some way, thus changing, Options:
warping, or “unmaking” (reducing to its compo- 1) Strong Spell: Increase to Blast 14d6. 70 Active
nent parts) it to achieve a specific effect. However, Points; total cost 14 points.
many of them are also dangerous, their effects 2) Weak Spell: Decrease to Blast 10d6. 50 Active
at least partly unpredictable and their energies Points; total cost 10 points.
ORDER MAGIC difficult to control; significant Chaos Magic roll 3) Free Spell: Total cost: 16 points.
It stands to reason that penalties and Side Effects are common. 4) Remove A -¼ Limitation: Total cost 13 points.
if such a thing as Chaos Some practitioners claim Chaos lies at the root 5) Remove A -½ Limitation: Total cost 13 points.
Magic exists, then it of all magic, since magic of necessity involves 6) Add A +¼ Advantage: 75 Active Points; total
must have a counterpart imposing a willful (and often unpredictable) cost 15 points.
— Order Magic. Order change on the orderly world. These spellcasters 7) Add A +½ Advantage: 90 Active Points; total
Magic would concern often study Arcanomancy (page 22) as well, seeing cost 18 points.
itself with stability, it as just another expression or manifestation of 8) Add A -¼ Limitation: Total cost 11 points.
preservation, creation, Chaos. 9) Add A -½ Limitation: Total cost 11 points.
and repair. Some of At the GM’s option, the use of Chaos Magic 10) Deadly Chaos Blast: Change to RKA 4d6. 60
its spells would just may have negative side effects just like Black Active Points; total cost 12 points.
be opposites of Chaos Magic does (see page 47). Instead of corrupting
Magic. For example, it
would include an Order
the soul, exposure to the stuff of Chaos warps the
caster’s body and mind, making him physically
kkCHAOS INFUSION
repugnant (and perhaps less physically capable, Effect: Aid STR 6d6, Side Effects
Shield spell — Resis- (target becomes Berserk)
tant Protection (PD, ED, depending on the exact changes the body experi-
ences) and mad. Target: One character
Power Defense) that only Casting Time: Half Phase (Attack Action)
protects against Chaos Casting Procedures: Focus, Gestures, Incantations
Magic. Other spells you
can adapt from Divine OFFENSIVE SPELLS Duration:
Range:
Instant
Touch
Magic, Thaumaturgy, and Magic Roll Penalty: -7
other types of spells in
this book.
kkCHAOS BLAST END Cost: 4
Effect: Blast 12d6 Description: This spell infuses another person
Target: One character or being with the stuff of Chaos, temporarily
Casting Time: Half Phase (Attack Action) reducing him to a more primitive state. He
Casting Procedures: Focus, Gestures, Incantations becomes immensely strong, but also immensely
Duration: Instant stupid and filled with berserk rage.
Range: 100m Game Information: Aid STR 6d6 (36 Active
Magic Roll Penalty: -12 Points); OAF Expendable (sinews of a bear,
END Cost: 6 Difficult to obtain; -1¼), Gestures (-¼), Incanta-
Description: Perhaps the most basic of Chaos tions (-¼), Only Aid Others (-½), Requires A
Magic spells, Chaos Blast hurls a clot of raw Chaos Magic Roll (-1 per 5 Active Points; -1), Side Effects
at the target, causing great harm and pain. (Drain STR 3d6; -½), Side Effects (recipient of Aid
becomes Berserk in combat and cannot make 14-
recovery roll until all points gained from the Aid
fade; -0). Total cost: 7 points.
Hero System Grimoire n Chaos Magic 63
Game Information: Drain DEX and Striking 8) Add A +¼ Advantage: 56 Active Points; total
Appearance 4d6, Expanded Effect (two abili- cost 11 points.
ties simultaneously; +½), Delayed Return Rate 9) Add A +½ Advantage: 60 Active Points; total
(fpoints return at the rate of 5 per Month; +2¾) cost 11 points.
(170 Active Points); OAF Expendable (formless 10) Add A -¼ Limitation: Total cost 9 points.
stone statuette of a human, Difficult to obtain; 11) Add A -½ Limitation: Total cost 9 points.
-1¼), Gestures (-¼), Incantations (-¼), Requires
A Magic Roll (-½), Side Effects (spell’s effects
affect caster; -1), Spell (-½). Total cost: 34 points.
kkUNWEAVING
Effect: Dispel Magic 16d6
Options: Target: One character
1) Strong Spell: Increase to Drain 5d6. 212 Active Casting Time: Half Phase (Attack Action)
Points; total cost 45 points. Casting Procedures: Focus, Gestures, Incantations
2) Weak Spell: Decrease to Drain 3d6. 127 Active Duration: Instant
Points; total cost 27 points. Range: 100m
3) Free Spell: Total cost: 48 points. Magic Roll Penalty: -7
4) Remove A +¼ Advantage: 160 Active Points; END Cost: 7
total cost 34 points.
Description: This spell applies the force of Chaos
5) Remove A +½ Advantage: 150 Active Points;
to magic, unravelling the arcane threads and thus
total cost 31 points.
causing a spell to fail.
6) Remove A -¼ Limitation: Total cost 38 points.
7) Remove A -½ Limitation: Total cost 40 points. Game Information: Dispel Magic 16d6, Variable
8) Add A +¼ Advantage: 180 Active Points; total Effect (any one Magic spell or power at a time;
cost 38 points. +½) (72 Active Points); OAF Expendable (piece
9) Add A +½ Advantage: 190 Active Points; total from a shattered wand, Difficult to obtain; -1¼),
cost 40 points. Gestures (-¼), Incantations (-¼), Limited Range
10) Add A -¼ Limitation: Total cost 34 points. (100m; -¼), Requires A Magic Roll (-½), Side
11) Add A -½ Limitation: Total cost 32 points. Effects (Drain END 3d6; -½), Spell (-½). Total
cost: 16 points.
kkUNMAKING Options:
Effect: RKA 1d6, NND, Does BODY 1) Strong Spell: Increase to Dispel Magic 20d6.
Target: One character 90 Active Points; total cost 20 points.
Casting Time: Half Phase (Attack Action) 2) Weak Spell: Decrease to Dispel Magic 12d6.
Casting Procedures: Focus, Gestures, Incantations 54 Active Points; total cost 12 points.
Duration: Constant 3) Free Spell: Total cost: 22 points.
Range: 600m 4) Remove A +¼ Advantage: 60 Active Points;
Magic Roll Penalty: -12 total cost 13 points.
END Cost: 6 5) Remove A +½ Advantage: 48 Active Points;
total cost 11 points.
Description: This spell attacks the target with 6) Remove A -¼ Limitation: Total cost 17 points.
primal Chaos, breaking him (or it) down into his 7) Remove A -½ Limitation: Total cost 18 points.
component pieces and substances — unmaking 8) Add A +¼ Advantage: 84 Active Points; total
the Orderliness of his form into the Chaos of his cost 19 points.
raw materials. The effect lasts as long as the caster 9) Add A +½ Advantage: 96 Active Points; total
can maintain the spell (i.e., pay END for it). cost 21 points.
Game Information: RKA 1d6, NND (defense is 10) Add A -¼ Limitation: Total cost 15 points.
Chaos Shield or equivalent Order Magic spell; 11) Add A -½ Limitation: Total cost 14 points.
+1), Does BODY (+1), Constant (+½) (52 Active 12) True Unweaving: Only a Chaos Shield spell
Points); OAF Expendable (Chaos amulet, Difficult can protect the target from this form of
to obtain; -1¼), Gestures (-¼), Incantations (-¼), Unweaving. Add NND (defense is Chaos
Requires A Magic Roll (-1 per 5 Active Points; -1), Shield or equivalent Order Magic spell; +½).
Side Effects (caster suffers effects himself for one 96 Active Points; total cost 21 points.
Phase; -1), Spell (-½). Total cost: 10 points. 13) Expanded Disruption I: Increase to Expanded
Options: Effect + Variable Effect (any two Magic spells
1) Strong Spell: Increase to RKA 2d6. 105 Active or powers at once; +1). 96 Active Points; total
Points; total cost 20 points. cost 21 points.
2) Weak Spell: Decrease to RKA ½d6. 35 Active 14) Expanded Disruption II: Increase to
Points; total cost 7 points. Expanded Effect + Variable Effect (any four
3) Free Spell: Total cost: 13 points. Magic spells or powers at once; +2). 144
4) Remove A +¼ Advantage: 49 Active Points; Active Points; total cost 32 points.
total cost 9 points. 15) Expanded Disruption III: Increase to
5) Remove A +½ Advantage: 45 Active Points; Expanded Effect + Variable Effect (all Magic
total cost 8 points. spells or powers simultaneously; +4). 240
6) Remove A -¼ Limitation: Total cost 10 points. Active Points; total cost 53 points.
7) Remove A -½ Limitation: Total cost 11 points.
66 n Chaos Magic Hero System 6th Edition
Options:
DEFENSIVE SPELLS 1) Strong Spell: Increase to Power Defense (30
points). 30 Active Points; total cost 5 points.
2) Weak Spell: Decrease to Power Defense (20
kkCHAOS SHIELD points). 20 Active Points; total cost 3 points.
Effect: Power Defense (25 points), 3) Free Spell: Total cost: 5 points.
Only Versus Chaos/Order Magic 4) Remove A -¼ Limitation: Total cost 4 points.
Target: Self 5) Remove A -½ Limitation: Total cost 5 points.
Casting Time: Half Phase (Attack Action) 6) Add A +¼ Advantage: 31 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 5 points.
Duration: Constant 7) Add A +½ Advantage: 37 Active Points; total
Range: Self cost 6 points.
Magic Roll Penalty: -5 8) Add A -¼ Limitation: Total cost 4 points.
END Cost: 2 9) Add A -½ Limitation: Total cost 4 points.
Description: This spell creates a barrier around the
caster’s body that protects him from Chaos and
Order Magic.
Game Information: Power Defense (25 points) (25
Active Points); OAF Expendable (small fragment
from a shield used in battle, Difficult to obtain;
-1¼), Costs Endurance (-½), Gestures (-¼),
Incantations (-¼), Only Works Against Chaos
And Order Magics (-1), Requires A Magic Roll (-1
per 5 Active Points; -1), Side Effects (Drain END
3d6; -½). Total cost: 4 points.
Hero System Grimoire n Conjuration 67
CONJUR ATION
C
onjuration is the art of summoning beings Extra Time (Full Phase; -½), Gestures (-¼), Incan- Expanding
from this and other planes of existence, tations (-¼), Requires A Magic Roll (-½). Total the Scope
and of controlling and banishing them. cost: 8 points.
In some campaign settings, the concept You can vastly expand
Options: Conjuration by devising
of “conjuration” exends even further, to allow the 1) Beast Summoning II: Increase to one animal
conjuror to “summon” or “create” just about any spells with the special
built on up to 200 Total Points. 60 Active effect “summoned being
physical substance or object — such as weather Points; total cost 16 points.
phenomena (fog, wind, and the like) or build- performs a particular
2) Beast Summoning III: Increase to one animal task for the spellcaster.”
ings — and even forms of energy such as lightning built on up to 300 Total Points. 90 Active
or fire. To My Hand, below, is an example of an Conjuror’s Ease, below,
Points; total cost 24 points. represents a simple
object-summoning spell; you could easily expand 3) Many Beasts: Increase to up to four animals:
upon it, or adapt spells from other categories, if form of this — a spell
Beast Summoning: 45 Active Points; total that allows a conjuror to
you want to broaden the conjuror’s art. cost 12 points. quickly and easily clean
Beast Summoning II: 75 Active Points; house and perform other
total cost 20 points.
BASIC SPELLS Beast Summoning III: 105 Active Points;
chores with the aid of
summoned demonlings
total cost 28 points. and like beings. If you
Conjuration’s most fundamental spells are all
4) Many, Many Beasts: Increase to up to 32 wanted to (and the GM
built with the Power Summon. By longstanding
animals: allowed), you could use
tradition, the hierarchy of summoning power
Beast Summoning: 67 Active Points; total this special effect to
is as follows: animals; monsters; elementals;
cost 18 points. supply conjurors with
demons (“demon” in this case meaning almost
Beast Summoning II: 97 Active Points; all sorts of attack and
any extra-planar entity). Even though an animal-
total cost 26 points. defense spells.
summoning spell might conjure a creature more
Beast Summoning III: 127 Active Points;
powerful than an imp, in the minds of most conju-
total cost 34 points.
rors an imp-summoning spell is “better” because
5) Free Spell: Total cost: 12 points.
it’s harder and more dangerous to cast.
6) Remove A +¼ Advantage: 25 Active Points;
total cost 7 points.
kkBEAST SUMMONING 7) Remove A +½ Advantage: 20 Active Points;
Effect: Summon one animal built total cost 5 points.
on up to 100 Total Points 8) Remove A -¼ Limitation: Total cost 8 points.
Target: Special 9) Remove A -½ Limitation: Total cost 9 points.
Casting Time: Full Phase 10) Add A +¼ Advantage: 35 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 9 points.
Duration: Instant 11) Add A +½ Advantage: 40 Active Points; total
Range: No Range cost 11 points.
Magic Roll Penalty: -3 12) Add A -¼ Limitation: Total cost 7 points.
END Cost: 3 13) Add A -½ Limitation: Total cost 7 points.
Description: With this spell, a conjuror can 14) Devoted Animal: Add Devoted (+¾). 45
Summon any normal animal built on up to 100 Active Points; total cost 12 points.
Character Points. This would include any small 15) Slavishly Devoted Animal: Add Slavishly
animal or bird, a small bear, a chimpanzee, a pony, Devoted (+1). 50 Active Points; total cost 14
a wolf, or some serpents. The animal appears points.
instantly when the caster completes the spell. 16) Local Animals: The conjuror’s spell doesn’t
instantly transport the animal to the conjuror;
Game Information: Summon one animal built on it must live in the area and come under its
up to 100 Total Points, Expanded Class (animals; own power. Add Arrives Under Own Power
+½) (30 Active Points); OAF Expendable (food (-½) and Summoned Being Must Inhabit
the animal would like, Difficult to obtain; -1¼), Locale (-½). Total cost: 6 points.
68 n Conjuration Hero System 6th Edition
Options:
1) Greater Banishment: Increase to Dispel
kkCONTROL SUMMONED
Summon 40d6. 120 Active Points; total cost BEING
32 points. Effect: Mind Control 12d6
2) Lesser Banishment: Decrease to Dispel Target: One character
Summon 12d6. 36 Active Points; total cost 10 Casting Time: Half Phase (Attack Action)
points. Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 24 points. Duration: Instant
4) Remove A -¼ Limitation: Total cost 17 points. Range: LOS
5) Remove A -½ Limitation: Total cost 18 points. Magic Roll Penalty: -6
6) Add A +¼ Advantage: 75 Active Points; total END Cost: 6
cost 20 points. Description: Rather than negotiate, bargain, or
7) Add A +½ Advantage: 90 Active Points; total bribe Summoned beings, some conjurors prefer
cost 24 points. to compel their obedience with magic. While
8) Add A -¼ Limitation: Total cost 15 points. Control Summoned Being may not be powerful
9) Add A -½ Limitation: Total cost 14 points. enough force a Summoned being to do anything
10) Variant Banishment: Decrease to Dispel the caster wants (particularly if the being is
Summon 8d6 and add Constant (+½) and already inimical toward the caster), in the hands
Cumulative (384 points; +1¼). 66 Active of a clever conjuror it can influence the being’s
Points; total cost 18 points. behavior enough for the conjuror to accomplish
his aims... or at least keep himself safe from the
creature’s vengeance.
This spell uses a slight variation of the “classes
of minds” rules from 6E1 149. It defines “all
summoned beings” as a “class of minds” so that
the spell works in the most common-sense,
dramatic-sense fashion. Gamemasters who prefer
to stick to the classes of minds rules more closely
can have characters rebuild the spell with the
“Human” and “Alien” classes of minds (the latter
covers demons and other extra-planar entities).
72 n Conjuration Hero System 6th Edition
CYBERM A NCY
C
ybermancy is a type of magic found only Game Information: Severe Transform 2d6 (add,
in campaigns that feature advanced alter, or remove computer Psychological Compli-
technology (such as Urban Fantasy Hero cations, programs, or records; heal back through
games, Science Fiction games, and some application of the same power, reprogramming,
Post-Apocalyptic campaigns). It features spells and/or re-entering the data), ACV (uses OMCV
that allow characters to manipulate and evoke versus DMCV; +¼), AVAD (Mental Defense;
technology and technology-related phenomena +0), Partial Transform (+½) (52 Active Points);
(such as electric power or smog). OAF Expendable (a disk containing software for a
As a category of spells, Cybermancy is in program no longer produced or supported; -1¼),
some ways limited — for example, it has no Gestures (-¼), Incantations (-¼), No Range (-½),
defensive spells. This reflects the way that magic Limited Target (computer software and files; -½),
and machines tend to interact in most fiction. Requires A Magic Roll (-½), Spell (-½). Total cost:
However, you could certainly expand this category 11 points.
to include more spells and a wider sphere of Options:
possible abilities; see the Cyberkinesis Powers 1) Strong Spell: Increase to Severe Transform
section of Champions Powers for some similar 3d6. 79 Active Points; total cost 17 points.
powers that you could easily adapt into spells. 2) Weak Spell: Decrease to Severe Transform
1d6. 26 Active Points; total cost 5 points.
3) Free Spell: Total cost: 15 points.
OFFENSIVE SPELLS 4) Remove A +¼ Advantage: 45 Active Points;
total cost 9 points.
5) Remove A +½ Advantage: 37 Active Points;
kkALTER ELECTRONIC DATA total cost 8 points.
Effect: Severe Transform 2d6 6) Remove A -¼ Limitation: Total cost 11 points.
(add, alter, or remove 7) Remove A -½ Limitation: Total cost 12 points.
computer software) 8) Add A +¼ Advantage: 60 Active Points; total
Target: One machine cost 13 points.
Casting Time: Half Phase (Attack Action) 9) Add A +½ Advantage: 67 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 14 points.
Duration: Instant 10) Add A -¼ Limitation: Total cost 10 points.
Range: Touch 11) Add A -½ Limitation: Total cost 10 points.
Magic Roll Penalty: -5
END Cost: 5 kkCONTROL TECHNOLOGY
Description: This spell grants a caster the power to Effect: Mind Control 8d6 (Machine
add, alter, or remove software and files to or from class of minds)
a computer (or similar device). Target: One device
See APG 73 for more information and guide- Casting Time: Half Phase (Attack Action)
lines about Mentally Transforming software Casting Procedures: Focus, Gestures, Incantations
and the like. In most cases, adding, removing, Duration: Instant
or altering a sentient machine’s Psychological Range: LOS
Complications requires a Severe Transform. So Magic Roll Penalty: -4
does adding, removing, or altering a piece of soft- END Cost: 4
ware. Adding, altering, or removing a computer
file may only require a Cosmetic, Minor, or Major Description: A caster can use this spell to control
Transform effect, based on the GM’s judgment machines, making them function as he wishes.
regarding the complexity and importance of the See APG 70-73 for more rules for “cyberkinesis,”
information; the Partial Transform Advantage including “Intelligence” ratings for various types
allows the caster to achieve such lesser effects of machines that don’t have EGOs.
easily.
Hero System Grimoire n Cybermancy 75
Game Information: Mind Control 8d6 (Machine Note that a character with Machine Manipu-
class of minds) (40 Active Points); OAF (talisman; lation (see below) may be able to fire weapons
-1), Gestures (-¼), Incantations (-¼), Requires A telekinetically instead of using this power, and
Magic Roll (-½), Spell (-½). Total cost: 11 points. may be more likely to affect sturdy mechanical (as
Options: opposed to electronic or computer-controlled)
1) Strong Spell: Increase to Mind Control 10d6. weapons.
50 Active Points; total cost 14 points. Game Information: Mind Control 10d6 (Machine
2) Weak Spell: Decrease to Mind Control 6d6. 30 class of minds) (50 Active Points); OAF Expend-
Active Points; total cost 8 points. able (a used battery or weapon power-pack,
3) Free Spell: Total cost: 16 points. Difficult to obtain; -1¼), Gestures (-¼), Incanta-
4) Remove A -¼ Limitation: Total cost 12 points. tions (-¼), Only Versus Electronic Weapons (-1),
5) Remove A -½ Limitation: Total cost 13 points. Requires A Magic Roll (-½), Spell (-½). Total cost:
6) Add A +¼ Advantage: 50 Active Points; total 10 points.
cost 14 points. Options:
7) Add A +½ Advantage: 60 Active Points; total 1) Strong Spell: Increase to Mind Control 12d6.
cost 17 points. 60 Active Points; total cost 13 points.
8) Add A -¼ Limitation: Total cost 11 points. 2) Weak Spell: Decrease to Mind Control 8d6. 40
9) Add A -½ Limitation: Total cost 10 points. Active Points; total cost 8 points.
3) Free Spell: Total cost: 14 points.
kkCONTROL WEAPONS 4) Remove A -¼ Limitation: Total cost 11 points.
Effect: Mind Control 10d6, Only 5) Remove A -½ Limitation: Total cost 12 points.
Versus Weapons 6) Add A +¼ Advantage: 62 Active Points; total
Target: One weapon cost 13 points.
Casting Time: Half Phase (Attack Action) 7) Add A +½ Advantage: 75 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 16 points.
Duration: Instant 8) Add A -¼ Limitation: Total cost 10 points.
Range: LOS 9) Add A -½ Limitation: Total cost 9 points.
Magic Roll Penalty: -6 10) Greater Legion: The character can control
END Cost: 6 multiple weapons at once, though they all
have to fire at the same target. Reduce to
Description: With this spell, a caster can over-
Mind Control 6d6 and add Area Of Effect
ride and take control of any electronic weapon he
(32m Radius; +1). 60 Active Points; total cost
can see and cause it to fire at one of his enemies.
13 points.
(See APG 70-73 for more rules for “cyberkinesis,”
including “Intelligence” ratings for various types
of machines that don’t have EGOs.)
76 n Cybermancy Hero System 6th Edition
Options:
1) Strong Spell: Increase to Aid END 4d6. 48
kkMACHINE PHANTASMS I
Effect: Mental Illusions 8d6
Active Points; total cost 9 points.
Target: One machine
2) Weak Spell: Decrease to Aid END 2d6. 24
Casting Time: Half Phase (Attack Action)
Active Points; total cost 4 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 8 points.
Duration: Instant
4) Remove A +¼ Advantage: 31 Active Points;
Range: LOS
total cost 6 points.
Magic Roll Penalty: -4
5) Remove A +½ Advantage: 27 Active Points;
END Cost: 4
total cost 5 points.
6) Remove A -¼ Limitation: Total cost 7 points. Description: This spell allows a caster to control
7) Remove A -½ Limitation: Total cost 7 points. what a machine “sees” or displays. For example,
8) Add A +¼ Advantage: 40 Active Points; total he could make security cameras show himself
cost 8 points. and his comrades as uniformed security guards
9) Add A +½ Advantage: 45 Active Points; total rather than civilians (or as not being there at all),
cost 8 points. or cause a computer screen to display the specific
10) Add A -¼ Limitation: Total cost 6 points. images he wants it to. The character cannot cause
11) Add A -½ Limitation: Total cost 6 points. the machine to take STUN or BODY damage due
to the effect of the illusion.
kkINTERFERENCE Game Information: Mental Illusions 8d6 (Machine
Effect: Drain Electronic Devices 4d6 class of minds) (40 Active Points); OAF Expend-
Target: One electronic device able (piece of a broken camera lens painted with
Casting Time: Half Phase (Attack Action) mystic runes, Difficult to obtain; -1¼), Cannot
Casting Procedures: Focus, Gestures, Incantations Cause Harm (-¼), Gestures (-¼), Incantations
Duration: Instant (-¼), Requires A Magic Roll (-½), Spell (-½). Total
Range: 40m cost: 10 points.
Magic Roll Penalty: -6 Options:
END Cost: 6 1) Strong Spell: Increase to Mental Illusions
Description: This spell creates a mystic “field of 10d6. 50 Active Points; total cost 12 points.
interference” that can disrupt the functioning of 2) Weak Spell: Decrease to Mental Illusions 6d6.
any electronic device within 40m of the caster, 30 Active Points; total cost 7 points.
causing it to function less efficiently (and possibly 3) Free Spell: Total cost: 14 points.
to shut down altogether) for a while. 4) Remove A -¼ Limitation: Total cost 11 points.
Game Information: Drain Electronic Devices 4d6, 5) Remove A -½ Limitation: Total cost 11 points.
Variable Effect (any one Electronic Device power 6) Add A +¼ Advantage: 50 Active Points; total
at a time; +½) (60 Active Points); OAF Expend- cost 12 points.
able (broken cog or gear, Difficult to obtain; -1¼), 7) Add A +½ Advantage: 60 Active Points; total
Gestures (-¼), Incantations (-¼), Limited Range cost 15 points.
(40m; -¼), Requires A Magic Roll (-½), Spell (-½). 8) Add A -¼ Limitation: Total cost 9 points.
Total cost: 15 points. 9) Add A -½ Limitation: Total cost 9 points.
10) See What I Want You To See: The standard
Options: spell affects all senses, since a caster might
1) Strong Spell: Increase to Drain Electronic need to attack a sentient robot or the like
Devices 6d6. 90 Active Points; total cost 22 with it. However, some casters can only affect
points. machines’ sight and radio senses, since so few
2) Weak Spell: Decrease to Drain Electronic have any other senses. Add Limited Senses
Devices 2d6. 30 Active Points; total cost 7 (cannot affect Hearing, Smell/Taste, and
points. Touch Groups; -¾). Total cost: 8 points.
3) Free Spell: Total cost: 22 points.
4) Remove A +¼ Advantage: 50 Active Points;
total cost 12 points.
kkMACHINE PHANTASMS II
5) Remove A +½ Advantage: 40 Active Points; Effect: Sight and Radio Group Images
total cost 10 points. Target: 16m radius
6) Remove A -¼ Limitation: Total cost 16 points. Casting Time: Half Phase (Attack Action)
7) Remove A -½ Limitation: Total cost 17 points. Casting Procedures: Focus, Gestures, Incantations
8) Add A +¼ Advantage: 70 Active Points; total Duration: Constant
cost 17 points. Range: 150m
9) Add A +½ Advantage: 80 Active Points; total Magic Roll Penalty: -3
cost 20 points. END Cost: 3
10) Add A -¼ Limitation: Total cost 14 points. Description: A caster can use this spell to fool
11) Add A -½ Limitation: Total cost 13 points. machines in situations when Machine Phantasms
12) Long-Term Inteference: Add Delayed Return I (see above) isn’t quite appropriate. It allows him
Rate (points return at the rate of 5 per Minute; to control what the machine sees or displays (and
+1). 100 Active Points; total cost 25 points. thus what anyone monitoring the machine sees).
For example, he could make a security camera see
78 n Cybermancy Hero System 6th Edition
the undisturbed bank vault it normally expects Game Information: Severe Transform 3d6
to see, even when a team of burglars is busy (machine into any other type of machine, or
looting the place. Anyone monitoring that camera spare parts into working machine; heals back by
remotely would see the Image, but anyone viewing being taken apart or destroyed, or subjected to
the scene with the naked eye wouldn’t be affected another use of this power) (45 Active Points); OAF
at all. Expendable (a small silver hex-nut with a gold nail
The Image has an 16m radius, which should through its hole, Difficult to obtain; -1¼), Extra
suffice to cover the the area scanned by most Time (1 Turn; -1¼), Gestures (-¼), Incantations
cameras. If necessary, the caster can place the (-¼), No Range (-½), Limited Target (machines
illusion directly in front of the camera so it cannot and spare parts for machines; -½), Requires A
avoid it. Magic Roll (-½), Spell (-½). Total cost: 6 points.
Game Information: Sight and Radio Group Options:
Images, Area Of Effect (16m Radius; +¾) (26 1) Strong Spell: Increase to Severe Transform
Active Points); OAF Expendable (piece of a 4d6. 60 Active Points; total cost 8 points.
broken camera lens painted with mystic runes, 2) Weak Spell: Decrease to Severe Transform
Difficult to obtain; -1¼), Gestures (-¼), Incanta- 2d6. 30 Active Points; total cost 4 points.
tions (-¼), Only Versus Machines (-1), Requires A 3) Free Spell: Total cost: 8 points.
Magic Roll (-½), Spell (-½). Total cost: 5 points. 4) Remove A -¼ Limitation: Total cost 7 points.
Options: 5) Remove A -½ Limitation: Total cost 7 points.
1) Strong Spell: Add -3 to PER Rolls. 42 Active 6) Add A +¼ Advantage: 56 Active Points; total
Points; total cost 9 points. cost 8 points.
1) Free Spell: Total cost: 7 points. 7) Add A +½ Advantage: 67 Active Points; total
2) Remove A +¼ Advantage: 22 Active Points; cost 9 points.
total cost 5 points. 8) Add A -¼ Limitation: Total cost 6 points.
3) Remove A +½ Advantage: 19 Active Points; 9) Add A -½ Limitation: Total cost 6 points.
total cost 4 points.
4) Remove A -¼ Limitation: Total cost 6 points. kkMANIPULATE MACHINE
5) Remove A -½ Limitation: Total cost 6 points. Effect: Telekinesis (10 STR),
6) Add A +¼ Advantage: 30 Active Points; total Fine Manipulation, Only
cost 6 points. Versus Machines
7) Add A +½ Advantage: 34 Active Points; total Target: One machine
cost 7 points. Casting Time: Half Phase (Attack Action)
8) Add A -¼ Limitation: Total cost 5 points. Casting Procedures: Focus, Gestures, Incantations
9) Add A -½ Limitation: Total cost 5 points. Duration: Constant
Range: 250m
kkMACHINE-SCULPTING Magic Roll Penalty: -1
END Cost: 2
Effect: Severe Transform 3d6
(machines to other machines, Description: Wizards use this common Cyber-
or spare parts into machines) mancy spell to move machines, control the
Target: One machine or collec- moving parts in machines, flip switches, and so
tion of spare parts forth. In a sense it’s an enhanced version of the
Casting Time: 1 Turn (Attack Action) standard “1 STR Telekinesis” characters with
Casting Procedures: Focus, Gestures, Incantations Cybermancy abilities have (see APG 71).
Duration: Instant
Game Information: Telekinesis (10 STR), Fine
Range: No Range
Manipulation (25 Active Points); OAF Expend-
Magic Roll Penalty: -4
able (leftover switch or lever from an electronic
END Cost: 4
device, Difficult to obtain; -1¼), Gestures (-¼),
Description: This spell transmutes one machine Incantations (-¼), Only To Control Machines And
into another machine, or a collection of spare Machine Parts (-1), Requires A Magic Roll (-½),
parts into a working machine. The GM determines Spell (-½). Total cost: 5 points.
the BODY of the machine or spare parts (see
Options:
6E2 170-73 for guidelines). The rules for adding
1) Free Spell: Total cost: 7 points.
or removing abilities with Transform (6E1 306)
2) Remove A -¼ Limitation: Total cost 5 points.
apply. Depending on the situation, the GM may
3) Remove A -½ Limitation: Total cost 6 points.
limit the scope of what the character can do with
4) Add A +¼ Advantage: 31 Active Points; total
this spell based on the material he’s got to work
cost 6 points.
with and the degree of similarity between the two
5) Add A +½ Advantage: 37 Active Points; total
machines. For example, a caster could Transform
cost 8 points.
a television remote control into an infrared laser
6) Add A -¼ Limitation: Total cost 5 points.
pistol, but not into a starter motor.
7) Add A -½ Limitation: Total cost 5 points.
Hero System Grimoire n Cybermancy 79
kkASSEMBLE ROBOT
MISCELLANEOUS SPELLS Effect: Summon one robot built
on up to 600 Total Points
kkACTIVATE DEVICE Target: Special
Effect: Make Magic roll to turn Casting Time: 1 Minute
on a device (see text) Casting Procedures: Focus, Gestures, Incantations
Target: One device Duration: Instant
Casting Time: Full Phase (Attack Action) Range: No Range
Casting Procedures: Gestures, Incantations Magic Roll Penalty: -9
Duration: Instant END Cost: 7
Range: 10m Description: With this spell a wizard can take bits
Magic Roll Penalty: See text
and pieces of technology and form them into a
END Cost: 1
working robot. Robots built this way can be quite
Description: The simplest spell of Cybermancy powerful... if the wizard has the right parts. The
is one that allows a wizard to turn on a device. GM has the final say on what a robot created with
To activate a machine, the wizard simply has to this spell can do. One built out of ordinary parts
succeed with a Magic roll and spend 1 END. The might simply be able to move and carry things;
roll is modified by the complexity of the device: one that incorporates military technology or an
Simple devices (most household appliances and industrial laser might have an attack or three to
such) are -2; Complex devices (energy weapons, use on its creator’s enemies.
most vehicles) are at -4; and Very Complex At the GM’s option, contrary to the standard
devices (robots, computers, automated security rule for Summon, a caster using this spell can have
systems...) are at -8. Summoned at any one time as many robots as he
Game Information: See text. wants — he just has to create them one at a time.
See The HERO System Bestiary and other Hero
kkASSEMBLE MACHINE Games products for example robots you could use
Effect: Minor Transform 4d6 (parts with this spell.
into working machine) Depending on the setting, you may want to
Target: One set of parts define this spell as Summon Junk Golem. A junk
Casting Time: Half Phase (Attack Action) golem is a robot-like being a caster creates out
Casting Procedures: Focus, Gestures, Incantations of whatever spare parts he can scrape together
Duration: Instant (often from junked cars, appliances, and industrial
Range: 20m equipment).
Magic Roll Penalty: -2 Game Information: Summon one robot built
END Cost: 2 on up to 600 Total Points, Expanded Class (any
Description: This spell assembles a collection of robot; +¼), Reduced Endurance (½ END; +¼)
spare parts into any working machine those parts (180 Active Points); OAF (robotics tool etched
could make (if they could make more than one, with mystic runes; -1), Concentration (½ DCV
the caster chooses which one). Use the BODY of throughout casting; -½), Extra Time (1 Minute;
the completed machine as the target of the Trans- -1½), Gestures (throughout casting; -½), Incan-
form; the character has to achieve twice that much tations (throughout casting; -½), Requires A
BODY on his rolls to succeed. Magic Roll (-1 per 20 Active Points; -¼), Requires
Game Information: Minor Transform 4d6 (parts Appropriate Spare Parts (see text; -1). Total cost:
into working machine), Improved Results Group 29 points.
(various machines, as defined by the parts avail- Options:
able; +¼) (25 Active Points); OAF (talisman; 1) Strong Spell: Increase to Summon one robot
-1), Extra Time (Full Phase; -½), Gestures (-¼), built on up to 800 Total Points. 240 Active
Incantations (-¼), Limited Target (spare parts; Points; total cost 38 points.
-½), Limited Range (20m; -¼), Requires A Magic 2) Weak Spell: Decrease to Summon one robot
Roll (-½), Spell (-½). Total cost: 5 points. built on up to 400 Total Points. 120 Active
Options: Points; total cost 19 points.
1) Strong Spell: Increase to Minor Transform 3) Free Spell: Total cost: 34 points.
6d6. 37 Active Points; total cost 8 points. 4) Remove A +¼ Advantage: 150 Active Points;
2) Weak Spell: Decrease to Minor Transform total cost 24 points.
2d6. 12 Active Points; total cost 2 points. 5) Remove A +½ Advantage: 120 Active Points;
3) Free Spell: Total cost: 7 points. total cost 19 points.
4) Remove A -¼ Limitation: Total cost 5 points. 6) Remove A -¼ Limitation: Total cost 30 points.
5) Remove A -½ Limitation: Total cost 6 points. 7) Remove A -½ Limitation: Total cost 31 points.
6) Add A +¼ Advantage: 30 Active Points; total 8) Add A +¼ Advantage: 210 Active Points; total
cost 6 points. cost 34 points.
7) Add A +½ Advantage: 35 Active Points; total 9) Add A +½ Advantage: 240 Active Points; total
cost 7 points. cost 38 points.
8) Add A -¼ Limitation: Total cost 5 points. 10) Add A -¼ Limitation: Total cost 28 points.
9) Add A -½ Limitation: Total cost 5 points. 11) Add A -½ Limitation: Total cost 27 points.
82 n Cybermancy Hero System 6th Edition
DI V IN ATION
D
ivination is the art of finding and
foretelling. Its practitioners, known as
oracles, diviners, seers, soothsayers, or
DEFENSIVE SPELLS
prophets, possess powers that draw on
senses denied to ordinary men. Not only can they kkPREMONITION
foresee the future (sometimes with great accuracy, Effect: Danger Sense
sometimes not), but they can view the past as well, Target: The general area around
and perceive things hidden from the senses of the character
normal folk. Casting Time: 1 Turn
Many Divination spells have an OAF defined Casting Procedures: Focus, Gestures, Incantations
as “caster’s Focus of choice.” Different diviners Duration: Constant
prefer different methods of discerning things. Range: Self
Some read cards, some gaze into mirrors or pools Magic Roll Penalty: -4
of water, some use crystal balls, and so forth. Use END Cost: 4
the Remove A -½ Limitation option to change this
to an OIF, if appropriate (such as “any mirror of Description: This spell grants the caster the ability
opportunity” rather than a specific mirror the to sense anything dangerous in the general area
character keeps with him). See HSS 357-39 for an around him — even if it’s something he cannot
extensive list of methods of divination. perceive the danger with his normal senses (such
To many spellcasters, Divination is an arcana as an invisible attacker or a well-hidden trap).
of little depth. But while it’s true that Divination Game Information: Danger Sense (any danger,
possesses few spells compared to other arcana, general area) (INT Roll +5) (40 Active Points);
those it does contain are often of great utility. OAF (caster’s Focus of choice; -1), Costs
Many a general has won a battle because a sooth- Endurance (-½), Extra Time (1 Turn to cast; -¾),
sayer showed him the size and strength of the Gestures (throughout casting; -½), Incantations
enemy, and many a king has chosen the right road (throughout casting; -½), Requires A Magic Roll
to greatness based on the words of an oracle. (-½). Total cost: 8 points.
In addition to the spells listed here, Divination Options:
includes “Detect” spells listed elsewhere, such as 1) Strong Spell: The character can determine the
Detect Magic (page 347) or Sense The Unholy nature of the danger precisely. Add Discrimi-
(page 96). natory and Analyze. 50 Active Points; total
cost 10 points.
2) Weak Spell: The character can only perceive
dangers that directly affect him, not those in
the general area. Remove “general area.” 30
Active Points; total cost 6 points.
3) Free Spell: Total cost: 11 points.
4) Remove A -¼ Limitation: Total cost 9 points.
5) Remove A -½ Limitation: Total cost 9 points.
6) Add A +¼ Advantage: 50 Active Points; total
cost 10 points.
7) Add A +½ Advantage: 60 Active Points; total
cost 13 points.
8) Add A -¼ Limitation: Total cost 8 points.
9) Add A -½ Limitation: Total cost 8 points.
84 n Divination Hero System 6th Edition
SENSORY SPELLS
kkDETECT SCRYING
Effect: Detect Scrying
Target: Self
Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: Self
Magic Roll Penalty: -1
END Cost: 1
Description: This spell allows a diviner to deter-
mine if someone is scrying him — following his
actions with magic spells such as Far Sight. It does
not tell him who is scrying him, or why, but just
knowing that his actions are being observed often
proves quite helpful.
This spell is built as a Detect of a single object
or phenomenon. You can use it as a template to
create similar spells, such as:
Detect Dwarves (or any other one race):
detects the presence of dwarves
Detect Gold: detects the presence of gold
Detect Necromancy (or any other one category
of spells): detects the presence of necromantic
magic
Game Information: Detect Scrying (INT +3) (no
Sense Group) (6 Active Points); OAF Expendable
(a small colored glass bead, Difficult to obtain;
-1¼), Costs Endurance (-½), Gestures (-¼),
Incantations (-¼), Nonpersistent (-¼), Instant
(-½), Requires A Magic Roll (-½). Total cost: 1
point.
Options:
1) Strong Spell: Increase to INT +6. 9 Active
Points; total cost 2 points.
2) Weak Spell: Decrease to INT +0. 3 Active
Points; total cost 1 point.
3) Free Spell: Total cost: 2 points.
4) Remove A -¼ Limitation: Total cost 1 point.
5) Remove A -½ Limitation: Total cost 1 point.
6) Add A +¼ Advantage: 7 Active Points; total
cost 2 points.
7) Add A +½ Advantage: 9 Active Points; total
cost 2 points.
8) Add A -¼ Limitation: Total cost 1 point.
9) Add A -½ Limitation: Total cost 1 point.
Hero System Grimoire n Divination 85
kkDETECT SECRET DOORS 10) Precise Detection: Not only can the diviner
perceive secret or concealed doors, he can
Effect: Detect Secret And
Concealed Doors perceive how they work and how to open
Target: Self them (assuming this information is available
Casting Time: Half Phase to visual inspection — the spell won’t reveal
Casting Procedures: Focus, Gestures, Incantations magical command words or the like, nor does
Duration: Instant it confer Lockpicking abilities). Add Discrim-
Range: Self inatory and Analyze. 18 Active Points; total
Magic Roll Penalty: -1 cost 4 points.
END Cost: 1 11) Ranged Detection: In many cases, a diviner
doesn’t have the luxury of closely examining a
Description: With this spell, a diviner can wall for secret doors as he casts this spell. This
discern the presence of secret or concealed doors, version allows him to perceive such things at
compartments, and the like. a distance. Add Range. 13 Active Points; total
This spell is built as a Detect of a class of cost 3 points.
objects or phenomena. You can use it as a template
DETECTION SPELLS
to create similar spells, such as:
Detect Animals: detects the presence of any
kkDETECT TREASURE Spells like Detect
type of animal Effect: Detect Treasure
Secret Doors may cause
Detect Lies (Hearing Group): reveals when
Target: Self
problems in some
someone speaks a falsehood Casting Time: Half Phase
campaigns. Because
Detect Magic (see page 347)
Casting Procedures: Focus, Gestures, Incantations
characters can use
Detect Metals: detects the presence of any type
Duration: Instant
them repeatedly, they
of metal Range: Self
may make it impossible
Detect Monsters: detects the presence of
Magic Roll Penalty: -1
for the GM to keep any
monsters END Cost: 1
significant object or
Detect Non-Humans: detects the presence of Description: This spell allows the caster to sense phenomenon secret from
non-human humaniform races the presence of “treasure” — objects generally the characters (though
Detect Plants: reveals the presence of plants or considered valuable by people and associated of course, even if the
plant matter with the term, such as coins, golden statues, gems, spell works, the caster
Detect Poison: detects poison in food, on a enchanted items, and the like. may fail his PER Roll).
blade, or the like This spell is built as a Detect of a large class of
Detect Traps: detects traps objects or phenomena. You can use it as a template If this is a problem in
Detect Undead: detects the presence of undead to create similar spells, such as: your game, the GM
creatures Detect Enemies: detects the presence of
should restrict the use
enemies and persons hostile to the character of such spells. Possible
Game Information: Detect Secret And Concealed solutions include:
Doors (INT +3) (Sight Group) (8 Active Points); Detect Life Force: detects the presence of living
beings or the “energy” that makes life possible. increasing the Magic
OAF Expendable (a small silver hammer, Difficult roll penalties for these
to obtain; -1¼), Costs Endurance (-½), Gestures Detect Lost Objects: detects a specific lost
object (requires Range) spells; requiring high
(-¼), Incantations (-¼), Nonpersistent (-¼), levels of Extra Time for
Instant (-½), Requires A Magic Roll (-½). Total Game Information: Detect Treasure (INT +3) (no all such spells; imposing
cost: 2 points. Sense Group) (13 Active Points); OAF Expendable a maximum on the PER
Options: (a small silver hammer, Difficult to obtain; -1¼), Roll a spell can provide;
1) Strong Spell: Increase to INT +6. 11 Active Costs Endurance (-½), Gestures (-¼), Incantations and imposing a Charges
Points; total cost 3 points. (-¼), Nonpersistent (-¼), Instant (-½), Requires A Limitation on any such
2) Weak Spell: Decrease to INT +0. 5 Active Magic Roll (-½). Total cost: 3 points. spells.
Points; total cost 1 point. Options:
3) Free Spell: Total cost: 3 points. 1) Strong Spell: Increase to INT +6. 16 Active
4) Remove A -¼ Limitation: Total cost 2 points. Points; total cost 4 points.
5) Remove A -½ Limitation: Total cost 2 points. 2) Weak Spell: Decrease to INT +0. 10 Active
6) Add A +¼ Advantage: 10 Active Points; total Points; total cost 2 points.
cost 2 points. 3) Free Spell: Total cost: 4 points.
7) Add A +½ Advantage: 12 Active Points; total 4) Remove A -¼ Limitation: Total cost 3 points.
cost 3 points. 5) Remove A -½ Limitation: Total cost 3 points.
8) Add A -¼ Limitation: Total cost 2 points. 6) Add A +¼ Advantage: 16 Active Points; total
9) Add A -½ Limitation: Total cost 2 points. cost 4 points.
7) Add A +½ Advantage: 19 Active Points; total
cost 4 points.
8) Add A -¼ Limitation: Total cost 3 points.
9) Add A -½ Limitation: Total cost 3 points.
86 n Divination Hero System 6th Edition
DI V INE M AGIC
D
ivine magic isn’t exactly a category of
spells. Instead, it’s the body of gods-
granted mystic powers and lore possessed
SPELLS OF HEALING
by priests, paladins, and other characters AND CURING
associated with a deity or deities. They often hew
more toward healing, defending, preserving, and
enhancing than attacking, but a powerful priest
kkCURE BLINDNESS
can inflict grievous harm upon unbelievers and Effect: Major Transform 8d6 (blind
wicked beings. being into sighted being)
As written, these spells assume priests are Target: One character
“good” and use their spells to oppose that which Casting Time: Half Phase (Attack Action)
is tangibly “evil” (primarily the undead, demons, Casting Procedures: Focus, Gestures, Incantations
and the like). To rework these spells for priests of Duration: Instant
evil gods, simply reverse that assumption (and the Range: Touch
relevant Limitations). Thus, instead of Smite Evil Magic Roll Penalty: -8
or Sacred Fire, an evil priest has Smite Good and END Cost: 8
Unholy Fire. Description: This spell restores sight to those who
In addition to the spells listed here, priests have gone blind for any reason — eye injuries,
often have access to other spells related to the cataracts, disease, or the like. It will not, however,
god or gods they primarily worship. The priest of give the power of sight to beings or species that
a war-god might have combat magic and battle have no eyes (such as some types of worms).
magic spells; the priest of a fire god has fire spells; The priest must touch the recipient’s eyes (or eye
and so on. You can adapt spells from the Theurgy sockets) when casting the spell.
category (page 289) for these purposes. For
example, the priests of many religions can create Game Information: Major Transform 8d6 (blind
light; they should just buy the Create Light spell being into sighted being, heals back through any
(page 151) with appropriate changes. natural means that would cause loss of sight) (80
In many campaigns the form of Power Skill Active Points); OAF (holy symbol or the like; -1),
used to cast Divine Magic spells is called Faith; it’s Gestures (-¼), Incantations (-¼), Limited Target
often necessary even in campaigns where all other (once sighted but now blind beings; -1), No Range
types of magic are cast using the same Power: (-½), Only When Serving The God’s Purposes
Magic Skill. (-½), Requires A Magic Roll (-½). Total cost: 16
points.
Options:
1) Strong Spell: Increase to Major Transform
10d6. 100 Active Points; total cost 20 points.
2) Weak Spell: Decrease to Major Transform
6d6. 60 Active Points; total cost 12 points.
3) Free Spell: Total cost: 20 points.
4) Remove A -¼ Limitation: Total cost 17 points.
5) Remove A -½ Limitation: Total cost 18 points.
6) Add A +¼ Advantage: 100 Active Points; total
cost 20 points.
7) Add A +½ Advantage: 120 Active Points; total
cost 24 points.
8) Add A -¼ Limitation: Total cost 15 points.
9) Add A -½ Limitation: Total cost 14 points.
88 n Divine Magic Hero System 6th Edition
kkSANCTIFY WEAPON
Effect: Change Environment DEFENSIVE SPELLS
(make a weapon sacred)
Target:
Casting Time:
One weapon
Full Phase (Attack Action)
kkSAFE JOURNEY
Casting Procedures: Focus, Gestures, Incantations Effect: Change Environment
Duration: Time Limit (duration of 1 (make body/soul immune
Turn, +1 Turn per point by to Necromancy)
which the caster succeeds Target: One corpse
with his Magic roll) Casting Time: 5 Minutes
Range: Touch Casting Procedures: Focus, Gestures, Incantations
Magic Roll Penalty: -1 Duration: Uncontrolled (perma-
END Cost: 0 nent unless body is taken
into an unholy area)
Description: When a priest casts this spell and Range: Touch
touches a weapon, he infuses that weapon with Magic Roll Penalty: -1
holy energy. This allows it to exploit the Suscepti- END Cost: 0
bility to holy objects that most infernal beings and
many forms of undead possess. Description: When cast upon a corpse, this spell
renders the dead person immune to various
Game Information: Change Environment (make
necromantic spells. A necromancer cannot raise
a weapon sacred), Reduced Endurance (0 END;
the corpse as a corporeal undead, nor summon
+½), Time Limit (duration of 1 Turn, +1 Turn per
the deceased’s spirit back to become a ghost or
point by which the caster succeeds with his Magic
answer precognitive questions. However, this spell
roll; +¼) (9 Active Points); OAF (holy symbol or
also makes it impossible to use Resurrection (or
the like; -1), Extra Time (Full Phase; -½), Gestures
like spells) on the character (but a Grant Wish or
(-¼), Incantations (-¼), No Range (-½), Only
the act of a god could still bring the character back
When Serving The God’s Purposes (-½), Requires
to life).
A Magic Roll (-½), Spell (-½). Total cost: 2 points.
Game Information: Change Environment (makes
Options:
body/soul immune to Necromancy), Reduced
1) Strong Spell: The spell not only sanctifies
Endurance (0 END; +½), Uncontrolled (effect is
the weapon, it makes the weapon do more
permanent unless body is taken into an unholy
damage to demons and the undead. However,
area; +½) (10 Active Points); OAF (holy symbol or
the caster can only apply the spell to one
the like; -1), Concentration (0 DCV throughout
weapon at a time. Change to: Deadly Blow
casting; -1), Extra Time (5 Minutes; -2),
(+3 DCs to weapons versus Evil Beings),
Gestures (throughout casting; -½), Incantations
Usable By Other (+¼) (24 Active Points);
(throughout casting; -½), No Range (-½), Only
OAF (holy symbol or the like; -1), Gestures
When Serving The God’s Purposes (-½), Requires
(-¼), Incantations (-¼), Only When Serving
A Magic Roll (-½), Side Effect (makes it impos-
The God’s Purposes (-½), Requires A Magic
sible to use Resurrection on person, always occurs;
Roll (-½), Time Limit (duration of 1 Turn, +1
-½). Total cost: 1 point.
Turn per point by which the caster succeeds
with his Magic roll; -2). Total cost: 4 points. Options:
2) Free Spell: Total cost: 3 points. 1) Free Spell: Total cost: 1 point.
3) Remove A +¼ Advantage: 7 Active Points; 2) Remove A -¼ Limitation: Total cost 1 point.
total cost 1 point. 3) Remove A -½ Limitation: Total cost 1 point.
4) Remove A -¼ Limitation: Total cost 4 points. 4) Add A +¼ Advantage: 11 Active Points; total
5) Remove A -½ Limitation: Total cost 5 points. cost 1 point.
6) Add A +¼ Advantage: 10 Active Points; total 5) Add A +½ Advantage: 12 Active Points; total
cost 2 points. cost 1 point.
7) Add A +½ Advantage: 11 Active Points; total 6) Add A -¼ Limitation: Total cost 1 point.
cost 2 points. 7) Add A -½ Limitation: Total cost 1 point.
8) Add A -¼ Limitation: Total cost 2 points.
9) Add A -½ Limitation: Total cost 2 points.
94 n Divine Magic Hero System 6th Edition
kkWARMTH
Effect: Life Support (Safe MOVEMENT SPELLS
Environment: Intense Cold)
plus Resistant Protection (12
ED), Only Versus Cold Attacks kkHEAVENLY GATE
Target: Up to 8 characters Effect: Extra-Dimensional
Casting Time: Half Phase Movement (to heaven/
Casting Procedures: Focus, Gestures, Incantations the Land Of The Gods)
Duration: Time Limit (duration of 6 Target: Self
Hours, +1 Hour per point by Casting Time: 1 Minute
which the caster succeeds Casting Procedures: Focus, Gestures, Incantations
with his Magic roll) Duration: Instant
Range: Touch Range: Self
Magic Roll Penalty: -4 Magic Roll Penalty: -2
END Cost: 0 END Cost: 20
Description: A much-beloved spell in northern, Description: Sometimes powerful priests are
arctic, and mountainous regions, Warmth keeps granted the power to visit their gods in the gods’
up to eight characters (typically the priest and home realm via this spell.
seven of his comrades) warm, dry, and comfort-
Game Information: Extra-Dimensional Move-
able no matter how cold it gets. Additionally, the
ment (to heaven/the Land Of The Gods) (20
spell protects against cold-based attacks.
Active Points); OAF (holy symbol or the like; -1),
Game Information: Life Support (Safe Environ- Concentration (0 DCV throughout; -1), Extra
ment: Intense Cold), Usable Simultaneously (up Time (1 Minute; -1½), Gestures (throughout; -½),
to eight people at once; +1) (4 Active Points); Incantations (throughout; -½), Increased Endur-
OAF (holy symbol or the like; -1), Gestures (-¼), ance Cost (x10 END; -4), Requires A Magic Roll
Incantations (-¼), Only When Serving The God’s (-½). Total cost: 2 points.
Purposes (-½), Requires A Magic Roll (-½), Time
Options:
Limit (6 Hours, +1 Hour per point by which the
1) Strong Spell: Add Increased Weight (can
caster succeeds with his Magic roll; -¼) (total cost:
transport a total of 1,600 kg). 40 Active
1 point) plus Resistant Protection (12 ED), Usable
Points; total cost 4 points.
Simultaneously (up to eight people at once; +1)
2) Free Spell: Total cost: 2 points.
(36 Active Points); OAF (holy symbol or the like;
3) Remove A -¼ Limitation: Total cost 2 points.
-1), Gestures (-¼), Incantations (-¼), Linked (-¼),
4) Remove A -½ Limitation: Total cost 2 points.
Only Works Against Ice/Cold Attacks (-¾), Only
5) Add A +¼ Advantage: 25 Active Points; total
When Serving The God’s Purposes (-½), Requires
cost 2 points.
A Magic Roll (-½), Time Limit (6 Hours, +1 Hour
6) Add A +½ Advantage: 30 Active Points; total
per point by which the caster succeeds with his
cost 3 points.
Magic roll; -¼) (total cost: 7 points). Total cost: 8
7) Add A -¼ Limitation: Total cost 2 points.
points.
8) Add A -½ Limitation: Total cost 2 points.
Options:
3) Free Spell: Total cost: 1 + 10 = 11 points.
4) Remove A +¼ Advantage: 3 + 31 = 34 Active
kkSUMMON DIVINE STEED
Points; total cost 1 + 6 = 7 points. Effect: Summon one 315-point
divine pegasus, Loyal
5) Remove A +½ Advantage: 3 + 27 = 30 Active
Target: Special
Points; total cost 1 + 6 = 7 points.
Casting Time: Half Phase
6) Remove A -¼ Limitation: Total cost 1 + 8 = 9
Casting Procedures: Focus, Gestures, Incantations
points.
Duration: Instant
7) Remove A -½ Limitation: Total cost 1 + 8 = 9
Range: No Range
points.
Magic Roll Penalty: -10
8) Add A +¼ Advantage: 4 + 40 = 44 Active
END Cost: 10
Points; total cost 1 + 8 = 9 points.
9) Add A +½ Advantage: 5 + 45 = 50 Active Description: This spell summons one “divine
Points; total cost 1 + 10 = 11 points. steed” — a creature created by and loyal to the
10) Add A -¼ Limitation: Total cost 1 + 7 = 8 priest’s god and capable of transporting him as
points. a riding beast. The spell uses a pegasus with the
11) Add A -½ Limitation: Total cost 1 + 7 = 8 Divine template (see HSB 28, 183), but you can
points. easily substitute other creatures by recalculating
the cost.
96 n Divine Magic Hero System 6th Edition
Game Information: Summon one 348-point 5) Remove A -½ Limitation: Total cost 6 points.
divine pegasus, Loyal (+½) (105 Active Points); 6) Add A +¼ Advantage: 25 Active Points; total
OAF (holy symbol or the like; -1), Concentration cost 6 points.
(½ DCV throughout; -½), Extra Time (1 Turn; 7) Add A +½ Advantage: 30 Active Points; total
-1¼), Gestures (throughout; -½), Incantations cost 7 points.
(throughout; -½), Only When Serving The God’s 8) Add A -¼ Limitation: Total cost 5 points.
Purposes (-½), Requires A Magic Roll (-½). Total 9) Add A -½ Limitation: Total cost 4 points.
cost: 18 points. 10) Precise Spell: Add Targeting. 30 Active Points;
Options: total cost 7 points.
1) Herd Of Divine Steeds: Increase to four 11) Long-Range Spell: Add Telescopic (+8 versus
348-point divine pegasi. 120 Active Points; Range Modifier). 28 Active Points; total cost 7
total cost 21 points. points.
2) Large Herd Of Divine Steeds: Increase to eight 12) Demonhunter’s Eye: Add Tracking. 25 Active
348-point divine pegasi. 127 Active Points; Points; total cost 6 points.
total cost 22 points.
3) Free Spell: Total cost: 22 points.
4) Remove A +¼ Advantage: 87 Active Points; MISCELLANEOUS SPELLS
total cost 15 points.
5) Remove A +½ Advantage: 70 Active Points;
total cost 12 points.
kkBLESS BABY
6) Remove A -¼ Limitation: Total cost 19 points. Effect: +3 to CON Rolls, Usable By
7) Remove A -½ Limitation: Total cost 20 points. Other, Only To Resist Illness,
8) Add A +¼ Advantage: 131 Active Points; total Only Works On Infants
cost 23 points. Target: One character
9) Add A +½ Advantage: 140 Active Points; total Casting Time: Half Phase
cost 24 points. Casting Procedures: Focus, Gestures, Incantations
10) Add A -¼ Limitation: Total cost 17 points. Duration: Time Limit (duration of no
11) Add A -½ Limitation: Total cost 17 points. more than 10 years)
Range: Touch
Magic Roll Penalty: -1
kkSANCTIFY AREA
Effect: Change Environment
(sanctify area)
Target: 16m Radius
Casting Time: 1 Hour (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Long-Lasting (perma-
nent until defiled)
Range: No Range
Magic Roll Penalty: -4
END Cost: 0
Description: This spell allows a priest to sanctify
an area, thus preventing demons, some types of
undead, and other such creatures from entering
it without feeling pain. Typically this is done as
part of the construction of a temple, but there’s no
reason a priest who wanted to take the time and
effort couldn’t sanctify other places of importance.
100 n Divine Magic Hero System 6th Edition
DRUIDRY
D
ruidry includes spells relating to, using, This spell is not intended to let a character
or affecting animals, plants, and nature in acquire a menagerie of pet animals quickly and
general. It’s a form of magic practiced not easily. If that’s what a character wants, he should
only by wizards, but in some campaign buy the animals as Followers (perhaps with the
settings by a special type of priest known as a special effect that the effects of this spell are
druid. permanent).
In addition to the spells listed here, Divination Game Information: Severe Transform 3d6 (wild
“detect” spells focused on natural phenomena animal into animal with the Psychological
(such as Detect Animals, Detect Plants, or the Complication Devoted Friend Of Spellcaster, heals
like) are also considered part of Druidry; see page back normally), ACV (uses OCV against DMCV;
85. At the GM’s option, characters who can cast +¼), AVAD (Mental Defense; +0), Works Against
Druidry spells can also treat Elemental Magic EGO, Not BODY (+¼) (67 Active Points); OAF
spells invoking specific natural phenomena (such Expendable (bit of food, Easy to obtain; -1),
as Hailstorm, page 149) and Thaumaturgy spells Gestures (-¼), Incantations (-¼), Limited Range
involving changing shape into animal forms (80m; -¼), Limited Target (animals; -¼), Requires
(particularly Animal Shapes, page 281) as part of A Magic Roll (-½), Spell (-½). Total cost: 17
Druidry. Some Witchcraft spells (page 337) might points.
also be appropriate for characters who know
Druidry, and vice-versa. Options:
1) Strong Spell: Increase to Severe Transform
4d6. 90 Active Points; total cost 22 points.
OFFENSIVE SPELLS 2) Weak Spell: Decrease to Severe Transform
2d6. 45 Active Points; total cost 11 points.
3) Free Spell: Total cost: 22 points.
kkANIMAL COMPANION 4) Remove A +¼ Advantage: 56 Active Points;
total cost 14 points.
Effect: Severe Transform 3d6
5) Remove A +½ Advantage: 45 Active Points;
(wild animal into animal
friend), ACV, AVAD total cost 11 points.
Target: One animal 6) Remove A -¼ Limitation: Total cost 18 points.
Casting Time: Half Phase (Attack Action) 7) Remove A -½ Limitation: Total cost 19 points.
Casting Procedures: Focus, Gestures, Incantations 8) Add A +¼ Advantage: 79 Active Points; total
Duration: Instant cost 20 points.
Range: 80m 9) Add A +½ Advantage: 90 Active Points; total
Magic Roll Penalty: -7 cost 22 points.
END Cost: 7 10) Add A -¼ Limitation: Total cost 16 points.
11) Add A -½ Limitation: Total cost 15 points.
Description: This spell turns a ferocious wild beast
into a companion and helper of the spellcaster.
The fiercer the animal, the longer it takes for this
spell to affect it (i.e., the more times the character
has to cast it to achieve the Transform effect).
The animal gradually returns to its normal state
(though the character can cast the spell again to
maintain the state of friendliness).
102 n Druidry Hero System 6th Edition
kkTHORN WALL
DEFENSIVE SPELLS Effect: Barrier 6 PD/6 ED, 6 BODY
(up to 8m long, 3m tall, 1m
thick) plus RKA 1d6, Armor
kkBARKSKIN Piercing, Damage Shield
Effect: Resistant Protection Target: Area
(5 PD/5 ED) Casting Time: Full Phase
Target: Self Casting Procedures: Focus, Gestures, Incantations
Casting Time: Half Phase Duration: Time Limit (lasts until
Casting Procedures: Focus, Gestures, Incantations destroyed or dies)
Duration: Constant Range: 60m
Range: Self Magic Roll Penalty: -9
Magic Roll Penalty: -1 END Cost: 4 to cast
END Cost: 1 Description: This spell creates an 8m long, 3m
Description: This spell transforms the caster’s skin high, 1m thick wall of brambles with large, sharp
into thick, tough bark. The bark protects him from thorns. Anyone who touches the wall or tries to
attacks; it doesn’t hinder his movement or restrict move through it suffers injury from the thorns.
his agility. The wall remains in place until someone cuts it
down, it dies and collapses (which takes just a
Game Information: Resistant Protection (5 PD/5
few days, since it’s not rooted in the ground), or
ED) (15 Active Points); OAF Expendable (piece
someone Dispels it.
of bark tied to a piece of metal from a used suit of
armor, Difficult to obtain; -1¼), Costs Endurance Game Information: Barrier 6 PD/6 ED, 6 BODY
(to maintain; -½), Gestures (-¼), Incantations (up to 8m long, 3m tall, 1m thick) (37 Active
(-¼), Perceivable (-¼), Requires A Magic Roll Points); OAF Expendable (chip of metal from a
(-½). Total cost: 4 points. bladed weapon wrapped with a strand of thorny
vine, Difficult to obtain; -1¼), Extra Time (Full
Options:
Phase; -½), Gestures (-¼), Incantations (-¼),
1) Oakenskin: Increase to Resistant Protection
Limited Range (60m; -¼), Requires A Magic Roll
(7 PD/7 ED). 21 Active Points; total cost 5
(-½), Spell (-½) (total cost: 9 points) plus RKA
points.
1d6, Constant (+½), Area Of Effect (Surface
2) Willowskin: Decrease to Resistant Protection
large enough to cover Barrier, Damage Shield;
(3 PD/3 ED). 9 Active Points; total cost 2
+1), Armor Piercing (+¼), Reduced Endurance
points.
(0 END; +½), Time Limit (lasts until Barrier is
3) Free Spell: Total cost: 5 points.
destroyed or dies; +½) (56 Active Points); OAF
4) Remove A -¼ Limitation: Total cost 4 points.
Expendable (as above; -1¼), Extra Time (Full
5) Remove A -½ Limitation: Total cost 4 points.
Phase; -½), Gestures (-¼), Incantations (-¼),
6) Add A +¼ Advantage: 19 Active Points; total
Limited Range (60m; -¼), Linked (-¼), Requires
cost 5 points.
A Magic Roll (-½), Spell (-½) (total cost: 12
7) Add A +½ Advantage: 22 Active Points; total
points). Total cost: 21 points.
cost 5 points.
8) Add A -¼ Limitation: Total cost 3 points. Options:
9) Add A -½ Limitation: Total cost 3 points. 1) Free Spell: Total cost: 13 + 16 = 29 points.
10) Limited Duration Spell: Remove Costs Endur- 2) Remove A +¼ Advantage: 37 + 52 = 89 Active
ance (-½) and add Time Limit (duration of Points; total cost 9 + 14 = 23 points.
10 minutes, +1 minute by which the caster 3) Remove A +½ Advantage: 37 + 49 = 86 Active
succeeds with his Magic roll; -¾). Total cost: Points; total cost 9 + 13 = 22 points.
3 points. 4) Remove A -¼ Limitation: Total cost 10 + 12 =
22 points.
5) Remove A -½ Limitation: Total cost 10 + 13 =
23 points.
6) Add A +¼ Advantage: 46 + 60 = 106 Active
Points; total cost 11 + 13 = 24 points.
7) Add A +½ Advantage: 55 + 79 = 134 Active
Points; total cost 14 + 17 = 31 points.
8) Add A -¼ Limitation: Total cost 9 + 11 = 20
points.
9) Add A -½ Limitation: Total cost 8 + 11 = 19
points.
Hero System Grimoire n Druidry 111
Options:
1) Free Spell: Total cost: 10 points.
kkSPIDER CLIMBING
Effect: Clinging (normal STR)
2) Remove A -¼ Limitation: Total cost 8 points.
Target: Self
3) Remove A -½ Limitation: Total cost 9 points.
Casting Time: Half Phase
4) Add A +¼ Advantage: 42 Active Points; total
Casting Procedures: Focus, Gestures, Incantations
cost 10 points.
Duration: Time Limit (duration of
5) Add A +½ Advantage: 51 Active Points; total 10 minutes, +1 minute by
cost 12 points. which the caster succeeds
6) Add A -¼ Limitation: Total cost 7 points. with his Magic roll)
7) Add A -½ Limitation: Total cost 7 points. Range: Self
Magic Roll Penalty: -2
kkLEAVE NO TRACKS END Cost: 0
Effect: Flight 12m, Only In Contact Description: This spell allows the caster to walk
With A Horizontal Surface up walls and along ceilings as if he were a spider.
Target: Self However, he must take care to reach the ground
Casting Time: Full Phase before the spell’s duration expires, lest he suffer a
Casting Procedures: Focus, Gestures, Incantations long fall.
Duration: Time Limit (duration of 1
hour, +1 hour per point by Game Information: Clinging (normal STR), Time
which the caster succeeds Limit (duration of 10 minutes, +1 minute by
with his Magic roll) which the caster succeeds with his Magic roll; +1)
Range: Self (20 Active Points); OAF Expendable (two spider’s
Magic Roll Penalty: -1 legs, Easy to obtain; -1), Gestures (-¼), Incanta-
END Cost: 3 to cast tions (-¼), Requires A Magic Roll (-½). Total cost:
7 points.
Description: This spell, a favorite of bandits and
thieves, prevents the caster from leaving tracks Options:
when he walks. No matter how muddy the 1) Free Spell: Total cost: 10 points.
ground, or how soft the snow, where the caster 2) Remove A -¼ Limitation: Total cost 7 points.
walks he leaves no tracks. (He could still leave 3) Remove A -½ Limitation: Total cost 8 points.
behind scraps of cloth or the like, though.) 4) Add A +¼ Advantage: 22 Active Points; total
As built, this spell assumes the caster has the cost 7 points.
standard Running 12m most characters have. If he 5) Add A +½ Advantage: 25 Active Points; total
has more or fewer meters of Running, rebuild it cost 8 points.
accordingly. 6) Add A -¼ Limitation: Total cost 6 points.
7) Add A -½ Limitation: Total cost 6 points.
Game Information: Flight 12m, Costs Endurance
8) Group Spider Climbing: Add Usable By
Only To Activate (+¼), Time Limit (duration of
Nearby (4m radius; +1). 30 Active Points;
1 hour, +1 hour per point by which the caster
total cost 10 points.
succeeds with his Magic roll; +1¼) (30 Active
Points); OAF Expendable (a feather, Easy to
obtain; -1), Extra Time (Full Phase; -½), Gestures
kkSWIFTER STEED
(-¼), Incantations (-¼), Only In Contact With A Effect: Aid Running 3d6, Only Aid
Horizontal Surface (-¼), Requires A Magic Roll Others, Animals Only
(-½). Total cost: 8 points. Target: One animal
Casting Time: Half Phase (Attack Action)
Options:
Casting Procedures: Focus, Gestures, Incantations
1) Free Spell: Total cost: 11 points.
Duration: Instant
2) Remove A +¼ Advantage: 27 Active Points;
Range: Touch
total cost 7 points.
Magic Roll Penalty: -2
3) Remove A +½ Advantage: 24 Active Points;
END Cost: 2
total cost 6 points.
4) Remove A -¼ Limitation: Total cost 8 points. Description: With this spell, a caster can make an
5) Remove A -½ Limitation: Total cost 9 points. animal (typically one he’s riding) run much faster
6) Add A +¼ Advantage: 33 Active Points; total than normal.
cost 9 points. Game Information: Aid Running 3d6 (18 Active
7) Add A +½ Advantage: 36 Active Points; total Points); OAF Expendable (rune-incised chip of
cost 10 points. metal from a used horseshoe, Difficult to obtain;
8) Add A -¼ Limitation: Total cost 7 points. -1¼), Gestures (-¼), Incantations (-¼), Others
9) Add A -½ Limitation: Total cost 7 points. Only (-½), Only Works On Animals (-1), Requires
10) Group Leave No Tracks: Add Usable By A Magic Roll (-½). Total cost: 4 points.
Nearby (4m radius; +1). 42 Active Points;
total cost 11 points.
Hero System Grimoire n Druidry 113
Options: Options:
1) Strong Spell: Increase to Aid Running 4d6. 1) Strong Spell: Increase to 8x Range (2,000m).
24 Active Points; total cost 5 points. 40 Active Points; total cost 10 points.
2) Weak Spell: Decrease to Aid Running 2d6. 2) Weak Spell: Decrease to 2x Range (500m). 30
12 Active Points; total cost 2 points. Active Points; total cost 7 points.
3) Free Spell: Total cost: 5 points. 3) Free Spell: Total cost: 13 points.
4) Remove A -¼ Limitation: Total cost 4 points. 4) Remove A -¼ Limitation: Total cost 9 points.
5) Remove A -½ Limitation: Total cost 4 points. 5) Remove A -½ Limitation: Total cost 10 points.
6) Add A +¼ Advantage: 22 Active Points; total 6) Add A +¼ Advantage: 44 Active Points; total
cost 5 points. cost 11 points.
7) Add A +½ Advantage: 27 Active Points; total 7) Add A +½ Advantage: 52 Active Points; total
cost 6 points. cost 13 points.
8) Add A -¼ Limitation: Total cost 4 points. 8) Add A -¼ Limitation: Total cost 8 points.
9) Add A -½ Limitation: Total cost 3 points. 9) Add A -½ Limitation: Total cost 8 points.
10) Swifter Steed Variant: Change to Boost Run-
ning 3d6 and add Costs Endurance (to main-
tain; -½). 18 Active Points; total cost 3 points.
kkKNOW DIRECTION
Effect: Bump Of Direction
Target: Self
SENSORY SPELLS Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
kkANIMAL EYES Duration:
Range:
Constant
Self
Effect: Clairsentience (Sight
Group), Only Through Magic Roll Penalty: -1
The Senses Of Others END Cost: 1
Target: Area Description: This spell grants the caster an
Casting Time: Full Phase unerring sense of direction. Even in a maze in the
Casting Procedures: Focus, Gestures, Incantations darkest night, he knows which way is north.
Duration: Constant
Game Information: Bump Of Direction (3 Active
Range: 1,000m
Points); OAF Expendable (piece of moss, Easy to
Magic Roll Penalty: -3
obtain; -1), Costs Endurance (-½), Gestures (-¼),
END Cost: 3
Incantations (-¼), Requires A Magic Roll (-½).
Description: This spell allows the caster to see Total cost: 1 point.
through the eyes of any animal within 1,000m of
him. While casting the spell, he reaches out with Options:
his mystic senses to determine if there’s an animal 1) Free Spell: Total cost: 1 point.
at or near his desired perception point. If not, he 2) Remove A -¼ Limitation: Total cost 1 point.
has to choose another perception point or stop 3) Remove A -½ Limitation: Total cost 1 point.
casting the spell. If so, he selects the animal and 4) Add A -¼ Limitation: Total cost 1 point.
can see out of its eyes. If the animal moves, so does 5) Add A -½ Limitation: Total cost 1 point.
the spell’s perception point. If the caster wishes to
shift the perception point to another animal, he kkSPEAK WITH ANIMALS
must stop the spell and re-cast it. Effect: Telepathy 5d6 (Animal
Game Information: Clairsentience (Sight Group), class of minds)
Mobile Perception Point, 4x Range (1,000m) (35 Target: One animal
Active Points); OAF Expendable (an eye from Casting Time: Half Phase
a predatory mammal, Difficult to obtain; -1¼), Casting Procedures: Focus, Gestures, Incantations
Extra Time (Full Phase to cast; -¼), Gestures (-¼), Duration: Instant
Incantations (-¼), Only Through The Senses Of Range: No Range
Others (local animals; -½), Requires A Magic Roll Magic Roll Penalty: -2
(-½). Total cost: 9 points. END Cost: 2
Description: This spell grants the caster the power
to speak to animals.When using this spell, the
caster must actually speak out loud to the animal,
and the animal “speaks” in return... but only the
character can understand what the animal says.
To people nearby, the communication sounds like
so many grunts, growls, and howls. Speak With
Animals cannot compel an animal to talk with
the caster, give him information, or do as he asks.
The GM decides how any given animal reacts to a
character’s efforts to speak to him.
114 n Druidry Hero System 6th Edition
Game Information: Telepathy 5d6 (Animal class For this spell to work, the caster must have
of minds) (25 Active Points); OAF (talisman access to a sufficient quantity of unworked stone
made from a bit of flesh from a dragon’s heart; — at least one large boulder’s worth. Smaller
-1), Communication Only (-¼), Gestures (-¼), stones, and worked stone of any size, have no
Incantations (throughout; -½), No Range (-½), spirits able to respond to the spell’s call.
Perceivable (-¼), Requires A Magic Roll (-½). Game Information: Clairsentience (Sight and
Total cost: 6 points. Hearing Groups), Retrocognition (50 Active
Options: Points); OAF (carved stone talisman; -1), Concen-
1) Strong Spell: Increase to Telepathy 7d6. 35 tration (½ DCV throughout; -½), Extra Time (1
Active Points; total cost 8 points. Turn; -1¼), Gestures (throughout; -½), Incanta-
2) Weak Spell: Decrease to Telepathy 3d6. 15 tions (throughout; -½), No Range (-½), Requires
Active Points; total cost 3 points. Sufficient Unworked Stone (-½), Requires A
3) Free Spell: Total cost: 8 points. Magic Roll (-½), Retrocognition Only (-1), Time
4) Remove A -¼ Limitation: Total cost 6 points. Modifiers (-½). Total cost: 6 points.
5) Remove A -½ Limitation: Total cost 7 points. Options:
6) Add A +¼ Advantage: 31 Active Points; total 1) Free Spell: Total cost: 7 points.
cost 7 points. 2) Remove A -¼ Limitation: Total cost 7 points.
7) Add A +½ Advantage: 37 Active Points; total 3) Remove A -½ Limitation: Total cost 7 points.
cost 9 points. 4) Add A +¼ Advantage: 62 Active Points; total
8) Add A -¼ Limitation: Total cost 5 points. cost 8 points.
9) Add A -½ Limitation: Total cost 5points. 5) Add A +½ Advantage: 75 Active Points; total
cost 10 points.
kkSPEAK WITH STONES 6) Add A -¼ Limitation: Total cost 6 points.
Effect: Retrocognition (Sight 7) Add A -½ Limitation: Total cost 6 points.
and Hearing Groups)
Target:
Casting Time:
See text
1 Turn
kkTERRAIN SENSE
Effect: Detect Terrain
Casting Procedures: Focus, Gestures, Incantations
Target: Self
Duration: Constant
Casting Time: 1 Turn
Range: No Range
Casting Procedures: Focus, Gestures, Incantations
Magic Roll Penalty: -4
Duration: Instant
END Cost: 4
Range: Self
Description: This spell awakens the spirits in Magic Roll Penalty: -1
stones that they might tell the caster what has END Cost: 1
transpired near them in the past. The spirits have
Description: When he casts this spell, the caster
trouble remembering things accurately the further
gains knowledge of the terrain all around him
back in time the caster asks them to remember,
for as far as his eye could see if nothing blocked
and sometimes have difficulty with human
its sight. He knows where streams and bodies of
concepts (such as large numbers). Nevertheless,
water are, whether the ground becomes easier or
they usually provide valuable information.
rougher beyond the edge of the mountains, how
much undergrowth chokes the nearby forest, and
so forth.
Hero System Grimoire n Druidry 115
ELEMENTA L M AGIC:
A IR
A
ir Magic spells relate to or use winds,
clouds, mists, and related phenomena
(such as lightning). Air wizards can learn
OFFENSIVE SPELLS
some similar spells from Druidry (such
as Cordarion’s Spell Of Weatherworking) as part
kkCALM THE WINDS
of their arcana, and often learn some Ice Magic Effect: Suppress Air Powers
(page 148) as well. 4d6, Expanded Effect +
Variable Effect (all Air
In addition to the spells listed here, some of
Powers simultaneously)
the spells of Druidry (page 101) could qualify
Target: One character
as Air Magic, and vice-versa. The “air elemental Casting Time: Half Phase (Attack Action)
only” option for Elemental Summoning (page 68) Casting Procedures: Focus, Gestures, Incantations
should also be considered an Air Magic spell. Duration: Constant
Range: 400m
Magic Roll Penalty: -10
END Cost: 10
ELEMENTAL MAGIC Description: Using this spell, an air wizard can
deprive a rival of his powers, or simply negate the
The term Elemental Magic refers to effect of natural winds. For the latter effect, the
spells related to the four classic Elements GM should rate natural breezes, winds, and other
— Air, Earth, Fire, and Water — as well “air powers” in game terms (typically as Teleki-
as “lesser” element-like phenomena (such nesis, using the STR ratings from the table on
as Ice/Cold and Light/Shadow). For ease 6E2 146), then apply the Suppress normally.
of reference and learning, practitioners
of magic divide Elemental Magic into Game Information: Suppress Air Powers 4d6,
multiple categories. Thus, a caster could Expanded Effect + Variable Effect (all Air Powers
be a Fire Mage, Air Wizard, or Shadow simultaneously; +4) (200 Active Points); OAF
Mage. Other wizards prefer to be general Expendable (a miniature fan made of fine vellum
elementalists, mixing and matching and inked with mystic runes, Difficult to obtain;
spells from the different Elemental Magic -1¼), Costs Half Endurance (to maintain; -¼),
categories to achieve the best results. Gestures (-¼), Incantations (-¼), Requires A Magic
Compared to many other categories, Roll (-1 per 20 Active Points; -¼), Spell (-½). Total
Elemental Magic tends to be spectacular, cost: 53 points.
even “flashy.” Powerful, impressive effects Options:
are common, and spells sometimes 1) Strong Spell: Increase to Suppress Air Powers
take the Limitation Noisy because they 6d6. 300 Active Points; total cost 80 points.
attract so much mystical attention. Many 2) Weak Spell: Decrease to Suppress Air Powers
combat-oriented spellcasters focus on 2d6. 100 Active Points; total cost 27 points.
Elemental Magic because it has so many 3) Free Spell: Total cost: 80 points.
attack spells. 4) Remove A +½ Advantage: 140 Active Points;
total cost 37 points.
5) Remove A -¼ Limitation: Total cost 57 points.
6) Remove A -½ Limitation: Total cost 61 points.
7) Add A +¼ Advantage: 210 Active Points; total
cost 56 points.
8) Add A +½ Advantage: 220 Active Points; total
cost 59 points.
9) Add A -¼ Limitation: Total cost 49 points.
10) Add A -½ Limitation: Total cost 47 points.
118 n Elemental Magic: Air Hero System 6th Edition
Game Information: Images to Sight Group, +2 11) Add A -½ Limitation: Total cost 13 points.
to PER Rolls, Area Of Effect (16m Radius; +¾)
(28 Active Points); OAF Expendable (a ribbon of
finest grey silk with three knots tied in it, Difficult
kkSTENCH
Effect: Change Environment,
to obtain; -1¼), Gestures (-¼), Incantations (-¼), -4 to CON Rolls
Limited Range (100m; -¼), Requires A Magic Roll Target: 16m Radius
(-½), Requires Mist/Fog (-½). Total cost: 7 points. Casting Time: Half Phase (Attack Action)
Options: Casting Procedures: Focus, Gestures, Incantations
1) Free Spell: Total cost: 10 points. Duration: Constant
2) Remove A +¼ Advantage: 24 Active Points; Range: 60m
total cost 6 points. Magic Roll Penalty: -3
3) Remove A +½ Advantage: 20 Active Points; END Cost: 3
total cost 5 points.
Description: This spell fills the air in an 16m
4) Remove A -¼ Limitation: Total cost 7 points.
radius with horrific odors. Anyone in (or who
5) Remove A -½ Limitation: Total cost 8 points.
enters) the area of malodorous air must make
6) Add A +¼ Advantage: 32 Active Points; total
a CON Roll at -4. Characters who fail lose one
cost 8 points.
Phase retching, but can make further CON Rolls
7) Add A +½ Advantage: 36 Active Points; total
in later Phases. If the character fails the roll in later
cost 9 points.
Phases, reduce his OCV by 1. As soon as the char-
8) Add A -¼ Limitation: Total cost 7 points.
acter makes one of his CON Rolls, this penalty
9) Add A -½ Limitation: Total cost 6 points.
ceases to apply.
Another spellcaster can cancel the effect of
kkSLUMBROUS CLOUD this spell by applying the spell Freshen Air to the
Effect: Blast 4d6, NND affected area. On the other hand, casting Stinking
Target: 8m Radius Air into a Freshened area negates that spell.
Casting Time: Half Phase (Attack Action) Game Information: Change Environment (create
Casting Procedures: Focus, Gestures, Incantations horrible stench), -4 to CON Rolls, Area Of Effect
Duration: Constant (16m Radius; +¾) (21 Active Points); OAF
Range: 60m Expendable (a ball of sulphur and dung, Difficult
Magic Roll Penalty: -6 to obtain; -1¼), Gestures (-¼), Incantations (-¼),
END Cost: 6 Limited Range (60m; -¼), Requires A Magic Roll
Description: Desiring the effectiveness of the (-½), Spell (-½). Total cost: 5 points.
Deadly Cloud, but not its lethal power, the wizard Options:
Stelrane created this cloud-spell, which only puts 1) Strong Spell: Increase to -6 to CON Rolls. 31
the victims to sleep. He later enhanced the spell’s Active Points; total cost 8 points.
power in various ways, but all versions of it have 2) Weak Spell: Decrease to -2 to CON Rolls. 10
seen widespread use among mages. Active Points; total cost 2 points.
Game Information: Blast 4d6, Area Of Effect (8m 3) Free Spell: Total cost: 8 points.
Radius; +½), Constant (+½), NND (defense is 4) Remove A +¼ Advantage: 18 Active Points;
Life Support [Immunity to any poison or Self- total cost 4 points.
Contained Breathing]; +1) (60 Active Points); 5) Remove A +½ Advantage: 15 Active Points;
OAF Expendable (a ball of silk made from a total cost 4 points.
pillow someone slept on, Difficult to obtain; -1¼), 6) Remove A -¼ Limitation: Total cost 6 points.
Gestures (-¼), Incantations (-¼), Limited Range 7) Remove A -½ Limitation: Total cost 5 points.
(60m; -¼), Requires A Magic Roll (-½), Spell (-½). 8) Add A +¼ Advantage: 24 Active Points; total
Total cost: 15 points. cost 6 points.
9) Add A +½ Advantage: 27 Active Points; total
Options:
cost 7 points.
1) Strong Spell: Increase to Blast 6d6. 90 Active
10) Add A -¼ Limitation: Total cost 5 points.
Points; total cost 22 points.
11) Add A -½ Limitation: Total cost 5 points.
2) Weak Spell: Decrease to Blast 2d6. 30 Active
Points; total cost 7 points.
3) Free Spell: Total cost: 22 points.
4) Remove A +¼ Advantage: 55 Active Points;
total cost 14 points.
5) Remove A +½ Advantage: 50 Active Points;
total cost 12 points.
6) Remove A -¼ Limitation: Total cost 16 points.
7) Remove A -½ Limitation: Total cost 17 points.
8) Add A +¼ Advantage: 65 Active Points; total
cost 16 points.
9) Add A +½ Advantage: 70 Active Points; total
cost 17 points.
10) Add A -¼ Limitation: Total cost 14 points.
Hero System Grimoire n Elemental Magic: Air 121
kkFRESHEN AIR
MISCELLANEOUS SPELLS Effect: Change Environment
(freshen the air)
Target: 16m Radius
kkAIR FORM Casting Time: Half Phase (Attack Action)
Effect: Desolidification, Cannot Casting Procedures: Focus, Gestures, Incantations
Pass Through Solid Duration: Constant
Objects plus Invisibility Range: 40m
Target: Self Magic Roll Penalty: -1
Casting Time: Full Phase END Cost: 1
Casting Procedures: Focus, Gestures, Incantations Description: This spell freshens stale or
Duration: Constant malodorous air, making it crisp, clean, and
Range: Self pleasant-smelling. It has no particular combat
Magic Roll Penalty: -7 effect, though using it can cancel out the Spell Of
END Cost: 7 The Stinking Air (see above).
Description: This spell transforms the caster’s Game Information: Change Environment (freshen
body and carried personal possessions into the air), Area Of Effect (16m Radius; +¾) (7
purest air. While in Air Form, a spellcaster can fit Active Points); OAF Expendable (a dried rose or
through any opening and cannot be seen. other pleasant-smelling flower, Easy to obtain;
Game Information: Desolidification (affected by -1), Gestures (-¼), Incantations (-¼), Requires A
air and magic attacks) (40 Active Points); OAF Magic Roll (-½), Spell (-½). Total cost: 2 points.
Expendable (tiny bottle of air, Difficult to obtain; Options:
-1¼), Cannot Pass Through Solid Objects (-½), 1) Free Spell: Total cost: 3 points.
Extra Time (Full Phase; -½), Gestures (-¼), Incan- 2) Remove A +¼ Advantage: 6 Active Points;
tations (-¼), Requires A Magic Roll (-½) (total total cost 2 points.
cost: 9 points) plus Invisibility to Sight Group, No 3) Remove A +½ Advantage: 5 Active Points;
Fringe (30 Active Points); OAF Expendable (tiny total cost 1 point.
bottle of air, Difficult to obtain; -1¼), Extra Time 4) Remove A -¼ Limitation: Total cost 2 points.
(Full Phase; -½), Gestures (-¼), Incantations (-¼), 5) Remove A -½ Limitation: Total cost 2 points.
Linked (-½), Requires A Magic Roll (-½) (total 6) Add A +¼ Advantage: 8 Active Points; total
cost: 7 points). Total cost: 16 points. cost 2 points.
7) Add A +½ Advantage: 9 Active Points; total
cost 2 points.
8) Add A -¼ Limitation: Total cost 2 points.
9) Add A -½ Limitation: Total cost 2 points.
124 n Elemental Magic: Earth Hero System 6th Edition
ELEMENTA L M AGIC:
E A RTH
E
arth Magic spells relate to, use, or affect, cannot cover). If the quake wins, it occurs as
earth, rock, stone, and the like (including normal, though the GM may, in his discretion,
spells pertaining to crystals, glass, sand, reduce its effect thanks to the character’s efforts
and metal). It’s a favorite category of many (the character’s STR may reduce the quake’s STR
dwarven and gnomish spellcasters, as well as many on a 1-for-1 point basis, or maybe every BODY
battle mages, but they’re by no means the only the character got on his STR Roll reduces the
practitioners of it. quake’s STR by some amount).
In addition to the spells listed here, some of Game Information:
the spells of Druidry (page 101) could qualify as
Cost Power
Earth Magic, and vice-versa. The “earth elemental
only” option for Elemental Summoning (page 68) 37 Earthquake: Multipower, 150-point reserve; all
should also be considered an Earth Magic spell. OAF Expendable (a pebble incised with runes,
Easy to obtain; -1), Gestures (-¼), Incanta-
tions (-¼), No Range (-½), Requires A Magic
OFFENSIVE SPELLS 3f
Roll (-½), Spell (-½)
1) Summon Earthquake: Telekinesis (40 STR),
Area Of Effect (8m Radius Explosion [loses
kkEARTHQUAKE 5 STR per 1m radius area]; +¼), MegaArea
(1m = 1 km wide, broad, and deep; +1),
Effect: Telekinesis (40 STR) to cause/
restrain earthquakes Personal Immunity (+¼); common Limitations
Target: 10 km Radius/7 km Radius listed above, plus Only Affects Targets On The
Casting Time: Half Phase (Attack Action) Ground (-¼)
Casting Procedures: Focus, Gestures, Incantations 3f 2) Calming The Quake: Telekinesis (40 STR),
Duration: Instant Area Of Effect (8m Radius; +½), MegaArea
Range: No Range (1m = 1 km wide, broad, and deep; +1);
Magic Roll Penalty: -12/-13 common Limitations listed above, plus Only To
END Cost: 12/13 Stop Earthquakes (-1½)
Total cost: 43 points.
Description: This spell allows a caster to cause —
or calm — an earthquake. Options:
Causing an earthquake involves damaging 1) Strong Spell: Increase reserve to 225 points
structures and beings on the ground over a vast and both slots to Telekinesis (60 STR). Total
area. Secondary effects may occur, such as build- cost: 65 points.
ings collapsing, power and fuel lines rupturing, 2) Weak Spell: Decrease to reserve to 112 points
rifts opening in the earth, or bodies of water and both slots to Telekinesis (30 STR). Total
changing location or course. Earthquakes count cost: 33 points.
as Telekinesis that damages objects on the ground 3) Free Spell: Total cost: 58 points.
over a wide area; typically, an earthquake has 5 4) Remove A +¼ Advantage: Decrease reserve to
points of STR per 1.0 rating on the Richter scale. 135 points; total cost 39 points.
Thus, a 5.0 Richter quake has Telekinesis (25 STR). 5) Remove A +½ Advantage: Decrease reserve to
To cancel or negate a quake, the character has 120 points; total cost 35 points.
to be on the ground where the quake occurs. He 6) Remove A -¼ Limitation: Total cost 44 points.
matches the Calming The Quake aspect of this 7) Remove A -½ Limitation: Total cost 47 points.
spell against the quake’s STR in a Strength Versus 8) Add A +¼ Advantage: Increase reserve to 165
Strength Contest. If the character wins, he stops points; total cost 48 points.
the quake from occurring in the area affected by 9) Add A +½ Advantage: Increase reserve to 180
his power (if the quake is larger than that, the points; total cost 52 points.
effect continues, unabated, in area the character 10) Add A -¼ Limitation: Total cost 41 points.
11) Add A -½ Limitation: Total cost 38 points.
Hero System Grimoire n Elemental Magic: Earth 125
kkSTONE INTO MUD Description: This terrible spell thrusts the target
into an unlighted, unequipped stone cyst miles
Effect: Minor Transform 12d6 beneath the surface of the earth. With nothing but
Target: See text rock surrounding him for miles, the victim can
Casting Time: Half Phase (Attack Action) only hope that he starves to death before madness
Casting Procedures: Focus, Gestures, Incantations sets in.
Duration: Instant Because this spell takes a lot of time and effort
Range: 100m to cast, it works best on persons the caster already
Magic Roll Penalty: -6 has at a disadvantage.
END Cost: 6
Game Information: Extra-Dimensional Movement
Description: This powerful spell converts stone (to the point in the “subterranean prison dimen-
into mud. The caster controls the consistency of sion” corresponding to the target’s current location
the mud; it can be fairly firm, very wet and soupy, on the surface of the earth), Usable As Attack
or something in between. (stopped by Power Defense; +1¼), Limited Range
At its most basic level, all this spell does is (40m; +¼) (55 Active Points); OAF Expendable
lower the PD/ED of the substance from 5/10 (a miniature stone box, completely sealed and
(stone) to 0/4 (earth), but the secondary effects unopenable, inlaid with gold fittings and gems,
may be more significant. If the caster Transforms Extremely Difficult to obtain; -2), Concentration
part of a stone pillar or wall into mud, he could (0 DCV throughout casting; -1), Extra Time (5
cause the structure it supports to fall down, killing Minutes; -2), Gestures (throughout casting; -½),
everyone inside. Similarly, a proper application of Incantations (throughout casting; -½), Increased
this spell can create an opening in a stone wall. Endurance Cost (x4 END; -1½), Requires A Magic
Per 6E2 170-173, a boulder has 13 BODY, Roll (-½), Spell (-½). Total cost: 6 points.
5 PD, and 10 ED, while dirt has 10 BODY, 0 PD,
and 4 ED. Therefore, using the Standard Effect Options:
Rule, and assuming a “boulder” is roughly 1 cubic 3) Free Spell: Total cost: 7 points.
meter of stone, this spell Transforms up to three 4) Remove A +¼ Advantage: 49 Active Points;
cubic meters of stone to mud per casting. total cost 5 points.
5) Remove A +½ Advantage: 44 Active Points;
Game Information: Minor Transform 12d6 (stone total cost 5 points.
into mud; heals back through another application 6) Remove A -¼ Limitation: Total cost 6 points.
of this spell or the passing of aeons) (standard 7) Remove A -½ Limitation: Total cost 6 points.
effect: 42 BODY) (60 Active Points); OAF Expend- 8) Add A +¼ Advantage: 60 Active Points; total
able (ball of mud, Easy to obtain; -1), Gestures cost 6 points.
(-¼), Incantations (-¼), Limited Range (100m; 9) Add A +½ Advantage: 66 Active Points; total
-¼), Limited Target (stone; -½), Requires A Magic cost 7 points.
Roll (-½), Spell (-½). Total cost: 14 points. 10) Add A -¼ Limitation: Total cost 6 points.
Options: 11) Add A -½ Limitation: Total cost 5 points.
1) Strong Spell: Increase to Minor Transform
14d6. 70 Active Points; total cost 16 points. kkWIZARD’S CATAPULT
2) Weak Spell: Decrease to Minor Transform Effect: RKA 3d6, Indirect
10d6. 50 Active Points; total cost 12 points. Target: One character
3) Free Spell: Total cost: 18 points. Casting Time: 1 Turn
4) Remove A -¼ Limitation: Total cost 15 points. Casting Procedures: Focus, Gestures, Incantations
5) Remove A -½ Limitation: Total cost 16 points. Duration: Instant
6) Add A +¼ Advantage: 75 Active Points; total Range: 450m
cost 18 points. Magic Roll Penalty: -7
7) Add A +½ Advantage: 90 Active Points; total END Cost: 7
cost 21 points.
8) Add A -¼ Limitation: Total cost 13 points. Description: This spell, primarily considered a
9) Add A -½ Limitation: Total cost 13 points. form of battle magic, hurls large boulders at a
target (typically a castle or other large, immobile
object, since it takes so long to cast that other
targets can get out of the way easily).
Hero System Grimoire n Elemental Magic: Earth 127
kkWALL OF STONE
Effect: Barrier 6 PD/10 ED, 11 MOVEMENT SPELLS
BODY (up to 12m long,
4m tall, and 1m thick),
Opaque (Sight Group) kkDIG TUNNEL
Target: Area Effect: Tunneling 12m through
Casting Time: Half Phase (Attack Action) 6 PD material
Casting Procedures: Focus, Gestures, Incantations Target: Self
Duration: Instant Casting Time: Half Phase
Range: 20m Casting Procedures: Focus, Gestures, Incantations
Magic Roll Penalty: -6 Duration: Constant
END Cost: 6 Range: Self
Magic Roll Penalty: -2
Description: This spell resembles Wall Of Earth,
END Cost: 2
but allows the caster to create a much more
durable wall of solid rock instead. He can control Description: This spell creates a tunnel through
the appearance/texture of the wall, making it as earth, or even through solid rock! It does not,
smooth as a polished flagstone or as rough as a however, affect worked stone walls.
rocky mountainside. Game Information: Tunneling 12m through 6 PD
When successfully created, a Wall Of Stone can material (24 Active Points); OAF Expendable (tiny
be up to 8m long and 3m tall. For every 1 point silver shovel, Difficult to obtain; -1¼), Gestures
by which the caster succeeds with his Magic roll, (-¼), Incantations (-¼), Limited Medium (natural
he can increase the length or height by +1m to a soil and rock only; -½), Requires A Magic Roll
maximum of 12m long and 4m tall. (-½). Total cost: 6 points.
Game Information: Barrier 6 PD/10 ED, 11 BODY Options:
(up to 12m long, 4m tall, and 1m thick), Opaque 1) Weak Spell: Decrease to Tunneling 6m. 18
(Sight Group) (63 Active Points); OAF Expend- Active Points; total cost 5 points.
able (small cube of stone with a rune etched in 2) Free Spell: Total cost: 10 points.
each side, Difficult to obtain; -1¼), Gestures (-¼), 3) Remove A -¼ Limitation: Total cost 7 points.
Incantations (-¼), Limited Range (20m; -¼), 4) Remove A -½ Limitation: Total cost 7 points.
Requires A Magic Roll (-½). Total cost: 18 points. 5) Add A +¼ Advantage: 30 Active Points; total
Options: cost 8 points.
1) Strong Spell: Increase to up to 18m long, 6m 6) Add A +½ Advantage: 36 Active Points; total
tall, and 2m thick. 73 Active Points; total cost cost 10 points.
21 points. 7) Add A -¼ Limitation: Total cost 6 points.
2) Free Spell: Total cost: 28 points. 8) Add A -½ Limitation: Total cost 6 points.
3) Remove A -¼ Limitation: Total cost 19 points. 9) Fillable Tunnel: Add Fill In. 34 Active Points;
4) Remove A -½ Limitation: Total cost 21 points. total cost 9 points.
5) Add A +¼ Advantage: 79 Active Points; total
cost 22 points.
6) Add A +½ Advantage: 94 Active Points; total
cost 27 points.
MISCELLANEOUS SPELLS
7) Add A -¼ Limitation: Total cost 17 points.
8) Add A -½ Limitation: Total cost 16 points. kkCREATE TOWER
9) Controlled Wall: The caster can make the Wall Effect: Summon one tower built
disappear at will. Add Dismissable. 68 Active on up to 300 Total Points
Points; total cost 19 points. Target: Special
10) Wall Of Spiked Stone: This variant spell Casting Time: 1 Hour
creates a Wall Of Stone with sharp stone Casting Procedures: Focus, Gestures, Incantations
spikes on one side (typically the side facing Duration: Instant
away from the caster. Add: RKA 1d6, Range: No Range
Constant (+½), Area Of Effect (Surface large Magic Roll Penalty: -13
enough to cover Barrier, Damage Shield; +1), END Cost: 13
Armor Piercing (+¼), Reduced Endurance
(0 END; +½), Time Limit (lasts until Barrier Description: This powerful incantation allows a
is destroyed; +½) (56 Active Points); OAF caster to create a stone tower out of nothingness.
Expendable (small cube of stone with a rune The caster must create the tower on cleared, level
etched in each side, Difficult to obtain; -1¼), ground, or by adding onto an existing structure;
Gestures (-¼), Incantations (-¼), Limited he cannot raise the tower in such a way as to
Range (20m; -¼), Linked (-½), Requires A destroy another structure or the like.
Magic Roll (-½). Total cost: 14 points; total
cost of spell 32 points.
Hero System Grimoire n Elemental Magic: Earth 129
kkSTRONGGLASS
Effect: Aid PD And ED 4d6, Only SPELLS OF METAL
Works On Glass
Target:
Casting Time:
One glass object
20 Minutes
kkBLADESTORM
Casting Procedures: Focus, Gestures, Incantations Effect: RKA 1d6, Armor Piercing,
Duration: Instant Damage Shield
Range: Touch Target: 1m radius
Magic Roll Penalty: -10 Casting Time: Half Phase (Attack Action)
END Cost: 20 Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
Description: When a wizard casts this spell upon a Range: Self
glass object, the glass becomes much stronger and Magic Roll Penalty: -6
harder to damage — often as strong as steel itself! END Cost: 0
Game Information: Aid PD And ED 4d6,
Description: This spell creates numerous daggers,
Expanded Effect (two Characteristics simultane-
swords, and other bladed weapons that begin
ously; +½), Delayed Return Rate (points fade at
whirling about the caster in a deadly storm.
the rate of 5 per Week; +2½) (96 Active Points);
Anyone who gets close to the caster suffers an
OAF Expendable (small piece of purest glass sand-
attack from the blades. When the spell ends, the
wiched inside two pieces of steel, Very Difficult to
blades vanish.
obtain; -1½), Concentration (0 DCV throughout;
-1), Extra Time (20 Minutes; -2½), Gestures Game Information: RKA 1d6, Area Of Effect (1m
(throughout; -½), Incantations (throughout; -½), Radius; +¼), Armor Piercing (+¼), Constant
Increased Endurance Cost (x2 END; -½), Only (+½), Area Of Effect (personal Surface — Damage
Works On Glass (-1), Requires A Magic Roll (-½). Shield; +¼), Reduced Endurance (0 END; +½)
Total cost: 11 points. (41 Active Points); OAF Expendable (dagger with
scarlet thread wrapped around the hilt, Difficult to
Options:
obtain; -1¼), Extra Time (Full Phase to cast; -¼),
1) Strong Spell: Increase to Aid PD And ED 5d6.
Gestures (-¼), Incantations (-¼), No Range (-½),
120 Active Points; total cost 13 points.
Requires A Magic Roll (-½), Spell (-½). Total cost:
2) Weak Spell: Decrease to Aid PD And ED 3d6.
9 points.
72 Active Points; total cost 8 points.
3) Free Spell: Total cost: 13 points. Options:
4) Remove A +¼ Advantage: 90 Active Points; 1) Strong Spell: Increase to RKA 2d6. 82 Active
total cost 10 points. Points; total cost 18 points.
5) Remove A +½ Advantage: 84 Active Points; 2) Weak Spell: Decrease to RKA ½d6. 27 Active
total cost 9 points. Points; total cost 6 points.
6) Remove A -¼ Limitation: Total cost 11 points. 3) Free Spell: Total cost: 13 points.
7) Remove A -½ Limitation: Total cost 11 points. 4) Remove A +¼ Advantage: 37 Active Points;
8) Add A +¼ Advantage: 102 Active Points; total total cost 8 points.
cost 11 points. 5) Remove A +½ Advantage: 34 Active Points;
9) Add A +½ Advantage: 108 Active Points; total total cost 7 points.
cost 12 points. 6) Remove A -¼ Limitation: Total cost 10 points.
10) Add A -¼ Limitation: Total cost 10 points. 7) Remove A -½ Limitation: Total cost 10 points.
11) Add A -½ Limitation: Total cost 10 points. 8) Add A +¼ Advantage: 45 Active Points; total
cost 10 points.
9) Add A +½ Advantage: 49 Active Points; total
cost 11 points.
10) Add A -¼ Limitation: Total cost 9 points.
11) Add A -½ Limitation: Total cost 8 points.
12) Lesser Bladestorm: This variant of the spell
only works if there are swords and daggers
nearby (and under no one’s control) for the
caster to use; it doesn’t create them out of thin
air. Add Requires 6+ Blades Within 6m (-½).
Total cost: 8 points.
Hero System Grimoire n Elemental Magic: Earth 131
Game Information: Armor Piercing (+¼) for up Game Information: Barrier 12 PD/12 ED, 15
to HKA 3d6, Constant (+½), Reduced Endurance BODY (up to 12m long, 4m tall, and 1m thick),
(0 END; +½), Time Limit (duration of 1 Minute, Opaque (Sight Group) (79 Active Points); OAF
+1 Minute per point by which caster makes his Expendable (small cube of iron with a rune etched
Magic roll; +1), Usable By Other (+¼) (36 Active in each side, Difficult to obtain; -1¼), Gestures
Points); OAF Expendable (shard of metal from a (-¼), Incantations (-¼), Limited Range (20m; -¼),
blade used in battle, gilded and with a special sigil Requires A Magic Roll (-½). Total cost: 22 points.
etched into it, Very Difficult to obtain; -1½), Extra Options:
Time (Extra Phase; -¾), Gestures (throughout; 1) Strong Spell: Increase to up to 18m long, 6m
-½), Incantations (throughout; -½), Requires A tall, and 2m thick. 89 Active Points; total cost
Magic Roll (-½), Spell (-½). Total cost: 7 points. 25 points.
Options: 2) Free Spell: Total cost: 35 points.
1) Strong Spell: Increase to Armor Piercing (+¼) 3) Remove A -¼ Limitation: Total cost 24 points.
for up to HKA 4d6. 49 Active Points; total 4) Remove A -½ Limitation: Total cost 22 points.
cost 9 points. 5) Add A +¼ Advantage: 99 Active Points; total
2) Weak Spell: Decrease to Armor Piercing (+¼) cost 28 points.
for up to HKA 2d6. 23 Active Points; total 6) Add A +½ Advantage: 118 Active Points; total
cost 4 points. cost 34 points.
3) Free Spell: Total cost: 8 points. 7) Add A -¼ Limitation: Total cost 21 points.
4) Remove A +¼ Advantage: 33 Active Points; 8) Add A -½ Limitation: Total cost 20 points.
total cost 6 points. 9) Controlled Wall: The caster can make the Wall
5) Remove A +½ Advantage: 30 Active Points; disappear at will. Add Dismissable. 84 Active
total cost 6 points. Points; total cost 24 points.
6) Remove A -¼ Limitation: Total cost 7 points. 10) Wall Of Spiked Iron: This variant spell creates
7) Remove A -½ Limitation: Total cost 7 points. a Wall Of Iron with sharp metal spikes on
8) Add A +¼ Advantage: 38 Active Points; total one side (typically the side facing away from
cost 7 points. the caster. Add: RKA 1d6, Constant (+½),
9) Add A +½ Advantage: 41 Active Points; total Area Of Effect (Surface large enough to cover
cost 8 points. Barrier, Damage Shield; +1), Armor Piercing
10) Add A -¼ Limitation: Total cost 6 points. (+¼), Reduced Endurance (0 END; +½),
11) Add A -½ Limitation: Total cost 6 points. Time Limit (lasts until Barrier is destroyed;
+½) (56 Active Points); OAF Expendable
kkWALL OF IRON (small cube of iron with a rune etched in each
side, Difficult to obtain; -1¼), Gestures (-¼),
Effect: Barrier 12 PD/12 ED, 15
BODY (up to 12m long, Incantations (-¼), Limited Range (20m; -¼),
4m tall, and 1m thick), Linked (-½), Requires A Magic Roll (-½).
Opaque (Sight Group) Total cost: 14 points; total cost of spell 36
Target: Area points.
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: 20m
Magic Roll Penalty: -8
END Cost: 8
Description: This spell resembles Wall Of Stone
(page 128), but allows the caster to create a wall of
solid iron. He can control the appearance/texture
of the wall, making it as smooth as a blade or
as rough as iron ore. However, at least one edge
of the wall must maintain firm contact with the
ground; a spellcaster cannot create the wall so that
it falls and crushes people.
When successfully created, a Wall Of Iron can
be up to 8m long and 3m tall. For every 1 point
by which the caster succeeds with his Magic roll,
he can increase the length or height by +1m to a
maximum of 12m long and 4m tall.
Hero System Grimoire n Elemental Magic: Fire 133
ELEMENTA L M AGIC:
FIRE
F
ire Magic is perhaps the most popular form Game Information: RKA 1 point, Area Of Effect
of Elemental Magic; many wizards who (16m Radius Selective, +1), Area Of Effect (1m
care little for Air, Earth, or Water know Radius Accurate; +½), Constant (+½), Penetrating
more than a few Fire spells. Most Fire spells (+½), Reduced Endurance (0 END; +½), Sticky
are attack spells, since Fire is a potent weapon. (only affects flammables; +¼), Time Limit (spell
In addition to the spells listed here, some of ends when it runs out of fuel or oxygen, or
the spells of Druidry (page 101) could qualify as someone extinguishes the flames; +½) (24 Active
Fire Magic, and vice-versa. The “fire elemental Points); Gestures (-¼), Incantations (-¼), Limited
only” option for Elemental Summoning (page 68) Range (60m; -¼), Requires A Magic Roll (-½),
should also be considered a Fire Magic spell. Spell (-½). Total cost: 9 points.
Options:
1) Strong Spell: Increase to RKA ½d6. 47 Active
BASIC SPELLS Points; total cost 17 points.
2) Weak Spell: Decrease to 8m Radius. 22 Active
Points; total cost 8 points.
kkIGNITE 3) Focused Spell: Add OAF (piece of flint, Easy
Effect: RKA 1 point, Penetrating to obtain; -1). Total cost: 6 points.
Target: 16m Radius, Selective 4) Remove A +¼ Advantage: 22 Active Points;
Casting Time: Half Phase (Attack Action) total cost 8 points.
Casting Procedures: Gestures, Incantations 5) Remove A +½ Advantage: 21 Active Points;
Duration: Time Limit (until runs out total cost 8 points.
of fuel or is extinguished) 6) Remove A -¼ Limitation: Total cost 10 points.
Range: 60m 7) Remove A -½ Limitation: Total cost 11 points.
Magic Roll Penalty: -2 8) Add A +¼ Advantage: 25 Active Points; total
END Cost: 0 cost 9 points.
Description: One of the first spells learned by any 9) Add A +½ Advantage: 26 Active Points; total
fire mage, Ignite allows a wizard to set flammable cost 9 points.
objects on fire. He can light every flammable 10) Add A -¼ Limitation: Total cost 8 points.
object within an 16m radius (including things like 11) Add A -½ Limitation: Total cost 7 points.
other peoples’ clothes, hair, and fur), or only speci-
fied objects. The spell also has the Area Of Effect
(1m Radius Accurate) Advantage, so every Attack OFFENSIVE SPELLS
Roll made with it to selectively attack targets is
made against DCV 3.
Any flammable object that touches an object kkBOIL LIQUID
lit on fire with the Flammifer also catches fire (the Effect: Change Environment, +14
Sticky effect). The flames keep burning until they Temperature Levels
run out of fuel or air, or someone puts them out. Target: One container of liquid
Dousing one burning person or object doesn’t Casting Time: Half Phase (Attack Action)
affect any of the others; each person or object Casting Procedures: Focus, Gestures, Incantations
must be extinguished individually. Duration: Constant
At the GM’s option, characters may buy this Range: No Range
spell Linked with other Fire Magic spells, to repre- Magic Roll Penalty: -5
sent the fact that fire attacks tend to set objects END Cost: 5
on fire. It may even be possible for a fire mage to Description: This spell, a favorite of wizards who
“Link” them by succeeding with a Magic roll at -2. travel the wilds, allows the caster to instantly bring
up to one cubic meter of water to boil. It’s typically
used to heat water in a kettle for cooking, but it
can also melt ice and the like.
134 n Elemental Magic: Fire Hero System 6th Edition
In game terms, the spell adds 14 Temperature Very Difficult to obtain; -1½), Extra Time (1 Turn
Levels, or up to 280 degrees Fahrenheit, to the to cast; -¾), Gestures (throughout; -½), Incanta-
affected water. This suffices to boil water in most tions (throughout; -½), Requires A Magic Roll
situations (since the normal boiling point of water (-½), Spell (-½). Total cost: 12 points.
is 212 degrees Fahrenheit). Options:
A spellcaster cannot use this spell to harm 1) Strong Spell: Increase to Penetrating (+½) for
living beings. However, in the case of beings made up to HKA 4d6. 90 Active Points; total cost 17
of Water (such as water elementals), the GM points.
might consider it to cause RKA 1d6, NND, Does 2) Weak Spell: Decrease to Penetrating (+½) for
BODY damage (the defense being Power Defense up to HKA 2d6. 21 Active Points; total cost 4
or an appropriate protective spell). points.
Game Information: Change Environment (boil 3) Free Spell: Total cost: 18 points.
liquid), +14 Temperature Levels, Area Of Effect 4) Remove A +¼ Advantage: 60 Active Points;
(1m Radius; +¼) (52 Active Points); OAF Expend- total cost 11 points.
able (cooled ember and a bit of flame, Easy to 5) Remove A +½ Advantage: 55 Active Points;
obtain; -1), Gestures (-¼), Incantations (-¼), total cost 10 points.
No Range (-½), Only Works On Liquids (-½), 6) Remove A -¼ Limitation: Total cost 13 points.
Requires A Magic Roll (-½), Spell (-½). Total cost: 7) Remove A -½ Limitation: Total cost 14 points.
11 points. 8) Add A +¼ Advantage: 71 Active Points; total
Options: cost 13 points.
1) Free Spell: Total cost: 15 points. 9) Add A +½ Advantage: 77 Active Points; total
2) Remove A +¼ Advantage: 42 Active Points; cost 15 points.
total cost 9 points. 10) Add A -¼ Limitation: Total cost 12 points.
3) Remove A -¼ Limitation: Total cost 12 points. 11) Add A -½ Limitation: Total cost 11 points.
4) Remove A -½ Limitation: Total cost 13 points. 12) Magefiery Blade: This form of Fiery Blade
5) Add A +¼ Advantage: 63 Active Points; total uses not ordinary fire but magefire, making
cost 14 points. the affected weapon incredibly deadly.
6) Add A +½ Advantage: 73 Active Points; total Change Penetrating to NND (defense is
cost 16 points. having a spell that provides Power Defense
7) Add A -¼ Limitation: Total cost 11 points. active or having the Protection From Fire
8) Add A -½ Limitation: Total cost 10 points. spell active; +1) and Does BODY (+1). 270
Active Points; total cost 51 points.
kkFIERY BLADE kkFIRE ARROW
Effect: Penetrating (+½) for up to
HKA 3d6, Usable On Other Effect: RKA 2d6, +2 Increased
Target: One character STUN Multiplier
Casting Time: 1 Turn Target: One character
Casting Procedures: Focus, Gestures, Incantations Casting Time: Half Phase (Attack Action)
Duration: Time Limit (duration of 1 Casting Procedures: Focus, Gestures, Incantations
Minute, +1 Minute per point Duration: Instant
by which caster makes Range: LOS
his Fire Magic roll) Magic Roll Penalty: -6
Range: Touch END Cost: 6
Magic Roll Penalty: -7 Description: This spell creates an arrow made of
END Cost: 0 fire that flies from the wizard’s fingertips to strike
Description: With this spell, a wizard can cause the designated target with deadly impact. As long
the blade of a weapon (typically a sword or as the wizard can see a foe, he can attack him with
dagger) to burst into magical flame. While aflame, the Fiery Arrow.
a weapon is more likely to injure anyone hit with Game Information: RKA 2d6, +2 Increased STUN
it — even if it cannot actually cut through armor, Multiplier (+½), Line Of Sight (+½) (60 Active
the mystic fire inflicts burns. Points); OAF Expendable (miniature copper arrow
Game Information: Penetrating (+½) for up to graven with arcane runes, Difficult to obtain; -1¼),
HKA 3d6, Reduced Endurance (0 END; +½), Gestures (-¼), Incantations (-¼), Requires A
Time Limit (duration of 1 Minute, +1 Minute Magic Roll (-½), Spell (-½). Total cost: 16 points.
per point by which caster makes his Fire Magic Options:
roll; +1), Usable On Other (can grant power to 1) Strong Spell: Increase to RKA 3d6. 90 Active
one recipient, recipient must be willing, grantor Points; total cost 24 points.
controls the power and pays the END for it, recip- 2) Weak Spell: Remove +2 Increased STUN
ient must be within Reach but can go anywhere Multiplier (+½). 45 Active Points; total cost
thereafter; +½) (66 Active Points); OAF Expend- 12 points.
able (shard of metal from a blade used in battle, 3) Free Spell: Total cost: 24 points.
heated red-hot in special fires and then allowed 4) Remove A +¼ Advantage: 52 Active Points;
to cool, and with a special sigil etched into it, total cost 14 points.
Hero System Grimoire n Elemental Magic: Fire 135
kkFIRESTORM
Effect: RKA 1½d6, Armor Piercing
Target: 16m Radius
Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
Range: 250m
Magic Roll Penalty: -7
END Cost: 0
Description: This spell creates a 16m radius zone
filled with ribbons and blasts of deadly flame.
Anyone caught within the area takes damage from
the fire on each of the caster’s Phases.
Game Information: RKA 1½d6, Area Of Effect
(16m Radius; +¾), Armor Piercing (+¼),
Constant (+½), Reduced Endurance (0 END; +½)
(75 Active Points); OAF Expendable (disk of ivory
carved with fire-runes, Very Difficult to obtain;
-1½), Gestures (throughout; -½), Incantations
(throughout; -½), Requires A Magic Roll (-½),
Spell (-½). Total cost: 17 points.
Options:
1) Strong Spell: Increase to RKA 2d6. 90 Active
Points; total cost 20 points.
2) Weak Spell: Decrease to RKA 1d6+1. 60
Active Points; total cost 13 points.
3) Free Spell: Total cost: 25 points.
4) Remove A +¼ Advantage: 69 Active Points;
total cost 15 points.
5) Remove A +½ Advantage: 62 Active Points;
total cost 14 points.
6) Remove A -¼ Limitation: Total cost 18 points.
Game Information: HKA 2d6, Time Limit (1
7) Remove A -½ Limitation: Total cost 19 points.
Minute; +¾), Reduced Endurance (0 END; +½)
8) Add A +¼ Advantage: 81 Active Points; total
(67 Active Points); OAF Expendable (tiny sword
cost 18 points.
forged out of iron from a used poker, Difficult to
9) Add A +½ Advantage: 87 Active Points; total
obtain; -1¼), Gestures (-¼), Incantations (-¼),
cost 19 points.
No STR Bonus (-½), Requires A Magic Roll (-½),
10) Add A -¼ Limitation: Total cost 16 points.
Spell (-½). Total cost: 16 points.
11) Add A -½ Limitation: Total cost 15 points.
12) Magefire Storm: This form of the spell uses Options:
deadly magefire. Reduce to RKA 1d6 and add 1) Strong Spell: Increase to HKA 2½d6. 90
NND (defense is having a spell that provides Active Points; total cost 21 points.
Power Defense active or having the Protec- 2) Weak Spell: Decrease to HKA 1d6. 34 Active
tion From Fire spell active; +1) and Does Points; total cost 8 points.
BODY (+1). 75 Active Points; total cost 17 3) Free Spell: Total cost: 22 points.
points. 4) Remove A +¼ Advantage: 60 Active Points;
total cost 14 points.
kkFLAME SWORD 5) Remove A +½ Advantage: 52 Active Points;
total cost 12 points.
Effect: HKA 2d6
6) Remove A -¼ Limitation: Total cost 17 points.
Target: One character
7) Remove A -½ Limitation: Total cost 18 points.
Casting Time: Half Phase (Attack Action)
8) Add A +¼ Advantage: 75 Active Points; total
Casting Procedures: Focus, Gestures, Incantations
cost 18 points.
Duration: Time Limit (1 Minute)
9) Add A +½ Advantage: 82 Active Points; total
Range: No Range
cost 19 points.
Magic Roll Penalty: -7
10) Add A -¼ Limitation: Total cost 15 points.
END Cost: 2
11) Add A -½ Limitation: Total cost 14 points.
Description: This spell creates a sword out of pure 12) Magefire Blade: This form of the spell creates
fire for the caster to wield. The caster can use the a sword of deadly magefire. Reduce to HKA
blade as often as desired for 1 Minute after casting. 1d6+1 and add NND (defense is having a
spell that provides Power Defense active or
having the Protection From Fire spell active;
+1) and Does BODY (+1). 85 Active Points;
total cost 20 points.
138 n Elemental Magic: Fire Hero System 6th Edition
kkLEAPING FLAME From Fire spell active; +1), Does BODY (+1) (52
Active Points); OAF Expendable (piece of flint
Effect: RKA 2d6, Indirect,
Varying Damage seared in a fire and carved with a fire-rune, Diffi-
Target: One character cult to obtain; -1¼), Gestures (-¼), Incantations
Casting Time: Half Phase (Attack Action) (-¼), Requires A Magic Roll (-½), Spell (-½). Total
Casting Procedures: Gestures, Incantations cost: 14 points.
Duration: Instant Options:
Range: 60m 1) Strong Spell: Increase to RKA 1d6+1. 70
Magic Roll Penalty: -6 Active Points; total cost 19 points.
END Cost: 6 2) Weak Spell: Decrease to RKA ½d6. 35 Active
Points; total cost 9 points.
Description: This spell allows a caster to use local
3) Free Spell: Total cost: 21 points.
sources of flame — candles, lanterns, torches,
4) Remove A +¼ Advantage: 49 Active Points;
hearth-fires, campfires, and so forth — to attack
total cost 13 points.
his foes. With a word of power and a gesture, he
5) Remove A +½ Advantage: 45 Active Points;
causes the flame to blaze up, leap through the air,
total cost 12 points.
and strike the target. Both the fire and the target
6) Remove A -¼ Limitation: Total cost 15 points.
must be within 60m of the caster, and the angle of
7) Remove A -½ Limitation: Total cost 16 points.
the attack depends on the relative locations of the
8) Add A +¼ Advantage: 56 Active Points; total
fire and the target. After the spell takes effect, the
cost 15 points.
source of flame returns to its normal intensity.
9) Add A +½ Advantage: 60 Active Points; total
The damage this spell causes depends on the
cost 16 points.
size and intensity of the flame used. See 6E2
10) Add A -¼ Limitation: Total cost 13 points.
150 and page 415 of Fantasy Hero for suggested
11) Add A -½ Limitation: Total cost 12 points.
guidelines.
Game Information: RKA 2d6 (see text), Indirect
(Source Point and Path can vary from use to use;
kkQUENCH FLAME
+1) (60 Active Points); Gestures (-¼), Incantations Effect: Dispel Fire 12d6
(-¼), Limited Range (60m; -¼), Requires A Magic Target: One fire
Roll (-½), Spell (-½), Varying Damage (damage Casting Time: Half Phase (Attack Action)
depends on locally-available sources of flame; -½). Casting Procedures: Focus, Gestures, Incantations
Total cost: 18 points. Duration: Instant
Range: 100m
Options: Magic Roll Penalty: -5
1) Focused Spell: Add OAF (ball of wax and flint END Cost: 5
tied with a scarlet cord, Difficult to obtain;
-1¼). Total cost: 13 points. Description: What a fire mage creates, he
2) Remove A -¼ Limitation: Total cost 20 points. can destroy. This spell extinguishes fires both
3) Remove A -½ Limitation: Total cost 22 points. mundane and magical, snuffing them out instantly.
4) Add A +¼ Advantage: 67 Active Points; total For fire powers possessed by characters, use the
cost 21 points. Active Points in the power to determine whether
5) Add A +½ Advantage: 75 Active Points; total the Dispel works. At the GM’s option, separate
cost 23 points. fires caused by a character’s power may also use
6) Add A -¼ Limitation: Total cost 17 points. this rule, instead of the one for natural fires.
7) Add A -½ Limitation: Total cost 16 points. For natural fires, if a fire fills a 1m radius area
or less, use its Active Points (typically for an RKA,
kkMAGEFIRE Constant) to determine whether the Dispel works
(see 6E2 150 and and page 415 of Fantasy Hero
Effect: RKA 1d6, NND, Does BODY for suggested damage ranges for fires). If it fills a
Target: One character larger area, the character can either extinguish it
Casting Time: Half Phase (Attack Action) in 1m radius area sections, or in larger “pieces.” To
Casting Procedures: Focus, Gestures, Incantations determine the Active Points for a large fire, apply
Duration: Constant an appropriate Advantage (Area Of Effect, typi-
Range: 150m cally) to the Powers used to create the fire.
Magic Roll Penalty: -5 Extinguishing a fire doesn’t get rid of the
END Cost: 5 smoke it generated, or reverse any effects it may
Description: Magefire is wizards’ name for a already have caused (like heating an area or weak-
special type of magic flame that burns with great ening the structure of a building).
heat (and, often, no noticeable form of fuel). This Game Information: Dispel Fire 12d6, Variable
spell allows a caster to immolate a person in mage- Effect (any one Fire spell or power at a time; +½)
fire and keep burning him until he dies. The caster (54 Active Points); OAF Expendable (a few drops
can vary the color of his magefire as he wishes. of water, Easy to obtain; -1), Gestures (-¼), Incan-
Game Information: RKA 1d6, Constant (+½), tations (-¼), Limited Range (100m; -¼), Noisy
NND (defense is having a spell that provides (-¼), Requires A Magic Roll (-½), Spell (-½). Total
Power Defense active or having the Protection cost: 13 points.
Hero System Grimoire n Elemental Magic: Fire 139
Options:
1) Strong Spell: Increase to Dispel 16d6. 72
Active Points; total cost 18 points.
DEFENSIVE SPELLS
2) Weak Spell: Decrease to Dispel 8d6. 36 Active
Points; total cost 9 points. kkPROTECTION FROM FIRE
3) Free Spell: Total cost: 18 points. Effect: Resistant Protection (14 ED),
4) Remove A +¼ Advantage: 45 Active Points; Only Works Against Fire/Heat
total cost 11 points. Damage, Usable By Other
5) Remove A +½ Advantage: 36 Active Points; Target: One person
total cost 9 points. Casting Time: Half Phase
6) Remove A -¼ Limitation: Total cost 14 points. Casting Procedures: Focus, Gestures, Incantations
7) Remove A -½ Limitation: Total cost 15 points. Duration: Time Limit (duration of
8) Add A +¼ Advantage: 63 Active Points; total 1 Hour, +1 Hour per +1
cost 16 points. by which the character
9) Add A +½ Advantage: 72 Active Points; total makes his Magic roll)
cost 18 points. Range: Touch
10) Add A -¼ Limitation: Total cost 13 points. Magic Roll Penalty: -3
11) Add A -½ Limitation: Total cost 12 points. END Cost: 3 to cast
Description: This spell allows the caster to confer
kkRAIN OF FIRE on himself or one other person a high degree of
Effect: RKA 1½d6, Indirect protection from fire attacks. The defense applies
(always from above) against both normal and magical fire, and lasts for
Target: 16m Radius a minimum of 1 Hour. The recipient of the spell
Casting Time: Half Phase (Attack Action) may choose at any time to end it.
Casting Procedures: Focus, Gestures, Incantations Game Information: Resistant Protection (14 ED),
Duration: Constant Usable On Other (can grant power to one recip-
Range: 60m ient, recipient must be willing, grantor controls
Magic Roll Penalty: -6 the power and pays the END for it, recipient must
END Cost: 6 be within Reach but can go anywhere thereafter;
Description: This spell causes a rain of fiery +½) (31 Active Points); OAF Expendable (vial
“meteors” to bombard a 16m radius area for as of alchemically-prepared sand, Very Difficult to
long as the caster maintains the spell. obtain; -1½), Costs Endurance (only to cast; -¼),
Gestures (-¼), Incantations (-¼), Only Works
Game Information: RKA 1½d6, Area Of Effect
Against Fire/Heat Damage (-½), Requires A
(16m Radius; +¾), Constant (+½), Indirect
Magic Roll (-½), Time Limit (duration of 1 Hour,
(Source Point is always above target area; +¼) (62
+1 Hour per +1 by which the character makes his
Active Points); OAF Expendable (disk of flame-
Magic roll; -½). Total cost: 6 points.
colored cloth embroidered with fire-runes, Diffi-
cult to obtain; -1¼), Gestures (-¼), Incantations Options:
(-¼), Limited Range (60m; -¼), Requires A Magic 1) Strong Spell: Increase to Resistant Protection
Roll (-½), Spell (-½). Total cost: 15 points. (18 ED). 40 Active Points; total cost 8 points.
2) Weak Spell: Decrease to Resistant Protection
Options:
(10 ED). 22 Active Points; total cost 5 points.
1) Strong Spell: Increase to RKA 2d6. 75 Active
3) Free Spell: Total cost: 9 points.
Points; total cost 19 points.
4) Remove A +½ Advantage: 21 Active Points;
2) Weak Spell: Decrease to RKA 1d6. 37 Active
total cost 4 points.
Points; total cost 9 points.
5) Remove A -¼ Limitation: Total cost 7 points.
3) Free Spell: Total cost: 22 points.
6) Remove A -½ Limitation: Total cost 7 points.
4) Remove A +¼ Advantage: 56 Active Points;
7) Add A +¼ Advantage: 37 Active Points; total
total cost 14 points.
cost 8 points.
5) Remove A +½ Advantage: 50 Active Points;
8) Add A +½ Advantage: 42 Active Points; total
total cost 12 points.
cost 9 points.
6) Remove A -¼ Limitation: Total cost 16 points.
9) Add A -¼ Limitation: Total cost 6 points.
7) Remove A -½ Limitation: Total cost 18 points.
10) Add A -½ Limitation: Total cost 6 points.
8) Add A +¼ Advantage: 69 Active Points; total
cost 17 points.
9) Add A +½ Advantage: 75 Active Points; total
cost 19 points.
10) Add A -¼ Limitation: Total cost 14 points.
11) Add A -½ Limitation: Total cost 14 points.
140 n Elemental Magic: Fire Hero System 6th Edition
Game Information: Detect Fire (INT Roll) (no Game Information: Clairsentience (Sight Group),
Sense Group), Discriminatory, Range, MegaScale 16x Range (3,200m), Reduced Endurance (0 END;
(1m = 10 km; +1¼) (29 Active Points); Costs +½) (60 Active Points); OAF Expendable (tiny
Endurance (-½), Gestures (-¼), Incantations (-¼), mirror with a fire-rune painted on it, Difficult to
Requires A Magic Roll (-½). Total cost: 12 points. obtain; -1¼), Concentration (0 DCV throughout;
Options: -1), Extra Time (1 Turn to activate; -¾), Gestures
1) Strong Spell: Increase to INT +5. 40 Active (throughout; -½), Incantations (throughout; -½),
Points; total cost 16 points. Only Through Fire (-1), Requires A Magic Roll
2) Focused Spell: Add OAF (piece of fire-seared (-½). Total cost: 9 points.
glass, Easy to obtain; -1). Total cost: 8 points. Options:
3) Remove A -¼ Limitation: Total cost 13 points. 1) Strong Spell: Add MegaScale (1m = 1 km; +1).
4) Remove A -½ Limitation: Total cost 14 points. 100 Active Points; total cost 15 points.
5) Add A +¼ Advantage: 32 Active Points; total 2) Weak Spell: Decrease to 4x Range. 45 Active
cost 13 points. Points; total cost 7 points.
6) Add A +½ Advantage: 36 Active Points; total 3) Free Spell: Total cost: 11 points.
cost 14 points. 4) Remove A +¼ Advantage: 50 Active Points;
7) Add A -¼ Limitation: Total cost 10 points. total cost 8 points.
8) Add A -½ Limitation: Total cost 10 points. 5) Remove A +½ Advantage: 40 Active Points;
total cost 6 points.
kkSEE THROUGH FIRE 6) Remove A -¼ Limitation: Total cost 10 points.
7) Remove A -½ Limitation: Total cost 10 points.
Effect: Clairsentience (Sight
Group), Only Through Fire 8) Add A +¼ Advantage: 70 Active Points; total
Target: Area cost 11 points.
Casting Time: 1 Turn 9) Add A +½ Advantage: 80 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 12 points.
Duration: Constant 10) Add A -¼ Limitation: Total cost 9 points.
Range: 3,200m 11) Add A -½ Limitation: Total cost 8 points.
Magic Roll Penalty: -6
END Cost: 0
Description: With this spell, a fire mage can use
any flame — a candle, a campfire, or the like — to
view distant scenes and events. However, he can
only choose as his perception point another flame
of some sort; without a flame to “see out of,” the
spell is useless.
142 n Elemental Magic: Fire Hero System 6th Edition
ELEMENTA L M AGIC:
WATER
M
ost elemental mages consider Water (0 DCV throughout casting; -1), Extra Time (1
Magic the weakest of the spells related Hour to cast; -1½), Gestures (throughout; -½),
to the four classic Elements, but this Incantations (throughout; -½), Requires A Magic
category remains popular with mages Roll (-½), Spell (-½). Total cost: 11 points.
who frequently travel by sea or live near bodies of Options:
water. 1) Strong Spell: Increase to Area Of Effect
In addition to the spells listed here, some of (8m Radius; +½). 78 Active Points; total cost
the spells of Druidry (page 101) could qualify as 12 points.
Water Magic, and vice-versa. The “water elemental 2) Weak Spell: Decrease to Area Of Effect
only” option for Elemental Summoning (page 68) (2m Radius; +¼). 72 Active Points; total cost
should also be considered a Water Magic spell; 11 points.
so should Air Sphere (page 121); Quench Flame 3) Free Spell: Total cost: 13 points.
(page 129), and Parting The Waters (page 99). 4) Remove A +¼ Advantage: 66 Active Points;
total cost 10 points.
5) Remove A +½ Advantage: 60 Active Points;
OFFENSIVE SPELLS total cost 9 points.
6) Remove A -¼ Limitation: Total cost 11 points.
kkCONTROL THE WATERS 7) Remove A -½ Limitation: Total cost 12 points.
8) Add A +¼ Advantage: 78 Active Points; total
Effect: Change Environment, cost 12 points.
-24m Running 9) Add A +½ Advantage: 84 Active Points; total
Target: 4 km Radius cost 13 points.
Casting Time: 1 Hour 10) Add A -¼ Limitation: Total cost 10 points.
Casting Procedures: Focus, Gestures, Incantations 11) Add A -½ Limitation: Total cost 10 points.
Duration: Constant
Range: 240m
Magic Roll Penalty: -10
kkFIST OF THE WATERS
Effect: Blast 6d6, Indirect
END Cost: 0
Target: One character
Description: With this spell, a wizard can cause, Casting Time: Half Phase (Attack Action)
or stop, flooding over a four kilometer radius area. Casting Procedures: Focus, Gestures, Incantations
In game terms, the flooding effect is represented Duration: Instant
by a reduction in Running — creatures that don’t Range: 100m
have at least Running 25m (typically due to long Magic Roll Penalty: -6
legs or large size) can’t move on the ground (they END Cost: 6
have to swim or fly to move from place to place). Description: This spell harnesses the local waters
Stemming a flood has no particular combat effect, and turns them into a potent weapon for the
though the muddy ground may impose a -2m water mage. If there’s a sufficient quantity of water
Running or -1 to some DEX-Based Rolls. Other within 100m (at least a barrelful), the caster can
effects, such as damage to buildings and objects, cause it to lash out and hit the target (who must
may also occur. also be within 100m of the caster). The angle of
After the character stops concentrating on the the attack depends on the relative positions of the
spell, natural conditions return fairly quickly (the water and the target.
GM decides how quickly).
Game Information: Blast 6d6, Indirect (Source
Game Information: Change Environment (create/ Point and Path can vary from use to use; +1) (60
stop flooding), -24m Running, Area Of Effect (4m Active Points); OAF Expendable (small silver tube
Radius; +¼), MegaScale (1m = 1 km wide, broad, wrapped in a bit of net, Difficult to obtain; -1¼),
and deep; +1), Varying Effect (cause or stem Gestures (-¼), Incantations (-¼), Limited Range
flooding; +¼), Reduced Endurance (0 END; +½) (100m; -¼), Requires Nearby Water (see text; -1),
(72 Active Points); OAF Expendable (vial of water Requires A Magic Roll (-½), Spell (-½). Total cost:
or vial of dust, Easy to obtain; -1), Concentration 12 points.
144 n Elemental Magic: Water Hero System 6th Edition
Options:
1) Strong Spell: Increase to Blast 8d6. 80 Active
kkTIDAL WAVE
Effect: Blast 12d6
Points; total cost 16 points.
Target: 160 km Line
2) Weak Spell: Decrease to Blast 4d6. 40 Active
Casting Time: 1 Hour
Points; total cost 8 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 16 points.
Duration: Instant
4) Remove A +¼ Advantage: 52 Active Points;
Range: 600m
total cost 10 points.
Magic Roll Penalty: -15
5) Remove A +½ Advantage: 45 Active Points;
END Cost: 15
total cost 9 points.
6) Remove A -¼ Limitation: Total cost 13 points. Description: This spell creates a gigantic wave 160
7) Remove A -½ Limitation: Total cost 13 points. km long that smashes into coastlines, reducing
8) Add A +¼ Advantage: 67 Active Points; total shoreside structures to kindling. It can only strike
cost 13 points. along coastlines and only affects targets within 1
9) Add A +½ Advantage: 75 Active Points; total km of the water. Smaller objects (including PCs!)
cost 15 points. are often swept out to sea as the water recedes.
10) Add A -¼ Limitation: Total cost 11 points. Game Information: Blast 12d6, Area Of Effect
11) Add A -½ Limitation: Total cost 11 points. (16m Line; +¼), MegaArea (Line is 160 km long,
1 km “deep” as it strikes inland, and hundreds
kkHARNESSED WAVES of feet high; +1¼) (150 Active Points); OAF
Effect: Suppress Swimming 3d6, Expendable (small crystal sculpture of a wave,
Boost Swimming 5d6 Difficult to obtain; -1¼), Concentration (0 DCV
Target: One swimming or sailing throughout; -1), Extra Time (1 Hour; -3), Gestures
person or craft (throughout; -½), Incantations (throughout; -½),
Casting Time: Half Phase (Attack Action) Only Versus Coastal Areas (-1), Requires A Magic
Casting Procedures: Focus, Gestures, Incantations Roll (-½), Spell (-½). Total cost: 16 points.
Duration: Constant Options:
Range: 200m 1) Strong Spell: Increase to Blast 15d6. 187
Magic Roll Penalty: -2 Active Points; total cost 20 points.
END Cost: 2 2) Weak Spell: Decrease to Blast 9d6. 112 Active
Description: By controlling the motion of current Points; total cost 12 points.
and wave with this spell, a wizard can help or 3) Free Spell: Total cost: 19 points.
hinder swimmers and watercraft. 4) Remove A +¼ Advantage: 135 Active Points;
total cost 14 points.
Game Information:
5) Remove A +½ Advantage: 120 Active Points;
Cost Power
total cost 13 points.
7 Harnessed Waves: Multipower, 30-point reserve; 6) Remove A -¼ Limitation: Total cost 17 points.
all OAF Expendable (a tiny bottle of water, 7) Remove A -½ Limitation: Total cost 17 points.
Easy to obtain; -1), Costs Endurance (to main- 8) Add A +¼ Advantage: 165 Active Points; total
tain; -½), Gestures (-¼), Incantations (-¼), cost 18 points.
Requires A Magic Roll (-½), Spell (-½) 9) Add A +½ Advantage: 180 Active Points; total
1f 1) Friendly Waters: Boost Swimming 5d6; cost 19 points.
common Limitations listed above 10) Add A -¼ Limitation: Total cost 16 points.
1f 2) Unfriendly Waters: Suppress Swimming 3d6; 11) Add A -½ Limitation: Total cost 15 points.
common Limitations listed above
Total cost: 9 points. kkWATERSPOUT
Options: Effect: Blast 12d6, Only Versus
1) Strong Spell: Increase to a 40-point reserve, Targets On The Water
Boost 6d6, and Suppress 4d6. Total cost: 12 Target: 32m Radius
points. Casting Time: 1 Turn (Attack Action)
2) Weak Spell: Decrease to a 20-point reserve, Casting Procedures: Focus, Gestures, Incantations
Boost 3d6, and Suppress 2d6. Total cost: 7 Duration: Constant
points. Range: 400m
3) Free Spell: Total cost: 12 points. Magic Roll Penalty: -18
4) Remove A -¼ Limitation: Total cost 10 points. END Cost: 0
5) Remove A -½ Limitation: Total cost 10 points. Description: This powerful attack spell creates an
6) Add A +¼ Advantage: Increase reserve to 37 enormous, destructive waterspout. While it can
points; total cost 11 points. only affect things on (or within 30m above) the
7) Add A +½ Advantage: Increase reserve to 45 surface of the water — ships, surface swimmers,
points; total cost 13 points. and the like — that which it can affect it often kills
8) Add A -¼ Limitation: Total cost 9 points. or destroys.
9) Add A -½ Limitation: Total cost 9 points.
Hero System Grimoire n Elemental Magic: Water 145
DEFENSIVE SPELLS
kkBREATHE Game Information: Life Support (Expanded
Breathing: Breathe Underwater), Usable By
UNDERWATER Nearby (4m; +1) (10 Active Points); OAF Expend-
Effect: Life Support (Expanded able (tiny bottle of air, corked with cotton, Easy
Breathing: Breathe to obtain; -1), Gestures (-¼), Incantations (-¼),
Underwater) Requires A Magic Roll (-½), Time Limit (duration
Target: Up to eight characters of 1 Hour, +1 Hour per point by which the caster
Casting Time: Half Phase succeeds with his Magic roll; -½). Total cost: 3
Casting Procedures: Focus, Gestures, Incantations points.
Duration: Time Limit (duration of 1
Hour, +1 Hour per point by Options:
which the caster succeeds 1) Free Spell: Total cost: 4 points.
with his Magic roll) 2) Remove A +¼ Advantage: 9 Active Points;
Range: Touch total cost 2 points.
Magic Roll Penalty: -1 3) Remove A +½ Advantage: 7 Active Points;
END Cost: 0 total cost 2 points.
4) Remove A -¼ Limitation: Total cost 3 points.
Description: This spell allows the caster and 5) Remove A -½ Limitation: Total cost 3 points.
anyone near him to breathe underwater. It’s 6) Add A +¼ Advantage: 11 Active Points; total
invaluable to adventuring mages who journey into cost 3 points.
the watery depths of the Sea Of Storms, or who 7) Add A +½ Advantage: 12 Active Points; total
expect to encounter underwater rivers and lakes cost 3 points.
while dungeon-delving. 8) Add A -¼ Limitation: Total cost 3 points.
9) Add A -½ Limitation: Total cost 2 points.
146 n Elemental Magic: Water Hero System 6th Edition
kkWAVE-WALL
Effect: Barrier 4 PD/4 ED, 10 MOVEMENT SPELLS
BODY (up to 10m long,
4m tall, and ½m thick),
Non-Anchored, Dismissable kkENHANCE SWIMMING
Target: Area Effect: Swimming +6m
Casting Time: Half Phase Target: Self
Casting Procedures: Focus, Gestures, Incantations Casting Time: Half Phase (Attack Action)
Duration: Constant Casting Procedures: Focus, Gestures, Incantations
Range: 80m Duration: Constant
Magic Roll Penalty: -4 Range: Self
END Cost: 4 Magic Roll Penalty: -1
Description: This spell creates a wall of water that END Cost: 1
provides protection against attacks. The caster can Description: This spell controls the waters around
slowly move the wall if necessary, or even cause it the caster to give him the power to swim much
to disappear instantly. faster than normal.
When successfully created, a Wave-Wall can
Game Information: Swimming +6m (3 Active
be up to 6m long and 3m tall. For every 1 point
Points); Gestures (-¼), Incantations (-¼), Requires
by which the caster succeeds with his Magic roll,
A Magic Roll (-½). Total cost: 1 point.
he can increase the length or height by +1m to a
maximum of 10m long and 4m tall. Options:
1) Strong Spell: Increase to Swimming +8m. 4
Game Information: Barrier 4 PD/4 ED, 10 BODY
Active Points; total cost 1 point.
(up to 10m long, 4m tall, and 1m thick), Non-
2) Weak Spell: Decrease to Swimming +4m. 2
Anchored, Dismissable (53 Active Points); OAF
Active Points; total cost 1 point.
Expendable (aquamarine of fine quality, Very
3) Focused Spell: Add OAF (talisman; -1). Total
Difficult to obtain; -1½), Costs Endurance (to
cost: 1 point.
maintain; -½), Gestures (-¼), Incantations (-¼),
4) Remove A -¼ Limitation: Total cost 2 points.
Limited Range (80m; -¼), Requires A Magic Roll
5) Remove A -½ Limitation: Total cost 2 points.
(-½), Spell (-½). Total cost: 11 points.
6) Add A +¼ Advantage: 4 Active Points; total
Options: cost 2 points.
1) Strong Spell: Increase to Barrier 6 PD/6 ED, 7) Add A +½ Advantage: 4 Active Points; total
10 BODY. 59 Active Points; total cost 12 cost 2 points.
points. 8) Add A -¼ Limitation: Total cost 1 point.
2) Weak Spell: Decrease to Barrier 4 PD/4 ED, 6 9) Add A -½ Limitation: Total cost 1 point.
BODY. 49 Active Points; total cost 10 points.
3) Free Spell: Total cost: 16 points.
4) Remove A -¼ Limitation: Total cost 12 points.
kkWATER-WALKING
Effect: Flight 12m, Only Along
5) Remove A -½ Limitation: Total cost 12 points.
The Surface Of Water
6) Add A +¼ Advantage: 66 Active Points; total
Target: Self
cost 14 points.
Casting Time: Half Phase
7) Add A +½ Advantage: 79 Active Points; total
Casting Procedures: Focus, Gestures, Incantations
cost 17 points.
Duration: Constant
8) Add A -¼ Limitation: Total cost 11 points.
Range: Self
9) Add A -½ Limitation: Total cost 10 points.
Magic Roll Penalty: -1
10) Frothing Wave: Add Opaque (Sight Group).
END Cost: 1
63 Active Points; total cost 13 points.
Description: This spell allows the caster to walk on
the surface of a relatively calm body of water, such
as a lake, a slow-moving river, or a calm sea. The
character cannot walk up a waterfall, over rapids,
or the like. The spell lasts as long as the character
keeps paying END or until he sets foot on dry land
or in a watercraft.
As built, this spell assumes the caster has the
standard Running 12m most characters have. If he
has more or fewer meters of Running, rebuild it
accordingly.
Game Information: Flight 12m (12 Active Points);
OAF Expendable (piece of cork, Easy to obtain;
-1), Gestures (-¼), Incantations (-¼), Only Along
The Surface Of Water (-½), Requires A Magic Roll
(-½). Total cost: 3 points.
Hero System Grimoire n Elemental Magic: Water 147
Options:
1) Free Spell: Total cost: 5 points.
2) Remove A -¼ Limitation: Total cost 4 points.
MISCELLANEOUS SPELLS
3) Remove A -½ Limitation: Total cost 4 points.
4) Add A +¼ Advantage: 15 Active Points; total kkWASH
cost 4 points. Effect: Change Environment (clean
5) Add A +½ Advantage: 18 Active Points; total persons/objects), Long-Lasting
cost 5 points. Target: 1m Radius
6) Add A -¼ Limitation: Total cost 3 points. Casting Time: Half Phase
7) Add A -½ Limitation: Total cost 3 points. Casting Procedures: Focus, Gestures, Incantations
8) Group Water-Walking: Add Usable By Nearby Duration: Instant
(4m; +1). 24 Active Points; total cost 7 points. Range: 10m
Magic Roll Penalty: -2
END Cost: 2
SENSORY SPELLS Description: A favorite of adventurers everywhere,
this spell washes and dries all the people and
kkDOWSING objects in a 1m radius, rendering them clean and
fresh-smelling. The effect lasts until the persons or
Effect: Detect Water objects get dirty again by normal means.
Target: Self
Casting Time: Half Phase Game Information: Change Environment (clean
Casting Procedures: Focus, Gestures, Incantations persons/objects), Long-Lasting, Area Of Effect
Duration: Constant (1m Radius; +¼) (19 Active Points); OAF Expend-
Range: Self able (small piece of soap wrapped in a square of
Magic Roll Penalty: -2 clean silk, Difficult to obtain; -1¼), Gestures (-¼),
END Cost: 2 Incantations (-¼), Instant (-½), Limited Range
(10m; -¼), Requires A Magic Roll (-½). Total cost:
Description: This simple, but often extraordinarily 5 points.
useful, allows the caster to detect quantities of
water nearby. It does not tell the caster anything Options:
about the quality of the water, though it does tell 1) Free Spell: Total cost: 6 points.
him roughly how much there is. 2) Remove A +¼ Advantage: 15 Active Points;
total cost 4 points.
Game Information: Detect Water (INT Roll) (no 3) Remove A -¼ Limitation: Total cost 5 points.
Sense Group), Range, Telescopic (+20 versus 4) Remove A -½ Limitation: Total cost 5 points.
Range Modifier) (18 Active Points); OAF Expend- 5) Add A +¼ Advantage: 22 Active Points; total
able (small forked stick with water-runes carved cost 5 points.
into it, Easy to obtain; -1), Costs Endurance (-½), 6) Add A +½ Advantage: 26 Active Points; total
Gestures (-¼), Incantations (-¼), Requires A cost 6 points.
Magic Roll (-½). Total cost: 5 points. 7) Add A -¼ Limitation: Total cost 4 points.
Options: 8) Add A -½ Limitation: Total cost 4 points.
1) Strong Spell: Increase to INT Roll +3,
Discriminatory. 26 Active Points; total cost 7
points.
2) Weak Spell: Decrease to Telescopic (+4 versus
Range Modifier). 12 Active Points; total cost 3
points.
3) Free Spell: Total cost: 7 points.
4) Remove A -¼ Limitation: Total cost 5 points.
5) Remove A -½ Limitation: Total cost 6 points.
6) Add A +¼ Advantage: 22 Active Points; total
cost 6 points.
7) Add A +½ Advantage: 27 Active Points; total
cost 8 points.
8) Add A -¼ Limitation: Total cost 5 points.
9) Add A -½ Limitation: Total cost 4 points.
148 n Elemental Magic: Miscellaneous Hero System 6th Edition
ELEMENTA L M AGIC:
MISCELL A NEOUS
I
n addition to the four classic Elements, many Options:
other substances and phenomena are some- 1) Free Spell: Total cost: 14 points.
times regarded as “Elements” in gaming 2) Remove A +¼ Advantage: 31 Active Points;
campaigns. Two are described here: Ice/Cold total cost 8 points.
and Light/Shadow. 3) Remove A +½ Advantage: 27 Active Points;
total cost 7 points.
4) Remove A -¼ Limitation: Total cost 10 points.
ICE/COLD SPELLS 5) Remove A -½ Limitation: Total cost 11 points.
6) Add A +¼ Advantage: 40 Active Points; total
Wizards often debate the true nature of Ice. cost 11 points.
Some believe Ice-spells properly belong to the 7) Add A +½ Advantage: 45 Active Points; total
Water Magic category, others favor Air. But cost 12 points.
spellcasters well-versed in Ice-magery claim it is 8) Add A -¼ Limitation: Total cost 9 points.
an Element unto itself, one of glittering power for 9) Add A -½ Limitation: Total cost 8 points.
those who take the risks to master its secrets.
At the GM’s option, a character who uses this 5) Remove A +½ Advantage: 45 Active Points;
spell on a single large body of water (such as a lake) total cost 11 points.
can freeze the surface of the entire body of water 6) Remove A -¼ Limitation: Total cost 16 points.
thick enough for humans (and perhaps larger crea- 7) Remove A -½ Limitation: Total cost 17 points.
tures) to walk on it safely, even if the body of water 8) Add A +¼ Advantage: 67 Active Points; total
is larger than the spell’s defined radius. cost 17 points.
Game Information: Change Environment (freeze 9) Add A +½ Advantage: 75 Active Points; total
liquids), -11 Temperature Levels, Area Of Effect cost 19 points.
(500m Radius Selective; +2¼) (107 Active Points); 10) Add A -¼ Limitation: Total cost 14 points.
OAF Expendable (clear crystal cube with ice- 11) Add A -½ Limitation: Total cost 13 points.
runes etched on each face, Difficult to obtain; 12) Icicle Storm: This form of the spell creates
-1¼), Gestures (-¼), Incantations (-¼), Instant sharp, deadly icicles instead of battering hail-
(-½), Requires A Magic Roll (-½), Spell (-½). Total stones. Change to RKA 2d6. 60 Active Points;
cost: 25 points. total cost 15 points.
Options:
1) Free Spell: Total cost: 36 points.
kkICY BOLT
2) Remove A +¼ Advantage: 99 Active Points; Effect: RKA 2d6, Penetrating
total cost 23 points. Target: One character
3) Remove A +½ Advantage: 91 Active Points; Casting Time: Half Phase (Attack Action)
total cost 21 points. Casting Procedures: Focus, Gestures, Incantations
4) Remove A -¼ Limitation: Total cost 27 points. Duration: Instant
5) Remove A -½ Limitation: Total cost 28 points. Range: 60m
6) Add A +¼ Advantage: 115 Active Points; total Magic Roll Penalty: -7
cost 27 points. END Cost: 7
7) Add A +½ Advantage: 124 Active Points; total Description: When a wizard casts this spell, a
cost 29 points. bolt of bluish-white, intensely cold mystic energy
8) Add A -¼ Limitation: Total cost 24 points. lances out to injure his target. Even the strongest
9) Add A -½ Limitation: Total cost 22 points. armor rarely offers complete protection against an
Icy Bolt.
kkHAILSTORM Game Information: RKA 2d6, Penetrating (+½)
Effect: Blast 6d6, Indirect (45 Active Points); OAF Expendable (small
Target: 16m Radius crystal bar, Difficult to obtain; -1¼), Gestures
Casting Time: Half Phase (Attack Action) (-¼), Incantations (-¼), Limited Range (60m; -¼)
Casting Procedures: Focus, Gestures, Incantations Requires A Magic Roll (-½), Spell (-½). Total cost:
Duration: Instant 11 points.
Range: 100m
Options:
Magic Roll Penalty: -6
1) Strong Spell: Increase to RKA 3d6. 67 Active
END Cost: 6
Points; total cost 17 points.
Description: This spell invokes a brief but intense 2) Weak Spell: Decrease to RKA 1d6. 22 Active
hailstorm over a 10m radius area. The large hail- Points; total cost 5 points.
stones batter and bash anything within that area. 3) Free Spell: Total cost: 16 points.
Game Information: Blast 6d6 (physical), Area Of 4) Remove A +¼ Advantage: 37 Active Points;
Effect (16m Radius; +¾), Indirect (Source Point total cost 9 points.
is always above the target area; +¼) (60 Active 5) Remove A +½ Advantage: 30 Active Points;
Points); OAF Expendable (handful of clear glass total cost 7 points.
marbles, Difficult to obtain; -1¼), Gestures (-¼), 6) Remove A -¼ Limitation: Total cost 12 points.
Incantations (-¼), Limited Range (100m; -¼), 7) Remove A -½ Limitation: Total cost 13 points.
Requires A Magic Roll (-½), Spell (-½). Total cost: 8) Add A +¼ Advantage: 52 Active Points; total
15 points. cost 13 points.
9) Add A +½ Advantage: 60 Active Points; total
Options: cost 15 points.
1) Strong Spell: Increase to Blast 8d6. 80 Active 10) Add A -¼ Limitation: Total cost 10 points.
Points; total cost 20 points. 11) Add A -½ Limitation: Total cost 10 points.
2) Weak Spell: Decrease to Blast 4d6. 40 Active 12) Icy Cone: Add Area Of Effect (16m Cone;
Points; total cost 10 points. +½) and change Limited Range (60m; -¼) to
3) Free Spell: Total cost: 22 points. No Range (-½). 60 Active Points; total cost 14
4) Remove A +¼ Advantage: 52 Active Points; points.
total cost 13 points.
150 n Elemental Magic: Miscellaneous Hero System 6th Edition
kkICY GROUND the power and pays the END for it, recipient must
be within Reach but can go anywhere thereafter;
Effect: Change Environment (create
ice sheet), -4 to DEX Rolls +½) (31 Active Points); OAF Expendable (iron
Target: Surface 16m radius ball once heated red-hot and engraved with runes
Casting Time: Half Phase (Attack Action) of ice and fire, Very Difficult to obtain; -1½),
Casting Procedures: Focus, Gestures, Incantations Costs Endurance (only to cast; -¼), Gestures
Duration: Constant (-¼), Incantations (-¼), Only Works Against Ice/
Range: 120m Cold Damage (-¾), Requires A Magic Roll (-½)
Magic Roll Penalty: -2 Time Limit (duration of 1 Hour, +1 Hour per +1
END Cost: 2 by which the character makes his Magic roll; -½).
Total cost: 6 points.
Description: This spell coats the ground with a
Options:
sheet of slippery ice, making it difficult for people
1) Strong Spell: Increase to Resistant Protection
and creatures to walk or keep their footing. The
(18 ED). 40 Active Points; total cost 8 points.
sheet disappears as soon as the caster stops paying
2) Weak Spell: Decrease to Resistant Protection
END to maintain it.
(10 ED). 22 Active Points; total cost 4 points.
Game Information: Change Environment (create 3) Free Spell: Total cost: 9 points.
ice sheet), -4 to DEX Rolls to move on, Area Of 4) Remove A +½ Advantage: 21 Active Points;
Effect (Surface 16m radius; +1) (24 Active Points); total cost 4 points.
OAF Expendable (sheet of tin covered in oil, 5) Remove A -¼ Limitation: Total cost 6 points.
Difficult to obtain; -1¼), Can Only Be Applied To 6) Remove A -½ Limitation: Total cost 7 points.
Horizontal Surfaces (e.g., the ground and floors; 7) Add A +¼ Advantage: 37 Active Points; total
-0), Gestures (-¼), Incantations (-¼), Requires A cost 7 points.
Magic Roll (-½), Spell (-½). Total cost: 6 points. 8) Add A +½ Advantage: 42 Active Points; total
Options: cost 8 points.
1) Free Spell: Total cost: 10 points. 9) Add A -¼ Limitation: Total cost 6 points.
2) Remove A +¼ Advantage: 21 Active Points; 10) Add A -½ Limitation: Total cost 6 points.
total cost 6 points.
3) Remove A +½ Advantage: 18 Active Points; kkWALL OF ICE
total cost 5 points. Effect: Barrier 8 PD/6 ED, 10
4) Remove A -¼ Limitation: Total cost 8 points. BODY (up to 10m long,
5) Remove A -½ Limitation: Total cost 9 points. 3m high, and 1m thick)
6) Add A +¼ Advantage: 27 Active Points; total Target: Area
cost 9 points. Casting Time: Half Phase (Attack Action)
7) Add A +½ Advantage: 30 Active Points; total Casting Procedures: Focus, Gestures, Incantations
cost 8 points. Duration: Instant
8) Add A -¼ Limitation: Total cost 6 points. Range: 20m
9) Add A -½ Limitation: Total cost 6 points. Magic Roll Penalty: -5
END Cost: 5
kkPROTECTION FROM ICE Description: This spell resembles Wall Of Stone
Effect: Resistant Protection (14 ED), (page 128), but allows the caster to create a wall
Only Works Against Ice/Cold of thick, solid ice. The wall will melt eventually, if
Damage, Usable By Other the environmental conditions are hot enough, but
Target: One person it’s so sturdy and strong that this could take hours
Casting Time: Half Phase or days.
Casting Procedures: Focus, Gestures, Incantations When successfully created, a Wall Of Ice can
Duration: Time Limit (duration of be up to 6m long and 3m tall. For every 1 point
1 Hour, +1 Hour per +1 by which the caster succeeds with his Magic roll,
by which the character
he can increase the length or height by +1m to a
makes his Magic roll)
maximum of 10m long and 4m tall.
Range: Touch
Magic Roll Penalty: -3 Game Information: Barrier 8 PD/6 ED, 10 BODY
END Cost: 3 to cast (up to 10m long, 3m high, and 1m thick) (46
Active Points); OAF Expendable (small cube of
Description: This spell allows the caster to confer
crystal with a rune etched in each side, Difficult
on himself or one other person a high degree of
to obtain; -1¼), Gestures (-¼), Incantations (-¼),
protection from Ice attacks (but not the physical
Limited Range (20m; -¼), Requires A Magic Roll
impact of ice, such as from Hailstorm). The
(-½). Total cost: 13 points.
defense applies against both normal and magical
cold, and lasts for a minimum of 1 Hour. The Options:
recipient of the spell may choose at any time to 1) Strong Spell: Increase to Barrier 10 PD/8
end it. ED, 12 BODY. 54 Active Points; total cost 15
points.
Game Information: Resistant Protection (14 ED),
2) Weak Spell: Decrease to Barrier 6 PD/4 ED, 8
Usable On Other (can grant power to one recip-
BODY. 38 Active Points; total cost 11 points.
ient, recipient must be willing, grantor controls
Hero System Grimoire n Elemental Magic: Miscellaneous 151
ENCH A NTMENT
E
nchantment is the art of crafting and using Enchantment offers several advantages over
enchanted items. Rather than casting spells “typical” spellcasting. First, placing a spell in an
“directly,” the way wizards who specialize item often allows it to be more powerful. Second,
in other categories do, enchanters place using enchanted items allows an enchanter to
mystic power in an item of some sort — a weapon, wield powers from many categories of spells,
an article of clothing or jewelry, a talisman or sometimes with greater flexibility than a tradi-
amulet, the list is practically endless — and then tional spellcaster. Third, it’s often quicker and
use that item. (In HERO System terms, enchanters easier to use an item than to cast a spell. In HERO
pay for these items with Character Points, just like System terms, using an enchanted item is often
other spellcasters buy their spells.) a regular Zero Phase Action, instead of the Half
Phase Action that’s standard for casting any sort
of spell in most Fantasy Hero campaigns, and
no Gestures or Skill Roll are required. (Incanta-
tions in the form of a “command word” may still
be required, and some potent items do require
the user to succeed with a Magic roll to “activate”
them properly.) Fourth, while most enchanted
items are Personal Foci of the casters who create
them, some are Universal Foci that anyone can
use (though they may need to know a “command
word” or the like).
On the other hand, Enchantment has its
drawbacks, too — primarily the fact that the items
can be taken away from the caster. An ordinary
caster can’t have his spells taken away, and even if
he loses any (Expendable) Focus necessary to use
a spell may still be able to cast it by paying extra
END, making his Magic roll at a penalty, or the
like (see Fantasy Hero for more discussion of this
sort of thing). An enchanter who loses an item
cannot use its powers at all until he gets it back.
The items described below are just a sampling
of the nigh-infinite number of items that
enchanters create. They focus on items casters
tend to use themselves, rather than ones they craft
for others to use (though making enchanted items
for other people is also part of Enchantment; see
Fantasy Hero for more information on making
enchanted items). Thus, there aren’t any shields or
suits of plate armor (items wizards rarely use), but
there are some enchanted swords.
Assume that all enchanted items described
below have the standard PD and ED for Foci (i.e.,
Active Points divided by 5) unless common or
dramatic sense dictate they should be Unbreakable
Foci.
Hero System Grimoire n Enchantment 155
kkBELT OF STRENGTH These Boots are built with the assumption that
the wearer has the standard Running 12m most
Effect: +20 STR
characters have. If he has more or fewer meters of
Target: Self
Running, rebuild it accordingly.
Casting Time: N/A
Casting Procedures: N/A Game Information: Flight 12m, Invisible To
Duration: Persistent Hearing Group (+¼) (15 Active Points); OIF (-½),
Range: Self Only In Contact With A Horizontal Surface (-¼).
Magic Roll Penalty: N/A Total cost: 8 points.
END Cost: 2
Description: This enchanted belt, made of leather Bracers
studded with iron, increases the wearer’s strength
to prodigious levels.
Game Information: +20 STR (20 Active Points);
kkBRACERS OF
OIF (-½). Total cost: 13 points. SPELL STORAGE
Options: Effect: Variable Power Pool, 60 Pool
1) Strong Belt: Increase to +30 STR. 30 Active + 60 Control Cost, Trigger
(mental command)
Points; total cost 20 points.
Target: Varies
2) Weak Belt: Decrease to +10 STR. 10 Active
Casting Time: N/A
Points; total cost 7 points.
Casting Procedures: N/A
Duration: Varies
Boots Range: Varies
Magic Roll Penalty: N/A
Charges: 12 Charges
kkBOOTS OF THE CRICKET Description: These bracers, usually made of some
Effect: Leaping +12m; Clinging
valuable metal, are set with a dozen moonstones.
Target: Self
Each stone can “store” one spell. Once per day a
Casting Time: N/A
wizard can cast up to a dozen of his spells “into”
Casting Procedures: N/A
the bracers (one per stone). The bracers stores the
Duration: Constant/Persistent
spells and can instantly release them at any time
Range: Self
on his mental command.
Magic Roll Penalty: N/A
In game terms, the character uses his spellbook
END Cost: 0
and a special ritual to implant up to twelve spells
Description: This pair of fine, supple leather boots into the Bracers (six spells maximum per bracer).
contains two enchantments. The first allows the Standard rules for VPPs apply, so the total Real
wearer to leap much further than he ordinarily Point cost of all twelve spells has to fit into the 60
could; the second allows him to walk along walls point Pool, and no single spell can have more than
and ceilings like an insect. A clever, acrobatic 60 Active Points (as defined by the Control Cost)
character can use them to obtain Surprise Move Game Information: Variable Power Pool, 60 Pool
bonuses in combat; escape pursuers, and the like. + 60 Control Cost, Trigger (mental command,
Game Information: Leaping +12m, Reduced Trigger immediately automatically resets; +1)
Endurance (0 END; +½) (9 Active Points); OIF (120 Active Points); all slots OIF (-½), Can Only
(-½) (total cost: 6 points) plus Clinging (normal Be Changed With Access To Spellbook And A
STR) (10 Active Points); OIF (-½) (total cost: 7 Special Ritual (-½), Character’s Spells Only (-¼),
points). Total cost: 13 points. 12 Charges (-¼). Total cost: 84 points.
Options:
kkBOOTS OF STEALTHY 1) Strong Bracers: Increase to 90 Pool + 90
TREADING Control Cost. 180 Active Points; total cost
126 points.
Effect: Flight 12m, Invisible To
2) Weak Bracers: Increase to 30 Pool + 30
Hearing Group, Only Along
Horizontal Surfaces Control Cost. 60 Active Points; total cost 42
Target: Self points.
Casting Time: N/A
Casting Procedures: N/A
Duration: Constant
Range: Self
Magic Roll Penalty: N/A
END Cost: 0
Description: Boots of Stealthy Treading allow a
character to walk or run at his normal speed, but
without making any noise or leaving tracks.
Hero System Grimoire n Enchantment 157
kkMAGE’S STAFF
STAFFS Effect: Endurance Reserve (80 END,
9 REC); +3 to PER Roll,
kkDEMON’S-HEAD STAFF Discriminatory, and Analyze
for Detect Magic; Resistant
Effect: Various demon-related powers Protection (8 PD/8 ED/8 Mental
Target: Varies Defense/8 Power Defense),
Casting Time: N/A Requires A DEX Roll (-½)
Casting Procedures: N/A Target: Self
Duration: Varies Casting Time: N/A
Range: Varies Casting Procedures: N/A
Magic Roll Penalty: N/A Duration: Instant/Constant/Constant
Charges: 60 Charges which Range: Self
Never Recover Magic Roll Penalty: N/A
Description: Taking its name from the leering END Cost: 0/1/5
demon’s head that tops it, a Demon’s-Head Staff Description: For enchanters who want to carry
possesses a variety of powers associated with the a general utility staff, the Mage’s Staff fits the
infernal. Some say the very first one was actually bill nicely. First, it provides mystic power for
made by a demon prince, who gave it to one of his his spells so that he doesn’t tire himself out
most faithful human worshippers along with the casting them. (Assume that any spell he casts
secret of how to make more of them. can use his personal END or the Staff ’s Reserve’s
Game Information: END without penalty or restriction.) Second, it
Cost Power enhances his ability to perceive magic. (This is
12 Demon’s-Head Staff: Multipower, 67-point bought as a bonus to the basic Magesense Talent
reserve; all OAF (-1), 60 Charges which Never on page 140 of Fantasy Hero; if the character
Recover (-1½) for entire reserve doesn’t have that ability you should rebuild
the second power to suit whatever method of
2f 1) Hellfire Blast: RKA 3d6, Penetrating (+½);
detecting magic he possesses.) Third, he can use
OAF (-1), Requires Three Charges Per Use
it to “catch” or “block” attack spells cast at him to
(-½), Spell (-½)
protect himself from their effects.
2f 2) Writhing Hellfire: RKA 1d6+1, Constant (+½),
NND (defense is Power Defense; +½), Does Game Information:
BODY (+1); OAF (-1), Requires Three Charges Cost Power
Per Use (-½), Spell (-½) 12 Mana: Endurance Reserve (80 END, 9 REC)
3f 3) Demon’s Path: Teleportation 60m; OAF (-1) (26 Active Points); OAF (-1), Only For Wearer’s
Spells (-¼)
2f 4) Demonic Possession: Mind Control 10d6,
Telepathic (+¼); OAF (-1), Requires Two 8 Mystic Perception: +3 to PER Roll, Discrimina-
Charges Per Use (-¼), Spell (-½) tory, and Analyze for Detect Magic; OAF (-1),
Costs Endurance (-½)
Total cost: 21 points.
16 Spellcatching: Resistant Protection (8 PD/8 ED/
8 Mental Defense/8 Power Defense)
(48 Active Points); OAF (-1), Costs Endurance
(-½), Requires A DEX Roll (-½)
Total cost: 36 points.
162 n Enchantment Hero System 6th Edition
MONSTER M AGIC
H
umans and other humanoid races
commonly used to create Player Charac-
kkASSUME HUMAN FORM
Effect: Shape Shift (Sight, Hearing,
ters in Fantasy Hero and other types of and Touch Groups, any
HERO System games aren’t necessarily the humanoid form) plus
only races that know and practice magic. In some Shrinking (to human size)
settings, just about any sentient being could learn Target: Self
how to cast spells. This includes some creatures Casting Time: 1 Turn
commonly considered “monsters,” whether they’re Casting Procedures: Incantations
humanoid themselves (giants, trolls) or completely Duration: Constant
non-human (dragons). Some may not even tech- Range: Self
nically be living; in a Science Fantasy campaign Magic Roll Penalty: -3
maybe robots have their own spells! END Cost: 3 to change shape
This section includes some special spells for use
only by particular races of monsters. Assuming Description: Dragons who lack the innate ability
the PCs ever learn about them, the GM has to to change into human form can use this spell to
decide whether members of other races can learn do so. The Shrinking aspect of this spell is enough
and cast them — but to maintain their mystique, it to halve the dragon’s size four times, reducing a
may be better if they can’t. Gigantic dragon to Human size.
Game Information: Shape Shift (Sight, Hearing,
and Touch Groups, any humanoid form), Costs
DRAGON MAGIC Endurance Only To Change Shape (+¼) (29
Active Points); Extra Time (1 Turn to cast; -¾),
Dragons are by definition magical creatures, Incantations (throughout casting; -½), Requires
and it’s not at all uncommon for them to learn A Magic Roll (-½) (total cost: 10 points) plus
magic. In addition to ordinary spells such as those Shrinking (24 points’ worth; see text), Reduced
cast by Men, over the centuries they’ve created Endurance (0 END; +½) (36 Active Points);
their own Dragon Magic — spells only dragons Extra Time (1 Turn to cast; -¾), Incantations
can learn and cast. Since many dragons lack (throughout casting; -½), Linked (-¼), Requires A
manipulatory digits, Dragon Magic spells do not Magic Roll (-½) (total cost: 12 points). Total cost:
take the Gestures Limitation; for similar reasons 22 points.
they rarely involve Foci. It’s also not unusual for
Options:
dragons to remove the Requires A Magic Roll
1) Strong Spell: Add Imitation to Shape Shift. 41
(-½) Limitation from a spell, since their innately
+ 36 = 77 Active Points; total cost 15 + 12 =
magical nature makes it easy for them to cast
27 points.
spells. Few (if any) Dragon Magic spells have
2) Remove A +¼ Advantage: 23 + 30 = 53 Active
Side Effects because dragons understand magic
Points; total cost 8 + 10 = 18 points.
well enough not to suffer any ill effects from a
3) Remove A -¼ Limitation: Total cost 12 + 13 =
mis-casting.
25 points.
See HSB 103-26 for character sheets and abili-
4) Remove A -½ Limitation: Total cost 13 + 14 =
ties for dragons.
27 points.
5) Add A +¼ Advantage: 34 + 42 = 76 Active
Points; total cost 12 + 14 = 26 points.
6) Add A +½ Advantage: 40 + 48 = 88 Active
Points; total cost 14 + 16 = 30 points.
7) Add A -¼ Limitation: Total cost 10 + 11 = 21
points.
8) Add A -½ Limitation: Total cost 9 + 10 = 19
points.
168 n Monster Magic Hero System 6th Edition
kkHOARDSENSE Options:
1) Strong Spell: Increase to Mind Control 14d6.
Effect: Detect Hoard
70 Active Points; total cost 28 points.
Target: Self
2) Weak Spell: Decrease to Mind Control 10d6.
Casting Time: Half Phase
50 Active Points; total cost 20 points.
Casting Procedures: Incantations
3) Remove A -¼ Limitation: Total cost 27 points.
Duration: Instant
4) Remove A -½ Limitation: Total cost 30 points.
Range: Self
5) Add A +¼ Advantage: 75 Active Points; total
Magic Roll Penalty: -1
cost 30 points.
END Cost: 1
6) Add A +½ Advantage: 90 Active Points; total
Description: While many dragons have the innate cost 36 points.
ability to sense the contents and size of their 7) Add A -¼ Limitation: Total cost 22 points.
hoards, not all do. Some use this spell to learn 8) Add A -½ Limitation: Total cost 20 points.
the same information. Even dragons with the 9) Enhanced Hypnotic Gaze: If a dragon
natural Hoardsense ability may buy it, for use in a possesses a natural hypnotic gaze power, he
Complementary Skill-like fashion. can buy a variant of this spell to enhance that
Game Information: Detect Hoard (INT Roll) (no ability. Change to Mind Control +6d6. 30
Sense Group), Discriminatory, Analyze (15 Active Active Points; total cost 12 points.
Points); Costs Endurance (-½), Incantations (-¼),
Nonpersistent (-¼), Instant (-½), Requires A kkWYRM’S BREATH
Magic Roll (-½). Total cost: 5 points. Effect: RKA 3d6
Options: Target: 32m Line
1) Strong Spell: Increase to INT Roll +5. 20 Casting Time: Half Phase (Attack Action)
Active Points; total cost 7 points. Casting Procedures: Incantations
2) Weak Spell: Remove Analyze. 10 Active Duration: Time Limit (“lingers”
Points; total cost 4 points. for 1 Turn)
3) Remove A -¼ Limitation: Total cost 6 points. Range: No Range
4) Remove A -½ Limitation: Total cost 7 points. Magic Roll Penalty: -10
5) Add A +¼ Advantage: 19 Active Points; total END Cost: 10
cost 7 points. Description: Not all dragons have a fiery breath.
6) Add A +½ Advantage: 22 Active Points; total Those who lack such a weapon — wyrms — can
cost 8 points. temporarily have one through this spell.
7) Add A -¼ Limitation: Total cost 5 points.
Game Information: RKA 3d6, Area Of Effect (32m
8) Add A -½ Limitation: Total cost 5 points.
Line; +½), Armor Piercing (+¼), Time Limit
(“lingers” for 1 Turn; +½) (101 Active Points);
kkHYPNOTIC GAZE Incantations (-¼), No Range (-½), Requires A
Effect: Mind Control 12d6 Magic Roll (-½), Spell (-½). Total cost: 37 points.
Target: One character
Options:
Casting Time: Half Phase (Attack Action)
1) Strong Spell: Increase to RKA 4d6. 135 Active
Casting Procedures: None
Points; total cost 49 points.
Duration: Instant
2) Weak Spell: Decrease to RKA 2d6. 67 Active
Range: 6m (eye contact)
Points; total cost 24 points.
Magic Roll Penalty: -6
3) Remove A +¼ Advantage: 90 Active Points;
END Cost: 6
total cost 33 points.
Description: While some dragons have the innate 4) Remove A +½ Advantage: 79 Active Points;
ability to charm those who gaze into their eyes, total cost 29 points.
others do not. The latter can make up for the lack 5) Remove A -¼ Limitation: Total cost 40 points.
with this spell. 6) Remove A -½ Limitation: Total cost 45 points.
Game Information: Mind Control 12d6 (60 Active 7) Add A +¼ Advantage: 112 Active Points; total
Points); Eye Contact Required (-½), Requires A cost 41 points.
Magic Roll (-½), Spell (-½). Total cost: 24 points. 8) Add A +½ Advantage: 124 Active Points; total
cost 45 points.
9) Add A -¼ Limitation: Total cost 34 points.
10) Add A -½ Limitation: Total cost 31 points.
11) Variant Spell: Change to Area Of Effect (16m
Cone; +½). 101 Active Points; total cost 37
points.
170 n Monster Magic Hero System 6th Edition
Options:
GIANT MAGIC 1) Strong Spell: Increase to Minor Transform
6d6. 30 Active Points; total cost 7 points.
In many Fantasy settings, giants are, in 2) Weak Spell: Decrease to Minor Transform
their own way, as magical as dragons. It’s not 2d6. 10 Active Points; total cost 2 points.
uncommon for adventurers to discover that they 3) Free Spell: Total cost: 6 points.
have magical powers and/or can cast spells. Many 4) Remove A -¼ Limitation: Total cost 5 points.
of them know ordinary spells related to their 5) Remove A -½ Limitation: Total cost 5 points.
nature or favored environment: fire giants can cast 6) Add A +¼ Advantage: 25 Active Points; total
Fire Magic spells; stone giants prefer Earth Magic; cost 6 points.
and so forth. However, giants also create spells 7) Add A +½ Advantage: 30 Active Points; total
specific to their kind, which ordinary PC races like cost 7 points.
Men, Elves, and Dwarves do not (or cannot) learn. 8) Add A -¼ Limitation: Total cost 4 points.
See HSB 233-41 for character sheets for typical 9) Add A -½ Limitation: Total cost 4 points.
giants. 10) Shrink Object: Some giants have human
allies, and occasionally need to give them a
kkENLARGE OBJECT giant-sized object. This spell, the opposite of
Effect: Minor Transform 4d6 Enlarge Object, shrinks a giantish object to a
(human-sized object into size where humans can easily use and carry it.
giant-sized object) The spell’s cost is the same.
Target: One object
Casting Time: Half Phase (Attack Action) kkGIANT’S HURL
Casting Procedures: Focus, Gestures, Incantations Effect: +30 STR, Only To Increase
Duration: Instant Throwing Distance
Range: No Range Target: Self
Magic Roll Penalty: -2 Casting Time: Half Phase
END Cost: 2 Casting Procedures: Focus, Gestures, Incantations
Description: Giants often find (or take from their Duration: Constant
victims) human-sized objects that they would like Range: Self
to keep, but whose small size makes it difficult Magic Roll Penalty: -3
or impossible for them to use. This spell enlarges END Cost: 3
such objects so they fit comfortably in giantish Description: Many giants use their prodigious
hands. strength to hurl boulders at their enemies. This
For weapons, refer to 6E2 203 to determine the spell allows the caster to hurl boulders even
effects of enlarging them (and pages 190-91 and further.
195 for weapon BODY ratings). If a giant wants to
increase the size of something valuable, like a gold Game Information: +30 STR (30 Active Points);
goblet, use the rules on 6E1 306 apply to deter- OAF Expendable (chip of stone from a throwing
mine the effects of this increase in wealth. boulder, Easy to obtain; -1), Gestures (-¼), Incan-
While the GM could allow one successful use tations (-¼), Nonpersistent (-¼), Only To Increase
of the Minor Transform to change the object to Throwing Distance (-1), Requires A Magic Roll
any size desired, it may be more dramatically satis- (-½). Total cost: 7 points.
fying (or “realistic”) to require one successful use Options:
for each size category of increase. All the giants in 1) Strong Spell: Increase to +40 STR. 40 Active
The HERO System Bestiary “Large” or “Enormous” Points; total cost 9 points.
in size, so increasing an object to the proper size 2) Weak Spell: Decrease to +20 STR. 20 Active
won’t take too much effort in most instances. Points; total cost 5 points.
Game Information: Minor Transform 4d6 (object 3) Free Spell: Total cost: 9 points.
sized for humans into object sized for giants; 4) Remove A -¼ Limitation: Total cost 7 points.
heals back through another application of this or 5) Remove A -½ Limitation: Total cost 8 points.
a similar spell) (20 Active Points); OAF Expend- 6) Add A +¼ Advantage: 37 Active Points; total
able (a piece of string tied to a piece of rope, cost 9 points.
Easy to obtain; -1), Gestures (-¼), Incantations 7) Add A +½ Advantage: 45 Active Points; total
(-¼), Limited Target (inanimate objects sized cost 10 points.
for humans and their ilk; -¼), No Range (-½), 8) Add A -¼ Limitation: Total cost 7 points.
Requires A Magic Roll (-½), Spell (-½). Total cost: 9) Add A -½ Limitation: Total cost 6 points.
5 points.
Hero System Grimoire n Monster Magic 171
kkWALK AMONG MEN In game terms, this spell works by using Multi-
form to create an “alternate form” defined as the
Effect: Shrinking (two levels; see text)
same troll without the Susceptibility (to sunlight)
Target: Self
Complication. It assumes the troll is built on no
Casting Time: Half Phase (Attack Action)
more than 250 Character Points; adjust the cost
Casting Procedures: Focus, Gestures, Incantations
up or down as appropriate for specific trolls, if
Duration: Constant
desired.
Range: Self
Magic Roll Penalty: -1 Game Information: Multiform (into version of
END Cost: 1 self built on no more than 250 Character Points
but without Susceptibility to sunlight; see text)
Description: This spell reduces a giant’s size so that
(50 Active Points); OAF Expendable (piece of
he’s the same height as a human and can mingle
sunstone carved with troll-runes, Difficult to
with Menfolk easily. Since giants are “Large” or
obtain; -1¼), Concentration (½ DCV throughout
“Enormous” in size, two levels of Shrinking is
casting; -½), Extra Time (1 Turn to cast; -¾),
enough to halve any giant’s size once or twice and
Gestures (throughout casting; -½), Incantations
thus reduce him to human size (in the process
(throughout casting; -½), Requires A Magic Roll
temporarily eliminating the DCV penalties and
(-½), Time Limit (duration of 3 Hours, +1 hour
PER Roll bonuses to perceive him that come from
per point by which the caster succeeds with his
his size).
Magic roll; -½). Total cost: 9 points.
Game Information: Shrinking (see text) (12 Active
Options:
Points); OAF Expendable (miniature figurine of
1) Strong Spell: Increase to built on no more
the caster carved of soapstone, Difficult to obtain;
than 300 Character Points. 60 Active Points;
-1¼), Gestures (-¼), Incantations (-¼), Requires
total cost 11 points.
A Magic Roll (-½). Total cost: 4 points.
2) Weak Spell: Decrease to built on no more
Options: than 200 Character Points. 40 Active Points;
1) Free Spell: Total cost: 6 points. total cost 7 points.
2) Remove A -¼ Limitation: Total cost 4 points. 3) Free Spell: Total cost: 12 points.
3) Remove A -½ Limitation: Total cost 4 points. 4) Remove A -¼ Limitation: Total cost 9 points.
4) Add A +¼ Advantage: 15 Active Points; total 5) Remove A -½ Limitation: Total cost 10 points.
cost 5 points. 6) Add A +¼ Advantage: 62 Active Points; total
5) Add A +½ Advantage: 18 Active Points; total cost 11 points.
cost 5 points. 7) Add A +½ Advantage: 75 Active Points; total
6) Add A -¼ Limitation: Total cost 3 points. cost 14 points.
7) Add A -½ Limitation: Total cost 3 points. 8) Add A -¼ Limitation: Total cost 9 points.
9) Add A -½ Limitation: Total cost 8 points.
N A MING M AGIC
N
aming Magic, sometimes more formally Because a namer must speak aloud the name
known as Onomancy, relies on the use of the being or thing he wishes to control or
of “true names” for its power. In a world manipulate, all Naming spells must have Incanta-
where Naming Magic exists, every tions, and cannot remove that Limitation. They
sentient being has a true name — his innermost may have other common trappings of magic (a
personal name, typically known only to himself Focus, Gestures, and the like), but it’s possible to
and perhaps a few other trusted loved ones. cast some just by speaking the proper name.
Nonsentient beings and objects have “generic” Because a sentient being has a true Name
true names based on what they are. For example, unique to him, some Naming spells have the
bricks, thunder, and trees don’t have their own Limitation Must Know True Name (-2). This
True Names, so instead the caster uses the generic means the caster must know the true name of
true names of “brick,” “thunder,” or “tree” in what- the being he uses the spell against; it’s the power
ever mystic tongue’s used to create true names. of the true name that allows him to accomplish
Knowing a being’s or object’s true name grants the spell’s effect. Learning a being’s true name is
a namer (a spellcaster who uses Naming Magic) difficult. Most people guard theirs (and any others
power over him or it (i.e., the ability to cast spells they know) diligently; it would take an EGO +30
which affect him or it). With objects and nonsen- Mind Control roll or similarly strong methods of
tient beings the effects of a Naming spell are about persuasion to force a true name out of someone.
the same as those of other categories of magic. Legends claim some demons, dragons, and gods
But knowing a sentient being’s true name allows a know true names, but bargaining with such beings
namer to strongly affect him with magic (as indi- is very dangerous.
cated by the True Name spell described below). The GM may, at his option, include other
In a world where Naming Magic exists, a namer spells from other catgories in this book as part of
who knows a person’s true name should be more Naming, with appropriate changes. For example,
dangerous to that person than any other type of Locking And Opening (page 357) could repre-
spellcaster. sent a namer speaking the true name of “door” or
“lock.”
BASIC SPELL
kkTRUE NAME
Effect: Aid Magic 5d6, Must
Know Target’s True Name,
Points Gained Fade
Immediately After Use
Target: Self
Casting Time: No Time (Triggered)
Casting Procedures: Incantations
Duration: Instant
Range: Self
Magic Roll Penalty: N/A
END Cost: 7
Description: This spell represents the effect of
knowing a sentient being’s true name. With that
knowledge at a namer’s command, his spells
become even more powerful when used against
that being.
Hero System Grimoire n Naming Magic 175
Options:
DEFENSIVE SPELLS 1) Strong Spell: Increase to +6 DCV. 30 Active
Points; total cost 7 points.
2) Weak Spell: Decrease to +4 DCV. 20 Active
kkNAME OF THE ARROW Points; total cost 5 points.
Effect: Deflection, Only Works Against 3) Focused Spell: The caster needs a wizard’s staff
Non-Gunpowder Projectiles (or similar object, chosen when he buys the
Target: Self spell) to focus his power. Add OAF (-1). Total
Casting Time: Half Phase (Attack Action) cost: 5 points.
Casting Procedures: Gestures, Incantations 4) Remove A -¼ Limitation: Total cost 7 points.
Duration: Instant 5) Remove A -½ Limitation: Total cost 7 points.
Range: Self 6) Add A +¼ Advantage: 31 Active Points; total
Magic Roll Penalty: -2 cost 8 points.
END Cost: 2 7) Add A +½ Advantage: 37 Active Points; total
cost 9 points.
Description: By speaking the true name of an 8) Add A -¼ Limitation: Total cost 6 points.
arrow, sling bullet, or like projectile and gesturing 9) Add A -½ Limitation: Total cost 5 points.
at it, the caster can “persuade” it not to hit him or
one of his friends.
Game Information: Deflection (20 Active Points);
Gestures (-¼), Incantations (-¼), Only Works
MOVEMENT SPELLS
Against Non-Gunpowder Projectiles (-½),
Requires A Magic Roll (-½). Total cost: 8 points. kkWINDCALLING
Options: Effect: Boost Swimming 6d6/
1) Focused Spell: The caster needs a wizard’s staff Suppress Swimming 6d6,
(or similar object, chosen when he buys the Only For Sailed Vehicles
spell) to focus his power. Add OAF (-1). Total Target: One sailed vehicle
cost: 6 points. Casting Time: Full Phase (Attack Action)
2) Remove A -¼ Limitation: Total cost 9 points. Casting Procedures: Gestures, Incantations
3) Remove A -½ Limitation: Total cost 10 points. Duration: Constant
4) Add A +¼ Advantage: 25 Active Points; total Range: No Range
cost 10 points. Magic Roll Penalty: -6
5) Add A +½ Advantage: 30 Active Points; total END Cost: 6
cost 12 points. Description: By speaking the true name of the
6) Add A -¼ Limitation: Total cost 7 points. wind, the caster can call it forth and direct it how
7) Add A -½ Limitation: Total cost 7 points. he wills to move a sailed vessel more swiftly, or
reduce such a vessel’s speed.
kkNAME OF THE BLADE Game Information:
Effect: +5 DCV, Only Versus Cost Power
Melee Weapons 13 Windcalling: Multipower, 60-point
Target: Self reserve; all Costs Endurance (to maintain; -½),
Casting Time: Half Phase (Attack Action) Extra Time (Full Phase to cast and to maintain;
Casting Procedures: Gestures, Incantations -½), Gestures (-¼), Incantations (throughout
Duration: Instant casting; -½), Only For Vehicles With The Sailed
Range: Self Limitation (-1), Requires A Magic Roll (-½), Spell
Magic Roll Penalty: -2 (-½)
END Cost: 2 1f 1) Call The Wind Into Your Sails: Boost
Description: By speaking the true name of a Swimming 6d6; common Limitations as described
melee weapon and gesturing at it, the caster can above
“persuade” it not to hit him. 1f 2) Misdirect The Winds: Suppress Swim-
ming 6d6; common Limitations as described
Game Information: +5 DCV (25 Active Points); above
Costs Endurance (-½), Gestures (-¼), Incanta- Total cost: 15 points.
tions (-¼), Instant (-½), Only Versus Melee
Weapons (-1), Requires A Magic Roll (-½). Total Options:
cost: 6 points. 1) Focused Spell: The caster needs a wizard’s staff
(or similar object, chosen when he buys the
spell) to focus his power. Add OAF (-1). Total
cost: 12 points.
2) Remove A -¼ Limitation: Total cost 15 points.
3) Remove A -½ Limitation: Total cost 16 points.
178 n Naming Magic Hero System 6th Edition
kkWEATHERCALLING
MISCELLANEOUS SPELLS Effect: Change Environment (alter the
weather), +/-10 Temperature
Levels, Varying Combat
kkANIMAL-CALLING Effects, Varying Effect (+1)
Effect: Summon one animal built Target: 4 km Radius
on up to 275 Total Points Casting Time: 5 minutes
Target: Special Casting Procedures: Incantations
Casting Time: Half Phase Duration: Constant
Casting Procedures: Incantations Range: No Range
Duration: Instant Magic Roll Penalty: -7
Range: No Range END Cost: 30 per hour
Magic Roll Penalty: -7
Description: With this spell, the caster speaks
END Cost: 7
the true name of whatever sort of weather he
Description: By speaking the true name of a type wishes to “summon.” Within about five minutes it
of animal — such as “rabbit,” “wolf,” or “falcon” “appears” in a four kilometer radius around where
— the caster can call that type of animal to him, he was standing when he cast the spell. The effects,
provided it lives nearby. being artificial, disperse fairly quickly once the
Game Information: Summon one animal built caster stops paying END.
on up to 275 Total Points, Expanded Class (any Game Information: Change Environment (call
animal; +¼) (69 Active Points); Incantations weather), +/-10 Temperature Levels, Varying
(-¼), Requires A Magic Roll (-½), Arrives Under Combat Effects, Area Of Effect (4m Radius; +¼),
Own Power (-½), Summoned Being Must Inhabit Varying Effect (+1), MegaArea (1m = 1 km broad
Locale (-½). Total cost: 25 points. and wide; +1), Delayed Endurance Cost (once
Options: per Hour; +½) (150 Active Points); Extra Time
1) Weak Spell: Decrease to one animal built on (5 Minutes’ onset time; -1), Gestures (two hands
up to 200 Total Points. 50 Active Points; total throughout casting; -1), Incantations (throughout
cost 18 points. casting; -½), Increased Endurance Cost (x2 END;
2) Focused Spell: The caster needs a wizard’s staff -½), No Range (-½), Requires A Magic Roll (-1
(or similar object, chosen when he buys the per 20 Active Points; -¼), Spell (-½). Total cost: 28
spell) to focus his power. Add OAF (-1). Total points.
cost: 18 points. Options:
3) Remove A +¼ Advantage: 55 Active Points; 1) Strong Spell: Increase to Area Of Effect (8m
total cost 20 points. Radius; +½). 160 Active Points; total cost 30
4) Remove A -¼ Limitation: Total cost 28 points. points.
5) Remove A -½ Limitation: Total cost 31 points. 2) Weak Spell: Decrease to Area Of Effect (2m
6) Add A +¼ Advantage: 82 Active Points; total Radius; +¼). 150 Active Points; total cost 28
cost 30 points. points.
7) Add A +½ Advantage: 96 Active Points; total 3) Focused Spell: The caster needs a wizard’s staff
cost 35 points. (or similar object, chosen when he buys the
8) Add A -¼ Limitation: Total cost 23 points. spell) to focus his power. Add OAF (-1). Total
9) Add A -½ Limitation: Total cost 21 points. cost: 24 points.
4) Remove A +¼ Advantage: 140 Active Points;
total cost 27 points.
5) Remove A +½ Advantage: 130 Active Points;
total cost 25 points.
6) Remove A -¼ Limitation: Total cost 30 points.
7) Remove A -½ Limitation: Total cost 31 points.
8) Add A +¼ Advantage: 160 Active Points; total
cost 30 points.
9) Add A +½ Advantage: 170 Active Points; total
cost 32 points.
10) Add A -¼ Limitation: Total cost 27 points.
11) Add A -½ Limitation: Total cost 26 points.
Hero System Grimoire n Necromancy 179
NECROM A NCY
T
he category of Necromancy includes spells
relating to, manipulating, or invoking the
kkCALL GHOUL
Effect: Summon up to four ghouls
forces of life, death, undeath, and related built on up to 157 Total Points
phenomena. In most settings people Target: Special
consider it a black and evil art, and with good Casting Time: 20 Minutes
reason; the forces Necromancy uses tend to attract Casting Procedures: Focus, Gestures, Incantations
students of wicked, malicious, or disturbed mind. Duration: Instant
Still, some necromancers use their Art in more Range: No Range
benign ways, such as to heal the injured. Magic Roll Penalty: -4
In addition to the spells listed here, the GM END Cost: 4
may want to make some of the Black Magic
spells (pages 47-61) and/or Shadow spells Description: This spell summons ghouls, with
(pages 151-53) part of Necromancy. whom the necromancer must negotiate for
service; the options below include spells for other
types of undead. The spell only works if there are
UNDEAD CREATION AND ghouls nearby (the GM determines what consti-
tutes “nearby”), and the ghouls must come to the
SUMMONING SPELLS necromancer under their own power.
At the heart of Necromancy lie spells used to Game Information: Summon up to four ghouls
create undead creatures to serve necromancers built on up to 157 Total Points (41 Active Points);
as soldiers and slaves. In the case of corporeal OAF Expendable (hunk of rancid meat, Easy to
undead (such as skeletons, zombies, or wights), obtain; -1), Summoned Being Must Inhabit Locale
the necromancer must have a sufficient number (-½), Arrives Under Own Power (-½), Concen-
of bodies to bring back to “life”; with incorporeal tration (0 DCV throughout; -1), Extra Time (20
undead, the creation bears more resemblance to Minutes; -2½), Gestures (throughout; -½), Incan-
traditional conjuring magics. tations (throughout; -½), Requires A Magic Roll
The costs for the undead listed in these spells (-½). Total cost: 5 points.
are derived from the character sheets on pages Options:
281-97 of The HERO System Bestiary. You can 1) Many Ghouls: Increase to eight ghouls built
easily adjust the spells’ costs to allow for more on up to 157 Total Points. 46 Active Points;
(or less) powerful undead, undead with special total cost 6 points.
abilities, and so forth. The Variable Summon (+¼) 2) Many, Many Ghouls: Increase to 16 ghouls
Advantage discussed on page 155 of Fantasy Hero built on up to 157 Total Points. 51 Active
is a good choice for the Add A +¼ Advantage Points; total cost 6 points.
option for most of these spells. 3) Free Spell: Total cost: 6 points.
4) Remove A -¼ Limitation: Total cost 5 points.
5) Remove A -½ Limitation: Total cost 5 points.
6) Add A +¼ Advantage: 51 Active Points; total
cost 6 points.
7) Add A +½ Advantage: 61 Active Points; total
cost 8 points.
8) Devoted Ghouls: Add Devoted (+¾). 71
Active Points; total cost 9 points.
9) Slavishly Devoted Ghouls: Add Slavishly
Devoted (+1). 82 Active Points; total cost 10
points.
10) Add A -¼ Limitation: Total cost 5 points.
11) Add A -½ Limitation: Total cost 5 points.
180 n Necromancy Hero System 6th Edition
Options:
1) Strong Spell: Increase to Suppress Healing
kkHISTORY OF BLOOD
Effect: RKA 2d6, NND, Does BODY
12d6. 240 Active Points; total cost 29 points.
Target: One character
2) Weak Spell: Decrease to Suppress Healing
Casting Time: Full Phase (Attack Action)
8d6. 160 Active Points; total cost 19 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 30 points.
Duration: Constant
4) Remove A -¼ Limitation: Total cost 25 points.
Range: 40m
5) Remove A -½ Limitation: Total cost 26 points.
Magic Roll Penalty: -11
6) Add A +¼ Advantage: 225 Active Points; total
END Cost: 5
cost 27 points.
7) Add A +½ Advantage: 250 Active Points; total Description: This unusual spell has the terri-
cost 30 points. fying effect of causing the target’s old wounds to
8) Add A -¼ Limitation: Total cost 23 points. re-open, one at a time, until he bleeds to death.
9) Add A -½ Limitation: Total cost 23 points. Each Phase another old wound opens, or one
that’s already opened becomes bigger.
kkFEAR OF DEATH This spell only affects beings that have been
Effect: Drain PRE 5d6, NND wounded or injured in the past, and only to the
Target: One character extent they’ve suffered injury. Someone who’s
Casting Time: Full Phase (Attack Action) never suffered a serious injury is immune to the
Casting Procedures: Focus, Gestures, Incantations spell. Someone who’s only suffered a few injuries
Duration: Instant can only suffer from the effects of this spell to that
Range: 60m limited extent. In general, the GM can assume
Magic Roll Penalty: -5 that most people have suffered enough cuts, nicks,
END Cost: 5 and minor injuries to take at least one BODY per
Phase from this spell, but he may restrict the total
Description: This spell afflicts living beings with damage History Of Blood can do to some people.
the terror of their own mortality — the knowledge For example, if he knows that a character has
that they will one day die, that death will not be only suffered three serious injuries in his life (for
pleasant, and that the afterlife holds no comforts. 2 BODY, 3 BODY, and 5 BODY damage, respec-
It has no effect on long-lived or immortal beings, tively), then the most damage that character can
such as dwarves, elves, the undead, or gods. take from History Of Blood is 10 BODY.
Game Information: Drain PRE 5d6, NND (defense Game Information: RKA 2d6, Constant (+½),
is Life Support [Longevity]; +0) (50 Active Points); NND (defense is having never been injured, or
OAF Expendable (chip of stone from a grave Life-Shielding; +1), Does BODY (+1), Reduced
marker or tomb, Difficult to obtain; -1¼), Extra Endurance (½ END; +¼) (112 Active Points);
Time (Full Phase; -½), Gestures (-¼), Incantations OAF Expendable (miniature silver dagger, its
(-¼), Limited Range (60m; -¼), Requires A Magic blade coated with fresh human blood, Very
Roll (-½), Spell (-½). Total cost: 11 points. Difficult to obtain; -1½), Extra Time (Full Phase
Options: to cast; -¼), Gestures (-¼), Incantations (-¼),
1) Strong Spell: Increase to Drain PRE 6d6. 60 Limited Range (40m; -¼), Requires A Magic Roll
Active Points; total cost 13 points. (-½), Spell (-½). Total cost: 25 points.
2) Weak Spell: Decrease to Drain PRE 4d6. 40 Options:
Active Points; total cost 9 points. 1) Strong Spell: Increase to RKA 3d6. 169 Active
3) Free Spell: Total cost: 15 points. Points; total cost 37 points.
4) Remove A -¼ Limitation: Total cost 12 points. 2) Weak Spell: Decrease to RKA 1d6. 56 Active
5) Remove A -½ Limitation: Total cost 12 points. Points; total cost 12 points.
6) Add A +¼ Advantage: 62 Active Points; total 3) Free Spell: Total cost: 37 points.
cost 14 points. 4) Remove A +¼ Advantage: 105 Active Points;
7) Add A +½ Advantage: 75 Active Points; total total cost 23 points.
cost 17 points. 5) Remove A +½ Advantage: 97 Active Points;
8) Lasting Fear: Add Delayed Return Rate total cost 21 points.
(points return at the rate of 5 per Minute; +1). 6) Remove A -¼ Limitation: Total cost 26 points.
100 Active Points; total cost 22 points. 7) Remove A -½ Limitation: Total cost 28 points.
9) Add A -¼ Limitation: Total cost 10 points. 8) Add A +¼ Advantage: 120 Active Points; total
10) Add A -½ Limitation: Total cost 10 points. cost 27 points.
9) Add A +½ Advantage: 127 Active Points; total
cost 28 points.
10) Add A -¼ Limitation: Total cost 23 points.
11) Add A -½ Limitation: Total cost 22 points.
188 n Necromancy Hero System 6th Edition
kkWRAITHTOUCH
Effect: Drain BODY and STUN 3d6 DEFENSIVE SPELLS
Target: One character
Casting Time:
Casting Procedures:
Half Phase (Attack Action)
Focus, Gestures, Incantations
kkBONE ARMOR
Duration: Instant Effect: Resistant Protection
Range: Touch (8 PD/8 ED)
Magic Roll Penalty: -4 Target: Self
END Cost: 4 Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
Description: This spell duplicates the fearsome Duration: Constant
touch of the wraith, allowing a necromancer to Range: Self
leech the vitality and life-force out of another Magic Roll Penalty: -2
person. END Cost: 2
Game Information: Drain BODY and STUN 3d6, Description: This spell provides a necromancer
Expanded Effect (two Characteristics simultane- with protection equal to that of fine plate armor.
ously; +½) (45 Active Points); OAF Expendable It requires a special amulet carved from human
(piece of cloth from a wraith’s robes, Extremely bone, typically worn on a chain around the neck
Difficult to obtain; -2), Gestures (-¼), Incantations outside the clothing. When the necromancer casts
(-¼), No Range (-½), Requires A Magic Roll (-½), the spell, the amulet instantly grows and expands
Spell (-½). Total cost: 9 points. to create a suit of bone armor.
Options: Game Information: Resistant Protection (8 PD/8
1) Strong Spell: Increase to Drain BODY and ED) (24 Active Points); OAF (carved bone amulet;
STUN 4d6. 60 Active Points; total cost 12 -1), Costs Endurance (-½), Gestures (-¼), Incan-
points. tations (-¼), Requires A Magic Roll (-½), Spell
2) Weak Spell: Decrease to Drain BODY and (-½). Total cost: 6 points.
STUN 2d6. 30 Active Points; total cost 6
points. Options:
3) Free Spell: Total cost: 15 points. 1) Strong Spell: Increase to Resistant Protection
4) Remove A +½ Advantage: 30 Active Points; (10 PD/10 ED). 30 Active Points; total cost 7
total cost 6 points. points.
5) Remove A -¼ Limitation: Total cost 9 points. 2) Weak Spell: Decrease to Resistant Protection
6) Remove A -½ Limitation: Total cost 10 points. (4 PD/4 ED). 12 Active Points; total cost 3
7) Add A +¼ Advantage: 52 Active Points; total points.
cost 10 points. 3) Free Spell: Total cost: 8 points.
8) Add A +½ Advantage: 60 Active Points; total 4) Remove A -¼ Limitation: Total cost 6 points.
cost 12 points. 5) Remove A -½ Limitation: Total cost 7 points.
9) Add A -¼ Limitation: Total cost 8 points. 6) Add A +¼ Advantage: 30 Active Points; total
10) Add A -½ Limitation: Total cost 8 points. cost 7 points.
7) Add A +½ Advantage: 36 Active Points; total
cost 9 points.
8) Add A -¼ Limitation: Total cost 6 points.
9) Add A -½ Limitation: Total cost 5 points.
Hero System Grimoire n Necromancy 191
Game Information: Regeneration (3 BODY per Description: This spell allows the caster (or one
Turn), Resurrection (others can stop Resurrection person whom he designates) to feign death.
by completely destroying the wizard’s body or by To all appearances, the recipient appears dead;
killing his removed organs). Total cost: 68 points. he can even survive without eating while the
spell remains in effect (though he still needs to
kkLIFE-SHIELDING breathe). The recipient designates under what
Effect: Power Defense (20 circumstances he awakens (typically the passage of
points), Usable By Other, a certain amount of time).
Only Versus Necromancy Game Information: Simulate Death, EGO Roll
And Undead Powers +7, Usable By Other (+¼) (12 Active Points);
Target: Self OAF Expendable (tiny, exquisitely-made funerary
Casting Time: Full Phase mask, Very Difficult to obtain; -1½), Concentra-
Casting Procedures: Focus, Gestures, Incantations tion (0 DCV throughout; -1), Extra Time (1 Turn;
Duration: Time Limit (duration of 10 -1¼), Gestures (throughout; -½), Incantations
minutes, +5 minutes per (throughout; -½), Requires A Magic Roll (-½)
point by which the caster
(total cost: 2 points) plus Life Support (Dimin-
succeeds with his Magic roll)
ished Eating), Usable By Other (+¼) (4 Active
Range: Self
Points); OAF Expendable (tiny, exquisitely-made
Magic Roll Penalty: -2
funerary mask, Very Difficult to obtain; -1½),
END Cost: 0
Concentration (0 DCV throughout; -1), Extra
Description: Early necromancers created this spell Time (1 Turn; -1¼), Gestures (throughout; -½),
to protect themselves from the attacks of undead Incantations (throughout; -½), Linked (-½),
creatures such as wraiths and liches. It also shields Requires A Magic Roll (-½) (total cost: 1 point).
the recipient from various Necromancy spells. Total cost: 3 points.
Game Information: Power Defense (20 points), Options:
Usable By Other (+¼) (25 Active Points); OAF 1) Free Spell: Total cost: 2 + 1 = 3 points.
Expendable (tiny wax effigy of a person wrapped
192 n Necromancy Hero System 6th Edition
ORIENTA L
SORCERY
O
riental Sorcery is a category of spells
inspired by the magic powers found in
kkTHE BREATH OF
the myths, legends, folklore, and occult CHENG LUN
literature of various Asian countries Effect: RKA 2d6 plus Hearing
(primarily China). As such it has a distinctive Group Flash 6d6
“feel” compared to most categories of magic in this Target: One character
book, which draw more on Western fantasy and Casting Time: Half Phase (Attack Action)
occult traditions. Casting Procedures: Gestures, Incantations
Duration: Instant
Range: 20m
OFFENSIVE SPELLS Magic Roll Penalty: -5
END Cost: 5
Description: This spell is an unusual sort of
kkBEANS INTO MEN magical attack. The mage snorts, creating a sound
Effect: Summon 500 warriors built on like a bell and projecting two deadly beams of
up to 200 Total Points each light from his nostrils.
Target: Special
Game Information: RKA 2d6 (30 Active Points);
Casting Time: 1 Minute
Gestures (-¼), Incantations (-¼), Limited Range
Casting Procedures: Focus, Gestures, Incantations
(20m; -¼), Requires A Magic Roll (-½), Spell (-½)
Duration: Instant
(total cost: 11 points) plus Hearing Group Flash
Range: No Range
6d6 (18 Active Points); Gestures (-¼), Incanta-
Magic Roll Penalty: -8
tions (-¼), Limited Range (20m; -¼), Linked (-½),
END Cost: 8
Requires A Magic Roll (-½), Spell (-½) (total cost:
Description: With this spell, a wizard can turn 5 points). Total cost: 16 points.
ordinary beans into armed warriors. With a little Options:
time to prepare and a beanfield to supply his 1) Strong Spell: Increase to RKA 2½d6 plus
components, a powerful wizard can summon a Hearing Group Flash 8d6. 40 + 24 = 64 Active
whole army this way. Points; total cost 14 + 7 = 21 points.
Game Information: Summon up to 500 2) Weak Spell: Decrease to RKA 1d6 plus
warriors built on up to 200 Total Points each Hearing Group Flash 4d6. 15 + 12 = 27 Active
(85 Active Points); OAF Expendable (beans, Points; total cost 5 + 4 = 9 points.
Easy to obtain; -1), Extra Time (1 Minute; -1½), 3) Focused Spell: Add OAF (-1). Total cost: 8 + 4
Gestures (throughout casting; -½), Incantations = 12 points.
(throughout casting; -½), Requires A Magic Roll 4) Remove A -¼ Limitation: Total cost 12 + 6 =
(-½). Total cost: 17 points. 18 points.
Options: 5) Remove A -½ Limitation: Total cost 13 + 6 =
1) Strong Spell: Increase to 1,000 warrior. 90 19 points.
Active Points; total cost 18 points. 6) Add A +¼ Advantage: 37 + 22 = 59 Active
2) Weak Spell: Decrease to 250 warrior. 80 Points; total cost 13 + 7 = 20 points.
Active Points; total cost 16 points. 7) Add A +½ Advantage: 45 + 27 = 72 Active
3) Free Spell: Total cost: 21 points. Points; total cost 16 + 8 = 24 points.
4) Remove A -¼ Limitation: Total cost 18 points. 8) Add A -¼ Limitation: Total cost 10 + 5 = 15
5) Remove A -½ Limitation: Total cost 19 points. points.
6) Add A +¼ Advantage: 106 Active Points; total 9) Add A -½ Limitation: Total cost 9 + 5 = 14
cost 21 points. points.
7) Add A +½ Advantage: 127 Active Points; total
cost 25 points.
8) Add A -¼ Limitation: Total cost 16 points.
9) Add A -½ Limitation: Total cost 15 points.
Hero System Grimoire n Oriental Sorcery 197
kkSOUL-SEPARATING Options:
1) Strong Spell: Increase to RKA 3d6. 79 Active
WORD OF POWER Points; total cost 20 points.
Effect: RKA 3d6, NND, Does BODY 2) Weak Spell: Decrease to RKA 2d6. 52 Active
Target: One character Points; total cost 13 points.
Casting Time: Full Phase (Attack Action) 3) Free Spell: Total cost: 23 points.
Casting Procedures: Focus, Gestures, Incantations 4) Remove A +¼ Advantage: 60 Active Points;
Duration: Instant total cost 15 points.
Range: 30m 5) Remove A +½ Advantage: 50 Active Points;
Magic Roll Penalty: -13 total cost 12 points.
END Cost: 13 6) Remove A -¼ Limitation: Total cost 19 points.
Description: When this terrible word is uttered, 7) Remove A -½ Limitation: Total cost 20 points.
the target’s hun and p’o (superior and inferior 8) Add A +¼ Advantage: 80 Active Points; total
souls) separate, killing him instantly. In some cost 20 points.
cases, this may create a chiang-shih (Chinese 9) Add A +½ Advantage: 90 Active Points; total
vampire; see HSB 335-38). cost 22 points.
10) Add A -¼ Limitation: Total cost 16 points.
Game Information: RKA 3d6, NND (defense is 11) Add A -½ Limitation: Total cost 15 points.
Power Defense; +1), Does BODY (+1) (135 Active
Points); OAF Expendable (miniature golden gong
blessed by a holy man in a special ritual, Very
Difficult to obtain; -1½), Concentration (½ DCV;
DEFENSIVE SPELLS
-¼), Extra Time (Full Phase; -½), Gestures (-¼),
Incantations (-¼), Limited Range (30m; -¼), Only
Works On Beings With Souls (-1), Requires A
kkCELESTIAL LOTUS OF
Magic Roll (-½), Spell (-½). Total cost: 22 points. INVULNERABILITY
Options: Effect: Barrier 10 PD/10 ED, 10 BODY
(2m long, 2m tall, and ½m
1) Strong Spell: Increase to RKA 4d6. 180 Active
thick), Non-Anchored, Opaque
Points; total cost 30 points.
Target: Self
2) Weak Spell: Decrease to RKA 2d6. 90 Active
Casting Time: Half Phase (Attack Action)
Points; total cost 15 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 30 points.
Duration: Instant
4) Remove A -¼ Limitation: Total cost 23 points.
Range: No Range
5) Remove A -½ Limitation: Total cost 24 points.
Magic Roll Penalty: -6
6) Add A +¼ Advantage: 146 Active Points; total
END Cost: 6
cost 24 points.
7) Add A +½ Advantage: 157 Active Points; total Description: Chinese wizards use this spell to
cost 26 points. protect themselves from many different types of
8) Add A -¼ Limitation: Total cost 22 points. attacks. When cast, it causes a magical lotus flower
9) Add A -½ Limitation: Total cost 21 points. to grow from the sorcerer’s mouth to block all
incoming attacks.
kkTHE THOUSAND- Game Information: Barrier 10 PD/10 ED, 10
WEAPONS CLOUD BODY (2m long, 2m tall, and ½m thick), Non-
Anchored, Opaque (65 Active Points); OAF
Effect: RKA 2½d6, Indirect
Target: 8m Radius Expendable (lotus petal, Easy to obtain; -1),
Casting Time: Full Phase (Attack Action) Gestures (-¼), Incantations (-¼), Instant (Barrier
Casting Procedures: Focus, Gestures, Incantations automatically collapses at the end of the Phase;
Duration: Instant -½), No Range (-½), Requires A Magic Roll (-½),
Range: 400m Restricted Shape (big, flat lotus right in front
Magic Roll Penalty: -7 of the caster; -¼), Self Only (-½). Total cost: 14
END Cost: 7 points.
Options:
Description: This spell evokes a dark cloud that
1) Free Spell: Total cost: 17 points.
rains weapons upon the spellcaster’s opponents.
2) Remove A -¼ Limitation: Total cost 14 points.
(With a slight change of special effect, you can also
3) Remove A -½ Limitation: Total cost 15 points.
use this spell as The Storm Of False Stars, in which
4) Add A +¼ Advantage: 81 Active Points; total
red-hot stones rain down on the caster’s foes.)
cost 17 points.
Game Information: RKA 2½d6, Indirect (Source 5) Add A +½ Advantage: 97 Active Points; total
Point is always above the target Area; +¼), Area cost 20 points.
Of Effect (8m Radius; +½) (70 Active Points); 6) Add A -¼ Limitation: Total cost 13 points.
OAF Expendable (a piece of metal from the blade 7) Add A -½ Limitation: Total cost 12 points.
of a weapon, Easy to obtain; -1), Extra Time (Full
Phase; -½), Gestures (-¼), Incantations (-¼),
Requires A Magic Roll (-½), Spell (-½). Total cost:
17 points.
202 n Oriental Sorcery Hero System 6th Edition
Options:
1) Weak Spell: Decrease to Resistant Protection
kkDRILL OF THUNDER
(20 ED). 37 Active Points; total cost 12 points. AND LIGHTNING
2) Focused Spell: Add OAF Expendable (a cold Effect: Tunneling 10m through
ember from a blacksmith’s forge-fire, Easy to PD 10 material
obtain; -1). Total cost: 14 points. Target: Self
3) Remove A +¼ Advantage: 45 Active Points; Casting Time: Half Phase
total cost 15 points. Casting Procedures: Gestures, Incantations
4) Remove A -¼ Limitation: Total cost 20 points. Duration: Constant
5) Remove A -½ Limitation: Total cost 22 points. Range: Self
6) Add A +¼ Advantage: 67 Active Points; total Magic Roll Penalty: -3
cost 22 points. END Cost: 3
7) Add A +½ Advantage: 79 Active Points; total Description: With this spell, the wizard summons
cost 26 points. forth thunder and lightning and uses them to bore
8) Add A -¼ Limitation: Total cost 17 points. a hole through the ground.
9) Add A -½ Limitation: Total cost 16 points.
Game Information: Tunneling 10m through PD
10 material (30 Active Points); Incantations (-¼),
MOVEMENT SPELLS Gestures (-¼), Requires A Magic Roll (-½). Total
cost: 15 points.
Options:
kkBRIDGE OF MAGPIES 3) Focused Spell: Add OAF (miniature gold drill;
Effect: Barrier 6 PD/2 ED, 6 BODY -1). Total cost: 10 points.
(up to 40m long, 4m wide, 6) Remove A -¼ Limitation: Total cost 17 points.
and ½m thick), Opaque 7) Remove A -½ Limitation: Total cost 20 points.
Target: Area 8) Add A +¼ Advantage: 37 Active Points; total
Casting Time: 1 Turn (Attack Action) cost 18 points.
Casting Procedures: Focus, Gestures, Incantations 9) Add A +½ Advantage: 45 Active Points; total
Duration: Instant cost 22 points.
Range: No Range 10) Add A -¼ Limitation: Total cost 13 points.
Magic Roll Penalty: -11 11) Add A -½ Limitation: Total cost 12 points.
END Cost: 0
Description: This spell summons a large number
kkEASY TRAVEL
of magpies that link up to form a bridge across a Effect: Teleportation 30m
stream or other obstacle. It doesn’t hurt the birds Target: Self
for people and animals to walk on them, though Casting Time: Half Phase
too much weight will break the bridge. Casting Procedures: Gestures, Incantations
Duration: Instant
Game Information: Barrier 6 PD/2 ED, 6 BODY
Range: Self
(up to 40m long, 4m wide, and ½m thick),
Magic Roll Penalty: -3
Opaque, Reduced Endurance (0 END; +½) (109
END Cost: 3
Active Points); OAF Expendable Fragile (magpie
feather, Easy to obtain; -1¼), Extra Time (1 Turn Description: A Chinese sorcerer casts this spell
to cast; -¾), Gestures (throughout casting; -½), when he needs to make an expeditious escape, or
Incantations (throughout casting; -½), No Range in other situations where rapid travel is necessary.
(-½), Restricted Shape (can only be erected Game Information: Teleportation 30m (30 Active
horizontally to form a bridge, see 6E1 170-71; -¼), Points); Gestures (-¼), Incantations (-¼), Requires
Requires A Magic Roll (-½). Total cost: 21 points. A Magic Roll (-½). Total cost: 15 points.
Options: Options:
1) Free Spell: Total cost: 27 points. 1) Strong Spell: Increase to Teleportation 40m.
2) Remove A +¼ Advantage: 91 Active Points; 40 Active Points; total cost 20 points.
total cost 17 points. 2) Weak Spell: Decrease to Teleportation 20m.
3) Remove A +½ Advantage: 73 Active Points; 20 Active Points; total cost 10 points.
total cost 14 points. 3) Focused Spell: Add OAF Expendable (small
4) Remove A -¼ Limitation: Total cost 22 points. semi-precious gemstone, Difficult to obtain;
5) Remove A -½ Limitation: Total cost 23 points. -1¼). Total cost: 9 points.
6) Add A +¼ Advantage: 128 Active Points; total 6) Remove A -¼ Limitation: Total cost 17 points.
cost 24 points. 7) Remove A -½ Limitation: Total cost 20 points.
7) Add A +½ Advantage: 146 Active Points; total 8) Add A +¼ Advantage: 37 Active Points; total
cost 28 points. cost 18 points.
8) Add A -¼ Limitation: Total cost 20 points. 9) Add A +½ Advantage: 45 Active Points; total
9) Add A -½ Limitation: Total cost 19 points. cost 22 points.
10) Add A -¼ Limitation: Total cost 13 points.
11) Add A -½ Limitation: Total cost 12 points.
204 n Oriental Sorcery Hero System 6th Edition
PROFESSION AL
M AGIC
I
n some High Fantasy settings, virtually
everyone can use magic. Even normal people
kkAPPRAISING-SPELL
Effect: Detect Monetary Value
like merchants and farmers — not to mention
Target: Self
non-spellcasting adventurers such as rogues
Casting Time: Half Phase
and warriors — can learn a spell or three to make
Casting Procedures: Focus, Gestures, Incantations
life easier. Most of these spells are fairly low-
Duration: Instant
powered, but they still make performing vital
Range: Touch
tasks simpler or provide other benefits. The spells
Magic Roll Penalty: -1
described in this section are just a few examples of
END Cost: 1
this sort of “Professional Magic.”
These spells are grouped into several catego- Description: Merchants (and some thieves!) use
ries based on who tends to learn and use them. this spell to determine the exact value of an object
However, that’s just for organizational purposes; based on its composition, form, quality, and other
it’s not a rules restriction. Absent in-setting social factors. It tells the caster the value in whatever
reasons (such as a guild that controls access to and currency he wants, or even multiple currencies.
use of certain spells), a character can learn any of In the GM’s discretion, Trading may be Comple-
these spells regardless of what he does for a living. mentary to this roll, even though it’s a Sense rather
than a Skill.
Game Information: Detect Monetary Value Of
CRAFTSMAN AND Object (INT Roll) (no Sense Group), Discrimina-
MERCHANT SPELLS tory, Analyze (15 Active Points); OAF Expend-
able (tiny chip of gold from a gold coin, Difficult
These spells are learned and used by black- to obtain; -1¼), Costs Endurance (-½), Gestures
smiths, potters, tradesmen, shopkeepers, and (-¼), Incantations (-¼), Instant (-½), Requires A
other folk who work at similar jobs for a living. Magic Roll (-½). Total cost: 3 points.
Options:
1) Strong Spell: Increase to INT Roll +5. 20
SKILL-BASED SPELLS Active Points; total cost 5 points.
2) Weak Spell: Remove Discriminatory and
Many of the spells in this category, and
Analyze. 5 Active Points; total cost 1 point.
spells in other categories such as Tracker’s Eye
3) Free Spell: Total cost: 5 points.
(page 115), provide a character with Skills
4) Remove A -¼ Limitation: Total cost 4 points.
or Skill-like abilities (often at a high roll), or
5) Remove A -½ Limitation: Total cost 4 points.
enhance the Skills he already has. This may
6) Add A +¼ Advantage: 19 Active Points; total
cause problems in some campaigns. While
cost 4 points.
such spells often work well for games in which
7) Add A +½ Advantage: 22 Active Points; total
none of the characters have the Skill, they may
cost 5 points.
allow the spellcaster to overshadow a char-
8) Add A -¼ Limitation: Total cost 3 points.
acter who pays Character Points to buy the
9) Add A -½ Limitation: Total cost 3 points.
Skill himself. If this is a problem in your game,
the GM should restrict the use of SKill-based
spells, either by adding Limitations (Extra
Time, Increased Endurance Cost, and so on)
or by applying the Charges Limitation so char-
acters cannot cast them frequently.
208 n Professional Magic Hero System 6th Edition
Options: Options:
1) Strong Spell: Increase to INT Roll +5. 20 1) Strong Spell: Increase to +5. 15 Active Points;
Active Points; total cost 5 points. total cost 4 points.
2) Weak Spell: Remove Discriminatory and 2) Weak Spell: Decrease to +3. 9 Active Points;
Analyze. 5 Active Points; total cost 1 point. total cost 3 points.
3) Free Spell: Total cost: 5 points. 3) Free Spell: Total cost: 5 points.
4) Remove A -¼ Limitation: Total cost 4 points. 4) Remove A -¼ Limitation: Total cost 4 points.
5) Remove A -½ Limitation: Total cost 4 points. 5) Remove A -½ Limitation: Total cost 4 points.
6) Add A +¼ Advantage: 19 Active Points; total 6) Add A +¼ Advantage: 15 Active Points; total
cost 4 points. cost 4 points.
7) Add A +½ Advantage: 22 Active Points; total 7) Add A +½ Advantage: 18 Active Points; total
cost 5 points. cost 5 points.
8) Add A -¼ Limitation: Total cost 3 points. 8) Add A -¼ Limitation: Total cost 3 points.
9) Add A -½ Limitation: Total cost 3 points. 9) Add A -½ Limitation: Total cost 3 points.
10) Variant Spell: This form of the spell doesn’t
kkGUILD’S SKILLS cost END, but only lasts for a specific time.
Replace Costs Endurance (-½) with Time
Effect: +4 with three related
Professional Skills Limit (duration of 1 Hour, +1 hour per point
Target: Self by which caster makes his Magic Roll; -½). 12
Casting Time: Half Phase Active Points; total cost 3 points.
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant kkICE FOR SALE
Range: Self Effect: Change Environment, -5
Magic Roll Penalty: -1 Temperature Levels, Only
END Cost: 1 To Freeze Liquids
Target: 1m Radius (see text)
Description: This spell (or, more precisely,
Casting Time: 5 Minutes (Attack Action)
category of spells) takes its name from the fact that
Casting Procedures: Focus, Gestures, Incantations
in many locations, craft guilds control who can
Duration: Constant (see text)
learn and use it — they’re guild secrets, passed on
Range: No Range
only to qualified guild members and kept secret
Magic Roll Penalty: -1
from rivals and non-members. It provides a bonus
END Cost: 1
for up to three related Professional Skills (though
many craftsmen really only need it for one). The Description: In many Fantasy cities, during most
character must choose which three PSs the spell (if not all) of the year, the only way for someone
applies to when he buys it, and cannot change to obtain ice is to purchase it from a merchant
them thereafter. (The GM may choose to allow who knows this spell. Ice For Sale freezes solid
a character to substitute some other appropriate up to one barrel of water (or other liquid); clever
Skill for one or more PSs.) merchants may even create icetray-like wooden
The exact name of this spell may vary lattices so the ice is in cube form. The ice melts at
depending upon the PSs it applies to and the the normal rate for the prevailing environmental
type of craftsman who learns it. For example, a conditions after the spell is cast; people can often
blacksmith might learn it for PS: Blacksmithing, preserve it for a long time by packing it in sawdust
PS: Shoe Horses, and (with the GM’s permission) in an icehouse.
Weaponsmith, and call it Metalweaving. Game Information: Change Environment (freeze
Game Information: +4 with three related Profes- liquids), -5 Temperature Levels (15 Active Points);
sional Skills (see text) (12 Active Points); OAF (a OAF (a cube of ivory; -1), Concentration (½ DCV
miniature silver version of a tool or other object throughout casting; -½), Extra Time (5 Minutes
used in the performance of the craft; -1), Costs to cast; -1), Gestures (throughout casting; -½),
Endurance (-½), Gestures (-¼), Incantations (-¼), Incantations (throughout casting; -½), No Range
Requires A Magic Roll (-½). Total cost: 3 points. (-½), Only Affects Specified Amount Of Liquids
(see text; -½), Requires A Magic Roll (-½). Total
cost: 2 points.
Options:
1) Free Spell: Total cost: 3 points.
2) Remove A -¼ Limitation: Total cost 3 points.
3) Remove A -½ Limitation: Total cost 3 points.
4) Add A +¼ Advantage: 19 Active Points; total
cost 3 points.
5) Add A +½ Advantage: 22 Active Points; total
cost 4 points.
6) Add A -¼ Limitation: Total cost 2 points.
7) Add A -½ Limitation: Total cost 2 points.
210 n Professional Magic Hero System 6th Edition
kkTRUE AIM
Effect: +4 OCV, Only With Next Attack WARRIOR SPELLS
Target: Self These spells help soldiers, archers, rangers,
Casting Time: Half Phase and other warrior types perform the many tasks
Casting Procedures: Focus, Gestures, Incantations associated with fighting for a living. They cover
Duration: Constant (see text) only the more or less mundane aspects of fighting
Range: Self — they don’t provide combat bonuses or other
Magic Roll Penalty: -4 abilities that help a warrior fight better (for that,
END Cost: 4 see the Warrior-Magic category later in this book).
Description: Sometimes also learned by warriors
(or even wizards), this assassins’ spell makes the kkBANISH FATIGUE
character’s next attack highly accurate. The +4 Effect: Aid END 3d6
OCV it grants only apply to the character’s next Target: Self
attack; after that he has to cast the spell again to Casting Time: Half Phase (Attack Action)
get the bonus again. However, casting the spell Casting Procedures: Focus, Gestures, Incantations
only takes a Half Phase and isn’t an Attack Action, Duration: Instant
so the character can cast it as a Half Phase Action, Range: Self
then attack as a Half Phase Action in the same Magic Roll Penalty: -5
Phase. END Cost: 0
Game Information: +4 OCV (20 Active Points);
Description: During battles, forced marches, or
OAF Expendable (miniature dagger, Difficult to
the endless daily hard work necessary to main-
obtain; -1¼), Costs Endurance (-½), Gestures
tain an army camp, soldiers can easily become
(-¼), Incantations (-¼), Instant (-½), Can Only
exhausted. This spell perks them up, banishing
Be Used To Improve Character’s OCV With His
their fatigue for a few hours so they can fight (or
Single Next Attack (-½), Requires A Magic Roll
labor) on.
(-½). Total cost: 4 points.
Game Information: Aid END 3d6, Delayed Return
Options:
Rate (points fade at the rate of 5 per Hour; +1¾)
1) Strong Spell: Increase to +6 OCV. 30 Active
(49 Active Points); OAF Expendable (down
Points; total cost 6 points.
feather, Easy to obtain; -1), Gestures (-¼), Incan-
2) Weak Spell: Decrease to +2 OCV. 10 Active
tations (-¼), Only Aid Self (-1), Requires A Magic
Points; total cost 2 points.
Roll (-½). Total cost: 12 points.
3) Free Spell: Total cost: 6 points.
4) Remove A -¼ Limitation: Total cost 4 points. Options:
5) Remove A -½ Limitation: Total cost 5 points. 1) Strong Spell: Increase to Aid END 4d6. 66
6) Add A +¼ Advantage: 25 Active Points; total Active Points; total cost 16 points.
cost 5 points. 2) Weak Spell: Decrease to Aid END 2d6. 33
7) Add A +½ Advantage: 30 Active Points; total Active Points; total cost 8 points.
cost 6 points. 3) Free Spell: Total cost: 16 points.
8) Add A -¼ Limitation: Total cost 4 points. 4) Remove A +¼ Advantage: 45 Active Points;
9) Add A -½ Limitation: Total cost 4 points. total cost 11 points.
10) Variant Spell: This version of the spell applies 5) Remove A +½ Advantage: 40 Active Points;
to all attacks the character makes for a total cost 10 points.
period of a minute or more. Change Costs 6) Remove A -¼ Limitation: Total cost 13 points.
Endurance (-½) to Time Limit (duration of 7) Remove A -½ Limitation: Total cost 14 points.
1 Minute, +1 Turn for each point by which 8) Add A +¼ Advantage: 54 Active Points; total
the caster succeeds with his Magic roll; -1½). cost 13 points.
Total cost: 3 points. 9) Add A +½ Advantage: 58 Active Points; total
cost 14 points.
10) Add A -¼ Limitation: Total cost 11 points.
11) Add A -½ Limitation: Total cost 11 points.
12) Universal Spell: The character can cast his
spell on other people as well as himself. This
version is commonly used for, among other
things, banishing the fatigue of a horse that
has to be ridden further or harder than is
prudent. Remove Only Aid Self (-1). Total
cost: 16 points.
Hero System Grimoire n Professional Magic 215
Options:
1) Strong Spell: Increase to Cosmetic Transform
kkSENTINEL’S EYE
Effect: Nightvision, plus +2 to
6d6. 18 Active Points; total cost 4 points. Sight Group PER Rolls, plus
2) Weak Spell: Decrease to Cosmetic Transform Life Support (Diminished
2d6. 6 Active Points; total cost 1 point. Sleep: no need to sleep)
3) Free Spell: Total cost: 3 points. Target: Self
4) Remove A -¼ Limitation: Total cost 3 points. Casting Time: 1 Turn
5) Remove A -½ Limitation: Total cost 3 points. Casting Procedures: Focus, Gestures, Incantations
6) Add A +¼ Advantage: 15 Active Points; total Duration: Time Limit (dura-
cost 3 points. tion of 6 Hours)
7) Add A +½ Advantage: 18 Active Points; total Range: Self
cost 4 points. Magic Roll Penalty: -1
8) Add A -¼ Limitation: Total cost 2 points. END Cost: 0
9) Add A -½ Limitation: Total cost 2 points.
Description: Sentry duty is sometimes boring,
10) Decorate Armor: A variant on this spell is one
sometimes dangerous, but never looked forward
that doesn’t clean dirty armor, it decorates
to. This spell makes the job a little easier by giving
clean armor. An application of Decorate
the character superb night-sight and keeping him
Armor can make ordinary armor look gilded
from becoming sleepy. These effects last for six
or silvered, arrange the links in chainmail
hours, after which the character’s vision returns to
to show the wearer’s personal symbol, add
normal and he’s as tired as he’d expect to be based
engraving to a breastplate, or the like. The
on his recent sleep and activity patterns.
spell costs the same; its effects wear off after a
set period (typically one day or one week). Game Information: Nightvision (5 Active Points);
OAF (small opal; -1), Concentration (0 DCV
kkREPAIR ARMOR throughout casting; -1), Extra Time (1 Turn; -1¼),
Gestures (throughout casting; -½), Incantations
Effect: Healing BODY 4d6, Only
(throughout casting; -½), Requires A Magic Roll
Works On Armor
(-½), Time Limit (duration of 6 Hours; -½) (total
Target: One suit of armor
cost: 1 point) plus +2 to Sight Group PER Rolls (4
Casting Time: 5 Minutes (Attack Action)
Active Points); OAF (small opal; -1), Concentra-
Casting Procedures: Focus, Gestures, Incantations
tion (0 DCV throughout casting; -1), Extra Time
Duration: Instant
(1 Turn; -1¼), Gestures (throughout casting; -½),
Range: Touch
Incantations (throughout casting; -½), Requires
Magic Roll Penalty: -4
A Magic Roll (-½), Time Limit (duration of 6
END Cost: 12
Hours; -½) (total cost: 1 point) plus Life Support
Description: Armor gets cut and damaged during (Diminished Sleep: no need to sleep) (3 Active
battles and campaigns, and there isn’t always an Points); OAF (small opal; -1), Concentration (0
armorsmith available to make repairs. This spell DCV throughout casting; -1), Extra Time (1 Turn;
knits armor back together, making it whole and -1¼), Gestures (throughout casting; -½), Incanta-
sturdy once more. See Fantasy Hero, pages 175-76, tions (throughout casting; -½), Requires A Magic
regarding the BODY of armor. Roll (-½), Time Limit (duration of 6 Hours; -½)
Game Information: Healing BODY 4d6 (40 Active (total cost: 1 point). Total cost: 3 points.
Points); OAF Expendable (intact link from a suit
of chainmail that’s never been worn in combat,
Difficult to obtain; -1¼), Concentration (0 DCV
throughout casting; -1), Extra Time (5 Minutes;
-2), Gestures (throughout casting; -½), Incanta-
tions (throughout casting; -½), Increased Endur-
ance Cost (x3 END; -1), Only Works On Armor
(-1), Requires A Magic Roll (-½). Total cost: 5
points.
Options:
1) Strong Spell: Increase to Healing BODY 5d6.
50 Active Points; total cost 6 points.
2) Weak Spell: Decrease to Healing BODY 3d6.
30 Active Points; total cost 3 points.
3) Free Spell: Total cost: 5 points.
4) Remove A -¼ Limitation: Total cost 5 points.
5) Remove A -½ Limitation: Total cost 5 points.
6) Add A +¼ Advantage: 50 Active Points; total
cost 6 points.
7) Add A +½ Advantage: 60 Active Points; total
cost 7 points.
8) Add A -¼ Limitation: Total cost 4 points.
9) Add A -½ Limitation: Total cost 4 points.
Hero System Grimoire n Rune Magic 217
RUNE M AGIC
R
une Magic involves the use of spoken
or painted runes, sigils, glyphs, and like
symbols. To create a spell effect, the
OFFENSIVE RUNES
spellcaster must place the rune on the
appropriate object, and perhaps concentrate on
kkBROTNALA, THE RUNE
it to activate the magic. In some cases, the caster OF SHATTERING
may use a short incantation to activate the rune’s Effect: RKA 4d6, Only Works
power, but he can mutter it under his breath in a Against Stationary Objects
word or two, so it doesn’t qualify for the Incanta- Target: One object
tions Limitation. Carving Time: 2 Turns (Attack Action)
Casting Procedures: Focus
In HERO System terms, Rune Magic spells are
Duration: Instant
designed one of two ways. Most are built with Range: No Range
Time Limit and thus have to cost no END; they Magic Roll Penalty: -9
last until someone obliterates, removes, mars, END Cost: 9
or covers up the rune. This can lead to some
Description: When a rune-wizard wishes to
extremely long-lasting effects, so GMs may want
destroy some object — be it a cup, a wagon, or a
to restrict the use of such spells. The other type
castle wall — he can do so by carving this rune
of rune-spell either creates a Constant effect that
upon the object. The shattering itself does not hurt
lasts as long as the user expends personal energy
or affect him in any way, but at the GM’s option
to power it, or uses Time Limit to represent how
the secondary effects (such as a wall falling) might,
long the rune remains in effect before fading or
if he doesn’t find some way to avoid them.
becoming powerless. Both types of spells have
This spell doesn’t work at range — the caster
the Limitations Focus (the materials used to carve
has to touch (carve a rune upon) the object he
or paint the rune) and Requires A Magic Roll. If
wants to shatter. The No Range Limitation is a
the rune must be carved, this takes Extra Time
part of the Only Works Against Stationary Targets
(even painting one may require a Full Phase);
Limitation and thus is not listed separately.
creating or activating many runes also requires
Concentration. Game Information: RKA 4d6, Penetrating (+½)
To prevent over-use of some runes, GMs may (90 Active Points); OAF (rune-carving knife; -1),
want to require characters to use the Add A -½ Concentration (½ DCV throughout casting; -½),
Limitation to make a rune a Blood Rune which Extra Time (2 Turns; -1¼), Only Works Against
requires the caster to use his own blood (and thus Objects (-½), Only Works Against Stationary
take damage) when creating a rune. (In HERO Targets (-1), Requires A Magic Roll (-½). Total
System terms, this is Side Effects (caster loses 1 cost: 16 points.
BODY, always occurs; -½).) Options:
1) Strong Rune: Increase to RKA 5d6. 112 Active
Points; total cost 19 points.
2) Weak Rune: Decrease to RKA 3d6. 67 Active
Points; total cost 12 points.
3) Remove A +¼ Advantage: 75 Active Points;
total cost 13 points.
4) Remove A +½ Advantage: 60 Active Points;
total cost 10 points.
5) Remove A -¼ Limitation: Total cost 16 points.
6) Remove A -½ Limitation: Total cost 17 points.
7) Add A +¼ Advantage: 105 Active Points; total
cost 18 points.
8) Add A +½ Advantage: 120 Active Points; total
cost 21 points .
9) Add A -¼ Limitation: Total cost 15 points.
10) Add A -½ Limitation: Total cost 14 points.
218 n Rune Magic Hero System 6th Edition
Options:
1) Strong Rune: Increase to Mind Control 20d6.
kkVELDR, THE RUNE OF
100 Active Points; total cost 16 points. WEAPON ENHANCEMENT
2) Weak Rune: Decrease to Mind Control 15d6. Effect: Aid HKA 5d6
75 Active Points; total cost 12 points. Target: One weapon
3) Remove A -¼ Limitation: Total cost 13 points. Painting Time: 1 Turn (Attack Action)
4) Remove A -½ Limitation: Total cost 14 points. Casting Procedures: Focus
5) Add A +¼ Advantage: 100 Active Points; total Duration: Instant
cost 16 points. Range: Touch
6) Add A +½ Advantage: 120 Active Points; total Magic Roll Penalty: -8
cost 19 points. END Cost: 8 to cast
7) Add A -¼ Limitation: Total cost 12 points. Description: Also known as the Rune of Murder,
8) Add A -½ Limitation: Total cost 12 points. Veldr enhances the power of bladed weapons.
When painted on one, it makes that weapon
kkTHURSWALR, THE sharper and harder-hitting for a time, increasing
RUNE OF MADNESS the damage it does. The rune’s effects last for one
hour, or until something mars, covers, or destroys
Effect: Major Transform 8d6
the rune (if the rune is poorly-placed upon the
(sane person to insane
person), ACV, AVAD weapon, this often happens when blood runs over
Target: One character it).
Carving Time: 5 Minutes (Attack Action) Game Information: Aid HKA 5d6 (standard effect:
Casting Procedures: Focus HKA +1d6), Delayed Return Rate (points fade at
Duration: Instant the rate of 5 per 1 Hour; +1¾) (82 Active Points);
Range: Touch OAF Expendable (rune-paints, Easy to obtain; -1),
Magic Roll Penalty: -16 Extra Time (1 Turn; -1¼), Power Stops Working If
END Cost: 0 Rune Is Marred, Destroyed, Or Covered Up (-½,
Requires A Magic Roll (-½)). Total cost: 19 points.
Description: This dreaded rune has the power to
rob a man of his wits and his sanity. Carving it Options:
on him takes 5 minutes (and inflicts no BODY 1) Strong Rune: Increase to Aid HKA 7d6 (stan-
damage); this of course requires him to be dard effect: HKA +1d6+1). 115 Active Points;
stationary — typically he’s tied or chained. Only total cost 27 points.
casting the spell on him again, or applying other 2) Weak Rune: Decrease to Aid HKA 4d6 (stan-
magic to restore his mind, can heal the condition. dard effect: HKA +½d6). 66 Active Points;
total cost 15 points.
Game Information: Major Transform 8d6 (sane
3) Remove A +¼ Advantage: 75 Active Points;
person to person with the Psychological Compli-
total cost 18 points.
cation Utterly, Gibberingly Insane [Very Common,
4) Remove A +½ Advantage: 67 Active Points;
Total]; heals back through application of this spell
total cost 16 points.
or a like spell), ACV (uses OCV against DMCV;
5) Remove A -¼ Limitation: Total cost 20 points.
+¼), AVAD (Mental Defense; +0), Works Against
6) Remove A -½ Limitation: Total cost 22 points.
EGO, Not BODY (+¼), Reduced Endurance (0
7) Add A +¼ Advantage: 90 Active Points; total
END; +½) (160 Active Points); OAF (rune-carving
cost 21 points.
knife; -1), All Or Nothing (-½), Concentration (0
8) Add A +½ Advantage: 97 Active Points; total
DCV throughout; -1), Extra Time (5 Minutes; -2),
cost 23 points.
Limited Target (sentient humanoids; -½), Only
9) Add A -¼ Limitation: Total cost 18 points.
Works Against Stationary Targets (-1), Requires A
10) Add A -½ Limitation: Total cost 17 points.
Magic Roll (-½), Spell (-½). Total cost: 20 points.
Options:
1) Strong Rune: Increase to Major Transform
9d6. 180 Active Points; total cost 22 points.
2) Weak Rune: Decrease to Major Transform
6d6. 120 Active Points; total cost 15 points.
3) Remove A +¼ Advantage: 140 Active Points;
total cost 17 points.
4) Remove A +½ Advantage: 120 Active Points;
total cost 15 points.
5) Remove A -¼ Limitation: Total cost 21 points.
6) Remove A -½ Limitation: Total cost 21 points.
7) Add A +¼ Advantage: 180 Active Points; total
cost 22 points.
8) Add A +½ Advantage: 200 Active Points; total
cost 25 points.
9) Add A -¼ Limitation: Total cost 19 points.
10) Add A -½ Limitation: Total cost 19 points.
222 n Rune Magic Hero System 6th Edition
Options:
DEFENSIVE RUNES 1) Remove A +¼ Advantage: 144 Active Points;
total cost 19 points.
2) Remove A +½ Advantage: 138 Active Points;
kkBRELGA, THE RUNE OF total cost 18 points.
PROTECTION FROM FIRE 3) Remove A -¼ Limitation: Total cost 21 points.
4) Remove A -½ Limitation: Total cost 21 points.
Effect: Resistant Protection 5) Add A +¼ Advantage: 156 Active Points; total
(16 ED), Only To Protect cost 21 points.
Buildings From Fire
6) Add A +½ Advantage: 162 Active Points; total
Target: One building
cost 22 points.
Carving Time: 20 Minutes
7) Add A -¼ Limitation: Total cost 19 points.
Casting Procedures: Focus
8) Add A -½ Limitation: Total cost 19 points.
Duration: Persistent (lasts until
9) Eldrskjaldi, the Rune of Protection Against
rune is marred, destroyed,
or covered up) Fire: This rune protects people, not buildings,
Range: No Range from fire. Change to Resistant Protection
Magic Roll Penalty: -15 (12 ED), Usable By Other (+¼) (22 Active
END Cost: 0 Points); OAF Expendable (rune-paints,
Easy to obtain; -1), Concentration (0 DCV
Description: When carved on a building (a Base, throughout casting; -1), Extra Time (1 Turn;
in other words), this rune makes it very difficult to -1¼), Only Works Against Fire/Heat (-½),
set any part of the building — even a thatched roof Power Stops Working If Rune Is Marred,
— on fire. The contents of the building can still Destroyed, Or Covered Up (-½), Requires A
burn normally, and the protection ends if anything Magic Roll (-½). Total cost: 4 points.
ever defaces or covers the rune. 11) Other Runes Of Protection: By changing
A spellcaster can only protect one building at the Limitation that specifies what the spell
a time with this rune; if he wants to protect more, protects against, and perhaps changing the
he should use the options to increase Usable By Resistant Protection to regular PD, you
Other to Usable Simultaneously. can create many different protective runes.
Game Information: Resistant Protection (16 ED), Examples include:
Usable By Other (one building of up to 100 Halaverja, the Rune of Protection from
throughout casting; -1), Extra Time (20 Minutes; (floods, rain damage, and the like)
-2½), Only Works Against Fire Damage (-½), Verjaki, the Rune of Protection from Hail
Target:
10 ED), Usable By Other
One character
kkVATHRENNR, THE RUNE
Painting Time: Full Phase OF SWIFT RUNNING
Casting Procedures: Focus Effect: Running +12m,
Duration: Constant Usable By Other
Range: Touch Target: One character
Magic Roll Penalty: -4 Painting Time: Full Phase
END Cost: 4 Casting Procedures: Focus
Duration: Time Limit (lasts until rune
Description: A spellcaster paints this rune on is marred, destroyed, or
himself or another person. As long as the recipient covered up, or for 1 Hour
keeps the rune powered (i.e., pays END for from the time of casting,
it), it protects him from harm. If he ever stops whichever occurs first)
paying END, the power of the rune fades, and the Range: Touch
recipient becomes unprotected by the spell unless Magic Roll Penalty: -3
the spellcaster casts it again. END Cost: 0
Game Information: Resistant Protection (10 Description: When painted on the caster or
PD/10 ED), Usable By Other (+¼) (37 Active another person, this rune allows the recipient to
Points); OAF Expendable (rune-paints, Easy to run at much greater speeds — typically twice as
obtain; -1), Costs Endurance (-½), Extra Time fast as normal! — for up to an hour. However,
(Full Phase; -½), Power Stops Working If Rune Is if the rune is marred, destroyed, or covered
Marred, Destroyed, Covered Up, Or Unpowered up before the duration ends, the spell expires
(-½), Requires A Magic Roll (-½). Total cost: 9 immediately.
points.
Game Information: Running +12m, Reduced
Options: Endurance (0 END; +½), Time Limit (lasts until
1) Strong Rune: Increase to Resistant Protection rune is marred, destroyed, or covered up, or for 1
(12 PD/12 ED). 45 Active Points; total cost 11 Hour from the time of casting, whichever occurs
points. first; +½), Usable By Other (+¼) (27 Active
2) Weak Rune: Decrease to Resistant Protection Points); OAF Expendable (rune-paints, Easy to
(8 PD/8 ED). 30 Active Points; total cost 7 obtain; -1), Extra Time (Full Phase; -½), Requires
points. A Magic Roll (-½). Total cost: 9 points.
3) Remove A +¼ Advantage: 30 Active Points;
Options:
total cost 7 points.
1) Strong Rune: Increase to Running +18. 40
4) Remove A -¼ Limitation: Total cost 10 points.
Active Points; total cost 13 points.
5) Remove A -½ Limitation: Total cost 10 points.
2) Weak Rune: Decrease to Running +6m. 13
6) Add A +¼ Advantage: 45 Active Points; total
Active Points; total cost 4 points.
cost 11 points.
3) Remove A +¼ Advantage: 24 Active Points;
7) Add A +½ Advantage: 52 Active Points; total
total cost 8 points.
cost 13 points.
4) Remove A +½ Advantage: 21 Active Points;
8) Add A -¼ Limitation: Total cost 9 points.
total cost 7 points.
9) Add A -½ Limitation: Total cost 8 points.
5) Remove A -¼ Limitation: Total cost 10 points.
6) Remove A -½ Limitation: Total cost 11 points.
7) Add A +¼ Advantage: 30 Active Points; total
cost 10 points.
8) Add A +½ Advantage: 33 Active Points; total
cost 11 points.
9) Add A -¼ Limitation: Total cost 8 points.
10) Add A -½ Limitation: Total cost 8 points.
224 n Rune Magic Hero System 6th Edition
Effect: +4 with Interaction Skills, Game Information: Luck 4d6, Usable By Other
Usable By Other (+¼) (25 Active Points); OAF Expendable (rune-
Target: One character paints, Easy to obtain; -1), Extra Time (Full Phase;
Painting Time: Full Phase -½), Requires A Magic Roll (-½), Time Limit (lasts
Casting Procedures: Focus until rune is marred, destroyed, or covered up, or
Duration: Time Limit (lasts until rune for 1 Hour from the time of casting, whichever
is marred, destroyed, or occurs first; -¾). Total cost: 7 points.
covered up, or for 1 Hour Options:
from the time of casting,
1) Strong Rune: Increase to Luck 6d6. 37 Active
whichever occurs first)
Points; total cost 10 points.
Range: Touch
Magic Roll Penalty: -2
2) Weak Rune: Decrease to Luck 3d6. 19 Active
END Cost: 0 Points; total cost 5 points.
3) Remove A +¼ Advantage: 20 Active Points;
Description: When painted on the caster or total cost 5 points.
another person, this rune transforms the recipient 4) Remove A -¼ Limitation: Total cost 7 points.
into a speaker as talented as any bard. His every 5) Remove A -½ Limitation: Total cost 8 points.
word seems well-chosen and witty, and the logic 6) Add A +¼ Advantage: 30 Active Points; total
of his arguments (or forcefulness of his attempts to cost 8 points.
intimidate) are likely to sway anyone who listens. 7) Add A +½ Advantage: 35 Active Points; total
The effect lasts for up to an hour. However, if the cost 9 points.
rune is marred, destroyed, or covered up before 8) Add A -¼ Limitation: Total cost 6 points.
the duration ends, the spell expires immediately. 9) Add A -½ Limitation: Total cost 6 points.
226 n Rune Magic Hero System 6th Edition
kkLYFJAVRATHR, THE RUNE (at the GM’s option, other berries work, too, but
at half effect). The more intense the effects of the
OF SWIFT HEALING disease, the longer it may take to cure.
Effect: Aid REC 4d6, Usable By Other In game terms, this is a Major Transform, “sick
Target: One character person to well person,” that stops the course of a
Painting Time: 1 Turn (Attack Action) disease — once the character applies the spell, the
Casting Procedures: Focus disease inflicts no further damage (loss of CON,
Duration: Instant for example) on the victim. However, the spell
Range: Touch doesn’t automatically heal any STUN, BODY,
Magic Roll Penalty: -10 CON, or other Characteristics lost to the disease
END Cost: 10 prior to the spell’s use. To accomplish that, the
Description: When painted on the caster or priest must add up the cost of the lost abilities he
another person, this rune grants the recipient the wants to restore and treat them as “powers” being
ability to heal much more swiftly. It doesn’t knit granted to the target by the Transform (see 6E1
wounds instantly, but it increases the speed of the 306-07).
natural healing process. The rune’s power remains Game Information: Major Transform 3d6 (sick
in effect until one of the following events occurs: person into well person, heals back through any
one month passes; the wounds the character had normal means that would cause character to
when the rune was painted on him are completely contract the same disease) (30 Active Points);
healed (either as a result of this spell or other OAF Expendable (rune-paints, Easy to obtain;
means); or the the rune is marred, destroyed, or -1), Concentration (0 DCV throughout casting;
covered up. -1), Extra Time (5 Minutes; -2), Limited Target
Game Information: Aid REC 4d6, Delayed Return (sentient beings; -¼), No Range (-½), Requires A
Rate (all points fade after 1 Month; +2¾) (90 Magic Roll (-½). Total cost: 5 points.
Active Points); OAF Expendable (rune-paints, Options:
Easy to obtain; -1), Concentration (0 DCV 1) Strong Rune: Increase to Major Transform
throughout casting; -1), Extra Time (1 Turn; -1¼), 4d6. 40 Active Points; total cost 6 points.
Points Fade Immediately If Subject’s Wounds Heal 2) Weak Rune: Decrease to Major Transform
Or Rune Is Marred, Destroyed, Or Covered Up 2d6. 20 Active Points; total cost 3 points.
(-½), Requires A Magic Roll (-½). Total cost: 17 3) Remove A -¼ Limitation: Total cost 5 points.
points. 4) Remove A -½ Limitation: Total cost 5 points.
Options: 5) Add A +¼ Advantage: 5376 Active Points;
1) Strong Rune: Increase to Aid REC 5d6. 112 total cost 6 points.
Active Points; total cost 21 points. 6) Add A +½ Advantage: 45 Active Points; total
2) Weak Rune: Decrease to Aid REC 3d6. 67 cost 7 points.
Active Points; total cost 13 points. 7) Add A -¼ Limitation: Total cost 5 points.
3) Remove A +¼ Advantage: 84 Active Points; 8) Add A -½ Limitation: Total cost 4 points.
total cost 16 points. 9) Sjukvor Variant: This form of the rune works
4) Remove A -¼ Limitation: Total cost 18 points. by Healing the Characteristics lost to the
5) Remove A -½ Limitation: Total cost 19 points. disease. However, if the disease remains
6) Add A +¼ Advantage: 96 Active Points; total present and active within the character’s body,
cost 18 points. he may continue to lose Characteristics after
7) Add A +½ Advantage: 102 Active Points; total a character casts this spell upon him. Change
cost 19 points. to Healing 6d6, Expanded Effect + Variable
8) Add A -¼ Limitation: Total cost 16 points. Effect (any four Characteristics at once; +2)
9) Add A -½ Limitation: Total cost 16 points. (180 Active Points); OAF Expendable (rune-
paints, Easy to obtain; -1), Concentration (0
kkSJUKVOR, THE RUNE DCV throughout casting; -1), Extra Time (5
Minutes; -2), Only To Heal Characteristics
OF FEVER-BREAKING Lost To Disease (-1), Requires A Magic Roll
Effect: Major Transform 3d6 (sick (-½). Total cost: 28 points.
person into well person)
Target: One character
Painting Time: 5 Minutes (Attack Action)
Casting Procedures: Focus
Duration: Instant
Range: Touch
Magic Roll Penalty: -3
END Cost: 3
Description: The character can cure diseases,
plagues, fevers, and other illnesses by crushing
a fire-berry and using the juice to paint the
rune Sjukvor on the forehead of the sick person
Hero System Grimoire n Rune Magic 227
SH A M A NISM
T
he category of Shamanism features spells
that summon, contact, control, or other-
kkCALLING UPON THE
wise make use of spirits (or allow the SPIRITS OF THE CITY
caster to interact with them). Primarily it Effect: Summon one city spirit
focuses on nature spirits, spirit creatures, and the built on 441 Total Points
Spirit World in which they live, but in some cases Target: Special
it goes beyond that to involve human spirits. Casting Time: 1 Turn
Because shamans (practitioners of Shamanism) Casting Procedures: Focus, Gestures, Incantations
interact with and depend upon spirits for their Duration: Instant
power, they often try to maintain a close relation- Range: No Range
ship with them. As such Shamanism has some Magic Roll Penalty: -9
similarities to Divine Magic, particularly when END Cost: 9
the shaman summons a spirit and then beseeches Description: Not all spirits dwell in woods
its aid... but in the end it falls on the side of the and waters wild. Some shamans have a gift for
arcane rather than the divine. speaking with the spirits that live within the
Shamanism also has some fairly close connec- domains of man — cities, towns, villages, castles,
tions with other categories. Chief among these are office buildings, parking garages, even sewers.
Druidry and Witchcraft; many spells in either of
those categories are often appropriate purchases Game Information: Summon one city spirit built
for shamans. Similarly, some Elemental Magic on 441 Total Points (88 Active Points); OAF
spells work well as Shamanism spells. To the (spirit fetish; -1), Extra Time (1 Turn; -1¼),
extent Shamanism deals with human spirits, it also Gestures (throughout casting; -½), Incantations
has at least tenuous ties to Necromancy. (throughout casting; -½), Requires A Magic Roll
(-½), Arrives Under Own Power (-½), Summoned
Being Must Inhabit Locale (-½). Total cost: 15
SPIRIT-SUMMONING points.
Options:
SPELLS 1) Strong Spell: Increase to Summon two city
spirits. 93 Active Points; total cost 16 points.
Among the most common of the spells of
2) Free Spell: Total cost: 18 points.
Shamanism are spells to call spirits forth. These
3) Remove A -¼ Limitation: Total cost 16 points.
spells do not turn the spirit into the shaman’s
4) Remove A -½ Limitation: Total cost 17 points.
slave, but rather make the spirit manifest that
5) Add A +¼ Advantage: 110 Active Points; total
the summoner might beseech it for aid. More
cost 19 points.
powerful shamans, or those with a greater than
6) Add A +½ Advantage: 132 Active Points; total
normal natural gift for Shamanism, may be able to
cost 23 points.
call upon spirits that are already favorably inclined
7) Add A -¼ Limitation: Total cost 15 points.
toward them (i.e., may have one or more of these
8) Add A -½ Limitation: Total cost 14 points.
spells with a version of the Amicable Advantage).
See HSB 214-16 for character sheets for the
spirits referred to in these spells.
Hero System Grimoire n Shamanism 229
Options:
1) Strong Spell: Increase to Summon two water SPIRIT ANIMALS
spirits. 102 Active Points; total cost 18 points.
2) Free Spell: Total cost: 20 points. The Summon Spirit Animal spell allows the caster to summon spirit
3) Remove A -¼ Limitation: Total cost 18 points. animals. To create a spirit animal, use the animal’s normal character
4) Remove A -½ Limitation: Total cost 18 points. sheet from The HERO System Bestiary, then add the following abilities:
5) Add A +¼ Advantage: 121 Active Points; total Cost Spirit Animal Powers
cost 21 points.
60 Spirit’s Form: Physical and Energy Damage Reduction, Resistant, 50%
6) Add A +½ Advantage: 145 Active Points; total
cost 25 points. 35 Spirit’s Form: Life Support (Total)
7) Add A -¼ Limitation: Total cost 16 points. 9 Spirit’s Senses: +3 PER with all Sense Groups
8) Add A -½ Limitation: Total cost 15 points. 5 Spirit’s Eyes: Infrared Perception (Sight Group)
9) Calling The Naiad: Alternately, the shaman 5 Spirit’s Eyes: Ultraviolet Perception (Sight Group)
can summon a water spirit in the form of a
12 Spirit’s Eyes: +8 versus Range Modifier for Sight Group
naiad (HSB 262). Change to Summon one
Naiad built on up to 396 Total Points. 79 Total cost: +126 points.
Active Points; total cost 14 points. You can, of course, add any other abilities that seem appropriate for
a specific type of spirit animal. Often you can adapt spells from this
kkSUMMON SPIRIT ANIMAL book for that purpose.
Effect: Summon one spirit animal Spirit animals are sentient and can speak, either with their voices or
built on up to 400 Total Points mind-speech (Mind Link or Telepathy).
Target: Special
Casting Time: 1 Turn
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
OFFENSIVE SPELLS
Range: No Range
Magic Roll Penalty: -12
END Cost: 12
kkCOMMAND SPIRITS
Effect: +40 PRE, Only To Make
Description: With this spell a shaman can Presence Attacks
summon and seek the aid of a spirit animal (see Against Spirits
accompanying text box), if one is nearby (there are Target: Self
always spirit animals nearby in the Spirit World, Casting Time: Full Phase
but not necessarily in the normal world). See the Casting Procedures: Focus, Gestures, Incantations
section on Totem Spells for descriptions of various Duration: Constant
animals that might appear in response to this Range: Self
summons and what they’re like. To win the help or Magic Roll Penalty: -4
allegiance of a spirit animal, a shaman often has to END Cost: 4
give it food it likes. Description: This spell enhances the shaman’s
Game Information: Summon one spirit animal prestige and appearance of power vis-a-vis spirits,
built on up to 400 Total Points, Expanded Class allowing him to more easily persuade or intimi-
(any spirit animal; +½) (120 Active Points); OAF date them.
(spirit fetish; -1), Extra Time (1 Turn; -1¼), Game Information: +40 PRE (40 Active Points);
Gestures (throughout casting; -½), Incantations OAF (fetish bag; -1), Costs Endurance (-½), Extra
(throughout casting; -½), Requires A Magic Roll Time (Full Phase; -½), Gestures (-¼), Incantations
(-½), Arrives Under Own Power (-½), Summoned (-¼), Only To Make Presence Attacks (-1), Only
Being Must Inhabit Locale (-½). Total cost: 21 Works Against Spirits (-1), Requires A Magic Roll
points. (-½). Total cost: 7 points.
Options: Options:
1) Strong Spell: Increase to Summon two spirit 1) Strong Spell: Increase to +60 PRE. 60 Active
animals. 127 Active Points; total cost 22 Points; total cost 10 points.
points. 2) Weak Spell: Decrease to +30 PRE. 30 Active
2) Free Spell: Total cost: 25 points. Points; total cost 5 points.
3) Remove A +¼ Advantage: 100 Active Points; 3) Free Spell: Total cost: 8 points.
total cost 17 points. 4) Remove A -¼ Limitation: Total cost 7 points.
4) Remove A +½ Advantage: 80 Active Points; 5) Remove A -½ Limitation: Total cost 7 points.
total cost 14 points. 6) Add A +¼ Advantage: 50 Active Points; total
5) Remove A -¼ Limitation: Total cost 22 points. cost 8 points.
6) Remove A -½ Limitation: Total cost 23 points. 7) Add A +½ Advantage: 60 Active Points; total
7) Add A +¼ Advantage: 140 Active Points; total cost 10 points.
cost 24 points. 8) Add A -¼ Limitation: Total cost 6 points.
8) Add A +½ Advantage: 160 Active Points; total 9) Add A -½ Limitation: Total cost 6 points.
cost 28 points.
9) Add A -¼ Limitation: Total cost 20 points.
10) Add A -½ Limitation: Total cost 19 points.
232 n Shamanism Hero System 6th Edition
Options: Options:
1) Strong Spell: Increase to +6 HTH. 60 Active 1) Strong Spell: Increase to Resistant Protection
Points; total cost 13 points. (15 PD/15 ED/15 Mental Defense/15 Power
2) Weak Spell: Decrease to +2 HTH. 20 Active Defense). 90 Active Points; total cost 20
Points; total cost 4 points. points.
3) Focused Spell: Add OAF (spirit fetish; -1). 2) Weak Spell: Decrease to Resistant Protec-
Total cost: 7 points. tion (6 PD/6 ED/6 Mental Defense/6 Power
4) Remove A +¼ Advantage: 32 Active Points; Defense). 36 Active Points; total cost 8 points.
total cost 7 points. 3) Free Spell: Total cost: 17 points.
5) Remove A -¼ Limitation: Total cost 9 points. 4) Remove A -¼ Limitation: Total cost 14 points.
6) Remove A -½ Limitation: Total cost 9 points. 5) Remove A -½ Limitation: Total cost 15 points.
7) Add A +¼ Advantage: 48 Active Points; total 6) Add A +¼ Advantage: 75 Active Points; total
cost 10 points. cost 17 points.
8) Add A +½ Advantage: 56 Active Points; total 7) Add A +½ Advantage: 90 Active Points; total
cost 12 points. cost 20 points.
9) Add A -¼ Limitation: Total cost 8 points. 8) Add A -¼ Limitation: Total cost 13 points.
10) Add A -½ Limitation: Total cost 8 points. 9) Add A -½ Limitation: Total cost 12 points.
11) Spirit Of The Awl: Instead of speaking to the
spirits in a weapon, the shaman speaks to
the spirits in hammers, nails, awls, and other
kkGREATER SPIRIT WARD
Effect: Barrier 8 PD/8 ED, 8
tools, so that craftsmen can do their work BODY (up to 12m long,
better. Change to 4-point Skill Levels instead 3m tall, and ½m thick)
of Combat Skill Levels. 20 Active Points; total Target: Area
cost 4 points. Casting Time: Half Phase (Attack Action)
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
DEFENSIVE SPELLS Range: 470m
Magic Roll Penalty: -5
END Cost: 5
kkLESSER SPIRIT WARD Description: This spell is similar to Lesser
Effect: Resistant Protection
Spirit Ward, but it allows the shaman to create
(10 PD/10 ED/10 Mental
Defense/10 Power Defense), a “barrier” of mystic energy that affects spirits’
Only Versus Spirits attacks. (If you want a version that can Affect
Target: Self Desolidified, since many spirits can become intan-
Casting Time: Half Phase gible, use Option 6.)
Casting Procedures: Focus, Gestures, Incantations Game Information: Barrier 8 PD/8 ED, 8 BODY
Duration: Constant (up to 12m long, 3m tall, and ½m thick) (48
Range: Self Active Points); OAF (fetish bag; -1), Costs Endur-
Magic Roll Penalty: -6 ance (to maintain; -½), Gestures (-¼), Incanta-
END Cost: 6 tions (-¼), Only Versus Spirits And Their Attacks
Description: Since not all spirits are friendly, and (-1), Requires A Magic Roll (-½). Total cost: 11
even seemingly friendly spirits sometimes play points.
“pranks” that can harm humans, a wise shaman Options:
learns this spell, which protects him from spirit 1) Strong Spell: Increase to Barrier 10 PD/10
powers. As a Focus he must make a fetish bag, ED, 10 BODY. 55 Active Points; total cost 12
a tiny leather pouch containing items of mystic points.
significance to him. 2) Weak Spell: Decrease to Barrier 6 PD/6 ED, 6
Game Information: Resistant Protection (10 BODY. 39 Active Points; total cost 9 points.
PD/10 ED/10 Mental Defense/10 Power Defense) 3) Free Spell: Total cost: 13 points.
(60 Active Points); OAF (fetish bag; -1), Costs 4) Remove A -¼ Limitation: Total cost 11 points.
Endurance (to cast and maintain; -½), Gestures 5) Remove A -½ Limitation: Total cost 12 points.
(-¼), Incantations (-¼), Only Versus Spirits And 6) Add A +¼ Advantage: 59 Active Points; total
Their Attacks (-1), Requires A Magic Roll (-½). cost 13 points.
Total cost: 13 points. 7) Add A +½ Advantage: 70 Active Points; total
cost 15 points.
8) Add A -¼ Limitation: Total cost 10 points.
9) Add A -½ Limitation: Total cost 9 points.
234 n Shamanism Hero System 6th Edition
kkRELEASING THE SPIRIT throughout casting; -1), Extra Time (1 Hour; -3),
Gestures (throughout casting; -½), Incantations
Effect: Desolidification, Projection
(throughout casting; -½), Increased Endurance
Target: Self
Cost (x5 END; -2), Requires A Magic Roll (-1 per
Casting Time: 1 Hour
5 Active Points; -1). Total cost: 5 points.
Casting Procedures: Focus
Duration: Constant Options:
Range: Self 1) Strong Spell: Increase to Healing BODY 6d6.
Magic Roll Penalty: -11 80 Active Points; total cost 7 points.
END Cost: 0 2) Weak Spell: Decrease to Healing BODY 3d6.
50 Active Points; total cost 4 points.
Description: With this spell, a shaman can discon-
3) Free Spell: Total cost: 7 points.
nect his spirit from his material form, allowing it
4) Remove A -¼ Limitation: Total cost 5 points.
to roam at will. His spirit can fly at tremendous
5) Remove A -½ Limitation: Total cost 6 points.
speed and is immaterial, but possesses his memo-
6) Add A +¼ Advantage: 75 Active Points; total
ries, spells, and so forth. While disconnected
cost 7 points.
from his spirit, the shaman cannot use his body
7) Add A +½ Advantage: 90 Active Points; total
at all, and harm caused to either spirit or body
cost 8 points.
affects both. Furthermore, his spirit cannot remain
8) Add A -¼ Limitation: Total cost 5 points.
outside his body for more than 24 hours, or both
9) Add A -½ Limitation: Total cost 5 points.
will die.
In game terms, this spell is built with the
special Projection form of Desolidification (see
kkSHAMANIC HEALING
APG 92), with Flight that only works while he’s Effect: Healing BODY 6d6
Projecting. Target: One character
Casting Time: 1 Hour (Attack Action)
Game Information: Desolidification (affected by
Casting Procedures: Focus, Gestures, Incantations
magic), Projection (+0), Reduced Endurance (0
Duration: Instant
END; +½) (60 Active Points); OAF (special fetish
Range: No Range
bag filled with items of personal significance;
Magic Roll Penalty: -6
-1), Extra Time (must enter trance and meditate
END Cost: 12
to allow spirit to leave its fleshy prison, 1 Hour
to cast; -1½), Feedback (-1), Physical Body Left Description: With this spell, the shaman calls
Behind (-½), Must Return To Physical Body (24 upon his knowledge of the body and its spirit to
Hours; -½), Requires A Magic Roll (-½), Unified work a rapid healing of wounds. During an hour-
Power (-¼) (total cost: 10 points) plus Flight long ceremony, he speaks to the spirit, coaxing it
20m, MegaScale (1m = 10 km; +1¼), Reduced back into greater vigor.
Endurance (0 END; +½) (55 Active Points); OAF Game Information: Healing BODY 6d6 (60 Active
(special fetish bag filled with items of personal Points); OAF Expendable (special herbs, mystic
significance; -1), Linked (-½), Requires A Magic powders, and the like, Difficult to obtain; -1¼),
Roll (-½), Unified Power (-¼) (total cost: 17 Concentration (0 DCV throughout casting; -1),
points). Total cost: 27 points. Extra Time (1 Hour; -3), Gestures (throughout
casting; -½), Incantations (throughout casting;
kkRETRIEVING THE SPIRIT -½), Increased Endurance Cost (x2 END; -½),
Effect: Healing BODY 4d6, Requires A Magic Roll (-½). Total cost: 7 points.
Resurrection Options:
Target: One character 1) Strong Spell: Increase to Healing BODY 7d6.
Casting Time: 1 Hour (Attack Action) 70 Active Points; total cost 8 points.
Casting Procedures: Focus, Gestures, Incantations 2) Weak Spell: Decrease to Healing BODY 5d6.
Duration: Instant 50 Active Points; total cost 6 points.
Range: No Range 3) Free Spell: Total cost: 8 points.
Magic Roll Penalty: -12 4) Remove A -¼ Limitation: Total cost 7 points.
END Cost: 30 5) Remove A -½ Limitation: Total cost 8 points.
Description: This spell allows a shaman to call 6) Add A +¼ Advantage: 75 Active Points; total
back the spirit of a dead person, thus bringing him cost 9 points.
back to life. Of course, for him to do this, he must 7) Add A +½ Advantage: 90 Active Points; total
have access to the body, which must be sufficiently cost 11 points.
intact to support life. This is not an easy spell to 8) Add A -¼ Limitation: Total cost 7 points.
cast, and requires special herbs and powders that 9) Add A -½ Limitation: Total cost 7 points.
are rare, dangerous to obtain, and expensive. 10) Slow Healing: Change to Healing 1d6 and add
A character can only learn this spell if he Damage Over Time (6 increments, one per
knows the Shamanic Healing spell. day for six days, defenses only apply once,
cannot reuse power on same victim until all
Game Information: Healing BODY 4d6, Resurrec-
damage increments accrue; -3). 10 Active
tion (60 Active Points); OAF Expendable (special
Points; total cost 1 point.
herbs, mystic powders, and the like, Extremely
Difficult to obtain; -2), Concentration (0 DCV
Hero System Grimoire n Shamanism 239
Options:
TOTEM SPELLS 1) Strong Spell: Increase to Aid DEX 4d6. 48
Active Points; total cost 12 points.
Many shamans have a totem — a sort of 2) Weak Spell: Decrease to Aid DEX 2d6. 24
guiding philosophy of life represented by a Active Points; total cost 6 points.
archetypical spirit animal or being, such as Raven, 3) Free Spell: Total cost: 12 points.
Bear, or Wolf. Some shamans have more than one 4) Remove A -¼ Limitation: Total cost 10 points.
totem, since adopting the guidance/worship of 5) Remove A -½ Limitation: Total cost 10 points.
one doesn’t necessarily prevent the shaman from 6) Add A +¼ Advantage: 40 Active Points; total
adopting others (though some may be considered cost 10 points.
mutually exclusive in some shamanic traditions). 7) Add A +½ Advantage: 45 Active Points; total
If he adopts a totem, the shaman can, if he wishes, cost 11 points.
learn a spell that lets him more purely and mysti- 8) Add A -¼ Limitation: Total cost 8 points.
cally embody one (or more) of the qualities of that 9) Add A -½ Limitation: Total cost 8 points.
totem.
The totem spells listed here are just a few of
the many possibilities inherent in the concept of
kkFIERCENESS OF THE WOLF
having and embodying a totem. The GM should Effect: +3 HTH
examine them to make sure that they’re not only Target: Self
appropriate for the campaign, but for the shaman Casting Time: Half Phase
as well. A shaman with a totem should have other Casting Procedures: Focus, Gestures, Incantations
abilities, and often Complications, that reflect that Duration: Constant
totem. A player shouldn’t just pick totem spells Range: Self
because they’re powerful, but because they fit his Magic Roll Penalty: -2
shaman character (and help to define him better). END Cost: 4
For example, a shaman with the Psychological Description: Hunter, leader, loyal mate — Wolf
Complication Love Of Combat probably shouldn’t is all these, and more. When battling to protect
choose Mouse, Raven, or Serpent as a totem; himself or those under his care, he is a fierce and
they’re not combative or aggressive in that way. skilled warrior who will sacrifice everything to
But Wolf, Bear, or Shark might fit his tempera- ensure the safety of the pack.
ment just fine. Most shamans take just one totem,
Game Information: +3 HTH (24 Active Points);
but with the GM’s permission a character might
OAF (Wolf fetish or mask; -1), Costs Endurance
have multiple totems (as long as they don’t conflict
(-½), Gestures (-¼), Incantations (-¼), Increased
with each other “personality-wise”).
Endurance Cost (x2 END; -½), Requires A Magic
Although all the totems described here are
Roll (-½). Total cost: 6 points.
ordinary, real-world animals, in a Fantasy setting
it’s possible that a shaman could choose a monster Options:
totem instead. The power of Dragon, the might of 1) Strong Spell: Increase to +4 HTH. 32 Active
Griffin, or the bloodlust of Manticore could make Points; total cost 8 points.
for some very interesting totem spells indeed. 2) Weak Spell: Decrease to +2 HTH. 16 Active
Points; total cost 4 points.
kkDEFTNESS OF 3) Free Spell: Total cost: 8 points.
6) Remove A -¼ Limitation: Total cost 6 points.
THE RACCOON 7) Remove A -½ Limitation: Total cost 7 points.
Effect: Aid DEX 3d6, Only Aid Self 8) Add A +¼ Advantage: 30 Active Points; total
Target: Self cost 7 points.
Casting Time: Half Phase (Attack Action) 9) Add A +½ Advantage: 36 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 9 points.
Duration: Instant 10) Add A -¼ Limitation: Total cost 6 points.
Range: Self 11) Add A -½ Limitation: Total cost 5 points.
Magic Roll Penalty: -4
END Cost: 4
Description: Raccoon is nimble and deft, able to
do clever work with his paws to match the clever
workings of his mind. This spell grants the shaman
some of Raccoon’s dexterousness for a short time.
Game Information: Aid DEX 3d6, Delayed Return
Rate (points fade at the rate of 5 per Minute; +1)
(36 Active Points); OAF (Raccoon fetish or mask;
-1), Gestures (-¼), Incantations (-¼), Only Aid
Self (-1), Requires A Magic Roll (-½). Total cost:
9 points.
240 n Shamanism Hero System 6th Edition
kkSTEADFASTNESS Options:
1) Free Spell: Total cost: 12 points.
OF THE OAK 2) Remove A -¼ Limitation: Total cost 9 points.
Effect: Aid PD 3d6, Only Aid Self 3) Remove A -½ Limitation: Total cost 10 points.
Target: Self 4) Add A +¼ Advantage: 30 Active Points; total
Casting Time: Half Phase (Attack Action) cost 10 points.
Casting Procedures: Focus, Gestures, Incantations 5) Add A +½ Advantage: 36 Active Points; total
Duration: Instant cost 12 points.
Range: Self 6) Add A -¼ Limitation: Total cost 7 points.
Magic Roll Penalty: -4 7) Add A -½ Limitation: Total cost 7 points.
END Cost: 4
Description: Not all totems are animals; trees and kkSTRENGTH OF THE BEAR
plants have spirits, too. Oak is a powerful totem Effect: Aid STR 3d6, Only Aid Self
for many shamans. Strong and durable, he resists Target: Self
everything that tries to change or topple him: Casting Time: Half Phase (Attack Action)
wind; storms; even the passing of the centu- Casting Procedures: Focus, Gestures, Incantations
ries. This spell grants the shaman some of Oak’s Duration: Instant
durability. Range: Self
Game Information: Aid PD 3d6, Delayed Return Magic Roll Penalty: -4
Rate (points fade at the rate of 5 per Minute; +1) END Cost: 4
(36 Active Points); OAF (Oak fetish or mask; -1), Description: Bear is one of the most popular
Gestures (-¼), Incantations (-¼), Only Aid Self totems; he combines a certain degree of wisdom
(-1), Requires A Magic Roll (-½). Total cost: 9 and majesty with great strength. It is his strength
points. that this spell grants to the shaman, making the
Options: caster a powerful warrior and worker.
1) Strong Spell: Increase to Aid PD 4d6. 48 Game Information: Aid STR 3d6, Delayed Return
Active Points; total cost 12 points. Rate (points fade at the rate of 5 per Minute; +1)
2) Weak Spell: Decrease to Aid PD 2d6. 24 (36 Active Points); OAF (Bear fetish or mask; -1),
Active Points; total cost 6 points. Gestures (-¼), Incantations (-¼), Only Aid Self
3) Free Spell: Total cost: 12 points. (-1), Requires A Magic Roll (-½). Total cost: 9
4) Remove A -¼ Limitation: Total cost 10 points. points.
5) Remove A -½ Limitation: Total cost 10 points.
Options:
6) Add A +¼ Advantage: 40 Active Points; total
1) Strong Spell: Increase to Aid STR 4d6. 48
cost 10 points.
Active Points; total cost 12 points.
7) Add A +½ Advantage: 45 Active Points; total
2) Weak Spell: Decrease to Aid STR 2d6. 24
cost 11 points.
Active Points; total cost 6 points.
8) Add A -¼ Limitation: Total cost 8 points.
3) Free Spell: Total cost: 12 points.
9) Add A -½ Limitation: Total cost 8 points.
4) Remove A -¼ Limitation: Total cost 10 points.
5) Remove A -½ Limitation: Total cost 10 points.
kkSTEALTH OF THE MOUSE 6) Add A +¼ Advantage: 40 Active Points; total
Effect: Shrinking cost 10 points.
Target: Self 7) Add A +½ Advantage: 45 Active Points; total
Casting Time: Half Phase cost 11 points.
Casting Procedures: Focus, Gestures, Incantations 8) Add A -¼ Limitation: Total cost 8 points.
Duration: Constant 9) Add A -½ Limitation: Total cost 8 points.
Range: Self
Magic Roll Penalty:
END Cost:
-2
2
kkTERROR OF THE SHARK
Effect: Aid PRE 3d6, Self Only,
Description: Mouse is not a common totem, Only To Make Fear-Based
but some shamans favor him due to his blend of Presence Attacks
cleverness, stealth, and inquisitiveness. This spell Target: Self
allows the shaman to assume the mouse’s size (but Casting Time: Half Phase (Attack Action)
not his form). Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Game Information: Shrinking (.125 m tall [about 4
Range: Self
inches], .025 kg mass, -8 to PER Rolls to perceive
Magic Roll Penalty: -4
character, +8 DCV, takes +24m KB) (24 Active
END Cost: 4
Points); OAF (Mouse fetish or mask; -1), Gestures
(-¼), Incantations (-¼), Requires A Magic Roll Description: Shark is a totem of almost elemental
(-½). Total cost: 8 points. power. He represents pure bloodlust, pure
warrior’s ruthlessness... pure terror. This spell
imparts to the shaman some of the terrifying
might of Shark.
Hero System Grimoire n Shamanism 243
SONG M AGIC
S
ong Magic is a form of spellcasting
involving the singing of magical songs to
create various arcane effects. (Some spells
OFFENSIVE SONGS
involve jests, poetry, or the like, but the
basic effect is the same.) It’s a favorite of bards in kkFATAL JEST
High Fantasy campaigns, but it doesn’t have to be Effect: RKA 1 point, NND, Does BODY
limited to them. Target: One character
Song Magic spells require singing, and thus Speaking Time: Full Phase (Attack Action)
have the Incantations Limitation (which you can’t Casting Procedures: Incantations
remove using the Options). The mystic songs Duration: Constant
are distinctive; characters can’t disguise them as Range: No Range
ordinary songs or the like (however, a character Magic Roll Penalty: -2
could use the Add A +¼ Advantage option to END Cost: 2
make a spell Invisible To Hearing Group, defined
as “disguising the song-spell as an ordinary song”). Description: This rare and deadly spell is a magical
Some even have complex Incantations, using the joke so humorous that the person to whom it’s
optional rules for that on page 285 of Fantasy told can literally laugh himself to death because
Hero, or “voice range” Incantations described on he’s unable to draw breath. It only works if told
APG 136. They typically do not have the Focus to a single person when no one else can overhear
or Gestures Limitation, but may if the character it (the GM determines if this condition applies,
also has to play an instrument while singing (the though it’s usually obvious).
instrument counts as the Focus, and the need to At the GM’s option, characters can, for 1 Char-
hold and play it qualifies as Gestures, since the acter Point, buy Life Support (Immunity) to the
hand-motions and music are clearly a spell instead Fatal Jest.
of an ordinary song). You can use the Options to Game Information: RKA 1 point, NND (the
cover these possibilities. defense is Life Support [Self-Contained Breathing
Song Magic is in many ways a limited arcana. or the appropriate Immunity]; +1), Does BODY
While a song-mage can accomplish many effects, (+1), Constant (+½) (17 Active Points); Can Only
most of them are offensive in nature — gener- Be Cast When Only Target Can Hear (-1), Extra
ally speaking he cannot use his songs to defend Time (Full Phase; -½), Incantations (to cast; -¼),
himself, move, or sense things. No Range (-½), Requires A Magic Roll (-½), Spell
(-½). Total cost: 4 points.
Options:
1) Strong Spell: Increase to RKA ½d6. 35 Active
Points; total cost 8 points.
2) Remove A -¼ Limitation: Total cost 4 points.
3) Remove A -½ Limitation: Total cost 4 points.
4) Add A +¼ Advantage: 19 Active Points; total
cost 4 points.
5) Add A +½ Advantage: 20 Active Points; total
cost 5 points.
6) Add A -¼ Limitation: Total cost 4 points.
7) Add A -½ Limitation: Total cost 3 points.
8) Group Jest: Anyone who hears the Jest suffers
the effects. Add Area Of Effect (Voice Range;
+1) and Personal Immunity (+¼) and
remove Can Only Be Cast When Only Target
Can Hear (-1). 24 Active Points; total cost
7 points.
246 n Song Magic Hero System 6th Edition
Options:
1) Strong Song: Increase to Mind Control 14d6.
kkSONG OF CONTROL
Effect: Mind Control 10d6
70 Active Points; total cost 19 points.
Target: One character
2) Weak Song: Decrease to Mind Control 10d6.
Singing Time: Half Phase (Attack Action)
50 Active Points; total cost 13 points.
Casting Procedures: Incantations
3) Instrument Spell: Add OIF (any musical
Duration: Instant
instrument of opportunity; -½) and Gestures
Range: 40m
(-¼). Total cost: 13 points.
Magic Roll Penalty: -5
4) Remove A -¼ Limitation: Total cost 17 points.
END Cost: 5
5) Remove A -½ Limitation: Total cost 18 points.
6) Add A +¼ Advantage: 75 Active Points; total Description: This song allows the caster to take
cost 20 points. control of the victim’s mind and make him do
7) Add A +½ Advantage: 90 Active Points; total things against his will. The orders are sung as
cost 24 points. part of the song; changing orders requires further
8) Add A -¼ Limitation: Total cost 15 points. singing.
9) Add A -½ Limitation: Total cost 14 points. Game Information: Mind Control 10d6 (50 Active
10) Voice Range Song: Everyone nearby who can Points); Incantations (-¼), Limited Normal
hear the caster becomes calm. Add Area Range (40m and subject to Range Modifier; -½),
Of Effect (Voice Range; +1) and Personal Requires A Magic Roll (-½), Spell (-½). Total cost:
Immunity (+¼). 135 Active Points; total cost 18 points.
36 points.
11) Other Songs Of Specific Emotions: By altering Options:
the emotional state this Song can instill, you 1) Strong Song: Increase to Mind Control 12d6.
can create many other song-spells. Examples 60 Active Points; total cost 22 points.
include: 2) Weak Song: Decrease to Mind Control 8d6.
Song Of Envy: only to make people 40 Active Points; total cost 14 points.
envious 3) Instrument Spell: Add OIF (any musical
Song Of Greed: only to make people greedy instrument of opportunity; -½) and Gestures
and grasping (-¼). Total cost: 14 points.
Song Of Love: only to make people fall in 4) Remove A -¼ Limitation: Total cost 20 points.
love 5) Remove A -½ Limitation: Total cost 22 points.
Song Of Sorrow: only to afflict people with 6) Add A +¼ Advantage: 62 Active Points; total
profound grief cost 22 points.
7) Add A +½ Advantage: 75 Active Points; total
cost 27 points.
8) Add A -¼ Limitation: Total cost 17 points.
9) Add A -½ Limitation: Total cost 15 points.
10) Voice Range Song: Everyone nearby who
can hear the caster falls under his control.
Add Area Of Effect (Voice Range; +1) and
Personal Immunity (+¼). 112 Active Points;
total cost 41 points.
248 n Song Magic Hero System 6th Edition
Options:
1) Strong Song: Increase to Severe Transform
3d6. 67 Active Points; total cost 19 points.
MISCELLANEOUS SONGS
2) Weak Song: Decrease to Severe Transform
1d6. 22 Active Points; total cost 6 points. kkSONG OF BEAST-CALLING
3) Instrument Spell: Add OIF (any musical Effect: Summon 250 animals built on
instrument of opportunity; -½) and Gestures up to 300 Total Points each
(-¼). Total cost: 10 points. Target: Special
4) Remove A -¼ Limitation: Total cost 14 points. Singing Time: Half Phase (Attack Action)
5) Remove A -½ Limitation: Total cost 15 points. Casting Procedures: Incantations
6) Add A +¼ Advantage: 52 Active Points; total Duration: Instant
cost 15 points. Range: No Range
7) Add A +½ Advantage: 60 Active Points; total Magic Roll Penalty: -15
cost 17 points. END Cost: 15
8) Add A -¼ Limitation: Total cost 12 points.
9) Add A -½ Limitation: Total cost 11 points. Description: By singing this Song, the caster can
10) Voice Range Song: Everyone nearby who call to him all the animals within the local area,
can hear the caster turns into an animal. up to a total of 250. They come to him as quickly
Add Area Of Effect (Voice Range; +1) and as they can once he completes the spell. Typically
Personal Immunity (+¼). 82 Active Points; he goes on singing thereafter and the animals
total cost 23 points. come to sit at his feet and listen to the beautiful
music — but he doesn’t have to, and in any event
the animals aren’t always inclined to be friendly
DEFENSIVE SONGS toward him.
Game Information: Summon 250 animals built
on up to 300 Total Points each, Expanded Class
kkSONG OF NEGATION (animals; +½) (150 Active Points); Concentration
Effect: Deflection, Only Versus (½ DCV throughout; -½), Extra Time (5 Minutes;
Song Magic -2), Incantations (throughout; -½), Requires A
Target: Self Magic Roll (-½), Arrives Under Own Power (-½)
Singing Time: Half Phase (Attack Action) and Summoned Being Must Inhabit Locale (-½).
Casting Procedures: Incantations Total cost: 27 points.
Duration: Constant Options:
Range: Self 1) Strong Song: Increase to 500 animals. 157
Magic Roll Penalty: -2 Active Points; total cost 28 points.
END Cost: 2 2) Weak Song: Decrease to 125 animals. 142
Description: This Song is a “countersong” — one Active Points; total cost 26 points.
whose discords and disharmonies disrupt other 3) Instrument Spell: Add OIF (any musical
Song Magic spells, thus protecting the caster from instrument of opportunity; -½) and Gestures
their effects. (-¼). Total cost: 24 points.
Some characters buy this Song in a Multipower 4) Remove A +¼ Advantage: 125 Active Points;
with the Song Of Disharmony, since they both total cost 23 points.
represent different aspects of the same ability. 5) Remove A +½ Advantage: 100 Active Points;
total cost 18 points.
Game Information: Deflection (20 Active Points); 6) Remove A -¼ Limitation: Total cost 29 points.
Incantations (-¼), Only Works Against Song 7) Remove A -½ Limitation: Total cost 30 points.
Magic Spells (-1), Requires A Magic Roll (-½). 8) Add A +¼ Advantage: 175 Active Points; total
Total cost: 7 points. cost 32 points.
Options: 9) Add A +½ Advantage: 200 Active Points; total
1) Instrument Spell: Add OIF (any musical cost 36 points.
instrument of opportunity; -½) and Gestures 10) Add A -¼ Limitation: Total cost 26 points.
(-¼). Total cost: 6 points. 11) Add A -½ Limitation: Total cost 25 points.
2) Remove A -¼ Limitation: Total cost 12 points.
3) Remove A -½ Limitation: Total cost 9 points.
4) Add A +¼ Advantage: 25 Active Points; total
cost 9 points.
5) Add A +½ Advantage: 30 Active Points; total
cost 11 points.
6) Add A -¼ Limitation: Total cost 7 points.
7) Add A -½ Limitation: Total cost 6 points.
252 n Song Magic Hero System 6th Edition
SORCERY
S
orcery is the category that covers magics Game Information: Change Environment, -3 to
of the mind, thought, illusion, and decep- INT and EGO Rolls, Usable As Attack (defense is
tion, as well as some related subjects such Power Defense; +1¼), Ranged (+½), ACV (uses
as sleep and dreams. Because their spells OMCV versus DMCV; +¼) (54 Active Points);
are strange, frightening, and invasive, many people OAF Expendable (a complicated knot of gold
fear and loathe sorcerers, dealing with them only thread, Difficult to obtain; -1¼), Gestures (-¼),
when they must. Incantations (-¼), Only Affects One Specific
At the GM’s option, characters may base their Person (-¼), Requires A Magic Roll (-½), Spell
Magic rolls when casting Sorcery spells on EGO (-½). Total cost: 13 points.
instead of INT. Options:
1) Strong Spell: Increase to -4 to INT and EGO
Rolls. 72 Active Points; total cost 18 points.
OFFENSIVE SPELLS 2) Weak Spell: Decrease to -2 to INT and EGO
Rolls. 36 Active Points; total cost 9 points.
For ease of reference, the offensive Sorcery
3) Free Spell: Total cost: 20 points.
spells are organized into four groups: Mind-Spells
4) Remove A +¼ Advantage: 49 Active Points;
(spells which directly attack or affect the mind);
total cost 12 points.
Spells Of Illusion; Wizard’s Hand Spells (teleki-
5) Remove A +½ Advantage: 45 Active Points;
netic spells); and Oneiromantic Spells (spells of
total cost 11 points.
sleep and dreams).
6) Remove A -¼ Limitation: Total cost 14 points.
7) Remove A -½ Limitation: Total cost 15 points.
Mind-Spells 8) Add A +¼ Advantage: 58 Active Points; total
cost 14 points.
9) Add A +½ Advantage: 63 Active Points; total
kkCONFUSION-SPELL cost 16 points.
Effect: Change Environment, 10) Add A -¼ Limitation: Total cost 13 points.
-4 to INT and EGO Rolls, 11) Add A -½ Limitation: Total cost 12 points.
Usable As Attack
Target:
Casting Time:
One character
Half Phase (Attack Action)
kkEMOTION CONTROL
Casting Procedures: Focus, Gestures, Incantations Effect: Mind Control 12d6, Only To
Alter/Inflict Emotional States
Duration: Constant
Target: One character
Range: 180m
Casting Time: Half Phase (Attack Action)
Magic Roll Penalty: -5
Casting Procedures: Focus, Gestures, Incantations
END Cost: 5
Duration: Instant
Description: This spell afflicts the target’s mind Range: LOS
with confusion and befuddlement. Unable to Magic Roll Penalty: -6
think clearly, the victim often has trouble doing END Cost: 6
anything. Whenever the victim tries to take
Description: Rather than directly dominating a
an Action, he must make an EGO or INT Roll
victim’s mind, this spell changes his emotions.
(whichever the GM considers more appropriate);
It can make a happy person sad, an uncaring
if he fails, he can do nothing (or can only attempt
person fall in love, or a greedy person lose his
the action with significant penalties to any rolls).
desire for gold. The accompanying tables indicate
the general level of effect required for various
emotional states.
254 n Sorcery Hero System 6th Edition
To create a spell that can only manipulate 9) Add A +½ Advantage: 48 Active Points; total
a single emotion, use the Add A -½ Limitation cost 11 points.
option to change Only To Alter/Inflict Emotional 10) Add A -¼ Limitation: Total cost 8 points.
States (-½) to Only To Alter/Inflict [A Single 11) Add A -½ Limitation: Total cost 7 points.
Emotional State] (-1).
Game Information: Mind Control 12d6 (60 Active kkFEAR-SPELL
Points); OAF Expendable (crystal vial of tears, Effect: Drain PRE 6d6
Difficult to obtain; -1¼), Gestures (-¼), Incanta- Target: One character
tions (-¼), Only To Alter/Inflict Emotional States Casting Time: Half Phase (Attack Action)
(-½), Requires A Magic Roll (-½), Spell (-½). Total Casting Procedures: Focus, Gestures, Incantations
cost: 14 points. Duration: Instant
Options: Range: 50m
1) Strong Spell: Increase to Mind Control 15d6. Magic Roll Penalty: -6
75 Active Points; total cost 18 points. END Cost: 6
2) Weak Spell: Decrease to Mind Control 9d6. 45 Description: Necromancers have Sa’akiv’s Premo-
Active Points; total cost 10 points. nition Of The Grave, and some sorcerers favor
3) Free Spell: Total cost: 20 points. Vashira’s Pall Of Dread, but most sorcerers who
4) Remove A -¼ Limitation: Total cost 15 points. want to create feelings of terror in others use this
5) Remove A -½ Limitation: Total cost 16 points. spell, created by the necromancer-sorcerer Fekura
6) Add A +¼ Advantage: 75 Active Points; total during the Drakine Wars of the First Epoch.
cost 18 points.
Game Information: Drain PRE 6d6 (60 Active
7) Add A +½ Advantage: 90 Active Points; total
Points); OAF Expendable (piece of obsidian
cost 21 points.
inscribed with fear-runes, Difficult to obtain;
8) Add A -¼ Limitation: Total cost 13 points.
-1¼), Gestures (-¼), Incantations (-¼), Limited
9) Add A -½ Limitation: Total cost 13 points.
Range (50m; -¼), Requires A Magic Roll (-½),
Spell (-½). Total cost: 15 points.
kkENHANCE COURAGE Options:
Effect: Aid PRE 4d6, only to enhance
1) Strong Spell: Increase to Drain PRE 8d6. 80
courage and morale
Active Points; total cost 20 points.
Target: One character
2) Weak Spell: Decrease to Drain PRE 4d6. 40
Casting Time: Half Phase (Attack Action)
Active Points; total cost 10 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 22 points.
Duration: Instant
4) Remove A -¼ Limitation: Total cost 16 points.
Range: 240m
5) Remove A -½ Limitation: Total cost 17 points.
Magic Roll Penalty: -4
6) Add A +¼ Advantage: 75 Active Points; total
END Cost: 4
cost 19 points.
Description: With this spell, a sorcerer can 7) Add A +½ Advantage: 90 Active Points; total
augment the courage and morale of himself cost 22 points.
or another person. While he does not make 8) Add A -¼ Limitation: Total cost 14 points.
the recipient more impressive, he renders him 9) Add A -½ Limitation: Total cost 13 points.
much less likely to resist the effects of fear or 10) Long-Lasting Spell: Add Delayed Return Rate
intimidation. (points return at the rate of 5 per Minute; +1).
Game Information: Aid PRE 4d6, Ranged (+½) 120 Active Points; total cost 30 points.
(36 Active Points); OAF Expendable (miniature
gold sword, Difficult to obtain; -1¼), Gestures kkFORGETTING-SPELL
(-¼), Incantations (-¼), PRE Only Works To Effect: Major Transform 4d6 (remove
Resist Harmful Presence Attacks And Make memories), ACV, AVAD
Morale/Courage-Related PRE Rolls (-½), Requires Target: One character
A Magic Roll (-½), Spell (-½). Total cost: 8 points. Casting Time: Half Phase (Attack Action)
Options: Casting Procedures: Focus, Gestures, Incantations
1) Strong Spell: Increase to Aid PRE 6d6. 54 Duration: Instant
Active Points; total cost 13 points. Range: LOS
2) Weak Spell: Decrease to Aid PRE 2d6. 18 Magic Roll Penalty: -6
Active Points; total cost 4 points. END Cost: 6
3) Free Spell: Total cost: 12 points. Description: This powerful spell alters the victim’s
4) Remove A +¼ Advantage: 30 Active Points; mind so that he forgets crucial facts. Depending
total cost 7 points. on the strength of the victim’s mind and the vivid-
5) Remove A +½ Advantage: 24 Active Points; ness and importance of the memory, the sorcerer
total cost 6 points. may have to apply the spell more than once to
6) Remove A -¼ Limitation: Total cost 9 points. inflict full forgetfulness (in the interest of dramatic
7) Remove A -½ Limitation: Total cost 10 points. sense, the GM may choose to apply the absolute
8) Add A +¼ Advantage: 42 Active Points; total effects rule to allow any single casting to work
cost 10 points. automatically).
256 n Sorcery Hero System 6th Edition
The victim, having forgotten a particular quartz, Difficult to obtain; -1¼), Extra Time (Full
memory, is not aware he forgot anything. He may Phase; -½), Gestures (-¼), Incantations (-¼),
later have trouble explaining gaps in his memory, Limited Target (mental “objects” in the minds of
but only another casting of this spell can restore sentient beings; -½), Requires A Magic Roll (-½),
what was taken away. Spell (-½). Total cost: 19 points.
This spell can only remove memories. Options:
Implanting false memories requires the Spell Of 1) Strong Spell: Increase to Major Transform
The Untrustworthy Mind (see below). 8d6. 120 Active Points; total cost 25 points.
Game Information: Major Transform 4d6 (remove 2) Weak Spell: Decrease to Major Transform
memories, heals back through a second applica- 4d6. 60 Active Points; total cost 13 points.
tion of this spell), ACV (uses OMCV against 3) Free Spell: Total cost: 26 points.
DMCV; +¼), AVAD (Mental Defense; +0), Works 4) Remove A +¼ Advantage: 75 Active Points;
Against EGO, Not BODY (+¼) (60 Active Points); total cost 16 points.
OAF Expendable (small, cracked marble sphere, 5) Remove A +½ Advantage: 60 Active Points;
Difficult to obtain; -1¼), Extra Time (Full Phase; total cost 13 points.
-½), Gestures (-¼), Incantations (-¼), Limited 6) Remove A -¼ Limitation: Total cost 20 points.
Target (mental “objects” in the minds of sentient 7) Remove A -½ Limitation: Total cost 21 points.
beings; -½), Requires A Magic Roll (-½), Spell 8) Add A +¼ Advantage: 105 Active Points; total
(-½). Total cost: 13 points. cost 22 points.
Options: 9) Add A +½ Advantage: 120 Active Points; total
1) Strong Spell: Increase to Major Transform cost 25 points.
6d6. 90 Active Points; total cost 19 points. 10) Add A -¼ Limitation: Total cost 18 points.
2) Weak Spell: Decrease to Major Transform 11) Add A -½ Limitation: Total cost 17 points.
2d6. 30 Active Points; total cost 6 points.
3) Free Spell: Total cost: 17 points. kkMENTAL DOMINATION
4) Remove A +¼ Advantage: 50 Active Points; Effect: Mind Control 10d6
total cost 10 points. Target: One character
5) Remove A +½ Advantage: 40 Active Points; Casting Time: Half Phase (Attack Action)
total cost 8 points. Casting Procedures: Focus, Gestures, Incantations
6) Remove A -¼ Limitation: Total cost 13 points. Duration: Instant
7) Remove A -½ Limitation: Total cost 14 points. Range: LOS
8) Add A +¼ Advantage: 70 Active Points; total Magic Roll Penalty: -5
cost 15 points. END Cost: 5
9) Add A +½ Advantage: 80 Active Points; total
Description: This powerful spell allows a sorcerer
cost 17 points.
to take control of the mind of another person.
10) Add A -¼ Limitation: Total cost 12 points.
Since there’s often no clue that this has occurred,
11) Add A -½ Limitation: Total cost 11 points.
and the effects can last for a long time, this spell is
greatly feared by many people (particularly those
kkMEMORY ALTERATION in positions of power.)
Effect: Major Transform 6d6 (alter or
Game Information: Mind Control 10d6 (50
change memories), ACV, AVAD
Active Points); OAF Expendable (gold coin with
Target: One character
a sorcery rune carved in each side, Very Difficult
Casting Time: Full Phase (Attack Action)
to obtain; -1½), Gestures (-¼), Incantations (-¼),
Casting Procedures: Focus, Gestures, Incantations
Requires A Magic Roll (-½), Spell (-½). Total cost:
Duration: Instant
12 points.
Range: LOS
Magic Roll Penalty: -9 Options:
END Cost: 9 1) Strong Spell: Increase to Mind Control 12d6.
60 Active Points; total cost 15 points.
Description: This spell goes further than the
2) Weak Spell: Decrease to Mind Control 8d6. 40
Forgetting-Spell, allowing a sorcerer to change
Active Points; total cost 10 points.
existing memories or create fictitious ones that
3) Free Spell: Total cost: 20 points.
seem completely real to the victim. With it, a
4) Remove A -¼ Limitation: Total cost 13 points.
sorcerer can make his greatest enemy consider
5) Remove A -½ Limitation: Total cost 14 points.
him his best friend, or replace a queen’s orders
6) Add A +¼ Advantage: 62 Active Points; total
with ones he prefers.
cost 15 points.
Characters cannot buy this spell unless they
7) Add A +½ Advantage: 75 Active Points; total
have bought the Forgetting-Spell.
cost 19 points.
Game Information: Major Transform 6d6 (alter 8) Add A -¼ Limitation: Total cost 12 points.
or change memories, heals back through a second 9) Add A -½ Limitation: Total cost 11 points.
application of this spell), ACV (uses OMCV
against DMCV; +¼), AVAD (Mental Defense; +0),
Works Against EGO, Not BODY (+¼) (90 Active
Points); OAF Expendable (carved pane of smoky
Hero System Grimoire n Sorcery 257
kkMINDREADING Options:
1) Strong Spell: Increase to Mental Blast 8d6. 80
Effect: Telepathy 12d6
Active Points; total cost 20 points.
Target: One character
2) Weak Spell: Decrease to Mental Blast 4d6. 40
Casting Time: Half Phase (Attack Action)
Active Points; total cost 10 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 24 points.
Duration: Instant
4) Remove A -¼ Limitation: Total cost 16 points.
Range: LOS
5) Remove A -½ Limitation: Total cost 17 points.
Magic Roll Penalty: -6
6) Add A +¼ Advantage: 75 Active Points; total
END Cost: 6
cost 19 points.
Description: One of the most basic — and most 7) Add A +½ Advantage: 90 Active Points; total
useful — spells of Sorcery, Mindreading allows a cost 22 points.
sorcerer to peer into another person’s mind and 8) Add A -¼ Limitation: Total cost 14 points.
discern his thoughts, memories, loves, and fears. 9) Add A -½ Limitation: Total cost 13 points.
Sorcerers can use it to interrogate captives, glean
useful information from passersby, or discover
secrets with which to blackmail someone.
kkMINDTRAP
Effect: Entangle 4d6, 4 PD/4
Game Information: Telepathy 12d6 (60 Active ED, Mental Paralysis
Points); OAF Expendable (tiny mirror painted Target: One character
with runes of Sorcery, Difficult to obtain; -1¼), Casting Time: Half Phase (Attack Action)
Gestures (-¼), Incantations (-¼), Requires A Casting Procedures: Focus, Gestures, Incantations
Magic Roll (-½), Spell (-½). Total cost: 16 points. Duration: Instant
Options: Range: 400m
1) Strong Spell: Increase to Telepathy 15d6. 75 Magic Roll Penalty: -9
Active Points; total cost 20 points. END Cost: 9
2) Weak Spell: Decrease to Telepathy 9d6. 45 Description: This spell, a favorite of many sadistic-
Active Points; total cost 12 points. minded sorcerers, traps the victim’s mind in
3) Free Spell: Total cost: 24 points. twisting, shimmering planes of sorcerous force.
4) Remove A -¼ Limitation: Total cost 17 points. Until his mind can win its way free of the spell, the
5) Remove A -½ Limitation: Total cost 18 points. victim’s body remains paralyzed. But the Mindtrap
6) Add A +¼ Advantage: 75 Active Points; total does have one well-known weakness; the spell
cost 20 points. known as Torment Of The Mind is particularly
7) Add A +½ Advantage: 90 Active Points; total effective against it.
cost 24 points.
Game Information: Entangle 4d6, 4 PD/4 ED,
8) Add A -¼ Limitation: Total cost 15 points.
ACV (uses OMCV against DMCV; +¼), Takes No
9) Add A -½ Limitation: Total cost 14 points.
Damage From Physical Attacks (see 6E1 217; +¾),
Work Against EGO, Not STR (+¼) (90 Active
kkMIND TORMENT Points); OAF Expendable (two tiny mirrors, each
Effect: Mental Blast 6d6 inscribed with runes of Sorcery, then glued with
Target: One character their faces together, Difficult to obtain; -1¼),
Casting Time: Half Phase (Attack Action) Gestures (-¼), Incantations (-¼), Mental Defense
Casting Procedures: Focus, Gestures, Incantations Adds To EGO (-½), Requires A Magic Roll (-½),
Duration: Instant Spell (-½), Vulnerable (to Mind Torment spell; -1).
Range: LOS Total cost: 17 points.
Magic Roll Penalty: -6
Options:
END Cost: 6
1) Strong Spell: Increase to Entangle 5d6, 5 PD/5
Description: One of the most basic Sorcery attack ED. 112 Active Points; total cost 21 points.
spells, Torment Of The Mind allows a sorcerer to 2) Weak Spell: Decrease to Entangle 3d6, 3 PD/3
inflict intense mental agony on another being. ED. 67 Active Points; total cost 13 points.
Game Information: Mental Blast 6d6 (60 Active 3) Free Spell: Total cost: 22 points.
Points); OAF Expendable (special lens of crystal 4) Remove A -¼ Limitation: Total cost 18 points.
and amber, Very Difficult to obtain; -1½), 5) Remove A -½ Limitation: Total cost 19 points.
Gestures (-¼), Incantations (-¼), Requires A 6) Add A +¼ Advantage: 100 Active Points; total
Magic Roll (-½), Spell (-½). Total cost: 15 points. cost 19 points.
7) Add A +½ Advantage: 110 Active Points; total
cost 21 points.
8) Add A -¼ Limitation: Total cost 16 points.
9) Add A -½ Limitation: Total cost 16 points.
258 n Sorcery Hero System 6th Edition
Options:
1) Strong Spell: Add -4 to PER Rolls. 40 Active
kkIMPASSABLE
Points; total cost 11 points. TERRAIN ILLUSION
2) Stronger Spell: Add -8 to PER Rolls. 55 Active Effect: Sight, Hearing, Smell/
Points; total cost 15 points. Taste, and Touch Group
3) Free Spell: Total cost: 10 points. Images, -8 to PER Rolls
4) Remove A +¼ Advantage: 20 Active Points; Target: 500m Radius
total cost 5 points. Casting Time: Extra Phase (Attack Action)
6) Remove A -¼ Limitation: Total cost 7 points. Casting Procedures: Focus, Gestures, Incantations
7) Remove A -½ Limitation: Total cost 8 points. Duration: Time Limit (duration of 1
8) Add A +¼ Advantage: 30 Active Points; total Hour, +1 Hour per point by
which the caster succeeds
cost 8 points.
with his Magic roll)
9) Add A +½ Advantage: 35 Active Points; total
Range: 2000m
cost 9 points.
Magic Roll Penalty: -13
10) Add A -¼ Limitation: Total cost 6 points.
END Cost: 0
11) Add A -½ Limitation: Total cost 6 points.
Description: This spell, often used as battle magic,
kkILLUSIONS OF THE MIND allows a sorcerer to change the appearance, feel,
and smell of the terrain, as well as any associated
Effect: Mental Illusions 12d6
sounds (such as birdcalls or the roar of a water-
Target: One character
fall). Persons who fail their PER Roll react to the
Casting Time: Half Phase (Attack Action)
terrain as if it were real, which may significantly
Casting Procedures: Focus, Gestures, Incantations
slow their passage through the area.
Duration: Instant
Range: LOS Game Information: Sight, Hearing, Smell/Taste,
Magic Roll Penalty: -6 and Touch Group Images, -8 to PER Rolls, Area
END Cost: 6 Of Effect (500m Radius; +2), Increased Maximum
Range (2,000m; +¾), Reduced Endurance (0 END;
Description: With this spell a sorcerer can cast an +½), Time Limit (duration of 1 Hour, +1 Hour per
illusion directly into the target’s mind. Only the point by which the caster succeeds with his Magic
target can perceive it, but if strong enough it can roll; +1¼) (269 Active Points); OAF Expendable
actually cause him pain or injury. (tiny ball of wax sculpted with various terrains,
Game Information: Mental Illusions 12d6 (60 Difficult to obtain; -1¼), Concentration (½ DCV
Active Points); OAF Expendable (a small prism throughout casting; -½), Extra Time (Extra Phase;
treated with certain alchemical oils, Very Difficult -¾), Gestures (throughout casting; -½), Incanta-
to obtain; -1½), Gestures (-¼), Incantations (-¼), tions (throughout casting; -½), Requires A Magic
Requires A Magic Roll (-½), Spell (-½). Total cost: Roll (-1 per 20 Active Points; -¼), Set Effect (any
15 points. type of terrain; -½), Spell (-½). Total cost: 47
Options: points.
1) Strong Spell: Increase to Mental Illusions Options:
15d6. 75 Active Points; total cost 19 points. 1) Strong Spell: Increase to -12 to PER Rolls. 335
2) Weak Spell: Decrease to Mental Illusions 9d6. Active Points; total cost 58 points.
45 Active Points; total cost 11 points. 2) Weak Spell: Decrease to -4 to PER Rolls. 203
3) Free Spell: Total cost: 24 points. Active Points; total cost 35 points.
4) Remove A -¼ Limitation: Total cost 16 points. 3) Free Spell: Total cost: 60 points.
5) Remove A -½ Limitation: Total cost 17 points. 4) Remove A +¼ Advantage: 257 Active Points;
6) Add A +¼ Advantage: 75 Active Points; total total cost 45 points.
cost 19 points. 5) Remove A +½ Advantage: 245 Active Points;
7) Add A +½ Advantage: 90 Active Points; total total cost 43 points.
cost 22 points. 6) Remove A -¼ Limitation: Total cost 49 points.
8) Add A -¼ Limitation: Total cost 14 points. 7) Remove A -½ Limitation: Total cost 51 points.
9) Add A -½ Limitation: Total cost 13 points. 8) Add A +¼ Advantage: 282 Active Points; total
10) Lethal Illusions: Add Mental Illusions +6d6, cost 49 points.
same Limitations as above, plus Only To 9) Add A +½ Advantage: 294 Active Points; total
Achieve Damaging Effect Rolls (-1) (30 cost 51 points.
Active Points; total cost 6 points). 60 + 30 = 10) Add A -¼ Limitation: Total cost 45 points.
90 Active Points; total cost 15 + 7 = 22 points. 11) Add A -½ Limitation: Total cost 43 points.
260 n Sorcery Hero System 6th Edition
Oneiromantic Spells
3) Free Spell: Total cost: 29 points.
4) Remove A -¼ Limitation: Total cost 23 points.
5) Remove A -½ Limitation: Total cost 25 points.
kkDREAM MANIPULATION 6) Add A +¼ Advantage: 90 Active Points; total
cost 24 points.
Effect: Mental Illusions 12d6,
7) Add A +½ Advantage: 100 Active Points; total
Only To Alter Dreams
cost 27 points.
Target: One character
8) Add A -¼ Limitation: Total cost 20 points.
Casting Time: Half Phase (Attack Action)
9) Add A -½ Limitation: Total cost 19 points.
Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: No Range
Magic Roll Penalty: -6 DEFENSIVE SPELLS
END Cost: 6
Description: This spell alters a sleeping target’s kkMANY SELVES
dreams. Devious sorcerers use it to make someone Effect: Sight and Hearing Group
think he’s receiving nighttime messages from the Images, -5 to PER Rolls, Set
gods (that, of course, prompt the target to do what Effect (5 copies of self)
the sorcerer wants); kindlier ones use it to ease Target: 8m Radius
nightmares or ensure more restful sleep. Casting Time: Half Phase (Attack Action)
Game Information: Mental Illusions 12d6 (60 Casting Procedures: Focus, Gestures, Incantations
Active Points); OAF Expendable (a small piece of Duration: Constant
lapis lazuli wrapped in black velvet; Very Difficult to Range: No Range
obtain; -1½), Gestures (-¼), Incantations (-¼), No Magic Roll Penalty: -4
Range (-½), Only To Alter Dreams (-1), Requires A END Cost: 4
Magic Roll (-½), Spell (-½). Total cost: 11 points. Description: This spell creates an illusion of five
Options: duplicates of the character. The image also makes
1) Strong Spell: Increase to Mental Illusions it look as if all six “people” are moving around
15d6. 75 Active Points; total cost 14 points. within the 8m radius of the power, and makes all
2) Weak Spell: Decrease to Mental Illusions 9d6. five duplicates mimic whatever the character does.
45 Active Points; total cost 8 points. The illusion even mirrors wounds or other effects
3) Free Spell: Total cost: 15 points. received by the character or one image on all six
4) Remove A -¼ Limitation: Total cost 11 points. of them. However, if an attack would “kill” one
5) Remove A -½ Limitation: Total cost 12 points. of the images, it simply disappears, leaving the
6) Add A +¼ Advantage: 75 Active Points; total remaining images behind and unchanged.
cost 14 points. If an attacker has no way to figure out which
7) Add A +½ Advantage: 90 Active Points; total of the six is the real person (such as making a
cost 16 points. Smell-based PER Roll to sniff him out), and no
8) Add A -¼ Limitation: Total cost 10 points. area-affecting attack big enough to cover the 8m
9) Add A -½ Limitation: Total cost 10 points. radius, the GM should roll 1d6 for each attack. On
a 1, the real character gets hit; otherwise, an image
kkSLEEP-SPELL takes the blow, leaving the character unharmed.
Effect: Blast 8d6, NND Game Information: Sight and Hearing Group
Target: One character Images, -5 to PER Rolls, Area Of Effect (8m
Casting Time: Half Phase (Attack Action) Radius; +½) (45 Active Points); OAF Expendable
Casting Procedures: Focus, Gestures, Incantations (five tiny humanoid figurines, Difficult to obtain;
Duration: Instant -1¼), Gestures (-¼), Incantations (-¼), No Range
Range: 80m (-½), Requires A Magic Roll (-½), Set Effect (see
Magic Roll Penalty: -8 text; -1). Total cost: 9 points.
END Cost: 8 Options:
Description: This spell causes the target to become 1) Strong Spell: Increase to -8 to PER Rolls. 58
sleepy and fall into slumber. Active Points; total cost 12 points.
2) Weak Spell: Decrease to -3 to PER Rolls. 36
Game Information: Blast 8d6, NND (defense is Active Points; total cost 7 points.
Life Support [Diminished Sleep]; +1) (80 Active 3) Free Spell: Total cost: 13 points.
Points); OAF Expendable (feather, Easy to obtain; 4) Remove A -¼ Limitation: Total cost 10 points.
-1), Gestures (-¼), Incantations (-¼), Limited 5) Remove A -½ Limitation: Total cost 11 points.
Range (80m; -¼), Requires A Magic Roll (-½), 6) Add A +¼ Advantage: 52 Active Points; total
Spell (-½). Total cost: 21 points. cost 11 points.
Options: 7) Add A +½ Advantage: 60 Active Points; total
1) Strong Spell: Increase to Blast 10d6. 100 cost 13 points.
Active Points; total cost 27 points. 8) Add A -¼ Limitation: Total cost 9 points.
2) Weak Spell: Decrease to Blast 6d6. 60 Active 9) Add A -½ Limitation: Total cost 8 points.
Points; total cost 16 points.
262 n Sorcery Hero System 6th Edition
kkMINDSEEKING kkONEIROMANCY
Effect: Mind Scan 10d6 Effect: Precognition
Target: One character Target: Area
Casting Time: Half Phase (Attack Action) Casting Time: 6 Hours (see text)
Casting Procedures: Focus, Gestures, Incantations Casting Procedures: Focus, Gestures, Incantations
Duration: Constant Duration: Instant
Range: Special Range: 400m
Magic Roll Penalty: -5 Magic Roll Penalty: -4
END Cost: 5 END to activate END Cost: 4
Description: This spell allows a sorcerer to use the Description: Oneiromancy — the art of inter-
power of his mind to search an area for another preting dreams to read the future — allows a
mind. If he succeeds in finding and “contacting” sorcerer to see what is soon to pass. To cast this
that mind, he can then use many other Sorcery spell, the caster must make half the preparations
attack spells against it. necessary, then lay down to sleep for at least six
Game Information: Mind Scan 10d6 (50 Active hours. When he awakens, he completes the proce-
Points); OAF Expendable (small crystal sphere dures of the spell, and his dreams and their import
wrapped in a map of the area to be Scanned, Diffi- are revealed to him.
cult to obtain; -1¼), Gestures (-¼), Incantations Game Information: Clairsentience (Sight Group),
(-¼), Requires A Magic Roll (-½), Spell (-½). Total Precognition (40 Active Points); OAF Expend-
cost: 13 points. able (onyx amulet of an eye, plus oneiromantic
Options: supplies, Very Difficult to obtain; -1½), Concen-
1) Strong Spell: Increase to Mind Scan 12d6. 60 tration (0 DCV throughout; -1), Extra Time (6
Active Points; total cost 16 points. Hours; -3½), Gestures (throughout; -½), Incanta-
2) Weak Spell: Decrease to Mind Scan 8d6. 40 tions (throughout; -½), Instant (-½), Precognition
Active Points; total cost 11 points. Only (-1), Requires A Magic Roll (-½), Vague And
3) Free Spell: Total cost: 20 points. Unclear (-½). Total cost: 4 points.
4) Remove A -¼ Limitation: Total cost 14 points. Options:
5) Remove A -½ Limitation: Total cost 15 points. 1) Free Spell: Total cost: 4 points.
6) Add A +¼ Advantage: 62 Active Points; total 2) Remove A -¼ Limitation: Total cost 4 points.
cost 16 points. 3) Remove A -½ Limitation: Total cost 4 points.
7) Add A +½ Advantage: 75 Active Points; total 4) Add A +¼ Advantage: 50 Active Points; total
cost 20 points. cost 5 points.
8) Add A -¼ Limitation: Total cost 12 points. 5) Add A +½ Advantage: 60 Active Points; total
9) Add A -½ Limitation: Total cost 12 points. cost 6 points.
6) Add A -¼ Limitation: Total cost 4 points.
7) Add A -½ Limitation: Total cost 4 points.
264 n Sorcery Hero System 6th Edition
kkMASQUERADE ILLUSION
Effect: Shape Shift (Sight, Hearing,
and Touch Groups, any
humanoid form), Imitation
Target: Self
Casting Time: Half Phase
Casting Procedures: Focus, Gestures, Incantations
Duration: Constant
Range: Self
Magic Roll Penalty: -3
END Cost: 3
Description: This spell allows the caster to cover
himself in a potent illusion that changes his
appearance (he can even imitate other persons).
He cannot alter his height more than a little, but
he could appear to have wings or claws. Casting
the spell requires the blood of a masquer, a
humanoid monster with similar abilities.
Game Information: Shape Shift (Sight, Hearing,
and Touch Groups, any humanoid form), Imita-
tion (33 Active Points); OAF Expendable (drop
of blood from a masquer, Very Difficult to
obtain; -1½), Concentration (½ DCV throughout
casting; -½), Extra Time (1 Minute to cast; -¾),
Gestures (throughout casting; -½), Incantations
(throughout casting; -½), Requires A Magic Roll
(-½). Total cost: 6 points.
Options:
1) Strong Spell: Add Smell/Taste Group. 35
Active Points; total cost 6 points.
2) Weak Spell: Remove Hearing and Touch
Groups. 23 Active Points; total cost 4 points.
3) Free Spell: Total cost: 7 points.
4) Remove A -¼ Limitation: Total cost 6 points.
5) Remove A -½ Limitation: Total cost 6 points.
6) Add A +¼ Advantage: 41 Active Points; total
cost 7 points.
7) Add A +½ Advantage: 49 Active Points; total
cost 8 points.
8) Add A -¼ Limitation: Total cost 5 points.
9) Add A -½ Limitation: Total cost 5 points.
266 n Superheroic Thaumaturgy Hero System 6th Edition
SUPERHEROIC
TH AUM ATURGY
M
ystics in the Champions Universe refer SUPERHEROIC AND HEROIC MYSTICS
to the stripped-down, flashy, combat- Heroic-level and Superheroic-level mystics
oriented style of magic used by super- differ in more than the Active Points of their
mages as thaumaturgy. (Don’t confuse spells. Most spells in this book and other HERO
this with the separate spell category of Thauma- System products are designed primarily with
turgy, described beginning on page 281.) To cast a Heroic-level characters in mind. As such they tend
spell, a super-mage just waves his hands. He might to have lots of Limitations, such as Concentra-
pronounce the name of the spell, such as, “I call tion, Extra Time, Focus, Gestures, Incantations,
on the Scintillant Suns of Saravane!” or “Let the or Requires A Magic Roll. Different types or styles
Baleful Bonds of Balthus ensnare you!” Balls and of magic (called “categories” in this book) may
beams of light appear from the mystic’s hands to favor particular Advantages and Limitations. For
strike at his foes, deflect attacks, and do whatever example, an alchemist’s magic always carries the
else he wants. The oft-alliterative names typically Focus Limitation, in the form of various potions
refer to the powerful mystics or dimension lords (and similar items).
who invented the spells. Super-mages, on the other hand, apply few, if
Hog-tying and gagging a super-mage may any, Limitations to their spells. In terms of game
prevent him from casting spells, but nothing less mechanics, at least, very little separates a super-
will do. Despite appearances, super-mages don’t shaman from a super-kabbalist — or a mutant,
actually use Gestures and Incantations: a super- for that matter. The differences between mystic
mage can fire off spells while being slammed traditions become mere details of special effects
with attacks that would ruin any Gestures, and he or visual style. For instance, perhaps an image of
doesn’t have to call out the spell’s name. Restrain- the Thunderbird flashes around the shaman when
able, at -¼, may be appropriate to represent how he casts a lightning bolt, while the sigil of an angel
an enemy could prevent a captured super-mage briefly glows before the kabbalist. Mechanically,
from casting spells, but even it’s not worth taking though, their lightning bolts differ not a whit from
in most cases. The greatest masters, including that of any other superhero. Similarly, even though
dimension lords, perform magic with no Limita- they may gesture and incant when they cast spells,
tions at all. that’s just for effect — it’s not necessary, so it
Superheroic Thaumaturgy spells tend to come entails no Limitation.
in many variations. A super-mage might cast a The distinction between Heroic-level and
mystic bolt to strike one target, or an area; one Superheroic-level magic isn’t absolute. Novice
time, the spell might blast apart brick walls, yet super-mages, in particular, may apply signifi-
leave not a mark on another occasion. Shared cant Limitations to their spells. (You can use the
special effects, or a common origin, link other Options for each spell to do this, if desired.) But
spells. Therefore, many spells are represented as even in such cases, magic remains as quick and
Multipowers instead of single Powers, or have a easy to use as any other superpower. A super-
wide variety of options. mage defines his Focus as a wand, while a Heroic-
A character doesn’t need to buy every variation level mystic might need a wand, a magic circle,
of a Superheroic Thaumaturgy spell, or place every and a brazier of incense.
spell within its own Multipower. A Multipower To create Superheroic-level versions of spells
or Variable Power Pool with many seemingly described in the other sections of this book, just
“unrelated” spells is perfectly appropriate in most strip away Limitations and adjust the Active Points
campaigns. For example, a mystic might buy a to the level of the campaign. You can also place
Multipower with two slots of Koriol’s Crimson spells in Power Frameworks — super-sorcerers
Crystals, three Sorcerer’s Stars, and a Hypnotic routinely know lots of different spells. Multip-
Helix. A second Multipower could hold spells owers with many slots and Variable Power Pools
for defense, movement, or other purposes — or are particularly common for such characters.
you could simply give the character a Multipower
reserve large enough for him to use two slots
at once.
Hero System Grimoire n Superheroic Thaumaturgy 267
Game Information:
Cost Power
kkTHE LIGHTNINGS
62 The Iskarine Colors: Multipower, 62-point
OF LARETHIAN
reserve Effect: Various Attack Powers
Target: One character (Slot
6f 1) The Scintillant Shackles: Entangle 5d6, 5
4 is Explosion)
PD/5 ED, Stops A Given Sense (Sight Group)
Duration: Instant
6f 2) Iskari’s Invoked Iridescence: Sight and Range: 450m/450m/750m/500m
Hearing Group Flash 7d6, Reduced Endurance END Cost: 6/6/14/7
(0 END; +½)
Description: Larethian (or “the Loyal Larethian,”
6f 3) Iskari’s Prismatic Stars: RKA 2d6, Area Of
as he’s most often described) was the apprentice
Effect (8m Radius; +½), +2 Increased STUN
and assistant of two different Archmages from
Multiplier (+½)
the alternate Earth dimension of Kalvrezon. He’s
6f 4) Iskari’s Intense Iridescence: Blast 6d6, AVAD often held up to other apprentice mystics as a
(defense is Sight Group Flash Defense; +1) model of loyalty, diligence, and respectfulness. But
Total cost: 86 points. Larethian was a skilled wizard in his own right,
for all that he spent most of his long life helping
kkKORIOL’S CRIMSON even more powerful mages. He created several
spells, but one suite of his magics — a group of
CRYSTALS attack spells based on mystically-created lightning
Effect: Entangle 4-6d6, 4-6 PD/ bolt-like blasts — has become popular with super-
4-6 ED; Barrier 8 PD/8 ED, mages in many dimensions, including Earth’s. The
8 BODY (up to 9m long, caster can control the color and general appear-
3m high, and ½m thick), ance of the lightning bolts if he wishes; most
Non-Anchored, Dismissable
casters make them a single color, such as red or
Target: One character/Varies
black.
Duration: Instant/Instant/
Instant/Constant Game Information:
Range: 600m/400m/400m/600m Cost Power
END Cost: 6/6/6/6 75 The Lightnings Of Larethian: Multipower,
Description: Koriol, a mighty sorcerer from the 75-point reserve
world of Loezen, invented this spell ensemble a 6f 1) The Lucent Lightnings: RKA 3d6, Armor
few millennia ago, and it soon became popular on Piercing (+¼)
other worlds. Swirls of light coalesce into shards of 6f 2) The Livid Lightnings: RKA 3d6 plus Sight
red glass to envelop the target or form a protective Group Flash 6d6; Linked (-½)
barrier. 5f 3) The Lethal Lightnings: RKA 5d6; Increased
Game Information: Endurance Cost (x2 END; -½)
Cost Power 7f 4) The Labyrinthine Lightnings: RKA 3d6+1,
60 Koriol’s Crimson Crystals: Multipower, 60-point Area Of Effect (22m Radius Explosion; +½)
reserve Total cost: 99 points.
6f 1) Crystal Shell: Entangle 6d6, 6 PD/6 ED
6f 2) Crystal Bonds: Entangle 4d6, 4 PD/4 ED,
Takes No Damage From Attacks (+½)
6f 3) Reflective Crystals: Entangle 4d6, 4 PD/4 ED,
Backlash (+½)
4f 4) Crystal Wall: Barrier 8 PD/8 ED, 8 BODY (up
to 9m long, 3m high, and ½m thick), Non-
Anchored, Dismissable; Costs Endurance (to
maintain; -½)
Total cost: 82 points.
Hero System Grimoire n Superheroic Thaumaturgy 271
4f 8) The Eighth Light Of Luathon: Telepathy 8d6 Penetrating (+½), Reduced Endurance (0 END;
+½), Sticky (only affects flammables; +¼),
3f 9) The Ninth Light Of Luathon: Invisibility to
Time Limit (fire stops burning character when
Sight and Mystic Groups (but not including
it runs out of fuel or oxygen, or someone extin-
the Tenth Light), Reduced Endurance
guishes the flames; +½) (16 Active Points)
(½ END; +¼)
Fear: Drain PRE 4d6 (40 Active Points)
2f 10) The Tenth Light Of Luathon: Detect Invis- Poison: RKA ½d6, NND (defense is Life
ibility (INT Roll) (Mystic Sense Group), Ranged, Support [appropriate Immunity]; +1), Does
Sense, Targeting BODY (+1), Damage Over Time (five incre-
1f 11) The Eleventh Light Of Luathon: +30 PRE; ments, one per Minute for 5 Minutes, defense
Only For Making Presence Attacks (-1) only applies once, cannot be used again on
Total cost: 114 points. same victim until all increments accrue; +2)
(50 Active Points)
Paralysis: Entangle 3d6, 3 PD/3 ED, Takes No
Damage From Attacks (+1) (60 Active Points)
272 n Superheroic Thaumaturgy Hero System 6th Edition
TH AUM ATURGY
T
haumaturgy is the Art of transforming, This spell counts as Constant because it costs
altering, and redirecting energies and END to change forms. Since it costs no END
matter. It includes shapeshifting magics to maintain the change, and the Power has the
and related spells. It’s a complex and Personality Loss Limitation, the character does not
unusual category of spells, one that’s difficult to revert to his true form if Knocked Out while in
master... but which rewards dedicated study. animal shape; he retains the animal form.
Generally speaking, Thaumaturgy spells fall The animal shapes for this spell are built on
into four categories: spells involving the changing up to 250 Total Points, which covers the vast
or augmentation of the self; spells involving the majority of animals listed in Chapter Six of The
changing or augmentation of others (some of HERO System Bestiary. The GM can extend it to
which the thaumaturge can also apply to himself); cover more expensive animals (such as great white
spells involving the creation of objects from sharks) via the Absolute Effect Rule if desired (or
existing materials; and spells involving the redirec- use the options).
tion or harnessing of energies both mystical and Game Information: Multiform (16 animals built
natural. The GM may want to consider similar on up to 250 Total Points each) (70 Active Points);
spells in other categories (such as Sharpen Blade OAF Expendable (tiny animal figurine made of
[page 131] or Arcane Theft [page 22]) as also semi-precious stone, Difficult to obtain; -1¼),
being Thaumaturgy spells. Costs Endurance (to change only; -½), Extra Time
(1 Turn; -1¼), Gestures (throughout casting; -½),
Incantations (throughout casting; -½), Increased
SELF-CHANGING SPELLS Endurance Cost (x3 END; -1), Personality Loss (1
Hour; -1), Requires A Magic Roll (-½). Total cost:
9 points.
kkANIMAL SHAPES Options:
Effect: Multiform (16 animals built on
1) Strong Spell: Increase to 16 animals built on
up to 250 Total Points each)
up to 300 Total Points each. 80 Active Points;
Target: Self
total cost 11 points.
Casting Time: 1 Turn
2) Stronger Spell: Increase to 16 animals built on
Casting Procedures: Focus, Gestures, Incantations
up to 350 Total Points each. 90 Active Points;
Duration: Constant
total cost 12 points.
Range: Self
3) Weak Spell: Decrease to 16 animals built on
Magic Roll Penalty: -6
up to 150 Total Points each. 50 Active Points;
END Cost: 18
total cost 7 points.
Description: This spell grants the thaumaturge 4) More Forms: Increase to 32 animals. 75 Active
the power to assume the form of various animals. Points; total cost 10 points.
However, he must not spend too long in any one 5) Many More Forms: Increase to 64 animals. 80
form, lest he take on the animal’s personality and Active Points; total cost 11 points.
instincts and remain trapped in that shape forever. 6) Fewer Forms: Decrease to 4 animals. 60
Typically a character chooses which 16 animal Active Points; total cost 8 points.
forms he can assume when he buys the spell, 7) Free Spell: Total cost: 11 points.
and later spends points to increase the number 8) Remove A -¼ Limitation: Total cost 10 points.
of forms if he wants more. However, the GM 9) Remove A -½ Limitation: Total cost 10 points.
may allow him to leave some or all of the forms 10) Add A +¼ Advantage: 87 Acctive Points; total
undefined at the start of the game, and then define cost 12 points.
them as the need arises. 11) Add A +½ Advantage: 105 Active Points; total
cost 14 points.
12) Add A -¼ Limitation: Total cost 9 points.
13) Add A -½ Limitation: Total cost 9 points.
282 n Thaumaturgy Hero System 6th Edition
Options:
1) Strong Spell: Increase to +6 PER. 22 Active
kkFLESH SCULPTING
Effect: Major Transform 1d6 (grant
Points; total cost 6 points. physical form-based powers)
2) Weak Spell: Decrease to +4 PER. 15 Active Target: One character
Points; total cost 4 points. Casting Time: Full Phase (Attack Action)
3) Free Spell: Total cost: 8 points. Casting Procedures: Focus, Gestures, Incantations
4) Remove A +¼ Advantage: 15 Active Points; Duration: Constant
total cost 4 points. Range: No Range
5) Remove A -¼ Limitation: Total cost 5 points. Magic Roll Penalty: -3
6) Remove A -½ Limitation: Total cost 6 points. END Cost: 3
7) Add A +¼ Advantage: 22 Active Points; total
cost 6 points. Description: This spell allows a thaumaturge to
8) Add A +½ Advantage: 26 Active Points; total transmute the body of another person to grant
cost 7 points. powers based upon changing the physical form.
9) Add A -¼ Limitation: Total cost 5 points. Examples include Flight (from wings), HKA (from
10) Add A -½ Limitation: Total cost 4 points. claws), Enhanced Senses (from larger eyes and
the like), and Swimming (from webbed hands and
kkENHANCE STRENGTH feet). The standard rules for adding abilities via
Transform apply, and of course the GM should
Effect: Aid STR 3d6 carefully oversee use of this spell to make sure it
Target: One character doesn’t unbalance the campaign. (One possible
Casting Time: Half Phase (Attack Action) way to do this is to change the “heals back” condi-
Casting Procedures: Focus, Gestures, Incantations tion to something like passage of a short period
Duration: Instant of time.)
Range: Touch
Magic Roll Penalty: -3 Game Information: Major Transform 1d6 (grant
END Cost: 3 physical form-based powers, heals back through
another application of this spell or a like spell),
Description: This spell temporarily alters a char- Constant (+½), Improved Results Group (any
acter’s body to make his muscles and bones larger physical form-based power; +¼) (17 Active
and tougher, thus increasing his Strength (often to Points); OAF Expendable (claw from a bear and a
a tremendous degree). feather from an eagle bound by a crimson thread,
Over the epochs, thaumaturges have developed Difficult to obtain; -1¼), Extra Time (Full Phase;
many similar spells to enhance other physical -½), Gestures (-¼), Incantations (-¼), Limited
attributes. These have the same costs and options; Target (humanoid beings; -½), No Range (-½),
they just affect different Characteristics — DEX, Requires A Magic Roll (-½), Spell (-½). Total cost:
CON, SPD, PD/ED, or what have you. 3 points.
Game Information: Aid STR 3d6 (18 Active Options:
Points); OAF Expendable (tiny magnifying lense 1) Strong Spell: Increase to Major Transform
wrapped in a bear’s sinew, Difficult to obtain; 2d6. 35 Active Points; total cost 7 points.
-1¼), Gestures (-¼), Incantations (-¼), Requires 2) Weak Spell: Decrease to Major Transform
A Magic Roll (-½), Spell (-½). Total cost: 5 points. ½d6. 9 Active Points; total cost 2 points.
Options: 3) Free Spell: Total cost: 4 points.
1) Strong Spell: Increase to Aid STR 4d6. 24 4) Remove A +¼ Advantage: 15 Active Points;
Active Points; total cost 6 points. total cost 3 points.
2) Weak Spell: Decrease to Aid STR 2d6. 12 5) Remove A +½ Advantage: 12 Active Points;
Active Points; total cost 3 points. total cost 2 points.
3) Free Spell: Total cost: 7 points. 6) Remove A -¼ Limitation: Total cost 3 points.
4) Remove A -¼ Limitation: Total cost 5 points. 7) Remove A -½ Limitation: Total cost 3 points.
5) Remove A -½ Limitation: Total cost 5 points. 8) Add A +¼ Advantage: 20 Active Points; total
6) Add A +¼ Advantage: 22 Active Points; total cost 4 points.
cost 6 points. 9) Add A +½ Advantage: 22 Active Points; total
7) Add A +½ Advantage: 27 Active Points; total cost 4 points.
cost 7 points. 10) Add A -¼ Limitation: Total cost 3 points.
8) Add A -¼ Limitation: Total cost 4 points. 11) Add A -½ Limitation: Total cost 3 points.
9) Add A -½ Limitation: Total cost 4 points.
Hero System Grimoire n Thaumaturgy 285
Options: Options:
1) Strong Spell: Increase to Severe Transform 1) Strong Spell: Increase to Minor Transform
8d6. 150 Active Points; total cost 30 points. 5d6. 31 Active Points; total cost 5 points.
2) Weak Spell: Decrease to Severe Transform 2) Weak Spell: Decrease to Minor Transform
6d6. 112 Active Points; total cost 22 points. 3d6. 19 Active Points; total cost 3 points.
3) Free Spell: Total cost: 35 points. 3) Free Spell: Total cost: 5 points.
4) Remove A +¼ Advantage: 105 Active Points; 4) Remove A +¼ Advantage: 20 Active Points;
total cost 21 points. total cost 3 points.
5) Remove A -¼ Limitation: Total cost 27 points. 5) Remove A -¼ Limitation: Total cost 4 points.
6) Remove A -½ Limitation: Total cost 29 points. 6) Remove A -½ Limitation: Total cost 4 points.
7) Add A +¼ Advantage: 157 Active Points; total 7) Add A +¼ Advantage: 30 Active Points; total
cost 31 points. cost 5 points.
8) Add A +½ Advantage: 184 Active Points; total 8) Add A +½ Advantage: 35 Active Points; total
cost 37 points. cost 5 points.
9) Add A -¼ Limitation: Total cost 25 points. 9) Add A -¼ Limitation: Total cost 4 points.
10) Add A -½ Limitation: Total cost 24 points. 10) Add A -½ Limitation: Total cost 3 points.
kkCREATE VEHICLE
CREATION SPELLS Effect: Summon one Vehicle built
on up to 200 Total Points
Thaumaturgy also encompasses the power to
Target: Special
create objects out of raw materials. It cannot create
Casting Time: 5 Minutes
living beings, nor create things out of thin air — a
Casting Procedures: Focus, Gestures, Incantations
thaumaturge must have material to work with to
Duration: Instant
use his creation spells.
Range: No Range
kkCREATE FEAST Magic Roll Penalty: -9
END Cost: 9
Effect: Minor Transform 4d6 (raw/
uncooked foodstuffs into Description: This spell transforms a pile of lumber,
sumptuous feast) nails, and other supplies into a finished vehicle
Target: Special of the thaumaturge’s choice. (In settings with
Casting Time: 1 Turn (Attack Action) high technology, this spell can take engine parts,
Casting Procedures: Focus, Gestures, Incantations tires, metal, and so on and create a car or similar
Duration: Instant vehicle.) The GM may change the Extra Time
Range: No Range required depending on how simple or complex the
Magic Roll Penalty: -2 vehicle is, if desired.
END Cost: 2 Game Information: Summon one Vehicle built
Description: This spell transmutes raw, uncooked, on up to 200 Total Points, Expanded Class (any
or unprepared foodstuffs into gourmet food and vehicle appropriate to the setting and the parts
drink. For example, the caster could turn just- available; +¼), Slavishly Devoted (+1) (90 Active
harvested wheat into delicious bread, a bunch of Points); OAF Expendable (miniature model of
grapes into fine wine, or a slaughtered boar into vehicle to be Summoned, Difficult to obtain;
pork chops. Since the “BODY” of foodstuffs tends -1¼), Concentration (0 DCV throughout; -1),
to be slight, the spell can usually Transform a great Extra Time (5 Minutes; -2), Gestures (throughout
deal of food at once, but the final decision on what casting; -½), Incantations (throughout casting;
it can do is up to the GM. -½), Requires A Magic Roll (-½), Requires Appro-
priate Raw Materials (-½). Total cost: 12 points.
Game Information: Minor Transform 4d6 (raw/
uncooked foodstuffs into sumptuous feast, heals Options:
back over time as it spoils/rots), Improved Results 1) Strong Spell: Increase to Summon one Vehicle
Group (any type of appropriate food; +¼) (25 built on up to 250 Total Points. 112 Active
Active Points); OAF Expendable (miniature silver Points; total cost 15 points.
ladel, Difficult to obtain; -1¼), Concentration 2) Weak Spell: Decrease to Summon one Vehicle
(½ DCV throughout casting; -½), Extra Time (1 built on up to 150 Total Points. 67 Active
Turn; -1¼), Gestures (throughout casting; -½), Points; total cost 9 points.
Incantations (throughout casting; -½), No Range 3) Free Spell: Total cost: 15 points.
(-½), Requires A Magic Roll (-½), Spell (-½). Total 4) Remove A +¼ Advantage: 80 Active Points;
cost: 4 points. total cost 11 points.
5) Remove A +½ Advantage: 70 Active Points;
total cost 10 points.
Hero System Grimoire n Thaumaturgy 287
THEURGY
A
lso known to some wizards as High CUSTOMIZING THEURGY
Magic or Celestial Magic, Theurgy is an FOR YOUR CAMPAIGN
unusual category which encompasses Theurgy works best if you “customize” it for
several related forms of magic. your campaign setting by devising your own
DIVINE- AND INFERNAL- distinct pantheon of divine and infernal beings,
and your own planets, constellations, and stars.
POWERED SPELLS The divine- and infernal-powered spells described
The first are spells that call on or draw upon below are written up “generically” — with refer-
the divine and infernal powers, or similar beings, ences only to a type of god, such as a fire-god or
to grant a power or quality associated with that god of storms — so you can easily adapt them
being to the caster. Depending upon the magic to your campaign by changing their names (and
system, the type of spell, and the personality of perhaps special effects). The star and planets
the caster, this type of spell may take the form of spells are written using Earth astrology as codi-
beseeching the being for aid (similar to Divine fied by the Renaissance mystic Henry Cornelius
Magic in many ways, but without priestly trap- Agrippa; adapting them to a different setting may
pings), of demanding that the being acknowledge mean redoing them for an entirely different set of
the mage’s power and do as he bids, or “stealthy” planets, or simply renaming them.
efforts to “steal” some of the being’s power without The sample spells described below only begin
his noticing. The latter two types of spell can be to scratch the surface of what a theurgist might do.
perilous for the caster, who risks drawing the You could also adopt some of the Divine Magic
attention of the gods. (In game terms, if a theurgist spells (page 87) as Theurgy spells with just a few
fails his Magic Roll, the being perceives what he’s changes, or alter spells from other parts of this
doing and may punish him for his insolence. If book to fit the “special effect” of Theurgy. Addi-
you want theurgists to be exposed to this danger, tionally, theurgists often have the power to invoke
use the options to add an appropriate Side Effect demons, angels, and other such beings; you can
to the spell.) use various Conjuration spells for this.
Related to this type of magic are spells that
summon divine or infernal beings (such as
demons, angels, or even actual gods) to confer
with the theurgist, or even do his bidding. OFFENSIVE SPELLS
STAR AND PLANET SPELLS
In many campaign settings/magic systems,
kkBATTLE GOD’S STRENGTH
Effect: Aid STR 4d6, Delayed Return
the planets and stars known to spellcasters have Rate (5 points per 5 Minutes)
mystic properties of their own (whether general Target: Self
or specific). Theurgists craft spells that draw upon Casting Time: Half Phase (Attack Action)
these properties for arcane power. Casting Procedures: Focus, Gestures, Incantations
Duration: Instant
Range: Self
Magic Roll Penalty: -5
END Cost: 5
Description: Through this spell the caster can take
to himself some of the strength of the god of war.
Game Information: Aid STR 4d6, Delayed Return
Rate (points fade at the rate of 5 per 5 Minutes;
+1¼) (54 Active Points); OAF Expendable (shard
from the blade of an axe used in battle etched with
a special rune, Difficult to obtain; -1¼), Gestures
(-¼), Incantations (-¼), Only Aid Self (-1),
Requires A Magic Roll (-½). Total cost: 13 points.
290 n Theurgy Hero System 6th Edition
Options:
1) Strong Spell: Increase to Aid STR 5d6. 67
kkTHE BLACK GOD’S CLOUD
Effect: Darkness to Sight Group
Active Points; total cost 16 points.
Target: 8m Radius
2) Weak Spell: Decrease to Aid STR 3d6. 40
Casting Time: Half Phase (Attack Action)
Active Points; total cost 9 points.
Casting Procedures: Focus, Gestures, Incantations
3) Free Spell: Total cost: 18 points.
Duration: Constant
4) Remove A +¼ Advantage: 48 Active Points;
Range: 100m
total cost 11 points.
Magic Roll Penalty: -5
5) Remove A +½ Advantage: 42 Active Points;
END Cost: 2
total cost 10 points.
6) Remove A -¼ Limitation: Total cost 13 points. Description: This spell conjures some of the
7) Remove A -½ Limitation: Total cost 14 points. shadow-stuff which constantly surrounds the god
8) Add A +¼ Advantage: 60 Active Points; total of evil and uses it as a weapon.
cost 14 points. Game Information: Darkness to Sight Group
9) Add A +½ Advantage: 66 Active Points; total 8m radius, Reduced Endurance (½ END; +¼)
cost 15 points. (50 Active Points); OAF Expendable (piece of
10) Add A -¼ Limitation: Total cost 12 points. black cloth cut from the robes of a priest who has
11) Add A -½ Limitation: Total cost 11 points. performed rituals to honor the god of evil while
12) Battle God’s Blessing: Remove Only Aid Self wearing it, Difficult to obtain; -1¼), Gestures (-¼),
(-1). Total cost: 17 points. Incantations (-¼), Limited Range (100m; -¼),
Requires A Magic Roll (-½), Spell (-½). Total cost:
12 points.
Options:
1) Strong Spell: Increase to 10m radius. 62 Active
Points; total cost 15 points.
2) Weak Spell: Decrease to 6m radius. 37 Active
Points; total cost 9 points.
3) Free Spell: Total cost: 18 points.
4) Remove A +¼ Advantage: 40 Active Points;
total cost 10 points.
5) Remove A -¼ Limitation: Total cost 13 points.
6) Remove A -½ Limitation: Total cost 14 points.
7) Add A +¼ Advantage: 60 Active Points; total
cost 15 points.
8) Add A +½ Advantage: 70 Active Points; total
cost 17 points.
9) Add A -¼ Limitation: Total cost 12 points.
10) Add A -½ Limitation: Total cost 11 points.
Hero System Grimoire n Theurgy 291
Options:
MOVEMENT SPELLS 1) Strong Spell: Increase to Tunneling 15m. 27
Active Points; total cost 8 points.
2) Weak Spell: Decrease to Tunneling 9m. 21
kkAIR GOD’S PATHWAY Active Points; total cost 6 points.
Effect: Flight 24m 3) Free Spell: Total cost: 10 points.
Target: Self 4) Remove A -¼ Limitation: Total cost 7 points.
Casting Time: Half Phase 5) Remove A -½ Limitation: Total cost 8 points.
Casting Procedures: Focus, Gestures, Incantations 6) Add A +¼ Advantage: 30 Active Points; total
Duration: Constant cost 8 points.
Range: Self 7) Add A +½ Advantage: 36 Active Points; total
Magic Roll Penalty: -2 cost 10 points.
END Cost: 2 8) Add A -¼ Limitation: Total cost 6 points.
9) Add A -½ Limitation: Total cost 6 points.
Description: When a theurgist casts this spell, the
air god’s winds gently lift him up and propel him
swiftly through the air for as long as he desires and
kkWATER GOD’S PATHWAY
can maintain control of the spell (i.e., can spend Effect: Swimming +16m
END). Target: Self
Casting Time: Half Phase
Game Information: Flight 24m (24 Active Points); Casting Procedures: Focus, Gestures, Incantations
OAF (holy talisman with wind-runes engraved Duration: Constant
upon it; -1), Gestures (-¼), Incantations (-¼), Range: Self
Requires A Magic Roll (-½). Total cost: 8 points. Magic Roll Penalty: -1
Options: END Cost: 1
1) Strong Spell: Increase to Flight 28m. 28 Active
Description: This spell invokes the power of the
Points; total cost 9 points.
water god to move the caster swiftly through the
2) Weak Spell: Decrease to Flight 20m. 20 Active
water.
Points; total cost 7 points.
3) Free Spell: Total cost: 12 points. Game Information: Swimming +16m (8 Active
4) Remove A -¼ Limitation: Total cost 9 points. Points); OAF (holy talisman with water-runes
5) Remove A -½ Limitation: Total cost 10 points. engraved upon it; -1), Gestures (-¼), Incantations
6) Add A +¼ Advantage: 30 Active Points; total (-¼), Requires A Magic Roll (-½). Total cost: 3
cost 10 points. points.
7) Add A +½ Advantage: 36 Active Points; total Options:
cost 12 points. 1) Strong Spell: Increase to Swimming +20m. 10
8) Add A -¼ Limitation: Total cost 7 points. Active Points; total cost 3 points.
9) Add A -½ Limitation: Total cost 7 points. 2) Weak Spell: Decrease to Swimming +12m. 6
Active Points; total cost 2 points.
kkEARTH GOD’S PATHWAY 3) Free Spell: Total cost: 4 points.
Effect: Tunneling 12m through 4) Remove A -¼ Limitation: Total cost 3 points.
PD 6 materials, Only 5) Remove A -½ Limitation: Total cost 3 points.
Through Earth And Stone 6) Add A +¼ Advantage: 10 Active Points; total
Target: Self cost 3 points.
Casting Time: Half Phase 7) Add A +½ Advantage: 12 Active Points; total
Casting Procedures: Focus, Gestures, Incantations cost 4 points.
Duration: Constant 8) Add A -¼ Limitation: Total cost 2 points.
Range: Self 9) Add A -½ Limitation: Total cost 2 points.
Magic Roll Penalty: -3
END Cost: 3
Description: This spell calls upon the earth god’s
power to open the very earth and rock themselves
and create a path for the theurgist. Once created,
the Pathway remains open; the spell doesn’t allow
the caster to close it.
Game Information: Tunneling 12m through PD 6
materials (24 Active Points); OAF (holy talisman
with stone-runes engraved upon it; -1), Gestures
(-¼), Incantations (-¼), Limited Medium (earth
and stone only; -½), Requires A Magic Roll (-½).
Total cost: 7 points.
298 n Theurgy Hero System 6th Edition
VOODOO
V
oodoo spells are based on a some-
what fictionalized version/amalgam
of various Afro-Caribbean systems of
OFFENSIVE SPELLS
religion, mysticism, and folklore. With In addition to these “regular” Voodoo offensive
its eerie rituals, strange charms, animal (and spells, see also the section on Voodoo black magic,
sometimes human) sacrifices, exotic and seduc- below.
tive qualities, and pulsing drum-beats, Voodoo
holds an intriguing fascination for many gamers kkBADÈ’S BREATH
and is perfect for many types of HERO System Effect: Telekinesis (20 STR),
campaigns. Affects Whole Object
In general, Voodoo magic involves calling Target: One character
on the loa (gods/spirits) for aid. A houngan, or Casting Time: Full Phase (Attack Action)
Voodoo priest, uses his knowledge of and iden- Casting Procedures: Focus, Gestures, Incantations
tification with a given loa and that loa’s symbols Duration: Constant
to “cast spells” or create magical effects. Rather Range: 300m
than “learning spells” the way a Fantasy wizard Magic Roll Penalty: -3
does, the houngan trades offerings to the loa in END Cost: 3
exchange for a bit of their power. Evil spellcasters,
known as bokor, also know black magic spells Description: The houngan calls upon the loa Badè
designed to curse and harm. to create a breeze — anything from a cooling draft
Beyond that simple explanation, this section of air to a heavy wind. While it’s possible to use
of The HERO System Grimoire doesn’t attempt to this spell maliciously (for example, by blowing
delve into what Voodoo is, explain its religious down a flimsy shack or disarranging the papers on
implications, or discuss its complex symbolism someone’s desk), it’s usually put to beneficial uses
and practices. Pages 116-20 of The Ultimate Mystic such as moving a sailboat a little quicker, cooling
discuss Voodoo in general (and include several down an area, or keeping flying pests away.
spells which are not reprinted here), and there are Game Information: Telekinesis (20 STR) (30
many books on the subject for readers who’d like Active Points); OAF (Badè charm; -1), Gestures
to learn more. (throughout; -½), Incantations (throughout; -½),
Requires A Magic Roll (-½), Spell (-½). Total cost:
7 points.
Options:
1) Strong Spell: Increase to Telekinesis (30 STR).
45 Active Points; total cost 11 points.
2) Weak Spell: Decrease to Telekinesis (10 STR).
15 Active Points; total cost 4 points.
3) Free Spell: Total cost: 10 points.
4) Remove A -¼ Limitation: Total cost 8 points.
5) Remove A -½ Limitation: Total cost 8 points.
6) Add A +¼ Advantage: 37 Active Points; total
cost 9 points.
7) Add A +½ Advantage: 45 Active Points; total
cost 11 points.
8) Add A -¼ Limitation: Total cost 7 points.
9) Add A -½ Limitation: Total cost 7 points.
302 n Voodoo Hero System 6th Edition
kkLOA POSSESSION
Effect: Boost two Characteristics LOAS
3d6, Side Effects (character
takes on loa’s personality) Loa Sphere Characteristics
Target: Self Agaf Storms, PD, ED
Casting Time: 1 Minute earthquakes
Casting Procedures: Focus, Gestures, Incantations
Agwé Fishing, sailing CON, INT
Duration: Constant
Range: Self Ayida- Fertility BODY, Striking
Magic Roll Penalty: -4 Wedo Appearance
END Cost: 4 Ayizan Marketplaces, INT, PRE
Description: Through the use of spell ritual prac- priestesses
tices and meditative states, a houngan can let a Azaka Agriculture STR, BODY
loa take possession of him (“ride” him, in Voodoo
Badè Wind DEX, SPD
parlance). This has the benefit (and drawback) of
making him more like that loa — certain Char- Baron Death (aspect of PRE, SPD
acteristics increase or improve, based on the loa Samedi Ghede)
in question. But he also takes on aspects of the Bosof Virility, black STR, EGO
loa’s personality. For example, if ridden by Erzuli magic
he becomes seductive and lustful; if ridden by a
Danbala Wisdom, ances- EGO, PRE
death-loa he might become macabre (or, in the
(Damballa) tral lore, the sky,
case of evil loa, murderous); if ridden by a loa
serpents
associated with black magic he becomes wicked
and cruel. Erzuli Love, sex PRE, Striking
See the accompanying text box for a list of (Ezili) Appearance
common Voodoo loa and the Characteristics each Ghede Death PRE, STUN
one affects by riding someone. (Gédé)
Game Information: Boost Characteristics 3d6, Gran Bwa The forest, CON, BODY
Variable Effect + Expanded Effect (any two Char- wildlife, herbal
acteristics simultaneously, see accompanying table; medicine,
+1) (36 Active Points); OAF (specially-prepared healing
fetish or symbol of loa who will ride the houngan;
Lasiren The ocean; love CON, Striking
-1), Concentration (½ DCV throughout casting;
Appearance
-½), Costs Endurance (to maintain; -½), Extra
Time (1 Minute to cast; -¾), Gestures (throughout Loko Medicine, the INT, EGO
casting; -½), Incantations (throughout casting; priesthood
-½), Only Aid Self (-1), Requires A Magic Roll Maman Black magic, PRE, REC
(-½), Side Effects (character takes on loa’s person- Brijit money
ality, always occurs; -½). Total cost: 5 points.
Marinette Evil deeds and STR, SPD
Options: works
1) Strong Spell: Increase to Boost Characteristics
Ogou Fire, war, metal, STR, CON
4d6. 48 Active Points; total cost 7 points.
(Ogun) machines, tools
2) Weak Spell: Decrease to Boost Characteristics
2d6. 24 Active Points; total cost 3 points. Papa Chief loa; destiny CON, PRE
3) Free Spell: Total cost: 6 points. Legba
4) Remove A -¼ Limitation: Total cost 5 points. Simbi Fresh water, ED, SPD
5) Remove A -½ Limitation: Total cost 6 points. rain, magicians,
6) Add A +¼ Advantage: 40 Active Points; total electricity
cost 6 points.
7) Add A +½ Advantage: 45 Active Points; total Sogbo Lightning DEX, ED
cost 7 points. Ti-Jean Revolution, black STR, STUN
8) Add A -¼ Limitation: Total cost 5 points. Petro magic
9) Add A -½ Limitation: Total cost 5 points.
Hero System Grimoire n Voodoo 305
Options:
1) Strong Spell: Increase to Aid Magic 4d6. 60
kkSTORM CONJURATION
Effect: Change Environment
Active Points; total cost 15 points. (create or banish storms)
2) Weak Spell: Decrease to Aid Magic 2d6. 30 Target: 4 km Radius
Active Points; total cost 7 points. Casting Time: 5 minutes
3) Free Spell: Total cost: 16 points. Casting Procedures: Focus, Gestures, Incantations
4) Remove A +½ Advantage: 36 Active Points; Duration: Constant
total cost 9 points. Range: No Range
5) Remove A -¼ Limitation: Total cost 12 points. Magic Roll Penalty: -5
6) Remove A -½ Limitation: Total cost 13 points. END Cost: 5
7) Add A +¼ Advantage: 49 Active Points; total
cost 12 points. Description: A houngan who possesses a pierre
8) Add A +½ Advantage: 54 Active Points; total tonnere (“thunder stone”; actually an Arawak
cost 13 points. axehead) can use it to call on one of the loa who
9) Add A -¼ Limitation: Total cost 10 points. control rain and storms — Simbi, Agau, Sogbo,
10) Add A -½ Limitation: Total cost 10 points. or Bade — to conjure a storm, or to send away
a storm that’s already occurring. The storms he
kkSIMBI CHAINS THE makes can have powerful enough winds and rain
to make it hard to see (and possibly even strong
LIGHTNING enough to harm crops or damage houses and
Effect: Suppress Electrical Device trees), or they can simply cause gentle, life-giving
Powers 4d6, any one Electrical rain. It takes five minutes from the time the spell
Device power at a time is cast for these effects to fully manifest. The storm
Target: One electrical device (or area cleared) covers a four kilometer area.
Casting Time: Extra Phase (Attack Action)
Game Information: Change Environment (create
Casting Procedures: Focus, Gestures, Incantations
or banish storms), -1 to Sight Group PER Rolls
Duration: Constant
(for created storms), Long-Lasting (until ambient
Range: 40m
weather conditions change naturally), Area Of
Magic Roll Penalty: -6
Effect (4m Radius; +¼), MegaArea (1m = 1 km
END Cost: 6
broad, wide, and deep; +1), Varying Effect (create
Description: Simbi, who’s a loa of lightning as well or banish storms; +¼) (47 Active Points); OAF
as magic, can extend his powers to help a houngan (one or more pierre tonneres; -1), Concentration
interfere with modern electrical devices — he (0 DCV throughout casting; -1), Extra Time (5
literally “sucks the juice” away from them, making Minutes to cast; -1), Extra Time (5 Minutes onset
it harder (or even impossible) for them to work as time; -2), Gestures (two hands throughout casting;
long as the houngan maintains his concentration -1), Incantations (throughout casting; -½), No
(i.e., keeps paying END). Range (-½), Requires A Magic Roll (-½), Spell
Game Information: Suppress Electrical Device (-½). Total cost: 5 points.
Powers 4d6, Variable Effect (any one Electrical Options:
Device power at a time; +½) (60 Active Points); 1) Free Spell: Total cost: 6 points.
OAF (specially-prepared Simbi fetish; -1), Costs 2) Remove A -¼ Limitation: Total cost 5 points.
Endurance (to maintain; -½), Extra Time (Extra 3) Remove A -½ Limitation: Total cost 5 points.
Phase; -¾), Gestures (-¼), Incantations (-¼), 4) Add A +¼ Advantage: 52 Active Points; total
Limited Range (40m; -¼), Requires A Magic Roll cost 6 points.
(-½), Spell (-½). Total cost: 12 points. 5) Add A +½ Advantage: 57 Active Points; total
Options: cost 6 points.
1) Strong Spell: Increase to Suppress Electrical 6) Add A -¼ Limitation: Total cost 5 points.
Device Powers 5d6. 75 Active Points; total 7) Add A -½ Limitation: Total cost 5 points.
cost 15 points.
2) Weak Spell: Decrease to Suppress Electrical
Device Powers 3d6. 45 Active Points; total
cost 9 points.
3) Free Spell: Total cost: 15 points.
4) Remove A -¼ Limitation: Total cost 13 points.
5) Remove A -½ Limitation: Total cost 13 points.
6) Add A +¼ Advantage: 70 Active Points; total
cost 14 points.
7) Add A +½ Advantage: 80 Active Points; total
cost 16 points.
8) Add A -¼ Limitation: Total cost 11 points.
9) Add A -½ Limitation: Total cost 11 points.
308 n Voodoo Hero System 6th Edition
Options:
DEFENSIVE SPELLS 1) Strong Spell: Increase to Minor Transform
9d6. 45 Active Points; total cost 5 points.
2) Weak Spell: Decrease to Minor Transform
kkCHARM AGAINST RISING 6d6. 30 Active Points; total cost 4 points.
Effect: Minor Transform 7d6 (human 3) Free Spell: Total cost: 5 points.
corpse into corpse that cannot 4) Remove A -¼ Limitation: Total cost 4 points.
be made to rise as a zombi) 5) Remove A -½ Limitation: Total cost 4 points.
Target: One corpse 6) Add A +¼ Advantage: 44 Active Points; total
Casting Time: 1 Hour cost 5 points.
Casting Procedures: Focus, Gestures, Incantations 7) Add A +½ Advantage: 52 Active Points; total
Duration: Instant cost 6 points.
Range: No Range 8) Add A -¼ Limitation: Total cost 4 points.
Magic Roll Penalty: -3 9) Add A -½ Limitation: Total cost 4 points.
END Cost: 3
Description: When a follower of Voodoo dies,
kkFEAR NOT THE FIRE
if his family can afford it they hire a houngan to Effect: Resistant Protection (12
come in and cast this spell upon the body. It’s a ED), Only Versus Fire
universal preventative against the dead coming Target: Self
back to “life” as a zombi cadavre (an animated Casting Time: Half Phase
corpse; see HSB 296) and plaguing his family. To Casting Procedures: Gestures, Incantations
cast it, the houngan first uses flour to draw a cross Duration: Constant
on the corpse’s forehead, then stuffs the corpse’s Range: Self
nose and ears with cotton (so it cannot hear Magic Roll Penalty: -1
sounds made by the living, particularly the bokor’s END Cost: 1
call to return). Second, the priest ties a cloth under Description: This spell makes a houngan largely
the chin and around the head so the corpse can’t immune to injury from fire or heat. In addition to
open its mouth to respond to the bokor’s call its more practical uses, it’s sometimes employed
even if it does hear it. Third, the houngan ties the to impress people by, for example, allowing the
corpse’s knees and toes together so it can’t walk. houngan to pick up a red-hot iron bar and suffer
Fourth, the houngan turns out the corpse’s pockets no burns.
(so it doesn’t take to the grave anything it could See also Ogou’s Shield From Fire, below, for a
use to harm the living), removes its shoes (so it similar spell.
can’t frighten the living even if it does somehow
walk), and puts a few of the deceased’s personal Game Information: Resistant Protection (12
items in the coffin (so he won’t come looking for ED) (18 Active Points); Costs Endurance (-½),
them). Fifth, he trims tufts of hair and the nails on Gestures (-¼), Incantations (-¼), Only Works
the left hand and foot (which a bokor could use Against Fire/Heat (-½), Requires A Magic Roll
to gain power over the corpse); these are put in a (-½). Total cost: 6 points.
white pot together with several chicken feathers Options:
the houngan has passed over the corpse’s head 1) Strong Spell: Increase to Resistant Protection
(the pot and its contents are later burned). Lastly, a (15 ED). 24 Active Points; total cost 8 points.
specially-trained corpse-washer laves the corpse in 2) Weak Spell: Decrease to Resistant Protection
a proper ritual matter. A body so prepared cannot (8 ED). 12 Active Points; total cost 4 points.
become a zombi. 3) Remove A -¼ Limitation: Total cost 6 points.
This ritual also ensures that the deceased’s soul 4) Remove A -½ Limitation: Total cost 7 points.
makes it safely away from his body and cannot be 5) Add A +¼ Advantage: 22 Active Points; total
captured by a bokor for use as a zombi astral (a cost 7 points.
sort of ghost). 6) Add A +½ Advantage: 27 Active Points; total
Game Information: Minor Transform 7d6 (human cost 9 points.
corpse into corpse that cannot be made to rise as 7) Add A -¼ Limitation: Total cost 5 points.
a zombi cadavre, nor whose soul can become a 8) Add A -½ Limitation: Total cost 5 points.
zombi astral; heals back through another appli-
cation of this or a similar spell cast by the same
houngan) (35 Active Points) OAF Expendable
(appropriate Voodoo charms, powders, and para-
phernalia, Difficult to obtain; -1¼), Extra Time
(1 Hour; -3), Gestures (throughout casting; -½),
Incantations (throughout casting; -½), Limited
Target (human corpses capable of being made into
zombis; -1), No Range (-½), Requires A Magic
Roll (-½). Total cost: 4 points.
Hero System Grimoire n Voodoo 309
Options:
1) Free Spell: Total cost: 7 points.
kkREADING THE
2) Remove A -¼ Limitation: Total cost 6 points. SEVEN SHELLS
3) Remove A -½ Limitation: Total cost 6 points. Effect: Clairsentience (Sight
4) Add A +¼ Advantage: 62 Active Points; total Group), Precognition Only,
cost 7 points. Vague And Unclear
5) Add A +½ Advantage: 75 Active Points; total Target: Area
cost 9 points. Casting Time: 1 Minute
6) Add A -¼ Limitation: Total cost 6 points. Casting Procedures: Focus, Gestures, Incantations
7) Add A -½ Limitation: Total cost 6 points. Duration: Instant
Range: 400m
kkPERCEIVE THIEF Magic Roll Penalty: -4
END Cost: 4
Effect: Detect Thief
Target: Self Description: Voodoo houngans often use this
Casting Time: 5 Minutes spell to peer into the future and see what it may
Casting Procedures: Focus, Gestures, Incantations hold. Typically they do so in response to a specific
Duration: Instant question from a customer: When is the best time
Range: Self to plant my crops? What day should I hold my
Magic Roll Penalty: -1 daughter’s wedding? Will my current business
END Cost: 1 venture succeed? Successfully reading the answer
to a question may elicit a direct response, or it may
Description: With this spell a houngan can detect show the houngan how the questioner has angered
who among a group of suspects is a thief. The the loa and can win back their favor (and thus
suspects must be gathered into the same area. The achieve what he desires).
houngan sprinkles ashes in a circle, then makes To cast the spell, the houngan uses seven shells
four small crosses of ash inside the circle and previously prepared via a ritual. The ritual involves
sprinkles corn meal and sand at the foot of each sacrificing a rooster, and the houngan stores the
cross. After cutting two switches from a nearby shells in a small bag along with the rooster’s skull
bush (and leaving the twigs and leaves on them), and tibias. Before using the shells, the houngan
the houngan sits down in a chair in the center lights a candle that allows him to communicate
of the circle. He begins calling the names of the with the loa and arranges some sacred stones that
suspects in a sing-song, all the while crossing the have been passed through flaming rum. While
switches and moving them against each other. shaking the shells, the houngan calls on Simbi,
When he calls out the name of the thief, the loa of magic, and then scatters the shells onto a
switches become entangled. The spell may have to mat. The pattern displayed by the fallen shells
be cast several times to get a positive result (i.e., shows the houngan the future. (In game terms, the
until the houngan makes his PER Roll), but in Precognition is Vague And Unclear, but the more
time the thief will be revealed. the houngan makes his Magic roll by, the clearer
Game Information: Detect Thief (INT Roll) his reading should be.)
(no Sense Group) (5 Active Points); OAF Game Information: Clairsentience (Sight Group),
Expendable (see text, Easy to obtain; -1), Costs Precognition (40 Active Points); OAF (seven
Endurance (-½), Extra Time (5 Minutes; -2), specially-prepared shells plus other Voodoo para-
Gestures (throughout casting; -½), Incantations phernalia; -1), Concentration (½ DCV throughout
(throughout casting; -½), Instant (-½), Requires A casting; -½), Extra Time (1 Minute; -1½),
Magic Roll (-½). Total cost: 1 point. Gestures (throughout casting; -½), Incantations
Options: (throughout casting; -½), Instant (-½), Precogni-
1) Free Spell: Total cost: 1 point. tion Only (-1), Requires A Magic Roll (-½), Vague
2) Remove A -¼ Limitation: Total cost 1 point. And Unclear (-½). Total cost: 5 points.
3) Remove A -½ Limitation: Total cost 1 point. Options:
4) Add A +¼ Advantage: 6 Active Points; total 1) Free Spell: Total cost: 6 points.
cost 1 point. 2) Remove A -¼ Limitation: Total cost 5 points.
5) Add A +½ Advantage: 7 Active Points; total 3) Remove A -½ Limitation: Total cost 6 points.
cost 1 point. 4) Add A +¼ Advantage: 50 Active Points; total
6) Add A -¼ Limitation: Total cost 1 point. cost 7 points.
7) Add A -½ Limitation: Total cost 1 point. 5) Add A +½ Advantage: 60 Active Points; total
cost 8 points.
6) Add A -¼ Limitation: Total cost 5 points.
7) Add A -½ Limitation: Total cost 5 points.
312 n Voodoo Hero System 6th Edition
kkFORTUNATE ONE
HEALING AND Effect: Major Transform 6d6
CURATIVE SPELLS (grant Luck), Only To
Counteract Unluck
Target: One character
kkCURE VOYE LAMÒ Casting Time: 1 Minute
Casting Procedures: Focus, Gestures, Incantations
Effect: Major Transform 6d6 (person Duration: Instant
afflicted with Voye Lamò to
Range: No Range
person not so afflicted)
Magic Roll Penalty: -6
Target: One character
END Cost: 6
Casting Time: 1 Hour
Casting Procedures: Focus, Gestures, Incantations Description: To “cure” the bad luck inflicted on
Duration: Instant someone by a bokor or evil spirit, a houngan calls
Range: No Range upon Papa Legba, sacrificing a mottled rooster to
Magic Roll Penalty: -9 him and asking him to grant the victim luck so
END Cost: 9 strong it counteracts the misfortune!
Description: If a bokor attacks a person with Game Information: Major Transform 6d6 (grant
voye lamò (see below), only a powerful houngan dice of Luck equal to the dice of Unluck inflicted
can drive the plaguing spirits of the dead away by a spell or the like; heals back through another
and save the victim’s life (or sanity). If the Voye application of this spell or when the Unluck natu-
Lamò spell has not yet taken full effect (i.e., in rally fades away) (60 Active Points); OAF Expend-
game terms, the victim is not yet dead or totally able (appropriate Voodoo charms, powders, and
Transformed into a madman), this spell stops paraphernalia, Difficult to obtain; -1¼), Extra
the progress of Voye Lamò — the victim takes no Time (1 Minute; -1½), Gestures (throughout
further damage or Transform effect. If the victim casting; -½), Incantations (throughout casting;
was subjected to Deadly Voye Lamò, he may then -½), Limited Target (humans under Unluck curses
start to heal the damage he took normally; if and the like; -1), No Range (-½), Requires A
he was subjected to Voye Lamò Of Madness, he Magic Roll (-½), Spell (-½). Total cost: 8 points.
immediately becomes clearheaded and sane. Options:
Game Information: Major Transform 6d6 (person 1) Strong Spell: Increase to Major Transform
afflicted with Voye Lamò to person not so afflicted, 8d6. 80 Active Points; total cost 11 points.
see text; heals back through application of the 2) Weak Spell: Decrease to Major Transform
Voye Lamò spell), ACV (uses OMCV against 4d6. 40 Active Points; total cost 5 points.
DMCV; +¼), AVAD (Mental Defense; +0), Works 3) Free Spell: Total cost: 10 points.
Against EGO, Not BODY (+¼) (90 Active Points); 4) Remove A -¼ Limitation: Total cost 8 points.
OAF Expendable (appropriate Voodoo charms, 5) Remove A -½ Limitation: Total cost 9 points.
powders, and paraphernalia, Difficult to obtain; 6) Add A +¼ Advantage: 75 Active Points; total
-1¼), Concentration (0 DCV throughout casting; cost 10 points.
-1), Extra Time (1 Hour; -3) Gestures (throughout 7) Add A +½ Advantage: 90 Active Points; total
casting; -½), Incantations (throughout casting; cost 12 points.
-½), Limited target (humans afflicted with the 8) Add A -¼ Limitation: Total cost 8 points.
Voye Lamò spell; -1), No Range (-½), Requires A 9) Add A -½ Limitation: Total cost 8 points.
Magic Roll (-½). Total cost: 10 points.
Options: kkLIFTING THE CURSE
1) Strong Spell: Increase to Major Transform Effect: Major Transform 6d6 (person
8d6. 120 Active Points; total cost 13 points. afflicted with a curse to
2) Weak Spell: Decrease to Major Transform person not so afflicted)
4d6. 60 Active Points; total cost 6 points. Target: One character
3) Free Spell: Total cost: 11 points. Casting Time: 1 Hour
4) Remove A -¼ Limitation: Total cost 10 points. Casting Procedures: Focus, Gestures, Incantations
5) Remove A -½ Limitation: Total cost 10 points. Duration: Instant
6) Add A +¼ Advantage: 105 Active Points; total Range: No Range
cost 11 points. Magic Roll Penalty: -6
7) Add A +½ Advantage: 120 Active Points; total END Cost: 6
cost 13 points. Description: Many Voodoo black magic spells
8) Add A -¼ Limitation: Total cost 9 points. inflict some sort of a curse on a person. A
9) Add A -½ Limitation: Total cost 9 points. houngan can use this ritual to lift the curse. If the
curse involved planting a ouanga (charm bag) or
other physical object on or near the victim, it must
be found before this spell can take effect; as part of
the ritual the houngan burns the object.
Hero System Grimoire n Voodoo 313
Game Information: Major Transform 6d6 Game Information: Major Transform 4d6 (person
(person afflicted with a curse to person not so affected by illness- or death-causing black magic
afflicted; heals back by getting cursed again) (60 into healthy person, heals back through any
Active Points); OAF Expendable (appropriate normal means that would cause character to
Voodoo charms, powders, and paraphernalia, contract the same disease) (40 Active Points); OAF
Difficult to obtain; -1¼), Concentration (0 DCV (specially-prepared fetish or symbol of Maman
throughout casting; -1), Extra Time (1 Hour; -3) Brijit; -1), Concentration (0 DCV throughout
Gestures (throughout casting; -½), Incantations casting; -1), Extra Time (5 Minutes; -2),
(throughout casting; -½), Limited target (cursed Gestures (throughout casting; -½), Incantations
humans; -½), No Range (-½), Requires A Magic (throughout casting; -½), Limited Target (humans
Roll (-½). Total cost: 7 points. afflicted by certain types of Voodoo black magic;
Options: -½), No Range (-½), Requires A Magic Roll (-½).
1) Strong Spell: Increase to Major Transform Total cost: 5 points.
8d6. 80 Active Points; total cost 9 points. Options:
2) Weak Spell: Decrease to Major Transform 1) Strong Spell: Increase to Major Transform
4d6. 40 Active Points; total cost 4points. 5d6. 50 Active Points; total cost 7 points.
3) Free Spell: Total cost: 8 points. 2) Weak Spell: Decrease to Major Transform
4) Remove A -¼ Limitation: Total cost 7 points. 3d6. 30 Active Points; total cost 4 points.
5) Remove A -½ Limitation: Total cost 7 points. 3) Free Spell: Total cost: 6 points.
6) Add A +¼ Advantage: 75 Active Points; total 4) Remove A -¼ Limitation: Total cost 5 points.
cost 8 points. 5) Remove A -½ Limitation: Total cost 6 points.
7) Add A +½ Advantage: 90 Active Points; total 6) Add A +¼ Advantage: 50 Active Points; total
cost 10 points. cost 7 points.
8) Add A -¼ Limitation: Total cost 7 points. 7) Add A +½ Advantage: 60 Active Points; total
9) Add A -½ Limitation: Total cost 6 points. cost 8 points.
8) Add A -¼ Limitation: Total cost 5 points.
kkMAMAN BRIJIT’S CURE 9) Add A -½ Limitation: Total cost 5 points.
Effect: Major Transform 4d6 (person
affected by illness- or kkMEDSIN FÈY
death-causing black magic Effect: Healing 1d6, any one
into healthy person) Characteristic at a time
Target: One character Target: One character
Casting Time: 5 Minutes Casting Time: 1 Minute
Casting Procedures: Focus, Gestures, Incantations Casting Procedures: Focus, Gestures, Incantations
Duration: Instant Duration: Instant
Range: Touch Range: Touch
Magic Roll Penalty: -4 Magic Roll Penalty: -3
END Cost: 4 END Cost: 1
Description: Maman Brijit is a Petro (evil) loa Description: Medsin Fèy is the Voodoo term for
whom houngans avoid calling on most of the time. the herbal healing lore of the houngan, who uses it
But if properly approached and propitiated, she to treat and cure illnesses and minor injuries. (In
can cure the effects of Voodoo black magics that game terms medsin fèy refers to KS: Haitian Herb-
cause illnesses or death (assuming the recipient of alism, and the Paramedics Skill, and this spell;
the spell hasn’t already died, of course). In a short the spell describes the more miraculous effects a
ceremony the houngan calls on Maman Brijit for powerful houngan can achieve.) Houngans use
her aid, and if he does everything correctly (i.e., medsin fèy to treat any sort of injury they feel they
succeeds with his Magic roll), she grants it. can help with, but only treat illnesses caused by
In game terms, this is a Major Transform, magical or supernatural means — people with
“(person affected by illness- or death-causing ordinary colds and diseases they refer to ordinary
black magic into healthy person,” that (a) stops doctors.
certain Voodoo black magic spells from working, Typically a medsin fèy treatment involves
and (b) completely reverses their effects, restoring such practices as: applying a poultice made of
the victim to the full health and vigor he had appropriate herbs to the injured area, or the
before coming under the sorcery. Per the usual forehead; making herbal drinks; sacrificing an
Transform rules, the houngan must add up the animal and using its blood to draw curing-signs
cost of the lost abilities he wants to restore and on the afflicted area; and the like. Different herbs
treat them as “powers” being granted to the target and leaves are used for different maladies, so a
by the Transform. houngan may not always have the right supplies
on hand to treat a particular condition.
314 n Voodoo Hero System 6th Edition
Options: Options:
1) Free Spell: Total cost: 12 points. 1) Free Spell: Total cost: 15 points.
2) Remove A -¼ Limitation: Total cost 11 points. 2) Remove A +¼ Advantage: 124 Active Points;
3) Remove A -½ Limitation: Total cost 11 points. total cost 12 points.
4) Add A +¼ Advantage: 116 Active Points; total 3) Remove A +½ Advantage: 110 Active Points;
cost 13 points. total cost 10 points.
5) Add A +½ Advantage: 139 Active Points; total 4) Remove A -¼ Limitation: Total cost 13 points.
cost 16 points. 5) Remove A -½ Limitation: Total cost 14 points.
6) Add A -¼ Limitation: Total cost 10 points. 6) Add A +¼ Advantage: 151 Active Points; total
7) Add A -½ Limitation: Total cost 10 points. cost 14 points.
7) Add A +½ Advantage: 165 Active Points; total
kkCREATE ZOMBI CADAVRE cost 16 points.
8) Add A -¼ Limitation: Total cost 13 points.
Effect: Summon up to 16 zombis
cadavre built on 176 Total 9) Add A -½ Limitation: Total cost 12 points.
Points each, Slavishly
Devoted, Extra Tasks kkDEADLY CURSE
Target: Special Effect: RKA 8d6, NND, Does BODY
Casting Time: 1 Hour Target: 1m Radius Accurate
Casting Procedures: Focus, Gestures, Incantations (covers the entire world)
Duration: Instant Casting Time: 1 Hour
Range: No Range Casting Procedures: Focus, Gestures, Incantations
Magic Roll Penalty: -14 Duration: Instant
END Cost: 14 Range: No Range
Description: One of the most-feared spells of Magic Roll Penalty: -0
Voodoo black magic is this one, by which a bokor END Cost: 33
causes a body to rise from the grave and serve Description: The most powerful bokors can
him as a mindless zombi cadavre (use the Zombie pronounce a direct and lethal curse against
character sheet on HSB 296 for a zombi cadvre). someone, causing him to drop dead instantly.
It requires a long and terrifying ritual performed To cast the spell, the bokor goes to a graveyard
in the same room or cemetery where the corpse is at night, calls upon Ghede and Baron Samedi to
currently located. The ritual only works on corpses send the spirits of the dead to him, and then sends
whom the bokor has slain with the Kou Nanm those spirits to attack his target.
spell (see below) or whose souls he’s caught with
Game Information: RKA 8d6, NND (defense
Capture Soul (see above).
is Life Support [Longevity]; +1), Does BODY
First the bokor appeals to Baron Samedi, who
(+1), Area Of Effect (1m Radius Accurate; +½),
controls the passage between the lands of life and
MegaScale (area covers all of Earth; +2), Reduced
death, to open the way that he (the bokor) may
Endurance (½ END; +¼) (690 Active Points);
bring the zombi cadavre to life. Then he calls on
OAF Expendable (black hen or goat sacrifice plus
Ghede-Nibo, caretaker of tombs, whose permis-
sacrificial tools and supplies, Difficult to obtain;
sion must be asked to use any dead person.
-1¼), Can Only Be Cast At Night (-¼), Can Only
Finally, when all preparations have been made
Be Cast In A Graveyard (-½), Concentration
and incantations uttered, the bokor calls the dead
(0 DCV throughout casting; -1), Extra Time (1
person’s name. If all has gone as planned, the
Hour; -3), Gestures (throughout; -½), Incanta-
corpse answers the bokor’s call and rise as the
tions (throughout; -½), No Range (-½), Requires
living dead.
A Magic Roll (no Active Point penalty; -0), Spell
The death of the bokor who created it frees
(-½). Total cost: 77 points.
a zombi cadavre to return to death, as does the
completion of its total number of tasks. Options:
1) Free Spell: Total cost: 89 points.
Game Information: Summon up to 16 zombis
2) Remove A +¼ Advantage: 660 Active Points;
cadavre built on 176 Total Points each, Slavishly
total cost 73 points.
Devoted (+1), Extra Tasks (bokor’s EGO x4 tasks;
3) Remove A -¼ Limitation: Total cost 79 points.
+½) (137 Active Points); OAF Expendable (appro-
4) Remove A -½ Limitation: Total cost 81 points.
priate Voodoo charms, powders, and parapher-
5) Add A +¼ Advantage: 720 Active Points; total
nalia, Very Difficult to obtain; -1½), Can Only Be
cost 80 points.
Cast At Night Within 36 Hours Of Death (-½),
6) Add A +½ Advantage: 750 Active Points; total
Concentration (0 DCV throughout casting; -1),
cost 83 points.
Extra Time (1 Hour; -3), Gestures (throughout
7) Add A -¼ Limitation: Total cost 74 points.
casting; -½), Incantations (throughout casting;
8) Add A -½ Limitation: Total cost 73 points.
-½), Must Have An Appropriate Corpse (see text;
-1½), Requires A Magic Roll (-½), Summoned
Being Must Inhabit Locale (see text; -½). Total
cost: 13 points.
318 n Voodoo Hero System 6th Edition
Game Information:
Cost Power
kkCONTACT THE DEAD
Effect: Variable Power Pool, Only For
33 Voye Lamò: Multipower, 394-point reserve; all Summoning Specific Beings
slots OAF Expendable (various ritual Voodoo Target: Special
paraphernalia, blood, and the like, Very Casting Time: 20 Minutes
Difficult to obtain; -1½), Can Only Be Cast At Casting Procedures: Focus, Gestures, Incantations
Night (-¼), Can Only Be Cast In A Grave- Duration: Instant
yard (-½), Concentration (0 DCV throughout Range: No Range
casting; -1), Damage Over Time (7 incre- Magic Roll Penalty: Up to -4
ments, one per day for a week, defense only END Cost: Up to 4
applies once, cannot be used again on same
victim until all increments accrue; -2½), Extra Description: After death, a person’s soul becomes
Time (1 Hour; -3), Gestures (throughout; -½), an immortal spiritual being called a mò. A mò
Incantations (throughout casting; -½), No knows about supernatural power and secrets, and
Range (-½), Requires A Magic Roll (no Active in some cases may become a loa. With the permis-
Point penalty; -0), Spell (-½) sion and assistance of Baron Samedi, a houngan
can contact the spirit of a dead person to seek
3f 1) Deadly Voye Lamò: RKA 7d6, AVAD (Power its knowledge (both from life, or learned since
Defense; +1½), Does BODY (+1), Trigger becoming a mò), wisdom, or assistance.
(when target walks on the graveyard soil; To cast this spell, the caster must either be in
+¼); common Limitations as described above the graveyard where the deceased is buried, in his
1f 2) Voye Lamò Of Madness: Major Transform home, or in some other place of great significance
10d6 (sane person to person with the to him, and it must be nighttime. It can be cast on
Psychological Complication Utterly, Gibber- any day, but Saturday is best (+1 to the Magic roll
ingly Insane [Very Common, Total]; heals back on Saturdays). The casting involves a lengthy cere-
through application of Cure Voye Lamò spell), mony featuring decorations in black and purple,
ACV (uses OCV against DMCV; +¼), AVAD the various symbols of Baron Samedi, and the
(Mental Defense; +0), Works Against EGO, sacrifice of a black chicken. If the spell succeeds,
Not BODY (+¼), Trigger (when target walks on the mò appears and speaks with the houngan. The
the graveyard soil; +¼); common Limita- mò isn’t necessarily friendly to, or cooperative
tions as described above, plus Limited Target with, the caster; the houngan must either persuade
(humans; -½) it to answer (either by promising it something it
Total cost: 37 points. wants, such as a sacrifice or helping its family), or
compel it with other spells.
In game terms, this spell is bought as a Variable
MISCELLANEOUS SPELLS Power Pool with which the caster can only create
Summon-based powers with the Specific Being
kkCHARM OF RELEASE Advantage (the VPP structure allows the specific
Effect: Telekinesis and Lockpicking person in question to change from use to use). For
Target: One lock/door purposes of this spell it’s assumed a mò is built on
Casting Time: Full Phase (Attack Action) no more than 100 Total Points.
Casting Procedures: Incantations Game Information: Variable Power Pool, 40 Pool
Duration: Instant + 40 Control Cost; OAF Expendable (appropriate
Range: No Range Voodoo charms, powders, and paraphernalia
Magic Roll Penalty: -8/-2 associated with Baron Samedi, Difficult to obtain;
END Cost: 8/2 -1¼), Can Only Be Cast At Night (-¼), Concen-
Description: With this spell a houngan can open tration (0 DCV throughout casting; -1), Extra
locked doors, free himself from chains, and the Time (20 Minutes; -2½) Gestures (throughout
like. He can also lock such things normally, some- casting; -½), Incantations (throughout casting;
times confounding his jailers with how he got out -½), May Only Be Cast In Specific Places (see text;
of a still-locked door. -¼), Only For Summoning Specific Beings (see
text; -½), Requires A Magic Roll (-½). Total cost:
Game Information:
42 points.
Cost Power
28 Charm Of Release: Multipower, 76-point
reserve; all slots Extra Time (Full Phase; -½),
Instant (-½), Incantations (-¼), Requires A
Magic Roll (-½)
3f 1) Locking: Change Environment (-20 to
Lockpicking rolls), Long-Lasting (permanent
until door is opened or destroyed, or magic is
dispelled); common Limitations
1f 2) Opening: Lockpicking 20-; common Limita-
tions plus Costs Endurance (-½)
Total cost: 32 points.
Hero System Grimoire n Voodoo 327
WA RRIOR-
M AGERY
W
arrior-Magery, or Warrior-Magic,
refers to spells that enhance a
kkBLADE ENHANCEMENT
Effect: Aid HKA 5d6, Only Adds To
warrior’s ability to fight, making him Bladed Weapon Damage
a nigh-unmatched master of blade Target: One character
and bow. Compared to most other categories it’s Casting Time: Full Phase (Attack Action)
very restricted in scope, and often rare as well — Casting Procedures: Focus, Gestures, Incantations
in many campaign settings only one small group, Duration: Instant
such as a single tribe or fighters’ guild knows the Range: Touch
secrets of Warrior-Magery. Magic Roll Penalty: -7
END Cost: 7
WITCHCR A FT
W
itchcraft is an Art combining various Game Information: Severe Transform 2d6 (free-
lesser aspects of other arts, such as willed male into witch’s willing slave, heals back
Alchemy, Black Magic, Conjuration, normally), ACV (uses OCV against DMCV; +¼),
Druidry, Elemental Magic, Necro- AVAD (Mental Defense; +0), Constant (+½),
mancy, and Voodoo, as well as hedge magics and Works Against EGO, Not BODY (+¼) (60 Active
other “low spells,” but no less powerful than the Points); OAF Expendable (small gem, Difficult to
other categories for all that. The GM may allow obtain; -1¼), Concentration (½ DCV throughout
characters who know Witchcraft to select appro- casting; -½), Extra Time (Full Phase; -½),
priate spells from those (or other) categories and Gestures (throughout casting; -½), Incantations
define them as belonging to Witchcraft as well (throughout casting; -½), Limited Range (40m;
(and vice-versa). -¼), Limited Target (humanoid males only; -½),
Witchcraft is primarily associated with women, Requires A Magic Roll (-½), Spell (-½). Total cost:
who often gather in covens (groups of 13) to prac- 10 points.
tice their Art. Many Witchcraft spells were created Options:
with women in mind; they work only against men 1) Strong Spell: Increase to Severe Transform
(or better against men), help women with the tasks 3d6. 90 Active Points; total cost 15 points.
normally assigned them in medieval-era societies, 2) Weak Spell: Decrease to Severe Transform
enhance women’s positive attributes, and so forth. 1d6. 30 Active Points; total cost 5 points.
Male witches, known as warlocks, are rare. 3) Free Spell: Total cost: 13 points.
4) Remove A +¼ Advantage: 52 Active Points;
total cost 9 points.
OFFENSIVE SPELLS 5) Remove A +½ Advantage: 45 Active Points;
total cost 7 points.
6) Remove A -¼ Limitation: Total cost 10 points.
kkBEWITCHMENT 7) Remove A -½ Limitation: Total cost 11 points.
Effect: Severe Transform 2d6 8) Add A +¼ Advantage: 67 Active Points; total
(free-willed male into cost 11 points.
witch’s willing slave) 9) Add A +½ Advantage: 75 Active Points; total
Target: One character cost 12 points.
Casting Time: Full Phase (Attack Action) 10) Add A -¼ Limitation: Total cost 10 points.
Casting Procedures: Focus, Gestures, Incantations 11) Add A -½ Limitation: Total cost 9 points.
Duration: Constant
Range: 40m
Magic Roll Penalty: -6
kkBLIGHT
END Cost: 6 Effect: RKA 1 point, Only Versus Plants
Target: 640m Radius
Description: This spell of beguilement allows a Casting Time: 1 Minute (Attack Action)
witch to so thoroughly dominate the mind of Casting Procedures: Focus, Gestures, Incantations
a man that he becomes the witch’s willing and Duration: Instant
faithful servant for a lengthy period of time Range: 450m
(usually at least a month, but it depends on how Magic Roll Penalty: -1
hardy and strong-willed he is). Warlocks learn END Cost: 1
a version of the spell that only works against
women. Description: One of the reasons common folk
often fear witches is this spell. If angered or
insulted, a witch may very well sneak back to
her tormentor’s farm and cast Blight, ruining his
entire crop.
338 n Witchcraft Hero System 6th Edition
kkCANDLE OF LIFE
CANDLE MAGIC Effect: RKA 6d6, NND, Does BODY
Some witches use their magic to create Target: 1m Radius Accurate
(covers the entire world)
enchanted candles that create a certain effect for
Casting Time: Half Phase (Attack Action)
as long as they burn. Known as candle magic, this
Casting Procedures: Focus, Gestures, Incantations
branch of Witchcraft is of little use in combat, but
Duration: Instant
often proves quite effective in other situations.
Range: No Range
kkCANDLE OF BEGUILEMENT Magic Roll Penalty: -10
Charges: 1 Charge
Effect: Sight, Hearing, Smell/
Taste, and Touch Group Description: Although its name suggests kindness
Images, -6 to PER Rolls and healing, in fact the Candle Of Life is so called
Target: 16m Radius around candle because it holds a man’s life within its enchanted
Casting Time: Half Phase (Attack Action) wax — and as it burns, that man dies. The candle
Casting Procedures: Focus, Gestures, Incantations must include at least one of the items described for
Duration: Constant a Voodoo Doll (a bit of the target’s body, see page
Range: No Range 324) in the wax.
Magic Roll Penalty: -10 Once lit, the Candle Of Life burns for an
Charges: 1 Continuing Fuel Charge hour, slowly killing the victim over that time.
lasting 1 Hour The witch must keep her concentration focused
on the candle during this period. If the candle
Description: This candle creates an illusion of the stops burning, the effect stops at that point. The
witch’s choice. The witch can change the illusion victim suffers the damage up to that point, but the
each time she lights the candle, but can’t alter it candle cannot be relit to hurt him further (though
while the candle remains lit. The illusion cannot the witch could perhaps use what’s in it to make
conceal the candle, which must always remain in another candle...).
the center of the effect; thus, this candle is only
useful in situations where the victims would not Game Information: RKA 1d6, NND (defense is
consider a lit candle out of place. Life Support [Longevity]; +1), Does BODY (+1),
Area Of Effect (1m Radius Accurate; +½), Mega-
Game Information: Sight, Hearing, Smell/Taste, Scale (area covers all of Earth; +2), Damage Over
and Touch Group Images, -6 to PER Rolls, Area Time (6 increments, one every 10 minutes day
Of Effect (16m Radius; +¾), Delayed Effect for one hour, defense only applies once, cannot
(may have available a number of candles equal be used again on same victim until all increments
to character’s INT; +½) (97 Active Points); accrue; +1), Delayed Effect (may have available a
OAF (-1), Concentration (0 DCV throughout number of candles equal to character’s INT; +½)
making; -1), Extra Time (6 Hours to make; -3½), (105 Active Points); OAF (-1), Concentration (0
Gestures (throughout making; -½), Incanta- DCV throughout making and using; -1), Extra
tions (throughout making; -½), Image Cannot Time (6 Hours to make; -3½), Extra Time (1 Hour
Hide Candle Itself (-½), No Range (illusion to use; -3), Gestures (throughout making; -½),
always covers the 16m radius around candle; Incantations (throughout making; -½), No Range
-½), Requires A Magic Roll (to make; -½), 1 (-½), Only Works Against Specific Characters For
Continuing Charge lasting 1 Hour (-¼). Total Whom Witch Has Prepared Candle (-2) Requires
cost: 10 points. A Magic Roll (to make; -½), 1 Charge (-2). Total
Options: cost: 7 points.
1) Strong Spell: Increase to -8 to PER Rolls. 110 Options:
Active Points; total cost 12 points. 1) Strong Spell: Increase to RKA 2d6. 210 Active
2) Weak Spell: Decrease to -4 to PER Rolls. 83 Points; total cost 13 points.
Active Points; total cost 9 points. 2) Weak Spell: Decrease to RKA ½d6. 70 Active
3) Remove A +¼ Advantage: 86 Active Points; Points; total cost 4 points.
total cost 9 points. 3) Remove A +¼ Advantage: 101 Active Points;
4) Remove A +½ Advantage: 75 Active Points; total cost 6 points.
total cost 8 points. 4) Remove A +½ Advantage: 97 Active Points;
5) Remove A -¼ Limitation: Total cost 11 points. total cost 6 points.
6) Remove A -½ Limitation: Total cost 11 points. 5) Remove A -¼ Limitation: Total cost 7 points.
7) Add A +¼ Advantage: 107 Active Points; total 6) Remove A -½ Limitation: Total cost 7 points.
cost 11 points. 7) Add A +¼ Advantage: 109 Active Points; total
8) Add A +½ Advantage: 118 Active Points; total cost 7 points.
cost 13 points. 8) Add A +½ Advantage: 112 Active Points; total
9) Add A -¼ Limitation: Total cost 10 points. cost 7 points.
10) Add A -½ Limitation: Total cost 10 points. 9) Add A -¼ Limitation: Total cost 7 points.
10) Add A -½ Limitation: Total cost 6 points.
Hero System Grimoire n Witchcraft 343
Options:
1) Strong Spell: Increase to Mind Control 18d6.
kkCLEANING-SPELL
Effect: Change Environment (clean
270 Active Points; total cost 28 points. and do related chores)
2) Weak Spell: Decrease to Mind Control 12d6. Target: 32m Radius (one building)
180 Active Points; total cost 19 points. Casting Time: Half Phase (Attack Action)
3) Remove A -¼ Limitation: Total cost 25 points. Casting Procedures: Focus, Gestures, Incantations
4) Remove A -½ Limitation: Total cost 25 points. Duration: Constant
5) Add A +¼ Advantage: 244 Active Points; total Range: No Range
cost 26 points. Magic Roll Penalty: -5
6) Add A +½ Advantage: 262 Active Points; total END Cost: 0
cost 27 points.
7) Add A -¼ Limitation: Total cost 23 points. Description: This most famous of hedge magic
8) Add A -½ Limitation: Total cost 22 points. spells allows a witch to clean her house and
perform similar chores without exerting herself.
Instead, brooms, mops, dishrags, and brushes
MISCELLANEOUS SPELLS come to life to do the work themselves!
Game Information: Change Environment (clean
and do related chores), Long-Lasting (lasts until
kkBEAUTIFY dirtied again), Area Of Effect (32m Radius; +1),
Effect: Aid Striking Appearance 3d6 Reduced Endurance (0 END; +½) (52 Active
Target: Self Points); OAF Expendable (broomstraw wrapped
Casting Time: Half Phase (Attack Action) around a bit of soap, Easy to obtain; -1), Gestures
Casting Procedures: Focus, Gestures, Incantations (-¼), Incantations (-¼), No Range (-½), Only
Duration: Instant Cleans One Building (-¼), Requires A Magic Roll
Range: Self (-½). Total cost: 14 points.
Magic Roll Penalty: -5 Options:
END Cost: 0 1) Free Spell: Total cost: 19 points.
Description: Many a witch has used this glamour, 2) Remove A +¼ Advantage: 47 Active Points;
which renders her much more beautiful for the total cost 12 points.
space of a few hours. 3) Remove A +½ Advantage: 42 Active Points;
At the GM’s option, this spell can grant the total cost 11 points.
caster Striking Appearance even if she hasn’t 4) Remove A -¼ Limitation: Total cost 15 points.
bought that Talent already. 5) Remove A -½ Limitation: Total cost 16 points.
6) Add A +¼ Advantage: 58 Active Points; total
Game Information: Aid Striking Appearance 3d6,
cost 15 points.
Delayed Return Rate (points fade at the rate of 5
7) Add A +½ Advantage: 63 Active Points; total
per Hour; +1¾) (49 Active Points); OAF Expend-
cost 17 points.
able (a rose, Easy to obtain; -1), Gestures (-¼),
8) Add A -¼ Limitation: Total cost 13 points.
Incantations (-¼), Only Aid Self (-1), Requires A
9) Add A -½ Limitation: Total cost 12 points.
Magic Roll (-½). Total cost: 12 points.
Options:
1) Strong Spell: Increase to Aid Striking Appear-
ance 4d6. 66 Active Points; total cost 16
points.
2) Weak Spell: Decrease to Aid Striking Appear-
ance 2d6. 33 Active Points; total cost 8 points.
3) Free Spell: Total cost: 16 points.
4) Remove A +¼ Advantage: 45 Active Points;
total cost 11 points.
5) Remove A +½ Advantage: 40 Active Points;
total cost 10 points.
6) Remove A -¼ Limitation: Total cost 13 points.
7) Remove A -½ Limitation: Total cost 14 points.
8) Add A +¼ Advantage: 54 Active Points; total
cost 13 points.
9) Add A +½ Advantage: 58 Active Points; total
cost 14 points.
10) Add A -¼ Limitation: Total cost 11 points.
11) Add A -½ Limitation: Total cost 11 points.
Hero System Grimoire n Witchcraft 345
WIZ ARDRY
W
izardry is a catch-all term for magic Active Points); OAF Expendable (crystal of smoky
and spellcasting in general; thus, quartz, Difficult to obtain; -1¼), Concentration (½
terms like “mage” and “wizard” can DCV throughout casting; -½), Extra Time (1 Turn
refer to virtually any spellcaster, no to cast; -¾), Gestures (throughout casting; -½),
matter what arcanae he knows. However, in a Incantations (throughout casting; -½), No Range
more technical sense, Wizardry also refers to any (-½), Requires A Magic Roll (-½), Spell (-½). Total
spells or bodies of mystic lore not a part of any cost: 17 points.
other category. These include spells relating to the Options:
nature of magic itself (such as Detect Magic and 1) Strong Spell: Increase to -8 to PER Rolls. 127
Dispel Magic), general utility spells, spells that Active Points; total cost 21 points.
manipulate sheer mystic power (like Mystic Dart 2) Weak Spell: Decrease to -4 to PER Rolls. 82
or Wizard’s Shield), Words Of Power, and the like. Active Points; total cost 14 points.
3) Free Spell: Total cost: 22 points.
4) Remove A +¼ Advantage: 98 Active Points;
SPELLS OF GENERAL total cost 16 points.
UTILITY 5) Remove A +½ Advantage: 91 Active Points;
total cost 15 points.
These spells deal with some of the simplest, 6) Remove A -¼ Limitation: Total cost 18 points.
most fundamental forces and uses of magic. As 7) Remove A -½ Limitation: Total cost 19 points.
such, they belong to all categories; any mage can 8) Add A +¼ Advantage: 112 Active Points; total
buy them as part of any category. cost 19 points.
9) Add A +½ Advantage: 119 Active Points; total
kkARCANE TRICKERY cost 20 points.
10) Add A -¼ Limitation: Total cost 17 points.
Effect: Images to Detect Magic,
11) Add A -½ Limitation: Total cost 16 points.
-6 to PER Rolls
Target: 8m Radius
Casting Time: 1 Turn (Attack Action) kkCONCEAL SCRIPT
Casting Procedures: Focus, Gestures, Incantations Effect: Cryptography 20-, Cosmetic
Duration: Time Limit (duration of 1 Transform 5d6 (change script)
Day, +1 Day per point by Target: Self/1 document
which the caster succeeds Casting Time: Full Phase
with his Magic roll) Casting Procedures: Focus, Gestures, Incantations
Range: No Range Duration: Constant/Instant
Magic Roll Penalty: -10 Range: Self/No Range
END Cost: 0 Magic Roll Penalty: -2
Description: This spell allows a wizard to trick END Cost: 2
other wizards into thinking that arcane energies Description: This spell allows a wizard to conceal
do or do not exist in a particular place. He can the meaning of written script. To anyone besides
make it seem as if a mundane object or place is the wizard, the script looks like meaningless
magical, or that a magical person, place, or thing gibberish. The wizard may, if he wishes, extend
is mundane. He can also apply the spell to himself to others the ability to read the script without
so that other spellcasters cannot detect that he is assistance.
a spellcaster (in this case, the spell’s effects move If the wizard writes the script from the begin-
with the caster). ning, he must use a quill made of a griffin’s feather
Game Information: Images to Detect Magic, -6 and write with mystic inks made of many unusual
to PER Rolls, Area Of Effect (8m Radius; +½), substances. If he wishes to magically conceal the
Reduced Endurance (0 END; +½), Time Limit meaning of existing script, he must dust it with
(duration of 1 Day, +1 Day per point by which powdered dragon’s scales while speaking the
the caster succeeds with his Magic roll; +1¾) (105 words of the spell.
Hero System Grimoire n Wizardry 347
Game Information:
Cost Power
kkDISPEL MAGIC
Effect: Dispel Magic 14d6, any one
6 Boadlane’s Spell Of The Secret Script: Multi- Magic power or spell at a time
power, 25-point reserve; all OAF Expendable Target: One character
(griffin’s-feather quill and mystic inks, or Casting Time: Half Phase (Attack Action)
powdered dragon’s scales, Very Difficult to Casting Procedures: Focus, Gestures, Incantations
obtain; -1½), Extra Time (Full Phase; -½), Duration: Instant
Gestures (-¼), Incantations (-¼), Requires A Range: 420m
Magic Roll (-½) Magic Roll Penalty: -6
1f 1) Writing Secret Script: Cryptography 20-; END Cost: 6
common Limitations as listed above
Description: One of the most basic spells in
1f 2) Concealing Existing Script: Cosmetic any wizard’s arsenal, Dispel Magic breaks apart
Transform 5d6 (change script into script and neutralizes mystic energies, causing spells
only the caster can read, heals back through to cease functioning. When casting it, a wizard
another application of this spell by the caster); hits the palm of one hand with a small silver
common Limitations as listed above, plus No hammer wielded in the other, thus signifying the
Range (-½) “smashing” of the targeted magic; the hammer
Total cost: 8 points. disintegrates into worthless powder as the target
magic disperses (or if it fails to disperse).
kkDETECT MAGIC One drawback to using this spell is that the
release of eldritch energies it entails attracts the
Effect: Detect Magic (INT Roll) (no
attention of any nearby spellcaster or magically-
Sense Group), Discriminatory
sensitive being.
Target: Self
Casting Time: Full Phase Game Information: Dispel Magic 14d6, Vari-
Casting Procedures: Focus, Gestures, Incantations able Effect (any one Magic power or spell at a
Duration: Constant time; +½) (63 Active Points); OAF Expendable
Range: Self (intricately-worked silver hammer, Very Difficult
Magic Roll Penalty: -1 to obtain; -1½), Gestures (-¼), Incantations (-¼),
END Cost: 1 Noisy (-¼), Requires A Magic Roll (-½), Spell
(-½). Total cost: 15 points.
Description: This spell allows the wizard to detect
arcane energies, be they the lingering effects of a Options:
curse, the enchantment placed upon a sword (or 1) Strong Spell: Increase to Dispel 20d6. 90
other item), or the fact that another person can Active Points; total cost 21 points.
cast spells. He must be in the same area as the 2) Weak Spell: Decrease to Dispel 12d6. 54
arcane energies to sense them, however. (See pages Active Points; total cost 13 points.
149-50 of Fantasy Hero for more details on Detect 3) Free Spell: Total cost: 23 points.
Magic.) 4) Remove A -¼ Limitation: Total cost 16 points.
5) Remove A -½ Limitation: Total cost 17 points.
Game Information: Detect Magic (INT Roll) (no
6) Add A +¼ Advantage: 73 Active Points; total
Sense Group), Discriminatory (10 Active Points);
cost 17 points.
OAF Expendable (tiny amethyst crystal, Difficult
7) Add A +½ Advantage: 84 Active Points; total
to obtain; -1¼), Costs Endurance (-½), Extra Time
cost 20 points.
(Full Phase; -½), Gestures (-¼), Incantations (-¼),
8) Add A -¼ Limitation: Total cost 14 points.
Requires A Magic Roll (-½). Total cost: 2 points.
9) Add A -½ Limitation: Total cost 13 points.
Options: 10) Category-Specific Dispel: This form of Dispel
1) Strong Spell: Add Analyze. 15 Active Points; Magic is easiest to use against one specific
total cost 3 points. category of spells (which the caster chooses
2) Weak Spell: Remove Discriminatory. 5 Active when he buys the spell); against other types
Points; total cost 1 point. of spells it’s more tiring to use. Add Increased
3) Free Spell: Total cost: 3 points. Endurance Cost (x5 END when used against
4) Remove A -¼ Limitation: Total cost 2 points. any spell not from the specified category,
5) Remove A -½ Limitation: Total cost 3 points. Very Common; -¾). Total cost: 13 points.
6) Add A +¼ Advantage: 12 Active Points; total
cost 3 points.
7) Add A +½ Advantage: 15 Active Points; total
cost 3 points.
8) Add A -¼ Limitation: Total cost 2 points.
9) Add A -½ Limitation: Total cost 2 points.
10) Ranged Spell: The wizard can perceive arcane
energies at a distance. Add Range. 15 Active
Points; total cost 3 points.
348 n Wizardry Hero System 6th Edition
Options:
DEFENSIVE SPELLS 1) Strong Spell: Increase to Barrier 10 PD/10
ED, 10 BODY. 63 Active Points; total cost 15
points.
kkMYSTIC WALL 2) Weak Spell: Decrease to Barrier 6 PD/6 ED, 6
Effect: Barrier 8 PD/8 ED, 8 BODY BODY. 47 Active Points; total cost 11 points.
(up to 12m long, 4m tall, and 3) Longer Wall: Increase to up to 25m long. 68
1m thick), Dismissable Active Points; total cost 16 points.
Target: Area 4) Free Spell: Total cost: 18 points.
Casting Time: Half Phase (Attack Action) 5) Remove A -¼ Limitation: Total cost 14 points.
Casting Procedures: Focus, Gestures, Incantations 6) Remove A -½ Limitation: Total cost 15 points.
Duration: Instant 7) Add A +¼ Advantage: 69 Active Points; total
Range: 100m cost 16 points.
Magic Roll Penalty: -5 8) Add A +½ Advantage: 82 Active Points; total
END Cost: 5 cost 19 points.
9) Add A -¼ Limitation: Total cost 12 points.
Description: This spell creates a wall of solid
10) Add A -½ Limitation: Total cost 11 points.
mystical force up to 12m long. The caster must
“anchor” the wall to the ground or some similar
surface. He can control the texture of the wall,
kkWIZARD’S BULWARK
making it as smooth as polished marble or as Effect: Barrier 6 PD/6 ED, 6 BODY
rough as stone wall. (1m long, 2m tall, ½m
thick), Non-Anchored
Game Information: Barrier 8 PD/8 ED, 8 BODY Target: Area
(up to 12m long, 4m tall, and 1m thick), Dismiss- Casting Time: Half Phase
able (55 Active Points); OAF Expendable (small Casting Procedures: Focus, Gestures, Incantations
cube of amber with a rune etched in each side, Duration: Constant
Difficult to obtain; -1¼), Cannot Englobe (-¼), Range: No Range
Costs Endurance (to maintain; -½), Gestures (-¼), Magic Roll Penalty: -3
Incantations (-¼), Limited Range (100m; -¼), END Cost: 3
Requires A Magic Roll (-½). Total cost: 13 points.
Description: This spell creates a vertical plane
of mystic force directly in front of the wizard.
It offers protection from all forms of attack,
including even the deadliest forms of spells like
Mystic Dart. However, once an attack breaches the
Bulwark, it collapses; the wizard has to cast the
spell again to re-create it.
352 n Wizardry Hero System 6th Edition
Options:
SENSORY SPELLS 1) Strong Spell: Increase to Major Transform
14d6. 140 Active Points; total cost 62 points.
2) Weak Spell: Decrease to Major Transform
kkWIZARD’S EYE 10d6. 100 Active Points; total cost 44 points.
Effect: Fully Penetrative for 3) Remove A -¼ Limitation: Total cost 60 points.
Sight Group 4) Remove A -½ Limitation: Total cost 68 points.
Target: Self 5) Add A +¼ Advantage: 150 Active Points; total
Casting Time: Half Phase cost 67 points.
Casting Procedures: Focus, Gestures, Incantations 6) Add A +½ Advantage: 180 Active Points; total
Duration: Constant cost 80 points.
Range: Self 7) Add A -¼ Limitation: Total cost 48 points.
Magic Roll Penalty: -1 8) Add A -½ Limitation: Total cost 44 points.
END Cost: 1
Description: This spell allows a wizard to see
kkWORD OF COMMAND
through solid objects, such as walls. Effect: Mind Control 30d6
Target: One character
Game Information: Fully Penetrative for Sight
Casting Time: Half Phase (Attack Action)
Group (blocked by Mystic Wall, Wizard’s Bastion,
Casting Procedures: Incantations
or other Barrier-based wards specifically designed
Duration: Instant
to defeat this spell) (15 Active Points); OAF (eye-
Range: 50m
shaped amulet carved from a topaz; -1), Costs
Magic Roll Penalty: N/A
Endurance (-½), Gestures (-¼), Incantations (-¼),
END Cost: 15
Requires A Magic Roll (-½). Total cost: 4 points.
Description: This Word Of Power compels the
Options:
obedience of one person. However, the wizard can
1) Free Spell: Total cost: 6 points.
only issue a single command, which must consist
2) Remove A -¼ Limitation: Total cost 5 points.
of no more than a single, simple sentence; there-
3) Remove A -½ Limitation: Total cost 5 points.
after he cannot change or reinforce the command
4) Add A +¼ Advantage: 19 Active Points; total
unless he invokes the Word again.
cost 5 points.
5) Add A +½ Advantage: 22 Active Points; total Game Information: Mind Control 30d6 (150
cost 6 points. Active Points); Incantations (-¼), Limited Normal
6) Add A -¼ Limitation: Total cost 4 points. Range (50m; -¼), Single Command Only (see text;
7) Add A -½ Limitation: Total cost 4 points. -¼), Spell (-½). Total cost: 67 points.
Options:
1) Strong Spell: Increase to Mind Control 45d6.
WORDS OF POWER 225 Active Points; total cost 100 points.
2) Weak Spell: Decrease to Mind Control 24d6.
Ancient magics whose origin is lost to time,
120 Active Points; total cost 53 points.
Words Of Power are mystical words and phrases
3) Remove A -¼ Limitation: Total cost 75 points.
of enormous power. A wizard need merely speak
4) Remove A -½ Limitation: Total cost 86 points.
a Word to unleash its power; he uses no mystic
5) Add A +¼ Advantage: 187 Active Points; total
gestures, talismans, or other appurtenances.
cost 83 points.
6) Add A +½ Advantage: 225 Active Points; total
kkWORD OF BLINDNESS cost 100 points.
Effect: Major Transform 12d6 (sighted 7) Add A -¼ Limitation: Total cost 60 points.
being into blind being) 8) Add A -½ Limitation: Total cost 54 points.
Target: One character
Casting Time: Half Phase (Attack Action)
Casting Procedures: Incantations
kkWORD OF DEVASTATION
Effect: RKA 6d6
Duration: Instant
Target: 30m Radius Explosion
Range: 50m
Casting Time: Half Phase (Attack Action)
Magic Roll Penalty: N/A
Casting Procedures: Incantations
END Cost: 12
Duration: Instant
Description: This Word Of Power strikes blind Range: 900m
one sighted being. Magic Roll Penalty: N/A
Game Information: Major Transform 12d6 END Cost: 13
(sighted being into blind being) (120 Active Description: This Word Of Power invokes what
Points); Incantations (-¼), Limited Range (50m; amounts to a small, mystical earthquake that
-¼), Limited Target (sighted beings; -¼), Spell devastates objects on or attached to the ground
(-½). Total cost: 53 points. — buildings, trees, vehicles, and the like. It does
not affect living beings, even ones standing on
the ground (though its secondary effects, such as
collapsing buildings, may).
Hero System Grimoire n Wizardry 355
kkROPEWORKING kkWARNING-SPELL
Effect: Telekinesis (10 STR), Fine Effect: Hearing Group Images,
Manipulation, Only On +4 to PER Rolls, Trigger
Ropes, Strings, And Cords Target: 8m Radius
Target: One rope/string/cord Casting Time: 1 Turn
Casting Time: Half Phase (Attack Action) Casting Procedures: Focus, Gestures, Incantations
Casting Procedures: Focus, Gestures, Incantations Duration: Constant
Duration: Constant Range: No Range
Range: 200m Magic Roll Penalty: -3
Magic Roll Penalty: -2 END Cost: 0
END Cost: 2
Description: This spell allows a wizard to set
Description: This spell allows a wizard to manipu- up an alarm that sounds whenever a specified
late ropes, strings, and the like at a distance (this condition occurs. Typically the condition involves
does not include chains). He can send a rope up people unknown to the caster approaching within
the side of a wall to tie itself to something on the a certain distance, but many other triggering
roof so his friends can climb up it, untie the knots conditions are possible. After being Triggered, the
holding a ship’s sails in place, and so forth. Claxon sounds for 1 Minute or until the caster
Game Information: Telekinesis (10 STR), Fine voluntarily turns it off.
Manipulation (25 Active Points); OAF Expendable Game Information: Hearing Group Images, +4
(short piece of rope, Easy to obtain; -1), Gestures to PER Rolls, Trigger (defined by wizard during
(-¼), Incantations (-¼), Only On Ropes, Strings, casting; +½), Reduced Endurance (0 END; +½)
And Cords (-1), Requires A Magic Roll (-½), Spell (34 Active Points); OAF Expendable (tiny gold
(-½). Total cost: 5 points. gong or horn, Difficult to obtain; -1¼), Extra Time
Options: (1 Turn to cast; -¾), Gestures (throughout casting;
1) Strong Spell: Increase to Telekinesis (14 STR). -½), Incantations (throughout casting; -½), No
31 Active Points; total cost 7 points. Range (-½), Requires A Magic Roll (-½). Total
2) Weak Spell: Decrease to Telekinesis (6 STR). cost: 7 points.
19 Active Points; total cost 4 points. Options:
3) Free Spell: Total cost: 7 points. 1) Strong Spell: Increase to +6 to PER Rolls. 46
4) Remove A -¼ Limitation: Total cost 6 points. Active Points; total cost 9 points.
5) Remove A -½ Limitation: Total cost 6 points. 2) Weak Spell: Decrease to +2 to PER Rolls. 22
6) Add A +¼ Advantage: 31 Active Points; total Active Points; total cost 4 points.
cost 7 points. 3) Free Spell: Total cost: 9 points.
7) Add A +½ Advantage: 37 Active Points; total 4) Remove A +¼ Advantage: 30 Active Points;
cost 8 points. total cost 6 points.
8) Add A -¼ Limitation: Total cost 5 points. 5) Remove A +½ Advantage: 25 Active Points;
9) Add A -½ Limitation: Total cost 5 points. total cost 5 points.
6) Remove A -¼ Limitation: Total cost 7 points.
7) Remove A -½ Limitation: Total cost 7 points.
8) Add A +¼ Advantage: 38 Active Points; total
cost 8 points.
9) Add A +½ Advantage: 42 Active Points; total
cost 9 points.
10) Add A -¼ Limitation: Total cost 7 points.
11) Add A -½ Limitation: Total cost 6 points.
Hero System Grimoire n Index 359
Accuracy Grease Create Zombi Cadavre
Inde x
Accuracy Grease: 315 Banish Disease Spirit: 237 Brelga, The Rune Of Protection Charm Of Release: 326
Acrobat’s Grace: 211 Banish Fatigue: 214 From Fire: 222 Charm Of The Three Knots, The:
Activate Device: 81 Banishment: 70 Bridge Of Magpies: 203 338
Agau’s Hand: 315 Barkskin: 110 Brooch Of The Arcane Eye: 158 Chinese Divination: 204
Agau’s Mantle: 316 Baron Samedi’s Change: 302 Brotnala, The Rune Of Shattering: Clean Shop: 208
Agony: 48 Battle Barrier: 40 217 Cleaning-Spell: 344
Air Form: 123 Battle God’s Strength: 289 Burglar’s Boon: 211 Clear Mind: 264
Air God’s Pathway: 297 Battlefield Countermagic: 30 Call Animals: 103 Cloak Of Feathers: : 157
Air Sphere: 121 Battlefield Plague: 31 Call Ghoul: 179 Cloak Of Invisibility: 157
Akashic Eye: 276 Beans Into Men: 196 Call to The Ancestors: 197 Coffin Nails: 50
Alter Electronic Data: 74 Beast Summoning: 67 Calling Upon The Spirits Of The Collapse Wall: 175
Amulet Of The Clear Mind: 165 Beast’s Weapons: 103 Fields: 229 Command Spirits: 231
Angajan: 330 Beautify: 344 Calling Upon The Spirits Of The Conceal Script: 346
Animal Companion: 101 Belt Of Stamina: 155 Waters: 230 Confusion-Spell: 253
Animal Diminution: 102 Belt Of Strength: 156 Calling Upon The Spirits Of The Congress With Devils: 56
Stones: 230 Conjuror’s Ease: 73
Animal Eyes: 113 Bewitchment: 337
Calling Upon The Spirits Of The Contact The Dead: 326
Animal Growth: 102 Bindings Of Aratron, The: 267
Flames: 229
Animal Shapes: 281 Bindings Of Bromion, The: 267 Control Animal: 105
Calling Upon The Spirits Of The
Animal’s Senses: 283 Black God’s Cloud, The: 290 Control Summoned Being: 71
House: 230
Animal-Calling: 178 Black God’s Eye, The: 298 Control Technology: 74
Calling Upon The Spirits Of The
Anti-Magic Field: 22 Black God’s Touch, The: 291 Control The Waters: 143
Forest: 229
Appraising-Spell: 207 Blade Enhancement: 331 Control Undead: 185
Calling Upon The Spirits Of The
Arcane Archery: 331 Bladestorm: 130 City: 228 Control Weapons: 75
Arcane Enervation: 348 Bless Baby: 96 Calm Animal: 104 Control Weather: 115
Arcane Theft: 22 Blessing: 97 Calm The Winds: 117 Control-Spell: 175
Arcane Trickery: 346 Blight: 337 Candle Of Beguilement: 342 Corruption: 50
Arcanomantic Dismissal: 28 Blinding Flare: 332 Candle Of Life: 342 Create Carnivorous Plant: 105
Arcanomantic Perception: 28 Blinding Flash: 151 Candle Of Protection: 343 Create Feast: 97
Arcanomantic Shield: 28 Blizzard: 148 Candle Of Truth: 343 Create Feast: 286
Archer’s Bane: 287 Blood Sacrifice: 49 Capture Soul: 316 Create Fog: 106
Arms Of Chang Tao-Ling, The: 205 Blood Vengeance: 49 Cards Of Fate: 340 Create Ghost: 180
Army Aportation: 44 Boil Liquid: 133 Celestial Centaur’s Luck: 299 Create Homonculus: 21
Army Of Stone: 40 Bone Armor: 190 Celestial Dragon’s Glory: 291 Create Light: 151
Army Of The Blind: 29 Bone Warping: 185 Celestial Hammer’s Power: 291 Create Metal Golem: 20
Arrows Aplenty: 29 Boots Of Stealthy Treading: 156 Celestial Lotus Of Invulnerability: Create Mummy: 181
Assemble Machine: 81 Boots Of The Cricket: 156 201 Create Shadow: 152
Assemble Robot: 81 Bosou’s Black Hand: 316 Celestial Staff’s Power: 292 Create Skeleton: 182
Assume Human Form: 167 Bosou’s Brawn: 303 Cerulean Spells, The: 268 Create Specter: 182
Astral Form: 276 Bracers Of Spell Storage: 156 Chaos Blast: 62 Create Tower: 128
Astral Form: 355 Bracers Of Teleportation: 157 Chaos God’s Touch: 292 Create Treeman: 106
Astrology: 299 Breath Of Ch’en Chi, The: 197 Chaos Infusion: 62 Create Vampire: 183
Athrek, The Rune Of The Owl’s Breath Of Cheng Lun, The: 196 Chaos Shield: 66 Create Vehicle: 286
Eye: 224 Breath Of Fêng-lin, The: 197 Chaos Wave: 63 Create Weapons: 287
Augmented Accuracy: 30 Breath Weapon Alteration: 168 Chaotic Mind: 63 Create Wight: 183
Badè’s Breath: 301 Breathe Underwater: 145 Chaotic Shape: 64 Create Wraith: 184
Baleful Bonds Of Balthus, The: 267 Charm Against Rising: 308 Create Zombi Cadavre: 317
360 n Index Hero System 6th Edition
Create Zombie Machine Scanning
Create Zombie: 184 Earthquake: 124 Flame Sword: 137 Impassable Terrain Illusion: 259
Crossroads Blessing: 302 Easy Birth: 327 Flesh Sculpting: 284 Impassable Walls: 42
Crumbling Walls: 31 Easy Passage: 111 Flight-Spell: 352 Impersonation: 212
Crystal Arrow: 129 Easy Travel: 203 Flying Broomstick: 340 Incendiary Oil: 11
Cure Blindness: 87 Eitnskjaldr, The Rune Of Protection Fog Of War: 32 Infernal Summoning: 68
Cure Illness: 88 From Poison: 224 Fogweaving: 176 Inflict Illness: 319
Cure Poison: 89 Eldritch Bolt: 268 Forgetting-Spell: 255 Instill Calm: 91
Cure Voye Lamò: 312 Eldritch Shield: 274 Fortunate One: 312 Interference: 77
Curse: 51 Elemental Summoning: 68 Freeze Liquids: 148 Invigorating Dream: 237
Curse Of Blindness: 51 Eloquence: 98 Freshen Air: 123 Invisibility: 264
Dampen Magic: 23 Embalming-Spell: 194 Frighten Horses: 333 Invocation Of The Gates Of Hell: 59
Dancing Blade: 131 Emotion Control: 253 Fuzonic Flames, The: 268 Invocation Of The Peach-Blossom
Dark Leeching: 152 Empathic Healing: 264 Gad: 330 Star: 199
Dark Mantle: 57 Enemy’s Heart: 318 Ghede’s Command: 303 Iron Amulet: 58
Dark Road: 58 Enhance Conjuror’s Willpower: 72 Ghede’s Shield: 309 Iron Serpent Wand: 163
Deactivate Machine: 76 Enhance Courage: 255 Ghede-Double’s Gift: 310 Iskarine Colors, The: 269
Deadly Cloud: 118 Enhance Draconic Flight: 168 Ghede-Janmensou’s Gift: 327 Jotunish Blizzard: 171
Deadly Curse: 317 Enhance Melee Accuracy: 332 Ghost Arrow : 198 Journey To The Spirit Realm: 234
Death Curse: 52 Enhance Plant Growth: 116 Ghost Soldiers: 42 Ju Shui: 199
Death Touch: 185 Enhance Power: 76 Giant’s Hurl: 170 Kalfou’s Mischance: 319
Death Vigil: 235 Enhance Protection: 335 Gigantic Illusion: 171 Kalthir, The Rune Of Protection:
Deceptive Form: 60 Enhance Ranged Accuracy: 332 Glittergem: 159 223
Defense Of The Defenders: 41 Enhance Siege Engine: 32 Grant Wish: 356 Knitwound: 42
Deflecting Disk: 274 Enhance Strength: 284 Greater Spirit Ward: 233 Know Direction: 113
Deft Fingers: 211 Enhance Strength: 333 Guild’s Skills: 209 Koriol’s Crimson Crystals: 270
Deftness Of The Raccoon: 239 Enhance Swimming: 146 Gullintala, The Rune Of The Golden Kou Le: 320
Demon’s-Head Staff: 161 Enlarge Object: 170 Tongue: 225 Kou Poud (Illness): 321
Destroy Undead: 186 Entangling Vines: 107 Hailstorm: 149 Kou Poud (Misfortune): 321
Destroy Wood: 106 Entertaining Illusions: 258 Hair Into Monkeys: 199 Koun Nanm: 320
Detect Illusion: 262 Eternal Death: 186 Hamingjarla, The Rune Of Luck: Lava Blast: 125
Detect Invisibility: 262 Evaluate Goods: 208 225 Leaping Flame: 138
Detect Life: 193 Everburning Flame: 142 Hand Of Glory: 61 Leave No Tracks: 112
Detect Magic: 347 Evil Eye, The: 52 Hands Of Stone: 125 Legion Of Arrows: 33
Detect Scrying: 84 Excellent Tranquility : 202 Harness Natural Power: 288 Lesser Spirit Ward: 233
Detect Secret Doors: 85 Eye Of The Crown, The: 298 Harnessed Waves: 144 Levitation: 353
Detect Treasure: 85 Eyes Of The Night: 60 Heal Animals: 116 Life Extension: 357
Dig Trench: 215 Fada’s Far Seekings: 276 Healing God’s Touch: 300 Life-Shielding: 191
Dig Tunnel: 128 Far Sight: 86 Healing Spell: 89 Lifting The Curse: 312
Dispel Fog: 118 Far-Flung Stroke, The: 333 Heavenly Gate: 95 Light For Sale: 210
Dispel Magic: 347 Fatal Jest: 245 Hellfire: 53 Lightning Bolt: 118
Dispel The Dead: 318 Favor Of The Gods: 98 Hex: 53 Lightning Storm: 34
Divine Command: 90 Fear Not The Fire: 308 Hex Of Suffering: 269 Lightning Strike: 108
Divine Form: 205 Fear Of Death: 187 Hidden Heart: 191 Lightnings Of Larethian, The: 270
Divine Hindrance: 90 Fear Of The Dark: 152 Hide Hoard: 168 Lights Of Luathon, The: 271
Double Deception: 258 Fear-Spell: 255 Hills To Plains: 205 Loa Possession: 304
Dowsing: 147 Field Of Fire: 32 Hindering Brambles: 33 Locking And Opening: 357
Dragonskin Armor: 155 Fierceness Of The Wolf: 239 History Of Blood: 187 Lodsognir, The Rune Of The Dead:
Drain Power: 76 Fiery Blade: 134 Hoardsense: 169 218
Draining The Sea: 198 Find Treasure: 327 Holy Light: 91 Loko’s Wisdom: 328
Dream Manipulation: 261 Finger Of Destruction: 198 Hurled Hail: 171 Loom Of Space, The: 280
Drill Of Thunder And Lightning: 203 Fire Arrow: 134 Hypnotic Gaze: 169 Lougarou: 322
Dust Of Illusion: 18 Fire Aura: 135 Hypnotic Helix: 269 Love Charm: 339
Dust Of Imprisonment: 19 Fire Orbs: 136 Ice For Sale: 209 Love Potion: 341
Dust Of Obscurement: 19 Fireball: 135 Icy Bolt: 149 Loyalty Of The Dog: 240
Dust Of Revelation: 19 Fireball Earrings: 158 Icy Ground: 150 Lyfjavrathr, The Rune Of Swift
Firebolt: 135 Ignite: 133 Healing: 226
Eagle Soldiers: 45
Fireshaping: 136 Illusions Of The Mind: 259 Machine Phantasms I: 77
Ears Of Chang Tao-Ling, The: 204
Firestorm: 137 Illusions Of The Eye: 258 Machine Phantasms II: 77
Earth God’s Body: 296
Fist Of The Waters: 143 Impassable Terrain: 107 Machine Scanning: 79
Earth God’s Pathway: 297
Hero System Grimoire n Index 361
Machine Speech Spell Negation
Machine Speech: 80 Ogou’s Mighty Hand: 305 Protection From Fire: 139 Shamanic Healing: 238
Machine-Sculpting: 78 Ogou’s Shield From Fire: 309 Protection From Ice: 150 Shapechanging: 283
Mage’s Staff: 161 Ointment Of Armor Enhancement: Protection From Missiles: 336 Sharpblade: 35
Mage’s Wind: 119 16 Protection From Torture: 310 Sharpen Blade: 131
Magefire: 138 Oneiromancy: 263 Puppeteer: 54 Shatter Armor: 334
Magerobes: 158 Opening The Grey Portal: 193 Putrify: 55 Shatter Weapon: 334
Magewalking Army: 45 Ouanga Of Calamity: 323 Quaternion Banishment, The: 280 Shield Against Evil: 94
Magomorphosis: 24 Ouanga Of Pestilence: 323 Quench Flame: 138 Shield Of Faith: 94
Majesty Of The Eagle: 240 Overpowering Song: 246 Rain Of Fire: 139 Shield Of The Soul: 94
Maman Brijit’s Cure: 313 Papa Legba’s Blessing: 329 Read Data: 80 Shining Shadows Of The Shaper,
Maman Brijit’s Gift: 328 Paralyze Animal: 108 Read Script: 348 The: 272
Man Into Frog: 339 Parting The Waters: 99 Reading The Seven Shells: 311 Sight Of The Owl: 241
Manipulate Machine: 78 Paths Of The Unseen: 58 Releasing The Spirit: 238 Sigrunal, The Rune Of Victory: 219
Mantle Of Chang Kuo, The: 206 Pathway Of Fire: 140 Repair: 82 Silence Of The Cat: 241
Mantle Of Mastery: 274 Patience Of The Spider: 240 Repair Armor: 216 Silence-Spell: 350
Many Selves: 261 Pax Arcana: 277 Repel The Undead: 92 Silver Tongue: 212
Mask Of A Thousand Visages: 166 Pentacles Of Jupiter: 292 Resilient Form: 34 Simbi Chains The Lightning: 307
Masquerade Illusion: 265 Pentacles Of Mars: 293 Resurrection: 90 Simbi’s Aid: 306
Mass Chirurgy: 43 Pentacles Of Mercury: 293 Retrieving The Spirit: 238 Sjukvor, The Rune Of Fever-
Master Conjuration: 69 Pentacles Of Saturn: 294 Ring Of Fire Command: 159 Breaking: 226
Medsin Fèy: 313 Pentacles Of The Sun: 294 Ring Of Illumination: 160 Skelvaldi, The Rune Of Lightning-
Memory Alteration: 256 Pentacles Of The Moon: 293 Ring Of Power: 160 Calling: 219
Mending: 357 Pentacles Of Venus: 295 Ring Of The Traveler’s Confidence: Sky God’s Perception: 298
Mental Domination: 256 Perceive Fire: 140 160 Sky God’s Shield: 296
Merciful Spells Of Kuan Yin: 202 Perceive Spirits: 235 Ring Of The Deadly Touch: 159 Slay: 176
Mind Torment: 257 Perceive The Spectrum: 80 Robe Of Storage: 158 Sleep-Spell: 261
Mindreading: 257 Perceive Thief: 311 Roguish Footfall: 212 Slumber Of The Tomb: 191
Mindseeking: 263 Perceptiveness: 46 Ropeworking: 358 Slumbrous Cloud: 120
Mindshield: 262 Pestilence: 54 Rune-Reading: 24 Sneakiness Of The Rat: 241
Mindtrap: 257 Petrification: 285 Runeblade: 164 Song Of Beast-Calling: 251
Miniature Magnificent Mansion: Phantom’s Cloak: 157 Rust: 131 Song Of Calming: 246
166 Pillars Of Fire: 200 Sacred Fire: 92 Song Of Control: 247
Mistshaping: 119 Plague Of Serpents: 339 Safe Journey: 93 Song Of Creation: 252
Money Curse: 322 Planar Fracture: 271 Saffron Spheres, The: 272 Song Of Destruction: 248
Monster Shapes: 282 Polish Armor: 215 Sailing Wind: 122 Song Of Disharmony: 248
Monster Summoning: 70 Potion Of Cloud Form: 8 Salve Of Wound-Knitting: 17 Song Of Illusion: 248
Moon God’s Light: 299 Potion Of Elemental Resilience: 9 Sanctify Area: 99 Song Of Laughter : 249
Moon Goddess’s Blessing: 345 Potion Of Eloquence: 9 Sanctify Water: 100 Song Of Madness : 249
Morphean Dust: 20 Potion Of Fire Breath: 10 Sanctify Weapon: 93 Song Of Negation : 251
My Blade To Me: 334 Potion Of Giant Form: 10 Satire: 246 Song Of Slumber: 250
Mystic Bolt: 349 Potion Of Giant’s Strength: 10 Scaling like Spiders: 45 Song Of Springtime: 252
Mystic Dart: 349 Potion Of Healing: 11 Scintillant Suns Of Saravane, The: Song Of The Marketplace: 210
Mystic Wall: 351 Potion Of Invisibility: 12 272 Song Of Transformation: 250
Naakor, The Rune Of Mastery: 218 Potion Of Longevity: 12 Scrying: 60 Sorcerer’s Stars: 273
Name Of The Blade: 177 Potion Of Love: 13 Second Self: 195 Soul Feeding: 195
Name Of The Thunderbolt: 176 Potion Of Stamina: 13 Seduction: 55 Soul-Separating Word Of Power:
Name Of The Arrow: 177 Potion Of Swiftness: 14 See Through Fire: 141 201
Necklace Of Eloquence: 159 Potion Of Sylphen Agility: 14 Seidrauga, The Rune Of Aware- Soulrip: 188
Necromancer’s Power: 188 Potion Of The Owl’s Eyes: 13 ness: 225 Sow Discord: 64
Necromantic Healing: 194 Potion Of Tiny Form: 15 Selgari, The Rune Of Blood’s- Speak In Tongues: 100
Night’s Eyes: 336 Potion Of Transformation: 341 Power: 218 Speak with Animals: 113
Nightfighter’s Eyes: 46 Potion Of Transmutation: 15 Sending: 340 Speak with Stones: 114
Obscuring Smoke: 142 Potion Of Underwater Comfort: 16 Sense The Unholy: 96 Speak with The Dead: 236
Ogou Batala’s Hand: 314 Potion Of Wizard’s Sight: 16 Senses Of The City: 80 Speaking To The Sword-Spirit: 232
Ogou Shango’s Axe: 306 Premonition : 83 Sentinel’s Eye: 216 Speaking with The Spirits: 236
Ogou Tonnerre’s Laughter: 306 Prismatic Blast: 260 Shadow Eyes: 153 Spell Absorption: 24
Ogou’s Crafty Hand: 328 Protected Shape: 282 Shadow Form: 153 Spell Augmentation: 25
Ogou’s Hand Of Fire : 305 Protection Against Evil: 91 Shadow-Walking: 153 Spell Disruption: 26
Ogou’s Machine Hand: 305 Protection Against Illness: 310 Shadows Of Shaldus, The: 275 Spell Negation: 26
362 n Index Hero System 6th Edition
Spell Reflection Zyto’s Solid Seemings