Converted AD&D Spells for
the Trinalia Fantasy Hero
Campaign

Wizard Spell Conversions
 

There is some difficulty converting wizard spells since the limitations that apply differ with the type of wizard. There will be large differences between the costs of spells cast by chanellers and classical mages.

To handle this, all the spell descriptions are split into categories as such:

  • Basic power.
  • Advantages and limitations that apply to the spell's cost regardless of the caster type. This includes gestures, incantation, and focus limitations derived from the AD&D components for the spell.
  • Active cost derived from the above. If the duration (see below) is an advantage for either or both classical or channeller methods, then the cost here will be listed separated by a slash, classical cost first.
  • Duration: The duration of the spell in Hero system terms, followed by a listing in parenthesis of the limitation or advantage modifier that applies for classical magi and chanellers, respectively.
  • Real costs: standard real costs for classical magi / channellers respectively using the standard assumptions.

  •  
    The standard and duration limitations are added any standard limitations for the caster type. This is used to find the real cost of the power.

    The standard limitations for classical casters are assumed to be: Limited power: not in armor (-½), concentrate ½ DCV (-¼). Limitation subtotal: -¾.

    The standard limitations for chanellers are assumed to be: Limited power: not in armor (-½), concentrate ½ DCV (-¼), costs END to cast (-½), x4 END cost (-1½). Limitation subtotal: -2¾.

    Chanellers have 3 special cases. First, spells that are less than ½ of the VPP's active point total may be bought with the x2 END instead of x4. This reduces the limitation to -½, and the total limitation to -1¾.

    Second, spells that have the autofire advantage double the limitation value of the increased endurance limitation. An spell with the autofire advantage that is over half of the caster's VPP value may take x3 END cost (-2, for a -3¼ total standard limitation) instead of x4 END. Spells that are already purchased with x2 END may not reduce that limitation, but do receive the increased limitation value for it (for a subtotal of -2¼).

    Finally, the channeller duration limitation is assumed to be based on 5-6 charges. For those who take only 4 charges, add +¼ to the limitation advantage. For those with 7 or 8 charges, add -¼.

    These standard limitations must be changed if the character is an armored wizard or elven warrior mage. Armored wizards reduce "not in armor (-½)" to "not in light armor (-¼)" or eliminate it entirely. Elven warrior-magi may reduce it to "not in armor other than elven chain (-¼).

        The following are some AD&D spells converted by the guidelines given previously. Not all of these spells are exact translations of their AD&D equivalents, but were made as close as possible without exceeding the real cost guidelines given for the level of spell. Color spray, for example, would have better been represented as an AVLD vs. flash defense linked with a Flash attack, but trying to fit those kinds of abilities into the 8 points allowed a 1st level spell would have gutted its base damage - you might have had a ½ D6 flash linked with a 1D6 AVLD EB. (Don't even get me started on the aggravation that was trying to convert chromatic orb - oh, the humanity!)

        It is noteworthy, however, that two of the most abusive spells under AD&D - fireball and lightning bolt - actually quite nicely converted to 3rd level spells under this system.

        Some spells that had reverses under the AD&D system are easily treated as the same spell under this system. Lock/knock is an example of this, and should be treated as a single spell. However, other spells are not so neatly reversed, like enlarge. In cases where the reverse and unreversed spells are listed separately, the character should treat them as 2 different spells (and in the case of wizards, take a 1 pt familiarity with each spell.)
     

    Wizard Spells:
     

    1st level spells:
     

    Alarm

    Power: Images vs. Sight, -2 PER.
    Advantages: trigger (+¼), personal immunity (spoken password) (+¼), x2 radius (+¼).
    Active cost: 28 / 40
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), only to make alarm noise (-¼). Subtotal: -2.
    Duration: 5 hours (-¼ / +¾)
    Real cost: 7 / 7
    Armor
    Power: Force field 8 rPD, 8 rED
    Advantages: Persistent (+½)
    Active cost: 24 / 40
    Standard limitations: gestures (-¼), incantations (-¼), OAF expendable (-1¼), ablative (-1), defenses do not stack with other normal or magical defenses (-¼). Subtotal: -2¾.
    Duration: 1 day (0 / +1)
    Real cost: 5 / 6
    Burning Hands
    Power: 1d6+1 RKA vs. ED
    Advantages: Area Effect, cone, non-selective (+¾)
    Active cost: 35
    Standard limitations: Gestures (-¼), incantations (-¼), not in water (-¼). Subtotal: -¾.
    Duration: Instantaneous (-2 / -¾)
    Real cost: 8 / 7
    Charm Person
    Power: 8d6 mind control
    Advantages: None
    Active cost: 40
    Standard limitations: Gestures (-¼), incantations (-¼), only against humanoids (-½). Subtotal: -1
    Duration: Instantaneous (-2 / -¾)
    Real cost: 8 / 7
    Chromatic Orb
    Power: 1d6 RKA vs. ED
    Advantages: Variable Advantage (+1½), Variable Special Effects (Limited to heat, light, gas, petrification, death)(+¼).
    Active cost: 41
    Standard limitations: Gestures (-¼), incantations (-¼), OAF, expendable (-1½). Subtotal: -2.
    Duration: Instantaneous (-2 / -¾)
    Real cost: 7 / 6
    Color Spray
    Power: 3d6 EB, STUN only
    Advantages: NND (+1), Area Effect, cone, non-selective (+¾)
    Active cost: 41
    Standard limitations: Gestures (-¼), incantations (-¼), expendable OAF (-1¼). Subtotal: -1¾.
    Duration: Instantaneous (-2 / -¾)
    Real cost: 8 / 7
    Comprehend Languages
    Power: Universal Translator, +3 Roll
    Advantages: None
    Active Cost: 26 / 39.
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), only for non-magical scripts (-¼), must touch target creature or writing (-½). Total: -2½.
    Duration: 5 minutes (-½ / +½)
    Real cost: 5 / 6
    Copy
    Power: 3d6 Minor Transform
    Advantages: To any held document (+¼).
    Active cost: 37
    Standard limitations: Gestures (-¼), incantations (-¼), OAF, expendable (-1¼), only on a piece of paper or parchment (-½). Subtotal: -2¾
    Duration: Instantaneous (-2 / -¾)
    Real cost: 6 / 5
    Dancing Lights
    Power: Images to sight group.
    Advantages: increased max range (+¼).
    Active cost: 25 / 35
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼). Total: -1¾.
    Duration: 1 hour (-½ / +½)
    Real cost: 6 / 6
    Detect Magic
    Power: Detect (magic), sense, +5 per rolls
    Advantages: None
    Active cost: 20 / 25
    Standard limitations: Gestures (-¼), incantations (-¼). Subtotal: -½.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 7/ 6
    Dictation
    Power: 2d6 minor transform
    Advantages: To any words spoken in 10 feet of caster (+¼).
    Active cost: 25 / 35
    Standard limitations: Incantations (-¼), OAF expendable (-1¼), only on an existing sheet of paper (-½). Subtotal: -2.
    Duration: 1 hour.(-½ / +½)
    Real cost: 6 / 6
    Enlarge
    Power: 2 levels (10 pts) of Growth
    Advantages: Usable against others (+1), usable at range (+½).
    Active cost: 25 / 30
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼). Total: -1¾.
    Duration: 1 hour (-½ / +½)
    Real cost: 6 / 5
    Feather Fall
    Power: 10" Gliding
    Advantages: Usable against others (+1), usable at range (+½).
    Active cost: 25 / 27
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), only to slow the target's decent (-1). Total: -2¾.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 5 / 5
    Identify
    Power: Detect (magical abilities), discriminatory, +12 per rolls.
    Advantages: None
    Active cost: 32 / 40
    Standard limitations: Gestures (-¼), incantations (-¼), difficult OAF (-1½), extra time, 5 hours (-3), Side Effects (3d6 CON drain, return at 1 / hour)(-1). Subtotal: -6.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 4 / 4
    Jump
    Power: +12" Superleap, x2 noncombat.
    Advantages: None
    Active cost: 17 / 21
    Standard limitations: Gestures (-¼), incantations (-¼), expendable OAF (-1¼). Subtotal: -1¾.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 4 / 5
    Magic Missile
    Power: 1d6 RKA vs. ED
    Advantages: Autofire, 5 shots (+½), penetrating (+½), no range penalty (+½).
    Active cost: 37
    Standard limitations: Gestures (-¼), incantations (-¼), only vs. animate targets (-¼). Total: -¾.
    Duration: Instantaneous (-2 / -¾)
    Real cost: 8 / 7
    Note: Channeller cost is -2 for x3 END with autofire.
    Mount
    Power (1): Summon (Riding Horse - 50 points)
    Advantages: None.
    Active cost: 40 / 70.
    Power (2): 4d6 mind control
    Advantages: None
    Active cost: 20 / 35.
    Standard limitations: Gestures (-¼), incantations (-¼), expendable OAF (-1¼), extra time, 5 minutes (-2). Summon: mount cannot fight for caster (-¼), disappears if slain (-¼). Mind control: linked to summon (-½), only works on the summoned mount (-1½). Subtotal:-4¼ / -5¾.
    Duration: 5 hours (-¼ / +¾)
    Real cost: 9 / 13
    Protection from Evil (Good)
    Power: +3 DCV, 10 points mental defense.
    Advantages: Usable by others, 1 only (+¼).
    Active cost: 31 / 37
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), only against creatures of specific ethos (-¼). Total: -2.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 7 / 6
    Ray of Fatigue
    Power: 2d6 CP END drain
    Advantages: Points recover every minute (+¼), Ranged (+¼).
    Active Cost: 30
    Standard limitations: Gestures (-¼), incantations (-¼). Subtotal: -½.
    Duration: Instantaneous (-2 / -¾)
    Real cost: 7 / 6
    Read Magic
    Power: Universal Translator, +5 Roll
    Advantages: None
    Active Cost: 30 / 37
    Standard limitations: Gestures (-¼), incantations (-¼), OAF (NOT expendable) (-1), only for magical scripts (-½). Total: -2.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 7 / 6
    Reduce
    Power (1): 1 levels (5 pts) of Shrinking
    Advantages: Usable against others (+1), usable at range (+½).
    Active cost: 12 / 15
    Power (2): 1d6 STR drain
    Advantages: Usable at range (+½), return 5 / hour (+¾).
    Active cost: 22
    Standard imitations: Both: Gestures (-¼), incantations (-¼), OAF expendable (-1¼). Shrinking only: linked (-½). Subtotal: -1¾ (-2¼).
    Duration: (shrinking) 1 hour (-½ / +½).
    Duration: (STR drain) Instantaneous (-2 / -¾)
    Real cost: 7 / 6
    Shield
    Power: Force Shield 8 rPD / 8 rED.
    Advantages: Hardened (+¼).
    Active cost: 20 / 28
    Standard limitations: Gestures (-¼), incantations (-¼), only against frontal attacks (-½), defenses do not stack with normal or other magical defenses (-¼). Subtotal: -1¼.
    Duration: 1 hour (-½ / +½).
    Real cost: 6 / 6
    Sleep
    Power: 4d6 Mind control .
    Advantages: Autofire (+½), mental link (+¼).
    Active cost: 35 / 45
    Standard limitations: Gestures (-¼), incantations (-¼), expendable OAF (-1¼), one command: sleep (-½), spell ends if target touched while sleeping (-½). Subtotal: -2¾.
    Duration: 1 hour (-½ / +½).
    Real cost: 7 / 7
    Spider Climb
    Power: Climging, +15 STR.
    Advantages: None.
    Active cost: 15 / 19
    Standard limitations: Gestures (-¼), incantations (-¼), expendable OAF (-1¼). Subtotal: -1¾.
    Duration: 5 minutes (-¾ / +¼).
    Real cost: 3 / 4
    Tenser's Floating Disk
    Power: STR 14 Telekenisis
    Advantages: Area effect 1 hex (+½).
    Active cost: 31 / 42
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), no squeeze or punch (-¼), only follows caster (-¼). Total: -2¼.
    Duration: 1 hour (-½ / +½)
    Real cost: 7 / 7
    Wall of Fog
    Power: Darkness vs. Sight & IR, +1" radius
    Advantages: None
    Active cost: 25 / 31
    Standard limitations: Gestures (-¼), incantations (-¼), expendable OAF (-1¼), reduced area and duration in wind (-¼). Total: -2.
    Duration: 5 minutes (-¾ / +¼)
    Real cost: 6 / 5


    2nd level spells:
     

    Alter Self

    Power: 20 point shape shift (man sized bipedal), 5 pts growth, 5 pts shrinking.
    Advantages: None
    Active cost: 30 / 45
    Standard limitations: Gestures (-¼), incantations (-¼). Subtotal: -½.
    Duration: 1 hour (-½ / +½).
    Real cost: 11 / 11
    Blur
    Power: +8 DCV
    Advantages: None
    Active Cost: 40
    Standard limitations: Gestures (-¼), incantations (-¼), only against sight targeting sense (-¼), ½ DCV after first attack (-½), levels only for DCV (-1). Subtotal: -2¼.
    Duration: 1 minute (-1 / 0)
    Real cost: 10 / 7
    Detect Invisible
    Power: Spatial Awareness, +6 Per
    Advantages: None.
    Active cost: 37 / 55
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), only in line of sight (-¼). Subtotal: -2.
    Duration: 1 hour (-½ / +½).
    Real cost: 9 / 10
    Flaming Sphere
    Power: 1d6 RKA vs. ED
    Advantages: Area Effect, 1 hex (+½), Continuous (+1), Uncontrolled (+½).
    Active cost: 45 / 49
    Limitations: Gestures (-¼), incantations (-¼), not in water (-¼), OAF expendable (-1¼). Subtotal: -2.
    Duration: 5 minutes (-¾ / +¼).
    Real cost: 10 / 9
    Ice Knife
    Power (1): ½d6 RKA
    Advantages: Penetrating (+¼).
    Power (2): ½d6 RKA
    Advantages: Area effect radius, NS (+¾).
    Power (3): 1d6 points DEX drain
    Advantages: Ranged (+½), Area effect radius (¾)
    Active cost: 15+17+22
    Limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼). For RKAs: linked (-½). Total: -1¾ (-2¼).
    Duration: Instantaneous (-2 / -¾)
    Real cost: 9 / 9
    Invisibility
    Power: Invisibility to sight sense group.
    Advantages: Usable by others, 1 only (+¼)
    Active cost: 37 / 67
    Standard limitations: Gestures (-¼), incantations (-¼), OAF, expendable (-1¼), dispelled if user attacks (-¾). Subtotal: -2½.
    Duration: 1 day (0 / +1)
    Real cost: 9 / 11
    Knock (Lock)
    Power: 2d6 minor transform
    Advantages: Area affect, any area, NS (+¾), limited class of objects (locked or unlocked equivalent objects) (+¼).
    Active cost: 40
    Standard limitations: Incantations (-¼), usable only against locks, shackles, etc. (-½ ). Total: -¾.
    Duration: Instantaneous (-2 / -¾).
    Real cost: 9 / 8
    Web
    Power: 3d6 Entangle
    Advantages: Area effect, any area, non-selective (+¾).
    Active cost: 52 / 67
    Standard limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼), destroyed by flame (-¼), must have supports for web (-½). Subtotal: -2½.
    Duration: 1 hour (-½ / +½).
    Real cost: 11 / 11


    3rd level spells:

    Fireball

    Power: 2D6+1 RKA vs. ED
    Advantages: Area Effect, radius (+1), penetrating (+½).
    Active Cost: 87
    Limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼). Total: -1¾.
    Duration: Instantaneous (-2 / -¾).
    Real cost: 16 / 14
    Lightning Bolt
    Power: 2D6+1 RKA vs. ED
    Advantages: Area Effect, line (+1), penetrating.
    Active Cost: 87
    Limitations: Gestures (-¼), incantations (-¼), OAF expendable (-1¼). Total: -1¾.
    Duration: Instantaneous (-2 / -¾).
    Real cost: 16 / 14


    Priest Spell Conversion

    These spells are written up assuming the standard limitations required to priest spells. These are: concentrate (-¼+), OAF Holy symbol (-1), religious restrictions (-½); standard caster limitations: -1¾. Priests who have armor limitations or other restrictions should add those penalties. Add the priests overall penalties to the standard penalties of the spells to find the total limitaiotns. Standard real costs are already calculated.

    Like the wizard spells converted previously, these spells have a set of standard limitations for each spell. However, they also include the duration since we don't have to worry about the standard / channeller dichotomy.

    Unlike mage spells, these are listed with sphere name so a priest does not have to make a personalized spell list.
     

    1st level spells:

    Animal Friendship (Animal)

    Power: 4d6 Minor Transform: makes animal permanently friendly to caster.
    Advantages: None
    Active cost: 40
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), will not work if the caster has ulterior motives towards target (-½), only usable on natural animals (-¾). Subtotal: -3¾.
    Real cost: 6
    Bless (All)
    Power: 2d6 Aid to DEX
    Advantages: Area effect, any, area x2, selective (+1½), fade 1 minute (+¼), range (+½).
    Active cost: 32
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), extra time, full phase (-½), does not affect those not engaged in melee combat (-½), only for OCV and DCV (-¼). Subtotal: -2¾.
    Real cost: 5
    Combine (All)
    Power: 2d6 Aid.
    Advantages: Aid to all priestly magic (+2), continuous (+1).
    Active cost: 40
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼), only with 5+ priests casting and only on a single priest of same faith (-1), extra time 1 turn (-1). Subtotal: -3.
    Real cost: 7
    Command (Charm)
    Power: 8d6 mental control
    Advantages: None
    Active cost: 40
    Standard limitations: 1 charge (-2), incantations (-¼), one word command only (-1), command ends after 1 turn (-½). Subtotal: -3¾.
    Real cost: 6
    Create Water (Elemental - Water)
    Power: 3d6 minor transform - create water.
    Advantages: None
    Active cost: 30
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), expendable component (-¼). Subtotal: -2¾.
    Real cost: 5
    Cure Light Wounds (Healing)
    Power: 3d6 Healing Aid, 36 max points healing.
    Advantages: None
    Active cost: 24
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼). Subtotal: -2½.
    Real cost: 5
    Detect Evil (All)
    Power: Detect, sense, evil intent or aura, discriminatory, +6 telescopic, +4 per.
    Advantages: None
    Active cost: 27
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼). Subtotal: -1.
    Real cost: 7
    Detect Magic (Divination)
    Power: Detect (magic), sense, +5 per rolls
    Advantages: None
    Active cost: 20
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼). Subtotal: -2¾.
    Real cost: 5
    Detect Poison (Divination)
    Power: Detect (poison), sense, discriminatory, +5 per rolls
    Advantages: None
    Active cost: 25
    Standard limitations: 1 charge, 5 min (-¾), gestures (-¼), incantations (-¼). Total: -1¼.
    Real cost: 6
    Detect Snares & Pit (Divination)
    Power: Detect (traps), sense, discriminatory, +5 per rolls
    Advantages: None
    Active cost: 25
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼). Subtotal: -1.
    Real cost: 7
    Endure Heat / Cold (Protection)
    Power (1): Life support vs. extremes of temperature
    Advantages: Usable by 1 other only (+¼).
    Active Cost: 7
    Power (2): 10 rED force field
    Advantages: Usable by 1 other only (+¼), hardened (+¼)
    Active Cost: 15
    Limitations: 1 charge, 5 hours (-¼), gestures (-¼), incantations (-¼), dispelled upon suffering a heat or cold attack (-½). Force field only effective vs. heat or cold attacks (-½). Life support linked to force field (-½). Subtotal: -1¾ (both)
    Real cost: 5
    Entangle (Plant)
    Power: 2d6 entangle
    Advantages: Area effect, any, non-selective (+¾).
    Active Cost: 35
    Standard limitations: 1 charge, 5 min (-½), gestures (-¼), incantations (-¼), only where plants are present (-½). Total: -1½.
    Real cost: 8
    Faerie Fire (Divination)
    Power (1): 1d6 DEX Drain
    Advantages: Area effect radius (+1), return per minute (+¼).
    Active Cost: 22
    Power (2): 2d6 Suppress vs. Invisibility
    Advantages: Area effect radius (+1), return per minute (+¼).
    Active Cost: 22
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), expendable OAF (-¼). DEX drain only affects DCV (-½), only against sight targeting sense (-¼). Suppress linked to DEX drain (-½). Subotal: -3½ / -3¼.
    Real cost: 4
    Invisibility to Animals (Animals)
    Power: Invisibility to sight, scent, and hearing.
    Advantages: Usable by 2 others (+½).
    Active Cost: 45
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼), expendable OAF (-¼), only effective vs. natural animals with intelligence of less than 6 (-1), invisibility dispelled if user attacks (-½). Total: -4½.
    Real cost: 8
    Invisibility to Undead (Necromantic)
    Power: Invisibility to sight, spatial awareness, detect (life).
    Advantages: Usable on 1 other (+¼).
    Active Cost: 37
    Standard limitations: 1 charge, 5 min (-¾), gestures (-¼), incantations (-¼), expendable OAF (-¼), only effective vs. undead (-½), invisibility dispelled if user attacks (-½), built on 100 or more points receive a perception check to ignore the invisibility (-¼). Subtotal: 2¾.
    Real cost: 7
    Light (Sun)
    Power (1): Change environment, x2 radius (light).
    Advantages: None.
    Active Cost: 15
    Power (2): 2d6 flash.
    Advantages: None.
    Active Cost: 20
    Standard limitations: Gestures (-¼), incantations (-¼). Change environment: 1 charge, 5 hours (-¼), linked to flash (-½). Flash: 1 charge (-2). Subtotal: -1¼ / -2½.
    Real cost: 8
    Locate animals or plants (Animal, plant)
    Power: Detect (animal or plant), sense, discriminatory, +10 telescopic.
    Advantages: None.
    Active cost: 25
    Standard limitations: 1 charge, 5 min (-¾), gestures (-¼), incantations (-¼), only to locate a specific plant or animal pictured (-½). Subtotal: -1¾.
    Real cost: 6
    Magic Stone (Combat)
    Power: 1d6+1 RKA vs. PD.
    Advantages: Usable by others (+½), affects desolid (+½).
    Active cost: 40
    Standard limitations: 3 charges (-1¾), gestures (-¼), incantations (-¼), expendable OAF (-¼), half effect vs. creatures other than undead (-½). Subtotal: -3.
    Real cost: 7
    Pass Without Trace (Plant)
    Power: Gliding 24"
    Advantages: Usable by others (+¼).
    Active cost: 30
    Limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼), expendable OAF (-¼), only to not leave tracks (-2), cannot exceed normal running movement rate (-½). Subtotal: -3¾.
    Real cost: 5
    Protection from Evil (Good)
    Power: +3 DCV, 10 points mental defense.
    Advantages: Usable by others, 1 only (+¼).
    Active cost: 31.
    Standard limitations: 1 charge, 5 min (-¾), gestures (-¼), incantations (-¼), difficult expendable focus (-½), only against creatures of specific ethos (-¼). Subtotal:-2.
    Real cost: 7
    Purify Food & Drink (All)
    Power: 3d6 Minor transform.
    Advantages: To purified version of same (+¼).
    Active cost: 37
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), only on non-magic food and drink (-½). Subtotal: -3½.
    Real cost: 6
    Remove Fear (Charm)
    Power: 6d6 Dispel.
    Advantages: Any power causing fear (including mind control and presence attacks) (+¼), continuous (+1).
    Active cost: 34
    Limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼), no effect on undead (-¼), dispelled upon first use of effect (-½). Total: -1¾.
    Real cost: 8
    Sanctuary (Protection)
    Power: 5d6 Mind Control.
    Advantages: continuous (+1), trigger (upon attempting to attack) (+¼), usable by 1 other (+¼), telepathic (+¼).
    Active Cost: 44
    Standard limitations: 1 charge, 1 minute (-1), gestures (-¼), incantations (-¼), only one command: "do not attack me" (-½), command expires when charge ends (-½). Total: -2½.
    Real cost: 8
    Shillelagh (Combat, Plant)
    Power: +4d6 HA, +2 OCVwith club or staff
    Advantages: Continuous (+1).
    Active cost: 32
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), expendable component shamrock leaf (-¼), continuous advantage only allows multiple attacks with same charge (-¼). Subtotal: -1¾.
    Real cost: 7


    2nd level priest spells:

    Aid (Necromantic)

    Power: 3d6 aid DEX, 3d6 aid STUN, 3d6 aid BODY.
    Advantages: Fade 1 minute (+¼).
    Active cost: 56
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), expendable focus (-¼). Dex aid only for OCV and DCV (-¼). STUN & BODY Aid linked to Dex aid (-½). Subtotal: -3 / -3¼.
    Real cost: 9
    Augury (Divination)
    Power: Clairsentience, precognition, with danger sense, 16-.
    Advantages: None.
    Active cost: 40/20.
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), can only be used to get cryptic answer regarding a possible course of action (-½). Danger sense linked to clairsentience (-½). Subtotal: -3 / -3½.
    Real cost: 10
    Barkskin (Protection, Plant)
    Power: 12 rPD 12rED force field.
    Advantages: Usable by others (+¼).
    Active cost: 30
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼), does not combine with any other rPD / rED (-¼), expendable focus (-¼). Subtotal: -1¼.
    Real cost: 7
    Chant (Combat)
    Power: 2d6 Dex Aid, max 24 points of aid.
    Advantages: Area effect radius, selective (+1¼), continuous (+1).
    Active cost: 52
    Standard limitations: 1 charge, 1 minute (-1), gestures (-¼), incantations throughout (-½), extra time, 1 turn (-1), cannot be combined with chant from priests of other faiths (-¼), only affects OCV and DCV (-¼). Subtotal: -3¼.
    Real cost: 9
    Charm Person or Mammal (Animal)
    Power: 12d6 mind control.
    Advantages: None.
    Active cost: 60
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), only against humanoids or mammals (-¼). Total: -2¾.
    Real cost: 11
    Detect Charm (Divination)
    Power: Detect (charm or magic control), sense, discriminatory,.+10 Per.
    Advantages: None.
    Active cost: 30
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼). Subtotal: -1.
    Real cost: 7
    Dust Devil (Elemental - Air)
    Power (1): Summon (Dust Devil - 50 points)
    Advantages: None.
    Active cost: 40.
    Power (2): 8d6 mind control
    Advantages: None.
    Active cost: 40.
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), extra time, 1 turn (-1). Summon: dissipates if it ever moves more than 15" from the priest (-¼). Mind control: linked to summon (-½), only works on the summoned dust devil (-1½). Subtotal:-3¾ / -5½.
    Real cost: 11
    Enthrall (Charm)
    Power: 4d6 Mind control
    Advantages: Area effect radius, x4 (+1½), personal immunity (+¼), mental link (+¼).
    Active cost: 60
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations throughout (-½), extra time, 1 turn (-1), only to cause the crowd to actively listen to the caster's oration (-½). Subtotal: -2¾.
    Real cost: 11
    Find Traps (Divination)
    Power: Detect (traps), sense, discriminatory, +5 per rolls, detect (magical traps) sense, discriminatory, +5 per rolls.
    Advantages: None
    Active cost: 50
    Standard limitations: 1 charge, 1 hour (-½), gestures (-¼), incantations (-¼), extra time: full phase (-½). Subtotal: -1½.
    Real cost: 12
    Fire Trap (Elemental Fire)
    Power: 2d6 RKA vs. ED (fire).
    Advantages: Area effect, radius (+1), Trigger (When item spell is cast on is opened) (+¼).
    Active cost: 67
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), extra time: 5 minutes (-2), can only be cast on a closable item (-1). Subtotal: -5½.
    Real cost: 8
    Flame Blade (Elemental Fire)
    Power: 2d6 HKA vs. ED (fire).
    Advantages: Continuous (+1).
    Active cost: 60
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), expendable component: leaf of sumac (-¼), continuous advantage only allows multiple attacks with same charge (-¼). Subtotal: -1¾.
    Real cost: 13
    Goodberry (Plant)
    Power (1): Life support: no need to eat.
    Advantages: Usable by 5 others (+1¼), 1 charge, 5 days (+¼).
    Active cost: 12
    Power (2): 1d6 Healing Aid.
    Advantages: Usable by 5 others (+1¼), 1 charge, 5 minutes (+¼).
    Active cost: 12
    Standard limitations: Gestures (-¼), incantations (-¼), expendable component: berry (-¼). Subtotal: -¾.
    Real cost: 6
    Heat Metal (Elemental Fire)
    Power: 3d6 EB.
    Advantages: NND (Defense is not wearing metal armor other than elven chain, or heat resistant life support or personal ED)(+1), Continuous (+1), Uncontrolled (+½).
    Active cost: 52
    Standard limitations: 1 charge, 1 minute (-1), gestures (-¼), incantations (-¼), does not work underwater (-¼). Subtotal: -1¾.
    Real cost: 12
    Hold Person (Charm)
    Power: 6d6 Mind control
    Advantages: Mental link (+¼), area effect, any area, non-selective (+¾).
    Active cost: 60
    Standard limitations: 1 charge, 1 minute (-1), gestures (-¼), incantations (-¼), one command: freeze in place (-½). Subtotal: -2.
    Real cost: 13
    Know Alignment (Divination)
    Power: Detect, ethos, sense, discriminatory, +10 per rolls.
    Advantages: None
    Active cost: 30
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), perception roll is an opposed roll versus target's ego roll (-½). Subtotal: -1¾.
    Real cost: 7
    Messenger (Animal)
    Power (1): Summon (Small animal - 0 points)
    Advantages: None.
    Active cost: 30.
    Power (2): 8d6 mind control
    Advantages: Mental link (+¼).
    Active cost: 50.
    Standard limitations: 1 charge (-2), gestures (-¼), incantations (-¼), extra time, 1 turn (-1), expendable OAF: requires food to lure animal (-¼). Summon: Only calls animal in area (-¼), linked to mind control (-½). Mind control: only works on the summoned animal (-1½), only to act as a messenger (-½). Subtotal:-4½ / -5¾.
    Real cost: 12
    Obscurement (Weather)
    Power: Darkness vs. Sight Sense Group, +2" Radius.
    Advantages: None
    Active cost: 40
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), wind reduces area and duration (-¼), does not function underwater (¼). Subtotal: -1¾.
    Real cost: 9
    Resist Fire / Resist Cold (Protection)
    Power (1): Life support vs. extremes of temperature
    Advantages: Usable by 1 other, only (+¼).
    Active Cost: 9
    Power (2): 12 rED force field
    Advantages: Usable by 1 other, only (+¼), hardened (+¼)
    Active Cost: 18
    Power (2): 50% Damage reduction, resistant, vs. ED.
    Advantages: Usable by 1 other, only (+¼).
    Active Cost: 30
    Limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), only effective vs. heat or cold attacks, choose when cast (-½). Life support and force field linked to damage resistance. (-½). Total: -1¾ / -2¼.
    Real cost: 13
    Silence 15' Radius (Guardian)
    Power: Darkness vs. Hearing Sense Group, +1" Radius.
    Advantages: Uncontrolled (+½).
    Active cost: 45
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), continuous effect can be avoided with a successful ego roll by target (-½). Subtotal: -1¾.
    Real cost: 10
    Slow Poison (Weather)
    Power: 2d6 Aid
    Advantages: To any characteristic affected by poison (+2), Continuous (+1), Uncontrolled (+½).
    Active cost: 45
    Standard limitations: 1 charge, 5 hours (-¼), gestures (-¼), incantations (-¼), only affects characteristics reduced by poison after the power is applied (-1). Subtotal: -1¾.
    Real cost: 10
    Snake charm (Animal)
    Power: 6d6 mind control.
    Advantages: Mental link (+¼), area effect radius, non-selective (+¾).
    Active cost: 60
    Standard limitations: Only effective against snakes or snake-like creatures (-1), only to cause them to cease all activity except semi-erect swaying movement (-½), 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), wind reduces area and duration (-¼), does not function underwater (¼). Subtotal: -3.
    Real cost: 11
    Speak with Animals (Animal, Divination)
    Power: 8d6 Telepathy.
    Advantages: None
    Active cost: 40
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), only to converse with normal or giant animals (-1). Subtotal: -2¼.
    Real cost: 8.
    Spiritual Hammer (Combat)
    Power: +1 OCV, 5d6 EB vs. PD.
    Advantages: Continuous (+1)
    Active cost: 60.
    Standard limitations: 1 charge, 1 minute (-1), gestures (-¼), incantations (-¼), expendable focus (-¼), continuous only allows multiple attacks with the same charge (-¼). Subtotal: -2.
    Real cost: 13
    Trip (Plant)
    Power: 18 Strength TK
    Advantages: Area effect line, non selective (+¾).
    Active cost: 47
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), can only affect a vine, stick, rope, or pole (-1), only to throw targets to the ground (-½). Subtotal: -2¾.
    Real cost: 9.
    Warp Wood (Plant)
    Power: 4d6 Minor Transform.
    Advantages: None
    Active cost: 40
    Standard limitations: 1 charge, 5 minutes (-¾), gestures (-¼), incantations (-¼), only to vs. wood to warp it (-½). Subtotal: -1¾.
    Real cost: 9.
    Withdraw (Protection)
    Power: Speed +8
    Advantages: None
    Active cost: 80
    Standard limitations: 1 charge, 1 minutes (-1), concentrate throughout 0 DCV (+ -¾), gestures (-¼), incantations (-¼), while under effects of spell, caster cannot perform any action other than thinking, reading, contemplating, or casting divination or healing spells not affecting others (-1), spell ends if the caster is successfully attacked (-1). Subtotal: -4¼.
    Real cost: 12.
    Wyvern Watch (Guardian)
    Power: 5d6 Mind control.
    Advantages: Trigger (+¼), continuous (+1), uncontrolled (+½), mental link (+¼).
    Active cost: 75
    Standard limitations: 1 charge, 5 hours (-¼), gestures (-¼), incantations (-¼), one command: paralysis (-½), "wyvern" form may be detected with successful PER roll (-½), continuous and uncontrolled only allow the wyvern to make multiple attacks until successful, whereupon the spell ends (-1½) . Subtotal: -3¼.
    Real cost: 12.