Exile Packages

   The World of Exile Fantasy Hero campaign was regrettably short-lived: The Game Master, Brian Potter, found that real life interfered too much. Still, the package deals, spells, and list of equipment was already fairly extensive when the game wound down – and is suitable for other Fantasy Hero games and for heroic characters in Champions campaigns.

  For anyone using MetaCreator, the World of Exile files, and a couple of others, are linked directly here, and are also available in the Download box on the lower right, under Metacreator Files Set 1.

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Points Powers END
50 Legionare Package Deal (50)  
(6) Chainmail And Helm (6 PD/6 ED); OIF: -½; Extra Time To Put On: 1 min., -1½; Extra Time Required: Only At Startup, ½; Real Armor; Clumsy, -1 to Dex Checks, Heavy, Noisy, Etc.: -½; Str Minimum 13: -½  
(3) Shield; Armor (3 PD/3 ED); OAF: -1; Activation: 14-, -½; Must be aware of attack, frontal only.: -½  
(16) +2 level w/All Combat  
(3) Tactics 11-
(3) Paramedic 11-
(2) Riding Animals  
(1) Lighter-Than-Air Vehicles  
(1) Weapon Permit  
   
(12) Multipower (30-pt reserve); OAF; Weapons and Equipment (-1), Equipment as set by the GM only (-.5).  
u-1 2d6 Killing Attack (HTH) Claymore/Great Axe (Total 4d6); Range: 0 3
u-1 1d6 Killing Attack (HTH) Claymore/Great Axe Sweep (Total 2d6); Range: 0; Area Effect (Radius): 2″ radius, +1 3
u-1 Combined Powers Slot; Shortsword  
(6) 1d6 Killing Attack (HTH) (Total 2d6); Range: 0 1
(6) +3 level w/HTH Combat  
u-1 1d6+1 Killing Attack (RKA); Double-Barreled Pistol; Range: 150; Charges: +2, +0; Clips: 64; Autofire: 5 shots, ½; “Autofire” is limited to two shots only; Firing both barrels. 0
u-1 Telescopic Vision (Sight, +10 to PER); OAF; Telescope: -1  
u-1 Change Environment; Lightrods (4″ rad.); Effect: Fixed, +0; Charges: 6, +1; Continuing Charges: 1 Day, -7 lev 0
u-1 Survival Kit 14-
u-1 Telekinesis (Rope) (STR 15); Range: 135; Manipulation: Coarse, +0; OAF; Rope: -1; Obvious Limitations: -½; Reduced END: Half, +¼ 1
   
(-5) Package Deal Bonus  
 
50 Duelist Package Deal (50)  
(9) +3 level w/Rapier  
(3) Fast Draw 11-
(3) High Society 15-
(3) Gambling 11-
   
(23) Swashbuckling Multipower (35-pt reserve)  
!u-1 Stretching; Lunge (1″, NC: 2); Non-Combat Multiplier: ×2, +0; This slot may be used with any rapier slot (5 + 30) 1
u-1 Whirling Guard; OAF; Rapier: -1  
(4) Force Field (8 PD/2 ED); Activation: 14-, -½; OAF; Rapier: -1 1
(10) ½d6 Killing Attack (HTH) (Total 1d6+1); Range: 0; Autofire: 5 shots, ½; Reduced END: Half, +½; OAF; Rapier: -1 1
u-1 Fencing Mastery; OAF; Rapier: -1  
(7) 1d6 Killing Attack (HTH) (Total 2d6); Range: 0; OAF; Rapier: -1 1
(7) +3 level w/Rapier; OAF; Rapier: -1  
u-1 Impenetrable Stance; OAF; Rapier: -1  
(5) Missile Deflection with Rapier (Arrows, None, OCV 3); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 3; OAF; Rapier: -1  
(10) ½d6 HKA; Rapier (Total 1d6+1); Range: 0; Reduced END: Zero, +½; Armor Piercing: 1, +½; Active Points: 20; OAF; Rapier: -1 0
u-1 1d6+1 RKA; Double-Barreled Pistol; Range: 175; Charges: +2, +0; Clips: 64; Autofire: 5 shots, ½; OAF; Pistol: -1; Active Points: 35; Usable By Others: Power Lost, +¼; “Autofire” is limited to two shots – both barrels. 0
u-1 3d6 Flash (Normal Sight); Range: 150; OAF; Smoke/Flash Pellets, Sand, Etc.: -1; Charges: +16, +0 0
u-1 3d6 Entangle (DEF 3); Range: 150; Activation: 14-, -½; Requires available tapestry, rug, chandelier, rope, etc, to use…: -½ 3
u-1 Invisibility (Normal Sight, No Fringe); Only works when standing still out of the way.: -1 3
   
  Minor Talents (15 Active) :  
u-1 Hand Attack; Pistol Butt (5d6, Total 13d6); Range: 0; OAF; Pistol Butt or Sword Hilt.: -1 1
u-1 Swinging (+15″, NC: 30″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 33; OIF; Swing Line: -½; Must have someplace to attach rope.: -½ 3
u-1 Acrobatics; Costs END: -½; Increased END: ×2, -½ 17-
u-1 Breakfall; Costs END: -½; Increased END: ×2, -½ 17-
u-1 Seduction; Costs END: -½; Increased END: ×2, -½ 17-
u-1 Quick Change Artist  
(5) Instant Change; Clothes: Any Set, 10; Only to switch between prepared disguises.: -½; Costs END: -½  
(5) Disguise 12-
   
(-5) Package Deal Bonus  
 
50 Cunning Man Package Deal (50)  
   
(8) Elemental Control; Nature Powers (12-pt reserve); Natural Magic Only: -½  
a-5 2d6 Aid (Fade/year, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2; Extra Time: 1 hour, -2½; Increased END: ×3, -1; Activation: 11-, -1; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Natural Magic Only: -½; A hedge wizard can “Aid” equipment allowances (With minor charmed objects, potions (Charged, Does not recover, fragile focus, etc, etc, etc), turn animals into loyal companions (Aid Followers), provide charms which enhance attributes, enhance weapons, and so on. Despite the “All abilities” modifier, no individual can be aided in more then five catagories, and each use works on only a single one. 15
b-9 Shape Shift; Animal Forms (Limited Group); Reduced END: Half, +¼; Natural Magic Only: -½ 1
c-13 5d6 Aid; To all powers relevant to current form (Fade/turn, Max. 30); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero, +½; Trigger; By Shapeshifting.: Set, +¼; Activation: 11-, -1; Linked to Shapeshift: -½; All powers disappear instantly when returning to normal form: -½; No Conscious Control; Must take animal powers – including disadvantageous ones.: -2; Side Effects; Gets animal Instincts, may need ego rolls.: 30/Half, -½; Side effects cannot be avoided.: -½; Natural Magic Only: -½ 0
d-5 Armor (8 PD/8 ED); Always On: -½; Not cumulative with artificial armor.: -½; Natural Magic Only: -½  
e-6 Clairsentience (Normal Sight); See: Future and Past, +40; Dimensions: Current, +0; Range: 300″; Burnout: 11-, -¾; No Conscious Control: -2; Side Effects; 6d6 Stun Drain: 60/All, -1; Side Effects cannot be avoided.: -1; Increased END: ×4, -1½; Natural Magic Only: -½ 24
   
(3) Paramedic 11-
(2) Knowledge; Nature 11-
(2) Profession; Herbalist 11-
(1) Animal Handler 8-
(1) Perk; Respected as a Mystic & Spiritual Advisor.  
   
(-5) Package Deal Bonus  
 
50 Journeyman College Mage Package Deal (50)  
   
(6) Knowledge; Primary College 14-
(5) +1 level w/Multipower  
(3) Knowledge; Secondary College 11-
(3) Contact; Magical Teacher/Institution; Usefulness: Very, +1 11-
(1) Inventor; Spell Research 8-
(1) Obscure Language (Basic Conv.); Literacy: Standard, 0  
(1) Sleight of Hand 8-
(1) Trading 8-
(1) Professional License; Mage  
   
(12) Journeyman Magic Multipower (30-pt reserve); Standard limitations are Activation 14- (-.5), Check may not exceed user’s relevant magical skill for the spell being cast (-.25), Affected by Local Mana Levels (-.25), Gestures (-.25), and Incantations (-.25). Total -1.5.  
(12) Spells (Apprentice and Journeyman Only)  
   
(6) Quarterstave; Hand-to-Hand Attack (4d6, Total 12d6); Range: 0; Reduced END: Half, +¼; Requires both hands.: -½; OAF: -1 1
(3) Leather Armor (3 PD/3 ED); OIF: -½; Real Item; Fixed Effects, Needs Repairs, Clumsy to Wear, Etc.: -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½  
   
(-5) Package Deal Bonus  
 
75 Master College Mage Package Deal (75)  
   
(9) Knowledge; Primary College 17-
(5) +1 level w/Multipower  
(6) Knowledge; Secondary College 14-
(3) Contact; Magical Teacher/Institution; Usefulness: Very, +1 11-
(1) Inventor; Spell Research 8-
(1) Obscure Language (Basic Conv.); Literacy: Standard, 0  
(1) Sleight of Hand 8-
(1) Trading 8-
(1) Professional License; Mage  
   
(18) Journeyman Magic Multipower (45-pt reserve); Standard limitations are Activation 14- (-.5), Check may not exceed user’s relevant magical skill for the spell being cast (-.25), Affected by Local Mana Levels (-.25), Gestures (-.25), and Incantations (-.25). Total -1.5.  
(25) Spells  
(6) Quarterstave; Hand-to-Hand Attack (4d6, Total 12d6); Range: 0; Reduced END: Half, +¼; Requires both hands.: -½; OAF: -1 1
   
(3) Leather Armor (3 PD/3 ED); OIF: -½; Real Item; Fixed Effects, Needs Repairs, Clumsy to Wear, Etc.: -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½  
   
(-5) Package Deal Bonus  
 
College Spell Listings :  
   
(18) UNIVERSAL SPELLS : (45-pt reserve)  
  Apprentice Spells :  
u-1 Detect Magic (Combined Powers Slot)  
(1) Detect (+0 to PER); Time Required: Half Phase, +0; Range: Touch, +0  
(2) Discriminatory Sense (Normal Sight)  
(2) Enhanced Perception (Normal Sight, +3 to PER)  
u-1 Display Of Power  
(4) Change Environment; Impressive Effects (Per School). (2″ rad.); Effect: Fixed, +0 1
(2) +5 PRE  
u-1 Mystic Armor (Force Field) (5 PD/5 ED); Active Points: 22; Lasts for one hour once cast.: +1¼ 2
u-1 Mighty Blow (Hand-to-Hand Attack) (4d6, Total 12d6); Range: 0; Reduced END: Half, +¼ 1
   
  Journeyman Spells :  
u-1 8d6 Dispel Magic; Range: 150; Affects: Any Single Power of Special Effect, +¼ 3
u-1 6d6 Mystic Bolt (Energy Blast); Range: 150; Versus: ED 3
u-1 Lesser Summons (1 0-point creatures); Range: 0; Summon: Single Type, +0; Summons a single type of creature, which must be negotiated or bargianed with. It is not automatically friendly and is built on a base of zero points plus disadvantages. 3
u-1 Light; Change Environment (8″ rad.); Effect: Fixed, +0; Reduced END: Zero, +½ 0
u-1 Combined Powers Slot; Grand Display  
(6) Change Environment (As Appropriate) (4″ rad.); Effect: Fixed, +0 1
(6) +15 PRE  
   
  Master Spells :  
u-4 Greater Summoning (2 75-point creatures); Range: 0; Summon: Single Type, +0; Elementals and nature spirits are usual; otherworldly spirits cannot be summoned to Exile. Samples of most elementals can be found in the Super Mages Bestiary. Similar spells can summon Golems, as found in the Champions Bestiary. 5
u-2 12d6 Greater Dispelling; Dispel Magic; Range: 225; Affects: Any Single Power of Special Effect, +¼; Active Points: 45 4
 
(18) COLLEGE OF AIR MAGIC (45-pt reserve)  
  COLLEGE OF AIR MAGIC :  
   
  Apprentice Spells :  
u-1 5″ Feather Fall; Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Area Effect (One-hex): 1 hex(es), +½; Trigger: Set, +¼; Reduced END: Half, +¼; Only to (gently) descend.: -½  
u-1 5″ Carrier Of Winds; Flight (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Usable By Others: Power Lost, +¼; Reduced END: Half, +¼; Up to 100 KG of gear will follow the caster around. 1
u-1 Wind Wall; Force Wall (4 PD/0 ED); Range: 75; Transparent to Energy: +½; Width: 3″, +0 1
u-1 Hands Of Wind; Telekinesis (STR 10); Range: 75; Manipulation: Coarse, +0 1
u-1 1d6 Shocking Grasp; Killing Attack (HTH) (Total 2d6); Range: 0 1
u-1 3d6 Thunderbolt; Energy Blast; Range: 75; Versus: ED 1
u-1 Sphere Of Winds; Need Not Breathe; Area Effect (One-hex): 1 hex(es), +½  
u-1 Whispers On The Wind; Mind Link; Minds: Any One Mind, +15; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0  
u-1 Dance Of Air; Missile Deflection (Bullets, None, OCV 3); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 3  
u-1 2d6 Gift Of Tongues; Aid To Language Skills (Fade/min., Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼ 1
u-1 Long Ears; Telescopic Sense (Hearing, +10 to PER)  
u-1 Borne By The Wind; Acrobatics 17-
u-1 1d6 Slavebinding; Transform (Minor, Single Object); Range: 75; Cumulative: +½; Active Points: 15; This causes minor physical changes (Marked as desired) & instills a new psychological limitation; Slave Mentality. Victims are docile, submissive, loyal, & truly consider themselves property. What makes this a disadvantage is for the owner is that – unlike an ordinary follower – they haven’t much initiative and they’re no use at all in combat. -10 points. 1
u-1 The Shield Of Octri; Force Field (15 PD/0 ED); Only vrs Missile Attacks: -½ 1
u-1 Knowledge; Weatherlore & Prediction 24-
u-1 6″ Light Foot; Gliding (NC: 12″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13; Reduced END: Zero, +½; Only for moving over insufficent surfaces/leaving no traces.: -½  
u-1 Eyes Of The Bat; Active Sonar  
   
  Journeyman Spells :  
u-1 2d6 Lightning Bolt; Killing Attack (RKA); Range: 150 3
u-1 Gale Of Wind; Telekinesis (STR 10); Range: 150; Manipulation: Coarse, +0; Area Effect (Line): 6″ long, +1 3
u-1 3d6 Stolen Breath; Energy Blast; Range: 150; Versus: ED; No Normal Defense (Life support): +1 3
u-1 Read The Winds; Spatial Awareness  
u-1 3d6 Sandstorm; Visual Flash (Normal Sight); Range: 150 3
u-1 Missile Mastery (6x Ranged Combat Levels)  
u-1 The Walls Of Air; Force Wall (8 PD/4 ED); Range: 150; Width: 6″, +0 3
u-1 The Form Of Air; Invisibility (Hearing, Sight) 3
u-1 Shell Of Silence; Darkness (Normal Sight, 2″ radius); Range: 150; Hole in the Middle: Variable Size, +½ 3
u-1 Conference; Mind Link; Minds: Any One Mind, +15; Number of Minds: 8, +15; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0  
u-1 Mirage; Images (Normal Sight, 4″ radius); Range: 140; Observer PER Penalty: 3, +9; Active Points: 28 3
u-1 1d6 Steal Breath; Drain Endurance (Return/turn); Range: 0; Affects: Single Power, +0; Area Effect (Radius): 8″ radius, +1; Selective Target: +¼; Increased Area: ×8, +¾ 3
u-1 4d6 Speak With Birds; Telepathy; Reduced END: Zero, +½ 0
u-1 6d6 Vapors Of Yothang; Mental Illusions 3
u-1 6d6 Rush Of Oxygen; Aid (Fade/turn, Max. 36); Range: 0; Boosts Running by 1d6 inches, endurance by 4d6, and stun by 2d6. 3
u-1 4d6 Spirit Speech; Telepathy; Transdimensional (Spirit Realms): Single Dimension, +½ 3
u-1 Winged Messenger; Summon (1 0-point creatures); Range: 0; Summon: Single Type, +0; Summons up a bird-spirit which can carry messages and small items with great speed. 3
   
  Master Spells :  
u-2 6d6 Thunderball; Energy Blast; Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½ 4
u-2 Change Environment; Weather Effects (8″ rad.); Effect: Variable, +1; Reduced END: Half, +¼ 2
u-2 Tidings Of The Wind; Clairsentience (Normal Sight, Hearing); Active Points: 40; See: Present, +0; Dimensions: Current, +0; Range: 1,000″ 4
u-2 Body Of Air; Desolidification 4
u-2 1d6 Crawling Lightning; Killing Attack (RKA); Range: 225; Continuous: +1; Uncontrolled: +½; Reduced END: Half, +¼; Delayed Effect: +¼ 2
u-2 Hurricane Blast; Telekinesis (STR 15); Range: 220; Manipulation: Coarse, +0; Area Effect (Line): 8″ long, +1 4
u-2 15″ Carried By The Winds; Teleportation (Long Range 30″); Increased Range: ×2, +5; Long Range: 30″; Long Range (miles): 0.04; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0 3
u-2 2d6 Sophoric Cloud; Energy Blast; Range: 225; Versus: ED; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Hole in the Middle: Fixed Size, +¼; Selective Target: +¼; No Normal Defense: +1 4
u-2 2d6 Thunderclap; Flash (Hearing, Sight); Range: 225; Explosion (Extended Area +0″/DC): +½ 4
u-2 2d6 Rolling Thunder; Energy Blast; Range: 225; Versus: ED; Autofire: 5 shots, ½; Reduced END: Zero, +1; No Normal Defense: +1; No Range Penalty: +½; Affects Desolidified: +½ 0
u-2 5″ The Tides Of Air; Flight (NC: 20″); Non-Combat Multiplier: ×4, +5; Active Points: 45; Non-Combat (MPH): 22; Usable By Others: Power Lost, +¼; Usable by Others Number: 125, +1¾ 1
u-1 The Seeking Winds; Combined Powers Slot  
(8) 2d6 Aid; Local Knowledge (Fade/hour, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼ 2
(6) Shadowing 17-
(4) Streetwise 18-
u-1 Breath Of Life; Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Usable By Others: Power Lost, +¼; Reduced END: Half, +¼; Only to restore life to the very recently dead. Will not restore limbs & organs.: -1  
u-2 Weather Control; Change Environment (32″ rad.); To any common weather effects.: +½ 4
u-1 Leap Of The Clouds; Superleap (+15″, 23″, NC: 368″); Non-Combat Multiplier: ×16, +15; Non-Combat (MPH): 268 3
u-2 1d6 Great Hurling; Killing Attack (RKA); Range: 225; Autofire: 5 shots, ½; Reduced END: Zero, +1; Armor Piercing: 1, +½ 0
 
(18) COLLEGE OF EARTH MAGIC : (45-pt reserve)  
  Apprentice Spells :  
u-1 Iron Fist; Hand-to-Hand Attack (5d6, Total 13d6); Range: 0 1
u-1 Stoneskin; Force Field (8 PD/7 ED) 1
u-1 Unleash The Bonds Of Earth; Superleap (+12″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 27; Reduced END: Half, +¼ 1
u-1 Friend Of The Earth; Running (+6″, 19″, NC: 38″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13; Reduced END: Half, +¼ 1
u-1 Voice Of The Stones; Tracking 17-
u-1 Force Of Will  
(4) +5 BODY  
(2) +5 STR 1
u-1 Hairs Like Vines; Clinging (Clinging STR ++15)  
u-2 Strike Blind; Darkness (Normal Sight, 1″ radius); Range: 225; Usable Against Others: ×32 mass, 2¼; Reduced END: Half, +¼; Ranged: +½; Does not conceal targets: +½ 2
u-1 +15 Strength Of The Mountians; STR; Doesn’t Affect Figured: -½ 1
u-1 1d6 Plant Growth; Transform (Minor, Single Object); Range: 75; Cumulative: +½ 1
   
  Journeyman Spells :  
u-1 4d6 Earthfast; Suppress Running; Range: 150; Affect: Single Power, +0; Lasts for one minute once cast.: +½ 3
u-1 The Badger’s Burrow; Tunneling (3″ through DEF 8); Active Points: 30; Tunnels: Left Behind, +0 1
u-1 1d6 Stone Shape; Transform (Minor, Limited Class); Range: 150; Cumulative: +½; Reduced END: Half, +¼; Continuous: +1; The user may gradually reshape stone, pretty much as desired. 1
u-1 6d6 Strengths Of The Earth; Healing 3
u-1 Body Of Iron; Density Increase-4 (×16 mass); Mass: 0 kg/0.00 lbs; Extra PD: +4; Extra ED: +4; Extra STR: +20; Knockback: -4″; Reduced END: Half, +¼; Difficult to Dispel: ×2, +¼ 1
u-1 Mind Of The Green  
(4) Power Defense (10 pts)  
(4) Mental Defense (10 pts)  
(4) Regeneration (1 BODY/Turn); Regenerate: Standard, +0  
u-1 Heart Of The Earth; Life Support (total)  
u-1 The Earthlore  
(10) Detect; Earth, Stone, and Metal (+8 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(2) Discriminatory Sense (Detect)  
u-1 Touch The Green  
(10) Detect; Plants & Their Properties (+8 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(2) Discriminatory Sense (Detect)  
u-1 2d6 Like Blades Of Grass; Aid to all damaged abilities. (Fade/turn, Max. 12); Range: 0; Affects: All Powers of Special Effect, +2 3
u-1 2d6 Lesser Petrification; Drain Speed (Return/5 min.); Range: 0; Affects: Single Power, +0 3
u-1 2d6 Vulcan’s Axe; HKA (Total 4d6); Range: 0 3
u-1 Circle Of Protection; Change Environment (Repellent/Irritating to “X”) (4″ rad.); Effect: Variable, +1 3
u-1 Lesser Animation/Unseen Servant; Telekinesis (STR 10); Range: 150; Manipulation: Coarse, +0; Uncontrolled: +½; Reduced END: Zero, +½ 0
   
  Master Spells :  
u-2 1d6 Sphere Of Blades; Killing Attack (RKA); Range: 225; Damage Shield: +½; Area Effect (Radius): 6″ radius, +1; Increased Area: ×2, +¼; Reduced END: Half, +¼ 2
u-2 4d6 Grasp Of The Earth; Entangle (DEF 4); Range: 225; Stops Sense: Normal Sight, 5 4
u-2 Forge The Golem’s Heart; Summon (1 32-point creatures); Range: 0; Summon: Single Type, +0; Entity is reasonably obedient…: +¼; Active Points: 45; This calls forth a “Computer” of sorts – a magical gem which animates a suitable “body” via telekinesis; this makes them very difficult to stop unless you can get at the gem… (Str 20 TK, 0 End, Only to “animate” a body), and basic programming. Golems tend to do very stupid things and sometimes go berserk if given too many, or too complex, orders. 4
u-2 2d6 The Forge Of Will; Transform (Major, Limited Class); Range: 225; Active Points: 45; Reduced END: Half, +¼; This spell creates masses of stone and iron (As per Body rolled) as desired by the caster. This can be used to make small barriers, entrap things, and so on. 2
!u-2 1d6 Plant Growth; Entangle (DEF 1); Range: 225; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Selective Target (By Hex): +¼; Reduced END: Half, +¼; Affects Desolidified: +½; Personal Immunity: +¼; Trigger: Changeable, +½; Active Points: 45 2
u-2 1d6 Magmatic Blast; RKA; Range: 225; Continuous: +1; Reduced END: Half, +¼; Continues for one turn once cast.: +¼; Penetrating: +½ 2
u-1 Strengths Of The Oak  
(8) +20 STR 2
(4) Knockback Resistance (-5″)  
(6) Force Field (10 PD/5 ED) 1
u-2 Witness Of Stones; Clairsentience (Normal Sight); See: Past, +20; Dimensions: Current, +0; Range: 200″ 4
u-1 Tremor; Telekinesis (STR 10); Range: 225; Manipulation: Coarse, +0; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1; Does not work on flying targets: -¼; The caster may choose to have this effect radiate outwards, pushing everyone away or knocking them down – if they fail an opposed Str check vrs the spell. 4
u-2 3d6 Crystal Blades; RKA; Range: 225 4
u-2 Dust Storm; Darkness (Normal Sight, 1″ radius); Range: 225; Area Effect (Radius): 500″ radius, +1; Increased Area: ×500, +2¼; Personal Immunity: +¼; Active Points: 45; Active Points: 45 4
u-2 1d6 Gaze Of The Basalisk; Transform (Major, Single Object); Range: 225; Cumulative: +½; Continuous: +1; Persists for one minute once cast.: +½ 4
u-2 Entombed In The Earth; Tunneling (2″ through DEF 2); Tunnels: Not Left Behind, +10; Usable Against Others: ×1 mass, 1; Reduced END: Half, +¼; Active Points: 45 1
u-2 2d6 Greater Petrification; Drain Speed (Return/min.); Range: 225; Affects: Single Power, +0; Ranged: +½; Area Effect (One-hex): 1 hex(es), +½; Active Points: 45 4
u-2 3d6 Chains Of The Earth; Suppress All Movement Powers; Range: 225; Affect: All Powers of Special Effect, +2 4
u-2 1d6 Leaden Blade; Killing Attack (HTH) (Total 1½d6); Range: 0; Continuous: +1; Uncontrolled: +½; Continues for one minute.: +½ 4
u-2 Rebirth Of The Clay; Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Trigger: Changeable, +½; A sensible mage will set up a chain of these ready to start going off when nasty things happen…  
 
(18) COLLEGE OF FIRE MAGIC : (45-pt reserve)  
  Apprentice Spells :  
u-1 The Weave Of Flame; Instant Change; Clothes: Any Set, 10; Usable By Others: Power Lost, +¼; Usable by Others Number: 2, +¼  
u-1 1d6 Flame Dart; Killing Attack (RKA); Range: 75 1
u-1 2d6 Lesser Haste; Aid Speed, Dex, Rec, or End. (Fade/min., Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼ 1
u-1 Drink The Flames; Combined Powers Slot  
(4) 1d6 Absorption; To Endurrance (Fade/5 hours, Max. 6); Affects: Single Power, +0  
!(1) Force Field (0 PD/5 ED); Only vrs Heat and Flame: -1 1
u-1 Produce Flame  
(2) +1 HKA Flame (Total ½d6); Range: 0 1
(4) Change Environment; Heat & Light (2″ rad.); Effect: Fixed, +0 1
u-1 6″ Updraft; Gliding (NC: 12″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13; Area Effect (Radius): 2″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼  
u-1 Eyes Of The Serpent  
(2) Infrared Vision  
(4) Enhanced Perception (IR Vision, +5 to PER)  
u-1 5″ Wings Of Flame; Flight (NC: 20″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 22 1
u-1 1d6 Makeover; Transform (Cosmetic, Limited Class); Range: 75; Cumulative: +½; Autofire: 10 shots, ¾; Reduced END: Half, +½; This changes color, hairstyle, the paint jobs on vehicles, etc, etc, etc… 1
   
  Journeyman Spells :  
u-1 Hearthfire; Change Environment; Bright & Warm, Allows Cooking (4″ rad.); Reduced END: Zero, +½; Uncontrolled: +½; Effect: Fixed, +0 0
u-1 3d6 Starfires; Flash (Normal Sight); Range: 150 3
u-1 Ward Of Flame; Force Field (0 PD/15 ED) 1
u-1 Pyrotechnics; Images (Normal Sight, Hearing, 16″ radius); Range: 150; Observer PER Penalty: 0, +0; Active Points: 30 3
u-1 The Burrowing Flames; Tunneling (3″ through DEF 8); Active Points: 30; Tunnels: Left Behind, +0 1
u-1 1d6 Forgemaster; Transform (Minor, Limited Class); Range: 135; Cumulative: +½; Active Points: 27; Continuous: +1 3
u-1 2d6 Searing Ray; RKA; Range: 150 3
u-1 1d6 Hand Of Fire; HKA (Total 2d6); Range: 0; Penetrating: +1; The caster’s blazing hand can slowly cut through almost anything… 3
u-1 +30 Halo Of The Sun; +30 PRE  
u-1 3d6 Cloak Of Flames; Energy Blast; Range: 150; Versus: ED; Damage Shield: +½; Armor Piercing: 1, +½ 3
u-1 Cloud Of Smoke; Darkness (Normal Sight, 1″ radius); Range: 150; Area Effect (Radius): 8″ radius, +1; Increased Area: ×8, +¾; Reduced END: Half, +¼ 1
u-1 1d6 Choking Cloud; Drain Stun (Return/turn); Range: 0; Affects: Single Power, +0; Area Effect (Radius): 16″ radius, +1; Increased Area: ×16, +1 3
u-1 3d6 Sunstroke; Energy Blast; Range: 150; Versus: ED; No Normal Defense; High Temperture Tolerance or Nonchemical Metabolism.: +1 3
   
  Master Spells :  
u-2 6d6 Fireball; Energy Blast; Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½ 4
u-2 1d6 Firestars; Killing Attack (RKA); Range: 225; Autofire: 10 shots, ¾; Reduced END: Half, +½; Penetrating: +¾ 2
u-2 3d6 Wall Of Flame; Energy Blast; Range: 225; Versus: ED; Damage Shield: +½; Reduced END: Half, +¼; Area Effect (Radius): 6″ radius, +1; Increased Area: ×2, +¼ 2
u-2 1d6 The Words Of Flame; Drain Magic (Return/5 hours); Range: 0; Affects: Single Power of Special Effect, +¼; Reduced END: Half, +¼; Penetrating: +1; Continuous: +1; If maintained for long enough, this spell will eventually break almost any spell. 2
u-2 9d6 Firebolt; Energy Blast; Range: 225; Versus: ED 4
!u-2 1d6 The Leaping Flames; Aids Dex, Spd, Rec, End, Speed (Fade/turn, Max. 10); Range: 0; Area Effect (Radius): 12″ radius, +1; Selective Target: +¼; Increased Area: ×4, +½; Affects: All Powers of Special Effect, +2; Autofire: 5 shots, ½; Reduced END: Zero, +1; Active Points: 44 0
u-2 Weave Of Light; Images (Normal Sight, 8″ radius); Range: 220; Observer PER Penalty: 5, +15; Active Points: 44 4
u-2 Faerie Fire; +2 OCV.; Area Effect (Radius): 12″ radius, +1; Increased Area: ×4, +½; Active Points: 45; Selective Target: +¼; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 32, +1¼  
u-2 9d6 Hypnotic Spiral; Mind Control; Communication: Verbal, +0 4
u-2 The Eyes Of Flame; Clairsentience (Normal Sight); See: Present, +0; Dimensions: Current, +0; Range: 3,200″ 4
u-2 1d6 Polymorph; Transform (Creature Forms) (Major, Limited Class); Range: 225; Reduced END: Half, +¼; Continuous: +1; Cumulative: +½ 2
u-2 3d6 Cage Of Flames; Entangle (DEF 3); Range: 225; Entangle Backlash: +½ 4
 
(18) COLLEGE OF NECROMANTIC MAGIC : (45-pt reserve)  
  Apprentice Spells :  
u-1 3d6 Healing 1
u-1 3d6 Chilling Glance; Energy Blast; Range: 75; Versus: ED 1
u-1 Flesh Like Steel; Force Field (5 PD/5 ED); Reduced END: Zero, +½ 0
u-1 Visage Of The Dead; Shape Shift (Single Form); Reduced END: Zero, +½ 0
u-1 +1 Entrophic Touch; Killing Attack (HTH) (Total ½d6); Range: 0; No Normal Defense, Does Body: +2 1
u-1 1d6 Blade Of Bone; Killing Attack (HTH) (Total 2d6); Range: 0 1
u-1 Necromantic Ward; Power Defense (10 pts); Area Effect (One-hex): 1 hex(es), +½  
u-1 Gift Of Sutekh; Immune to Aging; Continuing Charges: 1 year, -11 lev; Active Points: 15; Charges: +3, +1½; Difficult to Dispel: ×16, +1; Invisible: To All Senses, +1; Usable By Others: Simultaneous Use, +½; Focus: Obvious Accessible, -1; Focus Expendability: Extremely Hard to Acquire, -½; While this spell immunizes the recepient against aging for a full year, it requires either rare and exotic ingredients or a human sacrafice… Those who rely on this spell must eventually make some hard choices.  
u-1 Sense Life  
(4) Detect Life (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(2) Discriminatory Sense (Detect)  
u-1 The Sleep Of Death; Simulate Death; Invisible: To All Senses, +1; Trigger: Changeable, +½; Reduced END: Zero & Persistent, +1; For the duration, the caster is truly dead…  
u-1 Armor Of Bones (5 PD/5 ED)  
u-1 Read The Darkness; Active Sonar  
   
  Journeyman Spells :  
u-1 Animate Object; Telekinesis (STR 13); Range: 145; Manipulation: Fine, +10 3
u-1 Flesh Like Dew; Shape Shift (Any) 3
u-1 Induced Regeneration (1 BODY/Turn); Regenerate: Lost Limbs and Organs, +10; Usable By Others: Power Lost, +¼; Reduced END: Half, +¼  
u-1 6d6 Healing Hands; Heal 3
u-1 6d6 Rigor Mortis; Suppress Dexterity; Range: 150; Affect: Single Power, +0 3
u-1 1d6 Touch Of Death; Transfer Endurance (Returns 5/5 min., Maximum: 6); Range: 0; Damage Shield: +½; Reduced END: Half, +¼; Affects: Single Power, +0  
u-1 2d6 Touch Of The Vampire; Transfer Body (Returns 5/turn, Maximum: 12); Range: 0; Affects: Single Power, +0  
u-1 3d6 Gaze Of Agony; Ego Attack 3
u-1 6d6 The Prison Of The Self; Transform (Cosmetic, Single Object); Range: 150; This spell coats it’s targets with a thick, greasy, layer of corpse-wax. Inanimate targets become very slippery, living things get clogged eyes, ears, nose, and mouth. This inhibits all of their senses until they can wipe it away (This usually requires an action or two). 3
u-1 Astral Projection; Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×4, +10; Carrying Mass: 200; Leaves Physical Body Behind: -1 3
u-1 +1 Spines Of Bone; RKA; Range: 50; Damage Shield: +½; Reduced END: Zero, +½; This horrific spell causes bony spikes to erupt all over the user’s body, injuring anyone who touches him or her. 0
u-1 3d6 Chains Of Night; Entangle in solid darkness (DEF 3); Range: 150 3
u-1 Wall Of Darkness; Force Wall (6 PD/6 ED); Range: 150; Width: 6″, +0 3
u-1 1d6 Shape The Night; Transform (Major, Limited Class); Range: 150; Cumulative: +½; Reduced END: Half, +¼; Creates any desired shape of “solid darkness” (Def 4, Body as rolled). 1
   
  Master Spells :  
u-2 1d6 Polymorph; Transform (Creature Forms) (Major, Limited Class); Range: 225; Reduced END: Half, +¼; Continuous: +1; Cumulative: +½ 2
u-1 Breath Of Life; Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Usable By Others: Power Lost, +¼; Reduced END: Half, +¼; Only to restore life to the very recently dead. Will not restore limbs & organs.: -1  
u-2 2d6 Gaze Of Death; Entangle (DEF 2); Range: 225; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Half, +¼ 2
u-2 The Dead Who Serve (1 0-point creatures); Range: 0; Summon: Limited Group, +¼; Limited Obedience: +¼; This can summon any of a variety of minor undead; they’re built on a base of zero points, but most undead have enough limitations to pay for their powers anyway. 4
u-2 Wisdom Of Groa; Summon (1 75-point creatures); Range: 0; Summon: Single Type, +0; This summons one of the Groa – undead sorcereress-seeress, with great knowledge of the past and future. Their answers tend to be correct, but are finely calculated to cause as much trouble and misery as possible. 4
u-2 2d6 Soul Shackles; Energy Blast; Range: 225; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Continuous: +1; Uncontrolled: +½; Trigger: Changeable, +½; Difficult to Dispel: ×4, +½; This spell causes it’s victims immense pain whenever the caster commands it, or when specified conditions occur. It’s commonly used in training animals and slaves, to control criminals, and to punish slaves. 4
u-2 3d6 Lifeshatter; Killing Attack (RKA); Range: 225 4
u-2 1d6 Elfshot; Drain (Return/5 years); Range: 225; Affects: Single Power of Special Effect, +¼; Reduced END: Half, +¼; Ranged: +½ 2
u-2 2d6 Healing Touch; Aid (To overcome physical.psychological limitations) (Fade/season, Max. 20); Range: 0; Active Points: 45; Affects: Single Power of Special Effect, +¼ 3
u-2 1d6 Grand Curse; Transform (Major, Single Object); Range: 225; Cumulative: +½; Continuous: +1; Uncontrolled: +½; Can inflict almost any desired curse/disadvantage. 4
u-2 Psychometry; Clairsentience (Normal Sight, Hearing); See: Past, +20; Dimensions: Current, +0; Range: 225″ 4
u-2 Gloom; Change Environment (Cold, foggy, dim, and redolent of death). (250″ rad.); Effect: Fixed, +0 4
u-1 +1 Curse Of A Thousand Deaths; RKA; Range: 225; NND (Protective Talisman) That Does Body: +2; Continuous: +1; Uncontrolled: +½; Affects Desolidified: +½; Based on EGO Combat Value: vs. ECV, +1; Damage will not heal naturally while curse endures.: +1½; Reduced END: Zero, +½; Difficult to Dispel: ×4, +½; Trigger: Changeable, +½; Extra Time; Does 1 Body/Week: 1 week, -4; While a simple protective amulet can ward off this spell, once someone is subject to it, it will gradually and agonizingly destroy their flesh. While even weak magical healing can keep the victim alive, only breaking the spell can free them from perpetual agony. How it can be broken varies… 0
u-1 Danse Of The Dead; Telekinesis (STR 10); Range: 225; Manipulation: Coarse, +0; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1; Animates Corpses Only: -1; Allows the user to manipulate great swarms of dead bodies. While they aren’t really very effective, a horde can be a definite impediment. 4
 
(18) COLLEGE OF WATER MAGIC : (45-pt reserve)  
  Apprentice Spells :  
u-1 Clinging (Clinging STR +15)  
u-1 3d6 Ice Slick; Suppress Running; Range: 75; Affect: Single Power, +0 1
u-1 Liquid Flesh; Stretching (3″, NC: 6); Non-Combat Multiplier: ×2, +0 1
u-1 Seachange; Combined Powers Slot  
(4) Swimming (+10″, 28″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 2
(2) Breathe in Unusual Environment (Underwater)  
u-1 Immunity To Poison; Usable By Others: Power Lost, +¼; Lasts for one day once cast: +1½; Variable Special Effects: Certain Group, +¼; Only works on one poison per casting.: -½; User must identify poison before spell will be effective.: -1½  
u-1 1d6 Create Water; Transform (To Water) (Major, Single Object); Range: 75 1
u-1 1d6 Hand Of Frost; Transform (Cosmetic, Single Object); Range: 75; Cumulative: +½; Continuous: +1; Continues for one minute once cast.: +½; Freezes water, in an area which spreads until the spell is exhausted. Areas of water freeze solid, other items get a thin film of ice and frost over them. 1
u-1 6″ Water Walking; Flight (NC: 12″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13; Reduced END: Half, +¼; Only for “Walking” over water.: -½ 1
u-1 Shipweird; Swimming (+0″, 28″, NC: 8″); Non-Combat Multiplier: ×4, +5; Usable By Others: Power Lost, +¼; Usable by Others Number: 125, +1¾; Active Points: 15; Non-Combat (MPH): 0; This quadruples the speed of a water vehicle while it’s maintained. 1
u-1 Mirror; Images (Normal Sight, 4″ radius); Range: 75; Observer PER Penalty: 0, +0; Creates a reflecting surface. 1
u-1 Ice Slide; Running (+5″, 19″, NC: 76″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 22 2
u-1 +30 Beauty Of The Seas; COM  
u-1 +6 Depths Of The Ocean; EGO; Reduced END: Half, +¼  
u-1 The Silent Deep; Mental Defense (27 pts); Add to Total; Hardened: ×1, ¼  
   
  Journeyman Spells :  
u-1 3d6 Bonds Of Ice; Entangle (DEF 3); Range: 150 3
u-1 6d6 Ice Bolt; Energy Blast; Range: 150; Versus: ED 3
u-1 Tsunami Fist; Hand-to-Hand Attack (5d6, Total 9½d6); Range: 0; Double Knockback: +¾; Reduced END: Half, +¼; Active Points: 30 1
u-1 Dowsing; Combined Powers Slot  
(7) Detect Water (+5 to PER); Time Required: Half Phase, +0; Range: Ranged, +5  
(2) Discriminatory Sense; Analyze Water (Detect)  
(2) Enhanced Perception; Water Detection (Normal Sight, +3 to PER)  
u-1 Grasp Of The Octopus; Combined Powers Slot  
(2) Extra Limbs; Tentacles (1); Number: 1  
(4) Stretching (2″, NC: 4); Non-Combat Multiplier: ×2, +0 1
(5) +15 STR; Doesn’t Affect Figured: -½ 1
u-1 4d6 Spirit Speech; Telepathy; Transdimensional (Spirit Realms): Single Dimension, +½ 3
u-1 The Flowing Flesh; Shape Shift (Any) 3
u-1 Cleansing Rain; Change Environment (32″ rad.); Effect: Fixed, +0; Washes everything in the area with warm soapy water. 3
u-1 Fog Bank; Change Environment (32″ rad.); Effect: Fixed, +0 3
u-1 Greater Seachange; Combined Powers Slot; Area Effect (Radius): 2″ radius, +1; Increased Area: ×2, +¼  
(9) Swimming (+10″, 28″, NC: 24″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Area Effect (Radius): 2″ radius, +1; Increased Area: ×2, +¼ 2
(4) Breathe in Unusual Environment (Underwater); Area Effect (Radius): 2″ radius, +1; Increased Area: ×2, +¼  
u-1 3d6 Lesser Healing Potion; Trigger (Drink Potion): Set, +¼; OAF; Potion: -1; Reduced END: Zero, +½; Usable By Others: Power Lost, +¼ 0
u-1 1d6 Neutralize Posion; Transform (Induces immunity to a particular toxin or drug) (Minor, Limited Class); Range: 0; No Range: -½; Cumulative: +½; Continuous: +1; Active Points: 27 3
u-1 Painkiller; Damage Reduction (Physical, 25% Resistant); Usable By Others: Power Lost, +¼; Lasts for five minutes once cast.: +¾  
u-1 Draught Of Brotherhood; Mind Link; Minds: Any One Mind, +15; Number of Minds: 8, +15; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Anyone, +0  
u-1 1d6 Lord Of Winter; Transform (Major, Limited Class); Range: 150; Reduced END: Half, +¼; Cumulative: +½; Creates any desired object of ice. 1
   
  Master Spells :  
u-2 1d6 Venom Spittle; Drain (Return/day); Range: 225; Ranged: +½; Active Points: 45; Affects: Single Power of Special Effect, +¼; Continuous: +1; Difficult to Dispel: ×2, +¼; Reduced END: Half, +¼ 2
u-1 ½d6 Acid Cloud; Killing Attack (RKA); Range: 225; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Continuous: +1; Charges: +8, +½; Continuing Charges: 5 Minutes, -4 lev; Costs END: -½ 4
u-1 Grasp Of The Kraken; Combined Powers Slot  
(2) Extra Limbs; Tentacles (1); Number: 1  
(4) Stretching (2″, NC: 4); Non-Combat Multiplier: ×2, +0 1
(7) +20 STR; Doesn’t Affect Figured: -½ 2
(4) +2 level w/HTH Combat  
u-1 Elixir Of Dreams; Clairsentience (Normal Sight); See: Future, +20; Dimensions: Current, +0; Range: 200″; GMO Visions, only works by taking the potion before going to sleep.: -2 4
u-2 2d6 Venom Touch; Drain Any One Attribute (Return/hour); Range: 0; Affects: Single Power of Special Effect, +¼; Reduced END: Half, +¼ 2
u-1 7d6 Empathic Blast; Mind Control; Communication: Telepathic, +¼; Emotional Influences Only: -1 4
u-2 2d6 Driving Rain; Suppress All Fire Effects; Range: 225; Affect: All Powers of Special Effect, +2; Area Effect (Radius): 12″ radius, +1; Increased Area: ×4, +½ 4
u-2 3d6 Blood To Ice; Killing Attack (RKA); Range: 225 4
u-1 Animate Water; Telekinesis (STR 30); Range: 225; Manipulation: Coarse, +0; Animate Water Only: -1 4
u-2 3d6 Mists Of Sleep; Energy Blast; Range: 225; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Area Effect (Radius): 3″ radius, +1 4
u-2 12d6 Washed Clean; Dispel Magic; Range: 225; Affects: Any Single Power of Special Effect, +¼ 4
u-1 9d6 Command Of Tiamat; Mind Control; Communication: Verbal, +0; Only vrs Sea-Creatures.: -1 4
 
(3) RITUALS OF HIGH MAGIC (45-pt reserve); Standard Ritual Limitations; 1 Charge (-2), No single ritual may be attempted more often then once per month (-1), Bulky, Dangerous-To- Acquire OAF (Ritual circle and gear, -2.5), Requires One Day (-3.5), DCV 0 Concentration While Casting (-.5), Gestures (-.25), Incantation (-.25), GM Specifies possible starting times (-2), Only works near appropriate power nexi (GMO, -1), Failure causes massive magical disturbances (-1), Always causes notable magical disturbances and attracts attention of any nearby magi (-1), 14- Activation (-.5), Activation Check is limited to Relevant Magical Skill/2 (-.5), User must know at least 35 points of spells from relevant college (-.5). Individual ritualists sometimes improve on some of these, but it can cost a lot of points…  
 
  UNIVERSAL RITUALS :  
u-21 120d6 The End Of All Enchantments; Dispel; Range: 2250; Affects: Any Single Power of Special Effect, +¼; Focus Mobility: Bulky, -½; Side Effects; Dispels all current enchantments on caster: 60/All, -1; Side effects cannot be avoided: -½ 0
u-5 1d6 City Wards I: Killing Attack (RKA); Range: 695; Damage Shield: +½; Area Effect (Radius): 9000″ radius, +1; Increased Area: ×1000, +2½; Affects Desolidified: +½; Autofire: 10 shots, ¾; Penetrating: +½; Armor Piercing: 1, +½; Reduced END: Zero, +1; Uncontrolled: +½; Difficult to Dispel: ×4, +½ 0
u-9 City Wards II; Force Field (15 PD/15 ED); Reduced END: Zero, +½; Affects Desolidified: +½; Uncontrolled: +½; Difficult to Dispel: ×4, +½; Area Effect (Radius): 9000″ radius, +1; Increased Area: ×1000, +2½; This will repel intruders unless the run into it hard enough to “do body”. 0
 
  COLLEGE OF AIR MAGIC :  
u-17 Tornado; Combined Powers Slot; Continuing Charges: 1 Minute, -3 lev; Only while outdoors: -½; No fine control: -½; Activation (To control movement; Roll each phase): 14-, -½  
(11) Telekinesis (STR 50); Range: 1030; Manipulation: Coarse, +0; Area Effect (Radius): 22″ radius, +1; Increased Area: ×2, +¼; Explosion (Extended Area +0″/DC): +½; Continuing Charges: 1 Minute, -3 lev; Only while outdoors: -½; No fine control: -½; Activation (To control movement; Roll each phase): 14-, -½ 0
(7) 2d6 Killing Attack (RKA); Range: 635; Area Effect (Radius): 112″ radius, +1; Increased Area: ×16, +1; Continuous: +1; Armor Piercing: 1, +½; Nonselective Target: -¼; Continuing Charges: 1 Minute, -3 lev; Only while outdoors: -½; No fine control: -½; Activation (To control movement; Roll each phase): 14-, -½ 0
u-17 10″ Gate Of Winds; Teleportation (Long Range 10,000,000″); Increased Range: ×1000000, +100; Area Effect (One-hex): 1 hex(es), +½; Continuous: +1; Uncontrolled: +½; Reduced END: Zero, +½; Long Range: 10,000,000″; Long Range (miles): 12,426.99; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 1, 5; Extra Time: 1 month, -4½; Open At Both Ends: -1; Active Points: 437 0
u-2 6″ Castle In The Sky; Flight (NC: 24″); Non-Combat Multiplier: ×4, +5; Area Effect (Radius): 256″ radius, +1; Increased Area: ×64, +1½; Uncontrolled: +½; Reduced END: Zero, +½; Difficult to Dispel: ×4, +½; Active Points: 85; Non-Combat (MPH): 27; This is also used to create airships and similar items. 0
 
  COLLEGE OF NECROMANTIC MAGIC :  
u-5 Army Of Darkness; Summon Undead Horde (2 200-point creatures); Range: 0; Creatures are reasonably loyal to the summoner.: +½; Summon: Limited Group, +¼; Summons 1x Undead Champion-General (To lead the horde, 200 Points), 15x Aides (Lesser, but still terrible, minions, 180 Points), and 4000 120-point warriors of various types. 0
u-8 Ressurection; Summon (1 200-point creatures); Range: 0; Summon: Any, +2; Must know true name of deceased individual. Must be willing to return when called.: -2 0
u-23 8d6 Spirit Forging; Transform (Major, Limited Class); Range: 2250; Cumulative: +½; Affects Desolidified: +½; Difficult to Dispel: ×4, +½; Penetrating: +1; This terrible spell is used to transform people and spirits into magic items… It is generally outlawed, even for use on slaves. 0
 
  COLLEGE OF FIRE MAGIC :  
u-4 2d6 Rain Of Flame; Killing Attack (RKA); Range: 675; Continuous: +1; Area Effect (Radius): 384″ radius, +1; Increased Area: ×64, +1½; Active Points: 135; Charges: 1, -½; Continuing Charges: 1 Hour, -5 lev; Focus: Obvious Accessible, -1; Focus Expendability: Dangerous to Acquire, -1; Focus Mobility: Bulky, -½; Extra Time: 1 day, -3½; Concentrate: 0 DCV, -½ 0
u-16 Draconic Ascension  
(2) Shape Shift; Human/Dragon (Single Form); Difficult to Dispel: ×16, +1; Reduced END: Zero & Persistent, +1 0
(16) 2d6 Aid; All draconic powers at appropriate active point totals up to 60 (Fade/5 min., Max. 60); Range: 0; Reduced END: Zero, +½; Continuous: +1; Uncontrolled: +½; Personal Only: -½; Difficult to Dispel: ×16, +1; Invisible: To All Senses, +1; Usable By Others: Simultaneous Use, +½; Usable by Others Number: 4, +½; Affects: All Powers of Special Effect, +2 0
 
  COLLEGE OF WATER MAGIC :  
u-17 15d6 Energy Blast; Range: 1875; Versus: ED; Area Effect (Cone): 60000″ long, +1; Increased Area: ×4000, +3; Beam Attack: -¼; Works only in Water: -1½; The wave this spell creates rolls out at 12″/Segment. It can be quite devastating. 0
u-8 The Wastes Of Sand; Change Environment (No Water) (125000″ rad.); Reduced END: Zero, +½; Uncontrolled: +½; Effect: Fixed, +0 0
   
   
   
Common Equipment  
(6) 2d6 Aid; Equipment Allowance (Fade/season, Max. 24); Range: 0; Affects: Single Power, +0; Extra Time: 1 day, -3½; Charges: 1, -2; Only works when you have time, money, and a place to go shopping.: -½; Can only be used to get equipment which the GM agrees is available.: -1; Difficult to Dispel: ×4, +½; Each use boosts only one power of those elegible.: -1; Taking this “power” allows you to haul along some conventional gear chosen to fit the mission at hand… While it’s built as a 6-point power, allowing characters to take along 24 points worth of gear, characters may have 1-6 points worth of it, for 4-24 points worth of gear. As a rule, items costing 1-4 points are very common, 5-8 are expensive and hard to get, 9-12 are rarities, 13-16 are mighty objects suitable for great quests, and 17+ are mighty artifacts. Characters may start with up to 3 points worth of Equipment Allowance for weapons and armor and 1 points worth of allowance for magic items. Increases must be approved by the GM. 0
 
Instant-Effect Potions, Talismans, Etc.; OAF: -1; Limitations; Independent, 3 Charges (-1.25) which do not recover (-2), Fragile OIF (-.75), and Gesture or Command to Use (Dependent on item, -.25 either way).  
   
(1) Makeover Dust (Instant Change); Clothes: Any Set, 10; OAF: -1  
   
(1) 2d6 Lesser Healing Potion; OAF: -1 0
   
(2) Wraith Dust; Forensic Medicine; OAF: -1; A pinch of this dust will generally show how someone died… 17-
   
(2) Dust Of Silence; Security Systems; OAF: -1 17-
   
(2) Charm Of The Earth; Power Defence (10 pts); Trigger: Set, +¼; OAF: -1  
   
(3) 10″ Teleportation; Ring Of Escape (Long Range 10″); Increased Range: ×1, +0; Long Range: 10″; Long Range (miles): 0.01; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; OAF: -1 0
   
(3) 1d6 Mighty Cleansing; Transform (Cosmetic, Single Object); Range: 135; Area Effect (Radius): 16000″ radius, +1; Increased Area: ×16000, +3½; OAF: -1; Removes 1d6 body worth of dirt, graffiti, slime, and general trash (IE; All kinds of litter) from each hex, leaving the area scrubbed clean, scented, and with a fresh coat of paint. 0
     
(3) 4d6 Healing Potion; OAF: -1 0
   
(4) 6d6 Greater Healing Potion; OAF: -1 0
   
(4) 4d6 Greek Fire; Energy Blast; Range: 150; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1 0
     
(4) 4d6 Healing Arrows; Ranged: +½; Requires appropriate weapon familarity to use without penalty.: -¼; OAF: -1 0
   
(4) Dust Of Tracelessness; Change Environment/Erase traces (32″ rad.); Effect: Fixed, +0; OAF: -1 0
     
(5) 12d6 Dispel Magic Scroll; Range: 225; Affects: Any Single Power of Special Effect, +¼; Activation: 14-, -½; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; OAF: -1 0
     
(5) 2d6 Entangle; Throwing Net (DEF 2); Range: 200; Area Effect (Radius): 2″ radius, +1; OAF: -1 0
   
(5) 2d6 Flash; Sunstone (Normal Sight); Range: 200; Area Effect (Radius): 2″ radius, +1; OAF: -1 0
   
(6) 4d6 RKA; Lesser Arrows Of Death; Range: 300; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Must call out true name of ceature to be slain when firing.: -1; Requires appropriate weapon familarity to use without penalty.: -¼; OAF: -1 0
     
(6) 12d6 EB; Rod Of Blasting; Range: 300; Versus: ED; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Costs END: -½; OAF: -1; The summoners last-resort derringer… The type of energy it’s charged with usually depends on what the user expects to be dealing with. 6
   
(6) Missile Deflection; Ring Of The Guardian Wind (All Ranged Attacks, None, OCV 13); Deflect Attacks: Normal, +0; Deflection Bonus: 10, 20; Trigger: Set, +¼; OCV: 13; OAF: -1  
   
(7) Summon; Scroll Of Ressurection (1 120-point creatures); Range: 0; Summon (Any dead creature who’s body you have available): Limited Group, +¼; Extra Time: 1 turn, -1; Concentrate: 0 DCV, -½; Incantation: Instant Power, -¼; OAF: -1 0
   
(8) Tunneling; Wand Of Passage (10″ through DEF 14); Tunnels: Left Behind, +0; OAF: -1 0
   
(8) 5d6 Deep Waters (Aid Vrs Physical Disadvantages) (Fade/5 years, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Activation: 14-, -½; Extra Time: 1 hour, -2½; Concentrate: 0 DCV, -½; OAF: -1; The user must soak in a bath infused with the deep waters for at least an hour to allow them to work. 0
   
(9) 2d6 RKA; Javelin Of Lightning; Range: 0; Area Effect (Line): 48″ long, +1; Increased Area: ×4, +½; Requires relevant weapon proficiency to use without penalty.: -¼; Beam Attack: -¼; No Range: -½; OAF: -1 0
   
(9) 2d6 Seed Of The Forest; Entangle (DEF 2); Range: 2000; Area Effect (Radius): 750″ radius, +1; Increased Area: ×250, +2; Increased Maximum Range: ×5, +¼; Entangle with 1 BODY: -½; Concentrate: 0 DCV, -½; Incantation: Instant Power, -¼; OAF: -1 0
   
(10) 3d6 RKA; Necklace Of Fireballs; Range: 450; Area Effect (Radius): 5″ radius, +1; Activation: 14-, -½; Side Effects; Detonates at ground zero if not thrown in time. The user’s defences do, however, apply.: 60/All, -1; OAF: -1 0
   
(10) 14d6 Dragon Dust (Fade/turn, Max. 84); Range: 0; Affects: Single Power of Special Effect, +¼; Fades instantly after spell is cast: -1; Visible; Massive light display: -¼; OAF: -1; Aid, +45 Active Points to any one spell. 0
   
(12) Shockwave Ring; Telekinesis (STR 20); Range: 450; Manipulation: Coarse, +0; Area Effect (Radius): 20″ radius, +1; Increased Area: ×4, +½; Hole in the Middle: Variable Size, +½; OAF: -1 0
   
(12) 12d6 Suppress Magic; Wardstone; Range: 450; Affect: Single Power of Special Effect, +¼; Trigger: Set, +¼; OAF: -1 0
   
(12) 6d6 Transform To Stone; Gorgon Shield (Major, Single Object); Range: 450; OAF: -1 0
   
(12) 8d6 RKA; Arrows Of Death; Range: 600; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Must call out true name of ceature to be slain when firing.: -1; Requires appropriate weapon familarity to weild without penalty.: -¼; OAF: -1 0
     
(14) 3d6 Dust Of Idiocy; Drain Int (Return/5 min.); Range: 600; Ranged: +½; Area Effect (Radius): 96″ radius, +1; Increased Area: ×16, +1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Incantation: Instant Power, -¼; Affects: Single Power, +0; OAF: -1; This vastly potent item can paralyze an entire town or fortification with idiocy… 0
   
(14) 10″ Scroll Of Teleportation (Long Range 10,000,000″); Increased Range: ×1000000, +100; Long Range: 10,000,000″; Long Range (miles): 12,426.99; Mass Multiplier: ×64, +30; Fixed Locations: 0; Floating Locations: 0; Extra Time: 1 turn, -1; Incantation: Instant Power, -¼; Concentrate: 0 DCV, -½; Side Effects; Disorientation (5d6 Full-sensory “Flash” on all travellers): 60/All, -1; OAF: -1 0
     
(14) Timeheart Staff; Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: Single Date, +20; Mass Multiplier: ×1, +0; Usable Against Others: ×1 mass, 1; Ranged: +½; Area Effect (Radius): 10″ radius, +1; Concentrate: 0 DCV, -½; Incantation: Instant Power, -¼; Burnout: 12-, -½; OAF, not OIF.: -½; Carrying Mass: None; Extra Time: full phase, -½; OAF: -1; This vastly potent item shunts an area forward thru time; normally by one day – but the time may be set to almost anything when the staff is created. 0
     
24 Dragonslayer Arrows; OAF: -1; These arrows are things of legend… Which is as it should be, considering that they do indeed have an excellent chance at killing a dragon or demon lord with a single shot.  
(3) +12 level w/Single Attack; OAF: -1  
(21) 14d6+1 RKA; Dragonslayer; Range: 1075; Extra Time: full phase, -½; Concentrate: 0 DCV, -½; Must call out true name of ceature to be slain when firing.: -1; Requires appropriate weapon familarity to weild without penalty.: -¼; OAF: -1 0
    
Potions & Talismans with ongoing effects :; Limitations; Independent (-2), 3 Hour-Long Charges (-) which do not recover (-2), Fragile OIF (-.75), Gesture or Command to Use (Dependent on item, -.25 either way).  
   
(1) Water Breathing Potion  
   
(1) Potion Of Nightvision (Ultraviolet Vision)  
   
(2) Force Field; Iron Skin Potion (7 PD/7 ED) 0
   
(2) Stone Salve; Density Increase-3 (×8 mass); Mass: 0 kg/0.00 lbs; Extra PD: +3; Extra ED: +3; Extra STR: +15; Knockback: -3″ 0
   
(2) Dust Of Aphrodite; Seduction 21-
   
(3) Invisibility Potion (Normal Sight) 0
   
(3) 10″ Flight; Cloak Of Wings (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22 0
   
(4) 1d6 Antivenom (Drain) (Return/5 min.); Range: 0; Continuous: +1; Affects: Single Power of Special Effect, +¼; While this potion rapidly neutralizes any ordinary poison, it will do nothing to cure any damage it has already inflicted. 0
   
(4) +25 Potion Of Giant Strength (+25); Similar potions apply to other attributes 0
   
(5) 10d6 Veritas Potion (Telepathy); Must be administered orally to SUBJECT: -1; One target only per use: -½; Subject will truthfully answer questions within conscious knowledge only.: -½; Restricted to verbal communication with known languages.: -½; Activation; Victims sometimes simply hallucinate or ramble: 12-, -¾; Side Effects; Subject gets sleepy and confused; may misunderstand you, forget details, or fall asleep.: 30/Half, -½ 0
   
(5) +2 SPD; Potion Of Haste; May exceed normal characteristic maxima: +½  
   
(5) Girdle Of Giantism; Growth-6 (×64 mass, ×4 height); Mass: 0 kg/0.00 lbs; Height: 0 cm/0″; Extra STR: 30; Knockback Reduction: -6; Extra BODY: 6; Extra STUN: 6; DCV Penalty: -4; PER Penalty: +4 0
   
(6) +12 Sigil Of Lightning; +12 Dex; Does not affect Speed.  
   
(6) Ring Of Illusions; Images (Normal Sight, 4″ radius); Range: 185; Observer PER Penalty: 5, +15 0
   
(7) Desolidification; Cloak Of The Wraith 0
   
(8) Falcon Cloak; OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1  
(1) Shape Shift (Falcon, Eagle, Etc, Per Feathers Used) (Single Form); OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1 0
(3) 10″ Flight (NC: 40″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 45; OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1 0
(2) Shrinking-2 (DCV +4, Height 0 cm/0″); Mass: 0 kg/0.00 lbs; Knockback Increase: 6; PER Bonus: -4; OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1 0
(1) Telescopic Sense (Sight, +6 to PER); OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1  
(2) 1d6 HKA; Talons (Total 2d6); Range: 0; OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1 0
(-1) Running (-5″, 19″, NC: 38″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): -11; OAF (Not OIF): -½; Side Effects; User gets a powerful dose of animal instincts.: 30/Half, -½; Side Effects; User cannot speak, use most gear, etc, etc, etc.: 60/All, -1 0
   
(9) 1d6 RKA Clingfire or Seething Corrosive; Range: 260; Continuous: +1; Penetrating: +1; Sticky: +½; This fearsome alchemical concoction can burn through almost anything given time – but can readily be scraped or washed away given a few minutes. 0
   
(9) 4d6 Inferno Cloak; Energy Blast; Range: 275; Versus: ED; Damage Shield: +½; Explosion (Extended Area +0″/DC): +½; Double Knockback: +¾ 0
   
10 Potion Of Invulneribility  
(5) Damage Reduction (Energy, 50% Resistant)  
(5) Damage Reduction (Physical, 50% Resistant)  
   
(10) 10″ Teleportation; Keystave (Long Range 10″); Increased Range: ×1, +0; Long Range: 10″; Long Range (miles): 0.01; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0; Area Effect (One-hex): 1 hex(es), +½; Armor Piercing: +2, +1; Continuous: +1; Open At Both Ends: -1; This item is used to let people in and out of cities… 0
   
(11) 1d6 Dust Of Undeath; Transform (Body – living or not – to animated skeleton/zombie) (Major, Single Object); Range: 335; Area Effect (Radius): 16″ radius, +1; Increased Area: ×16, +1; Continuous: +1; Cumulative: +½ 0
   
(15) Staff Of Fortification; Force Wall (18 PD/18 ED); Range: 450; Width: 18″, +0 0
 
Enchanted Items  
   
(0) Contraceptive Charm; Immunity/Parenthood; Frequency: Rare; IIF: -¼  
   
(1) Serpentbane Amulet; Immunity To Snake Venom; Frequency: Fairly Common; IIF: -¼  
   
(1) Bezoar Stone; Immunity To Alcohol; Frequency: Common  
   
(1) Phylactory Of Alertness; Lightsleep; IIF: -¼  
   
(1) Amulet Of Sustanence; Life Support/Doesn’t Eat, Excrete or Sleep; OAF: -1  
   
(1) Elfin Talisman; Ultraviolet Vision; OAF: -1  
   
(1) Sunglasses; OIF: -½; Negates a moon elves “Night Adapted” limitation – if not the vulneribility to flash attacks.  
   
(1) Merchant’s Clasp (Speak Chosen Language) (Native Accent); IIF: -¼; Literacy: Standard, 0  
   
(1) Earthstone; OIF: -½; Imbued with the essence of the earth, this stone negates a gargoyle’s dependence on the earth for as long as it wears it.  
   
(1) PIn Of Health; Immune to Disease; IIF: -¼  
   
(1) Bracelet Of Battle; Familarity with Common Melee Weapons; IIF: -¼  
   
(1) 5″ Feather Clasp; Gliding (NC: 10″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11; Only to drift gently downwards: -1; OIF: -½  
   
(2) Alchemists Cup; OAF: -1; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Fragile Focus: -¼; Gestures: Instant Power, -¼; Costs END: -½  
(1) Detect; Composition & Ingredients (+3 to PER); Time Required: Half Phase, +0; Range: Touch, +0; OAF: -1; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Fragile Focus: -¼; Gestures: Instant Power, -¼; Costs END: -½  
(1) Discriminatory Sense (Detect); OAF: -1; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Fragile Focus: -¼; Gestures: Instant Power, -¼; Costs END: -½  
   
(2) 2d6 Water Flask (Energy Blast); Range: 50; Versus: PD; OAF: -1; Gestures: Instant Power, -¼ 1
   
(2) 1d6 Slaver’s Ring; Transform (Minor, Single Object); Range: 75; Cumulative: +½; Active Points: 15; OIF: -½; Activation: 8-, -2; Extra Time: full phase, -½; This causes minor physical changes (Marked as desired) & instills a new psychological limitation; Slave Mentality. Victims are docile, submissive, loyal, & truly consider themselves property. What makes this a disadvantage is for the owner is that – unlike an ordinary follower – they haven’t much initiative and they’re no use at all in combat. -10 points. 1
   
(2) Celestial Forge; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Neutralizes a Sun Elves “Use of powers is physically exhausting” limitation. More powerful forces can also reduce the time required.  
   
(2) Self-Writing Journal; Eidetic Memory; IIF: -¼; Fragile Focus: -¼; Others can read your notes without your permission: -½  
   
(2) 2d6 Aid to Spell List; Tome Of Magic (Fade/week, Max. 6); Range: 0; OAF: -1; Concentrate: 0 DCV, -½; Activation: 11-, -1; Extra Time: 1 hour, -2½; Affects: Single Power of Special Effect, +¼; These useful tomes allow a college mage to memorize a few extra spells – six points worth to be exact; The list of spells found in any given tome is determined by the GM, and is usually limited to one college. 3
   
(2) Summoning Glove; Fast Draw; OIF: -½; Costs END: -½ 14-
   
(2) Centering Stone; OAF: -1; This simple charm induces calm – negating ten points worth of “Berserk” or “Enraged” limitations.  
   
(3) Pearl Of Voice; Ventriloquism; IIF: -¼ 14-
   
(3) +10 STR; Guantlets Of Ogre Power; OIF: -½ 1
   
(3) +10 PRE; Helm Of Command; OIF; Helm: -½; Visible: -¼  
   
(3) +30 END; Spell Component Pouch; Only usable for spellcasting: -1; OAF: -1; Gestures: Instant Power, -¼  
   
(3) +20 COM; Broach Of Beauty; IAF: -½  
   
(3) +15 Int; Headband Of Intellect; OIF: -½; Extra Time: 1 hour, -2½; Extra Time Required: Only At Startup, ½  
   
(3) Bracers Of Armor (4 PD/4 ED); OIF: -½  
   
(3) Pearl Of The Seas; OAF: -1  
(1) Breathe in Unusual Environment (Underwater); OAF: -1  
(1) Life Support: High Pressure/Vacuum; OAF: -1  
(1) Swimming (+6″, 28″, NC: 16″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 13; OAF: -1 1
   
(3) Troll’s Bone Ring; Regeneration (1 BODY/Turn); Regenerate: Standard, +0; IIF: -¼  
   
(3) Lizard Gloves; Clinging (Clinging STR +0); OIF: -½  
   
(3) Helm Of Mind Shielding; Mental Defense (27 pts); Add to Total; OIF: -½  
   
(3) Belt Of Guises; Shape Shift (Limited Group); Focus: Inobvious Inaccessible, -¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Affects appearance of cloting & equipment only.: -1; Visual illusion only; does not affect touch, etc.: -1; This item changes what your gear looks like. 2
   
(4) 2d6 Aid; Ring Of Spell Storing (Fade/turn, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Allows the user to add the “Trigger” advantage to another spell. 1
   
(4) Earthseye Wand; OAF: -1; Extra Time: full phase, -½  
(3) Detect Earth (Metals, Stone, & Minerals) (+3 to PER); Time Required: Half Phase, +0; Range: Ranged, +5; OAF: -1; Extra Time: full phase, -½  
(1) Discriminatory Sense (Detect); OAF: -1; Extra Time: full phase, -½  
   
(4) Medalion Of Scholarship; Universal Translator; OAF: -1; Concentrate: 0 DCV, -½; Extra Time: 1 min., -1½ 13-
   
(4) Gloves Of Thievery; Sleight of Hand; IIF: -¼; Fragile Focus: -¼ 17-
   
(4) Elfin Cloak; Stealth; IAF: -½ 17-
   
(4) Mask Of The Wolf (Combined powers slot); OAF: -1; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Fragile Focus: -¼; Side Effects; User takes double damage from relevant “flash” attacks.: 30/Half, -½  
(2) Tracking Scent; OAF: -1; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Fragile Focus: -¼; Side Effects; User takes double damage from relevant “flash” attacks.: 30/Half, -½  
(1) Discriminatory Sense (Smell); OAF: -1; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Fragile Focus: -¼; Side Effects; User takes double damage from relevant “flash” attacks.: 30/Half, -½  
(1) Infrared Vision; OAF: -1; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Fragile Focus: -¼; Side Effects; User takes double damage from relevant “flash” attacks.: 30/Half, -½  
   
(4) Wheel Of Fortune; Luck (3d6); OIF: -½  
   
(4) Clasp Of Fortification; Force Field (5 PD/5 ED); IAF: -½; Only protects against critical hits, extra damage from “precise strike”, “sneak attack”, “backstab”, or similar.: -2; Reduced END: Zero & Persistent, +1 0
   
(4) Spade Of Mighty Excavation; Tunneling (1″ through DEF 8); OAF: -1; Activation: 11-, -1; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Works only when Touching Ground: -½; Tunnels: Left Behind, +0 1
   
(4) Linking Earring; Mind Link; Minds: Related Group, +10; Number of Minds: 8, +15; Distance: Single Planet, +0; Dimension: Current, +0; Link with: Those with Mind Link, -1; IAF: -½; Extra Time: 1 hour, -2½; Extra Time Required: Only At Startup, ½; These earrings allow a group to keep in contact – provided that everyone is wearing one.  
   
(4) Pad Of Forgery; IAF: -½; Charges: 64, +½; Charges do not recover: -2; A page pulled from this simple pad will display whatever document the user desires. 17-
   
(4) Ring Of Fire Resistance; Force Field (0 PD/10 ED); Reduced END: Zero & Persistent, +1; Only vrs Fire Damage: -1; OIF: -½ 0
   
(4) Sash Of The Winds (Missile Deflection) (Arrows, None, OCV 3); Deflect Attacks: Normal, +0; Uncontrolled: +½; Deflection Bonus: 0; OIF: -½; OCV: 3; This sash will automatically deflect common missiles targeting it’s wearer.  
   
(4) Broach Of Escape; IIF: -¼  
(1) Martial Escape (OCV +0, DCV +0, STR 65); IIF: -¼  
(2) +2 DC for Martial Attacks; IIF: -¼  
(1) Martial Dodge (OCV –, DCV +5); IIF: -¼  
   
(4) Monkey Staff; OAF: -1; Gestures: Instant Power, -¼  
(1) Legsweep (OCV +2, DCV -1, 11d6); OAF: -1; Gestures: Instant Power, -¼  
(1) Martial Block (OCV +2, DCV +2); OAF: -1; Gestures: Instant Power, -¼  
(1) Weapon Bind (OCV +1, DCV +0, STR 60); OAF: -1; Gestures: Instant Power, -¼  
(1) Martial Strike (OCV +0, DCV +2, 12d6); OAF: -1; Gestures: Instant Power, -¼  
   
(4) Agarthan Eye; N-Ray Vision; OIF: -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Fragile Focus: -¼  
   
(4) +1 SPD; Catbelt; OIF: -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; May exceed normal characteritics maxima.: +½  
   
(4) +3 level w/Ranged Combat; Bracers Of Archery; OIF: -½; OCV Only.: -½; Gestures: Instant Power, -¼  
   
(5) Mithril Shirt; Armor (9 PD/3 ED); IIF: -¼; Activation: 14-, -½  
   
(5) 1d6 Charm Belt (Transform to tiny charm) (Major, Single Object); Range: 110; OIF: -½; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Cumulative: +½; This belt allows the user to shrink equipment down to tiny charms, and return them to normal with a simple command – allowing the user to carry huge amounts of equipment. 2
   
(5) Tarnkappen; Invisibility (Normal Sight); IAF: -½; Concentrate: ½ DCV, -¼ 2
   
(5) Pocket Boat (Summon Vehicle) (1 25-point creatures); Range: 0; Summon: Single Type, +0; Extra Time: 1 min., -1½; Focus: Obvious Accessible, -1; Gestures: Instant Power, -¼; Charges: 1, -2; Recoverable Charges; Must fold up boat to recover charge.: -2 lev 0
   
(5) +5 level w/All Ranged Attacks; Bracer Of Accuracy  
   
(5) 1d6 Waters Of Youth; Transform to Youthful/Good Condition (Major, Limited Class); Range: 205; Cumulative: +½; Continuous: +1; Charges: 3, -½; Continuing Charges: 1 Minute, -3 lev; OAF: -1; Gestures: Instant Power, -¼; Extra Time: 1 min., -1½; Charges do not recover.: -2 0
   
(5) Ivory Destrier (Summon Mount) (1 25-point creatures); Range: 0; Summon: Single Type, +0; Extra Time: 1 turn, -1; Focus: Obvious Accessible, -1; Gestures: Instant Power, -¼; Charges: 1, -2; Recoverable Charges; Must revert to statuette to recover charge.: -2 lev 0
   
(5) Tower Of Sorcery; Summon/Base (1 25-point creatures); Range: 0; Summon: Single Type, +0; OAF: -1; Extra Time: 1 turn, -1; Incantation: Instant Power, -¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Costs END: -½; Works only when Touching Ground: -½ 3
   
(6) Eye Of Horus; Danger Sense (Against All Attacks, Immediate Vicinity); Works: Against All Attacks, +10; Range: Immediate Vicinity, +5; OAF: -1; Fragile Focus: -¼; Side Effects; User is sometimes sent on mysterious missions by persistent dreams.: 60/All, -1 14-
   
(6) Greater Ring Of Regeneration (1 BODY/Turn); Regenerate: Lost Limbs and Organs, +10; IIF: -¼  
   
(6) Mask Of Deception; Shape Shift (Limited Group); IIF: -¼; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½ 2
   
(6) 2d6 Aid; Elder Tome (Specify) (Fade/turn, Max. 76); Range: 0; Added points vanish instantly after a single use.: -1; A maximum of three seperate triggers may be set by any one individual.: -¼; Affects: Single Power of Special Effect, +¼; Active Points: 73; Trigger: Changeable, +½; OAF: -1; Extra Time: 5 min., -2; Charges: 1, -2; Recoverable Charge; By ten minutes of study.: -2 lev; Costs END: -½; Increased END: ×3, -1; May only “aid” powers related to the theme of the tome.: -½; These ancient tomes contain mighty secrets of elder magic; a concentrated study of one will allow the user to “build up” a spell, or super-enhanced spell effect. Each 15 minutes of study builds up 2d6 points worth of effect; six hours worth of study suffices for 48 dice – which can be assumed to be enough for the 76-point maximum. While a particular tome can only be used to build up effects within it’s theme, they are incredibly useful devices. Wars have been fought to possess them. 6
   
(6) 6d6 Eyes Of Paralysis; Suppress Dexterity; Range: 150; Affect: Single Power, +0; OIF: -½; Extra Time: full phase, -½; Incantation: Constant Power, -½; Concentrate: 0 DCV, -½ 3
   
(7) Mace Of Doom (Hand Attack) (8d6, Total 16d6); Range: 0; Reduced END: Half, +¼; OAF: -1; Gestures: Instant Power, -¼; Requires relevant weapon familarity to weild without penalty.: -¼ 1
   
(7) Bag Of Beasts (Summon Small Animal) (1 12-point creatures); Range: 0; Summon: Limited Group, +¼; Fairly Loyal: +½; OAF: -1; Charges: 3, -1¼; Costs END: -½; Increased END: ×2, -½; Extra Time: 1 turn, -1; Gestures: Instant Power, -¼; This summons small, helpful, animals with a mindlink with their summoner, +5 Int, and an understanding of the summoners language. They vanish after about an hour. 12
   
(7) 1d6 RKA; Meteoric Shard; Range: 185; Autofire: 5 shots, ½; Area Effect (Radius): 2″ radius, +1; Charges: +6, -¾; Focus: Obvious Inaccessible, -½; Gestures: Instant Power, -¼; Works only during the night: -½ 0
   
(7) Ring Of Life; Regeneration (1 BODY/Turn); Regenerate: From Death, +20; IIF: -¼; Activation: 11-, -1  
   
(7) Robe Of Magic Resistance; Damage Reduction (??, 50% Resistant); OIF: -½; Activation: 14-, -½; Versus magical attack  
   
(7) +3 level w/All Combat, Helm Of Hachiman; OIF: -½  
   
(7) Werebelt; Multiform; Form: Second, ×2; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Focus: Obvious Inaccessible, -½; Side Effects; User gets a strong dose of animal instincts: 30/Half, -½; Character may take three additional forms, eqch built on 150 points.  
   
(4) (7 W’ Slots) Multipower; Whirlwind Staff (20-pt reserve); OAF: -1; Gestures: Instant Power, -¼; Visible; Stirs up gusts of wind in area.: -¼  
u-1 Superleap (+16″, 24″, NC: 48″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 36; Reduced END: Half, +¼; OAF: -1; Gestures: Instant Power, -¼; Visible; Stirs up gusts of wind in area.: -¼ 2
u-1 Hand-to-Hand Attack (5d6, Total 13d6); Range: 0; Reduced END: Half, +¼; OAF: -1; Gestures: Instant Power, -¼; Visible; Stirs up gusts of wind in area.: -¼ 1
u-1 Missile Deflection (All Ranged Attacks, None, OCV 3); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 3; OAF: -1; Gestures: Instant Power, -¼; Visible; Stirs up gusts of wind in area.: -¼  
   
(7) Cloak Of Shadow; Desolidification; OAF: -1; Burnout: 14, -¼; Increased END: ×3, -1; Side Effects; 3d6 Stun Drain: 30/Half, -½ 12
   
(7) 1d6 HKA; Wraithbiter Blade (Total 2d6); Range: 0; Affects Desolidified: +½; Penetrating: +½; OAF: -1; Gestures; Must Be Weilded: Instant Power, -¼; Requires relevant weapon familarity to weild without penalties.: -¼; The quasitangible blade of this sword both affects spirits and can penetrate – at least partially – most armor. 3
   
(8) Witch’s Mirror; Clairsentience (Hearing, Sight); See: Present, +0; Dimensions: Current, +0; Range: 600″; OAF: -1; Activation: 14-, -½; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Fragile Focus: -¼; Incantation: Instant Power, -¼; Gestures: Instant Power, -¼; Reduced END: Half, +¼ 2
   
(8) Baneblade; OAF: -1; Gestures: Instant Power, -¼; Requires relevant weapon familarity to weild without penalty.: -¼  
(3) 1d6 HKA; (Total 2d6); Range: 0; OAF: -1; Gestures: Instant Power, -¼; Requires relevant weapon familarity to weild without penalty.: -¼ 1
(5) 2d6 HKA; Only vrs Target (Total 4d6); Range: 0; Only vrs selected target type. Value may vary depending on how common the selected enemy is.: -1; OAF: -1; Gestures: Instant Power, -¼; Requires relevant weapon familarity to weild without penalty.: -¼ 3
   
(8) Unicorn Ring; OIF: -½; Side Effects; User attracts, and tends to be protective of, animals and pets.: 30/Half, -½  
(2) 1d6 Transform (Domesticated) (Minor, Single Object); Range: 75; Cumulative: +½; Activation: 11-, -1; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Incantation: Instant Power, -¼; Nonsentient targets only: -1; OIF: -½; Side Effects; User attracts, and tends to be protective of, animals and pets.: 30/Half, -½; The wearer can swiftly tame any animal he can make sit still while he talks to it for awhile… 1
(3) 2d6 Aid (Followers Allowance); Train Animals (Fade/season, Max. 12); Range: 0; Extra Time: 1 week, -4; Generic Limitation; Only for nonsentients (Animals and creatures): -½; Affects: Single Power, +0; Activation: 11-, -1; OIF: -½; Side Effects; User attracts, and tends to be protective of, animals and pets.: 30/Half, -½ 3
(1) Animal Handler; OIF: -½; Side Effects; User attracts, and tends to be protective of, animals and pets.: 30/Half, -½ 12-
(2) Riding; OIF: -½; Side Effects; User attracts, and tends to be protective of, animals and pets.: 30/Half, -½ 14-
   
(9) 12″ Flying Carpet (Flight) (NC: 96″); Non-Combat Multiplier: ×8, +10; OAF: -1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Incantation: Instant Power, -¼; Area Effect (One-hex): 1 hex(es), +½; Passangers are at risk of falling off.: -1; Non-Combat (MPH): 107 2
   
(9) Cloak Of Night (Invisibility vrs “Detect”) (Detect); OIF: -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Fragile Focus: -¼; Reduced END: Zero & Persistent, +1 0
   
(9) Kraken Girdle; OIF: -½; Visible: -¼  
(3) Stretching (2″, NC: 4); Non-Combat Multiplier: ×2, +0; OIF: -½; Visible: -¼ 1
(1) Extra Limbs (Ectoplasmic Tentacles) (6); Number: 6; OIF: -½; Visible: -¼  
(3) Clinging (Clinging STR +0); OIF: -½; Visible: -¼  
(2) Running (+3″, 19″, NC: 38″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 7; Reduced END: Half, +¼; OIF: -½; Visible: -¼ 1
   
(9) Spirit Gong; Change Environment/Repulsive to “X” (8″ rad.); Charges: +3, +0; Continuing Charges: 1 Hour, -5 lev; Effect: Variable, +1; Extra Time: full phase, -½; Incantation: Instant Power, -¼; Must name creature type to be repelled.: -½ 0
   
(9) Pocket Realm (Extra-Dimensional Movement); Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Area Effect (One-hex): 1 hex(es), +½; Reduced END: Zero, +½; OAF: -1; Open at both ends: -1; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Usable By Others: Simultaneous Use, +½; These talismans may be tapestries, movable “holes”, Pearls, Gems, etc, but all of them can be used to open gates to and from tiny “pocket realms”. They’re mostly used for retreats and storage locations. Their internal environments vary, but none are very large. 0
   
(9) 3d6 HKA Flaming Sword (Total 5½d6); Range: 0; OAF: -1; Gestures: Instant Power, -¼; Visible; Bright and conspicious, lights area like torch.: -¼; Requires relevant weapons familarity to avoid penalties.: -¼ 4
   
(9) 1d6 Wand Of Metamorphosis; Transform (Major, Limited Class); Range: 260; Cumulative: +½; Continuous: +1; Penetrating: +½; Charges: +7, +¼; Continuing Charges: 1 Minute, -3 lev; OAF: -1; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Activation: 14-, -½; Extra Time: full phase, -½; Costs END: -½ 5
   
(9) Flask Of Storms; Change Environment/Weather (2″ rad.); Area Effect (Radius): 500″ radius, +1; Increased Area: ×250, +2; Reduced END: Half, +¼; OAF: -1; Concentrate: ½ DCV, -¼; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Incantation: Instant Power, -¼; Gestures: Instant Power, -¼; No Range: -½; Effect: Variable, +1 2
   
(10) 1d6 Eye Of Darkness; Transform; Inflict disadvantages. (Major, Limited Class); Range: 280; Ranged: +½; Continuous: +1; Cumulative: +½; OIF: -½; Extra Time: full phase, -½; Fragile Focus: -¼; Incantation: Instant Power, -¼; Activation: 14-, -½; Side Effects: 30/Half, -½; Penetrating: +½; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev 0
   
(6) (10 W’ Slots) Ring Of Light; Multipower (20-pt reserve); OIF: -½  
u-1 1d6+1 Killing Attack (HTH) (Total 2½d6); Range: 0; OIF: -½ 2
u-1 2d6 Flash (Normal Sight); Range: 100; OIF: -½ 2
u-1 1d6+1 RKA; Laser; Range: 100; OIF: -½ 2
u-1 Force Field (6 PD/6 ED); Hardened: ×1, ¼; Reduced END: Half, +¼; Difficult to Dispel: ×2, +¼; OIF: -½ 1
   
(10) Boots Of Speed; OIF: -½  
(8) Running (+4″, 19″, NC: 152″); Non-Combat Multiplier: ×8, +10; Reduced END: Zero, +½; Non-Combat (MPH): 36; OIF: -½ 0
(2) Superleap (+8″, 16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 18; OIF: -½ 2
   
(5) (10 W’ Slots) Therellian Harp (55-pt reserve); OAF: -1; Requires Skill Roll; Play Instrument, Bard, or Similar.: -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Costs END: -½; Gestures: Instant Power, -¼; Increased END: ×3, -1; No Range: -½; Will not work underwater, in vacuum, in major storms, or any other situation which prevents harp playing.: -1; The Therellian Harp is notable for the great scale of the effects it can produce…  
u-1 1d6 RKA; Shattering Note; Range: 0; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; No Normal Defense (Being Alive or Resilient): +1; Selective Target: +¼; OAF: -1; Requires Skill Roll; Play Instrument, Bard, or Similar.: -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Costs END: -½; Gestures: Instant Power, -¼; Increased END: ×3, -1; No Range: -½; Will not work underwater, in vacuum, in major storms, or any other situation which prevents harp playing.: -1; This resounding chord can destroy weapons, armor, and equipment in a wide radius. 18
u-1 3d6 Mind Control; Song Of Suggestion; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; No Range Penalty: +½; Communication: Telepathic, +¼; OAF: -1; Requires Skill Roll; Play Instrument, Bard, or Similar.: -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Costs END: -½; Gestures: Instant Power, -¼; Increased END: ×3, -1; No Range: -½; Will not work underwater, in vacuum, in major storms, or any other situation which prevents harp playing.: -1 18
u-1 3d6 Healing; Paen Of Harmony; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Selective Target: +¼; No Range Penalty: +½; OAF: -1; Requires Skill Roll; Play Instrument, Bard, or Similar.: -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Costs END: -½; Gestures: Instant Power, -¼; Increased END: ×3, -1; No Range: -½; Will not work underwater, in vacuum, in major storms, or any other situation which prevents harp playing.: -1 18
u-1 1d6 The Transcendent Chorus; Transform (Major, Anything); Range: 0; Active Points: 60; Cumulative: +½; Continuous: +1; Continues for up to one minute if user continues playing.: +½; Active Points: 60; OAF: -1; Requires Skill Roll; Play Instrument, Bard, or Similar.: -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Costs END: -½; Gestures: Instant Power, -¼; Increased END: ×3, -1; No Range: -½; Will not work underwater, in vacuum, in major storms, or any other situation which prevents harp playing.: -1 18
u-1 Song Of Summoning (1 100-point creatures); Range: 0; Summon: Limited Group, +¼; Summoned creature is Friendly: +¼; Requires one hour, not one phase.: -2; Can only “summon” entities already in the general area.: -1; User must play undisturbed throughout the activation time.: -1; OAF: -1; Requires Skill Roll; Play Instrument, Bard, or Similar.: -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Costs END: -½; Gestures: Instant Power, -¼; Increased END: ×3, -1; No Range: -½; Will not work underwater, in vacuum, in major storms, or any other situation which prevents harp playing.: -1 21
   
(7) (10 W’ Slots) Mirror Of Spells; Multipower (40-pt reserve); OAF: -1; Charges: +3, -1¼; Gestures: Instant Power, -¼; Concentrate: ½ DCV, -¼  
u-1 Missile Deflection (All Ranged Attacks, At Attacker, OCV 3); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 3; OAF: -1; Charges: +3, -1¼; Gestures: Instant Power, -¼; Concentrate: ½ DCV, -¼  
u-1 5d6 Aid (Fade/min., Max. 30); Range: 0; User may not “store” more then a dozen spells.: -½; Affects: Single Power of Special Effect, +¼; OAF: -1; Charges: +3, -1¼; Gestures: Instant Power, -¼; Concentrate: ½ DCV, -¼; Adds the “Trigger” advantage to the user’s next spell. 0
u-1 Summon (1 50-point creatures); Range: 0; Summon: Single Type, +0; OAF: -1; Charges: +3, -1¼; Gestures: Instant Power, -¼; Concentrate: ½ DCV, -¼; Summons a limited “copy” of whoever is reflected in the mirror; it will invariably attack the original. 0
   
(7) (11 W’ Slots) Thunder Pike Multipower (30-pt reserve); OAF: -1; Gestures: Instant Power, -¼; Visible; Blazes brilliantly, very noisy.: -¼  
u-1 2d6 HKA; Storm Strike (Total 4d6); Range: 0; OAF: -1; Gestures: Instant Power, -¼; Visible; Blazes brilliantly, very noisy.: -¼ 3
u-1 Hand Attack; Lightning Stroke (10d6, Total 18d6); Range: 0; OAF: -1; Gestures: Instant Power, -¼; Visible; Blazes brilliantly, very noisy.: -¼ 3
u-1 6d6 Thunderbolt Energy Blast; Range: 150; Versus: ED; OAF: -1; Gestures: Instant Power, -¼; Visible; Blazes brilliantly, very noisy.: -¼ 3
u-1 Wind Sphere Force Field (15 PD/15 ED); OAF: -1; Gestures: Instant Power, -¼; Visible; Blazes brilliantly, very noisy.: -¼ 3
   
(11) Guantlets Of The Badger; Focus: Obvious Inaccessible, -½; Gestures: Instant Power, -¼  
(4) Tunneling (1″ through DEF 6); Tunnels: Left Behind, +0; Activation (Progress varies): 11-, -1; Focus: Obvious Inaccessible, -½; Gestures: Instant Power, -¼ 1
(4) 1d6 Killing Attack (HTH) (Total 2d6); Range: 0; No Knockback: -¼; Focus: Obvious Inaccessible, -½; Gestures: Instant Power, -¼ 1
(3) Armor (4 PD/4 ED); Activation; Have to block: 14-, -½; Only vrs attacks the user is aware of.: -½; Focus: Obvious Inaccessible, -½; Gestures: Instant Power, -¼  
   
(12) Guardian Blade; Telekinesis (STR 15); Range: 400; Manipulation: Fine, +10; Reduced END: Zero & Persistent, +1; OIF: -½; Gestures: Instant Power, -¼; Reduced by Range: -¼; Only affects a chosen personal weapons: -2; Uncontrolled: +½; OIF: -½; This small gem “animates” a single weapon (Str 15, otherwise as if the user was weilding it), while the user bears it. Such weapons can be given a simple program to follow (EG; “Attack him!” or “Defend me while I’m sleeping!”). 0
   
(12) +4 SPD; Guantlets Of The Warlord; Only usable to attack twice in each phase.: -1; OIF: -½; May exceed normal attribute maximums.: +½; Gestures: Instant Power, -¼; Requires both hands; prevents use of shields, etc.: -¼  
   
(14) Shapeshifter’s Belt; Multiform x3; Form: Second, ×2; Champions Advantage: +1; Extra Time: full phase, -½; Extra Time Required: Only At Startup, ½; Focus: Obvious Inaccessible, -½; Side Effects; User gets a strong dose of animal instincts: 30/Half, -½; Character may take three additional forms, eqch built on 150 points.  
   
(14) 5d6 Staff Of Transmutation (Transform) (Major, Limited Class); Range: 0; OAF: -1; Activation: 14-, -½; Charges: 6, -¾; Requires a held action: -½; No Range: -½; Concentrate: ½ DCV, -¼; Gestures: Instant Power, -¼; This staff can be used to transmute incoming magics, transforming an incoming spell into a different outgoing spell famalier to the user. This requires a roll greater then or equal to the (Active points of the incoming spell)/2.5. – 6 for most apprentice-level spells, 12 for journeymen spells, and 18 for master-level. 0
   
(14) Beastmaster’s Ring; Summon Animals (4 25-point creatures); Range: 0; Focus: Obvious Inaccessible, -½; Charges: +3, -1¼; Concentrate: 0 DCV, -½; Extra Time: full phase, -½; Summon: Limited Group, +¼; Creatures are fairly loyal: +½ 0
   
(11) (15 W’ Slots); Pheonix Wing Blade; Multipower (45-pt reserve); OAF: -1; Gestures: Instant Power, -¼  
u-1 3d6 Killing Attack (HTH) (Total 5½d6); Range: 0; OAF: -1; Gestures: Instant Power, -¼ 4
u-1 6d6 Fireball; Energy Blast; Range: 225; Versus: ED; Explosion (Extended Area +0″/DC): +½; OAF: -1; Gestures: Instant Power, -¼ 4
u-1 Missile Deflection (All Ranged Attacks, At Attacker, OCV 5); Deflect Attacks: Normal, +0; Deflection Bonus: 2, 4; OCV: 5; OAF: -1; Gestures: Instant Power, -¼  
u-1 Force Field (10 PD/12 ED); Area Effect (One-hex): 1 hex(es), +½; Hardened: ×1, ¼; Reduced END: Half, +¼; OAF: -1; Gestures: Instant Power, -¼ 2
   
(16) Palantier; Clairsentience & Clairaudience (Hearing, Sight); See: Future and Past, +40; Dimensions: Current, +0; Range: 5,600,000″; Extra Time: 1 min., -1½; Focus: Obvious Accessible, -1; Focus Mobility: Bulky, -½; Limited Control; Extent determined by ego roll.: -1; Charges: +3, -½; Continuing Charges: 1 Minute, -3 lev; Concentrate: Throughout & 0 DCV, -1 0
   
(20) 10d6 Sword Of Kings; Mind Control; Communication: Verbal, +0; OAF: -1; Concentrate: Throughout & 0 DCV, -1; Extra Time: full phase, -½; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; No Range: -½; Area Effect (Radius): 40″ radius, +1; Increased Area: ×8, +¾; Charges: +7, -½ 0
   
(20) (24 W’ Slots) Crown Of Terror; OIF: -½  
(4) +20 PRE; Side Effects; 4d6 (Uncontrolled, 0 End, Persistent) Mind Control; “Sieze me and return me to the Lord Of Darkness”: 60/All, -1; OIF: -½  
(16) Multipower (75-pt reserve); Incantation: Instant Power, -¼; Side Effects; 4d6 Persistent Uncontrolled Mind Control; “Do Evil Things”: 60/All, -1; OIF: -½  
u-1 5d6 Mind Control; Communication: Verbal, +0; Area Effect (Radius): 48″ radius, +1; Increased Area: ×16, +1; Incantation: Instant Power, -¼; Side Effects; 4d6 Persistent Uncontrolled Mind Control; “Do Evil Things”: 60/All, -1; OIF: -½ 7
u-1 1d6+1 Killing Attack (RKA); Range: 300; Area Effect (Radius): 24″ radius, +1; Increased Area: ×8, +¾; Reduced END: Half, +¼; Incantation: Instant Power, -¼; Side Effects; 4d6 Persistent Uncontrolled Mind Control; “Do Evil Things”: 60/All, -1; OIF: -½ 2
u-1 Force Field (12 PD/12 ED); Reduced END: Zero & Persistent, +1; Uncontrolled: +½; Difficult to Dispel: ×4, +½; Incantation: Instant Power, -¼; Side Effects; 4d6 Persistent Uncontrolled Mind Control; “Do Evil Things”: 60/All, -1; OIF: -½ 0
u-1 1d6 Transform To Spectral Minion (Major, Single Object); Range: 375; Cumulative: +½; Reduced END: Zero & Persistent, +1; Uncontrolled: +½; Invisible: To All Senses, +1; Continuous: +1; Incantation: Instant Power, -¼; Side Effects; 4d6 Persistent Uncontrolled Mind Control; “Do Evil Things”: 60/All, -1; OIF: -½ 0
 
206 Conventional Weapons; OAF; Weapon (-1), Independent (-2), Real (Will break, require sharpening, are heavy, are limited to “normal” effects and damage, etc, etc, etc (-.5), Gesture (Must be able to weild; will not work if entangled, etc), Requires relevant weapon familarity to use (-.25).  
   
(1) Hand Attack; Brass Knuckles (2d6, Total 10d6); Range: 0; Reduced END: Half, +¼ 1
   
(2) ½d6 HKA; Dagger (Total 1d6+1); Range: 0 1
   
(3) Quarterstave; Hand Attack (4d6, Total 12d6); Range: 0; Reduced END: Half, +¼; Requires both hands.: -½ 1
   
(3) ½d6 RKA Shuriken; Range: 85; Autofire: 5 shots, ½; Charges: +32, +¼ 0
   
(3) 1d6 Short Bow; Killing Attack (RKA); Range: 75; Charges: +12, -¼; Requires both hands: -½ 0
   
(3) 1d6 HKA; Longsword (Etc) (Total 2d6); Range: 0 1
   
(3) 1d6+1 RKA Longbow; Range: 100; Charges: 16, +0; Requires both hands: -½; Concentrate: ½ DCV, -¼ 0
   
(4) 1d6+1 Bastard Sword; Killing Attack (HTH) (Total 2½d6); Range: 0; Requires both hands: -½ 2
   
(4) Maul, Hammer, Club. Hand Attack (4d6, Total 12d6); Range: 0; Reduced END: Zero, +½ 0
   
(4) 1d6+1 RKA; Heavy Revolver; Range: 100; Charges: +6, +0; Clips: 8; “Visible” (Noisy): -¼ 0
   
(4) 4d6 EB Sling; Range: 100; Versus: PD 2
   
(4) ½d6 HKA; Military Pick (Total 1d6+1); Range: 0; Armor Piercing: +2, +1 2
   
4 Whip  
(2) Stretching (2″, NC: 4); Non-Combat Multiplier: ×2, +0 1
(1) +1 Killing Attack (HTH) (Total ½d6); Range: 0 1
(1) Hand-to-Hand Attack (2d6, Total 10d6); Range: 0 1
   
(5) Rapier  
(3) ½d6 Rapier; Killing Attack (HTH) (Total 1d6+1); Range: 0; Armor Piercing: 1, +½ 1
(2) +2 level w/HTH Combat  
   
(5) 3d6 Bola; Entangle (DEF 3); Range: 150; Extra Time: full phase, -½; Charges: +3, -¾; Recoverable Charges: -2 lev; Concentrate: ½ DCV, -¼ 0
   
(5) 1d6+1 RKA; Double-Barrelled Pistol; Range: 150; Charges: +2, -½; Clips: 16; Autofire: 5 shots, ½; Jammed: 14-, -1; Maximum of two “Autofire” shots in a phase (Both barrels). 0
   
(5) 5d6 EB Grenade; Range: 250; Versus: PD; Charges: +6, -¾; Range limited by strength.: -¼; Activation: 12-, -¾; Extra Time: full phase, -½; Charges do not recover: -2; Area Effect (Radius): 3″ radius, +1 0
   
(6) 2d6 Large Blade HKA; Claymore, Battleaxe, Bastard Sword, Dai-Katana (Total 4d6); Range: 0 3
   
(6) Shortsword  
(3) +3 level w/HTH Combat  
(3) 1d6 HKA; Shortsword (Total 2d6); Range: 0 1
   
(7) 2d6 RKA Shotgun; Range: 225; Area Effect (One-hex): 1 hex(es), +½; Charges: +6, +0; Clips: 8; “Visible” (Noisy): -¼; Reduced Penetration: -¼; Side Effects; 2d6 Hearing Flash in 2″ Radius: 30/Half, -½ 0
   
(7) 2d6 RKA; Heavy Crossbow; Range: 225; Armor Piercing: 1, +½; Extra Time: full phase, -½; Clumsy, -2 OCV: -½; Requires a full turn or 35+ Str to reload.: -½ 4
   
(7) 5d6 EB Blowpipe; Range: 250; Versus: ED; No Normal Defense (Force Field): +1; Charges: +6, -¾; Activation: 14-, -½; Fragile Focus: -¼; Drugged Needles; Does not work vrs exotic metabolisms, immaterials, etc.: -½; The toxin of a blowgun’s tiny needle can render most people unconscious with a single shot. It’s very, very, expensive… 0
   
(8) Throwing Knives (Poison Optional)  
(3) 1d6 RKA; Range: 75; Charges: +3, -¾; Recoverable Charges: -2 lev 0
(5) 1d6 Drain; Body (Return/hour); Range: 175; Ranged: +½; Continuous: +1; Charges: +3, +¼; Continuing Charges: 5 Minutes, -4 lev; 10d6 Drain Maximum: -½; Recoverable Charges: -2 lev; Affects: Single Power, +0; Extra Time; Drain only works once per turn.: 1 turn, -1; Only works if initial attack does body.: -½ 0
   
(8) 1d6+1 RKA Gatling Gun; Range: 250; Autofire: 5 shots, ½; Charges: 500, +1; Focus Mobility: Bulky, -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; “Visible”; Extremel;y noisy.: -¼ 0
   
(9) 2d6 RKA Blunderbuss; Range: 300; Area Effect (Line): 12″ long, +1; Charges: 1, -½; Clips: 32; “Visible” (Noisy): -¼; Side Effects; 2D6 Hearing Flash Explosion.: 30/Half, -½; Side Effects cannot be avoided.: -½; Reduced Penetration: -¼ 0
   
(6) (9 W’ Slots) Large Blade Multipower (30-pt reserve)  
u-1 2d6 HKA; Strike (Total 4d6); Range: 0 3
u-1 1d6 HKA; Sweep (Total 2d6); Range: 0; Area Effect (Radius): 2″ radius, +1 3
u-1 Hand Attack; Strike with flat (5d6, Total 13d6); Range: 0 1
   
(4) (9 W’ Slots); Spear Multipower (20-pt reserve); Requires both hands: -½; Total cost; 9 points with all slots.  
u-1 1d6 Killing Attack (HTH) (Thrust) (Total 2d6); Range: 0; Requires both hands: -½ 1
u-1 Hand-to-Hand Attack (Club with shaft) (4d6, Total 12d6); Range: 0; Reduced END: Half, +¼; Requires both hands: -½ 1
u-1 +1 Killing Attack (RKA) (Thrown); Range: 25; Charges: 1, -1¼; Recoverable Charges: -2 lev; Negates other uses until spear recovered or replaced: -1; Requires both hands: -½ 0
u-1 Parrying; Armor (8 PD/0 ED); Usable By Others: Power Lost, +¼; Requires both hands: -½  
u-1 Stretching (2″, NC: 4); Non-Combat Multiplier: ×2, +0; Requires both hands: -½ 1
   
(14) 7d6 EB; Mortar or Bombard, Artillery; Range: 2400; Versus: ED; Explosion (Extended Area +0″/DC): +½; Explosion (Extended Area +1″/DC): +¾; Indirect: Any Location & Fires Away, +½; Activation: 14-, -½; Charges: +4, -½; Clips: 4; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½; Focus Mobility: Bulky, -½; Increased Maximum Range: ×5, +¼ 0
   
(17) 4d6 RKA; Light Cannon/Field Gun; Range: 0; Area Effect (Line): 96″ long, +1; Increased Area: ×4, +½; OAF: -1; Focus Mobility: Bulky, -½; Extra Time: 1 turn, -1; No Range: -½; “Visible” (Extremely Noisy): -¼; Side Effects; 4d6 Audo Flash in Radius: 30/Half, -½ 15
 
General Magical Enhancements;; General Magical & Enhanced Weapons; Take any “conventional weapon”, remove the “real” limitation, and add or upgrade properties as desired. Specific “extras” may also be added, as shown below.  
   
(3) +3 level w/Weapon; Master Weapon  
   
(3) Returning; Telekinesis (STR 10); Range: 0; Manipulation: Coarse, +0; No Range: -½; Only to return the enhanced weapon to the user.: -2; Reduced END: Zero, +½; Trigger; Automatic Return: Set, +¼ 0
   
(4) 1d6 RKA; Flaming (Or whatever); Range: 110; Reduced END: Zero, +½; Linked to Primary Weapon Function: -½; Add 1D6 energy attack to primary weapon on a successful hit. 0
   
(4) 1d6 Wounding; Drain Constitution (Return/day); Range: 0; Affects: Single Power, +0; Linked to primary weapon attack.: -½; Primary attack must wound foe for drain to activate.: -½; Reduced END: Zero, +½ 0
   
(6) 2d6 Vamphyric Transfer (Body to Body and End) (Returns 5/5 min., Maximum: 12); Range: 0; Linked: -½; Affects: Single Power, +0; Only works if original attack does body.: -½; 6d6 Mind Control; “Weild me and kill with me”. Occasionally draws itself, tries to get people to use it.: 60/All, -1  
   
(8) 3d6 RKA; Deathburst / “Vorpal”; Range: 280; Charges: 1, -2; Trigger: Set, +¼; Incantation: Instant Power, -¼; This potent ability allows the user to shout a battlecry and inflict extra damage on a successful hit once per day. 0
   
(9) 2d6 RKA; Shattering Guard; Range: 300; Damage Shield: +½; Reduced END: Zero, +½; Activation: 11-, -1; Only affects weapons striking at the user.: -1 0
 
Conventional Armor; Conventional Armor limitations include Independent (-2), OIF (Armor, -.5), Extra Time (One minute to put on, -.75), Real (Heavy, clumsy, requires a fair amount of strength to wear, effects set by GM, etc),.  
   
(1) Padded Armor (1 PD/1 ED)  
   
(1) Hunting Leathers (Armor) (2 PD/2 ED)  
   
(2) Leather or Reinforced Leather Armor (3 PD/3 ED)  
   
(3) Scale Mail Armor (4 PD/4 ED)  
   
(3) Chainmail Armor (5 PD/5 ED)  
   
(4) Chainmail And Helm (Armor) (6 PD/6 ED)  
   
(4) Platemail Armor (7 PD/7 ED)  
   
(5) Full Plate Armor (8 PD/8 ED)  
 
Conventional Shields; Gestures: Instant Power, -¼; Will not work if user unable to interpose shield.: -½; Only versus attacks the user is aware of.: -½; Conventional Shield limitations include Independent (-2), OAF (Shield, -1), Extra Time (Full phase to prepare, -.25), Real (Heavy, clumsy, requires a fair amount of strength to wear, effects set by GM, etc), and DCV Only (-.5).  
   
(1) Shield; Armor (3 PD/3 ED); Activation: 14-, -½; Gestures: Instant Power, -¼; Will not work if user unable to interpose shield.: -½; Only versus attacks the user is aware of.: -½  
  ;  
(1) +1 level w/All Combat; Small Shield. DCV Only; Gestures: Instant Power, -¼; Will not work if user unable to interpose shield.: -½; Only versus attacks the user is aware of.: -½  
   
(2) +2 level w/All Combat; Medium Shield. DCV Only; Gestures: Instant Power, -¼; Will not work if user unable to interpose shield.: -½; Only versus attacks the user is aware of.: -½  
   
(4) +3 level w/All Combat; Large Shield. DCV Only; Gestures: Instant Power, -¼; Will not work if user unable to interpose shield.: -½; Only versus attacks the user is aware of.: -½  
 
General Equipment; Independent (-2), Various OAF (-1), Gestures (Hands must be free to use, -.25), Real (Has weight, takes up room, must be repaired and maintained, limitations of functions set by the GM, -.5).  
   
(1) Pack/Saddlebags; 1/2 (0) End on Str 15; Only for carrying things which can be fit into the packs/bags.: -1  
   
(1) Tent; Change Environment/Dry & Comfortable (1″ rad.); Effect: Fixed, +0; Reduced END: Zero & Persistent, +1; Charges: 1, -1¼; Recoverable Charges: -2 lev; Fragile Focus: -¼; Extra Time: 5 min., -2; Extra Time Required: Only At Startup, ½ 0
   
(1) Blankets & Winter Clothing; Life Support/Intense Cold  
   
(1) Compass; Bump of Direction  
   
(1) Iron Rations (Life Support); “Need Not Eat” Only; Must Sleep/Excrete.: -1; Two weeks maximum.: -½  
   
(1) Pocket Watch; Absolute Time Sense  
   
(1) Toolkit/Reference Book/Etc (For Skill); Provides a +3 bonus on relevant skill  
   
(1) +1 RKA; Matches; Range: 0; No Range: -½; Will not work under poor conditions (Rain, Wind, Etc).: -1; Reduced END: Zero, +½ 0
   
(1) 1d6 Cooking Kit; Transform Edibles to Good Food. (Cosmetic, Limited Class); Range: 45; Cumulative: +½; Extra Time: 1 hour, -2½ 1
   
(1) Master’s Instrument; +3 Bonus to relevant skill(s). 15-
   
(1) Splendid Clothing; Fragile Focus: -¼; Not vrs “uncivilized” types, those with relevant psychological quirks.: -½; Visible: -¼; The wearer is treated as being upper-class and highly respectable.  
   
(2) Grappling Hook; Swinging (+10″, NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 22; Often difficult to unhook or hook: -½ 2
   
(2) Map; Fragile Focus: -¼; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½  
(1) Knowledge; Geography; Fragile Focus: -¼; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½ 17-
(1) Navigation; Fragile Focus: -¼; Concentrate: ½ DCV, -¼; Extra Time: full phase, -½ 13-
   
(2) +18 STR; Crowbar/Prybar; Only for prying, wedging, and breaking things open.: -2; Increased END: ×2, -½ 4
   
(2) Survival Kit 15-
   
(2) Thieves Tools; +2 bonus to Lockpicking and Security Systems  
   
(3) Holy Water; Change Environment (Holy) (2″ rad.); Effect: Fixed, +0; Usable Against Others: ×1 mass, 1; Charges: +6, +0; Continuing Charges: 1 Minute, -3 lev; Only works for true believers.: -1 0
   
(3) Smoke Bomb; Darkness (Normal Sight, 2″ radius); Range: 100; Activation: 14-, -½; Charges: +3, -¾; Continuing Charges: 1 Turn, -2 lev; Range limited by strength: -¼ 0
   
(3) +25 STR; Wrecking Bar; Only for prying, wedging, and breaking things open.: -2; Increased END: ×2, -½ 4
   
(3) Telescope. Telescopic Sight. (Sight, +8 to PER)  
   
(3) Lightrod; Change Environment/Light (2″ rad.); Effect: Fixed, +0; Charges: +3, +½; Continuing Charges: 1 Day, -7 lev 0
   
(3) Rope (Telekinesis) (STR 15); Range: 110; Manipulation: Coarse, +0; Physical Rope; Obvious Limitations: -2 2
   
(5) 5d6 Chains/Manacles; Entangle (DEF 5); Range: 250; Charges: +3, -¾; Recoverable Charges: -2 lev; Target must be DCV 0: -2; Activation: 14-, -½; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1; Limited Restraint; Limbs only.: -1 0
   
(2) (5 W’ Slots) Oil Flask Multipower (20-pt reserve); Charges: +3, -1¼; Extra Time: full phase, -½; Fragile Focus: -¼; Charges do not recover: -2  
u-1 ½d6 Killing Attack (RKA); Range: 100; Continuous: +1; Continuing Charges: 1 Minute, -3 lev; Charges: +3, -½; Extra Time: full phase, -½; Fragile Focus: -¼; Charges do not recover: -2 0
u-2 2d6 Suppress; Running; Range: 185; Affect: Single Power, +0; Area Effect (Radius): 3″ radius, +1; Continuous: +1; Continuing Charges: 5 Minutes, -4 lev; Sticky: +½; Difficult to Dispel: ×2, +¼; Active Points: 37; Charges: +3, -¼; Extra Time: full phase, -½; Fragile Focus: -¼; Charges do not recover: -2 0
u-1 Change Environment; Light & Heat (2″ rad.); Effect: Fixed, +0; Continuing Charges: 1 Hour, -5 lev; Charges: +3, +0; Extra Time: full phase, -½; Fragile Focus: -¼; Charges do not recover: -2 0
   
(5) 1d6 Caltrop Bag; Drain/Running (Return/5 hours); Range: 0; Area Effect (Any Area): 16 hexes, +1; Increased Area: ×4, +½; Requires one action to scatter caltrops per pair of hexes.: -½; Visible: -¼; Reduced END: Zero & Persistent, +1; Affects: Single Power, +0; Charges: 1, -1¼; Extra Time: full phase, -½; Concentrate: ½ DCV, -¼; Nonselective Target: -¼; Recoverable Charges: -2 lev; Area Effect (Any Area): 16 hexes, +1; Will not penetrate heavy boots, armor, etc.: -2; Charges: +2, -1; Recoverable Charges: -2 lev 0
 
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