Magic and Manicures

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Transcript of Magic and Manicures

Page 1: Magic and Manicures

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Magic & Maneuvers By

Stephen C. Klauk Cover and interior artwork by Joe Calkins

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Chapter 1 - Foreword.................................................5 Chapter 2 - Maneuvers ..............................................5 Chapter 2 - Maneuvers ..............................................6

Building Maneuvers ..............................................6 Skill Level .........................................................6 Using Maneuvers Untrained..............................7 Upgrading Maneuvers .......................................8 Skill Changes.....................................................8 Monster Changes ...............................................9 Special Actions................................................10

Reading the Maneuvers .......................................11 Attack Line ......................................................11 Untrained Maneuvers (No ranks) ....................12 Initiate Maneuvers (Rank 0) ............................12 Novice Maneuvers (Rank +1)..........................12 Apprentice Maneuvers (Rank +2) ...................23 Journeyman Maneuvers (Rank +3)..................33 Master Maneuvers (Rank +4) ..........................51 Grand Master Maneuvers (Rank +5) ...............62

Chapter 3 - Spells ....................................................69 Types of Magic....................................................69

Arcane .............................................................69 Divine ..............................................................69 Ki.....................................................................69 Primal ..............................................................69 Runecasting .....................................................69

Sources of Magic.................................................70 Channeling.......................................................70 Runecasting .....................................................70 Sorcery.............................................................70 Wizardry..........................................................70

Learning Spells and Runes ..................................71 Seizing Spells ..................................................71 Trading/Buying Spells.....................................71 Researching Spells...........................................71

Runecasting .........................................................71 Creating A Rune ..............................................71 Using a Rune ...................................................72 Multiple Copies ...............................................72 Destroying Runes ............................................72

Reading Spell Entries ..........................................72 Circles of Power ..............................................72 Chakras............................................................73 Casting.............................................................74 Schools of Magic.............................................74 Range...............................................................76 Duration...........................................................76

Repeated Casting.................................................77 Stacking Effects...................................................77 Building Spells ....................................................77

Skill Level .......................................................77 Spell Abilities ..................................................79

Arcane Spells.......................................................83 Arcane 0th Circle Spells (Tier Zero) ................83 Arcane 1st Circle Spells (Tier One) .................84 Arcane 2nd Circle Spells (Tier One).................88 Arcane 3rd Circle Spells (Tier One) .................91 Arcane 4th Circle Spells (Tier Two).................94

Arcane 5th Circle Spells (Tier Two).................99 Arcane 6th Circle Spells (Tier Two)...............103 Arcane 7th Circle Spells (Tier Three).............107 Arcane 8th Circle Spells (Third Tier) .............111 Arcane 9th Circle Spells (Third Tier) .............114

Divine Spells .....................................................117 Divine 0th Circle Spells (Tier Zero) ...............117 Divine 1st Circle Spells (Tier One) ................118 Divine 2nd Circle Spells (Tier One) ...............119 Divine 3rd Circle Spells (Tier One)................122 Divine 4th Circle Spells (Tier Two) ...............124 Divine 5th Circle Spells (Tier Two) ...............125 Divine 6th Circle Spells (Tier Two) ...............127 Divine 7th Circle Spells (Tier Three) .............130 Divine 8th Circle Spells (Tier Three) .............132 Divine 9th Circle Spells (Tier Three) .............132

Ki Powers ..........................................................134 Rank 1 Chakras..............................................134 Rank 2 Chakras..............................................135 Rank 3 Chakras..............................................137 Rank 4 Chakras..............................................138 Rank 5 Chakras..............................................139

Primal Spells......................................................140 Primal 0th Circle Spells (Tier Zero) ...............140 Primal 1st Circle Spells (Tier One) ................140 Primal 2nd Circle Spells (Tier One)................143 Primal 3rd Circle Spells (Tier One) ................145 Primal 4th Circle Spells (Tier Two) ...............147 Primal 5th Circle Spells (Tier Two) ...............150 Primal 6th Circle Spells (Tier Two) ...............152 Primal 7th Circle Spells (Tier Three) .............153 Primal 8th Circle Spells (Tier Three) .............155 Primal 9th Circle Spells (Tier Three) .............157

Runes.................................................................158 0th Circle Runes .............................................158 Runes 1st Circle (Tier One)............................159 Runes 2nd Circle (Tier One)...........................160 Rune 3rd Circle (Tier One).............................161 Runes 4th Circle (Tier Two)...........................163 Runes 5th Circle (Tier Two)...........................164 Runes 6th Circle (Tier Two)...........................165 Runes 7th Circle (Tier Three).........................167 Runes 8th Circle (Tier Three).........................169 Runes 9th Circle (Tier Three).........................171

Chapter 4 - Alchemical and New Items.................172 Chapter 5 - Magic Items ........................................176

Creating Magic Items ........................................176 Purchasing Magic Items ....................................179 Identifying Magic Items ....................................179 Using Magic Items ............................................180 Magic Item Descriptions ...................................181

Armor ............................................................181 Jewelry...........................................................186 One Shots ......................................................202 Scrolls and Books ..........................................208 Staff ...............................................................214 Staff ...............................................................214 Tattoos ...........................................................222

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Wand .............................................................222 Weapons ........................................................225 Miscellaneous Magic.....................................236 Clothing .........................................................254 Musical Items ................................................268

Legacy Items .....................................................275 Chapter 6 - Monster Stat Blocks............................283 Chapter 7 - Appendix ............................................293

Maneuvers by Skill............................................293

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Total Bonuses With all the combinations listed herein with Maneuvers,

Spells and Magic items, it is perhaps natural that players will seek to trick out their characters with a combination of bonuses that sends a given skill or ability into the stratosphere. It is strongly suggested that the game master discourage players from granting a total bonus of +15 or more to an Ability + Skill total, possibly even establishing a +15 cap in said Ability + Skill total. Of course, if your game can handle the arms race and/or the game master and players enjoy having lots of magic gear and abilities, feel free to ignore this advice.

CChhaapptteerr 11 -- FFoorreewwoorrdd

CChhaapptteerr 22 --

54 – Version 1.0 and 1.1 Users

If you are a user of the 54 Fantasy Core rules version 1.0-1.2 rules, please be aware that significant changes were made to the construction guidelines and actual use of Maneuvers and Spells. You are advised to reread those sections, reproduced in this document, to note any changes from the previous rules. All of the Maneuvers, Spells and Magic Items in this book use the version 2.0 rules. Most of the changes have been noted here: http://www.mfbb.net/woa/index.php?mforum=woa

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MMaanneeuuvveerrss Maneuvers are “packages” using the

action resolution system to predetermine the chance of success and result of an action you can make.

This system adds a level of complexity to the basic action resolution system, allowing you to pull off advanced stunts based on the level of skill you have with various skills.

The majority of the maneuvers listed in the core rulebook focus on maneuvers useful directly in combat. This list has been greatly expanded to attempt to include maneuvers for every skill in the game, for actions in or out of combat.

BBuuiillddiinngg MMaanneeuuvveerrss Maneuvers add an extra effect you can

add to an action to make it more successful, or to perform special stunts that take your action beyond ordinary into the extraordinary.

You can perform special actions with extra cards you draw from the top of your deck, if you drew the card before the difficulty was revealed.

Maneuvers need only be learned once and can be used with any skill you have sufficient Ranks with.

SSkkiillll LLeevveell There are multiple skill levels you can

have with a skill, which limit what sort of special actions you can take.

Unskilled (No Ranks)

You are not proficient with the skill, and are lucky that you can even perform simple actions. You cannot perform maneuvers other than an Untrained Attack at this level with a skill.

Initiate (Rank 0)

This is the basic level of proficiency of skill. At best, you can make basic use of the skill. You cannot perform Novice or higher level maneuvers at this level. Mechanics: Upon gaining this level of skill with your first weapon, you gain the Strike maneuver. You can use any card with Initiate maneuvers.

Novice (Rank +1) At this level, you are skilled enough to

make basic use of the skill, but not yet skilled at taking special actions. You can perform basic maneuvers at this level, but at a penalty. Mechanics: You can perform Initiate maneuvers with any card. You can perform Novice special maneuvers with a King or Joker. You cannot perform Apprentice or higher level maneuvers. Apprentice (Rank +2)

At this level, you are proficient at basic actions involving the skill and know a few special tricks. Mechanics: You can perform Initiate moves with any card. You can perform Novice (Rank 1) maneuvers with any card of the same suit as the skill the maneuver uses. You can perform Apprentice (Rank 2) special maneuvers, but must use face card as part of the attack. You cannot perform Journeyman or higher level maneuvers. Journeyman (Rank +3)

At this level, you can effortlessly make ordinary use of the skill and have learned the principles of special tricks with the skill. Mechanics: You can perform Initiate (Rank 0) and Novice (Rank 1) moves with any card. You can perform Apprentice (Rank 2) moves with any card of the same suit as the skill associated with the maneuver. You can perform Journeyman (Rank 3) maneuvers with a Jack or higher card. You cannot perform Master or Grand Master maneuvers. Master (Rank +4)

At this level, basic use of the skill requires little or no effort on your part. You have learned special techniques and skills that give you superhuman ability with the skill. Others who view in action are often intimidated with your skill, and they pick you out from a crowd of other practitioners. Mechanics: You can perform Initiate (Rank 1) and Novice (Rank 1) moves with any card. You can perform Apprentice (Rank 2) maneuvers with any card of the same suit as the skill associated with the maneuver. You can perform Journeyman (Rank 3) maneuvers with a Jack or higher card, and a Master (Rank 4) maneuver with a Queen or higher card. You cannot perform Grand Master maneuvers.

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A Grittier World If you want a low-magic/power game, consider making the use of maneuvers and spells rarer by making the following change. Rank 3 Maneuvers (4th & 5th circle spells): When you use one of these maneuvers or spells, it causes you a wound from the strain. You cannot prevent these wounds and they are not taken from temporary wounds. Rank 4 Maneuvers (6th & 7th circle spells): When you use one of these maneuvers or spells, it causes you 2 wounds from the strain. You cannot prevent these wounds and they are not taken from temporary wounds. Wounds taken from casting a 7th circle spell cannot be healed by magic, and only bed rest can heal the damage. Rank 5 Maneuvers (8th & 9th circle spells): When you use one of these maneuvers or spells, it causes you 3 wounds from the strain. You cannot prevent these wounds and they are not taken from temporary wounds. You cannot heal these wounds with magic, and only bed rest can heal the damage. Healing Magic: Healing magic heals wounds as indicated on the table below. Temporary wounds are likewise affected. Rank (Circle) Healing Rank 1 (0th, 1st) Draw card Rank 2 (2nd, 3rd) 1 wound Rank 3 (4th, 5th) 1 + draw card Rank 4 (6th, 7th) 2 wounds Rank 5 (8th, 9th) 2 + draw card

If you make this change, you may also wish to strongly curtail or disallow magic items with powers based on 4th circle or above spells, as well as the availability of healing magic or maneuvers.

Grand Master (Rank +5) At this level, you are one with the skill.

You not only know the secret uses of the skill, but you have invented a few special uses of your own. Anyone who witnesses you in action has no doubt that your skill is unmatchable. Mechanics: You can perform Initiate (Rank 0) and Novice (Rank 1) moves with any card. You can perform Apprentice (Rank 2) maneuvers with any card of the same suit as the skill associated with the maneuver. You can perform Novice (Rank 3) maneuvers with a Jack or higher card, Master (Rank 4) maneuvers with a Queen or higher card and Grand Master (Rank 5) maneuvers with a King or higher card.

UUssiinngg MMaanneeuuvveerrss UUnnttrraaiinneedd If characters wish to use a maneuver

they do not have access to – essentially using it “untrained”, they may spend success chits/XP to attempt using a maneuver.

First, the character must meet the minimum skill requirements for a maneuver (such as having Weapon Group skill at Rank 1 to

use the Unbalance maneuver). Second, the character must spend a number of success/XP chits equal to the Rank of the maneuver (up to Rank 3). The maneuver is then performed normally; characters can use any card with a Rank 1 maneuver, but must use a card of the same suit with an untrained Rank 2 maneuver, and a Jack or higher face card when attempting a Rank 3 maneuver.

Encounter and Daily Uses Why does the game limit certain

abilities to once an encounter or once a day? The primary reason, of course, is game

balance. Maneuvers should be special tricks characters pull out of their hats every so often to do something unusual, awe-inspiring or powerful. Using them all the time, every time, can detract from the game.

If you need an in-game reason, most maneuvers require a bit of concentration, coordination and luck. The more powerful a maneuver, the less chance that all the right factors are in place for it to work “just so”. Many maneuvers grant a supernatural influence (usually those of Rank 4 and up) above and beyond what someone can normally perform, and tapping into that ability isn’t possible time after time.

For combat maneuvers, generally once a foe has fallen for a particular move, it becomes that more difficult to entrap the enemy (or those who see the move in action) once again. An opponent, once tripped, begins to guard against it happening again. Get lucky enough to behead someone, and the next guy keeps his blade up so he won’t lose his own head, and so on.

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Characters cannot attempt Rank 4 or Rank 5 maneuvers they have not purchased with XP; only those who have actually honed their skills with these maneuvers can use them.

A character cannot use a maneuver they have not purchased more than once a scene – and less often if the Consequences of the maneuver specify once a day or once a week. Game masters are encouraged to penalize players (usually through the denial of using a maneuver) who continuously attempt to use maneuvers untrained to avoid paying the experience cost to permanently learn a maneuver.

Game masters can choose to allow NPCs to use maneuvers untrained by expending a number of cards from their hand equal to the Rank of the maneuver (up to Rank 3). This generally means a NPC with Rank 4 skills, or a minor named NPC, can use Rank 1 maneuvers untrained, while a NPC with Rank 5 skills, or a moderate or major NPC can use up to Rank 3 maneuvers untrained. Only major NPCs would have cards still available in their hand after attempting a Rank 3 maneuver untrained, though. As with characters, NPCs cannot use a

maneuver untrained that is beyond Rank 3. Note that these rules are new and do

not appear in the core rulebook.

UUppggrraaddiinngg MMaanneeuuvveerrss With the game master’s approval, when

you qualify for higher ranked versions of a maneuver, you need only pay the difference between the XP cost of the old maneuver and the XP cost of the new maneuver. You lose access to the old maneuver and gain the upgraded maneuver in its place.

A “higher ranked” maneuver is considered to be any maneuver that is one or more ranks higher than the current maneuver, uses the same base skill and includes an effect matching or similar to the lower-ranked maneuver. For example, Improved Slashing Strike would be considered a higher-ranked version of Slashing Strike, while Duplicate would not be considered a higher-ranked version of Air Signing, even though both use Spellcraft (Runecasting) – since they have completely different effects. In the end, it is up to the game master to decide what can be upgraded and what cannot.

Note that in some cases, it may be desirable to keep lower-ranked maneuvers, as they can be used more often than higher-ranked maneuvers.

Note that these rules are new and do not appear in the core rulebook.

SSkkiillll CChhaannggeess Some maneuvers have been introduced

that change skills. In most cases, this goes from the character gaining an automatic ability to having to spend XP to gain the ability with the expanded abilities. Athletics (Burrow) Rank 3 and Rank 5 no longer

automatically grant a +1 step bonus to Burrow movement rate. They are replaced with the Quick Burrow (R3) and Tunneler (R5) maneuver.

Athletics (Climb) Rank 3 and Rank 5 no longer automatically grant a +1 step bonus to Climb movement rate. They are replaced with the Quick Climb (R3) and Wallcrawler (R5) maneuver.

Athletics (Fly) Rank 3 and Rank 5 no longer automatically grant a +1 step bonus to Fly movement rate. They are replaced with the

Buying Maneuver Limit With over a hundred maneuvers

available in this manual, the game master may wish to choose to put a limit on the number of maneuvers characters can purchase of each Rank.

It is suggested that the game master limit characters to five maneuvers per Rank. This keeps characters from being too complex to run, but allowing enough room for individuality.

If the game master wishes for a more structured limit, it is suggested that a 5/4/4/3/2 limit be imposed. That is, a limit of five Rank 1 maneuvers, four Rank 2 & 3 maneuvers, three Rank 4 maneuvers and two Rank 5 maneuvers.

If the game master places a limit on maneuvers, it is strongly suggested that a limit also be placed on spells. For fairness, it is strongly suggested that limit be placed on the combined total of maneuvers and spells, so that characters without access to magic aren’t unfairly running at “half power”.

Note: for spells, treat 0th & 1st circle spells as Rank 1, 2nd & 3rd circle spells as Rank 2, 4th & 5th circle spells as Rank 3, 6th & 7th circle spells as Rank 4 and 8th & 9th circle spells as Rank 5.

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SwiftWing (R3) and ArrowWing (R5) maneuver.

Athletics (Run) Rank 3 and Rank 5 no longer automatically grant a +1 step bonus to Land movement rate. It is replaced with the Quicken Pace (R3) and Fleet of Foot (R5) maneuver.

Athletics (Swim) Rank 3 and Rank 5 no longer automatically grant a +1 step bonus to Swim movement rate. They are replaced with the Quick Swim (R3) and Waterborne (R5) maneuver.

Crafting (All) You cannot create superior items (Masterwork, Augmented, Enhanced, Superior or Reliable) without the proper maneuver.

MMoonnsstteerr CChhaannggeess With some of the new available

maneuvers, you may wish to alter certain creature’s stat blocks as follows in certain situations (such as social skill challenges). Remember that the spells and maneuvers listed with a given creature are only suggestions; you can freely change them as you see fit.

Why the Skill Change? Why were the automatic

abilities of some skills changed in this book?

The reason is fairly simple. The core book has only limited space in it, and with the somewhat limited options it presented, it was better to have the abilities as a direct part of the skill. With this book focused on expanding maneuvers to every skill, it is appropriate that the ability be moved to a maneuver and taken away from an automatic skill bonus.

Note that the change doesn’t affect any of the monster stat blocks in Bestiary Fantastic; the creatures there are assumed to have the maneuver “behind the scenes” if they have a high skill level – it’s already added into their Speed entry.

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SSppeecciiaall AAccttiioonnss If you wish to build your own maneuvers, the following guidelines should help you when devising them.

The table below shows the base duration, difficulty, special abilities and minor abilities of maneuvers of different ranks.

Maneuver Special

Abilities Minor Abilities

Duration

Rank 1 1 - Instant Rank 2 1 1 Persist Rank 3 2 2 Persist Rank 4 2 3 Scene Rank 5 3 4 Scene Defend (Major): As a special action you can increase your Defense or Resistance. This lasts until your next turn. Initiate: None Novice: +1 difficulty Apprentice: +2 difficulty Journeyman: +3 difficulty Master: +4 difficulty Grand Master: +5 difficulty Deny Action (Major): You can attempt to deny an opponent an action as a special ability. Initiate: None Novice: None Apprentice: None Journeyman: lose move action Master: lose standard action Grand Master: lose both actions Extra Wounds (Major): You can deal extra wounds to your opponent, based on the Rank of the attack: Initiate: None Novice: +1 wound. Apprentice: +2 wounds. Journeyman: +3 wounds.

Master: +4 wounds. Grand Master: +5 wounds. Impede (Major): You can attempt to impede an opponent, making it either harder for them to succeed at an action or to resist an action taken against them. The penalty lasts until the end of the scene or until the target makes a successful Endurance check at the listed difficulty.

Rank Penalty Resolve Initiate (R0) None - Novice (R1) +1 9 Apprentice (R2) +2 11 Journeyman (R3) +3 14 Master (R4) +4 17 Grand Master (R5) +5 20

Multiple Attacks (Major): You can attempt to make an extra attack as a special ability. Initiate: None Novice: Only with off-hand weapon

1x/scene Apprentice: Only with off-hand

weapon Journeyman: +1 attack 1x/scene Master: +1 attack Grand Master: +2 attacks Multiple Targets (Major): You can attempt to affect more than one creature at a time as a special effect. Initiate: None Novice: None Apprentice: +1 enemies Journeyman: +2 enemies Master: +3 enemies Grand Master: +4 enemies Perform Stunt (Major): You can attempt to perform a stunt that requires the opponent to spend an action to recover, such as disarming them or knocking them prone. Initiate: None Novice: None Apprentice: Only with weapon special

ability

Rank Attack bonus

Damage bonus

Base Wounds

Extra Wounds

Resist/ Resolve bonus

Power Difficulty

Difficulty to Resist

Ability Score Boost

Skill Boost (General/ Specific)

1st +5 +0 1 1 +1 11 9 +1 / 1 pt. +1/+2 2nd +4 +1 1 2 +2 14 11 +2 / 2 pt. +2/+3 3rd +3 +2 1 3 +3 17 14 +3 / 3 pt. +3/+5 4th +2 +3 2 4 +4 20 17 +4 / 4 pt. +4/+6 5th +1 +4 3 5 +5 23 20 +5 / 5 pt. +5/+8

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Journeyman: Any weapon with use of face card

Master: Any weapon Grand Master: Any weapon, does not

count toward special effect limit Skill Bonus (Major: You gain a bonus to a broad skill group or a single subskill. To gain the bonus, you must first succeed at a skill check (the one associated with the maneuver). No maneuver can grant a bonus to the subskill required to gain the maneuver. For the purposes of determining bonuses, the various Armor and Weapon subskills are all counted as broad skills, as is the Endurance and Evade skill. Initiate: +1 to subskill Novice: +1 to broad skill, +2 to subskill Apprentice: +2 to broad skill, +3 to

subskill Journeyman: +3 to broad skill, +5 to

subskill Master: +4 to broad skill, +6 to

subskill Grand Master: +5 to broad skill, +8 to

subskill

RReeaaddiinngg tthhee MMaanneeuuvveerrss

AAttttaacckk LLiinnee Any Card

This indicator means that you ignore the normal rules for what sort of card you need to activate the maneuver; it can be used with any card in your deck. Attack

You make an attack against an opponent, using Ability score + Attack bonus from maneuver + Attack bonus from Weapon + Played card vs. Opponent’s Defense + Armor worn + Armor skill + Drawn card. Damage

To deal damage to the opponent, you use Ability score + Damage bonus from maneuver + Damage bonus from Weapon + Played card vs. Opponent’s Resistance + Evade Skill + Shield + Drawn card.

Difficulty

This is a static check, using Ability score + associated Skill rank vs. Difficulty. You

do not add the weapon’s Attack bonus to add to this check. Skill

This lists the skill required to perform a maneuver. You must have the skill at a Rank equal to the maneuver Rank to use the Maneuver. Duration

This lists how long the maneuver lasts. Instant: The maneuver deals its effects

and ends. Persist: The maneuver continues to

deal its secondary effect for a number of rounds equal to the value of the card used to make the attack or check.

Most persisted maneuvers deal an initial amount of damage. You add extra wounds from racial abilities, size, weapons and/or other abilities to these wounds. You do not deal these wounds of damage in succeeding rounds if the maneuver is persisted.

Some maneuvers cause extra wounds of damage (usually 1 every other round) if persisted. You do not add extra wounds from racial abilities, size, weapons or other abilities to these wounds.

Scene: The maneuver’s effects last for the duration of the scene.

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UUnnttrraaiinneedd MMaanneeuuvveerrss ((NNoo rraannkkss))

Untrained Attack Untrained, Attack ½, Weapon Group skill, Instant Make a weapon attack. On a hit, the target takes a wound. This is the only maneuver you can use normally when untrained.

IInniittiiaattee MMaanneeuuvveerrss ((RRaannkk 00))

Avoid Initiate (R0), Diff 11, Evade skill, Personal, Instant Make an Acrobatics (Tumble) skill check. On a success, you gain a +1 to your Defense until your next action.

Deflect Initiate (R0), Diff 11, Weapon Group skill, Personal, Instant Make a Weapon skill check. On a success, you gain a +1 to your Resistance until your next action.

Strike Initiate (R0), Attack By Skill/Damage By Skill, Weapon Group skill, Personal, Instant Make a weapon attack. On a hit, the target takes a wound. Strike is always the first maneuver learned with a weapon group.

NNoovviiccee MMaanneeuuvveerrss ((RRaannkk ++11))

Agile Climber Novice (R1), Athletics (Climb), Scene When making Athletics (Climb) checks, you may use your Dexterity instead of Strength. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once a scene.

Animal Affinity Novice (R1), Handle Animal (Train), Personal, Permanent You must have an animal subtype for your race. You gain a +2 bonus to Handle Animal skill checks with the chosen animal type. This maneuver does not count as an action. You can use another maneuver in the same round.

Appraise Allegiance Novice (R1), Knowledge (Heraldry), Short, Instant Make a Knowledge (Heraldry) skill check vs. the target’s Deception (Disguise). On a success, you can identify an individual’s alliance to other known individuals or groups. This maneuver does not count as an action. You can use another maneuver in the same round.

Argue Novice (R1), Perform (Debate), Short, Instant Make a Perform (Debate) skill check vs. the target’s Perform (Debate). On a success, the target takes a penalty to their next action equal to your Ranks in Perform (Debate). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Awe Novice (R1), Persuasion (Intimidate), Short, Instant Make a Persuasion (Intimidate) skill check vs. the target’s Endurance (Mental) skill check. On a success, the target takes a penalty to their next action equal to your Ranks in Persuasion (Intimidate). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Axe Focus Novice (R1), Weapon Group (Axe) skill, Personal, Instant When using axes, you treat “♥” cards drawn for attack or damage as having the “♦” suit. This maneuver does not count as an action. You can use another maneuver in the same round.

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Bargain Hunter Novice (R1), Diff 11, Knowledge (Appraise) or Persuasion (Haggle), Personal, Instant Make a Knowledge (Appraise) or Persuasion (Haggle) skill check. On a success, you gain a discount to an item’s price equal to 10% times your ranks in Knowledge (Appraise) or Persuasion (Haggle). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Blade Focus Novice (R1), Weapon Group (Blade) skill, Personal, Instant When using blades, you treat “♥” cards drawn for attack or damage as having the “♦” suit. This maneuver does not count as an action. You can use another maneuver in the same round.

Blow Novice (R1), Diff 11, Perform (Wind Instruments), Personal, Instant Make a Perform (Wind Instruments) skill check. On a success, the next Perform (Wind Instrument) skill check you make increases its effective range by +1 step. This maneuver takes no action. You can use other maneuvers in the same round. Consequences: You can use this maneuver once a scene.

Bull Rush Novice (R1), Athletics (Run) or Weapon Group (Natural), Adjacent, Instant Make an opposed Strength check. On a hit, deal no damage and you and the target move your base movement rate at a -1 step. Consequences: You can use this maneuver once a scene.

Caper Novice (R1), Diff 11, Perform (Any), Personal, Instant Make a Perform (Dance) skill check. On a success, if you move adjacent or through their area does not give opponents a chance to take an attack against you. Consequences: This maneuver can be used once a scene.

Charming Performance Novice (R1), Diff 11, Perform (Any), Personal, Persist Make a Perform skill check. On a success, gain a +2 bonus to Persuasion (Diplomacy). Consequences: This maneuver can be used once a scene.

Club Focus Novice (R1), Weapon Group (Club) skill, Personal, Instant When using blades, you treat “♠” cards drawn for attack or damage as having the “♣” suit. This maneuver does not count as an action. You can use another maneuver in the same round.

Craft Masterwork Item Novice (R1), Craft skill, Personal, Special Make a Craft skill check against the item’s creation Difficulty. On a success, you create a Masterwork quality item at x10 normal cost. The item gains a +1 equipment bonus. Consequences: You can only craft one masterwork item at a time.

Cross Weapons Novice (R1), Weapon Group skill, by Weapon, Instant Make a weapon attack. On a hit, deal no damage and the target must spend an action to regain the use of his weapon.

Delicate Touch Novice (R1), Diff 11, Perception (Touch) skill, Personal, Persist Select a Strength-based, Dexterity-based or Craft subskill when you take this maneuver. Make a Perception (Touch) skill check. On a success, you gain a +2 bonus to the chosen subskill. This maneuver takes no action. You can use other maneuvers in the same round. Consequences: You can use this maneuver once a scene.

Detect Falsehood Novice (R1), Diff 11, Perception (Intuition) skill, Close, Persist Make a Perception (Intuition) skill check. On a success, one target gains a +2 penalty to Deception (Bluff) checks.

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Direction Sense Novice (R1), Diff 11, Knowledge (Geography) skill, Personal, Instant Make a Knowledge (Geography) skill check. On a success, you can determine your direction and bearing.

Detect Odor Novice (R1), Diff 11+, Perception (Smell) skill, Personal, Instant Make a Perception (Smell) skill check. On a success, you can detect the presence of harmful substances in the air or the presence of other creatures within a Close distance. This maneuver does not count as an action. You can use another maneuver in the same round.

Divine Ceremony Novice (R1), Diff 11, Knowledge (Religion) skill, Short, Instant Make a Knowledge (Religion) skill check. On a success, you can perform a religious ceremony of your choice (wedding, funeral, etc.). All such ceremonies performed via this maneuver are considered legal and binding in the eyes of the appropriate church.

Draw on Nature Novice (R1), Diff 11, Spellcraft (Primal) skill, Personal, Instant Make a Spellcraft (Primal) skill check. On a success, you gain a bonus to Survival skill checks equal to your ranks in Spellcraft (Primal). Consequences: You can use this maneuver once a scene.

Drum Roll Novice (R1), Diff 11, Perform (Percussion) skill, Close, Instant Make a Perform (Percussion) skill check. On a success, one target gains a bonus to their next skill check equal to your ranks in Perform (Percussion). Consequences: You can use this maneuver once a scene.

Elemental Blast Novice (R1), Diff 11, Endurance (Physical) skill, Personal, Instant Make an Endurance (Physical) skill check. On a success, you add your ranks of Endurance (Physical) to your next attack that targets Endurance (Physical). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Engraving Novice (R1), Diff 11+, Spellcraft (Runecasting) skill, Touch, Special You can carve magical runes into existing objects. You must make a successful Craft skill check to properly render the rune. The item must be of masterwork or better quality and of appropriate size to contain the rune. The item is treated as a magic item and can be used by others if you so choose. Consequences: You can use this maneuver once a scene.

Etiquette Novice (R1), Diff 11, Knowledge (Nobility) skill, Personal, Instant Make a Knowledge (Nobility) skill check. On a success, you can add your Ranks in Knowledge (Nobility) to a Persuasion skill check. This maneuver takes no action. You can use other maneuvers in the same round. Consequences: You can use this maneuver once a scene.

Evaluate Novice (R1), Diff 11, Knowledge (Appraise) skill, Short, Instant You can determine the level of workmanship of an item (inferior, normal, masterwork, etc.) instantly. This maneuver takes no action. You can use other maneuvers in the same round.

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Fantastic Leap Novice (R1), Diff 11, Athletics (Jump) skill, Personal, Instant Move your base movement rate (in a straight line) and make an Athletics (Jump) skill check. On a success, you can Jump an additional distance equal to your base Movement rate. Consequences: You can use this maneuver once a scene.

First Aid Novice (R1), Diff 11, Survival (Heal) skill, Adjacent, Instant Make a Survival (Heal) skill check. On a success, the target gains a bonus to their next Endurance (Fortitude) check equal to your ranks in Survival (Heal). This maneuver takes no action. You can perform other maneuvers in the same round. Consequences: You can use this maneuver once a scene.

Flying Strike Novice (R1), Diff 11, Athletics (Fly) skill, Personal, Instant You can fly at -1 movement step from your base fly speed and make a weapon attack. On a success, you deal 1 wound to the target. This move does not count as your move action for the round.

Forge Signature Novice (R1), Diff 11+, Linguistics (Forgery) skill, Personal, Instant Make a Linguistics (Forgery) skill check. On a success, you can forge the signature of an individual whose signature you have seen before.

From Behind Novice (R1), Deception (Ambush) skill, Personal, Instant Make a weapon attack with a +2 bonus. On a success, you deal 2 wounds to the target. Consequences: You can use this maneuver once a scene.

Fully Armored Novice (R1), Diff 11, Armor (Heavy, Full or Natural [Heavy or Full]) skill, Personal, Instant When an attack is made against your Resistance that will deal damage, make an Armor check. On a success, you may add your Armor bonus to your Endurance (Physical) check. This maneuver does not count as an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once a scene.

Furrow Novice (R1), Diff 11, Athletics (Burrow) skill, Personal, Scene Make an Athletics (Burrow) skill check. On a success, you create a ditch your Burrow speed long that requires an Athletics (Jump) or Acrobatics (Tumble) skill check (Diff 9) to cross without falling down. The furrow remains until the end of the scene or until somehow filled in. You must have adequate means to dig through the material you are creating a furrow in. Consequences: You can use this maneuver once a scene.

Gesticulate Novice (R1), Diff 11+, Language (Common) skill, Personal, Instant Make a Language (Common) skill check. On a success, you add your Ranks in Language (Common) to another Language skill check.

Glance Novice (R1), Diff 11, Perception (Spot) skill, Personal, Instant Make a Perception (Spot) skill check. On a success, you can survey an area from a hidden position without revealing your presence. This maneuver does not count as an action. You can use another maneuver in the same round.

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Heal Novice (R1), Diff 11, Spellcraft (Divine) or Survival (Heal) skill, Personal, Instant Make a Spellcraft (Divine) or Survival (Heal) skill check. On a success, you heal +1 wound with your next spell or Survival (Heal) check. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Heave To Novice (R1), Diff 11, Knowledge (Seafaring) skill, Personal, Persist Make a Knowledge (Seafaring) skill check. On a success, you gain a +1 bonus to Athletics check while aboard a ship.

Heavy Strike Novice (R1), Weapon Group skill, by Weapon, Instant Make a weapon attack. On a hit, the target takes 2 wounds.

Hill Climber Novice (R1), Diff 11, Athletics (Climb), Personal, Scene Make an Athletics (Climb) skill check. On a success, your speed is unaffected by steep inclines of up to 60˚. Consequences: You can use this maneuver once a scene.

Historical Overview Novice (R1), Diff 11, Knowledge (History), Personal, Persist Make a Knowledge (History) skill check on a single target. On a success, you gain a +1 bonus to any other Knowledge checks made against the target. Consequences: You can use this maneuver once a scene.

Identify Tracks Novice (R1), Diff 11+, Survival (Track), Personal, Instant Make a Survival (Track) skill. On a success, you can identify the creature that made a set of tracks. If you attempt to identify a specific individual by their tracks, increase the Difficulty by +2. Consequences: You can use this maneuver once a scene.

Impulse Buy Novice (R1), Diff 11, Persuasion (Haggle), Short, Instant Make a Persuasion (Haggle) skill check vs. a target’s Endurance (Mental) check. On a success, the target buys an item from you for the item’s full normal value. Consequences: You can use this maneuver once a scene.

Mimic Novice (R1), Diff 11, Deception (Act or Disguise) skill, Personal, Persist Make a Deception (Act or Disguise) skill check. On a success, you can mimic one of the following traits of an individual you are familiar with: Bearing, Manners, Outlook, or Voice.

Minor Avoidance Novice (R1), Diff 11, Acrobatics (Tumble) skill, Personal, Persist Make an Acrobatics (Tumble) skill check. On a success, you gain a +1 bonus to Defense. Using this maneuver does not count as an action.

Minor Parry Novice (R1), Evade skill, by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and you gain a +1 to Defense.

Minor Wound Novice (R1), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and takes a +1 penalty to the difficulty of his actions until target makes a successful Endurance (Fortitude) check (Diff 9).

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Moving Strike Novice (R1), Athletics (Run) skill, by Weapon, Instant You can move at -1 movement step from your base speed and make a weapon attack. On a success, you deal 1 wound to the target. This move does not count as your move action for the round.

Nature Lover Novice (R1), Diff 11, Knowledge (Nature) skill, Personal, Instant Make a Knowledge (Nature) skill check. On a success, you add your Ranks in Knowledge (Nature) to a Handle Animal check. This maneuver does not count as an action and can be used with other maneuvers in a round. Consequences: You can use this maneuver once a scene.

Locate Planar Rift Novice (R1), Diff 11+, Knowledge (Planar) skill, Short, Instant Make a Knowledge (Planar) skill check. On a success, you can detect the presence of active or dormant planar rifts in the area. Consequences: You can use this maneuver once a scene.

Loyalty Novice (R1), Diff 11, Handle Animal (Train) skill, Short, Scene Make a Handle Animal (Train) skill check on an animal. On a success, the target animal cannot be affected by Handle Animal (Train) skill checks or maneuvers by anyone other than you. Consequences: You can use this maneuver once a scene.

Mind Thrust Novice (R1), Diff 11, Endurance (Mental) skill, Personal, Instant Make an Endurance (Mental) skill check. On a success, you add your ranks of Endurance (Mental) to your next attack that targets Endurance (Mental). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

One-Handed Weapon Style Novice (R1), No Card, Attack By Skill/Damage By Skill, Weapon Group skill, Personal, Instant When using a single one-handed weapon, you gain a +1 bonus to hit. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn.

Overhear Novice (R1), Diff 11, Perception (Listen), Personal, Persist Make a Perception (Listen) skill check. On a success, you can double the distance from which you can listen. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn.

Palm Novice (R1), Diff 11, Stealth (Sleight of Hand), Adjacent, Persist Make a Stealth (Sleight of Hand) skill check. On a success, you can render an item no larger than your hand that is on your person undetectable by a Perception check. Consequences: This maneuver can be used once per scene.

Parley Novice (R1), Persuasion (Diplomacy), Short, Instant Make a Persuasion (Diplomacy) skill check vs. the target’s Endurance (Mental) skill check. On a success, you deal 1 (resolve) wound to the target.

Plan of Action Novice (R1), Diff 11, Knowledge (Strategy) skill, Personal, Scene Make a Knowledge (Strategy) skill check. On a success, you gain a bonus to your initiative equal to your ranks in Knowledge (Strategy). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

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Plucky Tune Novice (R1), Diff 11, Perform (String Instrument), Personal, Instant Make a Perform (String Instrument) skill check. On a success, you can add your Perform (String Instrument) skill ranks to the next Presence-based skill check you make (except Perform [String Instruments]. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once a scene.

Press Mount Novice (R1), Diff 11, Handle Animal (Ride) skill, Adjacent, Persist Make a Handle Animal (Ride) skill check. On a success, your mount gains a +1 bonus to its movement rate. This maneuver counts as a move action. You can use another maneuver in the same round. This maneuver stacks with other maneuvers that affect movement rate. Consequences: You can use this maneuver once a scene.

Ranged Weapon Style Novice (R1), No Card, Attack By Skill/Damage By Skill, Weapon Group skill, Personal, Instant You can use bows, crossbows, hurled or ranged weapons in melee combat without opening yourself up to attack by adjacent enemies. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn.

Resistant Novice (R1), Diff varies, Endurance (Physical) skill, Personal, Instant You can use cards from your hand when making an Endurance (Physical) skill check. This maneuver does not count as an action. You can use other maneuvers in the round. This maneuver can be used on an opponent’s turn. Consequences: You can use this maneuver once a scene.

Resistant Mind Novice (R1), Diff varies, Endurance (Mental) skill, Personal, Instant You can use cards from your hand when making an Endurance (Mental) skill check. This maneuver does not count as an action. You can use other maneuvers in the round. This maneuver can be used on an opponent’s turn. Consequences: You can use this maneuver once a scene.

Reveal Home Plane Novice (R1), Diff 11, Knowledge (Planar), Short, Instant Make an Knowledge (Planar) skill check on a known Extraplanar entity. On a success, you can identify the home plane of the entity.

Regain Balance Novice (R1), Diff 11, Acrobatics (Balance), Personal, Instant Make an Acrobatics (Balance) skill check. On a success, you stand up without using a move action, though your movement for the round is reduced -1 step.

Resistant Novice (R1), Diff 11, Endurance (Physical) skill, Personal, Instant Make an Endurance (Physical) skill check against an attack that targets your Endurance (Physical) skill. You can use cards from your own hand. The difficulty is equal to the attacker’s total. This maneuver does not count as an action. You can use another maneuver in the same round. This maneuver can be used on an opponent’s turn. Consequences: You can use this maneuver once a scene.

Rumor Novice (R1), Diff 11+, Persuasion (Gather Information), Short, Instant Make a Persuasion (Gather Information) skill check against a target creature. On a success, you learn all commonly-known rumors about the target.

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Rumor Mill Novice (R1), Diff 11+, Knowledge (Local), Short, Instant Make a Knowledge (Local) skill check against a target item or location. On a success, you learn all commonly-known rumors about the target.

Scaling Novice (R1), Diff 11+, Knowledge (Architecture) skill, Short, Instant Make a Knowledge (Architecture) skill check. On a success, you can accurately assess the dimensions of an area without actually measuring. This maneuver does not count as an action. You can use another maneuver in the same round.

Sea Legs Novice (R1), Diff 11, Knowledge (Seafaring) skill, Personal, Scene Make an Knowledge (Seafaring) skill check. On a success, you take no penalty to skill checks due to the pitch and roll of a ship. Consequences: You can use this maneuver once a scene.

Season to Taste Novice (R1), Diff 11+, Perception (Taste) skill, Adjacent, Persist Make a Perception (Taste) skill check. On a success, you can identify an individual component in the item you have tasted. This maneuver does not count as an action. You can use another maneuver in the same round. Note: If the item contains ingested poison, tasting it in this manner subjects you to the poison effects. Consequences: You can use this maneuver once a scene.

Second Wind Novice (R1), Diff 11, Endurance (Fortitude) skill, Personal, Instant Make an Endurance (Fortitude) skill check. On a success, you regain a wound. Consequences: You can use this maneuver once a scene.

Shrug It Off Novice (R1), Diff varies, Endurance (Fortitude) skill, Personal, Instant You can use cards from your hand when making an Endurance (Fortitude) skill check. This maneuver does not count as an action. You can use other maneuvers in the round. This maneuver can be used on an opponent’s turn. Consequences: You can use this maneuver once a scene.

Slippery Novice (R1), Diff 11, Acrobatics (Balance) skill, Personal, Persist Make an Acrobatics (Escape) skill check. On a success, you reduce the check to escape a Grapple or Swallow by -2. Consequences: You can use this maneuver once a scene.

Skim Novice (R1), Diff 11+, Language (Read Any) skill, Adjacent, Persist Make a Language (Read) skill check for a language you have ranks in. On a success, you can summarize a page’s worth of text that was written in the selected language. This maneuver counts as a move action.

Speaking Point Novice (R1), Diff 11, Perform (Debate) or Perform (Oratory) skill, Personal, Persist Make a Perform (Debate or Oratory) skill check. On a success, you gain a +2 bonus to Persuasion (Diplomacy).

Spear Focus Novice (R1), Weapon Group (Spear) skill, Personal, Instant When using spears, you treat “♣” cards drawn for attack or damage as having the “♠” suit. This maneuver does not count as an action. You can use another maneuver in the same round.

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Speech Novice (R1), Diff 11, Perform (Oratory) skill, Personal, Instant Make a Perform (Oratory) skill check. On a success, you gain a bonus to your Persuasion check equal to your Ranks in Perform (Oratory). This maneuver does not count as an action. You can use other maneuvers in the round. Consequences: You can use this maneuver once a scene.

Spell Affinity Novice (R1), Diff 11, Spellcraft (Any) skill, Personal, Instant Make a Spellcraft skill check. On a success, you can apply a penalty equal to your Spellcraft ranks to the target’s attempts to shake off a spell’s persisted effects with a successful Endurance check. This maneuver does not count as an action. You can use other maneuvers in the round. Consequences: You can use this maneuver once a scene.

Spell Resistance Novice (R1), Diff 11, Spellcraft (Arcane) skill, Personal, Persist Make a Spellcraft (Arcane) check. On a success, you gain a bonus to your Resolve against spells equal to your ranks in Spellcraft. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Spelunker Novice (R1), Diff 11, Knowledge (Dungeoneering), Personal, Persist When in an underground area, make a Knowledge (Dungeoneering) check. On a success, gain a +1 bonus to Athletic skill checks in the area.

Spring Trap Novice (R1), Diff 11+, Disable Device (Sabotage) skill, Adjacent, Instant Make a Disable Device (Sabotage) skill check. On a success, you harmlessly trigger a trap you have detected from a safe distance. Consequences: You can use this maneuver once a scene.

Spring Lock Novice (R1), Diff 11+, Disable Device (Open Lock) skill, Adjacent, Instant Make a Disable Device (Open Lock) skill check. On a success, you unlock a lock for a single round. Consequences: You can use this maneuver once a scene.

Stealthy Approach Novice (R1), Stealth (Move Silently) skill, Personal, Instant Make a Stealth (Move Silently) skill check vs. target’s Perception (Listen) skill check. On a success, you gain a bonus equal to your ranks in Stealth (Move Silently) to your next opposed skill check against the target. Consequences: You can use this maneuver once a scene.

Street Urchin Novice (R1), Survival (Streetwise) skill, Personal, Instant Make a Survival (Streetwise) skill check. On a success, you gain a bonus to your next Stealth (Sleight of Hand) skill check equal to your ranks in Survival (Streetwise). Consequences: You can use this maneuver once a scene.

Sunder Item Novice (R1), Athletics (Lift) skill, by Weapon, Instant Make a weapon attack. On a hit, do not check to deal damage. Instead, make an opposed Athletics (Lift) skill check. On a success, deal 1 wound to an item (not weapons or armor) in the defender’s possession.

Tempt Novice (R1), Persuasion (Seduce), Personal, Persist Make a Persuasion (Seduce) skill check. On a success, you gain a bonus to your next Presence-based skill check equal to your Ranks in Persuasion (Seduce). This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene.

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Terrifying Strike Novice (R1), Persuasion (Torture), by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and one onlooker of your choice within Close range takes a +1 penalty to the difficulty of their actions until a successful Resolve skill check (Diff 9).

Theory of Magic Novice (R1), Diff 11, Knowledge (Arcane), Personal, Instant Make a Knowledge (Arcane) check. On a success, you gain a bonus equal to your ranks in Knowledge (Arcane) to your next Spellcraft (Arcane) skill check. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Trailblazing Novice (R1), Diff 11+, Survival (Track or Wilderness), Personal, Persist Make a Survival (Track or Wilderness) skill check. On a success, you can move over terrain as if it were clear. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Tuning Novice (R1), Diff 11, Perform (Any), Personal, Instant Make a Perform skill check. On a success, you add your Perform ranks to the Perform skill check you make. This maneuver takes a move action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene.

Two-Handed Weapon Style Novice (R1), No Card, Attack By Weapon, Weapon Group skill, by Weapon, Instant When using a two-handed weapon, you deal an extra wound with a hit. If you use a transitional weapon, draw a card and compare it to the target’s Resistance to deal an extra wound. You only deal 1 wound with additional card draws. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn.

Two-Weapon Style Novice (R1), No Card, Attack By Skill/Attack By Skill –2, Weapon Group skill, Personal, Instant Make an attack with the primary weapon (Attack By Skill/Damage By Skill). Draw a card from the top of your deck for an extra success using the secondary weapon (Attack By Skill –2/Damage By Skill -2). This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn.

Unbalance Novice (R1), Weapon Group skill, by Weapon, Instant Make a weapon attack. On a success, the target takes no damage but is knocked prone.

Undermine Novice (R1), Diff 11, Disable Device (Sapping), Adjacent, Scene Make a Disable Device (Sapping) skill check. On a success, you destabilize an Adjacent area. Any item or creature in the area falls into the ground, taking 1 wound and is knocked prone. You must be able to dig underneath the ground you wish to affect to use this maneuver. Consequences: You can use this maneuver once per scene.

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Unhindered Novice (R1), Diff 11, Armor (Unarmored), Personal, Persist Make an Armor (Unarmored) skill check. On a success, you can apply your Armor (Unarmored) skill as a bonus to your Defense. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene.

Vanish Novice (R1), Diff 11+, Stealth (Hide), Personal, Persist If an opponent fails an opposed skill check against you, make a Stealth (Hide) skill check. On a success, you are now hidden from sight. The total of your skill check is the difficulty the target must beat with a Perception (Spot) skill check to see you. You can perform this maneuver on an opponent’s turn. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene. If you attack, you are no longer hidden from sight.

Vocalize Novice (R1), Diff 11, Perform (Sing), varies, Persist Make a Perform (Sing) skill check. On a success, you increase the distance your voice can be heard by +1 step. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene.

Weather Forecast Novice (R1), Diff 11, Survival (Wilderness), Close, Instant Make a Survival (Wilderness) skill check. On a success, you can predict the weather accurately for the next 4 hours. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene.

Weapon and Shield Style Novice (R1), No Card, Attack By Weapon/Defense By Weapon, Weapon Group skill/Evade skill, Adjacent, Instant Make an attack with the primary weapon (Attack By Skill/Damage By Skill). Apply a +1 bonus to your Defense (Defense By Skill). If the off-hand item is a shield, you can apply the shield’s bonus (but not your Evade skill ranks) to Resistance instead of Defense. You still apply your Evade skill ranks to Defense when you do this. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn.

Weapon Display Novice (R1), Diff 11, Perform (Weapon Drill), Personal, Instant Make a Perform (Weapon Drill) skill check. On a success, you gain a bonus equal to your Perform (Weapon Skill) ranks to your next Weapon Attack skill check. This maneuver does not take an action. You can use this maneuver in conjunction with other maneuvers in a turn. Consequences: You can use this maneuver once per scene.

White Lie Novice (R1), Diff 11, Deception (Bluff), Personal, Persist Make a Deception (Bluff) skill check. On a success, you gain a +2 bonus to Persuasion (Diplomacy).

Wittism Novice (R1), Diff 11, Perform (Comedy), Close, Instant Make a Perform (Comedy) skill check. On a success, one willing target gains a bonus to their next skill check equal to your ranks in Perform (Comedy).

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Abjure Outsider Apprentice (R2), Knowledge (Planar) skill, Medium, Persist Make a Knowledge (Planar) skill check vs. Extraplanar target’s Endurance (Mental) skill check. On a success, the target takes a +2 penalty to all skill checks until a successful Endurance (Fortitude) skill check (Diff 11).

Absorb Impact Apprentice (R2), Diff 14, Armor (Medium, Heavy or Full) skill, Personal, Persist Make an Armor skill check. On a success, you gain a +2 bonus to Resolve against energy-based attacks (acid, cold, electricity, fire, necrotic, sonic or radiant).

Aggravated Wound Apprentice (R2), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and takes a +2 penalty to the difficulty of his actions until the target makes a successful Endurance (Fortitude) skill check (Diff 11).

Air of Command Apprentice (R2), Diff 14, Knowledge (Nobility) skill, Personal, Persist Make a Knowledge (Nobility) skill check. On a success, you gain a +2 bonus to Persuasion skill checks

Analyze Layout Apprentice (R2), Diff 14, Knowledge (Dungeoneering) skill, Short, Persist Make a Knowledge (Dungeoneering) skill check over a natural underground area up to a Short distance across. On a success, you gain a +1 bonus to any skill checks while in the area.

Analyze Structure Apprentice (R2), Diff 14, Knowledge (Architecture) skill, Short, Persist Make a Knowledge (Architecture) skill check over a man-made area up to a Short distance across. On a success, you gain a +1 bonus to any skill checks while in the area.

Animal Influence Apprentice (R2), Diff 14, Knowledge (Nature) skill, Personal, Persist Choose an animal type when you select this maneuver. Make a Knowledge (Nature) skill check. On a success, you gain a +4 bonus to Handle Animal (Train) skill checks with the specified animal.

Animal Companion Apprentice (R2), Diff 14, Handle Animal (Train), Short, Persist Make a Handle Animal (Train) skill check. On a success, you can give commands to your animal companion as a move action. See chapter 6 for stats. You must possess an animal companion or pet to use this ability. You may use the stats below or the stats for a specific animal. You cannot use this maneuver with an animal whose highest ability score is greater than 2x your rank in this skill.

Appraisal Apprentice (R2), Diff 14, Knowledge (Appraise), Personal, Persist Make a Knowledge (Appraise) skill check. On a success, gain a +4 bonus to Persuasion (Haggle) skill checks.

Armor Piercing Apprentice (R2), Weapon Group (Armor Piercing Weapon), by Weapon, Instant Make a weapon attack. On a success, You ignore 1 point of Armor and/or the opponent’s Armor skill. If you hit, you deal a wound. You can use this maneuver only with weapons that have the Armor Piercing special ability.

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Avoidance Apprentice (R2), Diff 14, Acrobatics (Tumble) skill, Personal, Persist Make an Acrobatics (Tumble) skill check. On a success, you gain a +2 bonus to Defense. Using this maneuver does not count as an action.

Begging Apprentice (R2), Diff 14+, Persuasion (Haggle) or Survival (Streetwise), Personal, Instant Make a Persuasion (Haggle) or Survival (Streetwise) skill check. On a success, you collect 5 cp or its equivalent in goods. The maneuver takes one hour to complete.

Back Alley Shortcut Apprentice (R2), Diff 14, Survival (Streetwise) skill, Personal, Instant Make a Survival (Streetwise) skill check. On a success, you can move your base movement rate. Using this maneuver does not count as an action.

Bolster Outsider Apprentice (R2), Diff 14, Knowledge (Planar) skill, Short, Persist Make a Knowledge (Planar) skill check. On a success, the target gains a +2 bonus to one broad skill of your choice. Consequences: You can use this maneuver once per scene.

Belaying Blow Apprentice (R2), Knowledge (Seafaring) skill, Personal, Scene You ignore the penalty to Attack and Damage checks for using improvised weapons. Consequences: You can use this maneuver once per scene.

Branch to Branch Apprentice (R2), Diff 14, Athletics (Climb) skill, Personal, Scene Make an Athletics (Climb) skill check. On a success, you move across elevated terrain (such as rooftops or from treetop to treetop) as if it were a normal, continuous surface at ½ your normal Speed. Consequences: You can use this maneuver once per scene.

Broadside Apprentice (R2), Diff 14, Knowledge (Seafaring) skill, Personal, Persist Make a Knowledge (Seafaring) skill check. On a success, you gain a +2 bonus to Weapon Group skill checks with ranged weapons.

Bypass Apprentice (R2), Diff 14+, Disable Device (Sabotage) skill, Adjacent, Instant Make a Disable Device (Sabotage) skill check. On a success, you successfully circumnavigate a single trap for one target.

Cave-In Apprentice (R2), Diff 14, Disable Device (Sapping) skill, Adjacent, Scene Make a Disable Device (Sapping) skill check. On a success, a Close area collapses into the ground, dealing 1 wound to any item or creature in the area and knocking them prone. The collapsed area remains until fixed. You must be able to tunnel into the ground to use this maneuver. Consequences: You can use this maneuver once per scene.

Craft Reliable Item Apprentice (R2), Diff varies, Craft skill (Any), Adjacent, Special Make a Craft skill check against the item’s creation Difficulty. On a success, you create an Reliable quality item at x20 normal cost. The item gains a +2 equipment bonus. Consequences: You can only craft one reliable item at a time.

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Dazzling Weapon Apprentice (R2), Perform (Weapon Drill), Personal, Persist Make Perform (Weapon Drill) skill check vs. a target’s Perception (Intuition) skill check. On a success, you gain a +2 bonus to Weapon skill checks against the target until the target makes a successful Endurance (Mental) skill check (Diff 11).

Dealer Apprentice (R2), No Card, Persuasion (Haggle), Personal, Permanent You can sell new items at full cost. This maneuver does not take an action. You can use another maneuver in the same round.

Defensive Stance Apprentice (R2), Diff 14, Weapon Group skill (any Melee Weapon), by Weapon, Persist Make a Weapon skill check. On a success, you gain a +2 to Defense.

Deflect Blow Apprentice (R2), Diff 14, Armor (Light, Medium, Heavy or Full), Personal, Scene Make an Armor skill check. On a success, you gain a +2 to Evade skill checks. Consequences: You can use this maneuver once a scene. You can expend the maneuver to make an attack miss.

Devastating Strike Apprentice (R2), Weapon group skill, by Weapon, Instant Make a weapon attack. On a success, the target takes 3 wounds.

Disarm Apprentice (R2), Weapon Group (Disarming Weapon) skill, by Weapon, Instant Make a weapon attack. On a success, the target takes a wound and drops a held item. You can use this maneuver only with weapons that have the Disarm special ability.

Distract Apprentice (R2), Diff 14, Deception (Bluff), Personal, Persist Make a Deception (Bluff) skill check. On a success, you gain a +4 bonus to Stealth (Hide) skill checks.

Divine Rites Apprentice (R2), Diff 14, Knowledge (Religion), Personal, Instant Make a Knowledge (Religion) skill check. On a success, you add your Knowledge (Religion) ranks to the next Spellcraft (Divine) skill check you make. This maneuver does not take an action. You can use another maneuver in the same round. Consequences: You cannot use community cards to perform this maneuver.

Dodge Aside Apprentice (R2), Any Card, Armor (Unarmored) skill, Personal, Persist Make an Armor (Unarmored) skill check vs. the Opponent’s Attack check after a failed Defense check. On a success, the attack misses. You can use this maneuver only while not wearing armor. This maneuver takes no action. You can use this maneuver on the opponent’s turn. Consequences: You cannot use community cards to perform this maneuver.

Dual Engagement Apprentice (R2), Weapon Group skill, Personal, Instant Make a weapon attack against 2 targets. You play one card; both opponents share the same Defense and Resistance card. On a success, you deal 1 wound to the target.

Eavesdrop Apprentice (R2), Diff 14, Perception (Listen) skill, Personal, Persist Make a Perception (Listen) skill check. On a success, you gain a +4 bonus to Stealth (Hide) checks.

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Endure Elements Apprentice (R2), Diff 14, Endurance (Physical), Personal, Persist Make an Endurance (Physical) skill check. On a success, you gain a +2 bonus to Endurance (Fortitude) checks against (acid, cold, electricity, fire, necrotic, poison, radiant or sonic) attacks.

Elemental Conduit Apprentice (R2), Diff 14, Endurance (Physical), Personal, Persist Make an Endurance (Physical) skill check. On a success, you gain a +2 bonus to attacks that target Endurance (Physical).

Empathy Apprentice (R2), Diff 14, Perception (Intuition) skill, Personal, Persist Make a Perception (Intuition) skill check. On a success, you gain a +2 bonus to Persuasion skill checks.

Enforce Apprentice (R2), Knowledge (Law) skill, Personal, Persist Make a Knowledge (Law) skill check. On a success, you can act as a duly assigned Rank 1 representative of a legal government or entity. You can increase the Difficulty by +2 to act as a Rank 2 representative or increase the Difficulty by +4 to act as a Rank 3 representative. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Entangle Apprentice (R2), Weapon Group (Entangling Weapon) skill, by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). The target is immobilized until it gets free. If you persist this maneuver on an opponent who has not gotten free, you deal a wound. You can use this maneuver only with weapons that have the Entangle special ability.

Enthralling Performance Apprentice (R2), Resv +2, Perform (Any), Short, Persist Make a Perform skill check vs. Endurance (Mental) against one target. On a success, target loses an action until target makes a successful Endurance (Mental) check (Diff 11). Consequences: This maneuver can be used once per scene.

Representative of the Law Below is a suggested list of actions an

official individual of a government is empowered to legally perform. This list is not all-inclusive, and may vary according to a given government’s power structure. Note that some governments may have additional strictures based on religion, race, profession, birthplace, social status or other factors.

Rank 1: Notarize documents. Detain a known

lawbreaker. Rank 2: Post legal documents. Arrest a

suspected lawbreaker. Conduct legal questionings of individuals.

Rank 3: Draft legal documents. Enact local ordinances. Arrest or Interrogate an individual. Conduct a local trial. Assemble a posse or disband a personally assembled posse. Collect local taxes.

Rank 4 (Reserved for Nobility or powerful officials): Enact or revoke local laws. Arrest, Interrogate or Imprison an individual. Declare an individual a traitor. Conduct or overturn a local trial. Assemble or disband a posse. Raise a personal army. Appoint a local official. Confiscate property. Assign and collect local taxes.

Rank 5 (Reserved for Monarchs and the like): Enact or revoke local or nation-wide laws. Arrest, Interrogate or Imprison an individual. Declare or pardon traitors. Conduct or overturn local or national trials. Assemble or disband a posse. Raise or disband a personal or national army. Appoint a local or national official. Appoint or disinherit a heir. Confiscate land or property. Assign, repeal or collect local or national taxes.

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Evade Apprentice (R2), Diff 14, Acrobatics (Tumble) skill, Personal, Persist Use this ability instead of drawing a card for your defense. Make an Acrobatics (Tumble) skill check. On a success, you avoid the attack and gain a +2 bonus to your Defense.

Five-Finger Discount Apprentice (R2), Diff 14, Stealth (Sleight of Hand), Personal, Instant Make a Stealth (Sleight of Hand) on a Tiny target or smaller. The target must be adjacent to you. On a success, you acquire the item at no cost.

Flying Pass Apprentice (R2), Athletics (Fly), Personal, Instant You fly your base fly speed and make a weapon attack. On a hit, the target takes a wound. The movement does not count as your move action for the turn.

Forage Apprentice (R2), Diff 14+, Survival (Wilderness), Adjacent, Instant Make a Survival (Wilderness) skill check. On a success, you gather enough food or water for one meal. The maneuver takes one hour to complete.

Forceful Mind Apprentice (R2), Diff 14, Endurance (Mental), Personal, Persist Make an Endurance (Mental) skill check. On a success, you gain a +2 bonus to attacks that target Endurance (Mental).

Forge Letter Apprentice (R2), Diff 14+, Linguistics (Forgery), Adjacent, Persist Make a Linguistics (Forgery) skill check. On a success, you can convincingly copy another individual’s handwriting on a page’s worth of text. This maneuver takes a minute per page to forge. You can forge a number of pages equal to the value of the card you play to perform the maneuver.

Formulate Arcane Spell Apprentice (R2), Diff 14, Knowledge (Arcane), Personal, Persist Make a Knowledge (Arcane) skill check. On a success, you gain a +2 bonus to Spellcraft (Arcane) skill checks.

Frighten Apprentice (R2), Persuasion (Intimidate or Torture), Medium, Instant Make a Persuasion (Intimidate) skill check vs. a target’s Endurance (Mental) check. On a success, the target moves its base movement rate away from you.

Girded For War Apprentice (R2), Armor (Medium, Heavy or Full), Personal, Instant You ignore the skill check penalty for shields. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Gossip Apprentice (R2), Diff 14, Knowledge (Local) or Persuasion (Gather Information), Short, Instant Make a Knowledge (Local) or Persuasion (Gather Information) skill check against a target creature, item or object. On a success, you can spread a false rumor or misinformation about the target.

Healing Hands Apprentice (R2), Diff 14, Perception (Touch), Personal, Persist Make a Perception (Touch) skill check. On a success, you gain a +4 bonus to Survival (Heal) skill checks. The maneuver does not take an action and can be used in the same turn with other maneuvers.

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Heave Apprentice (R2), Diff varies, Athletics (Lift), Adjacent, Instant Make an Athletics (Lift) skill check with any held or grappled item against its weight Difficulty. On a success, you can use the item as an improvised Natural ranged weapon (+0 Att/+1 Dam) with a Range Increment of Adjacent. If the item has a weight Difficulty of greater than 7 (350 lbs. for medium beings), it counts as a Heavy item. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Heroic Apprentice (R2), Any 5 subskills, Personal, Permanent You add a “♣”, “♦”, “♥” and “♠” Jacks to your personal deck. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Impacting Strike Apprentice (R2), Weapon Group (“♣” Weapon) skill, by Weapon, Instant Make a weapon attack. On a success, deal 1 wound and you draw up to 3 cards from the top of your deck or play up to three cards from your hand (or any combination of the two). Each “♣” you play deals an extra wound. Compare each additional card to the target’s Resistance to determine if it deals an extra wound normally. Add extra wounds from weapons or abilities to only one hit. These wounds count as extra successes.

In Character Apprentice (R2), Diff 14, Deception (Act) skill, Personal, Persist Make a Deception (Act) skill check. On a success, your deception cannot be discovered with a Perception (Intuition) check. Consequences: If you attack a target, the maneuver ends. You can use this maneuver once a scene.

Instant Stand Apprentice (R2), Diff 14, Acrobatics (Balance), Personal, Instant Make a Acrobatics (Balance) skill check. On a success, you stand up without using a move action.

Jam Lock Apprentice (R2), Diff 14, Disable Device (Open Lock), Adjacent, Persist Make a Disable Device (Open Lock) skill check. On a success, you open a lock or close it and add a +4 penalty to the difficulty to open it again.

Know Lineage Apprentice (R2), Diff 14+, Knowledge (Nobility), Short, Instant Make a Knowledge (Nobility) skill check against a target. On a success, you are familiar with the target’s parentage and social standing. If you increase the Difficulty by +1, you are aware of the target’s cousins, aunts and uncles. For each additional +2 Difficulty, you are familiar with the target’s parentage one generation back. Consequence: You can use this maneuver once per target per scene.

Modifier Circumstance +8 Target is Outcast +6 Target is Slave Caste +4 Target is Lower Class +2 Target is Middle Class +0 Target is Upper Class -2 Target is Royalty

Lay of the Land Apprentice (R2), Diff 14, Knowledge (Geography) skill, Medium, Persist Make a Knowledge (Geography) skill check over a natural outdoor area up to a Short distance across. On a success, you gain a +1 bonus to any skill checks while in the area.

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Leaping Strike Apprentice (R2), Athletics (Jump), Personal, Instant You make a jump that moves you –1 movement step from your base speed through the air and you make a weapon attack. On a success, the target takes a wound. This move does not count as your move action for the round.

March Apprentice (R2), Diff 14, Perform (Percussion), Short, Persist Make a Perform (Percussion) skill check. On a success, up to 3 targets gain a +1 bonus to one Strength-based, Dexterity-base or Craft skill check of your choice.

Mental Resistance Apprentice (R2), Diff 14, Endurance (Mental), Personal, Persist Make an Endurance (Mental) skill check. On a success, you gain a +2 bonus against attacks that target Endurance (Mental).

Minor Discount Apprentice (R2), No Card, Persuasion (Haggle), Personal, Permanent You gain a 10% discount on all purchases you make. This maneuver takes no action. You can use another maneuver in a round.

Naturalist Apprentice (R2), Knowledge (Nature), Personal, Persist Make a Knowledge (Nature) skill check. On a success, you gain a +2 bonus on Spellcraft (Primal) skill checks.

Noiseless Apprentice (R2), Diff 14, Stealth (Move Silently), Personal, Persist Make a Stealth (Move Silently) skill check. On a success, you gain a +4 bonus to Stealth (Hide) skill checks.

Offensive Stance Apprentice (R2), Diff 14, Weapon Group skill, Personal, Persist Make a Weapon skill check. On a success, you gain a +2 to Melee or Ranged combat.

Parry Apprentice (R2), Evade skill, Personal, Persist Make a weapon attack. On a success, the target takes a wound and you gain a +2 bonus to your Defense.

Passing Strike Apprentice (R2), Athletics (Fly) skill, by Weapon, Instant You fly your base speed and make a weapon attack. On a hit, the target takes a wound. The movement does not count as your move action for the turn.

Peripheral Vision Apprentice (R2), Perception (Spot) skill, Personal, Instant You gain a +4 bonus against Deception (Ambush) attacks. You can use this maneuver on an opponent’s turn. It does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a scene.

Piercing Strike Apprentice (R2), Weapon Group (“♠” Weapon) skill, by Weapon, Instant Make a weapon attack. On a success, deal 1 wound and you may draw up to 3 cards from the top of your deck or play up to 3 cards from your hand (or any combination of the two). Each “♠” you play deals an extra wound. Compare each additional card to the target’s Resistance to determine if it deals an extra wound normally. Add extra wounds from weapons or abilities to only one hit. These wounds count as extra successes.

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Pidgin Apprentice (R2), Language (Common) skill, Personal, Persist Make a Language (Common) skill check. On a success, you gain a +2 bonus to all Language skill checks. This maneuver takes no actions. You can use another maneuver in the same round.

Piped Piper Apprentice (R2), Diff 14, Perform (Wind Instruments) skill, Personal, Persist Make a Perform (Wind Instruments) skill check. On a success, you gain a +2 bonus to Persuasion skill checks.

Planar Survival Apprentice (R2), Diff 14, Knowledge (Planar) skill, Personal, Scene Make a Knowledge (Planar) skill check. On a success, you gain a +4 bonus to Endurance (Fortitude, Physical) checks against environmental hazards on a given plane. This maneuver only works for the Mortal Realm if the user is Extraplanar.

Prance Apprentice (R2), Diff 14, Perform (Dance) skill, Personal, Persist Make a Perform (Dance) skill check. On a success, you gain a +2 bonus to Evade.

Primal Companion Apprentice (R2), Diff 14, Spellcraft (Divine) skill, Personal, Persist Make a Spellcraft (Primal) skill check. On a success, you gain a +4 bonus to Handle Animal (Train) skill checks.

Protect Mount Apprentice (R2), Diff 14, Handle Animal (Ride) skill, Adjacent, Persist Make a Handle Animal (Ride) skill check. On a success, your mount gains a +2 bonus to Armor.

Quick Disguise Apprentice (R2), Diff 14, Deception (Disguise), Personal, Persist You can assume a disguise with a move action. You can use another maneuver in the same round.

Read Intent Apprentice (R2), Diff 14+, Language (Read Any) skill, Adjacent, Persist Make a Language (Read) skill check on a document in a language you can understand. On a success, you can determine any hidden intent or extrapolate missing information in a page’s worth of text.

Rebuttal Apprentice (R2), Perform (Debate) or Perform (Oratory) skill, Short, Persist Make a Perform (Debate) skill check or Perform (Oratory) vs. the target’s Perform (Debate) skill check. On a success, the target takes a +2 penalty to Persuasion checks until the target makes a successful Endurance (Mental) check (Diff 11). You can use this maneuver on an opponent’s turn. This maneuver does not take an action. You can use another maneuver in the same round.

Resist Disease Apprentice (R2), Diff 14, Endurance (Fortitude) skill, Personal, Persist Make an Endurance (Fortitude) skill check. On a success, you cannot be affected by disease. You can use this maneuver on an opponent’s turn. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Returning Weapon Apprentice (R2), Weapon Group (Returning Weapons) skill, by Weapon, Instant Make a weapon attack. On a success, the target takes a wound. The weapon returns to your hand after the attack. You can use this maneuver only with weapons that have the Returning special ability.

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Ridicule Apprentice (R2), Perform (Comedy) skill, Short, Persist Make a Perform (Comedy) skill check vs. the target’s Perception (Intuition) check. On a success, the target takes a +1 penalty to skill checks until a successful Endurance (Mental) check (Diff 11).

Rousing Melody Apprentice (R2), Diff 14, Perform (Sing) skill, Short, Persist Make a Perform (Sing) skill check. On a success, one target gains a +2 bonus to one skill of your choice.

Scent Apprentice (R2), Diff varies, Perception (Smell) skill, Personal, Persist You can make a Perception (Smell) skill check in place of a Survival (Track) skill check to track creatures. This maneuver does not count as an action. You can use another maneuver in the same round.

Seduction Apprentice (R2), Persuasion (Seduce) skill, Short, Persist Make a Persuasion (Seduce) skill check vs. a non-hostile target’s Endurance (Mental) check. On a success, the target takes a -2 penalty to all actions until it makes a successful Endurance (Mental) check (Diff 11).

Sensual Touch Apprentice (R2), Diff 14, Perception (Touch) skill, Personal, Persist Make a Perception (Touch) skill check. On a success, you gain a +4 bonus to Persuasion (Seduction) skill checks. This maneuver does not count as an action. You can use another maneuver in the same round.

Shieldbreaker Apprentice (R2), Weapon Group (Shieldbreaker Weapons) skill, by Weapon, Instant Make a weapon attack. You ignore 1 point of Shield bonus and/or the Evade skill. If you hit, the target takes a wound. You can use this maneuver only with weapons that have the Shieldbreaker special ability.

Show Favor Apprentice (R2), Diff 14, Knowledge (Heraldry) skill, Personal, Persist Make a Knowledge (Heraldry) skill check. On a success, you gain a +2 bonus to aid another individual’s actions if they display the same heraldry.

Slashing Strike Apprentice (R2), Weapon Group (“♦” Weapon) skill, by Weapon, Instant Make a weapon attack. If you hit, deal 1 wound and you may draw up to 3 cards from the top of your deck or play up to 3 cards from your hand (or any combination of the two). Each “♦” you play deals an extra wound. Compare each additional card to the target’s Resistance to determine if it deals an extra wound normally. Add extra wounds from weapons or abilities to only one hit. These wounds count as extra successes.

Slip Away Apprentice (R2), Diff 14, Stealth (Hide) skill, Personal, Persist Make a Stealth (Hide) skill check. On a success, you can move your base speed without drawing attacks from adjacent opponents. This maneuver counts as a move action. You can use another maneuver in the same round.

Slip Bonds Apprentice (R2), Diff 14, Acrobatics (Escape) skill, Personal, Instant Make an Acrobatics (Escape) skill check. On a success, you can take a single action while pinned or otherwise restrained. This maneuver does not count as an action. You can use another maneuver in the same round.

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Spell Recognition Apprentice (R2), Diff 14, Spellcraft (Any), Personal, Persist Make a Spellcraft skill check. On a success, you gain a +2 bonus to Knowledge (Arcane, Nature or Religion) checks. This maneuver does not count as an action. You can use another maneuver in the same round.

Strengthen Spell Apprentice (R2), Diff varies, Spellcraft (Arcane) skill, Personal, Persist Make a Spellcraft (Arcane) skill check while casting a spell. On a success, the Endurance or Resistance check to negate additional effects from a spell you cast has its Difficulty increased by a +2 penalty. This maneuver does not count as an action. You can use another maneuver in the same round.

Sucker Blow Apprentice (R2), Deception (Ambush) skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 1 wound. The target also loses an action until a successful Endurance (Fortitude) check (Diff 11).

Surface Sense Apprentice (R2), Diff 14, Athletics (Burrow) skill, Personal, Scene Make an Athletics (Burrow) skill check. On a success, while underground but while in Close range of the surface, you are aware of Close events on the surface as if you were above ground.

Surgery Apprentice (R2), Diff 14, Survival (Heal) skill, Adjacent, Persist Make a Survival (Heal) skill check. On a success, you heal +1 wound with successful Survival (Heal) checks. Your Survival (Heal) checks must be successful to gain this bonus.

Surgical Strike Apprentice (R2), Weapon Group (“♥” Weapon) skill, by Weapon, Instant Make a weapon attack. If you hit, deal 1 wound and you may draw up to 3 cards from the top of your deck or play up to 3 cards from your hand (or any combination of the two). Each “♥” you play deals an extra wound. Compare each additional card to the target’s Resistance to determine if it deals an extra wound normally. Add extra wounds from weapons or abilities to only one hit. These wounds count as extra successes.

Takedown Apprentice (R2), Diff varies, Athletics (Lift) skill, Adjacent, Instant Make an opposed Athletics (Lift) check. On a success, the target takes a wound and is knocked prone.

Taste Poison Apprentice (R2), Diff 14+, Perception (Taste) skill, Adjacent, Persist Make a Perception (Taste) skill check. On a success, you can detect the presence of poison, rot or other dangerous contaminants in an item. This maneuver does not take an action. You can use another maneuver in the same round. Note: using this maneuver does NOT subject you to any ingested poisons or other contaminants in the item.

Teamwork Apprentice (R2), Diff 14, Knowledge (Strategy) skill, Short, Persist Make a Knowledge (Strategy) skill check. On a success, you and up to two allies gain a +1 bonus to all skill checks.

Tit for Tat Apprentice (R2), Persuasion (Diplomacy) skill, Short, Instant Make a Persuasion (Diplomacy) skill check vs. the target’s Endurance (Mental) skill check. On a success, the target takes 2 (resolve) wounds.

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Trail Marker Apprentice (R2), Diff 14, Survival (Track), Adjacent, Instant Make a Survival (Track) skill check. On a success, you can read or set a hidden message made from natural materials.

Trip Apprentice (R2), Weapon Group (Tripping Weapon) skill, by Weapon, Instant Make a weapon attack. On a success, the target takes a wound and is knocked prone. You can use this maneuver only with weapons that have the Tripping special ability.

Truce Apprentice (R2), Persuasion (Diplomacy) skill, Short, Persist Make a Persuasion (Diplomacy) skill check vs. the target’s Endurance (Mental) skill check. On a success, the target stops attacking until it makes a successful Endurance (Mental) skill check (Diff 11). Consequences: This maneuver can be used once per scene. If the target is attacked, this maneuver ends instantly.

Tumbling Strike Apprentice (R2), Athletics (Run)/Acrobatics (Tumble) skill, by Weapon, Instant You move your base speed and make a weapon attack. On a hit, the target takes a wound. The movement does not count as your move action for the turn.

Turning Point Apprentice (R2), Diff 14, Knowledge (History) skill, Personal, Persist Make a Knowledge (History) skill check. On a success, you gain a +2 bonus to one subskill of your choice (excluding Knowledge [History]). Consequence: This maneuver can only be active for one skill at a time.

Uncast Apprentice (R2), Diff 14, Spellcraft (Runecasting) skill, Adjacent, Instant Make a Spellcraft (Runecasting) skill check against a rune. On a success, the rune is destroyed. Consequence: This maneuver can only be active for one skill at a time.

Warding Apprentice (R2), Diff 14, Spellcraft (Divine) skill, Short, Special Make a Spellcraft (Divine) skill check. On a success, one target ignores 1 wound the next time they take damage. Consequence: This maneuver can only be active for one target at a time.

Whirling Strike Apprentice (R2), Weapon Group (Whirled Weapon) skill, by Weapon, Persist You can make a whirled weapon attack without expending a move action. You can use this maneuver only with weapons that have the Whirled special ability.

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Air Signing Journeyman (R3), Spellcraft (Runecasting), Adjacent, Instant Make a Spellcraft (Runecasting) skill check to cast a Rune. You scribe the rune in the air, negating the need for a physical rune object. Consequences: This maneuver can be used once per scene.

Alias Journeyman (R3), Diff 17, Deception (Disguise), Personal, Scene Make a Deception (Disguise) skill check. On a success, you create a false identity and back history for the target that can be verified and corroborated. Consequence: You can use this maneuver once per scene.

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Anecdote Journeyman (R3), Perform (Debate or Oratory), Personal, Scene When making a Persuasion attempt, you may draw an extra card to deal an extra (resolve) wound. Consequence: You can use this maneuver once per scene.

Arcane Secrets Journeyman (R3), Diff 17, Knowledge (Arcane), Personal, Persist Make a Knowledge (Arcane) skill check. On a success, you deal +1 wound with your arcane spells. If a spell normally causes no wounds, you can choose to have it inflict 1 wound when successfully cast. Consequence: You can use this maneuver once per scene.

Assassinùs Strike Journeyman (R3), Stealth (Move Silently) skill, by Weapon, Instant Make a weapon attack. Draw three cards to deal damage. On a success, deal 1 wound per successful Damage check. Consequences: This maneuver can be used once per scene.

Axe Specialization Journeyman (R3), Weapon Group (Axe) skill, Personal, Instant When using axes, you treat “♠” cards drawn for attack or damage as having the “♦” suit. You can use this maneuver with any card. This maneuver does not count as an action. You can use another maneuver in the same round.

Befriend Journeyman (R3), Persuasion (Diplomacy), Medium, Scene Make a Persuasion (Diplomacy) skill check vs. a target’s Endurance (Mental) skill check. On a success, the target becomes an ally until it makes a successful Endurance (Mental) skill check (Diff 14). Consequences: This maneuver can be used once per scene. If the target is attacked, this maneuver ends immediately.

Blade Specialization Journeyman (R3), Weapon Group (Blade) skill, Personal, Instant When using blades, you treat “♠” cards drawn for attack or damage as having the “♦” suit. You can use this maneuver with any card. This maneuver does not count as an action. You can use another maneuver in the same round.

Boarding Action Journeyman (R3), Diff 17, Knowledge (Seafaring) skill, Personal, Persist Make a Knowledge (Seafaring) skill check. On a success, you can increase your movement rate by +1 step This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Bypass Lock Journeyman (R3), Diff 17+, Disable Device (Open Lock) skill, Adjacent, Scene Make a Disable Device (Open Lock) skill check. On a success, you render a lock useless and open. Consequences: This maneuver can be used once per scene.

Catùs Steps Journeyman (R3), Diff 17, Stealth (Move Silently) skill, Personal, Persist Make a Stealth (Move Silently) skill check. On a success, you cannot be detected with a Perception (Listen) skill check. Consequences: This maneuver can be used once per scene. If you speak or attack, the maneuver ends after resolving the action.

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Closed Mind Journeyman (R3), Diff 17, Endurance (Mental) skill, Personal, Persist Make an Endurance (Mental) skill check. On a success, you take 1 less (resolve) wounds from attacks. This maneuver can be used during an opponent’s turn. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene. You can expend the maneuver to automatically succeed against an attack that targets Endurance (Mental).

Club Specialization Journeyman (R3), Weapon Group (Club) skill, Personal, Instant When using axes, you treat “♥” cards drawn for attack or damage as having the “♣” suit. You can use this maneuver with any card. This maneuver does not count as an action. You can use another maneuver in the same round.

Co-Ordinate Journeyman (R3), Diff 17, Knowledge (Strategy) skill, Medium, Scene Make a Knowledge (Strategy) skill check. On a success, you and 3 additional targets gain a bonus to initiative equal to your ranks in Knowledge (Strategy). This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Coiled Jump Journeyman (R3), Diff 17, Athletics (Jump) skill, Personal, Instant Make an Athletics (Jump) skill check. On a success, you Jump a distance equal to your base Movement rate. This movement does not count as part of your move action for the round. Consequences: This maneuver can be used once per scene.

Counterpoint Journeyman (R3), Diff 17, Perform (Debate) skill, Personal, Persist Make a Perform (Debate) skill check. On a success, you gain a +3 bonus to Persuasion skill checks. Consequences: This maneuver can be used once per scene.

Craft Augmented Item Journeyman (R3), Diff varies, Craft skill (Any), Adjacent, Special Make a Craft skill check against the item’s creation Difficulty. On a success, you create an Augmented quality item at x40 normal cost. The item gains a +3 equipment bonus. Consequences: You can only craft one augmented item at a time, and no more than once a scene.

Critical Strike Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a weapon attack. On a success, the target takes 4 wounds. Consequences: This maneuver can be used once per scene.

Crush Journeyman (R3), Diff 17, Disable Device (Sapping) skill, Adjacent, Scene Make a Disable Device (Sapping) skill check. On a success, you cause a Close area to collapse in on itself. Items or creatures in the area take 1 wound, and are knocked prone. Targets are unable to move until the make a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 14). If this maneuver is persisted, the target takes 1 wound every other round. You must be able to dig into the terrain to use this maneuver. Consequences: This maneuver can be used once per scene.

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Death From Above Journeyman (R3), Diff 17, Athletics (Climb) skill, by Weapon, Instant Make an Athletics (Climb) skill check. On a success, move at -1 base Speed up a vertical surface and drop onto an opponent. The opponent can be no further from you than your modified base Speed from above. You make an attack with your weapon using your Athletics (Climb) skill instead of Melee skill. On a hit, you deal 4 wounds. You take no damage from dropping onto your opponent. This maneuver counts as a move action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene. If you fail the initial skill check, you make no attack roll and land prone.

Deep Breath Journeyman (R3), Athletics (Swim) or Endurance (Fortitude) skill, Personal, Special You can hold your breath for 2x the normal amount of time. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Defensive Spin Journeyman (R3), Diff 17, Perform (Weapon Drill) skill, Personal, Persist Make a Perform (Weapon Drill) skill check. On a success, you gain a +3 bonus to Evade skill checks. Consequences: This maneuver can be used once per scene.

Demon Hunter Journeyman (R3), Knowledge (Planar) skill, by Weapon, Persist Make a weapon attack against a creature with the extraplanar subtype with a +5 bonus to Attack and Damage. On a hit, you deal 1 wound. Consequences: This maneuver can be used once per scene.

Demand Journeyman (R3), Persuasion (Diplomacy), Medium, Persist Make a Persuasion (Diplomacy) skill check against a non-hostile target’s Endurance (Mental) skill check. On a success, the target takes 3 (resolve) wounds. Consequences: This maneuver can be used once per scene.

Detect Structural Anomalies Journeyman (R3), Diff 17, Knowledge (Architecture) skill, Medium, Persist Make a Knowledge (Architecture) skill check. On a success, you can surmise the location of hidden or hollow areas within a Close area. Knowledge of the existence of a secret area does not grant you automatic knowledge of how to reach the area. Consequences: This maneuver can be used once per scene.

Discount Journeyman (R3), No Card, Persuasion (Haggle), Personal, Permanent You gain a 15% discount on all purchases you make. This maneuver takes no action. You can use another maneuver in a round. This maneuver stacks with Minor Discount

Divine Mysteries Journeyman (R3), Diff 17, Knowledge (Religion), Personal, Persist Make a Knowledge (Religion) skill check. On a success, you heal +1 wound with your divine spells. If a spell normally heals no wounds, you can choose to have it heal 1 wound when successfully cast. Consequence: You can use this maneuver once per scene.

Double-Jointed Journeyman (R3), Diff 17, Acrobatics (Escape) skill, Personal, Scene Make an Acrobatics (Escape) skill check. On a success, you gain a +5 bonus to one Dexterity-based subskill (other than Acrobatics [Escape]). Consequences: This maneuver can be used once per scene.

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Drums of War Journeyman (R3), Diff 17, Perform (Percussion) skill, Medium, Persist Make a Perform (Percussion) skill check. On a success, a target gains a +3 bonus to Weapon Skill with one weapon of your choice. Consequences: This maneuver can be used once per scene.

Dull Blow Journeyman (R3), Diff 17, Armor (Full, Heavy, Light, Minimal or Natural) skill, Personal, Persist Make an Armor skill check. On a success, you take 1 less wound from “♦” weapons. Consequences: This maneuver can be used once per scene.

Effective Attack Journeyman (R3), Diff 17, Handle Animal (Train), Medium, Persist Make a Handle Animal (Train) check and choose a target animal. On a success, target animal can use your maneuvers as if it met all requirements. The animal does not gain this maneuver. The animal’s use of maneuvers is tracked separately from your own use. Consequences: This maneuver can be used once per scene.

Enduring Earth Journeyman (R3), Diff 17, Spellcraft (Primal), Personal, Persist Make a Spellcraft (Primal) skill check. On a success, a target that successfully beats your Armor check must draw another card and beat your Armor check again to damage you. You can force only one target to draw again a round. Consequences: This maneuver can be used once per scene.

Extend Spell Journeyman (R3), Diff 17, Spellcraft (Arcane), Personal, Persist Make a Spellcraft (Arcane) check. On a success, Arcane spells you cast with a Persist duration instead have a Scene duration. This maneuver has no effect on spells that are already in effect. Consequences: This maneuver can be used once per scene.

Extreme Climb Journeyman (R3), Diff 17, Athletics (Fly), Personal, Persist Make an Athletics (Fly) skill check. On a success, you can fly straight up at your Fly speed. Consequences: This maneuver can be used once per scene.

Eyes in the Back of Your Head Journeyman (R3), Diff 17, Perception (Spot), Personal, Persist Make a Perception (Spot) check. On a success, you are immune to Deception (Ambush) skill checks. Consequences: This maneuver can be used once per scene. If you are blinded, this maneuver ends instantly.

Family Motto Journeyman (R3), Diff 17, Knowledge (Heraldry), Personal, Persist When you take this maneuver, devise a saying or motto and choose up to three subskills it relates to (other than Knowledge [Heraldry]). Make a Knowledge (Heraldry) skill check. On a success, you gain a +6 bonus to one of the selected subskills. Consequences: This maneuver can be used once per scene.

Fast Crafting Journeyman (R3), Diff varies, Craft skill (Any), Personal, Permanent You can craft items quicker. The time to craft an item is reduced by -10% per rank of Craft you possess in a given Craft subskill. This maneuver does not take an action. You can use another maneuver in the same round.

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Fearless Journeyman (R3), Diff 17, Persuasion (Intimidate), Personal, Persist Make a Persuasion (Intimidate) skill check. On a success, you take 1 less (resolve) wound from Persuasion attempts. This maneuver does not take an action. You can use this maneuver on an opponent’s turn. You can use this maneuver with others in a round. Consequences: This maneuver can be used once per scene. You can expend this maneuver to ignore all (resolve) wounds from a single Persuade check.

Fence Journeyman (R3), Diff 17+, Persuasion (Haggle) or Survival (Streetwise), Personal, Scene Make a Persuasion (Haggle) or Survival (Streetwise) skill check. On a success, you can buy or sell illegal items without risk of being noticed by law enforcement individuals. This maneuver does not take an action. You can use another maneuver in the same round. If you fail the check to activate this maneuver, the local law enforcement can make a Persuasion (Gather Information) check to discover you, should they beat your Persuasion (Haggle) skill check. Consequences: This maneuver can be used once per scene. If the item you sell causes injury to another, this maneuver ends immediately.

Fevered Dance Journeyman (R3), Perform (Dance) skill, Personal, Instant You can move at your base speed and make a skill check (including an attack). The move action from this maneuver does not count as your move action for the round. Consequences: This maneuver can be used once per scene.

Forge Legal Document Journeyman (R3), Diff 17+, Linguistics (Forgery), Adjacent, Persist Make a Linguistics (Forgery) skill check. On a success, you can convincingly forge a page’s worth of a legal document (including paper currency). This maneuver takes a minute per page to forge. You can forge a number of pages equal to the value of the card you play to perform the maneuver. Consequences: This maneuver can be used once per scene.

Flay Journeyman (R3), Persuasion (Torture), Adjacent, Instant Make a Persuasion (Torture) skill check vs. a target’s Endurance (Fortitude) check. On a success, you deal 1 wound + 3 (resolve) wounds to the target. Consequences: This maneuver can be used once per scene.

Flowing Water Journeyman (R3), Diff 17, Spellcraft (Primal), Personal, Persist Make a Spellcraft (Primal) skill check. On a success, a target that successfully beats your Resolve check must draw another card and beat your Resolve check again to affect you. You can force only one target to draw again a round. Consequences: This maneuver can be used once per scene.

Fly-by Attack Journeyman (R3), Athletics (Fly) skill, Personal, Instant You can fly your base speed then make a weapon attack. On a success, deal a wound to the target. After the attack, you can fly your base fly speed at a –1 step penalty. The move actions from this maneuver do not count as your move action for the round. Consequences: This maneuver can be used once per scene.

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Gestureless Spell Journeyman (R3), Diff 17, Spellcraft (Arcane) skill, Personal, Persist Make a Spellcraft skill check. On a success, you can cast a spell while grappled, pinned or otherwise held. This maneuver does not take an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Haunting Melody Journeyman (R3), Diff 17, Perform (Wind Instruments) skill, Medium, Persist Make a Perform (Wind Instrument) skill check vs. Undead target’s Endurance (Mental) check. On a success, you lose your actions for the round, but control the undead on its turn until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This maneuver can be used once per scene.

Headstrong Journeyman (R3), Diff 17, Persuasion (Diplomacy), Personal, Persist Make a Persuasion (Diplomacy) skill check. On a success, you take 1 less (resolve) wound from Persuasion attempts. This maneuver does not take an action. You can use this maneuver on an opponent’s turn. You can use this maneuver with others in a round. Consequences: This maneuver can be used once per scene.

Heroic Ballad Journeyman (R3), Diff 17, Perform (Sing) skill, Medium, Scene Make a Perform (Sing) skill check. On a success, up to 4 targets gain a +1 bonus to Weapon Group skill checks. Consequences: This maneuver can be used once per scene.

Historical Trivia Journeyman (R3), Diff 17, Knowledge (History) skill, Personal, Scene Make a Knowledge (History) skill check. On a success, you gain a +5 bonus to one Knowledge skill (excluding Knowledge [History]). Consequences: This maneuver can be used once per scene.

Hoplite Journeyman (R3), Diff 17, Armor (Light) skill, Personal, Scene Make an Armor skill check. On a success, you gain a +3 bonus to your Defense. Consequences: This maneuver can be used once per scene.

Host Outsider Journeyman (R3), Diff 17+, Knowledge (Planar) skill, Medium, Scene Make a Knowledge (Planar) skill check with a Extraplanar entity in range. On a success, you draw the target in your own body. You maintain your own stats, but can use any racial abilities, skill ranks or spells the target possesses. The target can communicate with you mentally. If the target wishes to end the joining, it must make a successful Endurance (Fortitude) check (Diff 14). It can make one such check a scene. If you fail the check, the extraplanar being still joins with your body, but the target is in control until you successfully expel the target with a successful Endurance (Fortitude) check (Diff 14). You make the check to expel the target once a scene. You cannot rejoin with an expelled target until the start of a new scene. In most cases an expelled extraplanar being returns to its home plane or otherwise departs. Consequences: This maneuver can be used once per scene.

Hunter Journeyman (R3), Survival (Wilderness Lore) skill, Personal, Persist Choose a creature subtype when you select this maneuver. Make a weapon attack against a creature with the selected subtype with a +5 bonus to your Weapon skill check. On a hit, you deal 1 wound. Consequences: This maneuver can be used once per scene.

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Hunterùs Horn Journeyman (R3), Diff 17, Perform (Wind Instruments) skill, Medium, Persist Make a Perform (Wind Instruments) skill check. On a success, up to 4 targets gain a +2 bonus to Weapon skill checks. Consequences: This maneuver can be used once per scene.

Hurl Journeyman (R3), Diff varies, Athletics (Lift) skill, Adjacent, Instant Make an opposed Athletics (Lift) skill check. On a success, you hurl the target a Close distance. The target is knocked prone and takes a wound. Up to one target in the path of your throw must make an Acrobatics (Tumble) skill check (Diff 14) to get out of the way or also be knocked prone. Consequences: This maneuver can be used once per scene.

Imbue Journeyman (R3), Diff 17, Spellcraft (Divine) skill, Medium, Scene Make a Spellcraft (Divine) skill check. On a success, you can donate any number of Spellcraft (Divine) ranks to one willing target in range. The target also gains access to the same uncast spells your character knows, to the limits of their Spellcraft (Divine) ranks. These ranks replace, and do not stack, with any ranks of Spellcraft (Divine) the target possesses. Consequences: This maneuver can be used once per scene.

Improv Journeyman (R3), Diff 17, Deception (Act) skill, Personal, Scene Make a Deception (Act) skill check. On a success, you can ignore the first successful check that pierces your deception. Consequences: This maneuver can be used once per scene.

Improved Armor Piercing Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a weapon attack. You ignore 2 points of Armor bonus and/or Armor skill. If you hit, you deal a wound. Consequences: This maneuver can be used once per scene.

Improved Avoidance Journeyman (R3), Diff 17, Acrobatics (Tumble) skill, Personal, Persist Make an Acrobatics (Tumble) skill check instead of an Armor check when attacked. On a success, you take no damage and the target makes an attack against itself. If the target hits itself, it takes a wound. You gain a +3 bonus to Defense. Consequences: This maneuver can be used once per scene.

Improved Disarm Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a weapon attack. On a success, the target takes a wound and drops a held item. Consequences: This maneuver can be used once per scene.

Improved Entangle Journeyman (R3), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) check (Diff 14). The target is immobilized until it gets free. If you persist this maneuver on an opponent who has not gotten free, you deal a wound every other round. Consequences: This maneuver can be used once per scene.

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Improved Impacting Strike Journeyman (R3), Weapon Group (“♣” Weapon) skill, by Weapon, Instant Make a weapon attack. On a success, deal 1 wound and you draw up to 3 cards from the top of your deck or play up to three cards from your hand (or any combination of the two). Each “♣” you play deals a wound. Add wounds for weapons or other abilities to each hit. Compare each additional card to the target’s Resistance to determine if it deals an extra wound normally. Consequences: This maneuver can be used once per scene.

Improved Parry Journeyman (R3), Evade skill, Personal, Persist Make a weapon attack. On a success, the target takes a wound. You gain a +3 bonus to Evade. Consequences: This maneuver can be used once per scene.

Improved Piercing Strike Journeyman (R3), Weapon Group (“♠” Weapon) skill, by Weapon, Instant Make a weapon attack. On a success, deal 1 wound and you draw up to 3 cards from the top of your deck or play up to three cards from your hand (or any combination of the two). Each “♠” you play deals a wound. Add wounds for weapons or other abilities to each hit. Compare each additional card to the target’s Resistance to determine if it deals an extra wound normally. Consequences: This maneuver can be used once per scene.

Improved Returning Weapon Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a Ranged combat attack. The target draws two cards for Defense and uses the lower one. On a hit, the target takes a wound. The weapon returns to your hand after the attack. You can only use this maneuver with weapons that have the Returning special ability. Consequences: This maneuver can be used once per scene.

Improved Shieldbreaker Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a weapon attack. You ignore 2 points of Shield bonus and/or Evade skill. If you hit, the target takes a wound. Consequences: This maneuver can be used once per scene.

Improved Surgical Strike Journeyman (R3), Weapon Group (“♥” Weapon) skill, by Weapon, Instant Make a weapon attack. On a hit, deal 1 wound and you may draw up to 3 cards from the top of your deck or play up to 3 cards from your hand (or any combination of the two). Each “♥” you reveal deals an extra wound. Add extra wounds from weapons or abilities to only each hit that beats the target’s Resistance. These extra wounds do not count as extra successes. Consequences: This maneuver can be used once per scene.

Improved Trip Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a weapon attack. On a success, the target takes a wound and is knocked prone. Consequences: This maneuver can be used once per scene.

Improved Whirling Strike Journeyman (R3), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes an extra wound based on the weapon type as shown below. Consequences: This maneuver can be used once per scene. Weapon Type Extra Damage One-handed +draw card Transitional +1 wound Two-handed +1 wnd + draw card

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Inspiring Performance Journeyman (R3), Diff 17, Perform (Any) skill, Personal, Persist Make a Perform skill check. On a success, the target gains a +3 bonus to their next skill check. Consequences: This maneuver can be used once per scene.

Involved Journeyman (R3), Persuasion (Seduce) skill, Medium, Persist Make a Persuasion (Seduce) skill check against a non-hostile target’s Endurance (Mental) check. On a success, the target loses an action each round until the target makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This maneuver can be used once per scene.

Liar Novice (R3), Diff 17, Deception (Bluff), Personal, Persist Make a Deception (Bluff) skill check. On a success, your lies cannot be detected with a Perception (Intuition) skill check. Consequences: This maneuver can be used once per scene.

Litigate Novice (R3), Diff varies, Knowledge (Law), Medium, Persist Make a Knowledge (Law) vs. target’s Persuade (Diplomacy) skill check. On a success, you can levy a legal judgment against the individual. The game master should adjust the difficulty based on the target’s actions. If the target has not broken a law, he gains a +5 bonus to his check to defend. Other modifiers may apply to the check. Consequences: This maneuver can be used once per scene.

Map Sense Novice (R3), Diff 17, Knowledge (Geography), Close, Instant Make a Knowledge (Geography) skill check. On a success, you can correlate your position on an existing map or make an accurate map of your visible surroundings in an Extreme area. This maneuver does not take an action. You can use other maneuvers in a round with this maneuver. Consequences: This maneuver can be used once per scene.

Mock Novice (R3), Perform (Comedy), Medium, Persist Make a Perform (Comedy) skill check vs. the target’s Perception (Intuition) skill check. On a success, the target takes a penalty to their skill check equal to 1.5X your Ranks in Perform (Comedy) unless it is an opposed skill check made against you. This penalty lasts until the target makes a successful Endurance (Mental) skill check (Diff 14). Consequences: This maneuver can be used once per scene.

Ranks Penalty Rank 3 +5 Rank 4 +6 Rank 5 +7

Monologue Novice (R3), Diff 17, Perform (Oratory), Personal, Persist Make a Perform (Oratory) skill check. On a success, you gain a +3 bonus to your next skill check. You can change which skill gains the bonus from round to round. If you choose to augment an Evade, Armor or Endurance skill check, you cannot augment a skill in the next round. Consequences: This maneuver can be used once per scene.

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Natural Climber Novice (R3), Diff 17, Athletics (Climb), Personal, Scene Make an Athletics (Climb) skill check. On a success, you suffer no disadvantage to attacks or defenses while climbing. Consequences: This maneuver can be used once per scene.

Neutralize Poison Novice (R3), Diff 17+, Survival (Heal), Adjacent, Instant Make a Survival (Heal) skill check on a target that has been poisoned. On a success, you negate the poison. Consequences: This maneuver can be used once per scene.

Nobleùs Command Journeyman (R3), Knowledge (Nobility) skill, Medium, Persist Make a Knowledge (Nobility) skill check against a non-hostile target’s Endurance (Mental) check. On a success, the target will act on verbal commands you give as if you were a trusted leader until it makes a successful Endurance (Mental) check (Diff 14). Consequences: You can use this maneuver once per scene. If the target is harmed by you or the commands you give, the effect ends instantly.

Orate Journeyman (R3), Perform (Orate), Medium, Persist Make a Perform (Orate) skill check vs. a non-hostile target’s Perception (Intuition) skill check. On a success, the target will undertake a course of action you specify until it makes a successful Endurance (Mental) check (Diff 14). Consequence: You can use this maneuver once per scene. If the target is harmed, the maneuver ends instantly.

One With Nature Journeyman (R3), Diff 17, Knowledge (Nature), Personal, Persist Make a Knowledge (Nature) skill check. On a success, you deal +1 (acid, cold, electricity, fire, or poison) wound with your primal spells. If a spell normally causes no wounds, you can choose to have it inflict 1 wound when successfully cast. Consequence: You can use this maneuver once per scene.

Overrun Novice (R3), Athletics (Run) or Weapon Group (Natural), by Movement Rate, Instant Make an opposed Strength (Lift) check. Target may choose to use Acrobatics (Tumble) instead. On a hit, deal a wound, you move your base movement rate at a -1 step and the target is knocked prone. Consequences: This maneuver can be used once per scene.

Painful Blow Journeyman (R3), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes a wound and a +3 penalty to the difficulty of his actions until the target makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This maneuver can be used once per scene.

Peddler Journeyman (R3), No card, Persuasion (Haggle), Personal, Permanent You can sell used items for 75% of their normal value. This maneuver takes no action. You can use another maneuver in the same round.

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Persistent Spell Journeyman (R3), Diff varies, Spellcraft (Any), Personal, Instant You can extend a spell with a duration of Persist to a duration of Scene. The difficulty of this maneuver is equal to the difficulty of casting the spell you are extending. This maneuver takes no action and can be performed on a spell about to be cast or that is still in effect. You can use another maneuver in the same round. You cannot use this to extend a spell a target has made a successful Endurance check against to end a persisted effect. Consequences: You can use this maneuver once per scene.

Pinpoint the Unseen Journeyman (R3), Perception (Listen), Medium, Persist Make a Perception (Listen) skill check vs. target’s Stealth (Move Silently) skill check. On a success, you can pinpoint the target’s location by sound if it makes any skill check involving Strength, Dexterity, Defense, Melee Combat, Ranged Combat, Magic Aptitude or Resistance or moves. This maneuver does not take an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Planar Resistance Journeyman (R3), Diff 17, Knowledge (Planar), Personal, Persist Choose a plane (other than the Mortal Plane) when you take this maneuver. Make a Knowledge (Planar) skill check. On a success, you can ignore 1 wound of damage from planar affects from the chosen plane. Consequences: This maneuver can be used once per scene. You can expend the maneuver to ignore all damage from planar effects for one round.

Play to the Crowd Journeyman (R3), Diff 17, Perform (Any), Personal, Persist Make a Perform skill check. On a success, the difficulty of any persisted effects from a Perform maneuver is increased by +2. Consequences: This maneuver can be used once per scene.

Polyglot Journeyman (R3), No Card, Language (Common), Personal, Permanent You are considered to be at least Rank 1 in all languages. This maneuver takes no action. You can use another maneuver in the same round.

Power Dive Journeyman (R3), Diff 17, Athletics (Fly), Personal, Persist Make an Athletics (Fly) skill check. On a success, you can fly straight down at your Fly speed with a +1 bonus to movement rate. Consequences: This maneuver can be used once per scene.

Powerful Lift Journeyman (R3), Athletics (Lift) skill, Personal, Persist Make an Athletics (Lift) skill check. You can lift 3x your normal weight load result. Consequences: This maneuver can be used once per scene.

Precarious Balance Journeyman (R3), Acrobatics (Balance) skill, Personal, Scene Make an Acrobatics (Balance) skill check. Opponents cannot gain an advantage bonus against you when you are prone or otherwise balancing or in a precarious position. Consequences: This maneuver can be used once per scene.

Prestidigitation Journeyman (R3), Diff 17, Stealth (Sleight of Hand) skill, Personal, Persist Make a Stealth (Sleight of Hand) skill check. On a success, you gain a +5 bonus to Perform skill checks. Consequences: This maneuver can be used once per scene.

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Pull Under Journeyman (R3), Athletics (Burrow) skill, by Weapon, Persist Make a Weapon attack against a surface target. On a hit, you deal 1 wound and pull the target underground. The target can escape to the surface with a successful Acrobatics (Escape) or Athletics (Lift) skill check (Diff 14). If you persist the maneuver, you deal 1 (suffocation) wound every other round. Consequences: This maneuver can be used once per scene.

Quick Burrow Journeyman (R3), No card, Athletics (Burrow), Personal, Permanent Your Burrow movement increases +1 step. This maneuver does not take an action. You can use another maneuver in the same round.

Quick Climb Journeyman (R3), No card, Athletics (Climb), Personal, Permanent Your Climb movement increases +1 step. This maneuver does not take an action. You can use another maneuver in the same round.

Quicken Pace Journeyman (R3), No card, Athletics (Run), Personal, Permanent Your Land movement increases +1 step. This maneuver does not take an action. You can use another maneuver in the same round.

Reflexive Strike Journeyman (R3), Weapon skill, by Weapon, Persist Make an attack after an opponent attacks you and misses. On a success, you deal 1 wound to the target. You can use this maneuver on an opponent’s turn. This maneuver does not take an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Repel Animal Journeyman (R3), Knowledge (Nature) skill, Medium, Persist Make a Knowledge (Nature) skill check vs. an animal creature’s Endurance (Mental) skill check. On a success, the target must move its movement rate away from you until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This maneuver can be used once per scene.

Repel Construct Journeyman (R3), Knowledge (Arcane) skill, Medium, Persist Make a Knowledge (Arcane) skill check vs. a magically summoned or created creature’s Endurance (Mental) skill check. On a success, the target must move its movement rate away from you until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This maneuver can be used once per scene.

Repel Outsider Journeyman (R3), Knowledge (Planar) skill, Medium, Persist Make a Knowledge (Planar) skill check vs. a Extraplanar creature’s Endurance (Mental) skill check. On a success, the target must move its movement rate away from you until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This maneuver can be used once per scene.

Repel Undead Journeyman (R3), Knowledge (Religion) skill, Medium, Persist Make a Knowledge (Religion) skill check vs. a Undead creature’s Endurance (Mental) skill check. On a success, the target must move its movement rate away from you until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This maneuver can be used once per scene.

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Request Journeyman (R3), Persuasion (Diplomacy) skill, Medium, Persist Make a Persuasion (Diplomacy) skill check against a non-hostile target’s Endurance (Mental) check. On a success, the target will perform a favor for you. Consequences: You can use this maneuver once per scene. If the target is harmed the maneuver ends instantly.

Resist Poison Journeyman (R3), Diff 17, Endurance (Fortitude) skill, Personal, Persist Make an Endurance (Fortitude) skill check. On a success, you take 1 less (poison) wound from attacks. This maneuver can be used during an opponent’s turn. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene. You can expend this maneuver to automatically make the Endurance (Fortitude) check against a poison.

Resuscitate Journeyman (R3), Diff 17, Survival (Heal) skill, Adjacent, Instant Make a Survival (Heal) check on a target that has been reduced to 0 or fewer wounds. On a success, you return the target to 1 wound. This maneuver only works on targets who have been reduced to 0 or fewer wounds within the same scene. If you fail this maneuver, you CANNOT try again. Consequences: This maneuver can be used once per scene.

Rumormonger Journeyman (R3), Diff 17, Persuasion (Gather Information) skill, Personal, Persist Make a Persuasion (Gather Information) skill check. On a success, you gain a +5 bonus to Deception (Bluff) skill checks. Consequences: This maneuver can be used once per scene.

Scorching Fire Journeyman (R3), Diff 17, Spellcraft (Primal) skill, Medium, Persist Make a Spellcraft (Primal) skill check. On a success, if a target hits you with an attack, the target takes 1 (fire) wound if it fails an Endurance (Physical) check (Diff 14) and is in range. You can only force one target a round to make the Endurance check. Consequences: This maneuver can be used once per scene.

Shelter Journeyman (R3), Diff 17+, Survival (Wilderness) skill, Medium, Scene Make a Survival (Wilderness) skill check. On a success, you erect or locate a shelter that will protect one individual from the elements. If you increase the difficulty by +2, you can protect an additional individual. Consequences: This maneuver can be used once per scene.

Shrill Note Journeyman (R3), Diff 17, Perform (Sing) skill, Medium, Persist Make a Perform (Sing) skill check vs. one target’s Endurance (Physical) check. On a success, the target takes 1 (sonic) wound. The target is deafened until it makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This maneuver can be used once per scene.

Sidestep Strike Journeyman (R3), Armor (Unarmored) skill, Personal, Instant Make an Armor (Unarmored) skill check vs. Opponent’s Attack check after a failed Defense check. On a success, you deal a wound to the opponent and the attack misses. Consequences: This maneuver can be used once per scene.

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Silent Spell Journeyman (R3), Diff 17, Spellcraft (Any) skill, Personal, Persist Make a Spellcraft skill check. On a success, you suffer no penalties to Stealth or for being deafened while casting a spell. Consequences: This maneuver can be used once per scene.

Signs of Passage Journeyman (R3), Diff 17, Survival (Track) skill, Medium, Persist Make a Survival (Track) skill check. On a success, you can determine what actions creatures took in a close area simply based on their tracks. Consequences: This maneuver can be used once per scene.

Size Up Journeyman (R3), Perception (Intuition) skill, Personal, Persist You can use Perception (Intuition) skill checks in place of Persuasion skill checks. Consequences: This maneuver can be used once per scene.

Skilled Journeyman (R3), Any 5 skills, Personal, Permanent You can play two cards from your hand of the same value (two pair) as if they were a Queen (value 7). You cannot use community cards with this maneuver. This maneuver does not take an action. You can use this maneuver in the same round with another maneuver.

Sky Drop Journeyman (R3), Athletics (Fly) skill, Adjacent, Instant Make a weapon attack. On a success, deal a wound to the target and the target is grabbed. After the attack, you can fly at your base fly speed at a -1 step penalty upwards and drop the target. The target takes falling damage if it cannot fly. Consequences: This maneuver can be used once per scene.

Small Talk Journeyman (R3), Diff 17, Knowledge (Local) skill, Medium, Persist Choose a target and make a Knowledge (Local) skill check. On a success, you gain a +3 bonus to Persuasion checks against the target. Consequences: This maneuver can be used once per scene.

Sniff úEm Out Journeyman (R3), Perception (Smell), Medium, Persist Make a Perception (Smell) skill check vs. a Close target’s Deception (Disguise) or Survival (Track) skill check. On a success, you can pinpoint the target’s location by smell. Consequences: This maneuver can be used once per scene.

Soothe the Savage Beast Journeyman (R3), Diff 17, Perform (String Instruments) skill, Medium, Persist Make a Perform (String Instrument) skill check vs. Animal target’s Endurance (Mental) check. On a success, the animal loses all its actions (stunned) until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This maneuver can be used once per scene. If the animal takes damage, the maneuver ends instantly.

Spear Specialization Journeyman (R3), Weapon Group (Spear) skill, Personal, Instant When using spears, you treat “♦” cards drawn for attack or damage as having the “♠” suit. You can use this maneuver with any card. This maneuver does not count as an action. You can use another maneuver in the same round.

Speed Read Journeyman (R3), No card, Language (Read) skill, Personal, Permanent You can read text and documents in 1/5th the normal amount of time and still retain the same level of comprehension. This maneuver does not take an action. You can use this maneuver in the same round with another maneuver.

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Spell Focus Journeyman (R3), Diff 17, Spellcraft (Any), by Spell, Persist Choose a school of magic when you take this maneuver. Make a Spellcraft skill check. On a success, targets take a +1 penalty to Endurance checks against spells you cast from your selected school of magic. This maneuver does not take an action. You can use this maneuver in the same round with another maneuver.

Spell Focus Journeyman (R3), No Card, Spellcraft (Any), Personal, Permanent Choose a school of magic when you take this maneuver. You treat spells in your school of magic as if they were one circle lower for determining casting difficulty and minimum card required to activate the spell. This maneuver does not count as an action. You can use another maneuver in the same round.

Spirited Charge Journeyman (R3), Handle Animal (Ride) skill, by Movement Rate/Weapon, Instant You can move your mount’s base speed then make a weapon attack. On a success, deal a wound to the target. After the attack, you can move your base speed at a –1 step penalty. The move actions from this maneuver do not count as your move action for the round. Consequences: This maneuver can be used once per scene.

Spring Attack Journeyman (R3), Athletics (Run) skill, by Movement Rate/Weapon, Instant You can move your base speed then make a weapon attack. On a success, deal a wound to the target. After the attack, you can move your base speed at a –1 step penalty. The move actions from this maneuver do not count as your move action for the round. Consequences: This maneuver can be used once per scene.

Stealthy Strike Journeyman (R3), Diff 17, Stealth (Hide) skill, by Weapon, Instant Make a Stealth (Hide) skill check (+weapon’s attack value) vs. a target’s Evade skill check. On a hit, deal a wound to the target. You do not make a Damage vs. Armor skill check to deal damage with this attack. Consequences: This maneuver can be used once per scene.

Street Rat Journeyman (R3), Diff 17, Survival (Streetwise) skill, Personal, Persist Make a Survival (Streetwise) skill check. On a success, you gain a +5 bonus to Stealth skill checks while in an urban setting. Consequences: This maneuver can be used once per scene.

Strong Strike Journeyman (R3), Weapon (+1/+4 or +0/+5 weapon only) skill, by Weapon, Persist When making a weapon attack, using Strength instead of Melee Combat skill or Ranged Combat Skill. On a success, you deal 1 wound. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Structural Analysis Journeyman (R3), Knowledge (Dungeoneering) skill, Personal, Persist Make a Knowledge (Dungeoneering) skill check. On a success, you gain a +6 bonus to Perception (Spot) to identify natural hazards in underground areas. Consequences: This maneuver can be used once per scene.

Sunder Weapon Journeyman (R3), Athletics (Lift) skill, by Weapon, Instant Make a weapon attack. On a success, deal 1 wound to the target and deal 1 wound to an item or weapon in the defender’s possession. Consequences: This maneuver can be used once per scene.

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Surprise Attack Journeyman (R3), Deception (Ambush) skill, by Weapon, Persist Make a weapon attack with a +4 bonus to hit. On a success, deal 4 wounds. The target takes a -3 penalty to Armor skill checks until a successful Resolve check (Diff 14). Consequences: This maneuver can be used once per day.

Swift Strike Journeyman (R3), Weapon (+5/+0 or +4/+1 weapon only) skill, by Weapon, Persist When making a weapon attack, using Dexterity instead of Melee Combat skill or Ranged Combat Skill. On a success, you deal 1 wound. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Swiftwing Journeyman (R3), No card, Athletics (Fly), Personal, Permanent Your Fly movement increases +1 step. This maneuver does not take an action. You can use another maneuver in the same round.

Taste Test Journeyman (R3), Perception (Taste) skill, Adjacent, Instant Make a Perception (Taste) skill check on a target object or creature. On a success, you can learn up to 3 facts you choose about the object or creature. Consequences: This maneuver can be used once per scene.

Terrify Journeyman (R3), Persuasion (Intimidate) skill, Medium, Instant Make a Persuasion (Intimidate) skill check against a target’s Endurance (Mental) skill check. On a success, you deal 1 (resolve) wound to the target and the target moves its base speed away from you. Consequences: This maneuver can be used once per scene.

Tolerance Journeyman (R3), Diff 17, Endurance (Physical) skill, Personal, Persist Choose an element (acid, cold, electricity, fire, necrotic, poison, radiant or sonic) when you choose this maneuver. Make an Endurance (Physical) skill check. On a success, you ignore 1 wound from attacks of the chosen element type. This maneuver can be used during an opponent’s turn. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene. You can expend this power to negate all damage from a single source of the element you have selected.

Triple Threat Journeyman (R3), Weapon Group skill, by Weapon, Instant You play one card against up to 3 targets. Draw two cards for the targets Defense and Resistance and use the lowest card. All opponents share the same Defense and Resistance card. On a hit, you deal 1 wound to each target. Consequences: This maneuver can be used once per scene.

True Navigator Journeyman (R3), Diff 17, Knowledge (Seafaring) skill, Personal, Instant Make a Knowledge (Seafaring) skill check. On a success you can determine your bearing and precise location. This maneuver does not take an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per scene.

Turn Aside Journeyman (R3), Diff 17, Armor (Full, Heavy, Light, Minimal or Natural) skill, Personal, Persist Make an Armor skill check. On a success, you take 1 less wound from “♠” weapons. Consequences: This maneuver can be used once per scene.

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Twin Strike Journeyman (R3), Weapon Group skill, by Weapon, Instant Make two separate weapon attacks. You may play a card from your hand for each of the two attacks; all other cards must be drawn from the top of your deck. Each successful attack deals 1 wound. Consequences: You may use this maneuver once per scene.

Twisting Wind Journeyman (R3), Diff 17, Spellcraft (Primal) skill, Medium, Persist Make a Spellcraft (Primal) skill check. On a success, an attacker who strikes you and is in range must draw another card and beat your Evade skill check a second time to hit you. You can force only one attacker a round to make a second check. Consequences: This maneuver can be used once per scene.

Undead Hunter Journeyman (R3), Knowledge (Religion) skill, by Weapon, Persist Make a weapon attack against a creature with the undead subtype with a +5 bonus to Attack and Damage. On a hit, you deal 1 wound. Consequences: This maneuver can be used once per scene.

Unravel Spell Journeyman (R3), Spellcraft (Any) skill, Medium, Instant Make a Spellcraft skill check vs. the Spellcraft skill check of the creator of an active spell. On a success, the target spell is dispelled. Consequences: You may use this maneuver once per scene.

Unseen Journeyman (R3), Diff 17, Stealth (Hide), Personal, Persist Make a Stealth (Hide) skill check. On a success, you cannot be detected by a Perception (Spot) skill check. Consequences: This maneuver can be used once per day. If you take an action, this maneuver ends after resolving the action.

Up-Price Journeyman (R3), Diff 17, Knowledge (Appraise), Personal, Scene Make a Knowledge (Appraise) skill check. On a success, you can sell items for +25% normal price. Consequences: This maneuver can be used once per day.

Valorous Journeyman (R3), Any 5 subskills, Personal, Permanent You add a “♣”, “♦”, “♥” and “♠” Queen to your personal deck. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Warding Journeyman (R3), Diff 17, Armor (Full, Heavy, Light, Minimal or Natural) skill, Personal, Persist Make an Armor skill check. On a success, you take 1 less wound from “♣” weapons. Consequences: This maneuver can be used once per scene.

Whirlwind Strike Journeyman (R3), Weapon Group skill, by Weapon, Instant Make a weapon attack. You play one card against up to 6 targets; all opponents share the same Defense and Resistance card. On a success, you deal 1 wound to each target. Consequences: This maneuver can be used once per scene.

Wreck Journeyman (R3), Diff 17, Disable Device (Sabotage), Medium, Instant Make a Disable Device (Sabotage) skill check. On a success, you destroy a single item or trap you are aware of. Consequences: This maneuver can be used once per day.

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MMaasstteerr MMaanneeuuvveerrss ((RRaannkk ++44))

Absorb Rune Master (R4), Spellcraft (Runecasting) skill, Long, Persist Target an active spell or spell currently being cast. The difficulty to succeed is equal to the casting difficulty of the spell. On a success, you contain the spell in a rune for your own use with an appropriate number of charges based on the captured circle of the spell. The object the rune is bound to must be of the appropriate size to house the spell. Consequences: This maneuver can be used once per day.

Act as One Master (R4), Diff 20, Knowledge (Strategy), Long, Persist Make a Knowledge (Strategy) skill check. On a success, you and up to four allies can use one card from the community deck for all actions for the turn, each turn this maneuver is active. You may not benefit from this feat for cards you use from your own hand. You cannot share the card you use to activate this maneuver. Consequences: This maneuver can be used once per day.

All-around Sight Master (R4), Diff 20, Perception (Spot), Personal, Persist Make a Perception (Spot) skill check. On a success, you are unaffected by penalties to your Perception (Spot) check, including blindness and invisibility. Consequences: This maneuver can be used once per day.

Ally Master (R4), Persuasion (Diplomacy), Long, Day Make a Persuasion (Diplomacy) skill check vs. a target’s Endurance (Mental) skill check. On a success, the target becomes an ally until it makes a successful Endurance (Mental) skill check (Diff 17). The target can perform one check a scene. Consequences: This maneuver can be used once per day. If the target is attacked, this maneuver ends immediately.

Arcane Lore Master (R4), Diff 20, Knowledge (Arcane), by Spell, Scene Make a Knowledge (Arcane) skill check. On a success, you gain a +4 bonus to Spellcraft (Arcane) skill checks and a +2 bonus to the difficulty of a target making an Endurance check against the persisted effects of your spells. Consequences: This maneuver can be used once per day.

Backfire Master (R4), Diff 20, Disable Device (Sabotage), Long, Special Make a Disable Device (Sabotage) skill check. On a success, you rig a trap or item to spectacularly destroy itself the next time it is used. The user must make an Endurance (Physical) check (Diff 17) to avoid taking 2 wounds. Consequences: This maneuver can be used once per day.

Betrayal Master (R4), Persuasion (Seduce), Long, Persist Make a Persuasion (Seduce) skill check vs. a non-hostile target’s Endurance (Mental) skill check. On a success, you can cause the target to attack another target of your choice. The target continues to attack until the target makes a successful Endurance (Mental) check (Diff 17). Consequences: This maneuver can be used once per day.

Demagogue Master (R4), Perform (Debate), Long, Scene Make a Perform (Debate) skill check vs. up to 5 non-hostile targets Endurance (Mental) skill check. The targets share one card for the check. On a success, the target treats you as a trusted friend. Consequences: This maneuver can be used once per day. If a target is attacked or wounded, the maneuver ends for the target immediately.

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Becoming Master (R4), Diff 20, Deception (Act), Personal, Scene Make a Deception (Act) skill check. On a success, your deception cannot be detected with a Perception (Intuition) skill check. Consequences: This maneuver can be used once per day.

Black Marketer Master (R4), Diff 20, Survival (Streetwise) skill, Personal, Persist Make a Survival (Streetwise) skill check. On a success, you gain a +6 bonus to Persuasion (Haggle) and can sell items for 125% of value. Consequences: This maneuver can be used once per day.

Bleeding Wound Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 2 wounds. The target also takes a wound every other round and suffers a +4 penalty to the difficulty of his actions until the target makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Bloodscent Master (R4), Diff 20, Perception (Smell), Long, Scene Make Perception (Smell) check against a target. On a success, you can locate the target’s precise location by smell. Consequences: This maneuver can be used once per day.

Bold-Faced Lie Master (R4), Deception (Bluff), Long, Scene Make an opposed Deception (Bluff) vs. target’s Perception (Intuition) skill check. On a success, you can give up your own turn to make the target perform as you choose until the target makes a successful Endurance (Mental) skill check (Diff 17). Consequences: This maneuver can be used once per day.

Bury Master (R4), Diff 20, Disable Device (Sapping) skill, Long, Scene Make a Disable Device (Sapping) skill check. On a success, you cause a Short area to collapse in on itself. Items or creatures in the area take 2 wounds, are knocked prone. Targets are unable to move until the make a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 17). If this maneuver is persisted, the target takes 1 wound every other round. You must be able to dig into the terrain to use this maneuver. Consequences: This maneuver can be used once per day.

Call of the Wild Master (R4), Diff 20, Spellcraft (Primal) skill, Personal, Scene Make a Knowledge (Seafaring) skill check. On a success, when you cast a Summon Animal spell, you summon two creatures instead of one. Consequences: This maneuver can be used once per day.

Captainùs Commands Master (R4), Knowledge (Seafaring) skill, Long, Persist Make a Knowledge (Seafaring) skill check against a non-hostile target’s Endurance (Mental) check. On a success, the target will act on verbal commands you give as if you were a trusted leader. Consequences: This maneuver can be used once per day.

Caving Master (R4), Diff 20, Knowledge (Dungeoneering) skill, Personal, Persist You gain a +4 bonus to Athletic checks while navigating natural underground areas. You also gain a +4 bonus to Endurance (Fortitude) against environmental hazards in natural underground areas. Consequences: This maneuver can be used once per day.

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Charging Strike Master (R4), Athletics (Run) skill, by Movement Rate/Weapon, Instant You can move your current move speed then make a weapon attack. On a success, deal 2 wounds to the target. After the attack, you can move your base speed at a –1 movement step penalty. The move actions from this maneuver do not count as your move action for the round. Consequences: This maneuver can be used once per day.

Compelling Performance Master (R4), Perform (Any) skill, Long, Persist Make a Perform skill check vs. up to 5 targets Endurance (Mental) skill check. The targets share one card for their check. On a success, the target can take no actions (stunned) until they make a successful Endurance (Mental) check (Diff 17). Consequences: This maneuver can be used once per day. If a target is harmed, the maneuver ends for that target.

Confounding Defense Master (R4), Diff 20, Perform (Weapon Drill), Personal, Persist Make a Perform (Weapon Drill) skill. On a success, you gain a +4 bonus to Weapon Skill checks and gain a +4 bonus to Evade Skill checks. Consequences: This maneuver can be used once per day.

Confounding Strike Master (R4), Perform (Weapon Drill), by Weapon, Persist Make a Perform (Weapon Drill) skill check vs. up to 5 target’s Perception (Intuition) skill check. The targets use the same card for their check. On a success, the target takes 2 wounds. You also gain a +4 bonus to Weapon Skill checks. Consequences: This maneuver can be used once per day.

Contortionist Master (R4), Diff 20, Acrobatics (Escape) skill, Personal, Scene Make an Acrobatics (Escape) skill check. On a success, you can slip into areas no larger than 1/6th your size and you cannot be successfully grappled. Consequences: This maneuver can be used once per day.

Convince Master (R4), Persuasion (Diplomacy), Long, Instant Make a Persuasion (Diplomacy) skill check vs. up to 4 non-hostile target’s Endurance (Mental) skill check. On a success, the target takes 4 (resolve) wounds. Consequences: This maneuver can be used once per day.

Craft Enhanced Item Master (R4), Diff varies, Craft skill (Any), Adjacent, Special Make a Craft skill check against the item’s creation Difficulty. On a success, you create an Enhanced quality item at x80 normal cost. The item gains a +4 equipment bonus. Consequences: You can only craft one enhanced item at a time, and no more than once per day.

Crippling Strike Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 2 wounds, loses a move action and a +4 penalty to the difficulty of his actions until the target makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Cure Disease Master (R4), Diff 20+, Survival (Heal) skill, Close, Instant Make a Survival (Heal) skill check on a target affected by a disease. On a success, you halt the progress of the disease. Consequences: This maneuver can be used once per day.

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Debilitating Strike Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 2 wounds and a +5 penalty to the difficulty of his actions until the target makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Deft Footing Master (R4), Diff 20, Acrobatics (Balance) skill, Personal, Scene Make an Acrobatics (Balance) skill check. On a success, you cannot be knocked prone. Consequences: This maneuver can be used once per day.

Disembowel Master (R4), Weapon Group (“♦” or “♥” weapons only) skill, by Weapon, Persist Make a weapon attack. On a hit, deal 2 wounds. The target also loses an action until a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Divine Secrets Master (R4), Diff 20, Knowledge (Religion), by Spell, Scene Make a Knowledge (Religion) skill check. On a success, you gain a +4 bonus to Spellcraft (Religion) skill checks and a +2 bonus to the difficulty of a target making an Endurance check against the persisted effects of your spells. Consequences: This maneuver can be used once per day.

Diving Strike Master (R4), Athletics (Fly) skill, by Movement Rate/Weapon, Instant You can fly your current move speed then make a weapon attack. On a success, deal 2 wounds to the target. After the attack, you can fly your base speed at a –1 movement step penalty. The move actions from this maneuver do not count as your move action for the round. Consequences: This maneuver can be used once per day.

Doppelganger Master (R4), Diff 20, Deception (Disguise) skill, Personal, Persist Make a Deception (Disguise) skill check. On a success, you can perfectly mimic one individual of your size and general shape that you have personally met and observed for at least one day. You use the target’s stat block as if it were your own while disguised. Consequences: This maneuver can be used once per day.

Dreadnought Master (R4), Diff 20, Armor (Full) skill, Personal, Instant When subject to an attack against your Resistance, make an Armor skill check. On a success you take no damage and suffer no ill effects from a successful attack. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per day.

Duplicate Rune Master (R4), Spellcraft (Runecasting) skill, Adjacent, Instant You can create and use multiple copies of 0th-3rd circle Runes. Each additional Rune past the first increases the casting difficulty by +2. All runes are created at the same time. Each Rune has full charges when created. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per day.

Endure the Elements Master (R4), Survival (Wilderness) skill, Personal, Persist Select an element (acid, cold, electricity, fire, necrotic or sonic) when you choose this maneuver. Make a Survival (Wilderness) skill check. On a success, you take 1 less (acid, cold, electricity, fire, necrotic or sonic) wound from attacks. Consequences: This maneuver can be used once per day. You can expend the maneuver to ignore all wounds from a single attack.

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Extrapolate Floorplan Master (R4), Diff 20, Knowledge (Architecture) skill, Long, Instant Make a Knowledge (Architecture) skill check after observing the exterior of a structure. On a success you can accurately map the interior of the structure without having to enter the building. You gain a +6 bonus to Perception (Spot) checks to locate secret areas in the structure. You must make a separate check for each individual floor of a given structure. Attached structures are considered separate for purposes of this maneuver.

Favor Master (R4), Persuasion (Diplomacy) skill, Long, Persist Make a Persuasion (Diplomacy) skill check against a non-hostile target’s Endurance (Mental) check. On a success, the target will perform a single favor you, up to a value of 5 gp worth of work or materials. Consequences: This maneuver can be used once per day.

Frenzied Dance Master (R4), Diff 20, Perform (Dance) skill, Personal, Persist Make a Perform (Dance) skill check. On a success, for one round you can move at your base speed with a +1 step. You also gain a +4 bonus to Evade until the maneuver ends. The move action from this maneuver does not count as your move action for the round. Consequences: This maneuver may be used once per day.

Forge Decree Master (R4), Diff 20+, Linguistics (Forgery) skill, Adjacent, Instant Make a Linguistics (Forgery) skill check on a forged document. On a success the forgery’s false nature cannot be detected with a Linguistics (Forgery) skill check. This maneuver does not take an action. It can be used in the same round with another maneuver. Consequences: This maneuver may be used once per day.

Full Engagement Master (R4), Weapon Group skill, by Weapon, Instant Make a weapon attack. You play one card; all opponents share the same Defense and Resistance card. You deal 2 wounds to 4 opponents. Each opponent takes a +4 penalty to the difficulty of their actions until the end of their next turn. Consequences: This maneuver can be used once per day.

Greater Armor Piercing Master (R4), Weapon Group skill, by Weapon, Scene Make a weapon attack. You ignore 3 points of Armor bonus and/or Armor skill. If you hit, you deal 2 wounds. Consequences: This maneuver can be used once per day.

Greater Avoidance Master (R4), Diff 21, Acrobatics (Tumble) skill, Personal, Scene Make an Acrobatics (Tumble) skill check instead of an Armor check when attacked. On a success, you avoid the attack and the target takes 2 wounds. You gain a +4 bonus to Defense. Consequences: This maneuver can be used once per day.

Greater Catch Master (R4), Weapon Group skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 2 wounds and is immobilized until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Greater Disarm Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 2 wounds and drops an item. The target cannot retrieve the item until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

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Greater Entangle Master (R4), Weapon Group skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 2 wounds and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 17). The target is immobilized until it escapes. If you persist this maneuver on an opponent who has not freed themselves, you deal a wound. Consequences: This maneuver can be used once per day.

Greater Heal Master (R4), Diff 20, Spellcraft (Divine) or Survival (Heal) skill, by Spell, Instant Make a Spellcraft (Divine) or Survival (Heal) skill check. On a success, your next spells heals +2 wounds. This maneuver takes no actions. You can use other maneuvers in the round. This maneuver stacks with Heal. If the spell you cast does not heal wounds, you can choose to have it heal 2 wounds. Consequences: This maneuver can be used once per day.

Greater Parry Master (R4), Evade Skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 2 wounds. You gain a +4 bonus to Defense. Consequences: This maneuver can be used once per day.

Greater Shieldbreaker Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. You ignore 3 points of Shield bonus and/or Shield skill. If you hit, the target takes 2 wounds. Consequences: This maneuver can be used once per day.

Greater Terrorize Master (R4), Persuasion (Intimidate) skill, Long, Persist Make a Persuasion (Intimidate) skill check vs. the target’s Endurance (Mental) skill check. On a success, the target takes 2 (resolve) wounds and moves away from you at its base movement rate until it makes a successful Endurance (Mental) check (Diff 17). Consequences: This maneuver can be used once per day.

Greater Trip Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 2 wounds and is knocked prone. The target cannot stand until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Greater Whirling Strike Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes an additional wound and the target is disarmed OR knocked prone OR takes a -2 penalty to Shield bonus against the next attack OR takes a -2 penalty to Armor bonus on the next attack. Consequences: This maneuver can be used once per day.

Here There Be Dragons Master (R4), Diff 20, Knowledge (Geography) skill, Special, Persist Make a Knowledge (Geography) skill check. On a success, you can draw up an accurate outdoor map of an unknown region or predict geographical formations up to one mile distant. You can increase the Difficulty by +1 to extend your mapping or predictive ability by double the range. Consequences: This maneuver can be used once per day.

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High Tolerance Master (R4), Diff 20, Endurance (Physical) skill, Personal, Persist Make an Endurance (Physical) skill check. On a success, you automatically make any Endurance skill checks against attacks that target Endurance (Physical). Consequences: This maneuver can be used once per day.

Historical Obscura Master (R4), Diff 20, Knowledge (History) skill, Personal, Persist Make a Knowledge (History) skill check. On a success, you gain a +6 bonus to one subskill of your choice (excluding Knowledge [History]). Consequences: This maneuver can be used once per day.

Huckster Master (R4), Diff 20, Persuasion (Haggle) skill, Personal, Persist Make a Persuasion (Haggle) skill check. On a success, the value of items you sell cannot be determined by a Knowledge (Appraise) skill check. Consequences: This maneuver can be used once per day.

Impenetrable Defense Master (R4), Weapon Group skill, Personal, Persist Make a weapon attack. On a success, the target takes 5 wounds and you gain a +4 to Evade. Consequences: This maneuver can be used once per day.

Inner Secrets Master (R4), Persuasion (Torture) skill, Adjacent, Instant Make a Persuasion (Torture) skill check vs. the target’s Endurance (Fortitude) check. On a success, the target takes 1 wound + 4 (resolve) wounds and truthfully answers one question you ask. Consequences: This maneuver can be used once per day.

Inspire Master (R4), Diff 20, Perform (Orate) skill, Long, Persist Make a Perform (Orate) skill check. On a success, up to 5 targets gain a +4 bonus to one subskill of your choice. Consequences: This maneuver can be used once per day.

Iron Skin Master (R4), Diff 20, Armor (Medium or Heavy) skill, Personal, Persist Make an Armor skill check. On a success, you gain a +4 bonus to Resistance and take 1 less wound from attacks directed against your Resistance. Consequences: This maneuver can be used once per day.

Judge Master (R4), Diff 20, Knowledge (Law) skill, Long, Instant Make a Knowledge (Law) skill check. On a success, you can take instant, justified legal action against the target without suffering legal repercussions. You can perform the action you choose despite whether the target is actually guilty of breaking the law. The game master can choose to invoke penalties or increase the Difficulty for unabashed abuses of this ability. Consequences: This maneuver can be used once per day.

Legendary Master (R4), Any 5 subskills, Personal, Permanent You add a “♣”, “♦”, “♥” and “♠” King to your personal deck. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Master of Nature Master (R4), Diff 20, Knowledge (Nature), by Spell, Scene Make a Knowledge (Nature) skill check. On a success, you gain a +4 bonus to Spellcraft (Primal) skill checks and summoned creatures have +2 wounds. Consequences: This maneuver can be used once per day.

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Master Stroke Master (R4), Diff 20, Weapon Group skill, Personal, Persist Select a Weapon Group skill when you take this maneuver. Make a Weapon Group skill check. On a success, you deal +1 wound with attacks made using the chosen weapon group. Consequences: This maneuver can be used once per day.

Mental Lash Master (R4), Diff 20, Endurance (Mental) skill, Personal, Persist Make an Endurance (Mental) skill check. On a success, you deal +1 (resolve) wound with any attack that targets Endurance (Mental). Consequences: This maneuver can be used once per day.

Native Speaker Master (R4), Diff 20, Language (Common), Personal, Scene Make a Language (Common) skill check. On a success, you can assume and believably hold any accent you desire. Consequences: This maneuver can be used once per day.

Natureùs Wrath Master (R4), Diff 20, Spellcraft (Primal), by Spell, Persist Make a Spellcraft (Primal) skill check. On a success, your spells deal +1 (acid, cold, electricity, fire OR poison) wound. The maneuver does not take an action and can be used in the same turn with other maneuvers. If a spell you cast deals no wounds, you can choose to have it deal 1 (acid, cold, electricity, fire OR poison) wound. Consequences: This maneuver can be used once per day.

Otherworldly Advice Master (R4), Diff 20+, Knowledge (Planar), Personal, Instant Make a Knowledge (Planar) skill check. On a success, the game master must truthfully answer one question of your choice. Consequences: You take 1 (necrotic) wound. The wound will not heal for 1 day. This maneuver can be used once per day.

Overrun Master (R4), Handle Animal (Train) skill, by Movement Rate/Weapon, Persist Move your mount’s speed and it makes a Slam Natural (Att +5/Dam +0) attack against one target. On a hit, the target takes 2 wounds and is knocked prone. The movement for this maneuver does not count as your mount’s movement for the round. Consequences: This maneuver can be used once per day.

Override Nature Master (R4), Diff 20, Handle Animal (Train) skill, Long, Persist Make a Handle Animal (Train) skill check. On a success, the target animal cannot be affected by fear effects and will unfailingly attempt any command you give it. Consequences: This maneuver can be used once per day.

Paparazzi Master (R4), Diff 20+, Persuasion (Gather Information) skill, Long, Instant Make a Persuasion (Gather Information) skill check. On a success, you can ask the game master two questions about the target creature or individual which must be answered truthfully. Consequences: This maneuver can be used once per day.

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Parody Master (R4), Perform (Comedy) skill, Long, Persist Make a Perform (Comedy) skill check vs. the target’s Perception (Intuition) skill check. On a success, you gain a +4 bonus to skill checks to oppose the target’s actions. The target takes a +4 penalty to all skill checks until the target makes a successful Endurance (Mental) skill check (Diff 17). Consequences: This maneuver can be used once per day.

Planar Adaptation Master (R4), Diff 20, Knowledge (Planar) skill, Personal, Scene Choose a plane when you take this maneuver. Make a Knowledge (Planar) skill check. On a success, you take no wounds from environmental effects that do not harm native inhabitants of the chosen plane. Consequences: This maneuver can be used once per day.

Quicken Spell Master (R4), Diff 20, Spellcraft (Arcane) skill, Personal, Persist Make a Spellcraft (Arcane) skill check. On a success, you can cast one First Tier (1st – 3rd circle) spell a round as if it did not take an action. Consequences: This maneuver can be used once per day.

Render Helpless Master (R4), Weapon Group Skill, by Weapon, Instant Make a weapon attack. On a success, the opponent takes 2 wounds, is disarmed and knocked prone. Consequences: This maneuver can be used once per day.

Reveal True Value Master (R4), Diff 20, Knowledge (Appraise), Short, Scene Make a Knowledge (Appraise) skill check on an item of Masterwork quality or greater. On a success, you gain a +6 bonus on Knowledge (History) checks regarding the item and gain a +6 bonus to Persuade (Haggle) to sell the item. Consequences: This maneuver can be used once per day.

Royalty Commands Master (R4), Knowledge (Nobility) skill, Long, Persist Make a Knowledge (Nobility) skill check against a non-hostile target’s Endurance (Mental) check. On a success, the target will act on verbal commands you give as if you were a trusted leader until it makes a successful Endurance (Mental) check (Diff 17). Consequences: This maneuver can be used once per day.

Ruin Lock Master (R4), Diff 20, Disable Device (Open Lock), Short, Scene Make a Disable Device (Open Lock) skill check. On a success, you open or close a lock and render it unaffected by being opened or closed by the key, further Disable Device (Open Lock) or Athletic (Lift) checks to bypass it. Consequences: This maneuver can be used once per day.

Secrets Revealed Master (R4), Diff 20+, Knowledge (Local) Skill, Long, Instant Make a Knowledge (Local) skill check. On a success, you can ask two questions about the target item or location, which the game master must answer truthfully. Consequences: This maneuver can be used once per day.

Seeing Sound Master (R4), Diff 20, Perception (Listen) Skill, Personal, Scene Make a Perception (Listen) check. On a success, you can ignore blindness conditions. Consequences: This maneuver can be used once per day.

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Sirenùs Song Master (R4), Perform (Sing) Skill, Long, Persist Make a Perform (Sing) skill check vs. up to 5 target’s Endurance (Mental) check. The targets all share the same card. On a success, you deal 2 (sonic) wounds. The target loses its standard action each round until it makes a successful Endurance (Fortitude) skill check (Diff 17). Consequences: This maneuver can be used once per day.

Spinning Strike Master (R4), Weapon Group Skill, by Weapon, Instant Make a weapon attack. You play one card; all opponents share the same Defense and Resistance card. On a hit, you deal 1 wound to 8 targets you can legally strike. Consequences: This maneuver can be used once per day.

Springing Strike Master (R4), Athletics (Jump) skill, by Movement Rate/Weapon, Instant You can Jump your current move speed then make a weapon attack. On a success, deal 2 wounds to the target. After the attack, you can Jump your base speed at a –1 movement step penalty. The move actions from this maneuver do not count as your move action for the round. Consequences: This maneuver can be used once per day.

Stunning Strike Master (R4), Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 2 wounds and is stunned (no actions) until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This maneuver can be used once per day.

Sunder Armor Master (R4), Athletics (Lift) skill, by Weapon, Instant Make a weapon attack. On a success, deal a wound to the target and deal 2 wounds to an item or weapon in the defender’s possession. If damaging armor, the armor loses 1 point of armor bonus. Consequences: This maneuver can be used once per scene.

Sweeping Blow Master (R4), Weapon Group Skill, by Weapon, Instant Make a weapon attack. You play one card; all opponents share the same Defense and Resistance card. On a hit, you deal 2 wounds to 4 targets you can legally strike and knock each prone. Consequences: This maneuver can be used once per day.

Taste the Air Master (R4), Perception (Taste) skill, Personal, Persist You can make a Perception (Taste) skill check in place of a Perception check of another type. This maneuver takes no action. You can use this maneuver in the same round as other maneuvers. Consequences: This maneuver can be used once per day.

Toughness Master (R4), Diff 20, Endurance (Fortitude) skill, Personal, Persist Make an Endurance (Fortitude) skill check. On a success, you automatically make any Endurance skill check for persisted effects. Consequences: This maneuver can be used once per day.

Tremorsense Master (R4), Perception (Touch) skill, Personal, Scene You can make Perception (Touch) skill checks in place of Perception (Spot) skill checks. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per day.

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Trumpet of Doom Master (R4), Perform (Wind Instruments) skill, Long, Persist Make a Perform (Wind Instruments) skill check vs. up to 5 target’s Endurance (Mental) check. On a success, the target must move away from you at its base movement speed and takes a +4 penalty to all actions until it makes a successful Endurance (Mental) check (Diff 17). Consequences: This maneuver can be used once per day.

Tunnel Master (R4), Diff 20, Athletics (Burrow) skill, Personal, Scene Make an Athletics (Burrow) skill check. On a success, you create a tunnel large enough to pass through that stretches as long as your Burrow speed. Other individuals can safely use the tunnel you have created. The tunnel remains for the scene or until it is filled in or collapsed. You must have suitable means to burrow through the tunnel in which you make a tunnel. Consequences: You can use this maneuver once a day.

Utter Silence Master (R3), Diff 20, Stealth (Move Silently) skill, Personal, Persist Make a Stealth (Move Silently) skill check. On a success, you cannot be detected with a Perception (Listen) skill check. Consequences: This maneuver can be used once per day.

Vanish from Plain Sight Master (R4), Diff 20, Stealth (Hide) skill, Personal, Persist Make a Stealth (Hide) skill check. On a success, you cannot be detected by a Perception (Spot) skill check. Consequences: You can use this maneuver once a day.

Waylay Master (R4), Deception (Ambush) skill, by Weapon, Persist Make a weapon attack with a +5 bonus. On a hit, you deal 1 wound. The target is stunned (no actions) until the target makes a successful Endurance (Fortitude) check (Diff 17). Consequences: You take a wound. You can use this maneuver once a day.

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GGrraanndd MMaasstteerr MMaanneeuuvveerrss ((RRaannkk ++55))

Adamant Grand Master (R5), Diff 23, Persuasion (Diplomacy), Personal, Scene Make a Persuasion (Diplomacy) skill check. On a success, you take 2 less (resolve) wounds from Persuasion attempts This maneuver stacks with Headstrong. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You can use this maneuver once a day.

ArrowWing Grand Master (R5), No card, Athletics (Fly), Personal, Permanent Your Fly movement rate increases by +1 step. This maneuver stacks with SwiftWing. This maneuver does not count as an action. You can use another maneuver in the same round.

Axe Mastery Grand Master (R5), Any Card, Weapon Group (Axe) skill, Personal, Instant When using axes, you treat “♣” cards drawn for attack or damage as having the “♦” suit. Also, your axe attacks deal +1 wound on a hit. This maneuver does not count as an action. You can use another maneuver in the same round.

Backlash Grand Master (R5), Diff 23, Endurance (Physical), Long, Persist Select an element (acid, cold, electricity, fire, necrotic, poison, radiant or sonic) when you take this maneuver. Make an Endurance (Physical) skill check. On a success, when you are targeted by an attack against Endurance (Physical), you take 2 less wounds and if you make your check (and are in range); the attacker takes 1 wound of the element you chose. This maneuver takes no action. It can be used on an opponent’s turn. Consequences: You take a wound. This maneuver can be used once per day. You can expend this maneuver to negate all damage from a single source and the target takes an amount of elemental damage equal to what they would have caused instead.

Behead Grand Master (R5), Card: King+, Weapon Group skill (♦ Weapons only), Personal, Instant Make a weapon attack. On a success, the target takes 12 wounds. Consequence: You take a wound. This maneuver can be used once per day.

Blade Mastery Grand Master (R5), Any Card, Weapon Group (Blade) skill, Personal, Instant When using blades, you treat “♣” cards drawn for attack or damage as having the “♦” suit. Also, your blade attacks deal +1 wound on a hit. This maneuver does not count as an action. You can use another maneuver in the same round.

Break Spirit Grand Master (R5), Persuasion (Torture) skill, Close, Instant Make a Persuasion (Torture) skill check against a target’s Endurance (Fortitude) check. On a success, the target takes 12 (resolve) wounds. Consequences: You take a wound. This maneuver can be used once per day.

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Club Mastery Grand Master (R5), Any Card, Weapon Group (Club) skill, Personal, Instant When using club, you treat “♦” cards drawn for attack or damage as having the “♣” suit. Also, your club attacks deal +1 wound on a hit. This maneuver does not count as an action. You can use another maneuver in the same round.

Concession Grand Master (R5), Persuasion (Diplomacy), Extreme, Day Make a Persuasion (Diplomacy) skill check vs. a target’s Endurance (Mental) skill check. On a success, the target takes 5 (resolve) wounds. The target also suffers a +4 penalty to all actions until a successful Endurance (Mental) check (Diff 20). Consequences: You take a wound. This maneuver can be used once per day.

Cohort Grand Master (R5), Persuasion (Diplomacy), Extreme, Day Make a Persuasion (Diplomacy) skill check vs. a target’s Endurance (Mental) skill check. On a success, the target becomes an ally until it makes a successful Endurance (Mental) skill check (Diff 20). The target can perform one check a scene. Consequences: You take a wound. This maneuver can be used once per day.

Craft Superior Item Grand Master (R5), Diff varies, Craft skill (Any), Adjacent, Special Make a Craft skill check against the item’s creation Difficulty. On a success, you create a Superior quality item at x160 normal cost. The item gains a +5 equipment bonus. Consequences: You take a wound. You can only craft one superior item at a time, and no more than once per day.

Cycle of Nature Grand Master (R5), Diff 23, Spellcraft (Divine), Special, Special Make a Spellcraft (Primal) skill check. On a success, when your animal companion or a summoned animal is slain, it returns as an animal one spell circle lower (or a lesser creature of the same rank, if an animal companion). The returned animal is returned at full wounds. Consequences: You take a wound. This maneuver can be used once per day.

Emperorùs Decree Grand Master (R5), Knowledge (Nobility) skill, Extreme, Scene Make a Knowledge (Nobility) skill check against a target’s Endurance (Mental) check. On a success, the target will act on verbal commands you give as if you were a trusted leader until the target makes a successful Endurance (Mental) skill check (Diff 20). Consequences: You take a wound. This maneuver can be used once per day.

Entitlement Grand Master (R5), Persuasion (Diplomacy) skill, Extreme, Scene Make a Persuasion (Diplomacy) skill check against a target’s Endurance (Mental) check. On a success, the target will perform a favor that you request until it makes a successful Endurance (Mental) check (Diff 20). Consequences: This maneuver can be used once per day.

Epic Grand Master (R5), No card, Any 5 subskills, Personal, Permanent You add a “♣”, “♦”, “♥” and “♠” Ace and two Jokers to your personal deck. The maneuver does not take an action and can be used in the same turn with other maneuvers.

Fleet of Foot Grand Master (R5), No card, Athletics (Run), Personal, Permanent Your Land movement rate increases by +1 step. This maneuver stacks with Quicken Pace. This maneuver does not count as an action. You can use another maneuver in the same round.

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For Love Grand Master (R5), Persuasion (Seduce) skill, Extreme, Persist Make a Persuasion (Seduce) skill check against a target’s Endurance (Mental) check. On a success, the target will act on verbal commands you give as if you were a trusted friend and you gain a +8 bonus to Persuade skill checks involving the target. Consequences: You take a wound. This maneuver can be used once per day.

Frightening Display Grand Master (R5), Any Card, Persuasion (Intimidate) skill, Extreme, Scene Make a Persuasion (Intimidate) skill check vs. target’s Endurance (Mental) check. On a success, the target performs one of the following, as chosen by you: moves away at its base speed until it makes a successful Endurance check (Diff 20) OR target takes 3 (resolve) wounds OR target takes a +5 penalty to all actions until a successful Endurance (Mental) check (Diff 20). Consequences: This maneuver can be used once per day.

Gift Grand Master (R5), Diff 23+, Persuasion (Haggle) skill, Adjacent, Instant Make a Persuasion (Diplomacy) skill check. On a success, you can obtain a mundane item of up to 65 gp value for free. If you increase the Difficulty by +1, you can increase the value of the item by up to 5 gp. Consequences: You take a wound. This maneuver can be used once per day.

Hostile Mind Grand Master (R5), Diff 23, Endurance (Mental), Long, Persist Make an Endurance (Mental) skill check. On a success, when you are targeted by an attack against Endurance (Mental), if you make your check and the target is in range, the attacker takes 1 wound. This maneuver takes no action. It can be used on an opponent’s turn. Consequences: This maneuver can be used once per day.

Iron Rune Grand Master (R5), Spellcraft (Runecasting) skill, Personal, Permanent Choose a Rune you know when you take this maneuver. Your chosen Rune has unlimited charges.

Lasting Breath Grand Master (R5), Endurance (Fortitude) skill, Personal, Special You can hold your breath for 3x the normal amount of time. This maneuver stacks with deep breath. Consequences: This maneuver can be used once per scene.

Lay Out Grand Master (R5), Card: King+, Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 3 wounds. Target is also disarmed, knocked prone and stunned until the target makes a successful Endurance (Fortitude) check (Diff 20). Consequence: You take a wound. This maneuver can be used once per day.

Leap of the Clouds Grand Master (R5), Diff 23, Any Card, Athletics (Jump), Personal, Persist Make an Athletics (Jump) skill check. On a success, you can Jump your base movement rate with a +2 step bonus. Consequence: This maneuver can be used once per day.

Lunging Strike Grand Master (R5), Athletics (Run) skill, by Movement Rate/Weapon, Instant You can move your current move speed then make a weapon attack. On a success, deal 1 wound. After the attack, you can move your current speed. The move actions from this maneuver do not count as your move action for the round. Consequences: You take a wound. This maneuver can be used once per day.

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Maim Grand Master (R5), Card: King+, Weapon Group skill, by Weapon, Persist Make a weapon attack. On a success, the target takes 3 wounds and draws an extra card from the top of your deck and compares it to the difficulty to deal an extra wound. The target takes a +5 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This maneuver can be used once per day.

Major Discount Grand Master (R5), No Card, Persuasion (Haggle), Personal, Permanent You gain a 25% discount on all purchases you make. This maneuver takes no action. You can use another maneuver in a round. This maneuver stacks with Minor Discount and Discount.

Grand Master Grand Master (R5), Any 5 skills, Personal, Permanent You can play three cards from your hand of the same value (three pair) as if they were a Ace. You cannot use community cards with this maneuver. This maneuver does not take an action. You can use this maneuver in the same round with another maneuver.

Master Craftsman Grand Master (R5), Diff varies, Craft skill (Any), Personal, Permanent Item you craft are worth +25% of their normal value (add in item quality modifiers before adding this modifier). This maneuver does not take an action. You can use other maneuvers in a round with this maneuver.

Maximum Lift Grand Master (R5), Athletics (Lift) skill, Personal, Scene Make an Athletics (Lift) skill check. You can lift 5x your normal weight load result. Consequences: This maneuver can be used once per day.

Mysterious Personage Grand Master (R5), Diff 23, Persuasion (Gather Information) skill, Personal, Day Make a Persuasion (Gather Information) skill check. On a success, Divination spells and Gather Information skill checks automatically fail against you. Consequences: You take a wound. This maneuver can be used once per day.

Otherworldly Answers Grand Master (R5), Diff 23+, Knowledge (Planar), Personal, Instant Make a Knowledge (Planar) skill check. On a success, you can ask the game master two questions, which must be answered truthfully. Consequences: You take 2 (necrotic) wounds. The wounds will not heal for 2 days. This maneuver can be used once per day.

Over-extend Grand Master (R5), Card: King+, Weapon Group skill, by Weapon, Instant Make a weapon attack. You play one card; all opponents share the same Defense and Resistance card. On a success, you deal 3 wounds to up to 5 opponents. Draw an extra card to deal an extra wound to each opponent. Consequences: You take a wound. This maneuver can be used once per day.

Payment of Blood Grand Master (R5), Diff 23, Spellcraft (Arcane) skill, Adjacent, Persist Choose a target that is stunned, unconscious or otherwise restrained. Make a Spellcraft (Arcane) skill check. On a success, any spells you cast that deals wounds to you instead deal wounds to the target. If the target has insufficient wounds, you pay any remainder. Consequences: This maneuver can be used once per day.

Perfect Armor Piercing Grand Master (R5), Any card, Weapon Group skill, by Weapon, Scene Make a weapon attack. You ignore 4 points of Armor bonus and/or Armor skill. If you hit, you deal 3 wounds. Consequences: This maneuver can be used once per day.

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Perfect Avoidance Grand Master (R5), Any card, Diff 23, Acrobatics (Tumble) skill, Personal, Scene Make an Acrobatics (Tumble) skill check instead of an Armor check when you are attacked. On a success, you take no damage and the target takes a wound. You gain a +5 bonus to Defense. Consequences: This maneuver can be used once per day.

Perfect Disarm Grand Master (R5), Any card, Weapon Group skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 3 wounds and drops an item. The target cannot retrieve the item until it makes a successful Endurance (Fortitude) check (Diff 20). Consequences: This maneuver can be used once per day.

Perfect Entangle Grand Master (R5), Any Card, Weapon Group skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 3 wounds and can take no other action than attempt to get free. The target is immobilized until it gets free with a successful Acrobatics (Escape) or Athletics (Lift) check Diff 20. If you persist this maneuver on an opponent who has not gotten free, you deal a wound. Consequences: This maneuver can be used once per day.

Perfect Parry Grand Master (R5), Any Card, Evade skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 3 wounds. You gain a +5 bonus to your Defense. Consequences: This maneuver can be used once per day.

Perfect Returning Weapon Grand Master (R5), Any Card, Weapon Group skill, by Weapon, Instant Make two attacks against the same target with the same piece of ammunition. On a hit, the target takes 3 wounds. The weapon returns to your hand after the attack. You can only use this maneuver with weapons that have the Returning special ability. Consequences: This maneuver can be used once per day.

Perfect Shieldbreaker Grand Master (R5), Any Card, Weapon Group skill, by Weapon, Scene Make a weapon attack. You ignore 4 points of Shield bonus and/or Shield skill. If you hit, the target takes 3 wounds. Consequences: This maneuver can be used once per day.

Perfect Trip Grand Master (R5), Any Card, Weapon Group skill, by Weapon, Scene Make a weapon attack. On a success, the target takes 3 wounds and is knocked prone. The target cannot stand until it makes a successful Endurance (Fortitude) check (Diff 20). Consequences: This maneuver can be used once per day.

Perfect Whirling Strike Grand Master (R5), Any Card, Weapon Group skill, by Weapon, Scene Make a weapon attack. On a success, the target takes an additional 2 wounds and the target is disarmed OR knocked prone OR takes a -2 penalty to Shield bonus against the next attack OR takes a -2 penalty to Armor bonus on the next attack. Consequences: This maneuver can be used once per day.

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Personal Experience Grand Master (R5), No Card, Perform (Debate or Oratory) skill, Personal, Permanent When making a Persuasion attempt, you deal +1 (resolve) wound on a success. This maneuver does not count as an action. You can use another maneuver in the same round. This maneuver stacks with Anecdote.

Plummeting Strike Grand Master (R5), Athletics (Fly) skill, by Movement Rate/Weapon, Instant You can Fly your current move speed then make a weapon attack. On a success, deal 3 wounds. After the attack, you can move your current speed. The move actions from this maneuver do not count as your move action for the round. Consequences: You take a wound. This maneuver can be used once per day.

Prone Fighting Grand Master (R5), Any Card, Acrobatics (Balance) skill, Personal, Scene You do not suffer a disadvantage when performing actions while prone, grappled or swallowed. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: This maneuver can be used once per day.

Sacrifice Grand Master (R5), Diff 23, Spellcraft (Arcane) skill, by Spell, Persist Make a Spellcraft (Divine) skill check. On a success, your spells heal +3 wounds. This maneuver does not count as an action. You can use another maneuver in the same round. If you use a spell that does not heal wounds, you can choose to have it heal 3 wounds. Consequences: You take a wound. This maneuver can be used once per day. You can expend the spell to heal all wounds on a single target.

Seize Initiative Grand Master (R5), Diff 23, Knowledge (Strategy) skill, Extreme, Scene Make a Knowledge (Strategy) skill check. On a success, you win initiative for the scene. Up to 5 additional allies gain a +5 bonus to initiative. You and the targeted allies gain a +2 bonus to all skill checks. This maneuver does not count as an action. You can use another maneuver in the same round. Consequences: You take a wound. This maneuver can be used once per day.

Spear Mastery Grand Master (R5), Any Card, Weapon Group (Spear) skill, Personal, Instant When using spears, you treat “♥” cards drawn for attack or damage as having the “♠” suit. Also, when you hit with a spear, you deal +1 wound. This maneuver does not count as an action. You can use another maneuver in the same round.

Spell Specialization Grand Master (R5), No Card, Spellcraft (Any), Personal, Permanent Choose a school of magic when you select this maneuver. When using a spell, reduce the required activation face card by one step, as shown on the table below. This maneuver does not count as an action. You can use another maneuver in the same round.

Card Spell Circle 0th-1st No card* 2nd-3rd Any card 4th-5th Spell suit+ 6th-7th Jack+ 8th-9th Queen+

* If your Magic Aptitude + Spellcraft Ranks + Other bonuses is high enough to match or beat the spell’s casting difficulty, you can cast the spell without using an action or a card to activate it.

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Summon Outsider Grand Master (R5), Diff 23+, Knowledge (Planar), by Spell, Persist Select an extraplanar creature when you take this maneuver. Make a Knowledge (Planar) skill check. On a success, you summon the selected extraplanar creature to a Close distance from you. The target remains until slain or the maneuver ends. Consequences: You take a wound. This maneuver can be used once per day.

Outsider’s Highest Ranked Skill

Number Summoned

Rank 1 5 Rank 2 3 Rank 3 2 Rank 4 1 Rank 5 1 (Diff 25)

Tunneler Grand Master (R5), Athletics (Burrow), Personal, Permanent Your Burrow movement rate increases by +1 step. You can leave behind tunnels other can use, if you desire. This maneuver stacks with Quick Burrow. This maneuver does not count as an action. You can use another maneuver in the same round.

Wallcrawler Grand Master (R5), Athletics (Climb), Personal, Permanent Your Climb movement rate increases by +1 step. This maneuver stacks with Quick Climb. This maneuver does not count as an action. You can use another maneuver in the same round.

Wasted Attack Grand Master (R5), Diff 23, Deception (Ambush), Extreme, Persist The target directs his attack(s) at another target you choose (including himself) until the target makes a successful Knowledge (Strategy) skill check (Diff 20). This maneuver can be used during an opponent’s turn. Consequences: You take a wound. This maneuver can be used once per day.

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CChhaapptteerr 33 -- SSppeellllss Spells are essentially pre-selected

special actions that certain characters can play to replicate “magical” effects. While some of the higher circle spells can be more powerful than what can accomplished with a mere warrior on a battlefield, magic also takes a toll on the mind – and in some cases the body of those who cast the mightiest of spells.

TTyyppeess ooff MMaaggiicc There are five main types of magic

described here. These are not the only types; different professions and specialties over the years have cropped up that have divided magic differently, but usually they are subsets or different mixing of the main four.

AArrccaannee Arcane magic draws on latent forces

that lie unseen that define the laws of reality. By tweaking these laws to allow the impossible to become reality, magic is brought into existence. However, tweaking reality has a significant cost – an escalating cost as the change in reality has a more powerful effect. At the highest end of the cost is the returning of life to the injured or dead; the cost of life is generally life itself, in greater quantity than asked for - a cost few arcane casters can afford to pay.

Arcane spells cannot heal wounds, though it can grant temporary wounds.

DDiivviinnee Divine magic draws on the same source

as arcane magic, but much of the cost in power for shaping and “paying” for using such magic is paid for by immortal beings. While divine magic tends to be slightly less powerful than direct arcane magic, it has the advantage that immortal beings can easier pay the steep cost for life-saving magic, granting divine casters the ability to use magic for healing. Divine spells are poor attack spells and always deal 1 less wound than normal.

KKii Ki is a type of magic that sits firmly between arcane, divine and primal magic. Ki works by drawing on an inner reserve of power often described by practitioners as being called the “inner breath”. Unlike the circle and tier analogy most other magic uses, ki divides its magical power into magical focuses associated with parts of the body, known as chakras. Ki abilities are always “Self” only abilities; ki power cannot manifest beyond an individual’s own person. Likewise, they are always ♣Transmutation magic.

PPrriimmaall Primal magic draws on the

interconnected life force of beings. Whereas arcane magic tweaks the forces of reality, primal magic draws upon the might inherit on living things, and their ability to affect the world around them. Primal magic cannot quite muster “something from nothing” like arcane and divine magic, but can access the multitude of creation for spells that are just as dangerous as the natural forces of the world. Primal magic can also access life magic, drawing a small amount of life from across creation to focus the energy into one being. The drawing out of life from others is generally displaced to so many creatures its effect is not noticeable. It also has the drawback of being unable to return life to the dead.

Because primal spells draw on the life force of living things, it can never produce Necromancy effects.

RRuunneeccaassttiinngg Runecasting is a primitive form of

arcane spellcasting. The alterations to the rules of reality are bound into script which is carved into surfaces resistant or impervious to the backlash created by manipulating reality. While materials that bind runecarved spells can take significant punishment, they lack the intelligence to manipulate the more chaotic aspects of disturbing reality, limiting them to more subtle magics. However, since the material runes are bound into cannot be slain, they can be used to draw upon life-giving magic, though not of the level to raise the dead to life.

Runes that involve necromancy, conjuration, illusion or transmutation effects are one circle higher than normal as runes, without

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the benefits of the increase in circle. Runes cannot animate or return life to the dead.

SSoouurrcceess ooff MMaaggiicc Beyond the various ways magical

effects are grouped, there are a wide variety of ways in which magic is invoked. In most cases the differences are strongly tied to the belief of how magic works; while two casters can produce identical effects, how they arrive at those effects can be vastly different. The more popular forms of “casting” magic are listed below.

CChhaannnneelliinngg Considered the be the oldest form of

magic casting, channeling allows a mortal creature to tap the power of a immortal creature and “channel” magical power, like a conduit. Most channelers are priests to one of the many gods, though there are warlocks who bind themselves to elemental, fey, alien, or infernal beings to access magic. In these latter cases, the binding to an immortal power may not be a direct link, but instead access through a pact or bond put into place by the immortal being long ago. Such pacts are accessible by those who learn the secrets of the contract and abide by its rules and clauses.

The downside to these pacts is often that the wielder of such power offers their service (or servitude) to whatever power granted them their magical ability in life.

Divine and Primal magic generally are channeled spells.

RRuunneeccaassttiinngg By inscribing the power of magic into

durable objects such as stones, tablets, trees or metal plaques - objects strong enough not to shatter under the stress of holding the letters of magic. Thus inscribed, magic radiated from the item, providing a constant magic effect according to what had been written or carved into the material. The problem with runecasting was that any spell took time to activate as it had to be carved into a resilient source. Second, the long, complex formulas were forced to be carved into objects that were rarely mobile. Finally, once activated, there was no “off” switch to the spell, unless the object in which it was inscribed was shattered, destroyed or somehow wiped clean of the runes.

Runecasting is the primary method of using Rune magic.

SSoorrcceerryy Sorcery is the innate power of a being

to accomplish magic. A sorcerous being does not need to memorize a cryptic formula nor write down arcane words into objects to manifest spells. Like the gods themselves, sorcerers can draw upon the might of magic with a thought. While the mortal frame cannot long support the channeling of such power through its system, in short bursts and with proper training, a sorcerer can produce powerful and wondrous effect to match any wizard. Overall, sorcery among the mortal races is fairly new and rare; for ages the way of Wizardry and Runecasting ruled arcane casting. The primary downside to sorcery is both its often explosive nature that can quickly get out of control and the fact that one is born with the talent of sorcery, or never possesses it. Even those who possess the talent of sorcery sometimes never learn to properly trigger their ability, and thus never come to recognize the innate talent they may have had all along.

Sorcery usually employs Arcane spells, with some elements of Primal spells. It is also how ki magic is employed.

WWiizzaarrddrryy This is among the most popular method

through which magic is brought into being. By studying and memorizing arcane and complex formulas, wizards trap the magic of a spell within their mind to be unleashed by completing the formula through word, gesture or with a material component. Wizardry is the second oldest form of using magic, just behind Runecasting. The advantage over runecasting was that the spell did not need to be inscribed, and the incomplete formulas could be inscribed into less durable materials such as books or scrolls, or even tattoos inscribed into the flesh of the caster.

Wizardry usually employs Arcane spells, with some elements of Rune magic.

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LLeeaarrnniinngg SSppeellllss aanndd RRuunneess Spellcasters start out with a handful of

spells they have already learned. A character’s starting number and the circle of the spells is determined by their starting class. Starting characters do not have access to the Third tier (7th-9th circle spells) at character generation.

As the character travels and studies, he may learn additional spells as he encounters them, either by seizing them from enemy spellbooks, trading with other spellcasters for the formulas or by experimenting and studying to recreate known formulas or fashion new spells.

A spellcaster cannot know more than 1 spell per point of Magic Aptitude ability score per circle. For example, a character with a Magic Aptitude of 4 can know up to 4 spells of the 0th circle, 4 spells of the 1st circle and so on up to 4 spells of the 9th circle. If a character attempts to exceed this total, he must “forget” a spell of the same level to add the new spell to his list of known spells.

SSeeiizziinngg SSppeellllss After defeating an enemy spellcaster,

characters might be lucky enough to find a written record of the spells the caster knew. Adding the new spell to the character’s repertoire, however, is not automatic. The character must still expend experience to add the spell to the list of spells he knows. If the character does not add the spell to his known list, he can still use the captured spellbook as if each spell within were a scroll, though this use destroys the individual spell after use.

See the Running the Game chapter for information on the experience cost and time it takes to add a new spell to the character’s spell list.

TTrraaddiinngg//BBuuyyiinngg SSppeellllss Characters might possibly purchase

spells from other individuals, who either personally train the caster to cast the new spell, or provide a manual or other guide for using the spell. Most spellcasters are judicious and even miserly in the sharing of magical knowledge, and may only part with the knowledge for vast sums of gold, favors or magical paraphernalia in return. On average, a single spell costs the equivalent of 50 gp per circle, squared. Thus, a 1st circle spell might cost about 50 gp, whereas a 9th circle spell is likely to command a price of

4,050 gp – or more likely favors or magical gear of similar value.

Like seizing a spell, a character does not automatically add the spell to their known spell list and must instead spend experience and take time to study the spell to add the spell to their known spell list. See the Running the Game chapter for information on the experience cost and time it takes to add a new spell to the character’s spell list.

RReesseeaarrcchhiinngg SSppeellllss There are times when a spellcaster may

desire to perform independent research to learn existing or new spells without having to turn to others.

If a spellcaster has a fully-stocked library or access to such a research library, they may research a spell as if they were using a craft skill, utilizing their Spellcraft skill to make the check. The base difficulty to successfully research a spell is equal to 10 + the circle of the spell.

0th circle spells are considered “common” items for purposes of researching.

First Tier spells are considered “average” items for purposes of researching.

Second and Third Tier spells are considered “masterwork” items for the purposes of researching.

Successfully researching a spell does not automatically add the spell to the character’s spell list, though it does allow them to craft a one-use scroll of the spell. If the character wishes to add the spell permanently to his collection, he must spend experience to add it to his list (the crafting time replaces the normal learning time of the spell).

See the Running the Game chapter for information on the experience cost and time it takes to add a new spell to the character’s spell list.

RRuunneeccaassttiinngg Runecasters have their own list of

spells, but must inscribe their spells into an object for them to take effect. The more powerful the spell, the bigger and stronger the object needs to be.

CCrreeaattiinngg AA RRuunnee Objects to be inscribed with runes are

always masterwork items to begin with. Once

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the item has been fashioned, it is enchanted using a Spellcraft (Runecasting) check with a difficulty of 10 + circle of the rune. If successful, the item contains the rune’s power, and can be used as if a spell by the runecaster or anyone properly trained in the use of runes.

Runes that involve necromancy, conjuration, illusion or transmutation effects are one circle higher than normal, without the benefits of the increase in circle.

UUssiinngg aa RRuunnee Unlike a magic item, a rune-object can

be used over and over, and only by a runecaster or other individual who knows how to properly activate the rune (i.e., makes a successful Spellcraft (Runes) skill check). All runes are charged, and by the core rules start with 50 charges each.

However, with the expanded rules include here, it is suggested that a given rune start with a number of charges as shown on the table below, based on the character’s ranks in Spellcraft (Runecasting).

Rank 0th –

1st circle

2nd – 3rd

circle

4th – 5th

circle

6th – 7th

circle

8th – 9th

circle 1 5 - - - - 2 10 5 - - - 3 15 10 5 - - 4 20 15 10 5 - 5 25 20 15 10 5

A rune is activated by the runecaster

touching or grasping the rune and speaking the word of power the rune represents. The magic of the rune then channels through the runecaster exactly like a spell. A rune may be activated round after round, except where restricted in the spell description.

If the rune is a spell of a circle that causes wounds to the caster, the runecaster takes the indicated wound.

MMuullttiippllee CCooppiieess Because of the power of a rune, a

runecaster cannot normally maintain more than one copy of a given rune at a time. If he enchants another copy of a rune he already has in existence, the rune fades from the original copy when the second is activated.

DDeessttrrooyyiinngg RRuunneess Runes, as objects, can be destroyed.

Generally, a rune object has one wound point per circle of power of the rune. Second and third tier runes are usually so massive or made of material so resistant to damage that they ignore 1 wound/success as a second tier rune and 2 wounds/success as a third tier rune.

RReeaaddiinngg SSppeellll EEnnttrriieess

Spell Name Circle, Casting, School, Range, Duration Spell effects

CCiirrcclleess ooff PPoowweerr Spells are broken down into grades,

known as Circles of Power, or just “Circles”. Circles range in power from 0th up to 9th, with a theoretical 10th level (and above). 0th Circle Spells

Also referred to as cantrips or orisons, these are minor tricks that apprentices and acolytes learn as they start on the path to casting spells. Many 0th circle spells can be replicated with a few parlor tricks; their effects are very minor indeed. First Tier Spells

Spells of the 1st – 3rd circle are generally considered to be “safe” spells. They draw a minimal amount of magical power and can be used frequently without personal harm by skilled casters. Second Tier Spells

Spells of the 4th – 6th circle are sometimes referred to as “sacrifice” spells. These spells tax the spellcaster somewhat and their casting must be adjudicated judiciously to prevent the caster from injuring or incapacitating themselves from too much use too quickly.

Second tier spells can only be used once a scene, or approximately once every 15 minutes.

However, spells of the second tier can be used in desperation more than once a scene. Certain maneuvers allow you to cast spells of these circle at an ever-increasing cost of wounds. You can never cast a second tier spell more than 5 times in one scene (costing a total of 11

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wounds). If you do not have sufficient wounds left for an additional casting, you cannot try again that scene. You cannot expend extra wounds with a Rune. Note: The rules for additional casting are different here from the core rulebook. Third Tier Spells

The deadliest of the spells, known as Tempest magic, 7th-9th circle spells have powerful, fear-inspiring effects, but they can likewise quickly incapacitate or even kill the spellcaster with a single casting. Few spellcasters dare to unleash spells of this level more than once a day, and may spend days or weeks preparing a single casting of a spell of this circle.

Third tier spells can only be used once per day “safely”, and normally inflict at least one wound to the caster. No magic can prevent this wound damage, and it ignores temporary wounds. Many third tier spells allow you to expend extra wounds to affect extra targets or make the spell easier to cast. You can never expend more wounds that you currently have. You cannot expend extra wounds with a Rune.

Also, like second tier spells, third tier spells can be cast more often than once a day. Certain maneuvers allow you to cast these spells by sacrificing additional wounds. You can never cast a third tier spell more than 5 times in one day (costing a total of 15 wounds). You cannot expend extra wounds with Runes. Note: The rules for additional casting are different here from the core rulebook. 10th Circle (and Above)

Spells of the 10th circle and above are not meant for mortal hands. Only hinted at in theories and rituals, spells of this circle unleash magical might so powerful that they consume a mortal frame in the casting – often before the casting can be completed.

CChhaakkrraass Rank 1 (Base) Chakras

Powers of the first Chakra are associated with the feet and ankles and are known as “base” chakras. They are generally low-powered abilities that it is believed animals and other non-sentients are capable of drawing

on these sort of abilities for their own use – though not without practice or foreknowledge. Rank 2 (Elevated) Chakras

Chakras of the second rank are associated with the knees and elbows and are known as “elevated” chakras. Powers of this chakra and above are believed to only be wielded by bipedal, tool-wielding creatures – sentient creatures. Rank 3 (Midline) Chakras

Chakras of the third rank are associated with the hips and pelvic area, known as “midline” chakras. They are considered to be powers of base emotion and those that deal with maintaining and the balance of the body. Rank 4 (Enlightened) Chakras

Chakras of the 4th rank are associated with the chest, internal organs and most especially the heart. They are commonly referred to as “enlightened” chakras. Powers of this rank are associated with the first level of enlightenment – the ability to progress beyond the body’s own desires to understand and affect the plight of others. Despite the connotations, however, there are some who have used chakras of this rank for selfish or harmful purposes. Rank 5 (Heavenly) Chakras

The chakra powers of rank five are associated with the eyes and brain. These are considered to be the powers of true enlightenment, known as “heavenly” chakras, where one reaches beyond the frailty of the body and begins the journey into understanding the soul and the universe around the individual. Despite the heavenly connotation, chakras of even this level have been used for foul purposes as well as beneficent motives.

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CCaassttiinngg Att/Dam

Attack spells use your Magic Aptitude ability + appropriate Spellcraft skill + spell Attack value + card value against an opponent’s Defense ability + Evade skill + Shield + drawn card to determine if you successfully hit with the spell. To determine if the spell deals damage, make a Spellcraft skill + spell Damage value + card value against an opponent’s Resolve + Armor skill + Armor bonus + card drawn.

Based on the circle of the spell, an attack spell grants you a bonus to hit as shown below. The spell also inflicts the wounds indicated if successful. If you play a card to gain an additional success, the spell only causes one additional wound, regardless of the base wounds the spell inflicts. Att/Phys

Attack spells use your Magic Aptitude ability + appropriate Spellcraft skill + spell Attack value + card value against an opponent’s Defense ability + Evade skill + Shield + drawn card to determine if you successfully hit with the spell. To determine if the spell deals damage, make a Spellcraft skill + spell Phys value + card value against an opponent’s Resolve + Endurance (Physical) skill + card drawn.

Based on the circle of the spell, an attack spell grants you a bonus to hit as shown below. The spell also inflicts the wounds indicated if successful. If you play a card to gain an additional success, the spell only causes one additional wound, regardless of the base wounds the spell inflicts. Draw Card – you draw a card from the top of your deck and compare to the opponent’s Resolve to inflict an extra wound. Play Card – you can draw a card from the top of your deck or play a card from your hand to compare to the opponent’s Resolve to inflict an extra wound. Fort

Fortitude spells use your Spellcraft ability + Spellcraft skill + Fort bonus + card value against an opponent’s Resolve + Endurance (Fortitude) + drawn card to determine if you are successful with the spell.

Based on the circle of the spell, a Fort spell grants you a bonus to your casting as shown below. Resv

Resolve spells use your Spellcraft ability + Spellcraft skill + Resolve bonus + card value against an opponent’s Resolve + Endurance (Mental) + drawn card to determine if you are successful with the spell.

Based on the circle of the spell, a Resv spell grants you a bonus to your casting as shown below. Diff

A spell with a difficulty uses your Spellcraft ability + Spellcraft skill + card value to beat the difficulty of the spell to determine if you are successful.

The base difficulty of a spell is equal to 11 + 1 ½ per circle past the 1st circle, as shown on the master spell effects table. Rune have a difficulty -2 lower than normal.

SScchhoooollss ooff MMaaggiicc Spells have been analyzed and broken

down into eight major groupings.

Abjuration ♣ Spells of this school can best be described as protective or counter spells. Abjuration magic disguises creatures or objects from physical or magical detection or protect such things from mundane or magical harm. Abjuration is often described as the polar opposite of Divination. Conjuration ♥ There are two components to conjuration spells that almost makes them separate schools unto themselves. The first bit of conjuration deals with drawing of materials or energies from other places - often other planes. The other half of conjuration deals with the physical summoning of creatures - or their essences - to do the bidding of the caster. Spells that create objects from nothing or that channel healing energy to fix wounds fall into spells of the first part of conjuration, while spells that summon creatures from another plane or which bind spiritual essences to animate non-living objects are considered to be conjuration spells of

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the latter type. Conjuration is considered the polar opposite of Evocation.

Divination ♥ These spells deal with spells that reveal hidden knowledge. They also tend to be the most time consuming and physically draining to cast. Divination spells can be used to learn the properties of an item, to read the minds of other creatures, to see people, places or things in far away areas and in exceptionally rare cases to glimpse into the future or the past. Divination is often described as the polar opposite of Abjuration. Enchantment ♦ These are spells that bind the mind or physical shell of a creature. Unlike Transmutation, Enchantment does not make physical changes but either binds magical properties to an item without altering it, or subjects the mind to easy manipulation. Magical charms, the domination or possession of a creature or the affixing of a mystical magical aura to an individual fall under the realm of enchantment. Enchantment is often described as the polar opposite of Transmutation. Evocation ♠ Unlike many other spells, evocation spells are discerned by how they feel when cast. When speaking of clerical magic, these spells are often referred to as Invocation spells. Evocation spells draw upon a power within the caster often described as "welling power" - Invocations have a similar feeling, but instead of drawing upon inner power, they drawn upon faith or fill the caster with presence of a powerful entity within them lending them strength and power. Evocation spells tend to be flashy and deadly - spells often called “spells of Hate” for the strong negative emotions they drew upon as they were cast (casters of Invocations often describe a feeling of “righteous wrath” with their spells). Spells that unleash balls of fire, bolts of lightning or even arrows of pure force are all spells that fall into the evocation school of magic. Evocation is often described as the polar opposite of Conjuration. Illusion ♦ The spells of this school are spells that fool the senses - ghost-like images, phantom

sounds and even phantasms of the mind all fall into this school. While the low circle spells of this school are fairly harmless and easy to detect as fake, higher circles of spells become increasingly difficult to detect as fake and the falsehood that they project can kill those who fail to discern them as frauds. At the highest circles of illusion magic, it is possible to give life to dreams - and nightmares - bringing them to a certain degree of life. Illusion magic is considered the polar opposite of Necromancy. Necromancy ♠ The spells of necromancy call upon the negative forces of death and undead, as well as the power of the fleshy vessel. While not all necromancy is evil or bad, many of the spells that deal with undead and the powers of the undead have given the school a strongly negative connotation. Spells that reanimate dead tissue without repairing it, or kill such tissue are necromancy spells. Likewise, spells that bind dead spirits to once-living flesh or grant the caster the powers of undead creatures are also necromancy spells. Necromancy is considered the polar opposite of Illusion.

Transmutation ♣ Transmutation deals with the alteration of creatures and objects from one form to another. Where enchantment does not wrought a true physical change to enhance or bolster an individual, transmutation twists and rearranges a creature or item to - usually - make it better. Spells that shift the shape of one creature to another, spells that strengthen or toughen an individual are all spells that fall into the Transmutation school. Transmutation spells are considered the polar opposite of Enchantment spells.

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RRaannggee Personal

The spell only affects the caster.

Touch The spell only affects someone within

reach of the caster, or the caster himself.

Close The spell has a short range (about 30

feet), but can be used while facing melee opponents without penalty. This is the default range for 0th Circle spells.

Short

The spell has a slightly longer range (about 60 feet), but if used while in melee combat with an opponent, they gain a free attack against the caster. If the caster is hit, the spell fails to go off. This is the default range for First Tier spells.

Medium

The spell has a fairly good range (100 feet), but if used while in melee combat with an opponent, they gain a free attack against the caster. If the caster is hit, the spell fails to go off. This is the default range for Second Tier spells.

Long

The spell has an effective range of about 400 feet, but if used while in melee combat with an opponent, they gain a free attack against the caster. If the caster is hit, the spell fails to go off. This is the default range for Third Tier spells.

DDuurraattiioonn Instant

The spell resolves itself immediately. Wounds persist, but all other effects are gone by the time the spellcaster’s turn comes around, if not before. This is the default duration for any spell that deals damage and 0th circle spells.

Persist

The spell continues to function for a number of rounds equal to the value of a card the spellcaster discards from his hand or can be maintained from round to round if the spellcaster

takes a penalty to the difficulty of any spells he casts for the round equal to the circle of the spell he is persisting. This does not cost an action to maintain. You cannot persist more than one spell at a time. This is the default duration for First tier spells, except damage-dealing spells.

If you persist a spell that has a detrimental effect on an opponent (usually an enchantment spell), the target can shake the effect if they make a successful Endurance check. The difficulty needed to beat is based on spell level and listed below. The target may choose to draw a card off the top of their deck to attempt the Endurance check or play a card from their hand to resist the effect. Note that if the target plays a card from their hand to perform an Endurance check, they may be down a card if they perform any other action that requires playing a card that turn.

Most persisted spells deal an initial amount of damage. You add extra wounds from racial abilities, size, weapons and/or other abilities to these wounds. You do not deal these wounds of damage in succeeding rounds if the maneuver is persisted.

Some spells cause extra wounds of damage (usually 1 every other round) if persisted. You do not add extra wounds from racial abilities, size, weapons or other abilities to these wounds.

Note that if the target fails to successfully make the Endurance checks, the spell will still end after a number of rounds equal to the value of the card used to activate the spell (see the first paragraph).

Scene

The spell continues to work for the remainder of the scene or up to 15 minutes, without need for cards to be discarded to maintain the spell. You can discard a card from your hand to stop the spell during your turn. This is the default duration for Second and Third Tier spells, except damage-dealing spells.

Any spell with a duration of a scene automatically can only be used once a scene.

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Day The spell continues to work for an

entire day (24 hours), without need for cards to be discarded to maintain the spell. You can discard a card from your hand to stop the spell during your turn.

Any spell with a duration of a day automatically can only be used once a day.

RReeppeeaatteedd CCaassttiinngg You can freely cast spells of the 0th to

3rd circle at any time (provided you have a high enough Spellcasting skill). You can cast spells of the 4th to 6th circle only once a scene or 15 minutes, whichever is longer. You can only cast a spell of the 7th to 9th level circle once a day.

SSttaacckkiinngg EEffffeeccttss If a spell provides a bonus to an ability

or skill, you only gain the benefit of the spell that grants you the best bonus. For example, if you cast Strength of Heroes on someone twice, they only gain a +2 bonus to Melee Combat, not +4.

BBuuiillddiinngg SSppeellllss Spells are built by adding different

effects together. Example effects are listed below. The game master can create more and assign their attributes as desired, using the examples below.

Normally, a spell only applies one special effect. For each additional effect you wish to apply, increase the circle of the spell by 2. You normally can’t apply the same effect more than once. A second tier spell can add one extra effect without increasing the difficulty. A third tier spell can add two extra effects without increasing the difficulty.

The school of magic in parentheses indicates which school is associated with the special effect. Spells opposed to the school in parentheses cannot use the effect. For example, you could not add Charm to a Transmutation spell, as it opposes Enchantment.

SSkkiillll LLeevveell There are multiple skill levels you can

have with a skill, which limit what sort of special actions you can take.

Unskilled (No Ranks) You have no skill with magic at this

level. If you have a spellbook or scroll nearby, you might be able to get a spell off with sheer luck. Mechanics: You cannot cast a spell without first discarding a Joker. Initiate (0 Ranks)

This is the most basic level of proficiency of skill. At best, you can cast 0 circle spells, with some difficulty. Mechanics: You can cast 0 circle spells using a face card, Ace or Joker. Novice (Rank 1)

At this level, you are skilled enough to cast 0th circle spells, and can cast 1st circle spells with some difficulty. Mechanics: You can cast 0th circle spells using any card. You cannot cast 1st circle spells using a Jack or higher card.

NPCs/creatures can only cast 0th circle spells – one 1x/scene. Apprentice (Rank 2)

At this level, you are proficient at First Tier spells, though higher Tier spells are beyond your reach. Mechanics: You can cast 0th circle spells using any card. You can cast a 1st circle spell using a Jack or higher face card. You can cast 2nd circle spell by using a Queen or higher card, and you can cast 3rd circle spells by using a King or higher card. You cannot cast Second or Third Tier (4th-9th circle) spells. NPCs/creatures can cast 0th circle spells with any card and can use one spell of the First Tier (1st-3rd circle) once per scene or with the use of a Jack+ card from their hand (if they have one). Journeyman (Rank 3)

At this level, you can effortlessly cast First Tier spells and Second Tier spells with some difficulty, though Third Tier spells are beyond your reach. Mechanics: You can cast a 0th circle spell with any card. You can cast a 1st or 2nd circle spells with any card of the same suit as the spell, or with any suit face card. You can cast 3rd-4th circle spells with a Jack or higher card. You can cast 5th circle spells with a Queen or higher. You

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can cast 6th circle spells with a King or higher. You cannot cast Third Tier (7th-9th circle) spells. NPCs/creatures can cast 0th circle spells with any card and can use one spell of the First Tier (1st-3rd circle) once per scene or with the use of a Jack+ card from their hand, and can use one spell of the Second Tier (4th-6th circle) once per scene or with the use of Queen+ card from their hand (if they have one). Master (Rank 4)

At this level, you can cast all spells of all Tiers, though Third Tier spells are still difficult to succeed at. Mechanics: You can cast 0th–1st circle spells with any card. You can cast 2nd-3rd circle spells with a card that matches the spell’s school. You can cast 4th-5th circle spells with a Jack or higher, 6th-7th circle spells with a Queen or higher. You cannot cast 8th or 9th circle spells. NPCs/creatures can cast 0th circle spells with any card and can use one spell of the First Tier (1st-3rd circle) once per scene or with the use of a Jack+ card from their hand. They can use one spell from the Second Tier (4th-6th circle) once per scene or with the use of a Queen+ from their hand. They can cast one spell from the Third Tier (7th circle) once per scene or with the use of a King+ from their hand. Such NPCs/creatures do not have access to 8th or 9th circle spells. Grand Master (Rank 5)

At this level, you are one with magic, and practically no spell is beyond you, though Second and Third Tier spells are still slightly taxing. Mechanics: You can cast 0th-1st circle spells with any card. You can cast 2nd-3rd circle spells with a card that matches the school of the spell. You can cast 4th-5th circle spells with a Jack or higher face card. You can cast 6th-7th circle spells with a Queen or higher face card. You can cast 8th-9th circle spells with a King or higher face card. NPCs/creatures can cast 0th circle spells with any card and can use one spell of the First Tier (1st-3rd circle) once per scene or with the use of a Jack+ card from their hand. They can use one spell from the Second Tier (4th-6th circle) once per scene or with the use of a Queen+ from their hand. They can cast one spell from the Third Tier (7th-9th circle) once per scene or with the use of a King+ from their hand.

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SSppeellll AAbbiilliittiieess Ability Boost (Transmutation): You grant a

bonus to a single Primary ability score. You can grant a +1 bonus per 2 circles of the spell. When you boost an ability score, it does not affect Secondary or Tertiary abilities. An ability boost stacks with a Skill boost.

Area Effect (Conjuration): The spell affects creature or objects that start or enter the affected area, as shown below. If you wish to deal damage in the area, you must purchase it as an extra Special Effect, and the base damage is shown below.

Tier Damage Area 0th - -

First 1 wound Close Second 1 wound + draw card Short Third 2 wounds Medium

Charm (Enchantment): You make the target

friendly towards you. If you or an ally attacks the target, the spell is broken. This spell has a base Duration of Persist, regardless of tier.

Combat Boost (Enchantment): You can grant

a bonus to Melee Combat, Ranged Combat or Spellcasting. You can grant a +1 bonus per 2 Circles of the spell. A combat boost stacks with a Skill boost.

Deal Damage: The spell inflicts damage as shown. You can double the damage at the cost of two extra special effects. This spell always has a base Duration of Instant, regardless of tier.

Decrease Duration (All): You can decrease the duration of a spell to increase Range, remove a consequence or decrease the circle of the spell by -1. Durations go from Instant, Persist, Scene to Day. You cannot remove consequences based on a spell’s Tier.

Decrease Range (All): You can decrease the range of a spell to increase Duration, remove a consequence or decrease the circle of the spell by -1. Ranges go from Touch, Close/Short, Medium to Long.

Defense Boost (Abjuration): You can grant a bonus to the Defense, Resistance or Resolve ability. You can grant a +1 bonus per 2 circles of the spell. A Defense boost stacks with a Skill boost.

Draw Extra Card (Enchantment): As a special effect, once during the spell’s duration, the target can draw an extra card

and compare it to the difficulty of the action he is attempting for an extra success. Or, a number of cards can be drawn to create a special hand that the caster can use to play for his actions or opponent actions, even when such action would require the card being drawn from the top of a deck, instead of a hand. The number of extra cards that can be

Circle Attack bonus

Damage bonus

Extra Wounds

Resist/ Resolve bonus

Casting Difficulty

Difficulty to Resist

Ability Score Boost/ Equivalent

Skill Boost (General/ Specific)

0th +5 +0 1 +0 11 9 +0 / 1 pt. +1/+1 1st +4 +1 1 + draw card +1 12 9 +0 / 1 pt. +1/+2 2nd +4 +1 2 +1 14 11 +0 / 2 pt. +2/+3 3rd +3 +2 2 + draw card +2 15 12 +1 / 3 pt. +2/+4 4th +3 +2 3 +2 17 14 +1 / 4 pt. +3/+4 5th +2 +3 3 + draw card +3 18 15 +1 / 5 pt. +3/+5 6th +2 +3 4 +3 20 17 +2 / 6 pt. +4/+5 7th +1 +4 4 + draw card +4 21 18 +2 / 7 pt. +4/+6 8th +1 +4 5 +4 23 20 +2 / 8 pt. +5/+6 9th +0 +5 5 + draw card +5 25 22 +3 / 9 pt. +5/+7

Spell Circle

Base Range

Base Duration

Special Effects

Bonus

0th Close Instant 1 - 1st Short Persist 1 - 2nd Short Persist 1 +1 Range or Duration 3rd Short Persist 1 +2 Range or Duration 4th Medium Scene 2 - 5th Medium Scene 2 +1 Range or Duration 6th Medium Scene 2 +2 Range or Duration 7th Long Scene 3 - 8th Long Scene 3 +1 Range or Duration 9th Long Scene 3 +2 Range or Duration

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draw is based on the spell’s circle.

Circle Extra cards

0th - 1st-2nd 1 3rd-4th 2 5th-6th 3 7th-8th 4 9th 5

Dominate (Enchantment): When it is the

opponent’s turn, you choose the target’s action, and play cards from your own hand to determine the success of that action. This spell always has a base Duration of Persist, regardless of tier. To use this effect, you must first apply a condition that causes the target to lose one or more actions on its turn, which you perform instead.

Energy Attack (Evocation): As a special effect, your attack deals energy damage (acid, cold, electricity, fire, force, necrotic, radiant). Each energy type adds the following special effect that generally lasts until a Endurance (or Armor) check is made. See the Persist duration earlier for the Difficulty required to succeed on the Endurance (or Armor) check.

You can add energy damage to a spell either as a minor special effect or by reducing the damage of the spell by one level. The spell must be upgraded to a minimum Duration of Persist, which must be added separately from other effects.

Acid: The target takes 1 (acid) wound every other round until the target makes a successful Armor check against the stated difficulty.

Cold: The target is Slowed until it makes a successful Endurance check against the stated difficulty.

Electricity: The target takes a –1 penalty to skill checks (-2 for 6th & 7th circle spells and -3 for 8th & 9th circle spells) until a successful Endurance (Fortitude) check is made against the stated difficulty.

Fire: The target continues to burn, and takes 1 (fire) wound every other round past the first until a successful Endurance (Physical) check is made against the stated difficulty.

Force: Ghostly creatures cannot evade the attack. Divine spells cannot use Force damage.

Poison: The target continues to take 1 (poison) wound until a successful Endurance (Fortitude) check is make against the stated difficulty. Poison attacks Resolve, not resistance. Runes cannot deal Poison damage.

Necrotic: The target cannot heal damage until it makes a successful Endurance (Fortitude) check against the difficulty. Primal spells cannot use Necrotic damage.

Radiant: Undead creatures take a –2 penalty to Endurance (Fortitude) checks against the attack. Arcane spells cannot use Radiant damage.

Sonic: Sonic spells deafen the target, causing it to automatically fail Perception (Listen) checks until a successful Endurance (Fortitude) check.

Expend (All): As a consequence, the spell can be expended for a separate special effect that only activates when the spell is expended. You cannot use this on a spell that has a Duration shorter than persist.

Extend Duration (All): You can increase the duration of a by decreasing Range, increasing a spell’s consequence, expending a special effect or increasing the circle of the spell by +1. Durations go from Instant, Persist, Scene to Day.

Extend Range (All): You can increase the range of a spell by decreasing Duration, increasing a spell’s consequence, expending a special effect or increase the circle of the spell by +1. Ranges go from Touch, Close/Short, Medium to Long.

Extra Action (Enchantment): You can grant the target an extra action as shown on the table below.

Tier Action First Tier Move Second Tier Standard Third Tier Standard + Move

You cannot use this ability on a 0th circle

spell. You can expend two minor bonuses to increase the allowed action by one tier. This spell has a base Duration of Instant, regardless of tier.

Extra Movement Type (Transmutation): You can grant the target an extra means of locomotion such as flying, burrowing or swimming as a special effect or by raising the circle by +2. This spell has a base Duration of Persist, regardless of tier.

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Extra Target (Any): You affect additional targets as a special effect or by increasing the circle by 2, up to +5 targets for a 9th circle spell (Thus +1 target at 1st-2nd, +2 targets at 3rd-4th, +3 targets at 5th-6th, +4 targets at 7th-8th and +5 targets at 9th). You can take this special effect multiple times. You can add a consequence to a spell that allows you to affect an additional target for each wound you take.

Gain Knowledge (Divination): As a special effect, you can reveal hidden Knowledge or use a special Perception to gather knowledge about an object or creature. The range at which you can gather information is dictated by the spell’s circle, as shown below. This spell has a base Duration of Instant, regardless of tier. A Duration of Persist or longer allows you to update the garnered information with additional or ongoing information.

Circle Range 1st-2nd Touch 3rd-4th Short 5th-6th Medium 7th-8th Long 9th Any distance

Gain Temporary Wounds (Necromancy):

You can increase a creature’s wound points above its maximum with temporary wounds. When a creature takes damage, it loses temporary wounds first. You can add +1 temporary wound, plus an additional temporary wound every 3 circles (thus 1 temporary wound at 1st-2nd, 2 temporary wounds at 3rd-5th, 3 temporary wounds at 6th-8th and 4 temporary wounds at 9th).

Heal (Conjuration): You can heal a wound in a creature. You can heal an additional wound for every 3 circles a spell has (1 at 1st-2nd, 2 at 3rd-5th, 3 at 6th-8th and 4 at 9th level). Primal spells must be one level higher than normal. Arcane spells cannot provide healing. Heal spells have a default Range of Touch, regardless of Tier.

Illusion (Illusion): You can fool the senses of an opponent with an imaginary image, sound, taste, smell or the like or by disguising the true nature of an existing object. Piercing the illusion requires an appropriate Perception check with a difficulty of 9 + circle of the spell. Each sense beyond the first you want to fool increases the spell’s circle by +2.

Immunity (Abjuration): You can grant immunity to a skill check or damage type as 3 special abilities. This spell always starts with a Duration of Instant, regardless of Tier.

Limited Casting (Any): By limiting how often the spell can be used, you can add an extra effect.

If you limit a 1st-3rd circle spell to once per scene, you can add 1 extra effect.

If you limit a 1st-3rd circle spell to once per day, you can add 2 extra effects.

If you limit a 4th-6th circle spell to once per day, you can add 1 extra effect.

If you limit a 7th-9th circle spell to once per week, you can add 1 extra effect. You cannot limit a 1st-6th level spell to one a week casting.

Lose Action (Enchantment): The opponent loses an action, either standard or movement. You cannot use this ability on a 0 or 1st circle spell. You can make an opponent lose both his standard and movement action (“stun”) by increasing the spell’s circle by +4 or at the cost of three special effects. This spell always starts with a base Duration of Persist, regardless of Tier.

Penalty (Enchantment): The opponent suffers a penalty to a subskill of up to –1 per circle of the spell. You can provide a –1 penalty to a broad skill per 2 circles (minimum 2nd circle) at the cost of a special effect.

You can provide a –1 penalty to all skills that use a particular ability score per 3 circles (minimum 3rd circle) at the cost of a special effect.

You can provide a –1 penalty to all skills per 4 circles (min 4th circle) at the cost of a special effects.

Resist Damage (Abjuration): The spell can negate one wound of a particular energy type as a 1st circle spell, plus 1 wound per 2 circles beyond 1st as a special effect. You can ignore all damage types as an extra special effect. This spell always starts with a duration of Persist, regardless of tier.

Resistance (Abjuration): You can provide a +1 bonus to Resistance per 2 spell Circles. Providing a Resistance bonus counts as Armor.

Resolve (Abjuration): You can provide a +1 bonus to Resolve per 2 spell Circles.

Shorten Range (All): You can shorten the range of a spell one or more steps to add an extra effect to a spell or lower the circle of the

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spell by 2 per step you drop. Range stepping goes from greatest to least as Long, Medium, Short/Close, Touch/Adjacent, to Personal.

Shorten Duration (All): You can shorten the duration one step to add an extra effect to a spell or lower the circle of the spell by 2. Duration stepping goes from greatest to least as Day, Scene, Persist, Instant.

Skill Boost (Enchantment): You grant a +2 bonus to a single subskill. You can grant a +1 bonus per 2 additional circles of the spell. If the subskill is trained only skill, grant a +1 bonus per 2 circles of the spell

Spell Circle Subskill

Bonus Trained

Only Bonus

0th +2 +0 1st – 2nd +3 +1 3rd – 4th +4 +2 5th – 6th +5 +3 7th – 8th +6 +4 9th +7 +5

Slow (Enchantment): You can reduce the

target’s movement rate to Ponderous, even if the target has an Enhanced or better movement rate.

Stack (Any): You can expend a special effect to allow an effect to stack. You can only stack effects once.

Summon Creature (Conjuration): You can summon a creature whose best ability score is no better than the circle of the spell. Summoning never lasts more than a scene. When a summoned creature makes a check requiring a card to be used, you draw a card off the top of your deck for the result.

Take Wounds (Any): If a spell deals a

cumulative wound to you, you can add a special effect at no cost or ignore a consequence (such as the spell only is used once per scene). Note that 7th-9th circle spells already cause a wound normally, so adding this to a spell of that circle would make you suffer 2 base wounds instead.

Specific Summoned Creatures The Summon X Circle Creature spells in

the game are purposely broad to allow the player or game master to describe what it is they summon. If the game master allows, a specific creature type can be summoned if the caster increases the difficulty of casting.

If the caster increases the difficulty by +2, the caster can give the creature the racial traits of a specific creature (so long as the base creature doesn’t have an ability score greater than the circle of the spell being used).

Likewise, for an increase of the difficulty of +2, the caster can give the creature a single maneuver of each rank up to the highest rank a creature has in any one skill (excluding Language or Perception). Finally, the caster can give the creature access to spells, if it has ranks in Spellcraft, of one spell per circle up to the highest circle it can cast for a difficulty increase of +2, or +4 if the creature has Spellcraft in another subschool different from the summoner..

The game master is encouraged to prevent the player from using this to expand his own abilities and is encouraged to add an additional +1 or +2 modifier if the summoned creature uses spells or maneuvers the character does not have access to.

Note: Some magic items already have specific creatures added to them; any difficulty in activating the item is already calculated in beforehand.

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AArrccaannee SSppeellllss

AArrccaannee 00tthh CCiirrccllee SSppeellllss ((TTiieerr ZZeerroo))

Arcane Bolt 0th circle, Att +5/Phys +0, ♠Evocation, Short, Instant You create a bolt of mystic energy that streaks towards the target and deals 1 wound.

Bolster Skill 0th circle, Diff 11, ♦Enchantment, Close, Instant The target gains a +1 bonus to its next skill check. The skill to be bolstered must be based off of Strength, Dexterity, Intelligence or Presence.

Dazzle 0th circle, Resv +0, ♦Enchantment, Short, Instant The target takes a +1 penalty to actions until the end of its next turn.

Detect Magic 0th circle, Diff 11, ♥Divination, Close, Instant You detect the presence of active spells or magic items in range.

Fortify 0th circle, Diff 11, Close, Instant Target gains a +1 bonus to their next Endurance check.

Legerdemain 0th circle, Diff 11, ♣Transmutation, Personal, Persist You create a minor magical effect or trick that harmlessly changes the appearance, taste, feel, sound or smell of yourself or an item in your possession. Consequences: You can use this spell once a scene.

Mend 0th circle, Diff 11, ♣Transmutation, Touch, Instant You restore 1 wound to a damaged object. This spell does not affect living objects, animated objects or the undead. Consequences: This spell can be used once a scene.

Message 0th circle, Diff 11, ♦Enchantment, Close, Persist You send and receive short messages with the target as if you were adjacent to it. Consequences: This spell can be used once a scene.

Minor Light 0th circle, Diff 11, ♣Transmutation, Personal, Persist You create a light that moves with you. The light illuminates a Close area. Consequences: This spell can be used once a scene.

Minor Illusion 0th circle, Diff 11, ♦Illusion, Close, Instant You create an illusionary object that can be detected by one sense – sight, taste, touch, sound or smell. If the target beats the difficulty with a Perception check, the illusionary nature can be detected. The illusion lasts until your next turn.

Phantom Hand 0th circle, Diff 11, ♥Conjuration, Close, Persist You create a hand with a Strength of 1. The hand can pick up items of up to 25 lbs., open or close objects or perform fine manipulation of small items. Consequences: This spell can be used once a scene.

Resistance 0th circle, Diff 11, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Resistance check.

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Shadows 0th circle, Diff 11, ♥Conjuration, Touch, Persist The target gains a +1 bonus to Stealth (Hide) skill checks. Consequences: You can use this spell once a scene.

Summon Servant 0th circle, Diff 11, ♥Conjuration (Summon), Persist You summon an invisible manservant to do your bidding. The servant cannot fight and has Defense 5♥, Resist/Resolve 5♥ and 1 Wound. Consequences: You can use this spell once a scene.

AArrccaannee 11sstt CCiirrccllee SSppeellllss ((TTiieerr OOnnee))

Acid Spit 1st circle, Att +4/Phys +1, ♠Evocation, Close, Persist Target takes 1 (acid) wound. Draw an additional card from the top of your deck and compare it to the Difficulty to deal an additional wound. The target continues takes 1 (acid) wound every other turn until a successful Resistance check (Diff 11).

Alarum 1st circle, Diff 12, ♣Abjuration, Touch, Day An item you touch gives off a loud vocal and gentle mental warning to you when it is touched by another individual. The alarm can be heard at Long range and mentally felt at Extreme range. The item you ward cannot be bigger than 1 cubic foot. Consequences: This spell can be cast once a day.

Animate Lesser Undead 1st circle, Diff 12, ♠Necromancy, Close, Persist You animate a single skeleton or zombie to serve you until it is slain or the duration ends. See below for stats. If you choose to increase the difficulty by +2, the skeleton zombie gains a +1 in Strength and Dexterity (max 5♠) OR you can summon one additional skeleton/zombie. See chapter 6 for stats.

Arcane Armor 1st circle, Diff 12+, ♣Abjuration, Touch, Scene You create an armor (unarmored) made of protective glyphs that grants the target a +1♣ bonus to Resistance. Each time you increase the difficulty by 2 past Difficulty 13, you can increase the Armor bonus to Resistance by +1, up to a maximum of +5. Consequences: This spell can be cast once a scene.

Arcane Disguise 1st circle, Diff 12, ♦Illusion, Touch, Persist The target can change its appearance and gains a +2 bonus to Deception (Disguise). Consequences: This spell can be cast once a scene.

Arcane Mouth 1st circle, Diff 12, ♦Illusion, Touch, Day You enchant an object to speak a short message when touched or handled. You can also place non-game mechanic conditions on when the message is triggered. The message can repeat up to once every 15 minutes. Consequences: This spell can be cast once a day.

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Arcane Porter 1st circle, Diff 12, ♠Evocation, Close, Scene You create an invisible, medium-sized quadruped force that has a Strength of 1 and can carry 50 lbs. For each +1 Diff, it gains +1 Strength and can carry an additional 50 lbs. The arcane porter moves at your speed and must remain within Close range of you. Consequences: This spell can be cast once a scene.

Arcane Shield 1st circle, Diff 12+, ♣Abjuration, Touch, Scene You create an shield made of protective glyphs that grants the target a +1♣ bonus to Defense. Each time you increase the difficulty by 2 past Difficulty 12, you can increase the Armor bonus to Defense by +1, up to a maximum of +5. Consequences: This spell can be cast once a scene.

Arcane Skill Enhancement 1st circle, Diff 12, ♦Enchantment, Short, Persist Choose a Broad Skill when you learn this spell. Target gains +2 bonus to one Intelligence or Presence based subskill in the chosen Broad skill. You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell.

Arcane Weapon 1st circle, Diff 12, ♠Evocation, Personal, Persist When casting the spell, you create a weapon (and up to 10 pieces of ammunition) made of shimmering force in the shape you desire. If the weapon leaves your grasp, it vanishes. Use the table below to determine the weapon’s base stats. You use your Melee Combat or Ranged Combat skill to attack with the weapon. The created weapon does not have any special abilities (such as Entangling, Heavy or the like).

Type Att Dam Wounds One-handed +5 +0 1 One-handed +4 +1 1 One-handed +3 +2 1 Transitional +2 +3 1 + draw card Two-handed +1 +4 2

Barrier 1st circle, Diff varies, ♣Abjuration, Short, Persist You prevent others from passing through an area as if you were blocking the area with your own body. Anyone attempting to pass through the area must make an Athletics (Lift) check versus your Spellcraft skill check. Consequences: This spell can be cast once a scene.

Blazing Hands 1st circle, Att +4/Phys +1, ♠Evocation (Fire), Close, Persist You deal 1 (fire) wound to the target. Draw a card from the top of your deck and compare it to the difficulty to deal an extra (fire) wound. The target continues to burn, taking 1 (fire) wound every other round after the first until a successful Endurance (Fortitude) check (Diff 9).

Charm Gaze 1st circle, Resv +1, ♦Enchantment, Short, Persist A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards you in all other ways. Consequences: This spell can be cast once a scene. If you harm the target, the spell is broken. If any of your allies harms the target, the target no longer treats them as allies.

Clashing Colours 1st circle, Resv +1, ♦Illusion, Short, Persist A vivid beam of clashing colors spirals towards the target. The target loses an action each round until a successful Endurance (Fortitude) check (Diff 9).

Comprehend Language 1st circle, Diff 12, ♥Divination, Personal, Scene You gain the ability to Read, Speak and Write one language of your choice, as if you had Rank 3 in the chosen language. Consequences: This spell can be cast once a scene.

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Deep Pockets 1st circle, Diff 13, ♣Transmutation, Touch, Scene The target object’s interior grows dramatically, allowing it to carry an extra 50 lbs. Outwardly, the item does not grow in size. For each increase of the Difficulty by +2, the object can hold an additional 50 lbs. Consequences: This spell can be cast once a day.

Eagle Eyes 1st circle, Diff 12, ♥Divination, Short, Persist Target gains a +2 bonus to Perception (Spot) checks.

Endure 1st circle, Diff 12, ♣Abjuration, Short, Persist Target gains a +1 bonus to Endurance checks

Enfeeblement 1st circle, Resv +1, ♣Transmutation, Short, Persist Target takes a –2 penalty to Athletics (Lift) OR a -1 penalty to Melee Combat until it makes a successful Endurance (Fortitude) check (Diff 11).

Enlarge Creature 1st circle, Diff 12, ♣Transmutation, Touch, Persist Target increases one size category, up to Large size. Modify target’s stats for the increase in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Frighten 1st circle, Resv +1, ♠Necromancy, Short, Persist The target moves its base speed away from the caster OR target takes a +1 penalty to all actions until it makes a successful Endurance (Mental) check (Diff 9). Consequences: You can use this spell once a scene.

Frozen Blast 1st circle, Att +4/Phys +1, ♠Evocation, Short, Persist The target takes 1 (cold) wound and is slowed until it makes a successful Endurance (Fortitude) check (Diff 9).

Grease 1st circle, Resv +1, ♥Conjuration, Short, Persist Target becomes slippery to the touch, and gains a +2 bonus to Acrobatics (Escape Artist) checks OR a +2 penalty to Acrobatics (Balance) checks until the target makes a successful Endurance (Fortitude) check (Diff 9).

Grave Touch 1st circle, Att +4/Phys +1, ♠Necromancy, Touch, Persist The target takes 1 (necrotic) wound. Draw a card and compare it to the target’s Armor total to deal an extra (necrotic) wound. The target cannot heal until it makes a successful Endurance (Fortitude) check (Diff 11).

Illusion 1st circle, Diff varies, ♦Illusion, Close, Persist You create an illusion that affects one sense (sight, sound, touch, taste, smell). The difficulty to pierce the illusion with a Perception check is equal to the difficulty of the spell.

Lethargy 1st circle, Resv +1, ♦Enchantment, Short, Persist Target takes a -1 penalty to Dexterity. The target takes an additional -1 penalty to Dexterity every other round until a successful Endurance (Fortitude) check (Diff 9). If the target’s Dexterity drops to 0 or less, the target falls unconscious. Consequences: This spell can be used once a scene.

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Light 1st circle, Diff 13, ♠Evocation, Personal, Scene You create a magical light that illuminates everything within close distance. Consequences: This spell can be used once a day

Lowlight Vision 1st circle, Diff 12, ♣Transmutation, Touch, Persist Target gains low-light vision.

Magic Bolt 1st circle, Att +4/Phys +1, ♠Evocation, Medium, Instant You create a bolt of mystic energy that streaks towards the target and deals 1 wound. Draw a card and compare it to the target’s Armor total to deal an extra wound.

Mount 1st circle, Diff 12, ♥Conjuration, Close, Day You summon a creature to ride. See chapter 6 for stats. Only a single rider can be on the creature at a time, and it vanishes if it moves further than a Close distance to you. Consequences: This spell can be used once a day.

Necrotic Blast 1st circle, Att +4/Phys +1, ♠Evocation, Short, Persist You create a bolt of mystic energy that streaks towards the target and deals 1 (necrotic) wound. The target cannot heal wounds until a successful Endurance (Fortitude) check (Diff 9).

Obscuring Mist 1st circle, Diff 12, ♥Conjuration, Close, Persist You create a cloud that hampers vision at the selected distance. Targets in the cloud gain a +1 bonus to Defense and a +2 bonus to Stealth (Hide). Consequences: You can use this spell once a scene.

Reduce Creature 1st circle, Resv +1, ♣Transmutation, Touch, Persist Target decreases one size category, down to Tiny size. Modify target’s stats for the decrease in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Safe Fall 1st circle, Diff 12, ♣Transmutation, Personal, Instant You can safely fall your base speed with no injury. Each time you increase the Difficulty by +2, you can fall an additional amount equal to your base speed with no injury. Consequences: You can use this spell once a scene.

Shocking Touch 1st circle, Att +4/Phys +1, ♠Evocation (Electricity), Touch, Persist Your deal 1 (electrical) wound. Draw a card and compare it to the difficulty to deal an extra (electrical) wound. Each round, the target takes a –1 penalty to skill checks until it makes a successful Endurance (Fortitude) check (Diff 9).

Strike True 1st circle, Diff 13, ♥Divination, Touch, Instant The target gains a +3 bonus to its next attack’s Attack and Damage totals. Consequences: This spell can be cast once a day.

Summon First Circle Creature 1st circle, Diff 13, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Swift Steps 1st circle, Diff 13, ♣Transmutation, Touch, Persist The target’s speed increases one category (slowed → standard → enhanced → doubled). Consequences: This spell can be used once a scene.

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Trip 1st circle, Resv +1, ♣Abjuration, Short, Instant The target is knocked prone.

Warriorùs Thews 1st circle, Diff 13, ♦Enchantment, Touch, Persist The target gains a +1 bonus to one Weapon Group subskill in which they have at least 1 Rank.

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Acid Strike 2nd circle, Att +4/Phys +1, ♠Evocation (Acid), Short, Persist A gout of acid strikes the target, dealing 1 (acid) wound. Draw a card and compare it to the target’s Resistance to deal an extra wound. The target continues to burn, taking 1 (acid) wound every other round until a successful Endurance (Fortitude) check (Diff 11).

Alter Form 2nd circle, Diff 14, ♣Transmutation, Personal, Scene You take the form of another humanoid creature. Your ability scores do not change and you do not gain any of the new form’s racial abilities. You can switch back between the two forms at will.

Arcane Strike 2nd circle, Att +4/Phys +1, ♠Evocation, Medium, Instant An invisible force strikes the target, dealing 2 wounds. Ghostly creatures cannot evade the attack. Consequences: This spell can be cast once a scene.

Arcane Lock 2nd circle, Diff 14, ♣Abjuration, Touch, Day You lock a closable item, such as a door or chest, with a magical seal. The lock can be bypassed by a successful Disable Device (Open Locks) or Athletics (Lift) check (Diff 12). Consequences: This spell can be cast once a scene.

Arcane Sight 2nd circle, Diff 14, ♥Divination, Personal, Persist You gain a mystical sight that grants you a +3 bonus to Perception (Spot) and allows you to see active spells glowing as a mystical aura surrounding an individual (including invisibility).

Beams of Fire 2nd circle, Att +4/Phys +1, ♠Evocation (Fire), Short, Persist You deal 1 (fire) wound to the target. Draw an extra card and compare it to the difficulty to deal an extra (fire) wound. The target continues to burn, taking 1 wound every other round after the first until a successful Endurance (Physical) check (Diff 11).

Blur 2nd circle, Diff 14, ♦Illusion, Touch, Scene When the target makes an Evade skill check, if it draws a “♦”, the attack misses.

Blindness 2nd circle, Diff 14, ♠Necromancy, Medium, Persist The target is blinded until it makes a successful Endurance (Fortitude) check (Diff 11). n a day

Darkness 2nd circle, Diff 14, ♠Evocation, Close, Instant You extinguish all normal and magical light in range. Magical light spells are immediately ended.

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Daze 2nd circle, Resv +1, ♦Enchantment, Short, Persist The target loses an action. Each round, the target loses another action until a successful Endurance (Fortitude) check (Diff 11).

Deadly Weapon 2nd circle, Diff 14, ♣Transmutation, Short, Scene You improve one weapon’s critical hit range one step (none → Ace → King → Queen → Jack).

Deflect 2nd circle, Diff 14, ♣Abjuration, Short, Scene The target gains a +2 bonus to Armor checks. Consequences: This spell can be used once a scene. You can expend the spell to make an attack deal no damage.

Disarm 2nd circle, Resv +1, ♣Abjuration, Short, Instant The target drops a held item.

Duplication 2nd circle, Diff 14, ♦Illusion, Personal, Persist You create several duplicate images of yourself that are indistinguishable from the real thing. When you make an Armor check or Endurance (Physical) skill check against an attack, if you draw a “♦”, the attack misses. Consequences: This spell can be used once a scene.

Hurricane Gust 2nd circle, Diff 14, ♠Evocation (Air), Close, Instant A gust of violent wind assails the target. The target is immobilized. Target is knocked prone if it fails an Endurance (Fortitude) check (Diff 11). Consequences: This spell can be cast once a scene.

Idiocy 2nd circle, Resv +1, ♦Enchantment, Touch, Persist The target takes a +2 penalty to Intelligence-based skill checks until a successful Endurance (Mental) skill check (Diff 11).

Instant Camp 2nd circle, Diff 14, ♥Conjuration, Touch, Scene You create a protected encampment that is unaffected by weather or the surrounding terrain that fills a Close area. Creatures that wish to enter the encampment must make a successful Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a day.

Invisibility 2nd circle, Diff 14, ♦Illusion, Touch, Persist The target cannot be detected by Perception (Spot) checks. Consequences: If the target attacks, the invisibility ends after the attack is resolved. This spell can be used once a scene.

Locate 2nd circle, Diff 14, ♥Divination, Long, Persist Choose one object or creature within range when this spell is cast. You are treated as having at least Survival (Track) Rank 0 and gain a +2 bonus to track the target. The target is considered to have left a fresh, magical trail only you can see. Consequences: This spell can be cast once a scene.

Levitate 2nd circle, Diff 14, ♣Transmutation, Touch, Persist The target moves about on a cushion of air. The target gains flying at its base ground speed, but can only move in one direction – horizontally or vertically – each round.

Obscure 2nd circle, Diff 14, ♣Abjuration, Short, Persist Target gains a +2 bonus to Stealth checks.

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Read Thoughts 2nd circle, Resv +1, ♥Divination, Medium, Persist You read the target’s surface thoughts. Draw a special hand of 1 card. When you make an opposed check against the target, you may choose to play the card from the special hand to resolve your or the target’s action. You do not replace the cards from the special hand. Consequences: This spell can be cast once a scene.

Shriek 2nd circle, Resv +1, ♠Evocation (Sonic), Short, Persist You deal 1 (sonic) wound to up to 2 targets. Draw an extra card and compare it to the difficulty to deal an extra (sonic) wound. The target is deafened until an Endurance (Fortitude) check (Diff 11) is made. Consequences: This spell can be cast once a scene.

Spider Climb 2nd circle, Diff 14, ♣Transmutation, Touch, Scene The target can climb at its base movement rate and gains a +2 bonus to Athletics (Climb) checks. Consequences: This spell can be cast once a scene.

Spirit Shroud 2nd circle, Diff 14, ♠Necromancy, Personal, Instant You gain 1 temporary wound.

Strength of Heroes 2nd circle, Diff 14, ♦Enchantment, Touch, Scene The target is treated as having at least Rank 0 in a Weapon Group skill of the caster’s choice. Further, the target gains a +2 bonus to the Weapon Group. Consequences: This spell can be cast once a scene.

Summon Second Circle Creature 2nd circle, Diff 14, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Unlock 2nd circle, Diff varies, ♣Transmutation, Medium, Instant You open a locked or sealed item as if you had made a Disable Device (Open Locks) skill check, using your Spellcraft total instead. You gain a +2 bonus to the result. Consequences: This spell can be cast once a scene.

Water Breathing 2nd circle, Diff 14, ♣Transmutation, Short, Scene The target can breathe underwater.

Weapon Bane 2nd circle, Diff 14, ♣Abjuration, Short, Persist The target gains a +2 bonus to Resistance against melee attacks.

Web 2nd circle, Fort +1, ♥Conjuration, Medium, Persist The target is covered in sticky webs. The target is immobilized and takes a +2 penalty to skill checks until it makes a successful Endurance (Fortitude) check (Diff 11). Consequences: This spell can be cast once a scene.

Words on the Wind 2nd circle, Resv +1, ♣Transmutation, Extreme, Persist You can converse with one individual in range as if they were standing right next to you. Consequences: This spell can be cast once a scene.

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Acid Blast 3rd circle, Att +3/Phys +2, ♠Evocation (Acid), Medium, Persist You hurl a bolt of acid at a target, and it covers the target with acid dealing 2 (acid) wounds. The target continues to burn, taking 1 wound every other round unless it makes a successful Resistance check (Diff 12). Consequences: This spell can be used once a scene.

Arcane Skill Endowment 3rd circle, Diff 15, ♦Enchantment, Short, Scene Choose a Broad skill when you learn this spell. Target gains a +4 bonus to one Intelligence or Presence based subskill in the Broad skill you selected. You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell. Consequences: This spell can be used once a scene.

Contagion 3rd circle, Resv +2, ♠Necromancy, Touch, Instant The target contracts a disease of the caster’s choice. Each day the target makes a Resistance check (Diff 12) to overcome the disease. : T

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Curse 3rd circle, Resv +2, ♦Enchantment, Close, Persist The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it. Consequences: This spell can be used once a scene.

Disconnected Sense 3rd circle, Diff 15, ♥Divination, Long, Persist Choose a Perception subskill (Listen, Smell, Spot, Taste, or Touch). You can use the selected subskill as if you were at the target point. Consequences: This spell can be used once a scene.

Dispel Magic 3rd circle, Diff Varies, ♣Abjuration, Short, Instant You can end an active spell on the target. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Exhaustion 3rd circle, Resv +2, ♠Necromancy, Short, Persist The target takes a +2 penalty to skill checks until the target makes a successful Endurance (Fortitude) check (Diff 13).

Fiery Ammunition 3rd circle, Diff 15, ♣Transmutation, Close, Day You cause the chosen ammunition, up to 20 ranged objects, to explode in fire on a hit. The attack deals 1 (fire) wound for each “♥” drawn for damage. The bonus is good for one shot for each piece of ammunition. Consequences: This spell can be used once a scene.

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Fire Blast 3rd circle, Att +3/Phys +2, ♠Evocation (Fire), Medium, Persist You hurl a ball of fire at a target, and it explodes into flame dealing 2 (fire) wounds. The target continues to burn, taking 1 wound every other round unless it makes a successful Endurance (Physical) check (Diff 12). Consequences: This spell can be used once a scene.

Fleeting Presence 3rd circle, Diff 15, ♣Transmutation, Personal, Persist Each round, on your turn, you can choose to be “present” or “not present”.

If you choose “not present” you can pass through solid objects with a successful Endurance (Fortitude) check (Diff 12) and if you are attacked, the attack hits you only if you draw a “♥” for Defense and it beats your Resistance. However, you cannot attack or affect other creatures with your spells.

If you choose “present”, attacks against you miss if you draw a “♣” for Defense. You can attack other creatures while “present”, but cannot pass through solid objects.

Fly 3rd circle, Diff 15, ♣Transmutation, Touch, Persist The target can fly at its base movement rate.

Form of Mist 3rd circle, Diff 15, ♣Transmutation, Touch, Scene The target (and all gear) becomes a cloud of mist. The target gains a fly speed of Slowed and loses all other movement rates. The target can seep through cracks of up to ¼” with a successful Endurance (Fortitude) check (Diff 12). The target ignores damage from an attack if he draws a “♣”, “♠” or “♦” for Defense. Consequences: The target cannot attack or interact with other creatures or objects while the spell is active, but may end the spell at any time. This spell can be used once a scene.

Haste 3rd circle, Diff 15, ♣Transmutation, Close, Persist The target gains an extra action each round. Consequences: This spell can be used once a scene.

Lightning Bolt 3rd circle, Att +3/Phys +2, ♠Evocation (Electricity), Short, Persist You unleash a bolt of lightning that deals 2 (electrical) wounds. The target takes a –1 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 12).

Killing Frost 3rd circle, Att +3/Phys +2, ♠Evocation (Cold), Medium, Persist You shower 3 targets with ice, dealing 1 (cold) wound. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 12).

Major Illusion 3rd circle, Diff varies, ♦Illusion, Medium, Scene You create an illusion that affects two senses (sight, sound, touch, taste, smell). The difficulty to pierce the illusion with a Perception check is equal to the difficulty of the spell.

Minor Creation 3rd circle, Diff 15, ♥Conjuration, Short, Persist You create an object of nonliving, vegetable or animal matter (such as food, drink, wood or leather) of up to 3 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material. Consequences: This spell can be used once a scene.

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Minor Suggestion 3rd circle, Resv +2, ♦Enchantment, Short, Persist Target performs suggested action until it makes a successful Endurance check (Diff 13). Consequences: This spell can be used once a scene. If the target is wounded, the spell ends instantly.

Mystic Shield 3rd circle, Diff 15, ♣Abjuration, Short, Scene Target ignores 1 wound from attacks that target Resistance. Consequences: The target may expend the spell to ignore all wounds from a single attack.

Necrotic Blast 3rd circle, Att +3/Phys +2, ♠Necromancy (Necrotic), Short, Persist You unleash a withering blast that deals 2 (necrotic) wounds. The target cannot heal until the target makes a successful Endurance check (Diff 12).

Nondetection 3rd circle, Diff 15, ♣Abjuration, Touch, Scene The target cannot be detected by Divination spells or magic items. Consequences: This spell can be used once a scene.

Noxious Cloud 3rd circle, Att +3/Phys +2, ♣Transmutation, Short, Persist Poison vapors choke the targets. Up to 3 targets take 1 (poison) wound until it makes a successful Endurance check (Diff 12).

Phase Portal 3rd circle, Diff 15, ♣Transmutation, Touch, Persist Solid barrier touched can be passed through by caster as if air until spell ends Consequences: You can use this spell once a scene. If you are still in the object at spell’s end, you take 2 wounds and are expelled onto the side of entry.

Protection from Energy 3rd circle, Diff 15, ♣Abjuration, Short, Scene Choose an energy type – acid, cold, electricity, fire, force, necrotic or radiant. The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack. Consequences: This spell can be used once a scene. The target may expend the spell to ignore all wounds from a single energy attack that he is protected from.

Protective Ward 3rd circle, Diff 15, ♥Abjuration, Touch, Persist You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it must make a successful Endurance (Mental) check (Diff 12). Consequences: This spell can be used once a scene.

Secret Text 3rd circle, Diff 15, ♣Transmutation, Touch, Day Up to one page of text is hidden with different text. You can set a command word that reveals the actual text without ending the spell. An individual can detect the secret text with a successful Linguistics (Decode) check (Diff 14). Consequences: You can use this spell once a day.

Shrink Item 3rd circle, Diff 15, ♣Transmutation, Touch, Day A target item of 75 lbs. or less shrinks to fit in the palm of your hand. You can restore the item to normal size with a standard action. You can affect an item up to 25 lbs. heavier per +2 Difficulty you add to the casting. Consequences: You can use this spell once a day.

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Sleep 3rd circle, Resv +2, ♦Enchantment, Close, Persist Target takes a -2 penalty to Dexterity. The target takes an additional -1 penalty to Dexterity every other round until a successful Endurance (Fortitude) check (Diff 12). If the target’s Dexterity drops to 0 or less, it falls unconscious. Consequences: This spell can be used once a scene.

Sleet Storm 3rd circle, Att +3/Phys +2, ♠Evocation (Cold), Short, Persist You cause freezing rain to pour down. Up to 3 targets take 2 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 12). Consequences: This spell can be used once a scene.

Slow 3rd circle, Resv +2, ♣Transmutation, Close, Persist Up to 3 targets lose an action each round until it makes a successful Endurance (Fortitude) check (Diff 12). Consequences: This spell can be used once a scene.

Stone Shape 3rd circle, Diff 15, ♣Transmutation, Touch, Day You can form up to 3 cubic feet of stone into any shape you desire. If you wish to incorporate fine details or moving parts, you must make a successful Craft (Stonemason) skill check. For each +1 to Difficulty, you can affect an additional 3 cubic feet.

Summon Third Circle Creature 3rd circle, Diff 15, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Telepathy 3rd circle, Diff 15, ♥Divination, Long, Persist You can mentally communicate with a single target in range. Consequences: This spell can be used once a scene.

Vampireùs Touch 3rd circle, Att +3/Phys +2, ♠Necromancy (Necrotic), Touch, Persist

Your touch deals 2 (necrotic) wounds and you gain 2 temporary wounds. The target cannot heal wounds until the target makes a successful Endurance (Fortitude) check (Diff 12). The temporary wounds last until lost to damage or the spell’s duration ends. Consequences: This spell can be used once a scene.

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Anchor 4th circle, Resv +2, ♣Abjuration, Medium, Scene The target cannot benefit from magical transportation (such as arcane portal, teleport or planar travel) until a successful Endurance (Mental) skill check (Diff 14). Consequences: This spell can be used once a scene.

Animate Greater Undead 4th circle, Diff 17, ♠Necromancy, Close, Persist You animate a single ghoul, mummy or shadow to serve you until it is slain or the scene ends. If you choose to increase the difficulty by +2, the ghoul/mummy gains a +1 in each primary stat OR you can summon one additional mummy/ghoul. See chapter 6 for stats. Consequences: This spell can be used once a scene.

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Arcane Portal 4th circle, Diff 17, ♥Conjuration, Special, Instant You and up to 3 additional allies step through a doorway next to you and exit at a Long distance (400 ft.) away. Consequences: This spell can be used once a scene.

Armor of Souls 4th circle, Diff 17, ♠Necromancy (Necrotic), Personal, Scene You create armor of wispful spirits. You gain a +3♠ Armor (Light) bonus. When making an Armor check, if you draw a “♠”, you deal 1 (necrotic) wound and gain 1 temporary wound if your Armor check is successful. Consequences: This spell can be used once a scene.

Betrayal 4th circle, Resv +2, ♦Enchantment, Medium, Persist The target becomes filled with loathing and hatred for former companions. The target seeks out and attacks former allies until the target makes a successful Endurance (Mental) skill check (Diff 14). Consequences: This spell can be used once a scene.

Choke 4th circle, Resv +2, ♠Necromancy, Short, Persist The target takes a (suffocation) wound. The target also loses a standard action and takes a (suffocation) wound every other round until a successful Endurance (Fortitude) check (Diff 14). Consequences: This spell can be used once a scene.

Curtain of Fire 4th circle, Diff 17, ♥Conjuration (Fire), Medium, Scene You create a barrier of fire that is a Short distance long and high. Any creature attempting to pass through the flames must make a successful Endurance (Physical) check (Diff 14) or take 1 (fire) wound. Draw a card and compare it to the target’s Endurance (Physical) skill check to cause an additional wound. The target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can used once a scene.

Curtain of Lightning 4th circle, Diff 17, ♥Conjuration (Fire), Medium, Scene You create a barrier of flashing lightning that is a Short distance long and high. Any creature attempting to pass through the electricity must make a successful Endurance (Physical) check (Diff 14) or take 1 (electrical) wound. Draw a card and compare it to the target’s Endurance (Physical) skill check to deal an additional (electrical) wound. The target also takes a -1 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can used once a scene.

Darksight 4th circle, Diff 17, ♥Divination, Touch, Scene The target gains darkvision. Consequences: This spell can be used once a scene.

Despair 4th circle, Resv +3, ♦Enchantment, Medium, Scene Up to 3 targets take a +3 penalty to skill checks until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

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Destruction 4th circle, Att +2/Dam +3, ♠Evocation (Necrotic), Medium, Persist Up to 4 targets or a non-living Close area takes 4 wounds. The target takes a wound every other round until a successful Endurance (Physical) check (Diff 14). Consequences: This spell can be used once a scene.

Displacement 4th circle, Diff 17, ♦Illusion, Touch, Scene When the target makes a Defense check, if it draws a “♦” or a “♥”, the attack misses. Consequences: This spell can be used once a scene.

Dismissal 4th circle, Resv +2, ♣Abjuration, Medium, Instant You can send an extraplanar creature of up to 4 wounds back to the plane from which it came. You may draw an extra card from the top of your deck and compare it to the difficulty to send a 5 wound creature back to its home plane. Consequences: This spell can be used once a scene.

Enervation 4th circle, Att +3/Phys +2, ♠Necromancy (Necrotic), Medium, Persist You draw the life out of the target. Target takes 2 (necrotic) wounds. Draw an additional card and compare it to the target’s Endurance (Physical) total to deal an additional (necrotic) wound. You gain an equal number of temporary wounds. The target cannot heal until it makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This spell can be used once a scene.

Fireball 4th circle, Att +3/Phys +2, ♠Evocation (Fire), Medium, Persist You hurl a ball of fire at a 3 targets, and it explodes into flame dealing 3 (fire) wounds. The targets continue to burn, taking 1 (fire) wound every other round until the target makes a successful Endurance (Physical) check (Diff 14). Consequences: This spell can be used once a scene.

Fire Shield 4th circle, Diff 17, ♠Evocation (Fire), Personal, Scene You create a shield of fire. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♥”, you deal 1 (fire) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

Force Sphere 4th circle, Resv +2, ♠Evocation (Force), Medium, Scene You encase the target in a sphere of shimmering force. The target cannot affect those outside the sphere and vice versa. The sphere can be broken with a successful Athletics (Lift) skill check (Diff 14) from either side. If the sphere is attacked, it has Resistance 6 and ignores all damage unless it draws a “♥” for its Resistance check. It has 4 wounds. Consequences: This spell can be used once a scene.

Frost Shield 4th circle, Diff 17, ♠Evocation (Cold), Personal, Scene You create a shield of ice. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♠”, you deal 1 (cold) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

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Hail Storm 4th circle, Att +3/Dam +2, ♠Evocation (Cold), Short, Persist Hail assaults up to 3 targets, dealing 3 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 16). Consequences: This spell can be used once a scene.

Hypnotic Pattern 4th circle, Resv +2, ♦Illusion, Medium, Persist The target is stunned until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

Illusionary Terrain 4th circle, Diff 17, ♦Illusion, Medium, Day You make a Short area across of natural terrain appear like another terrain, fooling all senses. The illusion can be seen through with a successful Perception check (Diff 14). Consequences: This spell can be used once a day.

Improved Arcane Sight 4th circle, Diff 17, ♥Divination, Medium, Scene The target can see magical auras (including invisibility) and gain a +4 bonus to Perception (Spot) checks. Consequences: You can use this spell once a scene. The target can expend this spell to negate blindness.

Lightning Arc 4th circle, Att +3/Phys +2, ♠Evocation (Electricity), Short, Persist You unleash a stream of lightning at a 3 targets, and it deals 3 (electricity) wounds. The target takes a –2 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This spell can be used once a scene

Lightning Shield 4th circle, Diff 17, ♠Evocation (Electricity), Personal, Scene You create a shield of flashing lightning. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♦”, you deal 1 (electrical) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

Mass Arcane Disguise 4th circle, Diff 17, ♦Illusion, Short, Scene Up to 3 targets can change its appearance and gains a +4 bonus to Deception (Disguise). Consequences: This spell can be cast once a scene.

Mass Enlarge Creature 4th circle, Diff 17, ♣Transmutation, Long, Persist Up to 3 targets increase one size category, up to Huge size. Modify target’s stats for the increase in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Mass Sleep 4th circle, Fort +2, ♦Enchantment, Medium, Persist Up to 3 targets take a -3 penalty to Dexterity. The target takes an additional -1 penalty to Dexterity until a successful Endurance (Fortitude) check (Diff 14). If the target’s Dexterity drops to 0 or less, it falls unconscious. Consequences: This spell can be used once a scene.

Mass Reduce Creature 4th circle, Resv +2, ♣Transmutation, Short, Persist Up to 3 targets decrease one size category, down to Tiny size. Modify target’s stats for the decrease in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

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Phantom Slayer 4th circle, Resv +2, ♦Illusion, Medium, Instant You bring the image of the most fearsome creature the target can imagine to life. The target takes 3 wounds. The target is immobilized until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

Polymorph 4th circle, Diff 17, ♣Transmutation, Personal, Scene You take the shape of another creature. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment. Consequences: This spell can be used once a scene.

Resonating Shield 4th circle, Diff 17, ♠Evocation (Sonic), Personal, Scene You create a shield of vibrating sound waves. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♦”, you deal 1 (sonic) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

Secure Shelter 4th circle, Diff 17, ♥Conjuration, Close, Day You create a secure building that encloses a Close area. The building can be secured against entry, and unwanted creatures can only gain entry with a successful Athletics (Lift) or Disable Device (Open Locks) skill check (Diff 14). If the building is attacked, it has a Resistance of 6 and ignores all damage unless it draws a “♣” for Resistance. The building has 4 wounds. Consequences: This spell can be used once a day

Shadow Conjuration 4th circle, Resv +2, ♦Illusion, Medium, Persist You create a Small creature made out of shadow. Each round, you can give up your action to make it attack. The creature has a movement rate of Enhanced and makes a “melee” attack using your Spellcraft vs. Endurance (Mental) check to hit. On a hit, it deals 1 wound. If attacked, it has a Defense/Resistance/Resolve equal to your Spellcraft total. It has 1 wound. Consequences: This spell can be used once a scene.

Shout 4th circle, Fort +2, ♠Evocation (Sonic), Medium, Persist Your deafening shout affects up to 3 targets, dealing 3 (sonic) wounds. The target is deafened until it makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This spell can be used once a scene.

Solid Fog 4th circle, Diff 17, ♥Conjuration, Medium, Scene Billowing, thick fog fills a Close area. Those in the fog have their movement reduced to Slowed and take a +3 penalty to attacks and Perception (Spot) checks in the fog. Consequences: This spell can be used once a day

Summon Fourth Circle Creature 4th circle, Diff 17, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Terror 4th circle, Resv +2, ♠Necromancy, Medium, Scene The target drops any held item and moves away at full speed until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

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Tongues 4th circle, Diff 17, ♦Enchantment, Touch, Scene The target can speak any one language of the caster’s choice as if it had 3 Ranks in the language. Consequences: This spell can be used once a scene.

True Invisibility 4th circle, Diff 19, ♦Illusion, Touch, Persist Target cannot be detected by Perception (Spot) checks. Consequences: This spell can be used once a scene.

Wall of Ice 4th circle, Diff 17, ♥Conjuration (Cold), Medium, Persist You create a wall of ice that is a Short distance long and high. Anyone adjacent to the wall that fails an Endurance (Physical) skill check (Diff 14) takes 1 (cold) wound. Draw an additional card and compare it to the target’s Endurance (Physical) skill check to cause an additional (cold) wound. The wall can be breached with a successful Athletics (Lift) check (Diff 14). If the wall is attacked, it has Resistance 6♣ and ignores all damage except when drawing a “♠” for its Resistance check. It has 4 wounds. Consequences: This spell can be used once a scene.

Writhing Tentacles 4th circle, Att +3/Phys +2, ♦Enchantment, Medium, Persist Up to 3 targets take 2 wounds. Draw an additional card and compare it to the target’s Defense to cause an additional wound. The target is immobilized until it makes a successful Acrobatics (Escape) or Athletics (Lift) skill check (Diff 14). If the target has not escaped, it takes 1 wound every other round. Consequences: This spell can be used once a scene.

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Arcane Skill Mastery 5th circle, Diff 18, ♦Enchantment, Medium, Scene Choose a Broad skill when you learn this spell. Target gains a +5 bonus to the Intelligence or Presence based Broad skill (including all subskills). You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell. Consequences: This spell can be used once a scene.

Contact Other Realm 5th circle, Diff 18, ♥Divination, Personal, Instant You can ask 3 questions to an entity from another plane. It will truthfully answer your question, with a one-word answer, to the best of its knowledge. Consequences: This spell can be used once a day.

Dream 5th circle, Resv +3, ♦Illusion, Special, Persist You enter and interact (harmlessly) in the dreams of a sleeping creature. The target creature must be within 1 mile of your location. You can double the distance by increasing the Difficulty by +1. Consequences: This spell can be used once a scene.

Fatigue 5th circle, Fort +3, ♠Necromancy, Medium, Scene Up to 4 targets lose takes a +4 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 15). Consequences: This spell can be used once a scene.

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Feeblemind 5th circle, Resv +3, ♦Enchantment, Medium, Scene The target takes a +6 penalty to any Intelligence-based skill check until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a scene.

Ice Storm 5th circle, Att +2/Phys +3, ♠Evocation (Cold), Medium, Persist You deal 3 (cold) wounds to a target. Draw an extra card and compare it to the difficulty to deal an extra wound. The target is also slowed until it makes a successful Endurance (Fortitude) check (Diff 15). Consequences: This spell can be used once a scene.

Imprison Creature 5th circle, Resv +3, ♦Enchantment, Medium, Scene The target is stunned and loses all actions for the round. The target continues to lose all actions until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a scene.

Improved Flight 5th circle, Diff 18, ♦Enchantment, Touch, Day Up to 4 targets can fly at their base movement rate with a +1 movement rate bonus. Consequences: This spell can be used once a day.

Interposing Barrier 5th circle, Diff 19, ♥Abjuration, Personal, Scene You create a shimmering force that keeps your enemies at bay. You gain a +3 bonus to Defense and you cannot be grappled/entangled. Ghostly or Insubstantial creatures cannot bypass your area. Consequences: This spell can be used once a scene. You can expend the spell to negate all damage from a single attack.

Mass Alter Form 5th circle, Diff 19, ♣Transmutation, Short, Scene Up to 4 willing targets take the form of another humanoid creature. Ability scores do not change and the targets do not gain any of the new form’s racial abilities. The targets can switch back between the two forms at will. Consequences: This spell can be used once a day.

Mass Invisibility 5th circle, Diff 18, ♦Illusion, Close, Persist Up to 4 targets cannot be detected by Perception (Spot) checks. Consequences: If the target attacks, the invisibility ends after the attack is resolved. This spell can be used once a day.

Nightmare 5th circle, Resv +3, ♦Enchantment, Long, Persist You invade the target’s sleep with terrifying dreams. Sleeping target takes 3 wounds. Draw a card and compare it to target’s Endurance (Mental) skill check to cause an additional wound. Upon awakening, target takes +3 penalty to actions until successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a scene.

Passwall 5th circle, Diff 18, ♣Transmutation, Medium, Scene You create an opening in a solid object a Close distance deep and wide enough for a single individual to pass through at one time. If multiple, separated barriers/wall is in within Close distance of the initial opening, you only open a passage through one such barrier. Consequences: This spell can be used once a scene.

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Phantasm 5th circle, Diff varies, ♦Illusion, Long, Scene You create an illusion that fools three senses. It acts as you command, but cannot cause real harm. It can be disbelieved with a successful Perception check against the casting difficulty of the spell. Consequences: This spell can be used once a scene.

Polymorph Other 5th circle, Resv +3, ♣Transmutation, Short, Scene The target takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 25. The target gains the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Its secondary abilities, skills, wounds and resolve do not change. Consequences: This spell can be used once a scene.

Poison Cloud 5th circle, Resv +3, ♥Conjuration, Medium, Scene (Persist) You create a cloud of poison vapors that fills a Close area. You can give up your movement for a turn to move the cloud at a Slowed movement rate downhill.

Any creature in the cloud must make a Spellcraft vs. Endurance (Fortitude) check to avoid taking 1 (poison) wound. Draw a card and compare it to the target’s Endurance (Fortitude) skill check to cause an additional (poison) wound. The target is poisoned, and takes 1 (poison) wound every other round until a successful Endurance (Fortitude) check (Diff 15). The cloud remains for the scene. Consequences: This spell can be used once a scene.

Rot 5th circle, Att +2/Phys +3, ♠Necromancy (Necrotic), Close, Persist The target’s skin withers and peels away, and he takes 3 (necrotic) wounds. You may draw a card from the top of your deck to compare to the difficulty to deal an additional (necrotic) wound. The target also takes a –3 penalty to all skill checks and cannot heal wounds until the target makes a successful Endurance (Fortitude) check (Diff 15). Consequences: This spell can be used once a scene.

Secret Stash 5th circle, Diff 18, ♥Conjuration, Short, Week You create an extradimensional pocket in a closable item, such as a backpack or chest. Regardless of the item’s actual size, it can hold 250 lbs. worth of items of up to Large size without actually filling the closable item. If dispelled, the stored items spill out of the object. Consequences: This spell can be used once a scene.

Sending 5th circle, Diff 18, ♥Divination, Special, Instant You can see and communicate with another willing creature as if it were standing next to you for one round. The target creature must be within 1 mile of your location. You can double the distance by increasing the Difficulty by +1. Consequences: This spell can be used once a scene.

Shadow Evocation 5th circle, Resv +3, ♦Enchantment, Medium, Persist You create an illusionary attack. Up to 3 targets take 3 wounds. Choose an energy continuing effect (acid, cold, electricity, fire, or necrotic). The target suffers the continuing effect until a successful Perception (Listen, Smell, Spot, Taste or Touch) check (Diff 15). Consequences: This spell can be used once a scene.

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Slumber 5th circle, Resv +3, ♦Enchantment, Medium, Scene The target takes a -3 penalty to Dexterity. The target also loses an action each round and suffers an additional -1 penalty to Dexterity every other round until a successful Endurance (Fortitude) check (Diff 15). If the target’s Dexterity drops to 0 or less, it falls unconscious. Consequences: This spell can be used once a day.

Stoneskin 5th circle, Diff 18, ♣Transmutation, Touch, Scene The target ignores the next 3 wounds. Draw an additional card from the top of your deck and compare it to the difficulty to ignore an extra wound. Consequences: This spell can be used once a scene.

Suggestion 5th circle, Resv +3, ♦Enchantment, Short, Persist The target is stunned (it loses all its actions). On your turn, instead of acting you control the target’s actions until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a day.

Summon Fifth Circle Creature 5th circle, Diff 18, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Telekinesis 5th circle, Diff varies, ♣Transmutation, Medium, Scene You can pick up and move unattended objects or willing creatures, with a fly rate of Standard, as if you had a Strength equal to your casting total (25 lbs. per point). It takes a standard action to move the object. Consequences: This spell can be used once a scene. You can expend the spell to catapult the object as per Telekinetic Thrust.

Telekinetic Thrust 5th circle, Resv +3, ♣Transmutation, Medium, Instant You hurl the target a Short distance, as if it had a Fly Movement of Standard. If the target cannot move the full distance, it takes 3 wounds. Draw an additional card and compare it to the target’s Endurance (Mental) skill check to deal an extra wound. Consequences: This spell can be used once a scene.

Telepathic Bond 5th circle, Diff 18, ♥Divination, Extreme, Scene You can mentally communicate with up to 3 willing creatures within range. Consequences: This spell can be used once a scene.

True Seeing 5th circle, Diff 18, ♥Divination, Personal, Scene You gain a +5 to Perception (Spot) and a +5 to Resolve against Illusions. Consequences: This spell can be used once a scene.

Wall of Stone 5th circle, Diff 18, ♥Conjuration, Medium, Week You create a stone wall that is a Short distance long and high. If attacked, it has Resistance 6♣ and ignores all damage except if it draws a “♥” card for its Resistance. It has 10 wounds. Consequences: This spell can be used once a day.

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Acid Fog 6th circle, Diff 20, ♥Conjuration, Medium, Scene You create an area a Close distance across. Creatures in the area suffer a Resv +3 attack on their turn. On a hit, the target takes 4 (acid) wounds and is blinded until a successful Endurance (Fortitude) check (Diff 17). The target also takes 1 (acid) wound every other round until a successful Armor check (Diff 17). However, those in the fog gain a +3 bonus to Defense. Note: those who remain in the cloud suffer the Resv +3 attack each round. Consequences: This spell can be used once a scene.

Anti-magic Aura 6th circle, Diff 20, ♣Abjuration, Close, Scene You create an area a Short distance across where magic doesn’t work. You and others can’t cast spells in the area and active spells are suppressed in the area. You can choose for the area to stay in one place or to move with you, with you at the center. Consequences: This spell can be used once a scene.

Arcane Defense 6th circle, Diff 20, ♣Abjuration, Medium, Scene The target gains a +4 bonus to Defense and Resolve. Consequences: This spell can be used once a scene.

Disintegrate 6th circle, Att +2/Phys +3, ♠Evocation, Medium, Persist The target takes 4 wounds and a +4 penalty to all skill checks. The target continues to suffer a +4 penalty to skill checks and takes 1 wound every other round until a successful Endurance (Physical) check (Diff 17). A target reduced to 0 wounds or less is turned to ash. Consequences: This spell can be used once a scene.

Eyebite 6th circle, Resv +3, ♠Necromancy (Necrotic), Medium, Scene Target takes a +4 penalty to all skills checks and moves its movement rate away from you in fear. The target continues to take a +4 penalty to all skill checks until a successful Endurance (Mental) check (Diff 17). Consequences: This spell can be used once a scene.

Forceful Barrier 6th circle, Resv +3, ♣Abjuration, Medium, Scene On the caster’s turn, the target is moved a Short distance away from the caster if it fails an Athletics (Lift) or Acrobatics (Escape) check (Diff 17). The target takes a +4 penalty to any attack that target’s the caster’s Defense. If the barrier is attacked, it has a Defense 9 and ignores all damage except if it draws a “♦” for Defense. It has 6 wounds. Consequences: This spell can be used once a scene.

Frost Cage 6th circle, Att +2/Phys +3, ♣Abjuration, Medium, Scene The target takes 4 (cold) wounds and is immobilized until the target makes a successful Athletics (Lift) or Acrobatics (Escape) check (Diff 17). Afterward, the target is slowed until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This spell can be used once a scene.

Geas 6th circle, Resv +3, ♦Enchantment, Medium, Day The target gains a consequence of your choice (see race and class consequences for examples). Once a scene, the target can attempt to negate the consequence with a successful Presence check (Diff 17). If the target fails the check, not only does it suffer the consequence, it takes 4 wounds. Consequences: This spell can be used once a day.

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Great Heroism 6th circle, Diff 20, ♦Enchantment, Long, Scene Up to 4 targets gains a +4 bonus to Attack and Damage with one Weapon group of the caster’s choice. The target also gains a +4 bonus to Resolve against fear attacks. Consequences: This spell can be used once a scene.

Improved Dispel Magic 6th circle, Diff varies, ♣Abjuration, Medium, Instant You end an active spell or magic item. The difficulty to dispel is equal to the casting difficulty of the spell to be affected, but you gain a +4 bonus to the check. Consequences: This spell can be used once a scene.

Lightning Storm 6th circle, Att +2/Phys +3, ♠Evocation (Electricity), Medium, Persist You deal 4 (electricity) wounds to 4 targets. The target also suffers a –2 penalty to all skill checks until makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This spell can be used once a scene.

Lore 6th circle, Diff varies, ♥Divination, Special, Instant You learn information about a subject as if you had made an appropriate Knowledge check on the subject with a result equal to your Spellcasting check. You gain a +4 bonus to your total. Consequences: This spell can be used once a day.

Misleading Phantom 6th circle, Diff 20, ♦Illusion, Extreme, Persist You become invisible (and cannot be detected by Perception [Spot] checks) and create an illusionary duplicate of yourself at the same time. The illusion can be detected by all five senses. As a standard action, you can control the actions of your illusionary double. The illusion can move up to Extreme range away from you. The illusionary nature of your double can be detected with a successful Perception check (Diff 17). Consequences: This spell can be used once a scene.

Major Creation 6th circle, Diff 20, ♥Conjuration, Short, Scene You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material. Consequences: This spell can be used once a scene.

Overcoming vs. Negating Geas The attempt to negate the consequence is separate from the chance to overcome the consequence.

Overcoming a consequence can be checked each round and on a success, suppresses the effect for the remainder of the scene. On a failure to overcome the consequence, the target takes 1 wound, up to a max of 3 wounds per scene.

Negating the consequence can be attempted once a scene and ends the spell if successful. On a failure to negate the consequence, the target takes 4 wounds.

The target always has the option to forego an attempt to overcome or negate the consequence. In such a case, the target is assumed to fail the check and suffer the penalties of the consequence, but takes no wounds for attempting to overcome or negate the consequence.

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Mystic Protection 6th circle, Diff 20, ♣Abjuration, Short, Scene Target ignores 2 wounds from attacks that target Resistance and gains a +4 bonus to Armor skill checks. Consequences: This spell can be used once a scene. The target may expend the spell to ignore all wounds from a single attack.

Petrifaction 6th circle, Fort +3, ♣Transmutation, Medium, Persist The target takes 4 wounds and loses an action. The target loses a move action every round and takes 1 wound every other round until a successful Endurance (Physical) check (Diff 17). A target reduced to 0 wounds or less is turned to stone. Consequences: This spell can be used once a scene.

Ring of Death 6th circle, Fort +3, ♠Necromancy (Necrotic), Medium, Persist Up to 4 targets take 4 (necrotic) wounds. The target cannot heal damage until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This spell can be used once a scene.

Scry 6th circle, Diff 20, ♥Divination, Extreme, Persist You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks. Consequences: This spell can be used once a scene.

Shadow Conjuration 6th circle, Resv +3, ♦Illusion, Medium, Persist You create a Medium creature made out of shadow. Each round, you can give up your action to make it attack. The creature has a movement rate of Enhanced and makes a “melee” attack using your Spellcraft vs. Endurance (Mental) check to hit. On a hit, it deals 1 wound + draw card for additional wound. If attacked, it has a Defense/Resistance/Resolve equal to your Spellcraft total. It has 2 wounds. Consequences: This spell can be used once a scene.

Shadow Steps 6th circle, Diff 20, ♦Illusion, Special, Persist You can swiftly move from shadow to shadow. Upon entering a shadowy area, as a move action you can emerge from another shadowy area that you are aware of up to Extreme distance away. You can continue to move this way until the spell ends. Consequences: This spell can be used once a scene.

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Simulacrum 6th circle, Diff varies, ♦Illusion, Touch, Day You create a flawed copy of a creature you touch. The difficulty to create the copy is equal to 10 + the target creature’s highest ability score (Str, Dex, Int, Pre, Mel, Ran, Mag, Resist or Resolve). Do not count skill ranks or items associated with the ability score.

The copied creature has the same stats as the original, with a -2 penalty to all primary ability scores and a -1 penalty to all secondary ability scores and -1 Ranks on all skills. Equipment is not cloned. Consequences: This spell can be used once a day.

Summon Sixth Circle Creature 6th circle, Diff 20, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Teleport 6th circle, Diff 20, ♥Conjuration, Special, Instant You can transport up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +2. Consequences: This spell can be used once a day. Note: A statute mile is 5,280 feet.

Transmute Earth 6th circle, Diff 20 OR Fort +3, ♣Transmutation, Medium, Scene You harden a Short area of soft earth into rock or soften a Short area of hardened rock into mud. Hardened rock has a Defense 9♣ and ignores damage except on a draw of “♥” for defense. It has 6 wounds. Mud imposes a -2 step penalty to movement rate to those moving through the area. If a stone wall or object is softened, it takes 5 wounds. If a stone creature is hardened, it heals 5 wounds. Make an attack roll to harm stone creatures. Consequences: This spell can be used once a scene.

Warriorùs Transformation 6th circle, Diff 20, ♣Transmutation, Personal, Persist You gain a +4 bonus to Attack and Damage with one Weapon Group of your choice. You are treated as having at least Rank 4 in the Weapon group and gain 1 Maneuver usable with the weapon of each Rank up to Rank 4. You also gain a +4 bonus to Defense. Finally, you can use your Magic Aptitude instead of your Melee or Ranged combat skill when making attacks. Consequences: This spell can be used once a scene. You cannot cast spells while this spell is active.

Veil 6th circle, Diff 20, ♦Illusion, Special, Persist You and up to four additional willing targets take the appearance of another creature. The illusion can be pierced by a successful Perception check (Diff 17). Consequences: This spell can be used once a scene.

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AArrccaannee 77tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Animate Vampire 7th circle, Diff 21, ♠Necromancy, Close, Scene You animate a single vampire to serve you until it is slain or the scene ends. See the monster section for a sample vampire’s stats. If you choose to increase the difficulty by +2, you can summon one additional vampire spawn. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Blast Fireball 7th circle, Att +1/Phys +4, ♠Evocation (Fire), Long, Persist You hurl a ball of flame that explodes dealing 4 (fire) wounds to up to 5 targets. You may draw a card from the top of your deck and compare it to the difficulty to deal an additional wound. The targets continue to burn, taking 1 wound every other round until the target makes a successful Endurance (Physical) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Cage 7th circle, Att +1/Phys +4, ♥Conjuration, Long, Scene The target is immobilized and cannot attack non-adjacent targets until it makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Control Weather 7th circle, Diff 21, ♣Transmutation, Long, Scene You can change the weather in an Extreme area to whatever you desire. Consequences: You take a wound. This spell can be used once a day. You can expend this spell to make the weather moderately warm and clear for the scene.

Death 7th circle, Fort +4, ♠Necromancy, Medium, Persist Target takes 8 (necrotic) wounds. Draw an additional card and compare it to the target’s Endurance (Mental) skill check for an add’l (necrotic) wound. Target cannot heal wounds and takes 1 (necrotic) wound every other round until target makes a successful Endurance (Physical) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Controlling the Weather You can inflict or remove

environmental changes via the control weather spell as you choose. You can alter the temperate (freezing, cold, moderate, warm, hot) or create special weather effects (wind, rain, hail, snow, lightning, tornadoes, etc.)

If you wish to direct the motion of a hazard (such as a lightning bolt or tornado), you must take a standard action to control it, and it cannot deal more than 2 wounds + draw card for add’l wound to a target, though it could have continuing effects (a -3 penalty to actions for lightning, being grappled until a successful Acrobatics [Lift] or Athletics [Escape] for a tornado, etc.). All such continuing effects can be countered with a successful appropriate check against Difficulty 18.

If attempting to counter another’s weather changes, make opposed Spellcasting checks against the enemy caster to influence the weather. The check should be made each round.

If you expend the spell to counter another’s attempt to control the weather, make a single opposed Spellcasting check. If you succeed, both spells are ended and the weather shifts to moderate and clear. If you fail, your spell is expended and the opposing spellcaster can continue to influence the weather.

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Exhaustion 7th circle, Resv +4, ♠Necromancy, Medium, Persist Target takes 4 (necrotic) wounds and a +4 penalty to all skill checks. Draw an additional card and compare it to the target’s Endurance (Mental) skill check for an add’l (necrotic) wound. Target cannot heal wounds and takes a +4 penalty to all actions until target makes a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Improved Creation 7th circle, Diff 21, ♥Conjuration, Short, Day You create an object of nonliving, vegetable, non-precious minerals, alloys or animal matter (such as food, drink, wood, leather, iron, or steel) of up to 7 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material. Consequences: You take a wound. This spell can be used once a day.

Improved Phantasm 7th circle, Diff varies, ♦Illusion, Extreme, Scene You create an illusion that fools four senses. It acts as you command, and can attack with a Resv +4 attack. On a hit, the target takes a +4 penalty to actions and takes 1 wound every other round until the target makes a successful Endurance (Mental) check (Diff 18). It can be disbelieved with a successful Perception check against the casting difficulty of the spell. Consequences: You take a wound. This spell can be used once a day.

Improved Shadow Evocation 7th circle, Resv +4, ♦Enchantment, Long, Persist You create an illusionary attack. Up to 5 targets take 4 wounds. Choose an energy continuing effect (acid, cold, electricity, fire, or necrotic). The target loses an action and suffers the continuing effect until a successful Perception (Listen, Smell, Spot, Taste or Touch) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Instant Summons 7th circle, Diff 21, ♥Conjuration, Special, Instant You call one of your personal possessions to your hand from any distance away. Consequences: You take a wound. This spell can be used once a day.

Invisible Grasp 7th circle, Att +1/Phys +4, ♠Evocation, Medium, Persist The target takes 4 wounds. Draw an additional card and compare it to the target’s Defense to deal an extra wound. The target is immobilized until it makes a successful Athletics (Lift) or Acrobatics (Tumble) skill check (Diff 18). If this spell is persisted, the target takes 1 wound every other round. Consequences: You take a wound. This spell can be used once a day.

Improved Arcane Sight 7th circle, Diff 21, ♥Divination, Medium, Day The target can see magical auras (including invisibility), gain Darksight and gain a +6 bonus to Perception (Spot) checks. Consequences: You take a wound. This spell can be used once a day. The target can expend this spell to negate blindness.

Lesser Power Word 7th circle, Resv +4, ♦Enchantment, Short, Scene Up to 5 targets take 4 wounds and are knocked prone. Draw a card to deal an additional wound. The target loses a standard action each round until a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

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Magic Door 7th circle, Diff 21, ♥Conjuration, Close, Day You create a hidden opening in a solid object a Close distance deep and wide enough for a single individual to pass through at one time. You and up to 4 targets of your choice can see and use the magic door at will. Other creatures can detect (and use) the door with a successful Perception (Spot or Touch) check (Diff 18). If multiple, separated barriers/wall are within Close distance of the initial opening, you only open a passage through one such barrier. Consequences: You take a wound. This spell can be used once a day.

Magic Mansion 7th circle, Diff 21, ♥Conjuration, Close, Day You create an extradimensional mansion that can be entered by the means of a single doorway. The interior of the mansion is an Extreme distance across and the rooms can be arranged and furnished as you please (though you cannot remove the furnishing from the mansion). The mansion is stocked with food and attended by 4 servants.

You can restrict access to the mansion; unwanted visitors can enter with a successful Athletics (Lift) or Disable Device (Open Locks) check (Diff 18). If the door is attacked, it has a Defense of 9 and ignores all damage except on a draw of “♠” for Defense. The door has 7 wounds. Consequences: You take a wound. This spell can be used once a day.

Magic Sword 7th circle, Att +1/Dam +4, ♠Evocation, Long, Scene You create a magic sword that fights for you. Each round as a standard action, you attack one target in range. On a hit, you deal 2 wounds. Creatures or objects cannot ignore the wounds the sword causes. Consequences: You take a wound. This spell can be used once a day.

Mass Hold Person 7th circle, Resv +4, ♦Enchantment, Short, Persist Up to 5 targets lose all their actions for the round (stunned). The target remains stunned until it makes a successful Endurance (Mental) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Possession 7th circle, Resv +4, ♦Enchantment, Short, Day You leave your body and possess the target. You use the target’s body, but your mind remains your own. You use the target’s Strength and Dexterity, racial abilities, appearance, natural attacks and gear. Your Intelligence, Presence, secondary and tertiary abilities remain the same, as do your skills, maneuvers and spells. Each scene after the first, the target can end the possession by making a successful Endurance (Mental) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Reorient Gravity 7th circle, Diff 21, ♣Transmutation, Long, Scene You change gravity in a Medium area to reorient in any direction you choose (including toward the middle of the area). Creatures caught in the area when this spell activates can make a Acrobatics (Tumble) check (Diff 18) to safely reorient to the changed gravity. Those who fail the check are subject to falling damage from their new orientation, if applicable. Consequences: You take a wound. This spell can be used once a day. You may expend the spell to return gravity to normal.

Repulsion 7th circle, Diff 21, ♣Abjuration, Long, Persist Up to 10 creatures cannot approach within Close range of the target unless they make a successful Endurance (Fortitude) check (Diff 18). If the targets attempt ranged attacks against the protected target, they suffer a –4 penalty to hit. Consequences: You take a wound. This spell can be used once a day.

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Sequester 7th circle, Diff 21, ♣Abjuration, Touch, Week The willing target cannot be detected by a Perception check. An affected creature is rendered comatose while the spell is in effect. Consequences: You take a wound. This spell can be used once a day.

Shapeshift 7th circle, Diff 21, ♣Transmutation, Personal, Scene You take the shape of another creature. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 35. You gain the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment. You can shift your shape to a new form as a standard action. Consequences: You take a wound. This spell can be used once a day.

Spell Turning 7th circle, Diff 21, ♣Abjuration, Personal, Scene The next spell directed at you instead targets the person casting the spell. You may turn up to 7 circles of spells before this spell is used up. If you are affected by a spell of higher than 7th circle, you turn the spell, but suffer a wound as well. Consequences: You take a wound. This spell can be used once a day.

Statue 7th circle, Diff 21, ♣Transmutation, Touch, Scene The target becomes an inanimate magical statue. While a statue, it cannot be harmed and takes no actions, though it can make Perception checks. Consequences: You take a wound. This spell can be used once a day. The target can expend the spell to return to normal.

Summon Elemental 7th circle, Diff 21, ♥Conjuration, Short, Scene You summon an elemental to act on your behalf. See below for stats. The elemental remains for the scene or until slain. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Summon Seventh Circle Creature 7th circle, Diff 21, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Unleash Lightning 7th circle, Att +1/Phys +4, ♠Evocation (Electricity), Long, Persist Up to 5 targets take 4 (electrical) wounds. Draw a card and compare it to the target’s Armor for an additional (electrical) wound. Target takes a -2 penalty to all actions until successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Vision 7th circle, Diff varies, ♥Divination, Touch, Instant You gain information about the touched creature or object as if you had made an appropriate Knowledge check, using your casting total for the result. Also, you may ask two yes/no questions about the target that the game master must answer truthfully. Consequences: You take a wound. This spell can be used once a day.

Wall of Iron 7th circle, Diff 21, ♥Conjuration, Medium, Week You create an iron wall that is a Short distance long and high. If attacked, it has Resistance 9♣ and ignores all damage except if it draws a “♥” card for its Resistance. It has 14 wounds. Consequences: You take a wound. This spell can be used once a day.

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AArrccaannee 88tthh CCiirrccllee SSppeellllss ((TThhiirrdd TTiieerr))

Arctic Blast 8th circle, Att +1/Phys +4, ♠Evocation (Cold), Long, Persist You deal 5 (cold) wounds to 5 targets. The targets are also slowed until they make a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Binding 8th circle, Resv +4, ♦Enchantment, Close, Day You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a “♠” face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires. Consequences: You take a wound. This spell can be used once a day.

Clone 8th circle, Diff varies, ♠Necromancy, Touch, Day You create a living duplicate of a creature you touch. The difficulty to create the clone is equal to 10 + twice the target creature’s highest ability score (Str, Dex, Int, Pre, Mel, Ran, Mag, Resist or Resolve). Do not count skill ranks or items associated with the ability score. Equipment is not cloned. The clone has the same memories as the original, as well as the same outlook and disposition. You gain no special control or mastery over the clone via this spell. Consequences: You take a wound. This spell can be used once a day.

Control Air 8th circle, Diff 21, ♣Transmutation, Medium, Scene You control an area of air a Medium distance across. You can create gusts, fog or animate the air as you see fit. Altering the air takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: You take a wound. This spell can be used once a day.

Control Earth 8th circle, Diff 21, ♣Transmutation, Medium, Scene You control an area of earth a Medium distance across. You can harden, soften, shape or animate the earth as you see fit. Altering the earth takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: You take a wound. This spell can be used once a day.

Control Fire 8th circle, Diff 21, ♣Transmutation, Medium, Scene You summon and control an area of fire a Medium distance across. You can inflame, suppress or animate the earth as you see fit. Altering the fire takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: You take a wound. This spell can be used once a day.

Control Water 8th circle, Diff 21, ♣Transmutation, Medium, Scene You control an area of water a Medium distance across. You can harden, soften, shape or animate the water as you see fit. Altering the water takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: You take a wound. This spell can be used once a day.

Desiccate 8th circle, Fort +4, ♠Necromancy, Medium, Persist Target takes 5 (necrotic) wounds. Target continues to take 1 (necrotic) wound every other round and cannot heal wounds until a successful Endurance (Fortitude) check (Diff 18). If the target is reduced to 0 wounds or less, it animates as a zombie (as if casting Animate Zombie at +8 Diff). Consequences: You take a wound. This spell can be used once a day.

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Enchanted Slumber 8th circle, Fort +4, ♦Enchantment, Short, Week Target falls unconscious and sleeps until it makes a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Firebomb 8th circle, Att +1/Phys +4, ♠Evocation (Fire), Long, Persist You deal 5 (fire) wounds to 5 targets. The targets continue to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Improved Shapeshift 8th circle, Resv +4, ♣Transmutation, Touch, Scene The target takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 40. The target gains the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. The target do not gain the shape’s maneuvers, spell list, card hand size or equipment. The target can shift its shape to a new form as a standard action, if you choose to allow it. Consequences: You take a wound. This spell can be used once a day.

Improved Shout 8th circle, Fort +4, ♠Evocation (Sonic), Long, Persist You deal 5 (sonic) wounds to 5 targets. The targets are also deafened and knocked prone until they make a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Controlling the Elements The control elements (air, earth, fire,

water) are left very open to allow both players and game masters to be creative with the spell. Some specific uses are detailed below.

If the spell is used to deal direct damage, the caster makes an Att +1/Dam +4 attack against any target in the area and deals 3 wounds. The damage type depends on the element – sonic for air, normal for earth, fire for fire and normal for water. Anyone remaining in the area is attacked each round.

If animated, the element acts like an elemental with a +2 bonus to its primary stats, Defense and Resolve, and a +1 bonus to its secondary stats. The elemental has +1 wounds and deals +1 wounds with its attacks.

If used as a barrier, it has a Resistance of 12, ignores all damage except on a draw of a “♥” for an Armor check and has 8 wounds. Air Barrier: An individual attempting to pass

through an air barrier must make a successful Endurance check (Diff 18). On a failure, the target is pushed back and takes 3 (sonic) wounds. If a target attempts to fire ranged attacks through the barrier, they are instead struck by their own attack unless they make a successful Defense check (Diff 18).

Earth Barrier: An individual cannot pass through a barrier of earth, it must be broken down or circumvented.

Fire Barrier: An individual attempting to pass through a fire barrier must make a successful Endurance check (Diff 18). On a failure, the target is pushed back and takes 3 (fire) wounds. The target continues to burn, taking 1 (fire) wound every other round until successful Endurance check (Diff 18).

Water Barrier: An individual attempting to pass through a water barrier must make a successful Endurance check (Diff 18). On a failure, the target is swept into the wall and takes 3 wounds. The target is immobilized and to escape, the target must make a successful Athletics (Lift) or Acrobatics (Escape) check. If the target is still grappled, the target continues to drown, taking 1 wound every other round.

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Invulnerability 8th circle, Diff 21, ♣Abjuration, Touch, Scene The target ignores 3 wounds from any attack. You are still vulnerable to non-wound effects. Consequences: You take a wound. This spell can be used once a day. The target may expend the spell to ignore all wounds from a single attack.

Major Shadow Conjuration 8th circle, Resv +4, ♦Illusion, Long, Scene You create a Large creature made out of shadow. Each round, it can use its own action to move and attack or perform another action. The creature has a movement rate of Enhanced and makes a “melee” or “ranged” attack using your Spellcraft vs. Endurance (Mental) check to hit. On a hit, it deals 2 wounds. If attacked, it has a Defense/Resistance/Resolve equal to your Spellcraft total. It has 3 wounds. Consequences: You take a wound. This spell can be used once a day.

Mass True Invisibility 8th circle, Diff 23, ♦Illusion, Touch, Scene Up to 5 targets cannot be detected by Perception (Spot) checks. Consequences: You take a wound. This spell can be used once a day.

Maze 8th circle, Resv +4, ♥Conjuration, Long, Scene The target is transported to a pocket dimension filled with a shifting, confusing maze. The target remains in the maze, navigating its passages until it makes three successful Dungeoneering checks (Diff 20). The target returns to the spot from where it disappeared once it exits the maze. Consequences: You take a wound. This spell can be used once a day.

Mind Blank 8th circle, Diff 23, ♣Abjuration, Touch, Scene The target cannot be detected by Divination spells. Consequences: This spell can be used once a day.

Phantasmagoria 8th circle, Resv +4, ♦Illusion, Long, Persist You summon the target’s worst nightmare into reality. The target takes 5 wounds and loses all its actions for the turn. The target continues to lose all its action for the turn until it makes a successful Endurance (Mental) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Summon eighth Circle Creature 8th circle, Diff 23, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

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Word of Power 8th circle, Resv +4, ♦Enchantment, Long, Scene Up to 5 targets takes 5 (acid, cold, electricity, fire, necrotic OR poison) wounds. The target loses a standard action each round and is blinded until a successful Endurance check (Diff 18). Based on the type of damage, the target also takes the following effect: Acid: Target takes 1 (acid) wound every other

round until successful Armor skill check (Diff 18).

Cold: Target is slowed until successful Endurance (Fortitude) check (Diff 18).

Electricity: Target takes a -3 penalty to all skill checks until a successful Endurance (Fortitude) check (Diff 18).

Fire: Target takes 1 (fire) wound every other round until successful Endurance (Physical) check (Diff 18).

Necrotic: Target cannot heal until a successful Endurance (Fortitude) check (Diff 18).

Poison: Target takes 1 (poison) wound every other round until successful Endurance (Fortitude) check (Diff 18).

Sonic: Target is deafened until successful Endurance (Fortitude) check (Diff 18).

Consequences: You take a wound. This spell can be used once a day.

Word of Stunning 8th circle, Resv +4, ♦Enchantment, Long, Persist The target is stunned (loses its actions) on its turn until it makes a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

AArrccaannee 99tthh CCiirrccllee SSppeellllss ((TThhiirrdd TTiieerr))

Crushing Grip 9th circle, Att +0/Phys +5, ♠Evocation, Long, Persist Target takes 5 wounds. Draw an additional card and compare it to the target’s Armor check for an additional wound. The target is immobilized. The target must spend an action to escape with a successful Acrobatics (Escape) or Athletics (Lift) skill check (Diff 22). If persisted, target takes 1 wound every other round. If the target escapes, you can attack the same or a new target. Only the 1st target takes 5 wounds. Consequences: You take a wound. This spell can be used once a day.

Dominate 9th circle, Resv +5, ♦Enchantment, Long, Persist The target loses its actions on its turn until it makes a successful Endurance (Mental) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target. Consequences: You take a wound. This spell can be used once a day.

Foresight 9th circle, Diff 25, ♥Divination, Personal, Scene Draw 5 cards from the top of your deck and place them face in front of you. Whenever you, an ally or an opponent performs an action, you may choose to play a card from this special hand to resolve the action. The cards are not replaced when used. Consequences: You take a wound. This spell can be used once a day.

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Hail of Meteors 9th circle, Attack +0/Phys +5, ♠Evocation (Fire), Long, Persist You cause fiery meteors to fall from the sky, pounding you opponents into the earth. You deal 5 (fire) wounds to up to 6 opponents. You may draw a card from the top of your deck to deal an extra wound to each target. Each target is also set on fire and takes 1 (fire) wound each round until they make a successful Endurance (Physical) check (Diff 22). Consequences: You take a wound. This spell can be used once a day.

Major Power Word 9th circle, Resv +5, ♦Enchantment, Short, Persist Up to 5 targets takes 5 wounds. Draw a card to deal an additional wound. The target loses all actions each round until a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Mystic Invulnerability 9th circle, Diff 25, ♣Abjuration, Short, Scene Target gains a +5 bonus to Armor skill checks. When an opponent makes an attack against the target’s Resistance, they draw two cards and use the lower card. The target also ignores 3 wounds from attacks that target Resistance. Consequences: You take a wound. This spell can be used once a day. The target may expend the spell to ignore all wounds from a single attack.

Perfect Creation 9th circle, Diff 25, ♥Conjuration, Short, Day You create an object of nonliving, vegetable, mineral, alloy or animal matter (such as food, drink, wood, leather, iron, steel or gold) of up to 9 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material. Consequences: You take a wound. This spell can be used once a day.

Perfect Phantasm 9th circle, Diff varies, ♦Illusion, Extreme, Scene You create an illusion that fools all five senses. It acts as you command, and can attack with a Resv +5 attack. On a hit, the target takes a wound. Draw a card and compare it to the target’s Endurance (Mental) skill check to cause an additional wound. The target takes +5 penalty to until the target makes a successful Endurance (Mental) check (Diff 18). It can be disbelieved with a successful Perception check against the casting difficulty of the spell. Consequences: You take a wound. This spell can be used once a day.

Planar Gate 9th circle, Diff 25, ♥Conjuration, Long, Instant You open a rift in reality, allowing you and up to 5 other creatures to travel to another dimension or to call a creature from another plane to do your bidding. Consequences: You take a wound. This spell can be used once a day.

Mass Shapeshift 9th circle, Resv +4, ♣Transmutation, Close, Persist Up to 5 targets takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 45. The target gains the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. The target do not gain the shape’s maneuvers, spell list, card hand size or equipment. The target can shift its shape to a new form as a standard action, if you choose to allow it. Consequences: All targets take a wound. If you fail to affect a target, you take the wound instead. This spell can be used once a day.

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Spell Immunity 9th circle, Diff 25, ♣Abjuration, Personal, Scene You cannot be targeted by a spell or magic item (and gain no benefit from held or worn magic items). If you enter the area of an active spell, it does not affect you. Any active spell on you is suppressed until this spell ends. Consequences: You take a wound. This spell can be used once a day.

Summon Ninth Circle Creature 9th circle, Diff 25, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Weird 9th circle, Resv +5, ♦Illusion, Long, Persist You summon the target’s worst nightmare into reality. Up to 5 targets take 5 wounds and lose all its actions for the turn. Draw a card and compare it to the target’s Endurance (Mental) skill check to cause an additional wound. The target continues to lose all its action for the turn until it makes a successful Endurance (Mental) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Word of Death 9th circle, Fort +5, ♠Necromancy, Long, Instant The target takes 10 wounds. You may draw two cards from the top of your deck to compare to the difficulty to deal an extra wound each. Consequences: You take a wound. This spell can be used once a day.

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DDiivviinnee SSppeellllss

DDiivviinnee 00tthh CCiirrccllee SSppeellllss ((TTiieerr ZZeerroo))

Create Liquid 0th circle, Diff 11, ♥Conjuration, Close, Instant You create ½ gallon (64 oz.) of water, weak wine, juice or other drinkable fluid. For each increase of the Difficulty by +1, you create an additional ½ gallon of fluid. This spell does not create a container for the created fluid, but it can fill any containers that are present. Consequences: This spell can be used once a day.

Detect Magic 0th circle, Diff 11, ♥Divination, Close, Instant You detect the presence of active spells or magic items in range.

Detect Malice 0th circle, Resv +1, ♥Divination, Close, Instant You detect whether a creature intends you or your allies harm.

Fortify 0th circle, Diff 11, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Endurance check.

Healerùs Sight 0th circle, Diff 11, ♥Divination, Close, Instant You gain a +1 bonus to your next Survival (Heal) skill check.

Heroic Surge 0th circle, Diff 11, ♥Conjuration, Touch, Persist Target gains 1 temporary wound. If target takes damage, remove temporary wound first. Consequences: This spell can be used once a scene.

Mend 0th circle, Diff 11, ♣Transmutation, Touch, Instant You restore 1 wound to a damaged object. This spell does not affect living objects, animated objects or the undead. Consequences: This spell can be used once a scene.

Message 0th circle, Diff 11, ♦Enchantment, Close, Persist You send a short mental message to the target. Consequences: This spell can be used once a scene.

Minor Light 0th circle, Diff 11, ♣Transmutation, Personal, Persist You create a light that moves with you. The light illuminates a Close area. Consequences: This spell can be used once a scene.

Purify Food and Drink 0th circle, Diff 11, ♣Abjuration, Close, Instant You remove any taint, poison, rot or disease from food or drink that you touch.

Resistance 0th circle, Diff 11, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Resistance check.

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Animate Lesser Undead 1st circle, Diff 12, ♠Necromancy, Close, Persist You animate a single skeleton or zombie to serve you until it is slain or the duration ends. If you choose to increase the difficulty by +2, the skeleton zombie gains a +1 in Strength and Dexterity (max 5♠) OR you can summon one additional skeleton/zombie. See chapter 6 for stats.

Bane 1st circle, Resv +1, ♦Enchantment, Close, Persist The target suffers a +1 penalty to a Skill of the caster’s choice.

Barrier 1st circle, Diff varies, ♣Abjuration, Short, Persist You prevent others from passing through an area as if you were blocking the area with your own body. Anyone attempting to pass through the area must make an Athletics (Lift) check versus your Spellcraft skill check. Consequences: This spell can be cast once a scene.

Bless 1st circle, Diff 12, ♦Enchantment, Close, Scene The target gains a +1 bonus to a Skill of the caster’s choice. Consequences: You can only use this spell once a scene.

Charm Gaze 1st circle, Resv +1, ♦Enchantment, Short, Persist A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways. Consequences: This spell can be cast once a scene. If you harm the target, the spell is broken. If any of your allies harms the target, the target no longer treats them as allies.

Command 1st circle, Resv +1, ♦Enchantment, Short, Instant The target loses an action. Consequences: This spell can only be cast once in a scene.

Comprehend Language 1st circle, Diff 12, ♥Divination, Personal, Scene You gain the ability to Read, Speak and Write one language of your choice, as if you had Rank 3 in the chosen language. Consequences: This spell can be cast once a scene.

Cure Light Wounds 1st circle, Diff 12, ♥Conjuration (Healing), Touch, Instant The target heals 1 wound.

Divine Armor 1st circle, Diff 12, ♣Abjuration, Touch, Scene You create an armor (Unarmored) made of holy writs that grants the target a +1♣ bonus to Resistance. Each time you increase the difficulty by 2 past Difficulty 13, you can increase the Armor bonus to Resistance by +1, up to a maximum of +5. Consequences: This spell can be cast once a scene.

Divine Skill Enhancement 1st circle, Diff 12, ♦Enchantment, Short, Persist Choose a Broad skill when you learn this spell. Target gains +2 bonus to one Strength, Intelligence, Dexterity or Presence based subskill in the chosen Broad skill. You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell.

Enchanted Stone 1st circle, Att +5/Dam +0, ♠Evocation, Short, Instant You hurl an enchanted stone at the target. The target takes 1 wound.

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Enchanted Weapon 1st circle, Diff 12, ♠Evocation, Special, Scene You create a one-handed weapon made of magic. It is Att +5/Dam +0 and causes one 1 wound on a hit. You may use maneuvers with this weapon.

Endure 1st circle, Diff 12, ♣Abjuration, Short, Persist Target gains a +1 bonus to Endurance checks

Fear 1st circle, Resv +1, ♦Enchantment, Close, Persist The target moves its movement rate away in terror until it makes a successful Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a scene.

Lesser Abjure Undead 1st circle, Resv +1, ♣Abjuration, Short, Persist Undead target moves away at its movement rate until it makes a successful Endurance (Mental) check (Diff 11).

Light 1st circle, Diff 13, ♠Evocation, Personal, Scene You create a magical light that illuminates everything within close distance. Consequences: This spell can be used once a day

Obscuring Mist 1st circle, Diff 12, ♥Conjuration, Close, Persist You create a cloud that hampers vision at the selected distance. Targets in the cloud gain a +1 bonus to Defense and a +2 bonus to Stealth (Hide). Consequences: You can use this spell once a scene.

Sanctuary 1st circle, Resv +1, ♣Abjuration, Short, Persist Up to 2 targets fail to notice you until it makes an Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a day.

Shield of Faith 1st circle, Diff 12, ♣Abjuration, Short, Persist Target gains a +1 bonus to Defense.

warding 1st circle, Diff 12, ♣Abjuration, Personal, Scene You create protective aura that grants a +1 bonus to Resolve. Each time you increase the difficulty by 2 past Diff 13, you can increase the bonus to Resolve by +1 (max +5). Consequences: This spell can be cast once a day.

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Aid 2nd circle, Diff 14, ♦Enchantment, Touch, Scene The target gains 1 temporary wound. Any damage the target takes is removed from this temporary wound first.

Augury 2nd circle, Diff 14, ♥Divination, Personal, Instant You ask your deity one yes or no question which it answers truthfully. Consequences: You can use this spell once a scene.

Blindness 2nd circle, Fort +1, ♠Necromancy, Medium, Persist The target is blinded until it makes a successful Endurance (Fortitude) check (Diff 11). n

Blur 2nd circle, Diff 14, ♦Illusion, Touch, Scene When the target makes a Defense check, if it draws a “♦”, the attack misses. e a e a day

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Chorus 2nd circle, Resv +1, ♠Evocation (Sonic), Close, Persist Target takes 1 (sonic) wound. Target is deafened until successful Endurance (Fortitude) check (Diff 11). day

Darkness 2nd circle, Diff 14, ♠Evocation, Close, Instant You extinguish all normal and magical light in range. Magical light spells are immediately ended.

Daze 2nd circle, Resv +1, ♦Enchantment, Short, Persist The target loses an action. Each round, the target loses another action until a successful Endurance (Fortitude) check (Diff 11) is made. a

Deflect 2nd circle, Diff 14, ♣Abjuration, Short, Scene The target gains a +2 bonus to Armor checks. Consequences: This spell can be used once a scene. You can expend the spell to make an attack deal no damage. a

Delay Poison 2nd circle, Diff 14, ♣Abjuration, Short, Persist The target ignores 1 (poison) wound from an attack. Consequences: The target can expend the spell to ignore all (poison) wounds from a single attack.

Detect Trap 2nd circle, Diff 14, ♥Divination, Short, Persist The target gains a +3 bonus to Disable Device (Sabotage) skill checks.

Divine Weapon 2nd circle, Diff 12, ♠Evocation, Short, Persist You create an animated, one-handed weapon made of magic. It is Att +5/Dam +0 and causes 1 wound on a hit. As a standard action, you can use the weapon to attack any one target in range. You may use maneuvers with the weapon. Consequences: You can use this maneuver once a scene.

Hold Person 2nd circle, Resv +1, ♦Enchantment, Short, Persist The target loses an action each turn and is immobilized until it makes a successful Endurance (Fortitude) check (Diff 13). Consequences: You can use this spell once a scene.

Idiocy 2nd circle, Resv +1, ♦Enchantment, Touch, Persist The target takes a +2 penalty to Intelligence-based skill checks until a successful Endurance (Mental) skill check (Diff 11) is made.

Instant Camp 2nd circle, Diff 14, ♥Conjuration, Touch, Scene You create a protected encampment that is unaffected by weather or the surrounding terrain that fills a Close area. Creatures that wish to enter the encampment must make a successful Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a day.

Locate 2nd circle, Diff 14, ♥Divination, Long, Persist Choose one object or creature within range when this spell is cast. You are treated as having at least Survival (Track) Rank 0 and gain a +2 bonus to track the target. The target is considered to have left a fresh, magical trail only you can see. Consequences: This spell can be cast once a scene.

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Obscure 2nd circle, Diff 14, ♣Abjuration, Short, Persist Target gains a +2 bonus to Stealth checks.

Preserve 2nd circle, Diff 14, ♣Transmutation, Touch, Day Target object does not rot, decay or putrefy.

Remove Malady 2nd circle, Diff varies, ♥Abjuration, Touch, Instant You negate an ongoing effect as if the target had made a successful Endurance check. The casting difficulty equals the difficulty of the original effect.

Shield Other 2nd circle, Diff 14, ♣Abjuration, Short, Persist Choose a willing target creature. When the target takes damage, you may take some, all or none of the wounds yourself.

Silence 2nd circle, Fort +1, ♣Transmutation, Short, Scene Up to 2 targets cannot be detected by Perception (Listen) checks. Consequences: This spell can be cast once a scene. If the target attacks, the spell ends after resolving the attack.

Strength of Heroes 2nd circle, Diff 14, ♦Enchantment, Touch, Scene The target is treated as having at least Rank 0 in a Weapon Group skill of the caster’s choice. Further, the target gains a +2 bonus to attacks and damage with the Weapon Group. Consequences: This spell can be cast once a scene.

Summon First Circle Creature 2nd circle, Diff 15, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Truthfulness 2nd circle, Resv +2, ♦Enchantment, Touch, Scene The target cannot perform Deception (Bluff) checks until it makes a successful Endurance (Mental) check (Diff 13). Consequences: You can use this spell once a scene.

Water Breathing 2nd circle, Diff 14, ♣Transmutation, Short, Scene The target can breathe underwater.

Weapon Bane 2nd circle, Diff 14, ♣Abjuration, Short, Persist The target gains a +2 bonus to Resistance against melee attacks.

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Contagion 3rd circle, Resv +2, ♠Necromancy, Touch, Instant The target contracts a disease of the caster’s choice. Each day the target makes a Resistance check (Diff 12) to overcome the disease. Consequences: This spell can be used once a day.

Create Food and Water 3rd circle, Diff 15, ♥Conjuration, Short, Day You create food and water for one individual for one meal. For each +2 to Difficulty, you can create an additional meal. Consequences: This spell can be used once a scene.

Cure Serious wounds 3rd circle, Diff 15, ♥Conjuration (Healing), Touch, Instant The target heals 2 wounds.

Curse 3rd circle, Resv +2, ♦Enchantment, Close, Persist The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it. Consequences: This spell can be used once a scene.

Disconnected Sense 3rd circle, Diff 15, ♥Divination, Long, Persist Choose a Perception subskill (Listen, Smell, Spot, Taste, or Touch). You can use the selected subskill as if you were at the target point. Consequences: This spell can be used once a scene.

Dispel Magic 3rd circle, Diff Varies, ♣Abjuration, Short, Instant You can end an active spell on the target. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Divine Skill Endowment 3rd circle, Diff 15, ♦Enchantment, Short, Scene Choose a Broad skill when you learn this spell. Target gains a +4 bonus to one Strength, Dexterity, Intelligence or Presence based subskill in the Broad skill you selected. You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell.

Divine Strike 3rd circle, Att +4/Phys +1, ♠Evocation, Short, Instant The target takes 1 (radiant) wound. Undead take a -2 penalty to their Resolve against this spell.

Fatigue 3rd circle, Fort +2, ♠Necromancy, Short, Persist The target takes a +2 penalty to skill checks until the target makes a successful Endurance (Fortitude) check (Diff 13).

Guiding Hand 3rd circle, Diff 15, ♥Conjuration, Extreme, Scene You create a phantom hand that guides a target to you. It moves at up to Normal speed. The target is not compelled to follow the hand. Consequences: This spell can be used once a day.

Nondetection 3rd circle, Diff 15, ♥Abjuration, Touch, Scene The target cannot be detected by Divination spells or magic items. Consequences: This spell can be used once a scene.

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Purge 3rd circle, Diff Varies, ♣Abjuration, Short, Scene You create an area a Close distance across in which Illusions do not work. Consequences: This spell can be used once a day.

Meld 3rd circle, Diff 15, ♣Abjuration, Personal, Scene You become one with an object or barrier of your size or larger. While melded, you are immobile and only take damage from an attack when you draw a “♦” for an Armor check. You can still perceive the world around you as if you were adjacent to the object, but outside it. You exit at the same area you enter the barrier. If the object you are melded with is destroyed, you are expelled and take a like amount of damage, equal to the amount required to destroy the object. Consequences: This spell can be used once a day.

Minor Creation 3rd circle, Diff 15, ♥Conjuration, Short, Day You create an object of nonliving, vegetable or animal matter (such as food, drink, wood or leather) of up to 3 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material. Consequences: This spell can be used once a day.

Protection from Energy 3rd circle, Diff 15, ♣Abjuration, Short, Scene Choose an energy type – acid, cold, electricity, fire, force, necrotic, poison or radiant. The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack. Consequences: The target may expend the spell to ignore all wounds from a single energy attack that he is protected from.

Protective Ward 3rd circle, Diff 15, ♥Abjuration, Touch, Persist You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it must make a successful Endurance (Mental) check (Diff 12). Consequences: This spell can be used once a scene.

Searing Light 3rd circle, Att +3/Phys +2, ♠Evocation (Radiant), Close, Instant You deal 1 (radiant) wound to the target and the target loses an action. Undead take a –2 penalty to their Resolve against this spell. Consequences: This spell can be used once a scene.

Summon Second Circle Creature 3rd circle, Diff 15, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Stone Shape 3rd circle, Diff 15, ♣Transmutation, Touch, Day You can form up to 3 cubic feet of stone into any shape you desire. If you wish to incorporate fine details or moving parts, you must make a successful Craft (Stonemason) skill check. For each +1 to Difficulty, you can affect an additional 3 cubic feet.

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Abjure Undead 4th circle, Resv +2, ♣Abjuration, Short, Persist Up to 4 undead targets move away at its movement rate until it makes a successful Endurance (Mental) check (Diff 17). Consequences: This spell can be used once a scene.

Air Stride 4th circle, Diff 17, ♣Transmutation, Touch, Scene The target gains a fly movement rate equal to its land rate. Consequences: This spell can be used once a scene.

Anchor 4th circle, Resv +2, ♣Abjuration, Medium, Scene The target cannot benefit from magical transportation (such as arcane portal, teleport or planar travel). Consequences: This spell can be used once a scene.

Animate Greater Undead 4th circle, Diff 17, ♠Necromancy, Close, Persist You animate a single ghoul, mummy or shadow to serve you until it is slain or the scene ends. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Armor of Souls 4th circle, Diff 17, ♠Necromancy (Necrotic), Personal, Scene You create armor of wispful spirits. You gain a +3♠ Armor (Light) bonus. When making an Armor check, if you draw a “♠”, you deal 1 (necrotic) wound and gain 1 temporary wound if your Armor check is successful. Consequences: This spell can be used once a scene.

Despair 4th circle, Resv +2, ♦Enchantment, Medium, Scene Up to 3 targets take a +3 penalty to skill checks until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

Dismissal 4th circle, Resv +2, ♣Abjuration, Medium, Instant You can send an extraplanar creature of up to 4 wounds back to the plane from which it came. You may draw an extra card from the top of your deck and compare it to the difficulty to send a 5 wound creature back to its home plane. Consequences: This spell can be used once a scene.

Divination 4th circle, Diff 17, ♥Divination, Personal, Instant You may ask two questions which your deity answers truthfully. Consequences: This spell can be used once a day.

Improved Resistance 4th circle, Diff 17, ♣Abjuration, Medium, Persist Target gains a +2 bonus to Armor and Endurance checks. Consequences: This spell can be used once a scene.

Poison 4th circle, Fort +2, ♠Evocation (Poison), Touch, Persist The target takes 2 (poison) wounds. Draw a card from the top of your deck and compare it to the difficulty to deal an extra wound. Also, the target takes an extra 1 wound every other round after the first until a successful Resistance check is made (Diff 12).

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Prayer 4th circle, Diff 17, ♣Abjuration, Medium, Persist Target gains a +2 bonus to Attack and Damage checks with one weapon of caster’s choice. Target also gains a +1 bonus to Armor and Endurance checks. Consequences: This spell can be used once a scene.

Proof Against Harm 4th circle, Diff 17, ♣Abjuration, Medium, Persist You create a protective circle against creatures with a given subtype you select. If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it takes 3 wounds and cannot approach unless it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

Secure Shelter 4th circle, Diff 17, ♥Conjuration, Close, Day You create a secure building that encloses a Close area. The building can be secured against entry, and unwanted creatures can only gain entry with a successful Athletics (Lift) or Disable Device (Open Locks) skill check (Diff 14). If the building is attacked, it has a Resistance of 6 and ignores all damage unless it draws a “♣” for Resistance. The building has 4 wounds. Consequences: This spell can be used once a day

Speak With the Dead 4th circle, Diff 17, ♥Divination, Touch, Instant You may ask a corpse two questions which it answers truthfully, to the best of its knowledge. Consequences: This spell can be used once a scene.

Summon Third Circle Creature 4th circle, Diff 17, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Terror 4th circle, Resv +2, ♦Necromancy, Medium, Scene The target drops any held item and moves away at full speed until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

Tongues 4th circle, Diff 17, ♦Enchantment, Touch, Scene The target can speak any one language of the caster’s choice as if it had 3 Ranks in the language. Consequences: This spell can used once a scene.

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Contact Other Realm 5th circle, Diff 18, ♥Divination, Personal, Instant You can ask 3 questions to an entity from another plane. It will truthfully answer your question, with a one-word answer, to the best of its knowledge. Consequences: This spell can be used once a day.

Curtain of Fire 5th circle, Diff 18, ♥Conjuration (Fire), Medium, Scene You create a barrier of fire that is a Short distance long and high. Any creature attempting to pass through the flames must make a successful Endurance (Physical) check (Diff 14) or take 2 (fire) wounds. The target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can be used once a scene.

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Curtain of Lightning 5th circle, Diff 18, ♥Conjuration (Fire), Medium, Scene You create a barrier of flashing lightning that is a Short distance long and high. Any creature attempting to pass through the electricity must make a successful Endurance (Physical) check (Diff 15) or take 2 (electrical) wounds. The target also takes a -1 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can be used once a scene.

Divine Blast 5th circle, Resv +2, ♠Evocation, Long, Instant Up to 4 targets take 2 (radiant) wounds. Undead take a -2 penalty to their Resolve against this spell. Consequences: This spell can used once a scene.

Divine Skill Mastery 5th circle, Diff 18, ♦Enchantment, Medium, Scene Choose a Broad skill when you learn this spell. Target gains a +5 bonus to the Strength, Dexterity, Intelligence or Presence based Broad skill (including all subskills). You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell. Consequences: This spell can be used once a scene.

Flame Strike 5th circle, Att +2/Phys +3, ♥Conjuration (Fire), Medium, Persist You deal 2 (fire) wounds to up to 4 creatures. The target continues to burn, taking 1 (fire) Wound every other round after the first until the target makes a successful Endurance (Physical) check (Diff 15). Consequences: This spell can be used once a scene.

Improved Command 5th circle, Resv +2, ♦Enchantment, Medium, Scene The target loses a standard action each round until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can only be cast once in a scene.

Insect Plague 5th circle, Diff 18, ♥Conjuration, Short, Scene You summon a deadly swarm. The swarm is a creature with 1♥ in its primary ability scores and a 2♥ in all secondary ability scores. It has a Defense 4♥, Resistance 2♥ and Resolve 4♥. It has a Weapon Skill (Natural) (R2) A7/D6, an Armor Skill (Natural) (R2) 4 and Evade (R2) 6. It has 2 wounds. The swarm lasts until destroyed or the spell expires. If you have Bestiary Fantastic, you can instead summon an Ant Swarm, Hornet Swarm, Raven Swarm, Spider Swarm or Locust Swarm. Consequences: This spell can be used once a scene.

Radiant Weapon 5th circle, Diff 18, ♥Conjuration, Special, Scene You create a brightly glowing transitional melee weapon. It is Att +3♥/Dam +2♥, (1 wound + draw card + 1 [radiant] wound per “♥” drawn from damage). Undead cannot heal the wounds the weapon causes until it makes a successful Endurance (Fortitude) check (Diff 15). Consequences: This spell can used once a scene.

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Righteous Might 5th circle, Diff 18, ♣Transmutation, Close, Scene A willing target grows to the next larger size category and gains the modifiers to Primary and Tertiary ability scores due to size change (Str, Dex, Def, Res). The target also gains temporary wounds equal to the number of bonus wounds it should gain a size increase (+1 for Large, +2 for Huge, +3 for Gargantuan or larger). If you increase the Diff by +2, the target grows 2 size categories instead of one. Consequences: This spell can be used once a scene.

Summon Fourth Circle Creature 5th circle, Diff 18, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

True Seeing 5th circle, Diff 18, ♥Divination, Personal, Scene You gain a +5 to Perception (Spot) and a +5 to Resolve against Illusions. Consequences: This spell can be used once a scene.

Wall of Ice 5th circle, Diff 18, ♥Conjuration (Cold), Medium, Persist You create a wall of ice that is a Short distance long and high. Anyone adjacent to the wall that fails an Endurance (Physical) skill check (Diff 14) takes 2 (cold) wounds. The wall can be breached with a successful Athletics (Lift) check (Diff 14). If the wall is attacked, it has Resistance 6♣ and ignores all damage except when drawing a “♠” for its Resistance check. It has 4 wounds. Consequences: This spell can be used once a scene.

Wall of Stone 5th circle, Diff 18, ♥Conjuration, Medium, Week You create a stone wall that is a Short distance long and high. If attacked, it has Resistance 6♣ and ignores all damage except if it draws a “♥” card for its Resistance. It has 10 wounds. Consequences: This spell can be used once a day.

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Anti-magic Aura 6th circle, Diff 20, ♣Abjuration, Close, Scene You create an area a Short distance across where magic doesn’t work. You and others can’t cast spells in the area. You can choose for the area to stay in one place or to move with you, with you at the center. Consequences: This spell can be used once a scene.

Chariot of Fire 6th circle, Diff 20, ♥Conjuration (Fire), Close, Scene You create a horse-drawn chariot made of fire. The chariot can hold up to 4 individuals and has Enhanced movement. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Curtain of blades 6th circle, Diff 18, ♥Conjuration (Fire), Long, Scene You create a barrier whirling blades that is a Short distance long and high. Any creature attempting to pass through the blades must make a successful Acrobatics (Tumble) or Endurance (Physical) check (Diff 17) or take 2 wounds + draw card for additional wound. Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can be used once a scene.

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Divine Forbiddance 6th circle, Diff 20, ♣Abjuration, Close, Day You create a Short area across where those who don’t match your religious persuasion cannot enter or pass through without first making a successful Knowledge (Religion) check (Diff 17). If a creature attempts to pass and fails, it takes 1 (radiant) wound, plus one additional (radiant) wound every other round until it makes a successful Endurance (Physical) check (Diff 17). Consequences: This spell can be used once a day.

Great Heroism 6th circle, Diff 20, ♦Enchantment, Long, Scene Up to 4 targets gains a +4 bonus to Attack and Damage with one Weapon group of the caster’s choice. The target also gains a +4 bonus to Resolve against fear attacks. Consequences: This spell can be used once a scene.

Heal 6th circle, Diff 20, ♥Conjuration (Healing), Touch, Scene The target heals 3 wounds and gains 3 temporary wounds. You may draw an extra card from the top of your deck to heal and extra wound and grant an extra temporary wound. Any damage the target takes is subtracted from the temporary wounds first. Consequences: This spell can be used once a scene.

Mass Skill Enhancement 6th circle, Diff 20, ♦Enchantment, Long, Scene Choose a Broad skill when you learn this spell. Up to 4 targets gain a +5 bonus to one Strength, Intelligence, Dexterity or Presence based subskill in the chosen Broad skill. You cannot choose the Armor, Endurance, Evade or Weapon Group skill to augment with this spell. Consequences: This spell can be used once a scene.

Lore 6th circle, Diff varies, ♥Divination, Special, Instant You learn information about a subject as if you had made an appropriate Knowledge check on the subject with a result equal to your Spellcasting check. You gain a +4 bonus to your total. Consequences: This spell can be used once a day.

Quest 6th circle, Resv +3, ♦Enchantment, Touch, Week The target must undertake a quest of your choosing. The quest cannot be an impossible action or one that causes direct harm to the target, or the spell fails instantly. Once a scene, the target can attempt to ignore the quest with a successful Presence check (Diff 17). If the target fails the check, it must continue its effort to complete the quest and it takes 3 wounds + draw card for an additional wound. Consequences: This spell can be used once a day.

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Scry 6th circle, Diff 20, ♥Divination, Extreme, Persist You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks. Consequences: This spell can be used once a scene.

Summon Fifth Circle Creature 6th circle, Diff 18, ♥Conjuration, Close, Persist You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Teleport 6th circle, Diff 20, ♥Conjuration, Special, Instant You can transport yourself and up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +1 for each doubling. Consequences: This spell can be used once a scene. Note: A statute mile is 5,280 feet.

Wall of Blades 6th circle, Diff 20, ♥Divination, Close, Persist You create a barrier of slashing blades that is a Close distance long. Creatures attempting to pass through the barrier suffer an Att +2/Dam +3 attack. On a hit, target takes 4 wounds and cannot pass the barrier Consequences: This spell can be used once a scene.

Water Walking 6th circle, Diff 17, ♣Transmutation, Touch, Scene The target can walk on water, as if it were solid ground, at a rate equal to its land rate. Consequences: This spell can be used once a scene.

Quests – Appropriate or Not? Quest is a powerful, and tricky spell –

at least as far as adjudicating it. Generally speaking, a proper quest requires an (often) difficult journey to a specific place and performing a specified, somewhat arduous action. “Go slay the dragon Anocles in his lair in the North”, “Find and return the Golden Chalice of Ythestes”, “Escort Drusella the Sorceress to the Cave of Uncertain Doom” are all appropriate quests. “Go to the Northside pier and jump in” [No challenging action involved] or “Challenge me to a duel to the death” [No journey is involved] is not. What constitutes a valid quest is ultimately up to the game master. Generally speaking, if the resolution of the quest requires the affected character to make a Skill check that they can’t succeed on with the use of a 10 card counts as “Impossible.” Thus, if for example, the affected character quested to slay the dragon couldn’t hit the dragon Anocles with his best Weapon Group skill (Or Spellcasting skill) plus a 10 card, the spell would fail. The same would occur if part of the quest to retrieve the Chalice required a Perception (Spot) plus a 10 card would result in failing to locate the hidden Chalice. Also, while it is possible for a quest to take more than one day, the spell only lasts for a single day. As long as the target is continuing to make progress toward completing the quest, the ill effects of the spell will not manifest. Of course, the game master has the ultimate say of what is “on task” and what is simply delaying or attempting to evade the quest. Of course, once the spell expires, the target is free to return to whatever activities it was performing before it undertook the quest. Note: most spellcasters who use this spell on a regular basis use the Extend Spell maneuver to make it last for a week.

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DDiivviinnee 77tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Animate Vampire 7th circle, Diff 21, ♠Necromancy, Close, Scene You animate a single vampire to serve you until it is slain or the scene ends. See the monster section for a vampire’s stats. Each time you increase the spell’s difficulty by +2, you can summon one additional vampire spawn. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Cage 7th circle, Resv +4, ♥Conjuration, Long, Scene The target is immobilized and cannot attack non-adjacent targets until it makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Control Weather 7th circle, Diff 21, ♣Transmutation, Long, Scene You can change the weather in an Extreme area to whatever you desire. Consequences: You take a wound. This spell can be used once a day. You can expend this spell to make the weather moderately warm and clear for the scene.

Exhaustion 7th circle, Fort +4, ♠Necromancy, Medium, Persist Target takes 3 (necrotic) wounds and a +4 penalty to all skill checks. Draw an additional card and compare it to the target’s Endurance (Fortitude) skill check for an add’l (necrotic) wound. Target cannot heal wounds and takes a +4 penalty to all actions until target makes a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Divine Retribution 7th circle, Att +1/Phys +4, ♠Evocation, Long, Instant Up to 10 targets take 3 (radiant) wounds. Undead take a -2 penalty to their Resolve against this spell. Consequences: You take a wound. This spell can be used once a day.

Controlling the Weather You can inflict or remove

environmental changes via the control weather spell as you choose. You can alter the temperate (freezing, cold, moderate, warm, hot) or create special weather effects (wind, rain, hail, snow, lightning, tornadoes, etc.)

If you wish to direct the motion of a hazard (such as a lightning bolt or tornado), you must take a standard action to control it, and it cannot deal more than 2 wounds + draw card for add’l wound to a target, though it could have continuing effects (a -3 penalty to actions for lightning, being grappled until a successful Acrobatics [Lift] or Athletics [Escape] for a tornado, etc.). All such continuing effects can be countered with a successful appropriate check against Difficulty 18.

If attempting to counter another’s weather changes, make opposed Spellcasting checks against the enemy caster to influence the weather. The check should be made each round.

If you expend the spell to counter another’s attempt to control the weather, make a single opposed Spellcasting check. If you succeed, both spells are ended and the weather shifts to moderate and clear. If you fail, your spell is expended and the opposing spellcaster can continue to influence the weather.

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Greater Abjure Undead 7th circle, Resv +3, ♣Abjuration, Short, Persist Up to 4 undead targets take 4 (radiant) wounds. Draw a card to deal an additional (radiant) wound. The undead cannot heal and moves away at its movement rate until it makes a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Holy Word 7th circle, Resv +4, ♠Evocation (Radiant), Close, Persist Up to 5 targets take 3 (radiant) wounds and lose their actions on their next turn. Each additional round the target loses an action unless the target makes a successful Endurance (Fortitude) check (Diff 18). Undead take a –2 penalty to resist the spell. Consequences: You take a wound. This spell can be used once a day.

Mass Hold Person 7th circle, Resv +4, ♦Enchantment, Short, Persist Up to 5 targets lose all their actions for the round (stunned). The target remains stunned until it makes a successful Endurance (Mental) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Instant Summons 7th circle, Diff 21, ♥Conjuration, Special, Instant You call one of your personal possessions to your hand from any distance away. Consequences: You take a wound. This spell can be used once a day.

Repulsion 7th circle, Diff 21, ♣Abjuration, Long, Persist Up to 10 creatures cannot approach within Close range of the target unless they make a successful Endurance (Mental) check (Diff 18). If the targets attempt ranged attacks against the protected target, they suffer a –4 penalty to hit. Consequences: You take a wound. This spell can be used once a day.

Resurrection 7th circle, Diff 21, ♥Conjuration (Healing), Touch, Instant The target is restored to life at 1 wound. Draw a card from the top of your deck. If the drawn card is an Ace or Joker, the spell fails and cannot be used on the subject ever again. Consequences: You take a wound. This spell can be used once a day.

Sequester 7th circle, Diff 21, ♣Abjuration, Touch, Week The willing target cannot be detected by a Perception check. An affected creature is rendered comatose while the spell is in effect. Consequences: You take a wound. This spell can be used once a day.

Summon Sixth Circle Creature 7th circle, Diff 21, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Vision 7th circle, Diff varies, ♥Divination, Touch, Instant You gain information about the touched creature or object as if you had made an appropriate Knowledge check, using your casting total for the result. Also, you may ask two yes/no questions about the target that the game master must answer truthfully. Consequences: You take a wound. This spell can be used once a day.

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DDiivviinnee 88tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Death 8th circle, Fort +4, ♠Necromancy, Medium, Persist Target takes 8 (necrotic) wounds. Draw an additional card and compare it to the target’s Endurance (Mental) skill check for an add’l (necrotic) wound. Target cannot heal wounds and takes 1 (necrotic) wound every other round until target makes a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Divine Bolt 8th circle, Att +1/Phys +4, ♠Evocation (Electricity), Medium, Persist Up to 5 targets take 4 (electrical, radiant) wounds. The target also takes a –3 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 20). Undead take a -2 penalty to their Resolve against this spell. Consequences: You take a wound. This spell can be used once a day.

Invulnerability 8th circle, Diff 21, ♣Abjuration, Touch, Scene The target ignores 5 wounds from any attack. You are still vulnerable to non-wound effects. Consequences: You take a wound. This spell can be used once a day. The target may expend the spell to ignore all wounds from a single attack.

Lesser Divine Word 8th circle, Resv +4, ♦Enchantment, Short, Scene Up to 5 targets take 4 wounds and are knocked prone. The target loses a standard action each round until a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Mass Heal Wounds 8th circle, Diff 23, ♥Conjuration (Healing), Short, Instant Up to 5 targets heal 3 wounds. Consequences: You take a wound. This spell can be used once a day.

Mind Blank 8th circle, Diff 23, ♣Abjuration, Touch, Day The target cannot be detected by Divination spells. Consequences: You take a wound. This spell can be used once a day.

Summon Seventh Circle Creature 8th circle, Diff 23, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

DDiivviinnee 99tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Divine Judgment 9th circle, Att +0/Phys +5, ♠Evocation, Extreme, Persist Up to 6 targets take 4 (radiant) wounds. Draw a card to deal an additional (radiant) wound. The targets take a +4 penalty to actions until the target makes a successful Endurance (Fortitude) check (Diff 22). Undead take a -7 penalty to their Resolve against this spell. Consequences: You take a wound. This spell can used once a day.

Divine Word 9th circle, Resv +5, ♦Enchantment, Long, Scene Up to 6 targets take 4 (radiant) wounds. Draw a card and compare it to the target’s Endurance (Mental) skill check to deal an additional wound. The target loses a standard action each round and is blinded until a successful Endurance (Fortitude) check (Diff 18). Undead take a -7 penalty to their Resolve against this spell. Consequences: You take a wound. This spell can be used once a day.

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Dominate 9th circle, Resv +5, ♦Enchantment, Long, Persist The target loses its actions on its turn until it makes a successful Endurance (Fortitude) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target. Consequences: You take a wound. This spell can be used once a day.

Foresight 9th circle, Diff 25, ♥Divination, Personal, Scene Draw 5 cards from the top of your deck and place them face in front of you. Whenever you, an ally or an opponent performs an action, you may choose to play a card from this special hand to resolve the action. The cards are not replaced when used. Consequences: You take a wound. This spell can be used once a day.

Planar Travel 9th circle, Diff 25, ♥Conjuration, Special, Instant You and up to four willing others can travel to another plane of existence. Consequences: You take a wound. This spell can be used once a day.

Storm of Vengeance 9th circle, Diff 25, ♠Evocation, Long, Persist You fill an area a Medium distance across with a deadly storm. Creatures in the area suffer an Att +1/Dam +4 attack. On a hit, the target takes 5 (electrical, fire, & poison) wounds The target continues to take 1 (fire & poison) wound every other round. The target also takes a -3 penalty to actions until the target makes a successful Endurance (Fortitude) check (Diff 22). You can move the cloud at a Slowed movement rate as a standard action. Consequences: You take a wound. This spell can used once a day.

Summon eighth Circle Creature 9th circle, Diff 25, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature has a fly movement rate of Normal. The creature lasts until destroyed or the spell expires. Consequences: You take a wound. This spell can be used once a day.

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Professions and Ki The following changes should be made to professions from the Core book in regards to Ki. Arcanist, Priest, Warrior Ki Prohibition: You cannot take Ranks in Spellcraft (Ki).

Wu Jen (Arcanist): Ki Deficiency: You lose the Ki Prohibition, but cannot take ranks in Spellcraft (Ki) beyond Rank 3.

Dilettante Dabbler Spellcasting: You are treated as being at least Rank 0 in either Spellcraft (Arcane), Spellcraft (Divine), Spellcraft (Ki), Spellcraft (Primal) or Spellcraft (Runecasting), even if you have not taken any ranks in Spellcraft.

Expert Monk: Bonus Skills: Spellcraft (Ki), Knowledge (Religion) Replace Insight with two Rank 1 Ki powers and one Rank 2 Ki power. Arcane Prohibition: You cannot take ranks in Spellcraft (Arcane). Divine Prohibition: You cannot take ranks in Spellcraft (Divine). Primal Prohibition: You cannot take ranks in Spellcraft (Primal). Divine Prohibition: You cannot take ranks in Spellcraft (Divine).

Runecaster: Ki Prohibition: You cannot gain ranks in Spellcraft (Ki).

KKii PPoowweerrss

Guru (Expert): A guru is a master of his own body, and is often a wise individual who seeks to share their vast knowledge with those around them. Bonus Skills: Knowledge (Any one), Spellcraft (Ki). Ki Mastery: You lose any Ki Prohibition for

your profession. Once per scene, when making a Spellcraft check, you may play an additional card from the top of your deck for an extra success. You cannot use this ability to negate wounds or cumulative wounds as part of a consequence for activating a Ki power.

Chakras: You start with two Rank 1 chakras and one Rank 2 chakras. Arcane Prohibition: You cannot take ranks in Spellcraft (Arcane). Divine Prohibition: You cannot take ranks in Spellcraft (Divine). Primal Prohibition: You cannot take ranks in Spellcraft (Primal). Divine Prohibition: You cannot take ranks in Spellcraft (Divine).

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Adrenaline Rush Rank 1, Diff 9, Self, Persist You gain 1 temporary wound.

Deflect Projectiles Rank 1, Special, Self, Instant When you are attacked by a ranged weapon that targets your Armor, you gain a bonus to your Evade check equal to your Ranks in Spellcraft (Ki). This chakra takes no action. You can use it on another’s turn. Consequences: You can use this power once a scene.

Dissuade Rank 1, Special, Self, Instant When you are hit by an attack that targets your Resolve, you can add your ranks in Spellcraft (Ki) to your Resolve check. This chakra takes no action. You can use it on another’s turn. Consequences: You can use this power once a scene.

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Enhanced Endurance Rank 1, Diff 9, Self, Scene You gain a +1 bonus to Resolve. Consequences: You can use this power once a scene.

Enhanced Intellect Rank 1, Diff 9, Self, Scene You gain a +1 bonus to Intelligence. Consequences: You can use this power once a scene.

Enhanced Might Rank 1, Diff 9, Self, Scene You gain a +1 bonus to Strength. Consequences: You can use this power once a scene.

Enhanced Reflexes Rank 1, Diff 9, Self, Scene You gain a +1 bonus to Dexterity. Consequences: You can use this power once a scene.

Enhanced Sense Rank 1, Diff 9, Self, Scene Choose a single Perception subskill when this power is taken. You gain a +2 bonus to the subskill. Consequences: You can use this power once a scene.

Lowlight Vision Rank 1, Diff 9, Self, Scene You gain lowlight vision. Consequences: You can use this power once a scene.

Ki Strike Rank 1, Diff 9, Self, Scene You gain an Att +5/Dam +1 natural attack. The attack deals 1 wound on a hit. Consequences: You can use this power once a scene.

Dissuade Rank 1, Special, Self, Instant When you are hit by an attack that targets your Resistance, you can add your ranks in Spellcraft (Ki) to your Resistance check. This chakra takes no action. You can use it on another’s turn. Consequences: You can use this power once a scene.

Natural Healing Rank 1, Diff 9, Self, Instant You heal a wound. Consequence: You can use this power once a scene.

Resist Injury Rank 1, Special, Self, Instant When you are hit by an attack that targets your Resistance, you can add your ranks in Spellcraft (Ki) to your Resistance check. This chakra takes no action. You can use it on another’s turn. Consequences: You can use this power once a scene.

Skill Mastery Rank 1, Diff 9, Self, Scene Choose a Broad skill when this power is taken. You gain a +1 bonus to the Skill. Consequences: You can use this power once a scene.

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Augmented Healing Rank 2, Diff 12, Touch, Instant You heal 2 wounds. Consequences: You can use this power once a scene.

Darkvision Rank 2, Diff 14, Self, Scene You gain darkvision. Consequences: You can use this power once a scene.

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Dual Power Rank 2, Diff 14, Self, Persist Choose two Rank 1 Eugenic powers with the same duration when this power is chosen. When you activate this power you can use both selected powers. Consequences: You must abide by both powers consequences.

Flight Rank 2, Diff 12, Self, Persist You gain a flight speed equal to your ground speed.

Haste Rank 2, Diff 12, Self, Persist Your movement rate increases one step. The progression is Slowed → Normal → Enhanced → Doubled.

Improved Endurance Rank 2, Diff 12, Self, Scene You gain a +2 bonus to Resolve. Consequences: You can use this power once a scene.

Improved Intellect Rank 2, Diff 12, Self, Scene You gain a +2 bonus to Intelligence. Consequences: You can use this power once a scene.

Improved Ki Strike Rank 2, Diff 12, Self, Scene You gain an Att +4/Dam +1 natural attack. The attack deals 1 wound + draw a card from the top of your deck and compare it to the target’s Armor check to deal an extra wound. Consequences: You can use this power once a scene. You can expend this chakra to knock an opponent prone or stun them on a hit.

Improved Might Rank 2, Diff 12, Self, Scene You gain a +2 bonus to Strength. Consequences: You can use this power once a scene.

Improved Reflexes Rank 2, Diff 12, Self, Scene You gain a +2 bonus to Dexterity. Consequences: You can use this power once a scene.

Improved Skill Mastery Rank 2, Diff 12, Self, Scene Choose a Skill when this power is taken. You gain a +2 bonus to the Skill. Consequences: You can use this power once a scene.

Resist Disease Rank 2, Diff varies, Self, Instant You make a Spellcraft (Ki) check instead of an Endurance (Fortitude) check to shake off a disease you are affected by. Consequences: You can use this power once a scene.

Slow Descent Rank 2, Diff 12, Self, Instant You can drop from a height equal to your base Speed without injury. This chakra takes no action. You can use it during another’s turn. Consequences: You can use this power once a scene. If you increase the Difficulty by +2, you can increase the distance you can drop safely by your base Speed.

Stoneskin Rank 3, Diff 12, Self, Persist You take 1 less wound from attacks that target your Resistance. Consequences: You can use this power once a scene. You can expend this power to negate all wounds from a single attack.

Water Breathing Rank 2, Diff 12, Self, Persist You can breathe underwater.

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Fast Healing Rank 3, Diff 15, Self, Instant You heal 3 wounds and gain 3 temporary wounds. Consequences: You can use this power once a scene.

Greater Dual Power Rank 3, Diff 15, Self, Persist Choose one Rank 1 and one Rank 2 Eugenic powers with the same duration when you take this power. When you activate this power, you gain the use of both powers. Consequences: You must abide by the consequences of each power.

Greater Endurance Rank 3, Diff 15, Self, Scene You gain a +3 bonus to Resistance and a +3 bonus to Resolve. Consequences: You can use this power once a scene.

Greater Ki Strike Rank 3, Diff 15, Self, Scene You gain an Att +3/Dam +2 natural attack. The attack deals 2 wounds. Consequences: You can use this power once a scene. You can expend this chakra to immobilize an opponent on a hit until they make a successful Endurance (Fortitude) check (Diff 14).

Greater Intellect Rank 3, Diff 15, Self, Scene You gain a +3 bonus to Intelligence and a +5 bonus to one Knowledge subskill. Consequences: You can use this power once a scene.

Greater Might Rank 3, Diff 15, Self, Scene You gain a +3 bonus to Strength and a +3 bonus to the Athletics skill. Consequences: You can use this power once a scene.

Greater Reflexes Rank 3, Diff 15, Self, Scene You gain a +3 bonus to Dexterity and a +3 bonus to the Acrobatics skill. Consequences: You can use this power once a scene.

Greater Skill Mastery Rank 3, Diff 15, Self, Scene Choose a Broad skill when this power is taken. You gain a +3 bonus to the Skill and a +5 bonus to one subskill in the Skill. Consequences: You can use this power once a scene.

Iron Body Rank 3, Diff 15, Self, Persist You take 2 less wounds from attacks that target your Resistance. Consequences: You can use this power once a scene. You can expend this power to negate all wounds from a single attack.

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Resist Poison Rank 3, Diff varies, Self, Persist You make a Spellcraft (Ki) skill check instead of an Endurance (Fortitude) check to negate any ongoing effects of poison you suffer from. Consequences: You can use this power once a scene.

Suppress Spell Rank 3, Diff varies, Touch, Instant You end an active spell you touch. The difficulty to end the spell is equal to the difficulty to cast. Consequences: You can use this power once a scene.

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Absorb Spell Rank 4, Diff varies, Self, Instant You take an active spell you touch into yourself. At any later point in the same scene, you can attempt to release the spell, as if you cast it. The difficulty to recast the spell is equal to the casting difficulty of the spell. This chakra takes no action. You can use this on anther’s turn. Recasting the spell takes an action. Consequences: You can use this power once a day. If you absorb a spell of 8th or 9th circle, you take a wound and the spell harmlessly dissipates (you cannot cast it back).

Superior Dual Power Rank 4, Diff 18, Self, Persist Choose two Rank 2 Ki powers with the same duration when you take this power. When you activate this power, you gain the use of both powers. Consequences: You must abide by the consequences of each power.

Superior Endurance Rank 4, Diff 18, Self, Scene You gain a +4 bonus to Resistance and a +4 bonus to Resolve. Consequences: You can use this power once a day.

Superior Intellect Rank 4, Diff 18, Self, Scene You gain a +4 bonus to Intelligence and a +6 bonus to one Knowledge subskill. Consequences: You can use this power once a day.

Superior Ki Strike Rank 4, Diff 18, Self, Scene You gain an Att +1/Dam +4 natural attack. The attack deals 2 wounds + draw a card from the top of your deck and compare it to the target’s Armor check to deal an extra wound. Consequences: You can use this power once a day. You can expend this chakra to stun an opponent on a hit until the target makes a successful Endurance (Fortitude) check (Diff 17).

Superior Might Rank 4, Diff 18, Self, Scene You gain a +4 bonus to Strength and a +4 bonus to the Athletics skill. Consequences: You can use this power once a day.

Superior Reflexes Rank 4, Diff 18, Self, Scene You gain a +4 bonus to Dexterity and a +4 bonus to the Acrobatics skill. Consequences: You can use this power once a day.

Superior Skill Mastery Rank 4, Diff 18, Self, Scene Choose a Broad skill when this power is taken. You gain a +4 bonus to the Broad skill and a +6 to one subskill in the chosen Skill. Consequences: You can use this power once a day.

Surreal Sidestep Rank 4, Diff 18, Self, Instant You instantly transport yourself up to Medium distance from your current location Consequences: You can use this power once a day.

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Regeneration Rank 4, Diff 18, Self, Persist When you make a Resistance check, if you draw or play a “♥”, you regain a wound. Consequence: You can use this power once a day.

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Diamond Body Rank 5, Diff 21, Self, Persist You take 3 less wounds from attacks that target your Resistance. Consequences: You take a wound. You can use this power once a day. You can expend this power to negate all wounds from a single attack.

Foresight Rank 5, Diff 21, Self, Scene Draw 5 cards from the top of your deck and place them face in front of you. Whenever you, an ally or an opponent performs an opposed action against you, you may choose to play a card from this special hand to resolve the action. The cards are not replaced when used. Consequences: You take a wound. This spell can be used once a day.

Perfect Dual Power Rank 5, Diff 21, Self, Persist Choose one Rank 3 and one Rank 2 Ki powers with the same duration when you take this power. When you activate this power, you gain the use of both powers. Consequences: You must abide by the consequences of each power.

Perfect Endurance Rank 5, Diff 21, Self, Scene You gain a +5 bonus to Resistance and a +5 bonus to Resolve and take 1 less wound from attacks. Consequences: You take a wound. You can use this power once a day. You can expend this chakra to avoid all wounds from a single source.

Perfect Intellect Rank 5, Diff 21, Self, Scene You gain a +5 bonus to Intelligence and a +5 bonus to all Intelligence-based skills. Consequences: You take a wound. You can use this power once a day.

Perfect Ki Strike Rank 5, Diff 21, Self, Scene You gain an Att +0/Dam +5 natural attack. The attack deals 3 wounds. Consequences: You can use this power once a day. You can expend this chakra deal an extra 10 wounds on a hit.

Perfect Might Rank 5, Diff 21, Self, Scene You gain a +5 bonus to Strength and a +5 bonus to all Strength-based skills. Consequences: You can use this power once a day.

Perfect Reflexes Rank 5, Diff 21, Self, Scene You gain a +5 bonus to Dexterity and a +5 bonus to all Dexterity-based skills. Consequences: You take a wound. You can use this power once a day.

Perfect Skill Mastery Rank 5, Diff 21, Self, Scene Choose a Broad skill when this power is taken. You gain a +5 bonus to the Broad skill and a +8 bonus to one subskill in the chosen Skill. Consequences: You take a wound. You can use this power once a day.

Timeless Rank 5, Self, Permanent You no longer age, nor will you die of old age. Consequences: You permanently sacrifice a Wound when you take this power.

Worldwalk Rank 5, Diff 21, Self, Instant You can transport yourself up to 1 mile distant on the same plane or to another dimension. Consequences: You take a wound. You can use this power once a day. If you increase the Difficulty by +2, you double the distance you can travel on the same plane.

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PPrriimmaall SSppeellllss

PPrriimmaall 00tthh CCiirrccllee SSppeellllss ((TTiieerr ZZeerroo))

Abundant Growth 0th circle, Diff 11, ♣Transmutation, Close, Instant You cause a Tiny or Small plant to flower and grow to maturity. Consequences: You can use this spell once a scene.

Animal Eyes 0th circle, Diff 11, ♥Divination, Touch, Persist The target gains a +1 bonus to Perception (Spot). Consequences: You can use this spell once a scene.

Dazzle 0th circle, Resv +0, ♦Enchantment, Short, Instant The target takes a +1 penalty to actions until the end of its next turn.

Detect Poison 0th circle, Diff 11, ♥Divination, Close, Instant You detect whether a creature, person or object is poisoned.

Forage 0th circle, Diff 11, ♥Conjuration, Close, Scene You produce enough food and water for one individual for one meal. The food lasts until eaten or the scene ends. Each time you increase the difficulty by +2, you can produce food and water for one additional individual or meal. Consequences: You can use this spell once a day.

Guiding Hand 0th circle, Diff 11, ♦Enchantment, Close, Instant Target gains a +1 bonus to their next skill check.

Predatorùs claws 0th circle, Diff 11, ♣Transmutation, Touch, Persist The target gains a +5 Attack/+0 Damage unarmed attack that deals 1 Wound, and is considered to have at least Rank 0 in Weapon Group (Natural). Consequences: You can use this spell once a scene.

Purify Food and Drink 0th circle, Diff 11, ♣Abjuration, Close, Instant You remove any taint, poison, rot or disease from food or drink that you touch.

Resistance 0th circle, Diff 11, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Armor check.

Shadows 0th circle, Diff 11, ♥Conjuration, Touch, Persist The target gains a +1 bonus to Stealth (Hide) skill checks. Consequences: You can use this spell once a scene.

PPrriimmaall 11sstt CCiirrccllee SSppeellllss ((TTiieerr OOnnee))

Animal Ally 1st circle, Diff 12, ♥Conjuration, Close, Persist You call a single animal to serve you until it is slain or the scene ends. The animal has 3♥ in all stats and 1 wound. If you choose to increase the difficulty by +2, the animal gains a +1 in any one stat (except wounds; max 5♥) OR you can summon one additional animal. Consequences: This spell can be cast once a scene.

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Barrier 1st circle, Diff varies, ♣Abjuration, Short, Persist You prevent others from passing through an area as if you were blocking the area with your own body. Anyone attempting to pass through the area must make an Athletics (Lift) check versus your Spellcraft skill check. Consequences: This spell can be cast once a scene.

Blazing Hands 1st circle, Att +4/Phys +1, ♠Evocation (Fire), Close, Persist You deal 1 (fire) wound to the target. Draw a card from the top of your deck and compare it to the difficulty to deal an extra (fire) wound. The target continues to burn, taking 1 (fire) wound every other round after the first until a successful Endurance (Physical) check (Diff 9).

Charm Gaze 1st circle, Resv +1, ♦Enchantment, Short, Persist A non-hostile target becomes a trusted ally. If you harm the target, the spell is broken. If any of your allies harms the target, the target no longer treats them as allies. The charmed target will not fight for you, but will be helpful towards in all other ways. Consequences: This spell can be cast once a scene.

Endure 1st circle, Diff 12, ♣Abjuration, Short, Persist Target gains a +1 bonus to Endurance checks

Enlarge Creature 1st circle, Diff 12, ♣Transmutation, Touch, Persist Target increases one size category, up to Large size. Modify target’s stats for the increase in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Entangle 1st circle, Resv +1, ♣Transmutation, Close, Persist The target takes a –1 movement penalty until it makes a successful Endurance (Fortitude) check (Diff 9).

Enchanted Stone 1st circle, Att +4/Dam +1, ♣Transmutation, Close, Instant The target takes 1 wound. You may draw an extra card from the top of your deck and compare it to the difficulty to deal an extra wound.

Frighten 1st circle, Resv +1, ♠Necromancy, Short, Persist The target moves its base speed away from the caster OR target takes a +1 penalty to all actions until it makes a successful Endurance (Mental) check (Diff 9). Consequences: You can use this spell once a scene.

Frozen Blast 1st circle, Att +4/Phys +1, ♠Evocation, Short, Persist The target takes 1 (cold) wound and is slowed until it makes a successful Endurance (Fortitude) check (Diff 9).

Grease 1st circle, Fort +1, ♥Conjuration, Short, Persist Target becomes slippery to the touch, and gains a +2 bonus to Acrobatics (Escape Artist) checks OR a +2 penalty to Acrobatics (Balance) checks until the target makes a successful Endurance (Fortitude) check (Diff 9).

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Light 1st circle, Diff 13, ♠Evocation, Personal, Scene You create a magical light that illuminates everything within close distance. Consequences: This spell can be used once a day

Mount 1st circle, Diff 12, ♥Conjuration, Close, Day You summon a creature to ride. See chapter 6 for stats. Only a single rider can be on the creature at a time, and it vanishes if it moves further than a Close distance to you. Consequences: This spell can be used once a day.

Night Vision 1st circle, Diff 12, ♥Divination, Touch, Scene The target gains low-light vision.

Obscuring Mist 1st circle, Diff 12, ♥Conjuration, Close, Persist You create a cloud that hampers vision at the selected distance. Targets in the cloud gain a +1 bonus to Defense and a +2 bonus to Stealth (Hide). Consequences: You can use this spell once a scene.

Primal Skill Enhancement 1st circle, Diff 12, ♦Enchantment, Short, Persist Choose a Broad skill when you learn this spell. Target gains +2 bonus to one Strength or Dexterity based subskill in the chosen Broad skill. You cannot choose the Armor, Endurance, Evade or Weapon Group skill to augment with this spell.

Reduce Creature 1st circle, Resv +1, ♣Transmutation, Touch, Persist Target decreases one size category, down to Tiny size. Modify target’s stats for the decrease in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Safe Fall 1st circle, Diff 12, ♣Transmutation, Personal, Instant You can safely fall your base speed with no injury. Each time you increase the Difficulty by +2, you can fall an additional amount equal to your base speed with no injury. Consequences: You can use this spell once a scene.

Scent 1st circle, Diff 12, ♥Divination, Touch, Persist The target gains a +1 bonus to Perception (Smell) and is treated as if having at least Perception (Smell) Rank 0. Consequences: You can use this spell once a scene.

Shocking Touch 1st circle, Att +4/Phys +1, ♠Evocation (Electricity), Touch, Persist Your deal 1 (electrical) wound. Draw a card and compare it to the difficulty to deal an extra (electrical) wound. Each round, the target takes a –1 penalty to skill checks until it makes a successful Endurance (Fortitude) check (Diff 9).

Summon First Circle Animal 1st circle, Diff 12, ♥Conjuration, Close, Persist You summon an animal to obey your commands. See chapter 6 for stats.

Swift Steps 1st circle, Diff 13, ♣Transmutation, Touch, Persist The target’s speed increases one category (slowed → standard → enhanced → doubled). Consequences: This spell can be used once a scene.

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Animal Form 2nd circle, Diff 14, ♣Transmutation, Personal, Scene You take the form of an animal of Tiny or Small size. Your Strength and Dexterity ability scores change to match the new form and you gain any of the new form’s racial abilities. You can switch back between the two forms at will.

Animal Friend 2nd circle, Diff 14, ♦Enchantment, Personal, Scene You gain a +2 bonus to Animal Handling for a scene. Consequences: You can use this spell once a scene.

Bark skin 2nd circle, Diff 14, ♣Transmutation, Touch, Scene The target gains a +2 bonus to Resistance. Consequences: You can use this spell once a scene

Beams of Fire 2nd circle, Att +4/Phys +1, ♠Evocation (Fire), Short, Persist You deal 1 (fire) wound to the target. Draw an extra card and compare it to the difficulty to deal an extra (fire) wound. The target continues to burn, taking 1 wound every other round after the first until a successful Endurance (Physical) check (Diff 11) is made.

Blur 2nd circle, Diff 14, ♦Illusion, Touch, Scene When the target makes a Defense check, if it draws a “♦”, the attack misses.

Blindness 2nd circle, Diff 14, ♠Necromancy, Medium, Persist The target is blinded until it makes a successful Endurance (Fortitude) check (Diff 11). a

Cure Light Wounds 2nd circle, Diff 14, ♥Conjuration (Healing), Touch, Instant The target heals 1 wound. a day

Darkness 2nd circle, Diff 14, ♠Evocation, Close, Instant You extinguish all normal and magical light in range. Magical light spells are immediately ended.

Daze 2nd circle, Resv +1, ♦Enchantment, Short, Persist The target loses an action. Each round, the target loses another action until a successful Endurance (Fortitude) check (Diff 11) is made.

Hurricane Gust 2nd circle, Fort +1, ♠Evocation (Air), Close, Instant A gust of violent wind assails the target. The target is immobilized. Target is knocked prone if it fails an Endurance (Fortitude) check (Diff 11). Consequences: This spell can be cast once a scene.

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Idiocy 2nd circle, Resv +1, ♦Enchantment, Touch, Persist The target takes a +2 penalty to Intelligence-based skill checks until a successful Endurance (Mental) skill check (Diff 11) is made.

Locate 2nd circle, Diff 14, ♥Divination, Long, Persist Choose one object or creature within range when this spell is cast. You are treated as having at least Survival (Track) Rank 0 and gain a +2 bonus to track the target. The target is considered to have left a fresh, magical trail only you can see. Consequences: This spell can be cast once a scene.

Levitate 2nd circle, Diff 14, ♣Transmutation, Touch, Persist The target moves about on a cushion of air. The target gains flying at its base ground speed, but can only move in one direction – horizontally or vertically – each round.

Obscure 2nd circle, Diff 14, ♣Abjuration, Short, Persist Target gains a +2 bonus to Stealth checks.

Poison Strike 2nd circle, Fort +1, ♠Evocation (Poison), Short, Persist A gout of poison strikes the target, dealing 1 (poison) wound. Draw a card and compare it to the target’s Resistance to deal an extra wound. The target takes 1 (poison) wound every other round until a successful Endurance (Fortitude) check (Diff 11) is made.

Spider Climb 2nd circle, Diff 14, ♣Transmutation, Touch, Scene The target can climb at its base movement rate and gains a +2 bonus to Athletics (Climb) checks. Consequences: This spell can be cast once a scene.

Strength of Heroes 2nd circle, Diff 14, ♦Enchantment, Touch, Scene The target is treated as having at least Rank 0 in a Weapon Group skill of the caster’s choice. Further, the target gains a +2 bonus to attacks and damage with the Weapon Group. Consequences: This spell can be cast once a scene.

Summon Second Circle Animal 2nd circle, Diff 14, ♥Conjuration, Close, Persist You summon an animal to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Trackless 2nd circle, Diff 14, ♣Abjuration, Touch, Persist The target cannot be tracked by a Survival (Wilderness) check. Consequences: This spell can be used once a scene. If you move faster than your base land speed, the power ends.

Water Breathing 2nd circle, Diff 14, ♣Transmutation, Short, Scene The target can breathe underwater.

Weapon Bane 2nd circle, Diff 14, ♣Abjuration, Short, Persist The target gains a +2 bonus to Resistance against melee attacks.

Web 2nd circle, Att +4/ Fort +1, ♥Conjuration, Medium, Persist The target is covered in sticky webs. The target is immobilized and takes a +2 penalty to skill checks until it makes a successful Endurance (Fortitude) check (Diff 11). Consequences: This spell can be cast once a scene.

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Words on the Wind 2nd circle, Resv +1, ♣Transmutation, Extreme, Persist You can converse with one individual in range as if they were standing right next to you. Consequences: This spell can be cast once a scene.

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Call Lightning 3rd circle, Att +3/Phys +2, ♠Evocation (Electricity), Close, Persist The target takes 2 (electrical) wounds. Also, the target takes a -1 penalty to skill checks until a successful Endurance (Fortitude) check is made (Diff 12).

Contagion 3rd circle, Fort +2, ♠Necromancy, Touch, Instant The target contracts a disease of the caster’s choice. Each day the target makes a Resistance check (Diff 12) to overcome the disease.

Curse 3rd circle, Resv +2, ♦Enchantment, Close, Persist The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it. Consequences: This spell can be used once a scene.

Dispel Magic 3rd circle, Diff Varies, ♣Abjuration, Short, Instant You can end an active spell on the target. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Fatigue 3rd circle, Fort +2, ♠Necromancy, Short, Persist The target takes a +2 penalty to skill checks until the target makes a successful Endurance (Fortitude) check (Diff 13).

Fire Blast 3rd circle, Att +3/Phys +2, ♠Evocation (Fire), Medium, Persist You hurl a ball of fire at a target, and it explodes into flame dealing 2 (fire) wounds. The target continues to burn, taking 1 wound every other round unless it makes a successful Endurance (Physical) check (Diff 12). Consequences: This spell can be used once a scene.

Fly 3rd circle, Diff 15, ♣Transmutation, Touch, Persist The target can fly at its base movement rate.

Form of Mist 3rd circle, Diff 15, ♣Transmutation, Touch, Scene The target (and all gear) becomes a cloud of mist. The target gains a fly speed of Slowed and loses all other movement rates. The target can seep through cracks of up to ¼” with a successful Endurance (Fortitude) check (Diff 12). The target ignores damage from an attack if he draws a “♣”, “♠” or “♦” for Defense. Consequences: The target cannot attack or interact with other creatures or objects while the spell is active, but may end the spell at any time. This spell can be used once a scene.

Lightning Bolt 3rd circle, Att +3/Phys +2, ♠Evocation (Electricity), Short, Persist You unleash a bolt of lightning that deals 2 (electrical) wounds. The target takes a –1 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 12).

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Nondetection 3rd circle, Diff 15, ♥Abjuration, Touch, Scene The target cannot be detected by Divination spells or magic items. Consequences: This spell can be used once a scene.

Noxious Cloud 3rd circle, Att +3/Phys +2, ♣Transmutation, Short, Persist Poison vapors choke the targets. Up to 3 targets take 1 (poison) wound until it makes a successful Endurance (Fortitude) check (Diff 12).

Poison 3rd circle, Resist +2, ♠Evocation (Poison), Touch, Persist The target takes 2 (poison) wounds. Draw a card from the top of your deck and compare it to the difficulty to deal an extra wound. Also, the target takes an extra 1 wound every other round after the first until a successful Resistance check is made (Diff 12).

Primal Skill Endowment 3rd circle, Diff 15, ♦Enchantment, Short, Scene Choose a Broad skill when you learn this spell. Target gains a +4 bonus to one Strength or Dexterity based subskill in the chosen Broad skill. You cannot choose the Armor, Endurance, Evade or Weapon Group skill to augment with this spell. Consequences: This spell can be used once a scene.

Protection from Energy 3rd circle, Diff 15, ♣Abjuration, Short, Scene Choose an energy type – acid, cold, electricity, fire, necrotic, radiant or sonic. The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack. Consequences: The target may expend the spell to ignore all wounds from a single energy attack that he is protected from.

Purge 3rd circle, Diff varies, ♣Abjuration, Touch, Instant The target is cured of any disease or poison it is suffering from. It does not heal any wounds it has suffered from the poison or disease. The difficulty is equal to the difficulty of the Poison or Disease, +2. Consequences: You can use this spell once a scene.

Sleet Storm 3rd circle, Att +3/Phys +2, ♠Evocation (Cold), Short, Persist You cause freezing rain to pour down. Up to 3 targets take 2 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 12). Consequences: This spell can be used once a scene.

Stone Shape 3rd circle, Diff 15, ♣Transmutation, Touch, Day You can form up to 3 cubic feet of stone into any shape you desire. If you wish to incorporate fine details or moving parts, you must make a successful Craft (Stonemason) skill check. For each +1 to Difficulty, you can affect an additional 3 cubic feet. Consequences: This spell can be used once a scene.

Summon Third Circle Animal 3rd circle, Diff 15, ♥Conjuration, Close, Persist You summon an animal to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

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Trainer 3rd circle, Diff 15, ♦Enchantment, Close, Scene Target non-hostile animal gains a +4 bonus to one subskill of your choice. If you choose the Armor, Endurance, Evade or Weapon Group skill the animal gains only a +2 bonus. Consequences: This spell can be used once a scene.

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Animal Shapes 4th circle, Diff 17, ♣Transmutation, Personal, Scene You take the shape of an animal of up to Large size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment. Consequences: This spell can be used once a scene.

Cure Serious Wounds 4th circle, Diff 17, ♥Conjuration (Healing), Touch, Instant The target heals 2 wounds. Consequences: This spell can be used once a scene.

Curtain of Fire 4th circle, Diff 17, ♥Conjuration (Fire), Medium, Scene You create a barrier of fire that is a Short distance long and high. Any creature attempting to pass through the flames must make a successful Endurance (Physical) check (Diff 14) or take 3 (fire) wounds. The target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can used once a scene.

Curtain of Lightning 4th circle, Diff 17, ♥Conjuration (Fire), Medium, Scene You create a barrier of flashing lightning that is a Short distance long and high. Any creature attempting to pass through the electricity must make a successful Endurance (Physical) check (Diff 14) or take 3 (electrical) wounds. The target also takes a -1 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This spell can used once a scene.

Darksight 4th circle, Diff 17, ♥Divination, Touch, Scene The target gains darkvision. Consequences: This spell can be used once a scene.

Earthùs Bones 4th circle, Diff 17, ♠Evocation, Medium, Scene The target gains a +3 bonus to Armor and Resolve skill checks. Consequences: This spell can be used once a scene.

Earthùs Strength 4th circle, Diff 17, ♠Evocation, Medium, Scene The target gains a +5 bonus to Athletics (Lift) skill checks and increases it ability to lift objects as if it were one size larger. Consequences: This spell can be used once a scene.

Fireball 4th circle, Att +3/Phys +2, ♠Evocation (Fire), Medium, Persist You hurl a ball of fire at a 3 targets, and it explodes into flame dealing 3 (fire) wounds. The targets continue to burn, taking 1 (fire) wound every other round until the target makes a successful Endurance (Physical) check (Diff 14). Consequences: This spell can be used once a scene.

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Fire Shield 4th circle, Diff 17, ♠Evocation (Fire), Personal, Scene You create a shield of fire. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♥”, you deal 1 (fire) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

Freedom 4th circle, Diff 17, ♦Enchantment, Touch, Scene The target ignores any effect that causes him to be immobilized or lose an action. Consequences: This spell can be used once a scene.

Frost Shield 4th circle, Diff 17, ♠Evocation (Cold), Personal, Scene You create a shield of ice. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♠”, you deal 1 (cold) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

Hail Storm 4th circle, Att +3/Dam +2, ♠Evocation (Cold), Short, Persist Hail assaults up to 3 targets, dealing 3 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 16). Consequences: This spell can be used once a scene.

Lightning Arc 4th circle, Att +3/Phys +2, ♠Evocation (Electricity), Short, Persist You unleash a stream of lightning at a 3 targets, and it deals 3 (electricity) wounds. The target takes a –2 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This spell can be used once a scene

Lightning Shield 4th circle, Diff 17, ♠Evocation (Electricity), Personal, Scene You create a shield of flashing lightning. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♦”, you deal 1 (electrical) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

Mass Enlarge Creature 4th circle, Diff 17, ♣Transmutation, Long, Persist Up to 3 targets increase one size category, up to Huge size. Modify target’s stats for the increase in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Mass Reduce Creature 4th circle, Resv +2, ♣Transmutation, Short, Persist Up to 3 targets decrease one size category, down to Tiny size. Modify target’s stats for the decrease in size according to the monster rules for size effects. Consequences: This spell can be used once a scene.

Resonating Shield 4th circle, Diff 17, ♠Evocation (Sonic), Personal, Scene You create a shield of vibrating sound waves. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♦”, you deal 1 (sonic) wound if your Evade check is successful. Consequences: This spell can be used once a scene.

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Shout 4th circle, Fort +2, ♠Evocation (Sonic), Medium, Persist Your deafening shout affects up to 3 targets, dealing 3 (sonic) wounds. The target is deafened until it makes a successful Endurance (Fortitude) check (Diff 14). Consequences: This spell can be used once a scene.

Solid Fog 4th circle, Diff 17, ♥Conjuration, Medium, Scene Billowing, thick fog fills a Close area. Those in the fog have their movement reduced to Slowed and take a +3 penalty to attacks and Perception (Spot) checks in the fog. Consequences: This spell can be used once a day

Summon Fourth Circle Animal 4th circle, Diff 17, ♥Conjuration, Close, Persist You summon an animal to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Terror 4th circle, Resv +2, ♠Necromancy, Medium, Scene The target drops any held item and moves away at full speed until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

Wall of Ice 4th circle, Diff 17, ♥Conjuration (Cold), Medium, Persist You create a wall of ice that is a Short distance long and high. Anyone adjacent to the wall that fails an Endurance (Physical) skill check (Diff 14) takes 3 (cold) wounds. The wall can be breached with a successful Athletics (Lift) check (Diff 14). If the wall is attacked, it has Resistance 6♣ and ignores all damage except when drawing a “♠” for its Resistance check. It has 4 wounds. Consequences: This spell can be used once a scene.

Windùs Evasion 4th circle, Diff 17, ♣Transmutation, Medium, Scene The target gains a +3 bonus to Acrobatics (Tumble) and Evade skill checks. Consequences: This spell can be used once a scene.

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Exhaustion 5th circle, Fort +3, ♠Necromancy, Medium, Scene Up to 4 targets lose takes a +4 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 15). Consequences: This spell can be used once a scene.

Feeblemind 5th circle, Resv +3, ♦Enchantment, Medium, Scene The target takes a +6 penalty to any Intelligence-based skill check until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a scene.

Flame Strike 5th circle, Att +2/Phys +3, ♥Conjuration (Fire), Medium, Persist You deal 3 (fire) wounds to up 4 creatures. The target continues to burn, taking 1 (fire) wound every other round after the first until the target makes a successful Resistance check (Diff 17). Consequences: This spell can be used once a scene.

Ice Storm 5th circle, Att +2/Phys +3, ♠Evocation (Cold), Medium, Persist You deal 3 (cold) wounds to up to 4 creatures. The target is also slowed until it makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This spell can be used once a scene.

Imprison Creature 5th circle, Resv +3, ♦Enchantment, Medium, Scene The target is stunned and loses all actions for the round. The target continues to lose all actions until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a scene.

Mass Animal form 5th circle, Diff 19, ♣Transmutation, Short, Scene Up to 4 willing targets take the form of another Tiny or Small animal. The target’s Strength and Dexterity change to match the animal and the target gains the new form’s racial abilities. The targets can switch back between the two forms at will. Consequences: This spell can be used once a day.

Passwall 5th circle, Diff 19, ♣Transmutation, Medium, Scene You create an opening in a solid object a Close distance deep and wide enough for a single individual to pass through at one time. If multiple, separated barriers/wall are in within Close distance of the initial opening, you only open a passage through one such barrier. Consequences: This spell can be used once a scene.

Polymorph Other 5th circle, Fort +3, ♣Transmutation, Short, Scene The target takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 25. The target gains the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Its secondary abilities, skills, wounds and resolve do not change. Consequences: This spell can be used once a scene.

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Poison Cloud 5th circle, Fort +3, ♥Conjuration, Medium, Scene (Persist) You create a cloud of poison vapors that fills a Close area. You can give up your movement for a turn to move the cloud at a Slowed movement rate downhill.

Any creature in the cloud must make a Spellcraft vs. Endurance (Fortitude) check to avoid taking 1 (poison) wound. Draw a card and compare it to the target’s Endurance (Fortitude) skill check to cause an additional (poison) wound. The target is poisoned, and takes 1 (poison) wound every other round until a successful Endurance (Fortitude) check (Diff 15). The cloud remains for the scene. Consequences: This spell can be used once a scene.

Primal Skill Mastery 5th circle, Diff 18, ♦Enchantment, Medium, Scene Choose a Broad skill when you learn this spell. Target gains a +5 bonus to one Strength, or Dexterity based skill (including all subskills) in the chosen Broad skill. You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell. Consequences: This spell can be used once a scene.

Stoneskin 5th circle, Diff 18, ♣Transmutation, Touch, Scene The target ignores the next 3 wounds. Draw an additional card from the top of your deck and compare it to the difficulty to ignore an extra wound. Consequences: This spell can be used once a scene.

Suggestion 5th circle, Resv +3, ♦Enchantment, Short, Persist The target loses its turn. On your turn, instead of acting you control the target’s actions until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This spell can be used once a day.

Summon Fifth Circle Animal 5th circle, Diff 18, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats Consequences: This spell can be used once a scene.

True Seeing 5th circle, Diff 18, ♥Divination, Personal, Scene You gain a +5 to Perception (Spot) and a +5 to Resolve against Illusions. Consequences: This spell can be used once a scene.

Wall of Fire 5th circle, Diff 18, ♥Conjuration (Fire), Medium, Scene You create a wall that prevents opponents from moving closer without being harmed. The wall is one range increment wide and tall. A target that cannot circumvent the wall and attempts to get closer must make a Endurance (Physical) check (Diff 17) or be pushed back and takes 3 (fire) wounds. The target also catches fire and takes 1 wound every other round after the first until they make a successful Endurance (Physical) check (Diff 17). Successfully passing through the wall inflicts only 3 (fire) wounds and the target does not catch on fire. Consequences: This spell can be used once a scene.

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Wall of Stone 5th circle, Diff 18, ♥Conjuration, Medium, Week You create a stone wall that is a Short distance long and high. If attacked, it has Resistance 6♣ and ignores all damage except if it draws a “♥” card for its Resistance. It has 10 wounds. Consequences: This spell can be used once a day.

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Geas 6th circle, Resv +3, ♦Enchantment, Medium, Day The target gains a consequence of your choice (see race and class consequences for examples). Once a scene, the target can attempt to negate the consequence with a successful Presence check (Diff 17). If the target fails the check, not only does it suffer the consequence, it takes 4 wounds. Consequences: This spell can be used once a day.

Great Heroism 6th circle, Diff 20, ♦Enchantment, Long, Scene Up to 4 targets gains a +4 bonus to Attack and Damage with one Weapon group of the caster’s choice. The target also gains a +4 bonus to Resolve against fear attacks. Consequences: This spell can be used once a scene.

Improved Animal Shapes 6th circle, Diff 20, ♣Transmutation, Personal, Scene You take the shape of an animal of up to Huge size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 30. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment. Consequences: This spell can be used once a scene.

Lightning Storm 6th circle, Att +2/Phys +3, ♠Evocation (Electricity), Medium, Persist You deal 4 (electricity) wounds to 4 targets. The target also suffers a –2 penalty to all skill checks until makes a successful Endurance (Fortitude) check (Diff 17). Consequences: This spell can be used once a scene.

Petrifaction 6th circle, Fort +3, ♣Transmutation, Medium, Persist The target takes 4 wounds and loses an action. The target loses a move action every round and takes 1 wound every other round until a successful Endurance (Physical) check (Diff 17). A target reduced to 0 wounds or less is turned to stone. Consequences: This spell can be used once a scene.

Overcoming vs. Negating Geas The attempt to negate the consequence is separate from the chance to overcome the consequence.

Overcoming a consequence can be checked each round and on a success, suppresses the effect for the remainder of the scene. On a failure to overcome the consequence, the target takes 1 wound, up to a max of 3 wounds per scene.

Negating the consequence can be attempted once a scene and ends the spell if successful. On a failure to negate the consequence, the target takes 4 wounds.

The target always has the option to forego an attempt to overcome or negate the consequence. In such a case, the target is assumed to fail the check and suffer the penalties of the consequence, but takes no wounds for attempting to overcome or negate the consequence.

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Poison Fog 6th circle, Diff 20, ♥Conjuration, Medium, Scene You create an area a Close distance across. Creatures in the area suffer a Resv +3 attack on their turn. On a hit, the target takes 4 (poison) wounds and is blinded until a successful Endurance (Fortitude) check (Diff 17). The target also takes 1 (poison) wound every other round until a successful Resistance check (Diff 17). However, those in the fog gain a +3 bonus to Defense. Note: those who remain in the cloud suffer the Resv +3 attack each round. Consequences: This spell can be used once a scene.

Repulse 6th circle, Diff 20, ♣Abjuration, Long, Scene You can keep up to 4 targets from approaching within Close range of you. If the targets attempt to attack with ranged combat attacks, they take a –4 penalty to the attack. Consequences: This spell can be used once a scene.

Scry 6th circle, Diff 20, ♥Divination, Extreme, Scene You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks. Consequences: This spell can be used once a scene.

Shadow Steps 6th circle, Diff 20, ♦Illusion, Special, Persist You can swiftly move from shadow to shadow. Upon entering a shadowy area, as a move action you can emerge from another shadowy area that you are aware of up to Extreme distance away. You can continue to move this way until the spell ends. Consequences: This spell can be used once a scene.

Summon Sixth Circle Animal 6th circle, Diff 20, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: This spell can be used once a scene.

Transmute Earth 6th circle, Diff 20 OR Fort +3, ♣Transmutation, Medium, Scene You harden a Short area of soft earth into rock or soften a Short area of hardened rock into mud. Hardened rock has a Defense 9♣ and ignores damage except on a draw of “♥” for defense. It has 6 wounds. Mud imposes a -2 step penalty to movement rate to those moving through the area. If a stone wall or object is softened, it takes 5 wounds. If a stone creature is hardened, it heals 5 wounds. Make an attack roll to harm stone creatures. Consequences: This spell can be used once a scene.

PPrriimmaall 77tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Blast Fireball 7th circle, Att +1/Phys +4, ♠Evocation (Fire), Long, Persist You hurl a ball of flame that explodes dealing 4 (fire) wounds to up to 5 targets. You may draw a card from the top of your deck and compare it to the difficulty to deal an additional wound. The targets continue to burn, taking 1 wound every other round until the target makes a successful Endurance (Physical) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Control Weather 7th circle, Diff 21, ♣Transmutation, Long, Scene You can change the weather in an Extreme area to whatever you desire. Consequences: You take a wound. This spell can be used once a day. You can expend this spell to make the weather moderately warm and clear for the scene.

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Heal 7th circle, Diff 21, ♥Conjuration (Healing), Touch, Scene The target heals 3 wounds and gains 3 temporary wounds. You may draw an extra card from the top of your deck to heal and extra wound and grant an extra temporary wound. Any damage the target takes is subtracted from the temporary wounds first. Consequences: You take a wound. This spell can be used once a day.

Mass Hold Person 7th circle, Resv +4, ♦Enchantment, Short, Persist Up to 5 targets lose all their actions for the round (stunned). The target remains stunned until it makes a successful Endurance (Mental) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Regenerate 7th circle, Diff 21, ♣Transmutation, Touch, Persist If the target draws a “♣” for an Armor check when hit by an attack, the target takes no wounds and instead heals 1 wound. Consequences: You take a wound. This spell can be used once a day. The target may expend the spell to heal 4 wounds.

Reorient Gravity 7th circle, Diff 21, ♣Transmutation, Long, Scene You change gravity in a Medium area to reorient in any direction you choose (including toward the middle of the area). Creatures caught in the area when this spell activates can make a Acrobatics (Tumble) check (Diff 18) to safely reorient to the changed gravity. Those who fail the check are subject to falling damage from their new orientation, if applicable. Consequences: You take a wound. This spell can be used once a day. You may expend the spell to return gravity to normal.

Shapeshift 7th circle, Diff 21, ♣Transmutation, Personal, Scene You take the shape of another creature. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 35. You gain the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment. You can shift your shape to a new form as a standard action. Consequences: You take a wound. This spell can be used once a day.

Controlling the Weather You can inflict or remove

environmental changes via the control weather spell as you choose. You can alter the temperate (freezing, cold, moderate, warm, hot) or create special weather effects (wind, rain, hail, snow, lightning, tornadoes, etc.)

If you wish to direct the motion of a hazard (such as a lightning bolt or tornado), you must take a standard action to control it, and it cannot deal more than 2 wounds + draw card for add’l wound to a target, though it could have continuing effects (a -3 penalty to actions for lightning, being grappled until a successful Acrobatics [Lift] or Athletics [Escape] for a tornado, etc.). All such continuing effects can be countered with a successful appropriate check against Difficulty 18.

If attempting to counter another’s weather changes, make opposed Spellcasting checks against the enemy caster to influence the weather. The check should be made each round.

If you expend the spell to counter another’s attempt to control the weather, make a single opposed Spellcasting check. If you succeed, both spells are ended and the weather shifts to moderate and clear. If you fail, your spell is expended and the opposing spellcaster can continue to influence the weather.

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Statue 7th circle, Diff 21, ♣Transmutation, Touch, Scene The target becomes an inanimate magical statue. While a statue, it cannot be harmed and takes no actions, though it can make Perception checks. Consequences: You take a wound. This spell can be used once a day. The target can expend the spell to return to normal.

Summon Elemental 7th circle, Diff 21, ♥Conjuration, Short, Scene You summon an elemental to act on your behalf. See Elemental in the Monster section for stats. The elemental remains for the scene or until slain. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Unleash Lightning 7th circle, Att +1/Phys +4, ♠Evocation (Electricity), Long, Persist Up to 5 targets take 4 (electrical) wounds. Draw a card and compare it to the target’s Armor for an additional (electrical) wound. Target takes a -2 penalty to all actions until successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

PPrriimmaall 88tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Arctic Blast 8th circle, Att +1/Phys +4, ♠Evocation (Cold), Long, Persist You deal 5 (cold) wounds to 5 targets. The targets are also slowed until they make a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Binding 8th circle, Resv +4, ♦Enchantment, Close, Day You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a ♠ face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires. Consequences: You take a wound. This spell can be used once a day.

Control Air 8th circle, Diff 21, ♣Transmutation, Medium, Scene You control an area of air a Medium distance across. You can create gusts, fog or animate the air as you see fit. Altering the air takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This spell can be used once a day.

Control Earth 8th circle, Diff 21, ♣Transmutation, Medium, Scene You control an area of earth a Medium distance across. You can harden, soften, shape or animate the earth as you see fit. Altering the earth takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This spell can be used once a day.

Control Fire 8th circle, Diff 21, ♣Transmutation, Medium, Scene You summon and control an area of fire a Medium distance across. You can inflame, suppress or animate the earth as you see fit. Altering the fire takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This spell can be used once a day.

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Control Water 8th circle, Diff 21, ♣Transmutation, Medium, Scene You control an area of water a Medium distance across. You can harden, soften, shape or animate the water as you see fit. Altering the water takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This spell can be used once a day.

Earthquake 8th circle, Att +1/Phys +4, ♠Evocation, Long, Persist You deal 5 wounds to 5 targets. The targets are pinned and unable to act until they make a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Finger of Death 8th circle, Att +1/Dam +4, ♠Evocation (Necrotic), Long, Instant The target takes 10 (necrotic) wounds. The target cannot heal damage until it makes a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Firebomb 8th circle, Att +1/Phys +4, ♠Evocation (Fire), Long, Persist You deal 5 (fire) wounds to 5 targets. The targets continue to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

Controlling the Elements The control elements (air, earth,

fire, water) are left very open to allow both players and game masters to be creative with the spell. Some specific uses are detailed below.

If the spell is used to deal direct damage, the caster makes an Att +1/Dam +4 attack against any target in the area and deals 3 wounds. The damage type depends on the element – sonic for air, normal for earth, fire for fire and normal for water. Anyone remaining in the area is attacked each round.

If animated, the element acts like an elemental with a +2 bonus to its primary stats, Defense and Resolve, and a +1 bonus to its secondary stats. The elemental has +1 wounds and deals +1 wounds with its attacks.

If used as a barrier, it has a Resistance of 12, ignores all damage except on a draw of a “♥” for an Armor check and has 8 wounds. Air Barrier: An individual attempting to pass

through an air barrier must make a successful Endurance check (Diff 18). On a failure, the target is pushed back and takes 3 (sonic) wounds. If a target attempts to fire ranged attacks through the barrier, they are instead struck by their own attack unless they make a successful Defense check (Diff 18).

Earth Barrier: An individual cannot pass through a barrier of earth, it must be broken down or circumvented.

Fire Barrier: An individual attempting to pass through a fire barrier must make a successful Endurance check (Diff 18). On a failure, the target is pushed back and takes 3 (fire) wounds. The target continues to burn, taking 1 (fire) wound every other round until successful Endurance check (Diff 18).

Water Barrier: An individual attempting to pass through a water barrier must make a successful Endurance check (Diff 18). On a failure, the target is swept into the wall and takes 3 wounds. The target is immobilized and to escape, the target must make a successful Athletics (Lift) or Acrobatics (Escape) check. If the target is still grappled, the target continues to drown, taking 1 wound every other round.

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Improved Shapeshift 8th circle, Fort +4, ♣Transmutation, Touch, Scene The target takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 40. The target gains the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. The target do not gain the shape’s maneuvers, spell list, card hand size or equipment. The target can shift its shape to a new form as a standard action, if you choose to allow it. Consequences: You take a wound. This spell can be used once a day.

Summon Eighth Circle Animal 8th circle, Diff 23, ♥Conjuration, Close, Persist You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Consequences: You take a wound. This spell can be used once a day.

Whirlwind 8th circle, Att +1/Dam +4, ♥Conjuration, Long, Persist Up to 5 targets take 5 wounds. The targets are caught in the whirlwind and cannot move unless they make a successful Endurance (Fortitude) check (Diff 20). Consequences: You take a wound. This spell can be used once a day.

PPrriimmaall 99tthh CCiirrccllee SSppeellllss ((TTiieerr TThhrreeee))

Dominate 9th circle, Resv +5, ♦Enchantment, Long, Persist The target loses its actions on its turn until it makes a successful Endurance (Mental) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target. Consequences: You take a wound. This spell can be used once a day.

Foresight 9th circle, Diff 25, ♥Divination, Personal, Scene Draw 5 cards from the top of your deck and place them face in front of you. Whenever you, an ally or an opponent performs an action, you may choose to play a card from this special hand to resolve the action. The cards are not replaced when used. Consequences: You take a wound. This spell can be used once a day.

Hail of Meteors 9th circle, Attack +0/Phys +5, ♠Evocation (Fire), Long, Persist You cause fiery meteors to fall from the sky, pounding you opponents into the earth. You deal 5 (fire) wounds to up to 6 opponents. You may draw a card from the top of your deck to deal an extra wound to each target. Each target is also set on fire and takes 1 (fire) wound each round until they make a successful Endurance (Fortitude) check (Diff 22). Consequences: You take a wound. This spell can be used once a day.

Mass Shapeshift 9th circle, Fort +5, ♣Transmutation, Close, Persist Up to 5 targets takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 45. The target gains the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. The target do not gain the shape’s maneuvers, spell list, card hand size or equipment. The target can shift its shape to a new form as a standard action, if you choose to allow it. Consequences: All targets take a wound. If you fail to affect a target, you take the wound instead. This spell can be used once a day.

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RRuunneess

00tthh CCiirrccllee RRuunneess Runes of this magnitude are usually

carved into small crystals or thumb-sized river stones. They are often carried in a bag or on a necklace around the neck. Some are made into signet rings, cloaks, drinking cups or other such easily portable items.

Create Liquid 0th circle, Diff 9, ♥Conjuration, Close, Instant You create ½ gallon (64 oz.) of water, weak wine, juice or other drinkable fluid. For each increase of the Difficulty by +1, you create an additional ½ gallon of fluid. This spell does not create a container for the created fluid, but it can fill any containers that are present. Consequences: This spell can be used once a day.

Detect Magic 0th circle, Diff 9, ♥Divination, Close, Instant You detect the presence of active runes or magic items in range.

Healerùs Sight 0th circle, Diff 9, ♥Divination, Close, Instant You gain a +1 bonus to your next Survival (Heal) skill check.

Fortify 0th circle, Diff 9, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Endurance check.

Message 0th circle, Diff 9, ♦Enchantment, Close, Persist You send a short message to the target. Consequences: This spell can be used once a scene.

Minor Light 0th circle, Diff 9, ♣Transmutation, Personal, Persist You create a light that moves with you. The light illuminates a Close area. Consequences: This spell can be used once a scene.

Purify Food and Drink 0th circle, Diff 9, ♣Abjuration, Close, Instant You remove any taint, poison, rot or disease from food or drink.

Resistance 0th circle, Diff 9, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Resistance ability check.

Resolve 0th circle, Diff 9, ♣Abjuration, Close, Instant The target gains a +1 bonus to their next Resolve ability check.

Runic Curse 0th circle, Resv +0, ♦Enchantment, Touch, Scene The target takes a –1 penalty to Defense, Resistance or Resolve. Consequences: You can only use this rune once a scene.

Scathing Word 0th circle, Resv +0, ♦Enchantment, Close, Instant You deal a wound to the target.

Spoken Words 0th circle, Diff 9, Enchantment, Close, Scene Whenever a creature comes within range, a verbal message of the runecaster’s choice is spoken aloud. Consequences: This spell can be used once a scene.

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RRuunneess 11sstt CCiirrccllee ((TTiieerr OOnnee)) Runes of this magnitude are usually

carved into small items that can be transported with some difficulty. They may be inscribed into stone tiles, boxes or chests weighing between 2 lbs. – 25 lbs.

Alarm 1st circle, Diff 10, ♣Abjuration, Close, Day Any creature that enters the protected area alerts the runecaster to their presence. This rune remains in effect for one day. Consequences: This rune can be used once a day.

Barrier 1st circle, Diff varies, ♣Abjuration, Short, Persist You prevent others from passing through an area as if you were blocking the area with your own body. Anyone attempting to pass through the area must make an Athletics (Lift) check versus your Spellcraft skill check. Consequences: This spell can be cast once a scene.

Bless 1st circle, Diff 10, ♦Enchantment, Close, Scene The target gains a +2 bonus to a Weapon Group skill of the caster’s choice. Consequences: This rune can be used once a scene.

Command 1st circle, Resv +1, ♦Enchantment, Short, Instant The target loses an action. Consequences: This rune can only be used once a scene.

Endure 1st circle, Diff 10, ♣Abjuration, Short, Persist Target gains a +1 bonus to Endurance checks

Fear 1st circle, Resv +1, ♦Enchantment, Close, Persist The target moves its movement rate away in terror.

Ruin 1st circle, Att +4/Dam +1, ♦Enchantment, Close, Instant You deal a wound to the target.

Runic Armor 1st circle, Diff 10, ♣Abjuration, Personal, Scene You create an Armor (Minimal) made of protective glyphs that grants a +1♣ bonus to Resistance. Each time you increase the difficulty by 2 past Difficulty 9, you can increase the bonus to Resistance by +1 (max +5). Consequences: This rune can be cast once a day.

Sanctuary 1st circle, Diff 10, ♣Abjuration, Short, Persist Up to 2 targets fails to notice you until it makes an Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a day.

warding 1st circle, Diff 10, ♣Abjuration, Personal, Scene You create protective aura made of glyphs that grants a +1 bonus to Resolve. Each time you increase the difficulty by 2 past Difficulty 9, you can increase the bonus to Resolve by +1 (max +5). Consequences: This rune can be cast once a day.

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RRuunneess 22nndd CCiirrccllee ((TTiieerr OOnnee))

Aid 2nd circle, Diff 12, ♦Enchantment, Touch, Scene The target gains 1 temporary wound. Any damage the target takes is removed from this temporary wound first.

Cure Wounds 2nd circle, Diff 12, ♥Conjuration (Healing), Touch, Instant The target heals 1 wound. a

Deflect 2nd circle, Diff 12, ♣Abjuration, Short, Scene The target gains a +2 bonus to Armor checks. Consequences: This rune can be used once a scene. You can expend the spell to make an attack deal no damage. a

Delay Poison 2nd circle, Diff 12, ♣Abjuration, Short, Persist The target ignores 2 (poison) wounds from an attack. Consequences: The target can expend the spell to ignore 3 (poison) wounds from an attack.

Hold Person 2nd circle, Resv +1, ♦Enchantment, Short, Persist The target loses an action until it makes a successful Endurance (Mental) check (Diff 11). Consequences: You can use this rune once a scene.

Illusion 2nd circle, Diff varies, ♦Illusion, Close, Persist You create an illusion that affects one sense (sight, sound, touch, taste, smell). The difficulty to pierce the illusion with a Perception check is equal to the difficulty of the rune.

Instant Camp 2nd circle, Diff 12, ♥Conjuration, Touch, Scene You create a protected encampment that is unaffected by weather or the surrounding terrain that fills a Close area. Creatures that wish to enter the encampment must make a successful Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a day.

Locate 2nd circle, Diff 12, ♥Divination, Long, Persist Choose one object or creature within range when this spell is cast. You are treated as having at least Survival (Track) Rank 0 and gain a +2 bonus to track the target. The target is considered to have left a fresh, magical trail only you can see. Consequences: This spell can be cast once a scene.

Lock 2nd circle, Diff varies, ♣Abjuration, Touch, Scene You close and lock a barrier or container, such as a chest or door. The difficulty to break open the door with an Athletics (Lift) or pick the lock with a Disable Device (Open Lock) skill check is equal to the casting Difficulty of the spell. The target cannot be bypassed by damaging it while enchanted.

Obscure 2nd circle, Diff 12, ♣Abjuration, Short, Persist Target gains a +2 bonus to Stealth checks.

Read Thoughts 2nd circle, Resv +1, ♥Divination, Medium, Persist You read the target’s surface thoughts. Draw a special hand of 1 card. When you make an opposed check against the target, you may choose to play the card from the special hand to resolve your or the target’s action. You do not replace the cards from the special hand. Consequences: This rune can be used once a scene.

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Remove Malady 2nd circle, Diff varies, ♥Abjuration, Touch, Instant You negate an ongoing effect as if the target had made a successful Endurance (Fortitude) check. The casting difficulty equals the casting difficulty of the spell to negate.

Runic Weapon 2nd circle, Diff 12, ♠Evocation, Short, Persist You create an animated, one-handed weapon made of magic. It is Att +5/Dam +0 and causes 1 wound on a hit. As a standard action, you can use the weapon to attack any one target in range. You may use maneuvers with the weapon. Consequences: You can use this maneuver once a scene.

Strength of Heroes 2nd circle, Diff 12, ♦Enchantment, Touch, Scene The target is treated as having at least Rank 0 in a Weapon Group skill of the caster’s choice. Further, the target gains a +2 bonus to attacks and damage with the Weapon Group. Consequences: This rune can be used once a scene.

Truthfulness 2nd circle, Resv +2, ♦Enchantment, Touch, Scene The target cannot perform Deception (Bluff) checks until it makes a successful Endurance (Mental) check (Diff 13). Consequences: You can use this spell once a scene.

Weapon Bane 2nd circle, Diff 12, ♣Abjuration, Short, Persist The target gains a +2 bonus to Resistance against melee attacks.

Words on the Wind 2nd circle, Resv +1, ♣Transmutation, Extreme, Persist You can converse with one individual in range as if they were standing right next to you. Consequences: This rune can be used once a scene.

RRuunnee 33rrdd CCiirrccllee ((TTiieerr OOnnee))

Bastion 3rd circle, Diff 13, ♣Abjuration, Close, Day You create a safe area that houses up to 3 individuals. Targets in the protected area cannot be attacked by those outside the area and are unaffected by the environment outside the protected area. The protection lasts until the target leaves the area, attempts to attack a creature or a day passes. Each time you increase the casting difficulty by +2, you protect an extra target. Consequences: This rune can be used once a day.

Curse 3rd circle, Resv +2, ♦Enchantment, Close, Persist The target gains a consequence of the runecaster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 14). If the target fails it suffers the consequence applied to it. Consequences: This rune can be used once a scene.

Disconnected Sense 3rd circle, Diff 13, ♥Divination, Long, Persist Choose a Perception subskill (Listen, Smell, Spot, Taste, or Touch). You can use the selected subskill as if you were at the target point. Consequences: This spell can be used once a scene.

Explosive Rune 3rd circle, Att +3/Dam +2, ♠Evocation, Close, Instant The target takes 2 wounds. Draw an extra card from the top of your deck and compare it to the difficulty to deal an extra wound.

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Instant Camp 3rd circle, Diff 13, ♥Conjuration, Touch, Scene You create a protected encampment that is unaffected by weather or the surrounding terrain that fills a Close area. Creatures that wish to enter the encampment must make a successful Endurance (Mental) check (Diff 11). Consequences: This spell can be used once a day.

Minor Suggestion 3rd circle, Resv +2, ♦Enchantment, Short, Persist Target performs suggested action until it makes a successful Endurance check (Diff 13). Consequences: This rune can be used once a scene. If the target is wounded, the spell ends instantly.

Preserve 3rd circle, Diff 13, ♣Transmutation, Touch, Day Target object does not rot, decay or putrefy.

Protection from Energy 3rd circle, Diff 13, ♣Abjuration, Short, Scene Choose an energy type – acid, cold, electricity, fire, force, necrotic or radiant. The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack. Consequences: The target may expend the rune to ignore all wounds from a single energy attack that he is protected from.

Protective Ward 3rd circle, Diff 13, ♣Abjuration, Touch, Persist You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it must make a successful Endurance (Mental) check (Diff 12). Consequences: This spell can be used once a scene.

Rune of Pain 3rd circle, Resv +2, ♦Enchantment, Short, Persist The target loses an action. You can draw an extra card to make the target lose another action. Consequences: This rune can be used once a scene.

Telepathy 3rd circle, Diff 15, ♥Divination, Long, Persist You can mentally communicate with a single target in range. Consequences: This rune can be used once a scene.

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RRuunneess 44tthh CCiirrccllee ((TTiieerr TTwwoo)) Runes of this magnitude are often too

large, heavy or bulky to be moved easily. They are often carved into cornerstones, markers or other structures weighing around 100 lbs. – 250 lbs.

Anchor 4th circle, Resv +2, ♣Abjuration, Medium, Scene The target cannot benefit from magical transportation (such as arcane portal, teleport or planar travel). Consequences: This rune can be used once a scene.

Create Food and Water 4th circle, Diff 15, ♥Conjuration, Short, Day You create food and water for one individual for one meal. For each +2 to Difficulty, you can create an additional meal. Consequences: This rune can be used once a scene.

Curtain of Fire 4th circle, Diff 15, ♥Conjuration (Fire), Medium, Scene You create a barrier of fire that is a Short distance long and high. Any creature attempting to pass through the flames must make a successful Endurance (Physical) check (Diff 14) or take 1 (fire) wound. Draw a card and compare it to the target’s Endurance (Physical) skill check to cause an additional wound. The target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This rune can used once a scene.

Curtain of Lightning 4th circle, Diff 15, ♥Conjuration (Fire), Medium, Scene You create a barrier of flashing lightning that is a Short distance long and high. Any creature attempting to pass through the electricity must make a successful Endurance (Physical) check (Diff 14) or take 1 (electrical) wound. Draw a card and compare it to the target’s Endurance (Physical) skill check to deal an additional (electrical) wound. The target also takes a -1 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through. Consequences: This rune can used once a scene.

Dismissal 4th circle, Resv +2, ♣Abjuration, Medium, Instant You can send an extraplanar creature of up to 4 wounds back to the plane from which it came. You may draw an extra card from the top of your deck and compare it to the difficulty to send a 5 wound creature back to its home plane. Consequences: This rune can be used once a scene.

Divination 4th circle, Diff 15, ♥Divination, Personal, Instant You may ask two questions which are answered truthfully. Consequences: This rune can be used once a day.

Fly 4th circle, Diff 15, ♣Transmutation, Touch, Persist The target can fly at its base movement rate. Consequences: This rune can be used once a scene.

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Globe of Invulnerability 4th circle, Diff 15, ♣Abjuration, Close, Persist Draw 2 cards from the top of your deck and place them face in front of you. Whenever you, an ally or an opponent performs an action, you may choose to play a card from this special hand to resolve the action. The cards are not replaced when used. Consequences: This rune can be used once a scene.

Imprison 4th circle, Resv +2, ♦Enchantment, Medium, Persist The target can take no actions until it makes a successful Endurance (Fortitude) check (Diff 16). Consequences: This rune can be used once a scene.

Improved Resistance 4th circle, Diff 15, ♣Abjuration, Medium, Persist Target gains a +2 bonus to Armor and Endurance checks. Consequences: This spell can be used once a scene.

Runic Portal 4th circle, Diff 15, ♥Conjuration, Special, Instant You and up to 3 additional allies step through a doorway next to you and exit at a Long distance (400 ft.) away. Consequences: This rune can be used once a scene.

Secure Shelter 4th circle, Diff 15, ♥Conjuration, Close, Day You create a secure building that encloses a Close area. The building can be secured against entry, and unwanted creatures can only gain entry with a successful Athletics (Lift) or Disable Device (Open Locks) skill check (Diff 14). If the building is attacked, it has a Resistance of 6 and ignores all damage unless it draws a “♣” for Resistance. The building has 4 wounds. Consequences: This rune can be used once a day

Speak With the Dead 4th circle, Diff 15, ♥Divination, Touch, Instant You may ask a corpse two questions which it answers truthfully, to the best of its knowledge. Consequences: This spell can be used once a scene.

Tongues 4th circle, Diff 15, ♦Enchantment, Touch, Scene The target can speak any one language of the caster’s choice as if it had 3 Ranks in the language. Consequences: This spell can used once a scene.

RRuunneess 55tthh CCiirrccllee ((TTiieerr TTwwoo))

Contact Other Realm 5th circle, Diff 16, ♥Divination, Personal, Instant You can ask 3 questions to an entity from another plane. It will truthfully answer your question, with a one-word answer, to the best of its knowledge. Consequences: This spell can be used once a day.

Entomb 5th circle, Att +2/Phys +3, ♥Conjuration, Medium, Persist The target takes 2 wounds. You can draw an extra card to inflict an extra wound. The target is immobilized until it makes a successful Endurance (Fortitude) check (Diff 15). Consequences: This rune can be used once a scene.

Passwall 5th circle, Diff 16, ♣Transmutation, Medium, Scene You create an opening in a solid object a Close distance deep and wide enough for a single individual to pass through at one time. If multiple, separated barriers/wall is in within Close distance of the initial opening, you only open a passage through one such barrier. Consequences: This rune can be used once a scene.

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Secret Stash 5th circle, Diff 16, ♥Conjuration, Short, Week You create an extradimensional pocket in a closable item, such as a backpack or chest. Regardless of the item’s actual size, it can hold 250 lbs. worth of items of up to Large size without actually filling the closable item. If dispelled, the stored items spill out of the object. Consequences: This rune can be used once a scene.

Sending 5th circle, Diff 16, ♥Divination, Special, Instant You can see and communicate with another willing creature as if it were standing next to you for one round. The target creature must be within 1 mile of your location. You can double the distance by increasing the Difficulty by +1. Consequences: This rune can be used once a scene.

Suggestion 5th circle, Resv +3, ♦Enchantment, Short, Persist The target is stunned (it loses all its actions). On your turn, instead of acting you control the target’s actions until it makes a successful Endurance (Mental) check (Diff 15). Consequences: This rune can be used once a day.

Symbol of Sleep 5th circle, Resv +3, ♦Enchantment, Medium, Persist The target takes a -3 penalty to Dexterity. The target also loses an action each round and suffers an additional -1 penalty to Dexterity every other round until a successful Endurance (Fortitude) check (Diff 15). If the target’s Dexterity drops to 0 or less, it falls unconscious. Consequences: This rune can be used once a scene.

Terror 5th circle, Resv +2, ♦Necromancy, Medium, Scene The target drops any held item and moves away at full speed until it makes a successful Endurance (Mental) check (Diff 14). Consequences: This spell can be used once a scene.

True Seeing 5th circle, Diff 16, ♥Divination, Personal, Scene You gain a +3 to Perception (Spot) and a +4 to Resolve against Illusions. Consequences: This rune can be used once a scene.

RRuunneess 66tthh CCiirrccllee ((TTiieerr TTwwoo))

Fabricate 6th circle, Diff 18, ♥Conjuration, Touch, Day You create an item worth up to 25 gp. For each time you increase the Difficulty by +2, you can create an item worth an additional 5 gp. The created item is a non-magical item and lasts for 1 day. Consequences: This rune can be used once a scene.

Flame Strike 6th circle, Att +3/Phys +2, ♥Conjuration (Fire), Medium, Persist You deal 3 wounds to up to 4 creatures. You may draw a card from the top of your deck to compare to the difficulty to deal another wound. You may draw the card before or after the difficulty is revealed. The targets also continues to burn, taking 1 Wound every other round after the first round until a successful Endurance (Physical) check is made (Diff 17). Consequences: This rune can be used once a scene.

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Forceful Barrier 6th circle, Resv +3, ♣Abjuration, Medium, Scene On the caster’s turn, the target is moved a Short distance away from the caster if it fails an Athletics (Lift) or Acrobatics (Escape) check (Diff 17). The target takes a +4 penalty to any attack that target’s the caster’s Defense. If the barrier is attacked, it has a Defense 9 and ignores all damage except if it draws a “♦” for Defense. It has 6 wounds. Consequences: This rune can be used once a scene.

Great Heroism 6th circle, Diff 18, ♦Enchantment, Long, Scene Up to 4 targets gains a +4 bonus to Attack and Damage with one Weapon group of the caster’s choice. The target also gains a +4 bonus to Resolve against fear attacks. Consequences: This spell can be used once a scene.

Guards and Wards 6th circle, Diff 18, ♦Enchantment, Medium, Scene You protect a Short area across from intrusion. All closable objects (doors, chests, etc.) close and lock, preventing them from being opened short of a successful Disable Device (Open Locks) check (Diff 17), or being smashed open. Also, all corridors junctions and staircases become difficult to traverse, requiring a successful Acrobatics (Escape) or Athletics (Lift) skill check (Diff 17) to get through. Consequences: This spell can be used once a scene.

Lore 6th circle, Diff varies, ♥Divination, Special, Instant You learn information about a subject as if you had made an appropriate Knowledge check on the subject with a result equal to your Spellcasting check. You gain a +4 bonus to your total. Consequences: This spell can be used once a day.

Runic Forbiddance 6th circle, Diff 20, ♣Abjuration, Close, Day You create a Short area across where those who don’t specifically name cannot enter or pass through without first making a successful Knowledge (Arcane) check (Diff 17). If a creature attempts to pass and fails, it takes 1 (necrotic) wound, plus one additional (necrotic) wound every other round until it makes a successful Endurance (Physical) check (Diff 17). Consequences: This spell can be used once a day.

Scry 6th circle, Diff 18, ♥Divination, Extreme, Scene You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks. Consequences: This rune can be used once a scene.

Teleport 6th circle, Diff 18, ♥Conjuration, Special, Instant You can transport up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +2. Consequences: This rune can be used once a day. Note: A statute mile is 5,280 feet.

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RRuunneess 77tthh CCiirrccllee ((TTiieerr TThhrreeee)) The most powerful of runes, these

mighty magics are only found in areas that can withstand the magic they contain, and generally cannot be moved. They are carved into henges, scribed into foundations or displayed on the walls of temples or monuments. A third-tier rune weighs from 750 lbs. to in excess of 1,000 lbs.

Cage 7th circle, Resv +4, ♥Conjuration, Long, Scene The target is immobilized and cannot attack non-adjacent targets until it makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 18). Consequences: This rune can be used once a day.

Control Weather 7th circle, Diff 19, ♣Transmutation, Long, Scene You can change the weather in an Extreme area to whatever you desire. Consequences: This rune can be used once a day. You can expend this spell to make the weather moderately warm and clear for the scene.

Heal 7th circle, Diff 19, ♥Conjuration (Healing), Touch, Scene The target heals 3 wounds and gains 3 temporary wounds. You may draw an extra card from the top of your deck to heal an extra wound and grant an extra temporary hit point. When the target takes damage, the temporary wounds are lost first. Consequences: This rune can be used once a day.

Lesser Rune of Power 7th circle, Resv +4, ♦Enchantment, Short, Scene Up to 5 targets take 4 wounds and are knocked prone. Draw a card to deal an additional wound. The target loses a standard action each round until a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This rune can be used once a day.

Repulsion 7th circle, Diff 19, ♣Abjuration, Touch, Scene Up to 8 creatures cannot approach within Close range of the target unless they make a successful Endurance (Mental) check (Diff 23). Consequences: This rune can be used once a

Controlling the Weather You can inflict or remove

environmental changes via the control weather spell as you choose. You can alter the temperate (freezing, cold, moderate, warm, hot) or create special weather effects (wind, rain, hail, snow, lightning, tornadoes, etc.)

If you wish to direct the motion of a hazard (such as a lightning bolt or tornado), you must take a standard action to control it, and it cannot deal more than 2 wounds + draw card for add’l wound to a target, though it could have continuing effects (a -3 penalty to actions for lightning, being grappled until a successful Acrobatics [Lift] or Athletics [Escape] for a tornado, etc.). All such continuing effects can be countered with a successful appropriate check against Difficulty 18.

If attempting to counter another’s weather changes, make opposed Spellcasting checks against the enemy caster to influence the weather. The check should be made each round.

If you expend the spell to counter another’s attempt to control the weather, make a single opposed Spellcasting check. If you succeed, both spells are ended and the weather shifts to moderate and clear. If you fail, your spell is expended and the opposing spellcaster can continue to influence the weather.

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day.

Reorient Gravity 7th circle, Diff 19, ♣Transmutation, Long, Scene You change gravity in a Medium area to reorient in any direction you choose (including toward the middle of the area). Creatures caught in the area when this spell activates can make a Acrobatics (Tumble) check (Diff 18) to safely reorient to the changed gravity. Those who fail the check are subject to falling damage from their new orientation, if applicable. Consequences: This spell can be used once a day. You may expend the spell to return gravity to normal.

Runic Door 7th circle, Diff 19, ♥Conjuration, Close, Day You create a hidden opening in a solid object a Close distance deep and wide enough for a single individual to pass through at one time. You and up to 4 targets of your choice can see and use the magic door at will. Other creatures can detect (and use) the door with a successful Perception (Spot or Touch) check (Diff 18). If multiple, separated barriers/wall are within Close distance of the initial opening, you only open a passage through one such barrier. Consequences: This spell can be used once a day.

Summon Elemental 7th circle, Diff 19, ♥Conjuration, Short, Scene You summon an elemental to act on your behalf. See Elemental in the Core Rulebook’s Monster section (or Bestiary Fantastic) for stats. The elemental remains for the scene or until slain. Consequences: This rune can be used once a day.

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RRuunneess 88tthh CCiirrccllee ((TTiieerr TThhrreeee))

Binding 8th circle, Resist +4, ♦Enchantment, Close, Day You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a face card of the Spades suit, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires. Consequences: This spell can be used once a day.

Control Air 8th circle, Diff 19, ♣Transmutation, Medium, Scene You control an area of air a Medium distance across. You can create gusts, fog or animate the air as you see fit. Altering the air takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This rune can be used once a day.

Control Earth 8th circle, Diff 19, ♣Transmutation, Medium, Scene You control an area of earth a Medium distance across. You can harden, soften, shape or animate the earth as you see fit. Altering the earth takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This rune can be used once a day.

Control Fire 8th circle, Diff 19, ♣Transmutation, Medium, Scene You summon and control an area of fire a Medium distance across. You can inflame, suppress or animate the earth as you see fit. Altering the fire takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This rune can be used once a day.

Controlling the Elements The control elements (air, earth, fire,

water) are left very open to allow both players and game masters to be creative with the spell. Some specific uses are detailed below.

If the spell is used to deal direct damage, the caster makes an Att +1/Dam +4 attack against any target in the area and deals 3 wounds. The damage type depends on the element – sonic for air, normal for earth, fire for fire and normal for water. Anyone remaining in the area is attacked each round.

If animated, the element acts like an elemental with a +2 bonus to its primary stats, Defense and Resolve, and a +1 bonus to its secondary stats. The elemental has +1 wounds and deals +1 wounds with its attacks.

If used as a barrier, it has a Resistance of 12, ignores all damage except on a draw of a “♥” for an Armor check and has 8 wounds. Air Barrier: An individual attempting to pass

through an air barrier must make a successful Endurance check (Diff 18). On a failure, the target is pushed back and takes 3 (sonic) wounds. If a target attempts to fire ranged attacks through the barrier, they are instead struck by their own attack unless they make a successful Defense check (Diff 18).

Earth Barrier: An individual cannot pass through a barrier of earth, it must be broken down or circumvented.

Fire Barrier: An individual attempting to pass through a fire barrier must make a successful Endurance check (Diff 18). On a failure, the target is pushed back and takes 3 (fire) wounds. The target continues to burn, taking 1 (fire) wound every other round until successful Endurance check (Diff 18).

Water Barrier: An individual attempting to pass through a water barrier must make a successful Endurance check (Diff 18). On a failure, the target is swept into the wall and takes 3 wounds. The target is immobilized and to escape, the target must make a successful Athletics (Lift) or Acrobatics (Escape) check. If the target is still grappled, the target continues to drown, taking 1 wound every other round.

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Control Water 8th circle, Diff 19, ♣Transmutation, Medium, Scene You control an area of water a Medium distance across. You can harden, soften, shape or animate the water as you see fit. Altering the water takes a standard action. If not commanded, it continues act in the same manner as it did last round. Consequences: This rune can be used once a day.

Invulnerability 8th circle, Diff 21, ♣Abjuration, Touch, Scene The target ignores 5 wounds from any attack. You are still vulnerable to non-wound effects. Consequences: This rune can be used once a day. The target may expend the rune to ignore all wounds from a single attack.

Mind Blank 8th circle, Diff 21, ♣Abjuration, Touch, Day The target cannot be detected by Divination spells. Consequences: This rune can be used once a day.

Rune of Power 8th circle, Resv +4, ♦Enchantment, Long, Scene Up to 5 targets takes 5 (acid, cold, electricity, fire, necrotic OR poison) wounds. The target loses a standard action each round and is blinded until a successful Endurance check (Diff 18). Based on the type of damage, the target also takes the following effect: Acid: Target takes 1 (acid) wound every other

round until successful Armor skill check (Diff 18).

Cold: Target is slowed until successful Endurance (Fortitude) check (Diff 18).

Electricity: Target takes a -3 penalty to all skill checks until a successful Endurance (Fortitude) check (Diff 18).

Fire: Target takes 1 (fire) wound every other round until successful Endurance (Physical) check (Diff 18).

Necrotic: Target cannot heal until a successful Endurance (Fortitude) check (Diff 18).

Poison: Target takes 1 (poison) wound every other round until successful Endurance (Fortitude) check (Diff 18).

Sonic: Target is deafened until successful Endurance (Fortitude) check (Diff 18).

Consequences: You take a wound. This spell can be used once a day. be used once a day.

Rune of Stunning 8th circle, Resv +4, ♦Enchantment, Long, Persist The target takes 5 wounds and loses its actions on its turn. It continues to lose its actions for the turn until it makes a successful Endurance (Mental) check (Diff 22). Consequences: This rune can be used once a day.

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RRuunneess 99tthh CCiirrccllee ((TTiieerr TThhrreeee))

Dominate 9th circle, Resv +5, ♦Enchantment, Long, Persist The target loses its actions on its turn until it makes a successful Endurance (Mental) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target. Consequences: You take a wound. This spell can be used once a day.

Foresight 9th circle, Diff 23, ♥Divination, Personal, Scene Draw 5 cards from the top of your deck and place them face in front of you. Whenever you, an ally or an opponent performs an action, you may choose to play a card from this special hand to resolve the action. The cards are not replaced when used. Consequences: You take a wound. This spell can be used once a day.

Major Rune 9th circle, Resv +5, ♦Enchantment, Short, Persist Up to 5 targets takes 5 wounds. Draw a card to deal an additional wound. The target loses all actions each round until a successful Endurance (Fortitude) check (Diff 18). Consequences: You take a wound. This spell can be used once a day.

Phantasmagoria 9th circle, Resv +5, ♦Illusion, Long, Persist You summon the target’s worst nightmare into reality. The target takes 5 wounds and loses it actions for the next turn. You may play a card from your hand to compare to the difficulty to deal an extra wound. The target continues to lose its actions for the turn until it makes a successful Endurance (Mental) check (Diff 22) Consequences: This rune can be used once a day.

Planar Travel 9th circle, Diff 23, ♥Conjuration, Special, Instant You and up to four willing others can travel to another plane of existence. Consequences: This rune can be used once a day.

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CChhaapptteerr 44 -- AAllcchheemmiiccaall aanndd NNeeww IItteemmss

Not quite magical items, but more than mundane items, alchemical items use supernatural substances in their creation, but work like normal equipment.

Alchemical items are best suited for “high magic” campaigns, and may not have the right feel for sword & sorcery or “low magic”

campaigns. Their inclusion or exclusion is entirely in the hands of the GM.

Alchemical items do not need a special skill check to activate; they are simply used like another piece of equipment. However, they cannot replicated powers above First Tier (0th-3rd circle) spells.

To create an alchemical item, you need both a specific craft skill and the Craft (Alchemy) skill. Most alchemical items are one shots.

Weapons Suit Size Weapon Group

Cost Wt. Range Increment

Attack Mod

Damage Mod

Strength Min

One-handed Ranged Weapons GrenadeX ♣ - Hurled 1 gp 1 lb. Short +1 +4 1 Pistol - single shotM ♠ - Crossbow 2 gp 1 lb. Medium +3 +2 1 - double shotS ♠ - Crossbow 5 gp 1 lb. Medium +3 +2 1 Transitional Ranged Weapons HarquebusA,S - Crossbow 4 gp 3 lbs. Long +2 +3 2 Two-handed Ranged Weapons BlunderbussA,S ♠ - Crossbow 5 gp 5 lbs. Short +1 +4 3 Hand CannonA,H,S ♠ - Crossbow 10 gp 15 lbs. Medium +0 +5 5 Emplaced Weapons BallistaH,S ♠ L Direct 15 gp 65 lbs. Extreme +1 +5 3 Catapult - mangonelH,S ♣ H Indirect 30 gp 400 lbs. Long +0 +7 4 - onagerM ♣ L Indirect 20 gp 75 lbs. Medium +1 +5 3 Cannon - bombardH ♠ H Indirect 50 gp 200 lbs. Medium +0 +7 - - smallA,S ♠ L Direct 30 gp 130 lbs. Long +1 +5 - - largeA,S ♠ H Direct 60 gp 150 lbs. Extreme +0 +7 - Ram ♣ L Spear 6 gp 80 lbs. - +0 +6 4 TrebuchetS ♣ G Indirect 75 gp 400 lbs. Extreme +1 +8 3

A = armor piercing. At Rank 2 skill you can use a face card to reduce the opponent’s Armor bonus. See the maneuvers chapter for details. H = heavy. This weapon deals +1 wound. S = slow. This weapon is slow to load. It takes two actions (Move + Standard) to reload. X = area attack. This weapon makes an attack against all targets in a Close area. One-handed Ranged Weapon: This weapon can be used with one hand. Transitional Weapon: This weapon can be used in one or two hands (except short bow, which is two-handed). When used two-handed, use the attack and damage bonus after the slash. When used two-handed, draw an extra card for

damage and compare it the target’s Resistance to cause an extra wound. Two-handed Ranged Weapon: This weapon requires two hands to use and gains a +1 wound bonus for being used two-handed. Emplaced Weapons: This weapon is too large to be hand-held, and must be set in a stationary place to use. It often requires a crew to properly use. Weapons and Sizes

All weapons previously listed in the 54 game assume they are sized for use by medium creatures. However, some weapons – primarily the emplaced weapons – are massive weapons and do extra damage based on their sheer size.

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The table below shows the base damage the weapon deals based on its size. Note that mirrors the damage increase for large creatures.

Size Base Damage Small - Medium 1 wound Large 2 wounds Huge 4 wounds Gargantuan 7 wounds Colossal 9 wounds Titanic 13 wounds

Blunderbuss: A blunderbuss is an alchemical

weapon that uses combustible powder to propel a load of “shot” at a target. It creates a loud flash and thunderous boom when triggered. It is an armor piercing, slow-loading weapon.

Ballista: A ballista is a huge crossbow designed for uses in mass battles and sieges. It is a heavy and a slow-loading weapon. A ballista is either wheeled or light enough to be carried by two people from place to place. A ballista requires a crew of 2.

Catapult, Mangonel: This is a torsion-based projectile launcher with a long arm that ends in a spoon or bucket shape to hold the projectile. It normally hurls rocks, but inventive artillerists have been known to use balls of flaming pitch, ceramic globes filed with toxic materials and even dead livestock. The mangonel is usually wheeled or on a sled so it can be moved from battle to battle. It is a heavy and slow-loading weapon. It requires a crew of 4.

Catapult, Onager: This is a small torsion-based projectile launcher with a long arm that ends in a spoon or bucket shape to hold the projectile. It normally hurls lead shot or small rocks, but can also be used to lob grenades. It is a moderately slow-loading weapon. An onager is either wheeled or disassembled and moved from place to place. An onager requires a crew of 2.

Cannon, Bombard: This massive alchemical siege weapon consists of a short, thick metal or brass tube that uses combustible powder to propel a load of “shot” or a heavy metal bullet at the target. It creates a loud flash and thunderous boom when triggered. It is a heavy, slow-loading weapon. It is usually disassembled and carried from place to place on a cart or wagon. A bombard requires a crew of 3.

Cannon, Large: This alchemical weapon consists of a long barrel made of iron or brass that uses combustible powder to propel a load of “shot” or a heavy metal bullet at the target. It creates a loud flash and thunderous boom when triggered. It is an armor-piercing, slow-loading weapon. It is normally an affixed weapon or is mounted on a carriage so it can be towed from place to place. A large cannon requires a crew of 3.

Cannon, Small: This alchemical weapon consists of a long barrel made of iron or brass that uses combustible powder to propel a load of “shot” or a heavy metal bullet at the target. It is an armor-piercing, slow-loading weapon. It creates a loud flash and thunderous boom when triggered. It is usually mounted in a wheeled carriage for easy transport. A small cannon requires a crew of 2.

Grenade: The grenade is a alchemical weapon filled with a volatile substance that violently detonates and releases it payload at the target site. It is an area attack weapon. The damage it deals is based on the type of substance it contains (acid, cold, fire, electricity, disease, necrotic, poison, radiant or sonic).

Acid: Target takes 1 (acid) wound. Target continues to take damage until a successful Armor skill check (Diff 9).

Cold: Target takes 1 (cold) wound. Target is slowed until successful Endurance (Physical) skill check (Diff 9).

Fire: Target takes 1 (fire) wound. Target continues to burn, taking 1 (fire) wound every other round until successful Endurance (Physical) skill check (Diff 9).

Electricity: Target takes 1 (electrical) wound. Target takes -1 penalty to skill checks until a successful Endurance (Physical) skill check (Diff 9).

Disease: Target takes 1 wound. Target takes 1 wound every day until successful Endurance (Fortitude) skill check (Diff 9).

Necrotic: Target takes 1 (necrotic) wound. Target cannot heal until a successful Endurance (Fortitude) skill check (Diff 9).

Poison: Target takes 1 (poison) wound. Target takes 1 (poison) wound every other round until successful Endurance (Fortitude) skill check (Diff 9).

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Radiant: Target takes 1 (radiant) wound. Undead take a -2 penalty to Resolve against this attack.

Sonic: Target takes 1 (sonic) wound. Target is deafened until successful Endurance (Physical) skill check (Diff 9).

Harquebus: The harquebus is a long-barreled alchemical weapon that uses combustible powder to propel a small metal bullet to the target. It creates a loud flash and thunderous boom when triggered. It is an armor-piercing, moderately slow-loading weapon.

Hand Cannon: The hand cannon is an alchemical weapon that uses combustible powder to propel a load of “shot” or a heavy metal bullet at the target. It creates a loud flash and thunderous boom when triggered. It is an armor-piercing, heavy, slow-loading weapon.

Pistol, Single Shot: The single-shot pistol is an alchemical weapon that uses combustible powder to propel a small metal bullet to the target. It creates a loud flash and thunderous boom when triggered. It is a moderately slow-loading weapon.

Pistol, Double Shot: The double-shot pistol is an alchemical weapon that uses combustible powder to propel a small metal bullet to the target. It creates a loud flash and thunderous boom when triggered. The double-shot pistol has two barrels side by side, that can be fired one a round or at the same time (+1 draw card for extra wound). It is a moderately slow-loading weapon.

Ram: A ram is usually a hewn log braced with metal to keep it from sundering. It is generally used to batter down doors or other barriers. A ram requires a crew of 6.

Trebuchet: A trebuchet is a counterweighted siege weapon that uses a long arm and sling pocket to hurl projectiles over obstacles or at targets. It normally hurls rocks, but can be loaded with a variety of ammunition from burning balls of pitch to dead corpses. The trebuchet must normally be disassembled to be moved from place to place. The trebuchet is a slow-loading weapon. It requires a crew of 5.

Item Cost Weight Antitoxin 4 gp 1/10 lb. Doppelganger Clay 4 gp 1 lb. Dousing Dust 4 gp 1/10 lb. Endurance Root 4 gp 1/10 lb. Everlight 5 sp ½ lb. Liquid Breath 4 gp ½ lb. Skin Hardener 5 sp 1/10 lb. Slow Fire 2 gp ½ lb. Slow Poison 2 gp ½ lb. Smokestick 5 sp 1/10 lb. Tongue Loosener 8 gp 1/10 lb. Zombie Powder 5 sp 1/10 lb.

Antitoxin: This substance grants a +2 bonus to

Endurance (Fortitude) saves against poison. Doppelganger Clay: This clay seems to be

alive. When applied to the face, it moulds itself to its wearer’s wishes, granting a +2 bonus to Deception (Diguise) skill checks for a scene.

Dousing Dust: This white powder extinguishes fire. When thrown over a Close area, with a successful Knowledge (Arcane) skill check (Diff 14), this dust extinguishes any normal fire and grants individuals in the area a +2 bonus to Endurance (Physical) checks against fires for 5 rounds.

Endurance Root: This chalky root grants stamina to those who chew it. When used, it grants a +2 bonus to Endurance (Fortitude) checks for a scene.

Everlight: This substance creates a brilliant glow without heat or smoke. A single application of everlight covers about 6” square and provides illumination in a Short area for 4 hours.

Liquid Breath: This slimy gel is smeared on the mouth and nose. It allows the user to breathe underwater for a scene.

Skin Hardener: This liquid causes the imbiber’s skin to become a tough hide. The imbiber gains a +1♣ bonus to natural armor (up to +5 total) for a scene.

Slow Fire: This jelly-like substance clings to objects and begins to burn a few moments after application. When used on a weapon, it deals 1 (fire) wound per “♥” drawn for damage. The target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) skill check (Diff 11). It otherwise burns for 5 rounds.

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Slow Poison: This sap-like substance clings to objects and renders them poisonous after application. When used on a weapon, it deals 1 (poison) wound per “♠” drawn for damage. The target continues to take 1 (poison) wound every other round until a successful Endurance (Fortitude) skill check (Diff 11). It otherwise is harmful for 5 rounds.

Smokestick: This gray stick creates a roiling cloud of black smoke when ignited that fills a Close area for 5 rounds before disapating naturally.

Tongue Loosener: This clear liquid removes the victim’s inhibitations. The imbiber must make a successful Endurance (Mental) skill check (Diff 11) or is unable to make a Deception (Bluff) skill check for a scene.

Zombie Powder: This ash-like powder temporarily animates dead corpses as a zombie if the user makes a successful Knowledge (Arcane) skill check (Diff 11). The animation lasts until the zombie is slain or the scene ends.

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CChhaapptteerr 55 -- MMaaggiicc IItteemmss Magic items are unique items.

Carefully crafted heirloom items, they grant its owner mystical powers that assist them in their adventures. A character can only benefit from a limited number of magical items at any one time.

CCrreeaattiinngg MMaaggiicc IItteemmss Characters can attempt to fashion magic

items for their own use, using the crafting skills. First, the base item that is to be enchanted must be created – this item must be of superior quality, with a minimum based on the circle of the spell to enchant it, as shown below.

Circle Construction Skill Bonus

Cost

0th-3rd Masterwork (Rank 1) +1 x10 4th-6th Reliable (Rank 2) +2 x20 7th Augmented (Rank 3) +3 x40 8th Enhanced (Rank 4) +4 x80 9th Superior (Rank 5) +5 x160

An item whose base cost (before multiplying for construction type) is less than 1 gp only grants a skill bonus to a limited subsection of a subskill.

Once the foundation item has been created, it must be enchanted via Craft (Alchemy). A Craft (Alchemy) check must be made for each spell/power component required in the creation of the item, with a difficulty equal to 18 + the spell’s circle.

Spell Circle

Spell Cost

Time Eso Comp

Diff

0th 1 gp 1 hour 0 18 1st 5 gp 4 hours 1 19 2nd 20 gp 1 day 2 20 3rd 45 gp 3 days 2 21 4th 80 gp 1 week 3 22 5th 125 gp 2 weeks 3 23 6th 180 gp 1 month 4 24 7th 245 gp 3 months 4 25 8th 320 gp 6 months 5 26 9th 405 gp 1 year 6 27

If an item has multiple powers, figure

the full cost of the highest circle power and ½ the cost for each additional power the item will have.

If you wish to make a permanent magic item, you must first discard a joker and use only face cards to complete the checks.

The previous table shows how long it takes to enchant an item once it has been fashioned. This assumes an eight-hour day spent working on the item. The time is based on the highest circle spell used in the creation of the item. Esoteric Components

All magic items require magic-infused components to complete; the expenditure of mere money is not enough to enchant an item. The number of esoteric components required is listed on the table above. Esoteric components are generally material components collected under supernatural conditions. A character will know the appropriate esoteric component with a Knowledge check with a Difficulty as shown on the above table. Knowledge (Arcane) is used for arcane magic items, Knowledge (Religion) is used for divine magic items, Knowledge (Nature) is used for primal magic items and Linguistics (Decipher) is used for runic items.

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Once the character is aware of the

esoteric components, it is up to the game master to decide the actual requirements; usually the time and difficulty involved in completing the task will take the majority of the creation time and require skill checks equal to the creation difficulty – this may mean gathering, preparing or otherwise acquiring the esoteric components. An example of an esoteric component might be nightshade mushrooms, upon which a toad has sat, gathered on the first new moon of the year. Esoteric components cannot be bought and sold; they have mystical ties to its “creator” and generally only last a short while (an hour or two usually) before they lose their supernatural qualities. Power Components

If you cannot cast spells and wish to create a magical item, you must harvest a form of distilled magic called a power component. Power components are distilled from the blood or body parts of magical creatures – such as the blood of a fire dragon to make a flaming sword. Harvesting such a component is not something you can purchase from a store, as such items do not keep well over time. A power component only keeps its magical properties for an hour or less once harvested; you must begin the process of enchanting your item within the hour for the component to be useful. Once the enchantment process begins and is successful, the component’s essence is worked into the item; after the allotted time period for item enchantment, the magic within the item will manifest itself automatically. A power component can only be used once – after a single use the magical properties of the power component are absorbed into the item. Note that power components are different from esoteric components; power components are generally strait-forward to acquire (if perhaps dangerous), whereas esoteric components have unusual requirements in the collection of the component. An item created with power components will still need esoteric components to be completed. Value of Magic Items

This value shown in the magic item description is for those who wish to fashion their own magic items, using the expertise rules. DO NOT use this value for selling/buying magic items. Magic items are worth at least ten times

the value given here if someone intends to sell it – and can find a buyer with the funds to buy it. Only a fool sells magic items for mere gold; most request favors, spells or even quests in return for parting with magic.

Masterwork Quality and Beyond

The magic items listed here are all made from Masterwork quality items. There’s no reason they can’t be made from higher quality items (but never less than Masterwork starting out); doing so simply increases the base cost and the equipment bonus (if any) of the item.

Rather than characters discarding Masterwork magical items to garner the same item with a greater craftsmanship level, the game master is urged to allow characters to upgrade the item quality for the difference in cost, plus a +10% additional fee. Remember that if the character does not perform the upgrade in

Card Esoteric Component 2 An improbable event (whisper of a

mouse) 3 An event impossible short of

magical/supernatural means (Roar of a butterfly)

4 A quality made manifest (Humility of a thief)

5 A quality made manifest between two or more individuals (The passion of two lovers)

6 Rare item cultivated under specific conditions (a cutting of mistletoe under the light of a full moon)

7 An impossible occurance (The swaddling wrappings of the child of a virgin)

8 An impossible, intangible quality (Insight of a wizard)

9 The approval/help of a legendary supernatural being (The creator’s racial progenitor)

10 The true, pure magical, name of the item

Jack The distilled memory of an intelligent, supernatural creature

Queen A impossible quality of the world or a plane (The natural song of the mortal world)

King An impossible action from a supernatural creature (A truth from a demon)

Ace The interdiction of a god (The breath of the God of War)

Joker Combine two

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crafting the item themselves, NPC’s will charge at least 10x the normal amount for their work to properly upgrade magical equipment.

Further, if a character wishes to pass old gear on to a new character, a game master can downgrade the quality of the item – representing wear and tear over the years – when passing the item on, to keep an heirloom item from overshadowing characters in a starting or new game.

Finally, if the game master wishes to replicate “broken” magic items that must be forged anew, he can downgrade the quality of an item below normal quality to represent the damage it has suffered. Only once the item returns to masterwork quality or better does the magic “reactivate”. If the game master so desires, it may also require Esoteric components to reactivate the magic once the item has been “repaired”. Charges

Magic items come in two types – permanent and charged items. Normally, magic items are charged – that is, they have a certain number of uses before they lose their magical abilities.

Non-consumable magic items, such as armor, swords and wondrous items, normally have up to 25 charges when first created – see each magical subsection for the suggested starting charges for an item. Magic items found in dungeons, on foes or in treasure hordes often already have some charges expended.

Consumable magic items – potions, oils and any item that has to be broken to activate - have but a single charge. Permanent Magic Items

Extremely rare magical items never lose their magic. Permanent magic items can only be fashioned by those with Rank +4 (Master) or Rank +5 (Grand Master) Spellcraft skill. Further permanent magic items require well-crafted vessels to house their magic, and the object that is enchanted with such magic must be an item of masterwork quality

created by a master (Rank +4) or grand master (Rank +5) artisan. Bonuses

A magic or mundane item can never provide more than a +5 bonus to any one skill check. For example, a normal dagger provides a +5 bonus to hit, and a +0 bonus to damage. The best a magic dagger could ever provide is a +0 bonus to hit (as it already has a +5 bonus to hit) and a +5 bonus to damage. You cannot grant an item a bonus that exceeds your Crafting rank or Spellcraft rank, whichever is lower. Transferring Magic

In extremely rare cases, it is possible to transfer the mystical power of a magic item to another item. This takes time equal to the normal enchanting process and 10 gp/spell circle of the most powerful ability in the item, but allows you to transfer the magic of an item to a new host shell. Failure indicates no transfer

occurs. Likewise, instead of

a straight transfer to a new host shell, you can attempt to manipulate the magic into a new effect. You must make a successful Craft (Alchemy) check equal to 15 + the circle of the highest spell circle in the item. Success allows you to change the effect to that of another spell of equal or lower level. Failure indicates the transfer does not occur.

Appropriate Charges With all of the

additional magic items listed in this book, it is strongly suggested that game masters modify the starting number of charges based on the creator’s level of Spellcraft skill. It is suggested that magic items have 5 charges per level of Spellcraft (this would mean most magic items found in the game should have 15 charges).

If the game master wishes to randomize the number of charges, draw 3 cards and add the results. In this case, treat Jacks as 11, Queen as 12, King as 15 and Jokers as 17. This method will tend to generate slightly higher number of charges, but will keep players guessing. Determining the number of remaining charges is possible with a Knowledge (Arcane) check Difficulty 14. When the item drops to 2 or less charges, the Difficulty to determine charges drops to 5.

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The Role of Magic Items in the Game When 54 Fantasy was developed, it was designed with the

idea that a character’s ability and skill level was the most important factor in the game. Characters would not need to rely on powerful items to do things in the game. Therefore, the game assumes that when the character calculates his chance of success, he is using Ability Score + Skill rank + Card draw to determine success. Adding in superior versions of equipment skews this from the norm with each item that adds some bonus to this formula.

Game masters are highly recommended to keep magic items rare. Most magic items that are picked up should be one-shots (which add no equipment bonuses) or items that add only a +1 bonus to a skill check. The game master is strongly discouraged from allowing a character items that add to both the ability score and skill check – this double whammy will make it more difficult for the game master to assemble challenging adventures. It likewise downplays skill and ability for an arms race of better and better items.

PPuurrcchhaassiinngg MMaaggiicc IItteemmss Magic items are not normally bought

and sold. Due to the cost and time involved in their construction, they are usually commissioned as needed – the costs of creation are so great that few will foolishly have a “few spares” lying around for sale. Secondly, most spellcasters have other things to attend to than the production of magic items for others, and with the great costs that go into a magic item, few are willing to part those rare items they have scrimped and saved for to make for themselves. Further, few individuals beyond nobility and royalty have the funds to acquire a magical item in the first place. When they are for sale, their price is whatever the market will bear. Unless the game master decides otherwise, characters can find someone willing to take a magic item off their hands for about 50% of their creation value (as the characters are the ones desperate for coin) and cannot buy non-commissioned items. Commissioned items usually cost at least ten times the following: component cost + spellcasting cost + labor cost (usually 1 gp/day). Quests

When seeking to trade for magic items, it is not uncommon for the former owner to require some activity to be undertaken before the item will be given. If a character is trading magic items for magic items of roughly equal power, quests are usually foregone in favor of a straight trade. Minor Quest: A minor quest usually takes a day or less to complete and tend to be straight-forward in nature (such as running an errand to deliver a message or item to someone close by). It generally requires the completion of a task that has a difficulty of at least 17. Average Quest: An average quest usually takes between 1-3 days to complete and usually require several lesser tasks before the final task can be completed (such as clearing an old ruin of bandits before facing the bandit leader). It generally requires the

completion of a task that has a difficulty of at least 20. Major Quest: A major quest can take up to a year to complete and generally requires the completion of several arduous tasks before the final task can be completed (such as rescuing the soul of a paladin trapped by a demon lord in the hellish abyss). It generally requires completing several lesser tasks with a minimum difficulty of 17 or higher, with a final task that has a difficulty of at least 23.

IIddeennttiiffyyiinngg MMaaggiicc IItteemmss Magic items rarely come with obvious

and overt instructions or descriptions of their power. While it is not uncommon for magical elixirs and written works to have identifiers that make their intent obvious, most other magic items abilities are not so easily discerned.

A successful Knowledge (Appraise), Knowledge (Arcane) [for arcane items], Knowledge (Religion) [for divine items], Knowledge (Nature) [for primal items] or Spellcraft (Any) check will identify most magic items true nature and abilities. The difficulty of the check is equal to the highest circle spell imbued into the item, as shown on the table below.

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Circle Difficulty

to Identify

0th 15 1st 16 2nd 17 3rd 18 4th 19 5th 20 6th 21 7th 22 8th 23 9th 24

After one day of possession, a magic

item normally reveals its magical abilities to its owner, if the owner has not already discovered its abilities. The game master is encouraged to explain this in one of a variety of ways. The game master can assume either experimentation and research by the character reveals such information. Perhaps dreams and portents from the item itself reveal its magic to the owner. In other cases, perhaps even the magical item revealing its ability by empathy, a vision or the ghostly manifestation of a former owner or a target of the item. In rare cases, the item itself might be intelligent enough to relay its abilities to its owner, once it has come accustom to its new master.

UUssiinngg MMaaggiicc IItteemmss A magic item must be possessed or

belong to an individual before it can be used. It takes at least one scene for a magic item to tune itself to a new user. All but a few magic items grant a constant bonus (usually a +1 or more bonus to a skill) can be used as soon as the item is appropriately attuned and wielded. No action is required to utilize the bonus the item provides. This bonus is always considered to be an equipment bonus, and is retained even if the item loses its magical properties, such as if it is dispelled by a Dispel Magic spell.

Magic items also have a magical power usable either at will, once a scene or once a day (Some items may have multiple such powers). Normally, it takes a bit of concentration and a standard action to activate such powers. Any bonus granted from a magic item’s power is, of course, a magic bonus. You must use an appropriate card to activate a magic item’s special power, as shown in the table above.

A power that is once a scene or once a day cannot be used again until the appropriate amount of time has passed, even if the item gains a new owner between uses. If an owner should somehow lose a magic item that is granting a bonus (such as being disarmed of the item), the magic power ends instantly.

Circle of Power

Card to Activate

1st-3rd Jack or higher 4th-6th Queen, King or Ace 7th-9th King or Ace

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MMaaggiicc IItteemm DDeessccrriippttiioonnss Note that many of the sections below

have a description or a table to allow you to customize the appearance of a magical item. These descriptions and lists are only meant to be an aid, not to restrict creativity. The game master is never bound to this list or an item’s basic description and may make up their own description for any of the items found below.

AArrmmoorr Sometimes the mortal world fails to

provide adequate protection to a warrior on the battlefield, and he may resort to armors constructed or augmented by magic to increase his survivability on the field of battle. A sample list of magical armors that can be found or made are listed below.

Magic armor normally starts with 5 charges per rank of item quality, and expends one charge per combat. Beyond its special power, most magical armor provides a bonus to Resistance and to Endurance (Physical) (while most armors generally only provide a bonus to Resistance). The listed bonus does not include the Armor’s bonus for the type of armor it is.

Once out of charges, armor still provides at least a +1 bonus to Resistance and reduces the Check Penalty by +1 due to its masterwork or better properties. It is possible to create permanent magic armor.

Animal Hide This armor is made from the hide

combined hides of several animals. It grants a +2 bonus to Resistance and Resolve. Animal Shapes (4th): Animal Handling (Train)

Diff 17, Personal, Persist; You take the shape of an animal of up to Large size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Components: rel Hide Armor (12 gp); Animal Shapes (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 22). Trade Value: 86 gp + average quest Consequences: You can use the Animal Shapes power once a scene.

Assassinùs Armor This black studded leather armor has

removable, tarnished iron studs. It grants an additional +2 bonus to Defense and Endurance (Physical), and has a check penalty of -0. Field of Caltrops (4th): Deception (Ambush)

Diff 17, Close, Scene; You cover a Close area with caltrops. Those moving in the area must make an Athletics (Run) skill check (Diff 17) or take 1 wound. The target also suffers a one step penalty to movement until the target makes a successful Endurance (Fortitude) check (Diff 14).

Components: rel Studded leather (6 gp); Field of Caltrops (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 22) Trade Value: 86 gp + minor quest Consequences: You can use the Strength of Heroes power once per scene.

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Banded Mail of Luck This banded mail armor has a golden

sheen and several carbuncle studs. It grants an additional +2 bonus to Defense and Endurance (Physical) and reduces the Check Penalty by +2. Luck (4th): Armor (Heavy) Diff 17, Personal,

Instant; Draw a card from the top of your deck and compare it to the difficulty to gain an extra success OR use the card as your opponent’s card in an opposed check. You can draw the card before or after the difficulty is revealed. This power takes no action.

Components: rel Banded mail armor (140 gp); Luck spell (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 22). Trade Value: 227 gp + average quest Consequences: You can use the Luck power of this item once per day.

Breastplate of Command This breastplate is inscribed with scenes

of famous generals or rulers. It grants an additional +1 bonus to Defense and Resistance and reduces the Check Penalty by +1. Inspire (3rd): Knowledge (Nobility) Diff 15,

Personal, Persist; You gain a +2 bonus to Persuade skill checks.

Components: mwk Breastplate (60 gp); Inspire spell (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21). Trade Value: 108 gp + minor quest Consequences: You can use the Inspire power of this item once per scene.

Celestial Plate This full plate mail armor is made of

godsilver, and sports a pair of ghostly wings on its back. It grants an additional +1 bonus to Defense and Resistance and reduces the Check Penalty by +1. Fly (3rd): Athletics (Fly) Diff 15, Personal,

Persist; You fly at your base movement rate. Components: mwk Full plate armor (500 gp); Fly spell (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21). Trade Value: 548 gp + minor quest

Chitin Armor This chain & plate mail armor is made

from the armored plates of giant insect, held together with the calcified bodies of interlocked insects (such as ants or beetles). It grants an additional +2 bonus to Defense and Resistance and reduces the Check Penalty by +2. Insect Plague (5th): Handle Animal (Train) Diff

18, Short, Scene; You summon a deadly swarm. The swarm is a creature with 1♥ in its primary ability scores, and a 2♥ in all secondary ability scores. It has a Defense 4♥, Resistance 2♥ and Resolve 4♥. It has a Weapon Skill (Natural) (R2) A7/D6, an Armor Skill (Natural) (R2) 4 and Evade (R2) 6. It has 2 wounds. The swarm lasts until destroyed or the spell expires.

If you have Bestiary Fantastic, you can instead summon an Ant Swarm, Hornet Swarm, Raven Swarm, Spider Swarm or Locust Swarm. Components: mwk Chain & plate armor (500 gp); Insect Plague spell (5th circle); 3 esoteric components; Enchant time: 3 days (Diff 23). Trade Value: 625 gp + average quest

Demonchain This chain mail armor is made from

blackened chains once used to bind a demon. It grants an additional +2 bonus to Defense and Resistance. Retribution (4th): Special, Personal, Instant; If

you play a face card of the “♣” suit when attacked in melee combat and the attack against you fails, you immediately compare your Melee Combat + card value against the opponent’s Defense + attack card. If you beat the opponent’s Defense, he takes a wound.

Binding (8th): Persuasion (Torture) vs. Resolve, Long, Day; Target extraplanar creature. On a success, you trap the creature in the armor. While bound to your armor, you gain a +2 bonus to Strength and Dexterity. This bonus does not affect secondary or tertiary abilities. The bound creature is freed after a day.

Components: rel Chain mail armor (80 gp); Binding spell (8th circle); 5 esoteric components; Enchant time: 6 months (Diff 26) Trade Value: 408 gp + major quest Consequence: You take a wound when using the Binding ability. You can use the Binding ability once per day.

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Disarming Shield This shield is usually made of cloth,

wood or other materials that aborb – instead of deflect - impacts. It grants a +1 bonus to Evade. Disarm (2nd): Evade Att +4/Dam +1, Personal,

Instant; Target is disarmed. Components: mwk Shield (varies); Disarm (2nd circle); 2 esoteric components; Enchant time: 1 day (Diff 20). Trade Value: mwk Shield + 20 gp + minor quest.

Dragonscale Made from the hide of a powerful

dragon, this scale armor grants an additional +1 bonus to Defense and Resistance and reduces the check penalty for the armor by +1. It also grants a +1 bonus to Resolve against energy attacks (acid, cold, electricity, fire, necrotic, radiant or sonic). Resistance (3rd): Special, Personal, Instant:

When making a Resistance check, if you play a face card of the “♣” suit, you can ignore an extra wound you would have otherwise have taken. If the attack is a fire attack, you ignore 1 extra wound with a Jack of clubs, 2 extra wounds with a Queen of clubs, 3 extra wounds with a King of clubs and if you play an Ace of clubs, you take no wounds and the attacker instead takes 1 (fire) wound.

Components: mwk Scale mail armor (120 gp); Resist Energy (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 165 gp + minor quest Consequences: You can use the Resistance ability once per scene.

Fearsome Armor This suit of medium, heavy or full

armor has a gruesome appearance. It grants an additional +1 bonus to Defense and Resistance and reduces the Check Penalty by +1. Fear (1st): Persuade (Intimidate) vs. Resv,

Close, Persist; On a success, the target moves it full movement rate away in terror until it makes a successful Endurance (Mental) check (Diff 11).

Components: mwk Medium, Heavy or Full armor; Fear spell (1st circle); 1 esoteric component; Enchant time: 4 hours (Diff 19). Trade Value: mwk armor cost + 5 gp + minor quest Consequences: The Fear power can be used once a scene.

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Heroùs Armor This hard leather armor is engraved

with heroic scenes and grants an additional +1 bonus to Defense and Resistance, and has a check penalty of -0. Strength of Heroes (2nd): Knowledge (Strategy)

Diff 15, Personal, Scene; You are treated as having at least Rank 0 in a Weapon Group of your choice. Further, you gain a +2 bonus to Weapon group.

Components: mwk Hard Leather (7 gp); Strength of Heroes (2nd circle); 2 esoteric components; Enchant time: 1 day (Diff 20) Trade Value: 22 gp + minor quest Consequences: You can use the Strength of Heroes power once per scene.

Iron Shirt This chain shirt is made of finely woven

mithral links and grants an additional +1 bonus to Defense and Resistance, and has a check penalty of -0. Resistance (3rd): Special, Personal, Instant:

When making a Resistance check, if you play a face card of the “♣” suit, you can ignore an extra wound you would have otherwise have taken. If the attack is a fire attack, you ignore 1 extra wound with a Jack of clubs, 2 extra wounds with a Queen of clubs, 3 extra wounds with a King of clubs and if you play an Ace of clubs, you take no wounds and the attacker instead takes 1 (fire) wound.

Components: mwk Chain shirt (10 gp); Resist Energy (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 52 gp + minor quest Consequences: You can use the Resistance power once per scene.

Mirror Shield This shield – usually made of bronze or

gilded with silver – has a lusterous sheen that reflects images on it like a mirror. It grants a +1 bonus to Evade skill checks. Reflect (2nd): Evade Diff 14, Short, Instant; Target’s ranged attack that attacks your Evade skill is turned back on the attacker. You draw a card and use your Evade skill to resolve the redirected attack. This power takes no action and can be used on an opponent’s turn. Components: mwk Shield (varies); Reflect (2nd circle); 2 Esoteric components; Enchant time 3 days (Diff 21) Trade Value: mwk Shield + 20 gp + minor quest.

Padding of Comfort Made from a silken cloth and filled with

an usually soft but resilient fiber, this padded armor grants an additional +1 bonus to Defense and Resistance and has a check penalty of +0. It also grants a +2 bonus to Survival (Wilderness Lore) checks when attempting to resist or find protection from the elements. Resistance (3rd): Special, Personal, Instant:

When making a Resistance check, if you play a face card of the “♣” suit, you can ignore an extra wound you would have otherwise have taken. If the attack is a fire attack, you ignore 1 extra wound with a Jack of clubs, 2 extra wounds with a Queen of clubs, 3 extra wounds with a King of clubs and if you play an Ace of clubs, you take no wounds and the attacker instead takes 1 (fire) wound.

Components: mwk Padded armor (1 gp); Resist Energy (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 46 gp + minor quest Consequences: You can use the Resistance ability once per scene.

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Shadow Leather Made from supple deerskin, this leather

jerkin grants an additional +1 bonus to Defense and Resistance and has a check penalty of +0. Silent Steps (3rd): Deception (Ambush) Diff 14,

Personal, Persist: You gain a +2 bonus to Stealth checks

Components: mwk Leather jerkin (2 gp); Skill Bonus (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 27 gp + minor quest

Shield See Disarming Shield or Mirror Shield or Shield of Warding

Shield of Warding This iron shield is slightly concave and

ringed with protective sigils. It grants a +1 bonus to Resistance (Physical). Protection from Energy (3rd): Endurance

(Physical) Diff 15, Personal, Scene; Choose an energy type (acid, cold, electricity, fire, necrotic, radiant or sonic). You ignore 2 wounds from the chosen element on each attack against you, and automatically make the Endurance check against any additional effect from the attack.

Components: mwk Shield (cost varies); Protection from Energy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Shield + 45 gp + minor quest Consequences: The Protection from energy power can be expended to ignore all wounds from a single energy attack that you are protected from.

Shimmering Lamellar Made from glittering bronze plates that

are etched with protective sigils, this lamellar armor grants an additional +1 bonus to Defense and Resistance and has a check penalty of +0. Blinding Aura (3rd): Armor (Light) Diff 14,

Close, Persist: Opponents in Close range take a +2 penalty to Attack rolls against you until they make a successful Endurance (Fortitude) check (Diff 11).

Components: mwk Lamellar armor (2 gp); Blinding Aura (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 50 gp + minor quest

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JJeewweellrryy With its intrinsic value, it is no wonder

that jewelry seems to commonly be enchanted with magical powers. A sample of magical jewelry is given below.

Magic jewelry generally starts with 5 charges per rank of item quality and expends one charge per use. A character can only activate one worn piece of magical jewelry at a time. Attempts to activate other magical jewelry while one is active automatically fail. It is possible to create permanent magic jewelry.

Magic jewelry often provides a bonus to a certain skill check. Using the skill bonus does not expend a charge. If the item runs out of charges, the jewelry no longer provides the skill bonus.

Amulet of Health This iron amulet has a single bloodstone

in the middle. It grants a +1 bonus to Endurance (Fortitude) checks. Trollish Fortitude (3rd): Endurance (Fortitude)

Diff 15, Personal, Scene; Target gains +2 temporary wounds.

Component: mwk Amulet (100 gp); Trollish Fortitude (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Trollish Fortitude power can be used once per scene.

Amulet of Natural Prowess This brass amulet has a single hematite

in the middle. It grants a +1 bonus to Weapon Group (Natural) skill checks. Powerful Blow (3rd): Weapon Group (Natural)

Diff 15, Personal, Scene; Target gains a +2 bonus to Melee Combat.

Component: mwk Amulet (100 gp); Powerful Blow (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Powerful Blow power can be used once per scene.

Amulet of Nondetection This iron amulet has a stone of quartz in

the middle. It grants a +1 bonus to Stealth (Hide) checks. Nondetection (3rd): Stealth (Hide) Diff 15,

Personal, Scene; Target cannot be detected by Divination spells or magic items.

Component: mwk Amulet (100 gp); Nondetection (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Nondetection power can be used once per scene.

Amulet of Travel This amulet has a single jacinth in the

middle. It grants a +2 bonus to Knowledge (Geography) checks. Teleport (6th): Knowledge (Geography) Diff 20,

Special, Instant; You can transport up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +2.

Component: rel Amulet (200 gp); Teleport (6th circle); 4 esoteric components; Enchant time 1 month (Diff 23). Trade Value: 380 gp + average quest Consequences: The Teleport power can be used once per scene.

Aeskertha of Life Draining This ruby gemstone is wrapped with

brass wire, shaped to fit the hand. It grants a +1 bonus to Survival (Heal) checks. Life Drain (3rd): Survival (Heal) Diff 15 vs.

Evade/Endurance (Physical), Touch, Persist; Target takes 2 (necrotic) wound. Target cannot heal wounds until a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Aeskertha (100 gp); Necrotic Blast (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest

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Aeskertha of Life Giving This sapphire gemstone is wrapped with

brass wire, shaped to fit the hand. It grants a +1 bonus to Survival (Heal) checks. Cure Serious Wounds (3rd): Survival (Heal)

Diff 15, Touch, Instant; Target heals 2 wounds.

Component: mwk Aeskertha (100 gp); Life Drain (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Cure Serious Wounds power can be used once per scene.

Bracelet of Friendship This silver chain is bedecked with small

hearts made of lapis lazuli. It grants a +1 bonus to Persuasion (Diplomacy) checks. Friendship (1st): Persuasion (Diplomacy) vs.

Endurance (Mental), Short, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways.

Component: mwk Bracelet (100 gp); Charm Gaze (1st circle); 1 esoteric component; Enchant time 4 hours (Diff 19) Trade Value: 105 gp + minor quest Consequences: The Friendship power can be used once per scene. If you harm the target, the power ends.

Brooch of Inner Sight This glass brooch resembles a tiger’s

eye. It grants a +1 bonus to Perception (Spot) checks. Magic Eye (3rd): Perception (Spot) Diff 15,

Long, Persist; You can use Perception (Spot) as if you were at the target point.

Component: mwk Bracelet (100 gp); Arcane Skill Endowment (3rd circle); 2 esoteric component; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Magic Eye power can be used once per scene.

Brooch of Protection This beryl brooch resembles a heraldic

crest. It grants a +2 bonus to Armor (Unarmored) checks. Mystic Protection (6th): Armor (Unarmored)

Diff 20, Personal, Persist; You gain a +4 bonus to Armor (Unarmored) checks and take 2 less wounds from attacks that target your Resistance.

Component: rel Brooch (200 gp); Mystic Protection (6th circle); 4 esoteric component; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Mystic Protection power can be used once per scene. You can expend the power to ignore all wounds from a single attack.

Brooch of Shielding This iron brooch is laced with beryl and

resembles a heraldic crest. It grants a +1 bonus to Armor (Unarmored) checks. Mystic Shield (3rd): Armor (Unarmored) Diff

15, Personal, Persist; You take 1 less wound from attacks that target your Resistance.

Component: mwk Brooch (100 gp); Arcane Skill Endowment (3rd circle); 2 esoteric component; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Mystic Shield power can be used once per scene. You can expend the power to ignore all wounds from a single attack.

Circlet of Blasting This is a simple entwining hoop of

precious metal, such as silver or gold. It grants a +1 bonus to Persuasion (Intimidate) checks. Forceful Blast (3rd): Persuasion (Intimidate) vs.

Evade/Resistance, Short, Instant; Target takes 1 wound and is knocked prone.

Component: mwk Circlet (100 gp); Forceful Blast (3rd circle); 2 esoteric component; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest

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Circlet of Rulership This is a simple entwining hoop of

precious metal, such as silver or gold. It grants a +1 bonus to Persuasion (Intimidate). Rulership (3rd): Intelligence + 2 Diff 15,

Personal, Scene; You gain a +5 bonus to Persuasion (Diplomacy).

Component: mwk Circlet (100 gp); Rulership (3rd circle); 2 esoteric components; Enchant time 3 days. (Diff 20) Trade Value: 145 gp + minor quest Consequences: The Rulership power can be used once per scene.

Crown of Beauty This diamond-studded silver crown

glitters in the light, entrancing all who view it. It grants a +1 bonus to Persuasion (Seduce) skill checks. Charming Gaze (1st): Persuasion (Seduce) vs. Resv, Close, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways. Component: Crown (100 gp); Charming Gaze (1st circle); 1 esoteric component; Enchant time 4 hours (Diff 19) Trade Value: 105 gp + minor quest Consequences: The Charm Gaze power can be used once a scene. If you harm the target, the power is broken. If any of your allies harms the target, the target no longer treats them as allies.

Crown of Thorns This wreath of woven briars cuts into

the flesh of those who wear it. It grants a +1 bonus to Persuasion (Torture) checks. Agony (3rd): Persuasion (Torture) Diff 15,

Short, Persist; Target 2 wounds. Target takes a -2 penalty to actions until a successful Endurance (Fortitude) check (Diff 13).

Component: mwk Briar crown (1 gp); Agony (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 46 gp + minor quest

Diadem of Insight This silver circlet has a single sapphire

in the front. It grants a +1 bonus to Persuasion (Gather Information) checks. Insight (3rd): Intelligence + 2 Diff 15, Personal

Scene; Target gains a +5 bonus to Perception (Intuition).

Component: Diadem (100 gp); Perception Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Insight power can be used once per scene.

Earring of Dreamwalking This obsidian earring seems to have a

core of dark mist. It grants a +1 bonus to Knowledge (Planar) checks. Dream (5th): Knowledge (Planar) vs. Endurance

(Mental), Special, Persist; You enter and interact (harmlessly) in the dreams of a sleeping creature. The target creature must be within 1 mile of your location. You can double the distance by increasing the Difficulty by +1.

Component: Earring (100 gp); Dream (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23) Trade Value: 225 gp + average quest Consequences: The Dream power can be used once per scene.

Earring of False Whispers This brass earring is often shaped like a

demon’s face. It grants a +1 bonus to Deception (Bluff) checks. Minor Suggestion (3rd): Deception (Bluff) vs.

Endurance (Mental), Short, Persist; Target performs suggested action until it makes a successful Endurance (Mental) check (Diff 13).

Component: Earring (100 gp); Minor Suggestion (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Suggestion power can be used once per scene. If the target is wounded, the power ends instantly.

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Earring of Mind Reading This quartz earring seems to glitter with

an inner light. It grants a +1 bonus to Perception (Insight) checks. Read Thoughts (2nd): Perception (Insight) vs.

Endurance (Mental), Medium, Persist; You read the target’s surface thoughts. Draw a special hand of 1 card. When you make an opposed check against the target, you may choose to play the card from the special hand to resolve your or the target’s action. You do not replace the cards from the special hand.

Component: mwk Earring (100 gp); Read Thoughts (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20) Trade Value: 120 gp + minor quest Consequences: The Read Thoughts power can be used once per scene.

Earring of Summoning This brass hoop earring is inscribed

with symbols of summoning. It grants a +1 bonus to Handle Animal (Train) checks. Summon Third Circle Creature (3rd): Handle

Animal (Train) Diff 15, Close, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: mwk Earring (100 gp); Summon Third Circle Creature (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest

Earring of Telepathy This pearl earring is set in a silver

fitting. It grants a +1 bonus to Perform (Orate) checks. Telepathy (3rd): Perform (Orate) Diff 15, Long,

Persist; You can mentally communicate with a willing creature within range.

Component: mwk Earring (100 gp); Telepathy (3rd circle); 2 esoteric components; Enchant time 3days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Telepathy power can be used once per scene.

Earring of Greater Telepathy This pearl earring is set in a gold fitting.

It grants a +1 bonus to Perform (Orate) checks. Telepathic Bond (5th): Perform (Orate) Diff 18,

Extreme, Scene; You can mentally communicate with up to 3 willing creatures within range.

Component: rel Earring (200 gp); Telepathic Bond (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23) Trade Value: 325 gp + average quest Consequences: The Telepathic Bond power can be used once per scene.

Gem of Brightness This small sunstone seems to glimmer,

even in darkness. It grants a +2 bonus to Perception (Spot) checks. Continual Light (4th): Perception (Spot) Diff

17, Close, Scene; You illuminate a Close area. Component: mwk Sunstone (200 gp); Continual Light (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 280 gp + average quest Consequences: The Continual Light power can be used once per scene.

Gem of Chaos This small onyx has many odd-shaped

facets. It grants a +2 bonus to Deception (Bluff) checks. Chaos (4th): Deception (Bluff) Diff 17 vs.

Endurance (Fortitude), Medium, Persist; Up to 4 targets cannot play cards from their hand and must instead draw cards from the top of their deck to resolve actions. The targets are affected until they make a successful Endurance (Fortitude) check (Diff 14).

Component: rel Onyx (200 gp); Chaos (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 280 gp + average quest Consequences: The Chaos power can be used once per scene. You can expend the spell to cause the targets to draw two cards and use the lower card to resolve their action.

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Gem of Detonation This small ruby pulses with power

when held. It grants a +2 bonus to Persuasion (Intimidate) checks. Detonate (4th): Att +3/Dam +2, Close, Persist;

You toss the gem and it detonates in a fiery explosion. Up to 4 targets take 4 (fire) wounds. The targets continue to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 14). After detonating, the gem reforms one round later at the target area.

Component: rel Ruby (200 gp); Detonate (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 280 gp + average quest Consequences: The Detonate power can be used once per scene.

Gem of Divinity This small diamond seems to glimmer,

even in darkness. It grants a +2 bonus to Knowledge (Religion) checks. Divine Inspiration (4th): Knowledge (Religion)

Diff 17, Personal, Special; You gain the use of one 0th – 3rd circle divine spell of your choice. You can cast the spell you gain with a successful Knowledge (Religion) or Spellcraft (Religion) check.

Component: rel Diamond (200 gp); Divine Inspiration (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 280 gp + average quest Consequences: The Divine Inspiration power can be used once per scene.

Gem of Elemental Power This oblong gemstone of serpentine

feels slick to the touch. It grants a +3 bonus to Knowledge (Planar) checks. Summon Elemental (7th): Knowledge (Planar)

Diff 21, Short, Scene; You summon an elemental to act on your behalf. See Elemental in the Core book Monster section (or Bestiary Fantastic) for stats. The elemental remains for the scene or until slain.

Component: aug Serpentine (400 gp); Summon Elemental (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25) Trade Value: 645 gp + major quest Consequences: The Summon Elemental power can be used once per day. When the power is used, you take a wound.

Gem of Recharging This hunk of quartz is plain-looking but

feels as if it holds a static charge. It grants a +3 bonus to Spellcraft (Arcane) checks. Recharge (7th): Spellcraft (Arcane) Diff 21,

Touch, Instant; You restore one charge to a magic item or regain the use of an arcane spell that can be used once per scene.

Component: aug Quartz (400 gp); Recharge (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25) Trade Value: 645 gp + major quest Consequences: The Recharge power can be used once per day. You take a wound if you use the Recharge power.

Gem of Seeing This small carbuncle has a smoky

appearance. It grants a +2 bonus to Perception (Spot) checks. Arcane Sight (4th): Perception (Spot) Diff 17,

Medium, Scene; You gain a +4 bonus to Perception (Spot) checks and can see magical auras (including invisibility).

Component: rel Carbuncle (200 gp); Arcane Sight (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 280 gp + average quest Consequences: The Arcane Sight power can be used once per scene.

Gem of Travel This small jacinth has a smoky

appearance. It grants a +2 bonus to Athletics (Run) checks. Arcane Portal (4th): Athletics (Run) Diff 17,

Special, Instant; You and up to 3 additional allies step through a doorway next to you and exit at a Long distance (400 ft.) away.

Component: rel Jacinth (200 gp); Arcane Portal (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 280 gp + average quest Consequences: The Arcane Portal power can be used once per scene.

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Necklace of Fire Rubies This gold and ruby necklace has a secret

– if the rubies are pulled out and thrown, they explode in fire. Fireball (4th): Weapon (Hurled) Att +5/Dam +4,

Medium, Persist; You hurl a ball of fire at a 3 targets, and it explodes into flame dealing 3 (fire) wounds. The targets continue to burn, taking 1 (fire) wound every other round until the target makes a successful Endurance (Physical) check (Diff 14).

Component: rel Ruby necklace (200 gp); Fireball (4th circle); 3 esoteric components; Enchant time 3 days (Diff 22) Trade Value: 280 gp + average quest Consequence: The Fireball power can be used once per scene.

Orbit of Absorption This small chrysalite orb slowly

meanders around its owner. It grants a +2 bonus to Evade checks. Spell Absorption (6th): Evade vs. Spellcraft,

Personal, Persist; You absorb a spell that targets you. At any later point, you can discharge the spell at another target, using your Evade skill to “cast” the spell. You can absorb a spell on another’s turn.

Component: rel Chrysalite (200 gp); Spell Absorption (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Spell Absorption power can be used once per scene. If you absorb a spell of 7th or higher circle, you take a wound and cannot later discharge the spell.

Orbit of Confidence This small lapis lazuli orb quietly whirls

around its owner like a crown. It grants a +2 bonus to Persuasion (Diplomacy) checks. Inspired (6th): Persuasion (Diplomacy) Diff 20,

Personal, Scene; You gain a +2 bonus to Presence-based checks and gain a +4 bonus to one Presence-based skill of your choice.

Component: rel Lapis lazuli (200 gp); Inspired (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Inspired power can be used once per scene.

Orbit of Defense This small beryl orb quickly circles its

owner, moving to deflect blows. It grants a +2 bonus to Armor (Unarmored) checks. Greater Deflection (6th): Armor (Unarmored)

Diff 20, Personal, Scene; You gain a +4 bonus to Evade checks and take one less wound from attacks that target your Resistance.

Component: rel Beryl (200 gp); Greater Deflection (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Greater Deflection power can be used once per scene.

Orbit of Health This small hematite orb slowly orbits its

owner at chest height. It grants a +2 bonus to Endurance (Fortitude) checks. Hale (6th): Endurance (Fortitude) Diff 20,

Personal, Scene; You ignore 2 wounds from any attack that targets Resistance or Endurance.

Component: rel Turquoise (200 gp); Agility (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Hale power can be used once per scene. You can expend the power to ignore all wounds from a single source.

Orbit of Insight This small amber orb never strays far

from around its owner head. It grants a +2 bonus to Perception (Insight) checks. Read Minds (6th): Perception (Insight) vs.

Endurance (Mental), Medium, Persist; You read the surface thoughts of up to 4 targets until the target makes a successful Endurance (Mental) check (Diff 17). You gain a special hand of two cards. You can play the cards from this special hand to resolve opposed skill checks involving any one of the individuals.

Component: rel Amber (200 gp); Read Minds (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Read Minds power can be used once per scene. You can expend the spell to read the deep thoughts and memories of one individual you affect.

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Orbit of Quickness This small turquoise orb flits in strange

patterns around its owner. It grants a +2 bonus to Acrobatics (Tumble) checks. Agility (6th): Acrobatics (Tumble) Diff 20,

Personal, Scene; You gain a +2 bonus to Dexterity-based checks and gain a +4 bonus to one Dexterity-based skill of your choice.

Component: rel Turquoise (200 gp); Agility (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Agility power can be used once per scene.

Orbit of Sustaining This small purple orb slowly circles the

body of its owner. It grants a +2 bonus to Survival (Wilderness) checks. Sustain (6th): Survival (Wilderness) Diff 20,

Personal, Day; You do not need to eat or drink.

Component: rel Amethyst (200 gp); Sustain (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Sustain power can be used once per scene. You may expend the Sustain power to remove the effects of hunger or thirst.

Orbit of Spell Storing This small sapphire orb moves slowly

around its owner until called upon, at which time it ricochets about like a tongue of lightning. It grants a +1 bonus to Knowledge (Arcane) checks. Arcane Manipulation (6th): Knowledge

(Arcane) Diff 20, Personal, Scene; You gain the use of one 0th-5th level arcane spell. You can use Spellcraft (Arcane) or Knowledge (Spellcraft) to cast the spell. The use of this power does not count as an action.

Component: mwk Sapphire (100 gp); Anyspell (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Arcane Manipulation power can be used once per scene.

Orbit of Strength This small bloodstone orb whirls about

the dominant arm of its owner. It grants a +2 bonus to Athletics (Lift) checks. Warrior’s Thews (6th): Athletics (Lift) Diff 20,

Personal, Scene; You gain a +2 bonus to Strength-based checks and gain a +4 bonus to one Strength-based skill of your choice.

Component: rel Bloodstone (200 gp); Warrior’s Thews (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 280 gp + average quest Consequences: The Warrior’s Thews power can be used once per scene.

Orbit of Understanding This small optical calcite orb hovers

above its owner’s head. It grants a +2 bonus to Perception (Insight) checks. Knowledge (6th): Perception (Insight) Diff 20,

Personal, Scene; You gain a +2 bonus to Intelligence-based checks and gain a +4 bonus to one Intelligence-based skill of your choice.

Component: mwk Calcite (200 gp); Knowledge (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Knowledge power can be used once per scene.

Pearl of the Far Seas This milky pearl is often affixed in a

gold or silver fitting on a chain or necklace. It grants a +2 bonus to Knowledge (Religion) checks. Supplication (6th): Knowledge (Religion) Diff

20, Personal, Scene; You gain the use of one 0th-5th level divine spell. You can use Spellcraft (Divine) or Knowledge (Religion) to cast the spell. The use of this power does not count as an action.

Component: rel Pearl (200 gp); Supplication (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Supplication power can be used once per scene.

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Pearl of Deep seas This lustrous pearl is often the largest in

a string of pearls threaded onto a necklace. It grants a +2 bonus to Athletics (Swim) checks. Natural Swimmer (6th): Athletics (Swim) Diff

20, Personal, Scene; You gain a +5 bonus to Athletics (Swim) skill checks and can breathe underwater as if it were air.

Component: rel Pearl (200 gp); Natural Swimmer (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 380 gp + average quest Consequences: The Natural Swimmer power can be used once per scene.

Periapt of Antivenom This amulet is made of copper with a

single jasper gemstone in the middle. It grants a +1 bonus to Survival (Heal) skill checks. Delay Poison (2nd): Survival (Heal) Diff 14,

Personal, Persist; You ignore 1 (poison) wounds from an attack.

Component: mwk Amulet (100 gp); Delay Poison (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20) Trade Value: 120 gp + minor quest Consequences: The Delay Poison power can be used once a scene.

Periapt of Deflection This amulet is made of copper with a

single jasper gemstone in the middle. It grants a +1 bonus to Survival (Heal) skill checks. Deflect (2nd): Survival (Heal) Diff 14, Personal,

Scene; You gain a +2 bonus to Armor checks.. Component: mwk Amulet (100 gp); Deflect (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20) Trade Value: 120 gp + minor quest Consequences: The Deflect power can be used once a scene. You can expend the power to make an attack deal no damage.

Periapt of Health This amulet is made of copper with a

single amber gemstone in the middle. It grants a +1 bonus to Survival (Heal) skill checks. Remove Malady (2nd): Survival (Heal) vs.

varies, Personal, Instant; You negate an ongoing effect you suffer from as if you had made a successful Endurance (Fortitude) check. The difficulty equals the difficulty of the original effect.

Component: mwk Amulet (100 gp); Remove Malady (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20) Trade Value: 120 gp + minor quest Consequences: The Remove Malady power can be used once a scene.

Periapt of Healing This amulet is made of copper with a

single agate gemstone in the middle. It grants a +1 bonus to Survival (Heal) skill checks. Cure Serious Wounds (3rd): Survival (Heal)

Diff 15, Personal, Instant; You heal 2 wounds Component: mwk Amulet (100 gp); Cure Serious Wounds (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Cure Serious Wounds power can be used once a scene.

Periapt of Warding This amulet is made of copper with a

single beryl gemstone in the middle. It grants a +1 bonus to Survival (Heal) skill checks. Protective Ward (3rd): Survival (Heal) Diff 15,

Personal, Instant; You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it must make a successful Endurance (Mental) check (Diff 12).

Component: mwk Amulet (100 gp); Protective Ward (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Protective Ward power can be used once a scene.

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Phylactery of faith This small leather pouch is tied about

the head. To be effective, the pouch must be filled with a folded piece of parchment from a religious tract sacred to the wearer. It grants a +2 bonus to Knowledge (Religion). Faithful (4th): Knowledge (Religion) Diff 17,

Personal, Persist; You can use any one Divine spell of 0th-3rd circle. You use Knowledge (Religion) or Spellcraft (Divine) to cast the spell.

Component: rel Leather pouch (4 gp), mwk Religious tract (10 gp); Faithful (4th circle); 3 esoteric components; Enchant time 3 days (Diff 22) Trade Value: 92 gp + average quest Consequence: The Faithful power can be used once per scene. You must obey the casting restrictions of the spell you select with Faithful.

Phylactery Against Undead This small leather pouch is tied about

the head. To be effective, the pouch must be filled with a folded piece of parchment containing admonitions and wards against undead. It grants a +2 bonus to Knowledge (Planar). Proof Against Undead (4th): Knowledge

(Planar) Diff 17, Personal, Persist; You create a protective circle against creatures with the Undead subtype. If up to 6 creatures of the warded type attempt to approach within Close distance of you, it takes 3 wounds and cannot approach unless it makes a successful Endurance (Mental) check (Diff 14).

Component: rel Leather pouch (4 gp), mwk Religious tract (10 gp); Proof Against Harm (Undead) (4th circle); 3 esoteric components; Enchant time 3 days (Diff 22) Trade Value: 94 gp + average quest Consequence: The Proof Against Undead power can be used once per scene. You must obey the casting restrictions of the spell you select with Proof Against Undead.

Phylactery Against Demons This small leather pouch is tied about

the head. To be effective, the pouch must be filled with a folded piece of parchment containing admonitions and wards against demons. It grants a +2 bonus to Knowledge (Planar). Proof Against Demons (4th): Knowledge

(Planar) Diff 17, Personal, Persist; You create a protective circle against creatures with the Demon subtype. If up to 6 creatures of the warded type attempt to approach within Close distance of you, it takes 3 wounds and cannot approach unless it makes a successful Endurance (Mental) check (Diff 14).

Component: mwk Leather pouch (4 gp), mwk Demonology tract (10 gp); Proof Against Harm (Demons) (4th circle); 3 esoteric components; Enchant time 3 days (Diff 22) Trade Value: 94 gp + average quest Consequence: The Proof Against Demons power can be used once per scene. You must obey the casting restrictions of the spell you select with Proof Against Demons.

Prayer Beads This rope of colored wooden beads is

used in the repetition of prayers. It grants a +2 bonus to Knowledge (Religion). Prayer (4th): Knowledge (Religion) Diff 17,

Personal, Persist; You gain a +2 bonus to Attack and Damage checks with one weapon of your choice. You also gain a +1 bonus to Armor and Endurance checks.

Component: rel Prayer beads (4 gp); Prayer (4th circle); 3 esoteric components; Enchant time 3 days (Diff 22) Trade Value: 84 gp + average quest Consequence: The Prayer power can be used once per scene.

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Ring of Ambition This jade band is stained with what

seems to be drops of blood. It grants a +1 bonus to Deception (Bluff) skill checks. Persuasive (3rd): Deception (Bluff) Diff 15,

Personal, Persist; You gain a +5 bonus to one Persuasion subskill of your choice.

Component: mwk Jade ring (100 gp); Arcane Skill Endowment (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Persuasive power can be used once a scene.

Ring of Athletics This ring consists of a braided band of

bronze, silver and gold. It grants a +1 bonus to Athletics (Lift) skill checks. Athletic (3rd): Athletics (Lift) Diff 15, Personal,

Persist; You gain a +5 bonus to one Athletics subskill of your choice.

Component: mwk bronze/silver/gold ring (100 gp); Primal Skill Endowment (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Athletics power can be used once a scene.

Ring of Avarice This golden ring is set with a single

serpentine gem. It grants a +5 bonus to Knowledge (Appraise) skill checks. Minor Creation (3rd): Knowledge (Appraise)

Diff 15, Short, Persist; You create an object of nonliving, vegetable or animal matter (such as food, drink, wood or leather) of up to 3 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Major Creation (6th): Knowledge (Appraise) Diff 20, Short, Scene; You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Perfect Creation (9th): Knowledge (Appraise) Diff 25, Short, Day; You create an object of nonliving, vegetable, mineral, alloy or animal matter (such as food, drink, wood, leather, iron, steel or gold) of up to 9 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Component: sup gold ring (1,600 gp); Minor Creation (3rd circle), Major Creation (6th circle), Perfect Creation (9th circle); 6 esoteric components; Enchant time: 1 year (Diff 27) Trade Value: 2,117 gp, 5 sp + major quest Consequences: The Minor Creation power can be used once a scene. The Major Creation power can be used once a scene. The Perfect Creation power can be used once a day. If you use the Perfect Creation power, you take a wound.

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Ring of Beasts This ivory ring is carved with the

images of animals on a parade about the band. It grants a +1 bonus to Handle Animal (Train) skill checks. Trainer (3rd): Handle Animal (Train) Diff 15,

Close, Scene; Target non-hostile animal gains a +4 bonus to one subskill of your choice. If you choose the Armor, Endurance, Evade or Weapon Group skill, the animal gains only a +2 bonus.

Component: mwk Ivory ring (100 gp); Trainer (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Trainer power can be used once a scene.

Ring of Crafts This gold band displays a single

aventurine gemstone. It grants a +1 bonus to Knowledge (Appraise) skill checks. Craftsman (3rd): Knowledge (Appraise) Diff 15,

Personal, Persist; You gain a +5 bonus to one Craft subskill of your choice.

Component: mwk Gold ring (100 gp); Arcane Skill Endowment (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Craftsman power can be used once a scene.

Ring of the Depths This band of coral is etched with images

of dolphins and sharks. It grants a +1 bonus to Athletics (Swim) skill checks. Water Breathing (2nd): Athletics (Swim) Diff

14, Personal, Scene; You can breathe underwater as if it were air.

Component: mwk Coral ring (100 gp); Water Breathing (3rd circle); 2 esoteric components; Enchant time: 1 day (Diff 20) Trade Value: 120 gp + minor quest Consequences: The Water Breathing power can be used once a scene.

Ring of Dispelling This clay band is marked with flecks of

green metal. It grants a +1 bonus to Knowledge (Arcane) checks. Dispel Magic (3rd): Knowledge (Arcane) Diff

varies, Short, Instant; You end an active spell or magic item’s power. The difficulty to dispel is equal to the casting difficulty of the spell to be dispelled.

Component: mwk Clay ring (100 gp); Dispel Magic (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 120 gp + minor quest. Consequences: The Dispel Magic power can be used once a scene.

Ring of Enslavement This ring is made of tarnished, black

iron. Crudely etched into its surface are blood-stained runes of slavery and domination. It grants a +5 bonus to Persuasion (Torture) skill checks. Dominate (9th): Persuasion (Torture) vs.

Endurance (Fortitude), Long, Persist; The target loses its actions on its turn until it makes a successful Endurance (Fortitude) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target.

Component: sup Iron ring (1,600 gp); Dominate (9th circle); 6 esoteric components; Enchant time: 1 year (Diff 27) Trade Value: 2,005 gp + major quest Consequences: The Dominate power can be used once a day. You take a wound when you use the power.

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Ring of Flames This platinum ring is set with a single

fire ruby. It grants a +4 bonus to Knowledge (Planar) skill checks. Protection from Fire (3rd): Knowledge (Planar)

Diff 15, Personal, Scene; The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack.

Summon Fire Elemental (7th): Knowledge (Planar) Diff 21, Short, Scene; You summon an elemental to act on your behalf. See below for stats. The elemental remains for the scene or until slain. See chapter 6 for stats.

Firebomb (8th): Knowledge (Planar) Att +1/Dam +4, Long, Persist; You deal 5 (fire) wounds to 5 targets. The targets continue to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 20).

Component: enh gold ring (800 gp); Protection from Energy (3rd circle), Summon Elemental (7th circle), Firebomb (8th circle); 5 esoteric components; Enchant time: 6 months (Diff 26) Trade Value: 1,670 gp + major quest Consequences: The Protection from Fire power can be used once a scene. You can expend the Protection from Fire power to negate all fire damage from a single attack. The Summon Fire Elemental power can be used once a scene. The Firebomb power can be used once a day. If you use the Firebomb power, you take a wound.

Ring of Force This platinum ring is set with a single

diamond. It grants a +4 bonus to Knowledge (Arcane) skill checks. Mystic Shield (3rd): Knowledge (Arcane) Diff

15, Personal, Scene; You ignore 1 wound from attacks that target Resistance.

Forceful Barrier (6th): Knowledge (Arcane) vs. Endurance (Mental), Medium, Scene; The target is moved a Short distance away from the caster if it fails an Athletics (Lift) or Acrobatics (Escape) check (Diff 17). The target takes a +4 penalty to any attack that target’s the caster’s Defense. If the barrier is attacked, it has a Defense 9 and ignores all damage except if it draws a “♦” for Defense. It has 6 wounds.

Crushing Grip (9th): Knowledge (Arcane) Att +1/Dam +4, Long, Persist; Target takes 5 wounds. Draw an additional card and compare it to the target’s Armor check for an additional wound. The target is immobilized. The target must spend an action to escape with a successful Acrobatics (Escape) or Athletics (Lift) skill check (Diff 22). If persisted, target takes 1 wound every other round. If the target escapes, you can attack the same or a new target. Only the 1st target takes 5 wounds.

Component: sup gold ring (1,600 gp); Mystic Shield (3rd circle), Forceful Barrier (6th circle), Crushing Grip (9th circle); 6 esoteric components; Enchant time: 1 year (Diff 27) Trade Value: 2,117 gp, 5 sp + major quest Consequences: The Mystic Shield power can be used once a scene. You can expend the Mystic Shield to negate all damage from a single attack The Forceful Barrier power can be used once a scene. The Crushing Grip power can be used once a day. If you use the Crushing Grip power, you take a wound.

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Ring of Grace This platinum ring is studded with small

diamonds. It grants a +1 bonus to Acrobatics (Tumble) skill checks. Acrobatic (3rd): Acrobatics (Tumble) Diff 15,

Personal, Persist; You gain a +5 bonus to one Acrobatic subskill of your choice.

Component: mwk Platinum ring (100 gp); Primal Skill Endowment (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Acrobatic power can be used once a scene.

Ring of Friendship This ring is made of a carved band of

carnelian bound in gold wire. It grants a +1 bonus to Perform (Oratory) skill checks. Persuasive (3rd): Perform (Oratory) Diff 15,

Personal, Persist; You gain a +5 bonus to one Persuasion subskill of your choice.

Component: mwk Carnelian ring (100 gp); Arcane Skill Endowment (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest Consequences: The Persuasive power can be used once a scene.

Ring Gate This pair of rings are made of

intertwining hoops of gold and silver. The ring grants a +2 bonus to Perception (Intuition) checks. Both rings cannot be worn by the same individual. Instant Transport (5th): Athletics (Run) Diff

15, Special, Instant; You instantly transported Adjacent to the location of the other ring, regardless of distance. If both users simultaneously activate their rings, they transpose locations.

Component: 2 rel Gold & silver ring (400 gp); Transposition (5th circle); 3 esoteric components; Enchant time: 2 weeks (Diff 23) Trade Value: 525 gp + average quest Consequences: The Instant Transport power can be used once a scene.

Ring of Genies This brass ring is inscribed with words

of imprisonment and servitude. It grants a +4 bonus to Persuasion (Torture). Mind Blank (8th): Persuasion (Torture) Diff 23,

Personal, Scene; You summon a dao, djinn, ifrit or marid genie. The summon genie obeys your commands until slain or the scene ends, in which case it returns to the ring.

Component: enh Iron ring (800 gp); Summon 8th Circle Monster (8th circle); 5 esoteric components; Enchant time: 6 months (Diff 26) Trade Value: 1,120 gp + major quest Consequences: The Summon 8th Circle Monster power can be used once a day. You take a wound when you use the power.

Ring of Invisibility This rather plain gold ring holds great

power. It grants a +1 bonus to Stealth (Hide) checks. Invisibility (2nd): Stealth (Hide) Diff 14,

Personal, Scene; The target cannot be detected by Perception (Spot) checks.

Component: Gold ring (100 gp); Invisibility (2nd circle); Enchant time: 1 day (Diff 20) Trade Value: 120 gp + minor quest. Consequences: The Invisibility power can be used once per scene. If the wearer attacks, the invisibility ends after the attack is made.

Ring of Mind Shielding This iron ring protects an individual’s

mind from intrusion. It grants a +4 bonus to Endurance (Mental) checks. Mind Blank (8th): Endurance (Mental) Diff 23,

Personal, Scene; You cannot be detected by Divination spells.

Component: enh Iron ring (800 gp); Mind Blank (8th circle); 5 esoteric components; Enchant time: 6 months (Diff 26) Trade Value: 1,320 gp + major quest Consequences: The Mind Blank power can be used once a day. You take a wound when you use the power.

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Ring of Phantoms This quartz band is unadorned. It grants

a +2 bonus to Stealth (Hide) checks. Form of Mist (3rd): Stealth (Hide) Diff 15,

Personal, Scene; You (and all your gear) becomes a cloud of mist. You gain a fly speed of Slowed and lose all other movement rates. You can seep through cracks of up to ¼” with a successful Endurance (Fortitude) check (Diff 12). You ignore damage from an attack if you draw a “♣”, “♠” or “♦” for Defense.

Component: mwk Quartz ring (100 gp); Form of Mist (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 145 gp + minor quest. Consequences: The Form of Mist power can be used once a scene.

Ring of Power This iron band is made of a crude, black

metal. It grants a +1 bonus to Knowledge (Strategy) checks. Strength of Heroes (2nd): Knowledge (Strategy)

Diff 14, Personal, Scene; You gain a +2 bonus to one Weapon Group skill of your choice.

Component: mwk Iron ring (100 gp); Strength of Heroes (2nd circle); 2 esoteric components; Enchant time: 1 day (Diff 20) Trade Value: 120 gp + minor quest. Consequences: The Strength of Heroes power can be used once a scene.

Ring of Regeneration This ring is made of green jade, set with

the tooth of a troll. It grants a +3 bonus to Survival (Heal) checks. Regenerate (7th): Survival (Heal) Diff 21,

Personal, Persist; When you are attacked, if you draw a “♣” for your Armor check, you take no wounds and instead heal 1 wound.

Component: aug Jade ring (400 gp); Regeneration (7th circle); 4 esoteric components; Enchant time: 3 months (Diff 25). Trade Value: 645 gp + major quest Consequences: The Sustain power can be used once a day. You take a wound when you activate the power. You can expend the power to heal 4 wounds.

Ring of Resistance This silver ring is set with small

sapphires, rubies, emeralds and diamonds. It grants a +1 bonus to Endurance (Physical) checks. Protection from Energy (3rd): Endurance

(Physical) Diff 15, Personal, Scene; Choose an energy type – acid, cold, electricity, fire, force, necrotic or radiant. You ignore two wounds from the chosen element on each attack, and you automatically make the Endurance check against any additional effect from the attack.

Component: Gold ring (100 gp); Protection from Energy (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 120 gp + minor quest. Consequences: You may expend the Protection from Energy power to ignore all wounds from a single energy attack that you are protected from.

Ring of Slow Fall This ring made of ivory is covered in

protective sigils. It grants a +1 bonus to Acrobatics (Tumble). Slow Fall (1st): Acrobatics (Tumble) Diff 12,

Personal, Persist; You safely and slowly descend to the ground at a Slowed movement rate. This power does not take an action. You can use it even when it is not your turn.

Component: mwk Ivory ring (50 gp); Slow Fall (1st circle); 1 esoteric component; Enchant time: 4 hours (Diff 19) Trade Value: 55 gp + minor quest Consequences: The Slow Fall power can be used once a scene.

Ring of Sorcery This golden band is set with a single

pearl. It grants a +1 bonus to Spellcraft (Arcane) checks. Instant Sorcery (3rd): Spellcraft (Arcane) Diff

15, Personal, Instant; You can cast any one spell of 0th-3rd circle on the arcane spell list, even if you do not normally know the spell. This power does not take an action.

Component: Gold ring (100 gp); Instant Sorcery (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Trade Value: 120 gp + minor quest. Consequences: The Instant Sorcery power can be used once a scene.

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Ring of Sorcery, Greater This golden band is set with a single

ruby. It grants a +2 bonus to Spellcraft (Arcane) checks. Greater Instant Sorcery (6th): Spellcraft

(Arcane) Diff 20, Personal, Instant; You can cast any one spell of 0th-6th circle on the arcane spell list, even if you do not normally know the spell. This power does not take an action.

Component: rel Gold ring (200 gp); Greater Instant Sorcery (6th circle); 4 esoteric components; Enchant time: 1 month (Diff 24) Trade Value: 380 gp + average quest. Consequences: The Instant Sorcery power can be used once a scene.

Ring of Sorcery, Perfect This golden band is set with a single

sapphire. It grants a +5 bonus to Spellcraft (Arcane) checks. Greater Instant Sorcery (9th): Spellcraft

(Arcane) Diff 25, Personal, Instant; You can cast any one spell of 0th-9th circle on the arcane spell list, even if you do not normally know the spell. This power does not take an action.

Component: sup Gold ring (1,600 gp); Perfect Instant Sorcery (9th circle); 6 esoteric components; Enchant time: 1 year (Diff 27) Value: 2,005 gp + major quest. Consequences: The Instant Sorcery power can be used once a day. You take a wound when using the Instant Sorcery power.

Ring of Stone This platinum ring is set with a single

emerald. It grants a +1 bonus to Knowledge (Planar) skill checks. Stone Shape (3rd): Knowledge (Planar) Diff 15,

Touch, Day; You can form up to 3 cubic feet of stone into any shape you desire. If you wish to incorporate fine details or moving parts, you must make a successful Craft (Stonemason) skill check. For each +1 to Difficulty, you can affect an additional 3 cubic feet.

Summon Earth Elemental (7th): Knowledge (Planar) Diff 21, Short, Scene; You summon an elemental to act on your behalf. See below for stats. The elemental remains for the scene or until slain. See chapter 6 for stats.

Earthquake (8th): Knowledge (Planar) Att +1/Dam +4, Long, Persist; You deal 5 wounds to 5 targets. The targets are pinned and unable to act until they make a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 20).

Component: sup gold ring (1,600 gp); Protection from Energy (3rd circle), Summon Elemental (7th circle), Earthquake (8th circle); 5 esoteric components; Enchant time: 6 months (Diff 26) Trade Value: 1,670 gp + major quest Consequences: The Stone Shape power can be used once a scene. The Summon Fire Elemental power can be used once a scene. The Earthquake power can be used once a day. If you use the Earthquake power, you take a wound.

Ring of Survival This ring consists of interwoven

brambles with an undying flower bud. It grants a +1 bonus to Survival (Wilderness) checks. Sustain (3rd): Survival (Wilderness) Diff 15,

Personal, Instant; You sustain yourself as if you had consumed a full meal and drink.

Component: mwk Wooden ring (10 gp); Sustain (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Consequences: The Sustain power can be used once a scene.

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Ring of Tempests This platinum ring is set with a single

amethyst. It grants a +1 bonus to Knowledge (Planar) skill checks. Protection from Lightning (3rd): Knowledge

(Planar) Diff 15, Personal, Scene; The target ignores two (electrical) wounds on each attack against them, and automatically makes the Endurance check against any additional effect from the attack.

Summon Air Elemental (7th): Knowledge (Appraise) Diff 21, Short, Scene; You summon an elemental to act on your behalf. See below for stats. The elemental remains for the scene or until slain. See chapter 6 for stats.

Whirlwind (8th): Knowledge (Planar) vs. Evade/Resistance, Long, Persist; Up to 5 targets take 5 wounds. The targets are caught in the whirlwind and cannot move unless they make a successful Endurance (Fortitude) check (Diff 20).

Component: sup gold ring (1,600 gp); Protection from Energy (3rd circle), Summon Elemental (7th circle), Whirlwind (8th circle); 5 esoteric components; Enchant time: 6 months (Diff 26) Trade Value: 1,670 gp + major quest Consequences: The Protection from Lightning power can be used once a scene. You can expend the Protection from Lighting power to negate all electricity damage from a single attack. The Summon Air Elemental power can be used once a scene. The Whirlwind power can be used once a day. If you use the Whirlwind power, you take a wound.

Ring of Water Walking This ring consists of interwoven

brambles with an undying flower bud. It grants a +1 bonus to Athletics (Run) checks. Water Walking (3rd): Athletics (Run) Diff 15, Personal, Scene; You can walk on water as if were dry land (sand dune consistency). Component: mwk Wooden ring (10 gp); Sustain (3rd circle); 2 esoteric components; Enchant time: 3 days (Diff 21) Consequences: The Water Walking power can be used once a scene.

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OOnnee SShhoottss All of these items are consumable

magic items with a single charge. Because they are single charge items, the difficulty to create them is –2. It is possible to create potions with extended or permanent effects, but not with multiple or unending uses.

Elixirs and potions are spells brewed into a liquid form that is consumed, while oils, ointments and salves are magic that is applied to the target. Dusts are sprinkled or tossed on a target to use.

Due to these items impermanent nature, these items cannot (normally) hold magical powers over the 4th circle. Such items with magic over the 4th circle have double the component cost and enchant time.

One-shot items tend to have a trade value of ½ the normal value (but always greater than component cost). One-shot items are normally not subject to the x10 multiplier to cost if they are available for purchase.

Components: mwk Vial (1 gp); Rare herbs, oils or uegenants (10 gp); Enchant time varies (Diff 16 + spell circle) Consequences: As spell

Dust of Choking This yellow powder fills the air and

steals the breath of its victim. Choke (4th): Weapon (Hurled) Att +2/Dam +3,

Short, Persist; The target takes a wound. The target also loses a standard action and takes a wound every other round until a successful Endurance (Fortitude) check (Diff 14).

Component: rel Alchemical powder (20 gp); Choke (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 20) Trade Value: 50 gp

Dust of Destruction This black powder destroys all that it

settles on. Destruction (4th): Weapon (Hurled) Att +2/Dam

+3, Medium, Persist; Up to 4 targets or a non-living Close area takes 4 wounds. The target takes a wound every other round until a successful Endurance (Physical) check (Diff 14).

Component: rel Alchemical powder (20 gp); Destruction (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 20) Trade Value: 50 gp

Dust of Dryness This white powder creates a barrier

against water. Dryness (4th): Weapon (Hurled) Diff 17 OR Att +2/Dam +3, Short, Persist; Up to 4 cubic feet of water is destroyed. Water-based creatures take 4 wounds. Component: rel Alchemical powder (20 gp); Choke (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 20) Trade Value: 50 gp

Dust of Illusions This glittering gold dust manifests the

images of its user’s mind. Major Illusion (3rd): Intelligence +2 Diff 15,

Medium, Scene; You create an illusion that affects two senses (sight, sound, touch, taste, smell). The difficulty to pierce the illusion with a Perception check is equal to the difficulty of the spell.

Component: mwk Alchemical powder (10 gp); Choke (3rd circle); 3 esoteric components; Enchant time: 3 days (Diff 19) Trade Value: 27 gp + 5 sp

Dust of Invisibility This clear powder makes any item it

settles on vanish from sight. True Invisibility (4th): Weapon (Hurled) Att

+2/Dam +3, Short, Persist; Target cannot be detected by Perception (Spot) checks.

Component: rel Alchemical powder (20 gp); Choke (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 20) Trade Value: 50 gp

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Dust of Revealing This clear powder makes any item it

settles on vanish from sight. Revealing (4th): Weapon (Hurled) Att +2/Dam

+3, Short, Persist; Target cannot make a Stealth (Hide) skill check or become invisible until a successful Endurance (Fortitude) skill check (Diff 14).

Component: rel Alchemical powder (20 gp); Choke (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 20) Trade Value: 50 gp

Elixir of Advanced Years This dry, salty drink steals years from

its imbiber. Aging (4th): Endurance (Fortitude) Diff 15

avoids, Personal, Instant; You become 5 years older. You age 1 year each additional round until you make a successful Endurance (Fortitude) check (Diff 12)..

Component: rel Wine (20 gp); Aging (4th circle); 3 esoteric components; Enchant time 1 week (Diff 20) Trade Value: 50 gp

Elixir of Agility This smooth, sweet liquid quickens the

reflexes. Agility (3rd): Endurance (Fortitude) Diff 13,

Personal, Personal; You gain a +2 bonus to Dexterity.

Component: mwk Wine (10 gp); Ability Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Cowardice This meaty drink sits heavy in the

stomach, making the imbiber queasy. Introvert (3rd): Endurance (Mental) Diff 15

avoids, Personal, Instant; You suffer a -2 penalty to Presence. You take an additional -1 penalty to Presence every other round until a successful Endurance (Mental) check (Diff 12). If your Presence drops to 0 or less, you fall unconscious.

Component: mwk Wine (10 gp); Ability Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Drunkeness This sweet-tasting drink has an

addictive taste, driving the imbiber to quickly consume it. Drunkeness (3rd): Endurance (Fortitude) Diff 15

avoids, Personal, Instant; You suffer a -2 penalty to Resolve. You take an additional -1 penalty to Resolve every other round until a successful Endurance (Fortitude) check (Diff 12). If your Resolve drops to 0 or less, you fall unconscious.

Component: mwk Wine (10 gp); Skill Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Elder Doom This bitter, thirst-inducing drink steals

years from its imbiber. Advanced Aging (7th): Endurance (Fortitude)

Diff 21 avoids, Personal, Instant; You become 15 years older. You age 3 years each additional round until you make a successful Endurance (Fortitude) check (Diff 18).

Component: aug Wine (80 gp); Advanced Aging (7th circle); 3 esoteric components; Enchant time 6 months (Diff 23) Trade Value: 162 gp, 5 sp Consequences: You take a wound when you imbibe this elixir.

Elixir of Enlightenment This smooth, fruity juice opens the

mind of its imbiber. Enlightenment (3rd): Endurance (Mental) Diff

13, Personal, Personal; You gain a +2 bonus to Intelligence.

Component: mwk Wine (10 gp); Ability Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

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Elixir of Fire Breath This bitter drink causes its imbiber to

spew its contents almost immediately. Fire Breath (3rd): Weapon (Natural) Att +4/

Dam +1, Short, Persist; Target takes 1 (fire) wound, plus draw an additional card and compare it to Endurance (Physical) to deal an extra (fire) wound. Target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 12).

Component: mwk Oil (1 gp); Fire Blast (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 22 gp, 5 sp

Elixir of Love This intoxicating drink makes one’s

head spin when imbibed. Love (3rd): Endurance (Mental) Diff 15 avoids,

Personal, Instant; You are smitten with love and desire for the first creature (of the same race and) of the opposite gender you see until you make a successful Endurance (Mental) check (Diff 12).

Component: rel Wine (20 gp); Love (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp Consequences: If the target of your affection causes you injury, the effect instantly ends.

Elixir of Might This foul-tasting liquid enlivens and

invigorates the body. Invigorate (3rd): Endurance (Fortitude) Diff 13,

Personal, Personal; You gain a +2 bonus to Strength.

Component: mwk Wine (10 gp); Ability Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Perpetual Youth This bland, watery drink provides

unusual vigor and health to its imbiber. Greater Youth (7th): Endurance (Fortitude) Diff

19, Personal, Instant; You become 15 years younger. You become 3 years younger every other round until you make a successful Endurance (Fortitude) Diff 18 check. You cannot regress below 1 year of age.

Component: aug Wine (80 gp); Greater Youth (7th circle); 3 esoteric components; Enchant time 6 months (Diff 23) Trade Value: 162 gp, 5 sp Consequences: You take a wound when you imbibe this elixir.

Elixir of Poison This slimy drink has a sour aftertaste

that is quickly followed by horrid internal pain. Poison (3rd): Endurance (Fortitude) Diff 15

avoids, Personal, Instant; You suffer 2 (poison) wounds. You take an additional (poison) wound every other round until a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Poison (10 gp); Ability Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Sleep This bland drink induces lethargy in

those who consume it. Sleep (3rd): Endurance (Fortitude) Diff 15

avoids, Personal, Instant; You suffer a -2 penalty to Dexterity. You take an additional -1 penalty to Dexterity until a successful Endurance (Fortitude) check (Diff 12). If your Dexterity drops to 0 or less, you fall unconscious.

Component: mwk Wine (10 gp); Ability Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

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Elixir of Stupidity This dry, smooth drink fogs the mind of

the imbiber. Stupidity (3rd): Endurance (Mental) Diff 15

avoids, Personal, Instant; You suffer a -2 penalty to Intelligence. You take an additional -1 penalty to Intelligence every other round until a successful Endurance (Mental) check (Diff 12). If your Intelligence drops to 0 or less, you fall unconscious.

Component: mwk Wine (10 gp); Ability Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Truth This icy drink seems to numb the mind

when imbibed. Truthfulness (3rd): Endurance (Mental) Diff 15,

Personal, Instant; You cannot make a Deception (Bluff) skill check until you make a successful Endurance (Mental) check (Diff 12).

Component: mwk Wine (10 gp); Ability Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Weakness This drink burns the throat and steals

the imbiber’s breath. Weakness (3rd): Endurance (Fortitude) Diff 15

avoids, Personal, Instant; You suffer a -2 penalty to Strength. You take an additional -1 penalty to Strength every other round until a successful Endurance (Fortitude) check (Diff 12). If your Strength drops to 0 or less, you fall unconscious.

Component: mwk Wine (10 gp); Ability Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp

Elixir of Youth This sweet drink lifts the spirits and fills

the imbiber with youthful vigor. Youth (4th): Endurance (Fortitude) Diff 12,

Personal, Instant; You become 10 years younger.

Component: rel Wine (20 gp); Youth (4th circle); 3 esoteric components; Enchant time 1 week (Diff 20) Trade Value: 50 gp

Oil of Death This black oil is applied to a weapon.

Wounding (4th): Dexterity + 3 vs. Diff 15, Touch, Persist; Target injured by weapon coated with this oil takes 3 wounds. The target continues to take 1 wound until a successful Endurance (Physical) check (Diff 14). The oil remains on the weapon for a number of rounds equal to the card played to apply the oil, or until the first time the weapon causes injury.

Component: rel Poison (20 gp); Wounding (4th circle); 3 esoteric components; Enchant time 1 week (Diff 20) Trade Value: 50 gp + minor quest

Oil of Timelessness This clear oil stops the ravages of time.

Timelessness (3rd): Dexterity + 2 vs. Diff 15, Touch, Permanent; Target item or creature is outwardly unaffected by the passage of time. The oil does not extend the life of living creatures, but will make them appear to not have aged or rotted – even after death.

Component: mwk Milk (1 sp); Timelessness (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp, 5 cp + minor quest

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Oil of Transference This silver oil soaks up magical

properties and can impart it to other items. Transfer Magic (2nd): Dexterity + 1 vs. Diff

12, Touch, Instant; You transfer the magical properties from one magic item to another item of sufficient quality. The original item crumbles to dust after the transfer. It takes one action to absorb the magic from an item, and another action to transfer the magic to another item.

Component: mwk Quicksilver (10 gp); Transfer Magic (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 18) Trade Value: 15 gp

Oil of slipperiness This white oil slickens whatever it

contacts. Slipperiness (3rd): Dexterity + 2 vs. Diff 15,

Touch, Persist; Target creature gains a +4 bonus to Acrobatics (Escape) skill checks. If used on an item, attempting to hold onto the item possessor must make a successful Acrobatics (Balance) skill check (Diff 12) each round.

Component: mwk Grease (1 sp); Slipperiness (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 27 gp, 5 sp, 5 cp

Ointment of Anointing This sweet-smelling oil grants divine

power. Anointed (4th): Knowledge (Religion) Diff 17,

Touch, Persist; Target creature gains +2 bonus to Attack and Damage checks with one weapon of anointer’s choice. Target also gains a +1 bonus to Armor and Endurance checks

Component: rel Oil (1 gp); Prayer (4th circle); 3 esoteric components; Enchant time 1 week (Diff 20) Trade Value: 81 gp + average quest

Ointment of Aptitude This clear oil smells of berries and

focuses the mind. Aptitude (3rd): Knowledge (History) Diff 15,

Touch, Scene; Target creature gains a +4 bonus to one Craft, Knowledge or Perform subskill of anointer’s choice.

Component: mwk Oil (1 gp); Skill Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 46 gp + minor quest

Ointment of Cures This yellowish oil smells of honey and

soothes the ills of those it touches. Remove Malady (2nd): Survival (Heal) Diff

varies, Touch, Instant; You negate an ongoing effect as if the target had made a successful Endurance check. The casting difficulty equals the difficulty of the original effect.

Component: mwk Honey (1 gp); Remove Malady (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 18) Trade Value: 21 gp + minor quest

Ointment of Life This white oil smells bittersweet and

has the power to restore life the dead or dying. Revive (7th): Survival (Heal) Diff 21, Touch, Instant; Target heals 6 wounds. If the target died within the same scene, it is instead returned to life with 1 wound. Component: aug Oil (8 gp); Resurrection (7th circle); 4 esoteric components; Enchant time 6 months (Diff 23) Trade Value: 253 gp + major quest Consequences: You take a wound.

Ointment of Undeath This sickening green oil breathes

twisted life into the dead. Animate Greater Undead (3rd): Knowledge

(Religion) Diff 17, Touch, Persist; You animate a touched corpse as a mummy. You can give the mummy orders as a standard action. The mummy remains until slain or the power ends. See chapter 6 for stats.

Component: mwk Grease (1 sp); Slipperiness (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 45 gp + 1 sp + minor quest

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Salve of Disenchantment This greasy paste disenchants magic

spells or items. Disenchantment (3rd): Dexterity + 2, Touch,

Scene; You can end an active spell on the target or cause a magic item to stop functioning. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Component: mwk Paste (10 gp); Dispel Magic (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 55 gp + minor quest

Salve of Quenching This cold, thick red paste absorbs

energy. Protection from Energy (3rd): Dexterity + 2 vs.

Diff 15, Touch, Scene; The target ignores one wound from acid, cold, electricity, fire, force, necrotic, poison or radiant on each attack against them, and automatically makes the Endurance check against any additional effect from the attack.

Component: mwk Paste (10 gp); Protection from Energy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 55 gp + minor quest

Salve of Remedy This warm, buttery white paste makes

those it touches feel extremely good. Remove Malady (2nd): Dexterity + 2, Touch,

Scene; You negate an ongoing effect as if the target had made a successful Endurance (Fortitude) check. The casting difficulty equals the difficulty of the original effect.

Component: mwk Paste (10 gp); Remove Malady (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 18) Trade Value: 35 gp + minor quest

Salve of Restoration This slippery, blue goo is charged with

life. Resurrection (7th): Dexterity + 4 vs. Diff 21,

Touch, Instant; The target is restored to life at 1 wound. Draw a card from the top of your deck. If it is an Ace or Joker, the spell fails and cannot be used on the subject ever again.

Component: aug Paste (80 gp); Protection from Energy (7th circle); 5 esoteric components; Enchant time 3 months (Diff 23) Trade Value: 325 gp + minor quest

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SSccrroollllss aanndd BBooookkss Scrolls are written records of the

formula for casting a spell. Spellcasters can use the spell directly off the record (which destroys the scroll upon casting), or study the spell and add it to their repertoire of spells after 24 hours (which likewise destroys the scroll).

Scrolls are consumable magic items with a single charge. Because they are a single charge item, the difficulty to create them is –2. It is impossible to create permanent scrolls.

Components: mwk Paper (1 gp); spell inscribed on scroll (circle varies); Enchant time varies (Diff 16 + spell circle) Consequences: As spell

Bestiary of Capture This leather-bound tome contains a

treatise on the capture and magical imprisonment of individuals, with each page framed with arcane symbols. Some of the pages seem to contain diagrams of creatures being tortured, whose images shift when one looks away. This book provides a +5 bonus to Persuasion (Torture). Binding (8th): Persuasion (Torture) vs.

Endurance (Fortitude), Short, Persist; You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a ♠ face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires.

Component: enh Book [200 pages] (320 gp); Binding (8th circle); 5 esoteric components; Enchant time 6 months (Diff 26) Trade Value: 640 gp + major quest Consequences: When you use the Binding power, you take a wound. This power can be used once a day.

Bestiary of Summoning This leather-bound tome contains

contain diagrams of creatures, whose images shift when one looks away. This book provides a +5 bonus to Handle Animal (Train). Summon Third Circle Creature (3rd): Handle

Animal (Train) Diff 15, Close, Persist; You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Summon Ninth Circle Creature (9th): Handle Animal (Train) Diff 25, Close, Persist; You summon a creature as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: sup Book [200 pages] (640 gp); Summon Third Circle Creature (3rd circle), Summon Sixth Circle Creature (6th circle), Summon Ninth Circle Creature (9th circle); 5 esoteric components; Enchant time 6 months (Diff 26) Trade Value: 1,162 gp, 5 sp + major quest Consequences: When you use the Summon Ninth Circle Creature power, you take a wound. The Summon Ninth Circle power can be used once a day. The Summon Third Circle Creature and Summon Sixth Circle Creature power can be used once a scene.

Codex of Realms This iron-bound tome contains a treatise

on various realms and is filled with magical incantations to reach distant worlds. This book provides a +5 bonus to Knowledge (Planar). Planar Gate (9th): Knowledge (Planar) Diff 25,

Long, Instant; You open a rift in reality, allowing you and up to 5 other creatures to travel to another dimension or to call a creature from another plane to do your bidding.

Component: sup Book [200 pages] (640 gp); Planar Gate (9th circle); 5 esoteric components; Enchant time 6 months (Diff 26) Trade Value: 1,045 gp + major quest Consequences: When you use the Planar Gate power, you take a wound. The Planar Gate power can be used once a day.

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Encyclopedia of Ciphers This rune-covered tome contains

hundreds of codes and their translations. This book provides a +3 bonus to Linguistics (Decipher). Comprehension (4th): Linguistics (Decipher)

Diff 17, Personal, Scene; You can speak any language of your choice as if you had 3 Ranks in the language.

Component: rel Book [200 pages] (80 gp); Tongues (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 160 gp + average quest Consequences: The Comprehension power can be used once a scene.

Encyclopedia of Codes This rune-covered tome contains

hundreds of useful codes and encryptions. This book provides a +3 bonus to Linguistics (Encrypt). Encrypt (4th): Linguistics (Encrypt) vs.

Endurance (Mental) OR Diff 17, Touch, Scene; Target’s language is confused and unintelligible until target makes a successful Endurance (Mental) check (Diff 14). If used on a written work, the work is cannot be deciphered with a Linguistics (Decipher) skill check.

Component: rel Book [200 pages] (80 gp); Tongues (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 160 gp + average quest Consequences: The Encrypt power can be used once a scene.

Encyclopedia of Knowledge Choose a Knowledge subskill when this book is made.

This plain-looking tome contains a wealth of information about a single subject. This book provides a +2 bonus to Knowledge skill checks based on the chosen subskill. Understanding (3rd): Linguistics (Decipher)

Diff 15, Personal, Scene; You gain a +4 bonus to the chosen Knowledge subskill.

Component: mwk Book [200 pages] (40 gp); Skill Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Understanding power can be used once a scene.

Encyclopedia of Writs This official-looking tome contains

hundreds of documents and instructions for duplicating them. This book provides a +3 bonus to Linguistics (Decipher). Forgery (4th): Linguistics (Forgery) Diff 17,

Personal, Scene; You can create a document whose false nature cannot be detected with a Linguistics (Forgery) skill check.

Component: rel Book [200 pages] (80 gp); Tongues (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 160 gp + average quest Consequences: The Forgery power can be used once a scene.

Folio of Dreams This elegant tome is lacquered in

midnight blue with pages gilded in gold. Its crisp pages contain treatises on interpreting and controlling dreams. This book provides a +2 bonus to Knowledge (Planar) checks. Dream (5th): Knowledge (Planar) vs. Endurance

(Mental), Special, Persist; You enter and interact (harmlessly) in the dreams of a sleeping creature. The target creature must be within 1 mile of your location. You can double the distance by increasing the Difficulty by +1.

Dream Travel (7th): Knowledge (Planar) Diff 21, Personal, Instant; You travel to a destination you choose through your dreams. It takes 1 round per mile traveled to reach your destination. Component: aug Book [200 pages] (160 gp); Dreams (5th circle); 4 esoteric components; Enchant time 3 months (Diff 25) Trade Value: 467 gp, 5 sp + major quest Consequences: The Dream or Dream Travel power can be used once a day. If you use the Dream Travel power, you take a wound.

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Folio of Fiends This tome has a cover made from the

tanned face of a screaming humanoid. Its thin pages are made of parchment made from living flesh and contain damnable treatises to summon and control demonic entities. This book provides a +2 bonus to Knowledge (Arcane) checks. Summon Demon (6th): Knowledge (Arcane)

Diff 22, Special, Scene; You summon a demon. As a standard action, you can give the demon an order, which it follows to the best of its ability. The demon remains until slain. See chapter 6 for stats. If you fail the casting check, the demon still appears, but is not under your control.

Infernal Gate (9th): Knowledge (Arcane) Diff 25, Long, Persist; You open a portal that leads to the fiendish realms, allowing you and up to 5 other creatures to travel to the realm or to call a fiendish creature to do your bidding. If you fail the casting check, the gate still opens, but you are helplessly drawn into it.

Component: sup Book [200 pages] (640 gp); Summon Sixth Circle Creature (6th circle), Planar Gate (9th circle); 6 esoteric components; Enchant time 1 year (Diff 27) Trade Value: 1,135 gp + major quest Consequences: The Summon Demon or Infernal Gate power can be used once a day. If you use the Infernal Gate power, you take a wound.

Folio of Nightmares This thorny tome is bound in a tattered

midnight blue cover with pages edged in crimson. Its dog-eared pages contain nightmarish tales and instructions to invade the dreams of others. This book provides a +2 bonus to Persuasion (Torture) checks. Phantom Slayer (4th): Persuasion (Torture) vs.

Endurance (Mental), Medium, Instant; You bring the image of the most fearsome creature the target can imagine to life. The target takes 3 wounds. The target is immobilized until it makes a successful Endurance (Mental) check (Diff 14).

Nightmare (5th): Knowledge (Planar) vs. Endurance (Mental), Long, Persist; You invade the target’s sleep with terrifying dreams. Sleeping target takes 3 wounds. Draw a card and compare it to target’s Resolve to cause an additional wound. Upon awakening, target takes +3 penalty to actions until successful Endurance (Fortitude) check (Diff 15).

Component: rel Book [200 pages] (80 gp); Dreams (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23) Trade Value: 245 gp + average quest Consequences: The Phantom Slayer or Nightmare power can be used once a scene.

Libram of Arcane Secrets This black tome is filled with treatises

on arcane magic. This book provides a +2 bonus to Spellcraft (Arcane) checks. Arcane Might (3rd): Spellcraft (Arcane) Diff 15,

Personal, Day; You gain a +1 bonus to Magical Aptitude.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Arcane Might power can be used once a day.

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Libram of Divine Prayers This blue tome is filled with prayers and

allegorical stories. This book provides a +2 bonus to Spellcraft (Religion) checks. Divine Might (3rd): Spellcraft (Divine) Diff 15,

Personal, Day; You gain a +1 bonus to Magical Aptitude.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Divine Might power can be used once a day.

Libram of Primal Power This green tome is filled with lore of the

ancient forces of nature. This book provides a +2 bonus to Spellcraft (Primal) checks. Primal Might (3rd): Spellcraft (Primal) Diff 15,

Personal, Day; You gain a +1 bonus to Magical Aptitude.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Primal Might power can be used once a day.

Libram of Runic Shaping This gray tome is filled the arcane

history of runes and word magic. This book provides a +2 bonus to Spellcraft (Runecasting) checks. Runic Might (3rd): Spellcraft (Runecasting) Diff

15, Personal, Day; You gain a +1 bonus to Magical Aptitude.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Runic Might power can be used once a day.

Manual of Construction Choose a Craft subskill when this book is created.

This leather tome contains plans for the construction of various objects. This book provides a +2 bonus to Craft skill checks in the appropriate subskill. Major Creation (6th): Craft Diff 20, Short,

Scene; You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Component: rel Book [200 pages] (80 gp); Major Creation (3rd circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 265 gp + average quest Consequences: The Major Creation power can be used once a scene.

Manual of Health This simple brown tome contains

regimes to improve one’s health. This book provides a +2 bonus to Armor checks. Great Fortitude (3rd): Armor (Any) Diff 15,

Personal, Day; You gain a +1 bonus to Resistance.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Fortitude power can be used once a day.

Manual of Exercise This simple brown tome contains

exercises to strengthen and tone the body. This book provides a +2 bonus to Athletics (Lift). Great Strength (3rd): Athletics (Lift) Diff 15,

Personal, Day; You gain a +1 bonus to Strength.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Strength power can be used once a day.

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Manual of Quickness This flashy green tome contains

exercises that sharpen reflexes. This book provides a +2 bonus to Acrobatics (Tumble). Great Agility (3rd): Acrobatics (Tumble) Diff

15, Personal, Day; You gain a +1 bonus to Dexterity.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Agility power can be used once a day.

Manual of Persuasion This red, velvet-covered tome contains

advice to present one’s self forcefully. This book provides a +2 bonus to Persuasion (Diplomacy). Great Charisma (3rd): Persuasion (Diplomacy)

Diff 15, Personal, Day; You gain a +1 bonus to Presence.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Charisma power can be used once a day.

Manual of Resolve This elegant silver tome contains rituals

to strengthen the mind. This book provides a +2 bonus to Endurance (Mental) checks. Great Will (3rd): Endurance (Mental) Diff 15,

Personal, Day; You gain a +1 bonus to Resolve.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Will power can be used once a day.

Manual of Professions Choose a Profession specialty when this book is created.

This hide tome contains detailed and secret insights into a given profession. This book provides a +2 bonus to Acrobatics (Tumble). Professional (3rd): Intelligence + 2 vs. Diff 15,

Personal, Day; You gain the special abilities of the profession and specialty the book is attuned to. You do not gain the automatic skills, bonus skills or consequences associated with the Profession or its specialty. The gained powers can be used once a day.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Professional power can be used once a day.

Manual of War This red tome contains master strategies

and insights into battle. This book provides a +2 bonus to Knowledge (Strategy). Warmaster (3rd): Knowledge (Strategy) Diff 15,

Personal, Day; You gain a +1 bonus to Melee Combat and Ranged Combat ability.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Warmaster power can be used once a day.

Tome of Debate This simple leather tome contains

insightful treatises useful in debates. This book provides a +2 bonus to Perform (Debate). Tirade (3rd): Perform (Debate) vs. Endurance

(Mental), Personal, Persist; Target loses an action until it makes a successful Endurance (Mental) check (Diff 12).

Component: mwk Book [200 pages] (40 gp); Action Loss (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Tirade power can be used once a scene.

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Tome of Thought This reflective golden book is

illuminated with meditative treatises. This book provides a +2 bonus to Perception (Insight). Great Insight (3rd): Perception (Insight) Diff 15,

Personal, Day; You gain a +1 bonus to Intelligence.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Insight power can be used once a day.

Tome of Leadership This golden book is filled with inspiring

treatises on leadership. This book provides a +2 bonus to Persuasion (Diplomacy). Leadership (3rd): Persuasion (Diplomacy) Diff

15, Personal, Day; You gain a +1 bonus to all Presence- based skill checks.

Component: mwk Book [200 pages] (40 gp); Ability Endowment (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Leadership power can be used once a day.

Tome of Understanding This copper tome contains essays on a

wide variety of subjects. This book provides a +2 bonus to Knowledge (Any One). You can change which Knowledge skill gains the bonus once a day Great Insight (3rd): Knowledge (Any One) Diff

15+, Personal, Instant; You may ask the game master one question which must be answered truthfully.

Component: mwk Book [200 pages] (40 gp); Divination (3rd circle); 3 esoteric components; Enchant time 3 days (Diff 21) Trade Value: 85 gp + minor quest Consequences: The Great Insight power can be used once a day.

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SSttaaffff A staff is the companion of many a

spellcaster. They are symbols of wisdom and power, and many are the conduit of power for their possessor. A sample of magic staves is listed below.

Magic staves normally start with 5 charges per rank of item quality, and expend one charge per tier of the activated power per use (1 charge for the 1st or 3rd circle powers, 2 charges for the 4th or 6th circle powers and 3 charges for 7th-9th circle powers). A spellcaster can only be tuned to one staff at any given time. It takes 24 hours to “tune” one’s self to a staff. It is possible to create permanent magic staves.

Staves usually provide a bonus to certain skill checks. The use of this bonus does not expend a charge, but if the staff runs out of charges, it no longer provides the bonus.

Staff of Abjuration This iron staff is covered with

protective symbols and topped with a citrine. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Barrier (1st): Spellcraft (Arcane) varies, Short,

Persist; You prevent others from passing through an area as if you were blocking the area with your own body. Anyone attempting to pass through the area must make an Athletics (Lift) check versus your Spellcraft skill check.

Protective Ward (3rd): Spellcraft (Arcane) Diff 15, Personal, Persist; You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it must make a successful Endurance (Mental) check (Diff 12).

Dismissal (4th): Spellcraft (Arcane) vs. Endurance (Fortitude), Medium, Instant; You can send an extraplanar creature of up to 4 wounds back to the plane from which it came. You may draw an extra card from the top of your deck and compare it to the difficulty to send a 5 wound creature back to its home plane.

Anti-Magic Aura (6th): Spellcraft (Arcane) Diff 20, Close, Scene; You create an area a Short distance across where magic doesn’t work. You and others can’t cast spells in the area and active spells are suppressed in the area. You can choose for the area to stay in one place or to move with you, with you at the center.

Component: rel Staff (1 gp), rel Citrine (200 gp); Barrier (1st circle), Protective Ward (3rd circle), Dismissal (4th circle), Anti-Magic Aura (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Barrier, Protective Ward, Dismissal and Anti-Magic Aura power can be used once a scene.

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Staff of Conjuration This brass staff is covered with

protective symbols and topped with a bloodstone. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Grease (1st): Spellcraft (Arcane) varies, Short,

Persist; Target becomes slippery to the touch, and gains a +2 bonus to Acrobatics (Escape Artist) checks OR a +2 penalty to Acrobatics (Balance) checks until the target makes a successful Endurance (Fortitude) check (Diff 9).

Minor Creation (3rd): Spellcraft (Arcane) Diff 15, Short, Persist; You create an object of nonliving, vegetable or animal matter (such as food, drink, wood or leather) of up to 3 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Secure Shelter (4th): Spellcraft (Arcane) Diff 17, Close, Day; You create a secure building that encloses a Close area. The building can be secured against entry, and unwanted creatures can only gain entry with a successful Athletics (Lift) or Disable Device (Open Locks) skill check (Diff 14). If the building is attacked, it has a Resistance of 6 and ignores all damage unless it draws a “♣” for Resistance. The building has 4 wounds.

Summon Sixth Circle Creature (6th): Spellcraft (Arcane) Diff 20, Close, Persist; You summon a creature as shown below The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: rel Staff (1 gp), rel Bloodstone (200 gp); Grease (1st circle), Minor Creation (3rd circle), Secure Shelter (4th circle), Summon Sixth Circle Creature (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Minor Creation, Curtain of Fire and Summon Sixth Circle Creature power can be used once a scene.

Staff of Divination This crystal staff is covered with runes

of scrying and topped with a lapis lazuli orb. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Comprehend Language (1st): Spellcraft

(Arcane) varies, Personal, Scene; You gain the ability to Read, Speak and Write one language of your choice, as if you had Rank 3 in the chosen language.

Disconnected Sense (3rd): Spellcraft (Arcane) Diff 15, Long, Persist; You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). Choose a Perception subskill (Listen, Smell, Spot, Taste, or Touch). You can use the selected subskill as if you were at the target point.

Contact Other Realm (4th): Spellcraft (Arcane) Diff 18, Personal, Instant; You can ask 3 questions to an entity from another plane. It will truthfully answer your question, with a one-word answer, to the best of its knowledge.

Scry (6th): Spellcraft (Arcane) Diff 20, Extreme, Persist; You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks.

Component: rel Staff (1 gp), rel Lapis Lazuli (200 gp); Comprehend Language (1st circle), Disconnected Sense (3rd circle), Contact Other Realm (4th circle), Scry (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Comprehend Languages, Disconnected Sense and Scry power can be used once a scene. The Contact other Realm power can be used once a day.

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Staff of Enchantment This silver staff is covered with

glittering gemstones. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Charm Gaze (1st): Spellcraft (Arcane) vs.

Endurance (Mental), Short, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways. If you attack the target, the power ends. If your allies attack the target, the target will no longer treat them as allies.

Arcane Skill Endowment (3rd): Spellcraft (Arcane) Diff 15, Short, Scene; Target gains a +4 bonus to one Intelligence or Presence based subskill in a Broad skill you select. You cannot choose the Armor, Endurance, Evade, Spellcraft or Weapon Group skill to augment with this spell

Mass Sleep (4th): Spellcraft (Arcane) vs. Endurance (Fortitude), Medium, Persist; Up to 3 targets take a -3 penalty to Dexterity. The target takes an additional -1 penalty to Dexterity until a successful Endurance (Fortitude) check (Diff 14). If the target’s Dexterity drops to 0 or less, it falls unconscious.

Geas (6th): Spellcraft (Arcane) vs. Endurance (Mental), Medium, Day; The target gains a consequence of your choice (see race and class consequences for examples). Once a scene, the target can attempt to negate the consequence with a successful Presence check (Diff 17). If the target fails the check, not only does it suffer the consequence, it takes 4 wounds.

Component: rel Staff (1 gp), rel Gemstones (200 gp); Charm Gaze (1st circle), Arcane Skill Endowment (3rd circle), Mass Sleep (4th circle), Geas (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Charm Gaze, Arcane Skill Endowment and Mass Sleep power can be used once a scene. The Geas power can be used once a day.

Staff of Fire This hazelwood staff is topped with a

single ruby. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Blazing Hands (1st): Spellcraft (Arcane) Att

+4/Phys +1, Close, Persist; You deal 1 (fire) wound to the target. Draw a card from the top of your deck and compare it to the difficulty to deal an extra (fire) wound. The target continues to burn, taking 1 (fire) wound every other round after the first until a successful Endurance (Physical) check (Diff 9).

Fire Blast (3rd): Spellcraft (Arcane) Att +3/Dam +2, Medium, Persist; You hurl a ball of fire at a target, and it explodes into flame dealing 2 (fire) wounds. The target continues to burn, taking 1 wound every other round unless it makes a successful Endurance (Physical) check (Diff 12).

Curtain of Fire (4th): Spellcraft (Arcane) Diff 17, Medium, Scene; You create a barrier of fire that is a Short distance long and high. Any creature attempting to pass through the flames must make a successful Endurance (Physical) check (Diff 14) or take 1 (fire) wound. Draw a card and compare it to the target’s Endurance (Physical) check to cause an additional wound. The target continues to burn, taking 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through.

Chariot of Fire (6th): Spellcraft (Arcane) Diff 20, Close, Scene; You create a horse-drawn chariot made of fire. The chariot can hold up to 4 individuals and has Enhanced movement. See chapter 6 for stats.

Component: rel Staff (1 gp), rel Ruby (200 gp); Blazing Hands (1st circle), Fire Blast (3rd circle), Curtain of Fire (4th circle), Chariot of Fire (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 626 gp + average quest Consequences: The Fire Blast, Curtain of Fire and Chariot of Fire power can be used once a scene.

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Staff of Frost This birch staff glitters as if covered in

hoarfrost, and is topped with multiple shafts of opaque quartz crystals. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Frozen Blast (1st): Spellcraft (Arcane) Att

+4/Dam +1, Short, Persist; The target takes 1 (cold) wound and is slowed until it makes a successful Endurance (Fortitude) check (Diff 9).

Sleet Storm (3rd): Spellcraft (Arcane) Att +3/Dam +2, Short, Persist; You cause freezing rain to pour down. Up to 3 targets take 2 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 12).

Frost Shield (4th): Spellcraft (Arcane) Diff 17, Personal, Scene; You create a shield of ice. You gain a +3 bonus to Evade, as if you had a shield. When making an Evade check, if you draw a “♠”, you deal 1 (cold) wound if your Evade check is successful.

Frost Cage (6th): Spellcraft (Arcane) Att +2/Dam +3, Medium, Scene; The target takes 4 (cold) wounds and is immobilized until the target makes a successful Athletics (Lift) or Acrobatics (Escape) check (Diff 17). Afterward, the target is slowed until it makes a successful Endurance (Fortitude) check (Diff 17).

Component: rel Staff (1 gp), rel Quartz (200 gp); Frozen Blast (1st circle), Sleet Storm (3rd circle), Frost Shield (4th circle), Frost Cage (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Sleet Storm, Frost Shield and Frost Cage power can be used once a scene.

Staff of Life This oaken staff still bears green leaves.

. It grants a +2 bonus to Spellcraft (Divine) skill checks. Cure Light Wounds (1st): Spellcraft (Divine)

Diff 12, Touch, Instant; The target heals 1 wound.

Remove Malady (2nd): Spellcraft (Divine) varies, Touch, Instant; You negate an ongoing effect as if the target had made a successful Endurance (Fortitude) check. The casting difficulty equals the difficulty of the original effect.

Improved Resistance (4th): Spellcraft (Divine) Diff 17, Medium, Persist; Target gains a +2 bonus to Armor and Endurance checks.

Heal (6th): Spellcraft (Divine) Diff 20, Touch, Scene; The target heals 3 wounds and gains 3 temporary wounds. You may draw an extra card from the top of your deck to heal and extra wound and grant an extra temporary wound. Any damage the target takes is subtracted from the temporary wounds first.

Component: rel Staff (1 gp), rel Quartz (200 gp); Frozen Blast (1st circle), Remove Malady (2nd circle), Frost Shield (4th circle), Frost Cage (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 436 gp + average quest Consequences: The Cure Light Wounds, Improved Resistance and Heal power can be used once a scene.

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Staff of Lightning This yew staff is covered with glowing

blue arcane writing, and topped with a single sapphire. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Shocking Touch (1st): Spellcraft (Arcane) Att

+4/Phys +1, Touch, Persist; Your deal 1 (electrical) wound. Draw a card and compare it to the difficulty to deal an extra (electrical) wound. Each round, the target takes a –1 penalty to skill checks until it makes a successful Endurance (Fortitude) check (Diff 9).

Protection from Lightning (3rd): Spellcraft (Arcane) Diff 15, Personal, Scene; You ignore two (electrical) wounds from each attack against you, and automatically make the Endurance check against any additional effect from the attack. You may expend the power to ignore all (electrical) wounds from a single attack.

Curtain of Lightning (4th): Spellcraft (Arcane) Diff 17, Medium, Scene; You create a barrier of flashing lightning that is a Short distance long and high. Any creature attempting to pass through the electricity must make a successful Endurance (Physical) check (Diff 14) or take 1 (electrical) wound. Draw a card and compare it to the target’s Endurance to deal an additional (electrical) wound. The target also takes a -1 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 14). Any creature that takes damage is pushed back from the wall and does not pass through.

Lightning Storm (6th): Spellcraft (Arcane) Att +2/Dam +3, Medium, Persist; You deal 4 (electricity) wounds to 4 targets. The target also suffers a –2 penalty to all skill checks until makes a successful Endurance (Fortitude) check (Diff 17).

Component: rel Staff (1 gp), rel Sapphire (200 gp); Shocking Touch (1st circle), Protection from Lightning (3rd circle), Curtain of Lightning (4th circle), Lightning Storm (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Protection from Lightning, Curtain of Lightning and Lightning Storm power can be used once a scene.

Staff of Nature This oak staff is engraved with animal

carvings and topped with a single Serpentine gemstone. It grants a +2 bonus to Spellcraft (Primal) skill checks. Entangle (1st): Spellcraft (Primal) vs.

Endurance (Physical), Close, Persist; The target takes a –1 movement penalty until it makes a successful Endurance (Fortitude) check (Diff 9).

Protection from Energy (3rd): Spellcraft (Primal) Diff 15, Short, Scene; Choose an energy type – acid, cold, electricity, fire, force, necrotic or radiant. The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack. The target may expend the power to ignore all wounds from a single energy attack they are protected from.

Earth’s Bones (4th): Spellcraft (Primal) Diff 17, Medium, Scene; The target gains a +5 bonus to Athletics (Lift) skill checks and increases it ability to lift objects as if it were one size larger.

Improved Animal Shapes (6th): Spellcraft (Primal) Diff 20, Personal, Scene; You take the shape of an animal of up to Huge size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 30. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Component: rel Staff (1 gp), rel Serpentine (200 gp); Entangle (1st circle), Protection from Energy (3rd circle), Earth’s Bones (4th circle), Improved Animal Shapes (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Protection from Energy, Earth’s Bones and Improved Animal Shapes power can be used once a scene.

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Staff of Necromancy This wooden staff is made from the

dead and diseased heartwood of an ancient tree, and is topped with a grinning skull. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Animate Lesser Undead (1st): Spellcraft

(Arcane) Diff 12, Close, Persist; You animate a single skeleton or zombie to serve you until it is slain or the duration ends. The skeleton/zombie has 1♠ in all stats and 1 wound. See the Core book monster section for an example skeleton and zombie’s stats. If you choose to increase the difficulty by +2, the skeleton zombie gains a +1 in Strength and Dexterity (max 5♠) OR you can summon one additional skeleton/zombie. See chapter 6 for stats.

Contagion (3rd): Spellcraft (Arcane) vs. Endurance, Touch, Instant; The target contracts a disease of the caster’s choice. Each day the target makes a Resistance (Fortitude) check (Diff 12) to overcome the disease.

Armor of Souls (4th): Spellcraft (Arcane) Diff 17, Personal, Scene; You create armor of wispful spirits. You gain a +3♠ Armor (Light) bonus. When making an Armor check, if you draw a “♠”, you deal 1 (necrotic) wound and gain 1 temporary wound if your Armor check is successful.

Ring of Death (6th): Spellcraft (Arcane) vs. Endurance (Fortitude), Medium, Persist; Up to 4 targets take 4 (necrotic) wounds. The target cannot heal damage until it makes a successful Endurance (Physical) check (Diff 17).

Component: rel Staff (1 gp), rel Ivory Skull (200 gp); Animate Lesser Undead (1st circle), Contagion (3rd circle), Armor of Souls (4th circle), Ring of Death (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Contagion, Armor of Souls and Ring of Death power can be used once a scene.

Staff of Plagues This silver staff is covered with

glittering gemstones. It grants a +2 bonus to Spellcraft (Divine) skill checks. Bane (1st): Spellcraft (Divine) vs. Endurance

(Mental), Close, Persist; Target suffers +1 penalty to a Skill of the user’s choice.

Contagion (3rd): Spellcraft (Divine) vs. Endurance, Touch, Instant; The target contracts a disease of the caster’s choice. Each day the target makes an Endurance (Fortitude) check (Diff 12) to overcome the disease.

Insect Plague (5th): Spellcraft (Divine) Diff 18, Short, Persist; You summon a locust swarm as shown below. The locust swarm remains until slain. See chapter 6 for stats.

Control Weather (7th): Spellcraft (Divine) Diff 21, Long, Scene; You can change the weather in an Extreme area to whatever you desire.

Component: aug Staff (2 gp), rel Gemstones (400 gp); Bane (1st circle), Contagion (3rd circle), Insect Plague (5th circle), Control Weather (7th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 1,032 gp, 5 sp + major quest Consequences: The Contagion and Insect Plague power can be used once a scene. The Control Weather power can be used once a day. If you use the Control Weather power, you take a wound.

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Staff of Power This engraved hazelwood staff is

covered in magic symbols and topped with a glittering diamond. It grants a +5 bonus to Spellcraft (Arcane) skill checks. Magic Bolt (1st): Spellcraft (Arcane) Att

+4/Phys +1, Short, Instant; Target takes 1 wound

Fly (3rd): Spellcraft (Arcane) Diff 15, Personal, Persist; You can fly at your base movement rate.

Arcane Augmentation (4th): Spellcraft (Arcane) Diff 17, Personal, Instant, Target spell deals additional damage as indicated below, based on the card you play to activate the targeted spell. This power takes no action.

♦ If you play a Jack of Spades, you deal 2 wounds to 3 targets.

♦ If you play a Queen of Spades you deal 3 wounds to 4 targets.

♦ If you play a King of Spades you deal 4 wounds to 5 targets.

♦ If you play the Ace of Spades, you deal 5 wounds to 6 targets and they continue to burn, taking 1 (fire) wound every other turn until they make a successful Endurance check (Diff 21).

Arcane Devastation (9th): Att +0/Phys +5, Extreme, Persist; Up to 6 targets take 5 wounds, plus draw a card and compare it to the target’s Endurance (Physical) check to deal an additional wound. Target takes a -5 penalty to all actions until a successful Endurance (Fortitude) check (Diff 22).

Component: sup Staff (16 gp), sup Diamond (1,600 gp); Magic Bolt (1st circle), Fly (3rd circle), Spellcasting Bonus (3rd circle), Extra Damage (9th circle); 6 esoteric components; Enchant time 1 year (Diff 27) Trade Value: 2,068 gp, 5 sp + major quest Consequences: The Arcane Augmentation power can be used once a scene. If you use the Arcane Devastation power, you take a wound. The Arcane Devastation power can only be used once a day.

Staff of Transport This oak walking staff is topped with an

emerald. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Mount (1st): Spellcraft (Arcane) Diff 12, Close,

Day; You summon a creature to ride. See chapter 6 for stats. Only a single rider can be on the creature at a time, and it vanishes if it moves further than a Close distance to you.

Phase Portal (3rd): Spellcraft (Arcane) Diff 15, Touch, Persist; Solid barrier touched can be passed through by caster as if air until spell ends. If you are still in the object at power’s end, it takes 2 wounds and is expelled on the side of entry.

Arcane Portal (4th): Spellcraft (Arcane) Diff 17, Special, Instant; You and up to 3 additional allies step through a doorway next to you and exit at a Long distance (400 ft.) away.

Teleport (6th): Spellcraft (Arcane) Diff 20, Special, Instant; You can transport up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +2.

Component: rel Staff (1 gp), rel Emerald (200 gp); Mount (1st circle), Phase Portal (3rd circle), Arcane Portal (4th circle), Teleport (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 446 gp + average quest Consequences: The Phase Portal and Arcane Portal power can be used once a scene. The Mount and Teleport power can be used once a day.

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Staff of Transmutation This simple golden staff is otherwise

unadorned. It grants a +2 bonus to Spellcraft (Arcane) skill checks. Enlarge Creature (1st): Spellcraft (Arcane) Diff

12, Touch, Persist; Target increases one size category, up to Large size. Modify target’s stats for the increase in size according to the monster rules for size effects.

Fleeting Presence (3rd): Spellcraft (Arcane) Diff 15, Personal, Persist; Each round, on your turn, you can choose to be “present” or “not present”.

If you choose “not present” you can pass through solid objects with a successful Endurance (Fortitude) check (Diff 12) and if you are attacked, the attack hits you only if you draw a “♥” for Defense and it beats your Resistance. However, you cannot attack or affect other creatures with your spells.

If you choose “present”, attacks against you miss if you draw a “♣” for Defense. You can attack other creatures while “present”, but cannot pass through solid objects.

Polymorph (4th): Spellcraft (Arcane) Diff 17, Personal, Scene; You take the shape of another creature. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Petrifaction (6th): Spellcraft (Arcane) vs. Endurance (Physical), Medium, Persist; The target takes 4 wounds and loses an action. The target loses a move action every round and takes 1 wound every other round until a successful Endurance (Physical) check (Diff 17). A target reduced to 0 wounds or less is turned to stone.

Component: rel Staff (1 gp); Enlarge Creature (1st circle), Fleeting Presence (3rd circle), Polymorph (4th circle), Petrifaction (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: 246 gp + average quest Consequences: The Enlarge Creature, Fleeting Presence, Polymorph and Petrifaction power can be used once a scene.

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TTaattttooooss Tattoos are runic spells stitched into

flesh. They are consumable magic items with a single charge. Because they are single charge items, the difficulty to create them is –2.

Due to a tattoo’s impermanent nature, these items cannot (normally) hold magical powers over the 4th circle. Such items with magic over the 4th circle have double the component cost and enchant time.

Tattoos cannot be traded. However, tattoos are normally not subject to the x10 multiplier to cost if they are available for purchase.

It is possible to create multiple use or permanent tattoos, but the lowered difficulty and cost savings is lost with such creations.

Components: mwk Ink (10 gp); Enchant time varies (Diff 16 + rune circle) Consequences: As spell

WWaanndd Wands are the favored implements of

arcane spellcasters, enhancing their ability to manipulate magic and acting as a storage battery for a particular type of spell. Wands can store the memory of a single spell of up to the 4th circle, which the wielder can draw on according to the circle of the spell.

Spell Circle Usage 0th-1st At will 2nd-3rd 1x/scene 4th 1x/day

If a spell can be used less frequently in

its description compared to the list above, use the more restrictive frequency. Some sample wands are listed below.

Magic wands normally start with 5 charges per circle of the power stored within it, and expend one charge per use. It is possible to create permanent magic wands. A spellcaster can only be tuned to one wand at any given time. It takes 24 hours to “tune” one’s self to a wand.

Most wands provide a bonus to a skill check. Using this bonus does not expend a charge, but if the wand runs out of charges, it no longer provides the bonus.

Divine, Primal and Runecasting wands do not exist.

Caduceus This white wand is entwined with two

serpents and tipped with a pair of dove’s wings. It grants a +3 bonus to Persuasion (Diplomacy). Death’s Grace (7th): Persuasion (Diplomacy)

Att +1/Dam +4, Touch, Persist; Target takes 5 (necrotic) wounds. Target takes a +4 penalty to actions and cannot heal wounds until a successful Endurance (Fortitude) check (Diff 21).

Component: aug Wand (4 gp); Death’s Grace (7th circle); 4 esoteric components; Enchant time 3 months. (Diff 25). Trade Value: 249 gp + major quest Consequences: The Death’s Grace power can be used once a day. If you use the Death’s Grace power, you take a wound.

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Wand of Curses This rusted iron wand is tipped with a

single tiger eye gem. It grants a +1 bonus to Spellcraft (Arcane). Curse (3rd): Knowledge (Arcane) vs. Endurance

(Mental), Close, Persist; The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it.

Component: mwk Wand (1 gp), mwk Tiger Eye (100 gp); Curse (3rd circle); 2 esoteric components; Enchant time 3 days. (Diff 21). Trade Value: 146 gp + minor quest Consequences: The Curse power can be used once a scene.

Wand of Detection This hazel rod is tipped with a single

emerald. It grants a +1 bonus to Spellcraft (Arcane). Detect (2nd): Knowledge (Arcane) vs.

Endurance (Mental), Short, Persist; Select a creature or object type. On a success, you detect the absence or presence of the creature/object and general direction (if present) within range.

Component: mwk Wand (1 gp), mwk Emerald (100 gp); Detect (2nd circle); 2 esoteric components; Enchant time 1 day. (Diff 20). Trade Value: 126 gp + minor quest Consequences: The Curse power can be used once a scene.

Wand of Disarming This yew rod is tipped with a single

amethyst. It grants a +1 bonus to Spellcraft (Arcane). Disarm (2nd): Knowledge (Arcane) vs.

Endurance (Fortitude), Short, Instant; Target drops a held item.

Component: mwk Wand (1 gp), mwk Amethyst (100 gp); Disarm (2nd circle); 2 esoteric components; Enchant time 1 day. (Diff 20). Trade Value: 126 gp + minor quest

Wand of Fire This red and orange wooden wand is

tipped with a single ruby. It grants a +2 bonus to Spellcraft (Arcane). Fireball (4th): Knowledge (Arcane) Att +3/Phys

+2, Medium, Persist; You hurl a ball of fire at a 3 targets, and it explodes into flame dealing 3 (fire) wounds. The targets continue to burn, taking 1 (fire) wound every other round until the target makes a successful Endurance (Physical) check (Diff 14).

Component: rel Wand (4 gp), rel Ruby (200 gp); Fireball (4th circle); 3 esoteric components; Enchant time 1 week. (Diff 22). Trade Value: 284 gp + average quest Consequences: The Fireball power can be used once a scene.

Wand of Frost This blue-white wooden wand is tipped

with a single quartz. It grants a +2 bonus to Spellcraft (Arcane). Hail Storm (4th): Knowledge (Arcane) Att

+3/Phys +2, Short, Persist; Hail assaults up to 3 targets, dealing 3 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 16).

Component: rel Wand (4 gp), rel Quartz (200 gp); Hail Storm (4th circle); 3 esoteric components; Enchant time 1 week. (Diff 22). Trade Value: 284 gp + average quest Consequences: The Hail Storm power can be used once a scene.

Wand of Illusions This ash wand is tipped with a single

zircon. It grants a +2 bonus to Spellcraft (Arcane). Phantasm (5th): Knowledge (Arcane) varies,

Long, Scene; You create an illusion that fools three senses. It acts as you command, but cannot cause real harm. It can be disbelieved with a successful Perception check against the casting difficulty of the spell.

Component: rel Wand (4 gp), rel Zircon (200 gp); Phantasm (5th circle); 3 esoteric components; Enchant time 2 weeks. (Diff 23). Trade Value: 329 gp + average quest Consequences: The Phantasm power can be used once a scene.

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Wand of Lightning This silver wand is tipped with a single

sapphire. It grants a +2 bonus to Spellcraft (Arcane). Lightning Arc (4th): Knowledge (Arcane) Att

+3/Dam +2, Short, Persist; You unleash a stream of lightning at a 3 targets, and it deals 3 (electricity) wounds. The target takes a –2 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 14).

Component: rel Wand (4 gp), rel Sapphire (200 gp); Hail Storm (4th circle); 3 esoteric components; Enchant time 1 week. (Diff 22). Trade Value: 284 gp + average quest Consequences: The Lightning Arc power can be used once a scene.

Wand of Negation This brass wand is tipped with a single

lodestone. It grants a +1 bonus to Spellcraft (Arcane). Dispel Magic (3rd): Knowledge (Arcane) varies,

Short, Instant; You can end an active spell on the target. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Component: mwk Wand (1 gp), mwk Lodestone (100 gp); Dispel Magic (3rd circle); 2 esoteric components; Enchant time 3 days. (Diff 21). Trade Value: 146 gp + minor quest

Wand of Summoning This oak wood wand is topped with a

single carnelian. It grants a +2 bonus to Spellcraft (Arcane). Summon Fourth Circle Creature (4th):

Spellcraft (Arcane) Diff 17, Close, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: rel Wand (4 gp), rel Carnelian (200 gp); Summon Fourth Circle Creature (4th level); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 284 gp + average quest Consequences: The Summon Fourth Circle Creature power can be used once a scene.

Wand of Transformation This black wood wand has a greasy feel

and is topped with an obsidian stone. It grants a +2 bonus to Spellcraft (Arcane). Polymorph (4th): Spellcraft (Arcane) Diff 17,

Personal, Persist; You take the shape of another creature. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Component: rel Wand (4 gp), rel Obsidian (200 gp); Polymorph (4th level); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 284 gp + average quest Consequences: The Polymorph power can be used once a scene.

Wand of War This ebony wand made from a strange

stone. It grants a +2 bonus to Spellcraft (Arcane). Arcane Might (4th): Spellcraft (Arcane) Diff 17,

Personal, Persist; You draw a special hand of two cards. When you make a Spellcraft (Arcane) skill check, you can play a card from the hand and compare it to the difficulty for an extra success.

Component: rel Wand (4 gp); Extra Card (4th level); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: 284 gp + average quest Consequences: The Arcane Might power can be used once a day.

Wand of Weakness This heavy stone wand is tipped with a

bloodstone. It grants a +1 bonus to Spellcraft (Arcane). Exhaustion (3rd): Knowledge (Arcane) vs.

Endurance (Fortitude), Short, Persist; The target takes a +2 penalty to skill checks until the target makes a successful Endurance (Fortitude) check (Diff 13).

Component: mwk Wand (1 gp), mwk Bloodstone (100 gp); Exhaustion (3rd circle); 2 esoteric components; Enchant time 3 days. (Diff 21). Trade Value: 146 gp + minor quest

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WWeeaappoonnss Magic weapons are highly prized by

warriors and all others who engage in hand-to-hand or ranged combat on a regular basis.

Magic weapons normally start with 5 charges per grade of item quality, and expend one charge per combat. Using item’s special power expends an additional charge. A magic weapon that is out of charges still provides at least a +1 bonus to Melee/Ranged combat due to its masterwork properties. It is possible to create permanent magic weapons.

Ancestorùs Katana These fine katana carries a keen edge

and is decorated with the mon of an ancient hero. You gain a +3 bonus to Weapon Group (Blade) skill checks with the weapon. Summon Ancestor’s Spirit (7th): Weapon Group

(Blade) Diff 23, Close, Persist; You summon a spirit samurai as shown below. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: aug Weighted Chain weapon (40 gp); Summon Seventh Circle Creature (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: 290 gp + major quest Consequences: The Binding power can be used once a day. If you use the Binding power, you take a wound.

Assassinùs Knife This black knife has a crooked blade.

You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Surprise Strike (3rd): Weapon Group (Blade)

Att +3/Dam +2, Touch, Instant, Target takes 2 (poison) wounds + draw card and compare to Armor check to deal an additional (poison) wound.

Component: mwk Knife (3 gp); Damage Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest

Axe See Dancing Weapon OR Deathdealer Axe OR Defending Weapon OR Disrupting Weapon OR Dwarven Axe OR Frostbrand Weapon OR Razor Axe OR Reaver’s Axe OR Returning Weapon OR Shattering Weapon OR Spellbreaker Weapon OR Spiteful Weapon OR Wounding Weapon OR Venomed Weapon

Baneblade This can be any bladed weapon. You

gain a +2 bonus to Weapon Group (Blade) skill checks with the weapon. Creature Bane (4th): Weapon Group (Blade) Att

+3/Dam +2, Touch, Instant; Choose a creature subtype when this weapon is created. Target creature type takes 6 wounds plus draw card from the top of your deck and compare it to the target’s Armor to deal an extra wound.

Component: rel Blade (varies, x10); Extra Damage (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Blade, 80 gp + average quest Consequences: The Creature Bane power can be used once a scene.

Binding Chains These black iron chains are engraved

with runes of imprisonment. You gain a +3 bonus to Weapon Group (Flail) skill checks with the weapon. Binding (7th): Weapon Group (Weighted Chain)

Att +1/Dam +4, Touch, Day; You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a ♠ face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires.

Component: aug Weighted Chain weapon (40 gp); Binding (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: 290 gp + major quest Consequences: The Binding power can be used once a day. If you use the Binding power, you take a wound.

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Blade See Ancestor’s Katana OR Assassin’s Knife OR BaneBlade OR Dancing Weapon OR Defending Weapon OR Disrupting Weapon OR Enchanted Blade OR Flameblade OR Flashing Rapier OR Frostbrand OR Goblin Blade OR Holy Weapon OR Lifedrinker Blade OR Longtooth OR Mage Blade OR Ninja’s Blade OR Realmreaver Blade OR Shattering Weapon OR Shifter’s Sorrow OR Souleater Knife OR Spellbreaker Weapon OR Spiteful Weapon OR Subtle Blade OR Sun Blade OR Wounding Weapon OR Venomed Weapon OR Vorpal Blade

Dancing Weapon This can be any weapon. When drawn

and tossed into the air, it attacks of its own accord. You gain a +1 bonus to Weapon Group skill checks with the weapon. Animate Weapon (3rd): Weapon Group Diff 15,

Personal, Persist; The weapon attacks at your mental direction as if it had a Melee/Ranged Combat ability of 3. It can move at a Slowed rate, but doing so takes your move action for the round and it cannot move more than a Short distance from you or the power ends. This power takes no action. If the weapon requires ammunition, it uses your own stock, which animates to follow the weapon.

Component: mwk Blade (varies, x10); Animate Weapon (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Blade, 45 gp + minor quest Consequences: The Animate Weapon power can be used once a scene.

Deathdealer Axe This iron axe drips with blood when

used. You gain a +1 bonus to Weapon Group (Axe) skill checks with the weapon. Bloodthirsty (4th): Weapon Group (Axe) Diff

15, Personal, Persist; You gain 2 temporary wounds and a +1 bonus to Melee Combat ability.

Component: rel Axe (varies, x20); Bloodthirsty (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Axe cost, 80 gp + average quest Consequences: The Bloodthirsty power can be used once a scene.

Defending Weapon This can be any melee weapon. It

seems to anticipate foes, moving to block their blows with supernatural accuracy. You gain a +1 bonus to Weapon Group skill checks with the weapon. Defend (3rd): Weapon Group Diff 15, Personal,

Persist; You gain a +2 bonus to Evade. Component: mwk Weapon (varies, x10); Defend (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest Consequences: The Defend power can be used once a scene.

Disrupting Weapon This can be any weapon. Near undead,

it glows with holy power. You gain a +1 bonus to Weapon Group skill checks with the weapon. Undead Strike (3rd): Weapon Group Att

+3/Dam +2, Touch, Persist; An undead target takes 3 (radiant) wounds. The target cannot heal until it makes a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Weapon (varies, x10); Undead Strike (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest Consequences: The Defend power can be used once a scene.

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Dragonsfire Crossbow This can be any crossbow. You gain a

+1 bonus to Weapon Group (Crossbow) skill checks with the weapon. Fire Blast (3rd): Weapon Group (Bow) Att

+4/Phys +1, Medium, Persist; Target takes 2 (fire) wounds. The target continues to burn, taking 1 (fire) wound every other round unless it makes a successful Endurance (Physical) check (Diff 12).

Component: mwk Crossbow (varies, x10); Fire damage (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Crossbow cost, 45 gp + minor quest

Dreamlordùs Sap This sap releases a golden powder when

struck against an enemy. You gain a +1 bonus to Weapon Group (Club) skill checks with the weapon. Sleep (3rd): Weapon Group (Club) vs.

Endurance (Fortitude), Touch, Persist; Target takes a -2 penalty to Dexterity. The target takes an additional -1 penalty to Dexterity every other round until a successful Endurance (Fortitude) check (Diff 12).If the target’s Dexterity drops to 0 or less, it falls unconscious.

Component: mwk Sap (2 gp); Sleep (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 47 gp + minor quest

Dwarven Axe This hand axe is engraved with dwarven

sigils. You gain a +2 bonus to Weapon Group (Axe) skill checks with the weapon. Ancestor’s Armor (4th): Perception (Insight) Diff

17, Personal, Instant; You augment your armor of wispful spirits. You gain a +3 bonus to Armor checks. When making an Armor check, if you draw a “♠”, you deal 1 (necrotic) wound and gain 1 temporary wound if your Armor check is successful.

Component: rel Hand Axe (20 gp); Armor of Souls (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 100 gp + average quest Consequences: The Ancestor’s Armor power can be used once a scene.

Elvin Bow This longbow is engraved with elvin

runes of power. You gain a +2 bonus to Weapon Group (Bow) skill checks with the weapon. Slayer’s Arrow (4th): Weapon Group (Bow) Att

+3/Fort +2, Short, Persist; Target takes 3 wounds and is knocked prone. Target continues to take 1 wound every other round until successful Endurance (Fortitude) check (Diff 14).

Component: rel Longbow (50 gp); Slaying Strike (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 1300 gp + average quest Consequences: You can use the Eagle’s Eye power once a scene.

Enchanted Blade This can be any bladed weapon. You

gain a +2 bonus to Weapon Group (Blade) skill checks with the weapon. Lucky (4th): Perception (Insight) Diff 17,

Personal, Instant; Draw a card from the top of your deck and compare it to the difficulty to gain an extra success OR use the card as your opponent’s card in an opposed check. You can draw the card before or after the difficulty is revealed. This power takes no action.

Component: rel Blade (varies, x10); Extra card (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Blade, 80 gp + average quest Consequences: The Lucky power can be used once a scene.

Explosive Shuriken These shurikens resemble bursts of fire.

There is one for each “charge” the item has, and they cannot be recovered once used. You gain a +1 bonus to Weapon Group (Hurled) skill checks with the weapon. Fiery Ammunition (3rd): As part of an attack,

the target takes +1 (fire) wound per “♥” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: mwk Shurikens (1 sp); Fire Ammunition (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

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Flail See Dancing Weapon OR

Defending Weapon OR Disrupting Weapon OR Holy Weapon OR Returning Weapon OR Shattering Weapon OR Spellbreaker Weapon OR Spiteful Weapon OR Whirling Doom Weapon OR Wounding Weapon OR

Flameblade This can be any bladed weapon, whose

blade is coated in flame when drawn. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Fiery Touch (3rd): As part of an attack, the

target takes +1 (fire) wound per “♥” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: mwk Blade (varies, x10); Fire damage (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Blade, 45 gp + minor quest

Flashing Rapier This elegant rapier seems to glitter and

sparkle when in motion. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Swift Strike (3rd): Weapon Group (Blade) Diff

15, Personal, Persist; You gain an extra weapon attack each round. This power takes no action.

Component: mwk Rapier (100 gp); Extra Action (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest

Foehammer Weapon This can be any club. You gain a +1

bonus to Weapon Group (Blade) skill checks with the weapon. Foehammer (3rd): As part of an attack, the

target takes +1 wound per “♣” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: mwk Club (varies, x10); Foehammer (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Club, 45 gp + minor quest

Frostbrand This can be any bladed or axe weapon,

whose blade is covered with white frost when exposed to air. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Icy Touch (3rd): As part of an attack, the target

takes +1 wound per “♠” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability

Component: mwk Blade or axe (varies, x10); Cold damage (3rd circle); Enchant time 3 days (Diff 21). Trade Value: mwk Blade/Axe cost, 45 gp + minor quest

Goblin Blade This nightmarish blade is utter black

and decorated with trophies taken from enemies slain with the blade. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Terror (3rd): Persuasion (Intimidate) vs.

Endurance (Mental), Short, Persist; Target takes a wound. Target takes a -2 penalty to all skill checks until a successful Endurance (Mental) check (Diff 12).

Component: mwk blade (varies, x10); Skill Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Blade cost, 45 gp + minor quest

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Hillenfaey Sling This leather sling can fell even mighty

enemies with a single blow. You gain a +1 bonus to Weapon Group (Hurled) skill checks with the weapon. Deadly Strike (3rd): Weapon Group (Hurled)

Att +3/Dam +2, Long, Instant; Target takes 2 wounds, plus draw a card from the top of your deck and compare it to the target’s Armor check to deal an extra wound.

Component: mwk Sling (2 sp); Extra Damage (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 2 sp + minor quest

Holy Weapon This can be any weapon, with glows

with a holy wrath when unsheathed. You gain a +1 bonus to Weapon Group skill checks with the weapon. Holy Strike (3rd): As part of an attack, the target

takes +1 (radiant) wound per “♥” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: mwk Weapon (varies, x10); Holy Strike (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon, 45 gp + minor quest

Imprisoning Bola This bola is made of a heavy iron balls

connected with leather straps made from an unknown creature. You gain a +2 bonus to Weapon Group (Hurled) skill checks with the weapon. Capture (4th): Weapon Group (Hurled) Att

+3/+2, Medium, Persist; Target is stunned (unable to act) until it makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 14).

Component: rel Bola (6 sp); Movement Penalty (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Weapon, 80 gp + minor quest Consequences: The Capture power can be used once a scene.

Lifedrinker Blade This red-hued blade seems coated in a

perpetual sheen of blood. You gain a +2 bonus to Weapon Group (Blade) skill checks with the weapon. Lifedrink (4th): Weapon Group (Blade) Att

+3/Dam +2, Touch, Persist; Target takes 3 (necrotic) wounds and you gain 3 temporary wounds.

Component: rel Blade (varies, x20); Lifedrink (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Blade, 80 gp + minor quest Consequences: The Lifedrink power can be used once a scene.

Lightning Spear This spear sizzles with electric power.

You gain a +1 bonus to Weapon Group (Spear) skill checks with the weapon. Lightning Strike (3rd): As part of an attack, the

target takes +1 (electrical) wound per “♠” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: mwk Spear (varies, x10); Lightning damage (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Spear, 45 gp + minor quest

Longtooth This dagger grows to the length of a

sword at a command. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Weapon Growth (1st): Weapon Group (Blade)

Diff 12, Personal, Persist; Target weapon changes into any one of the following bladed weapons.

Weapon Att /Dam Wounds Short Sword +3/+2 1 Long Sword +2/+3 1 Bastard Sword +2/+3 1 + draw card 2-hand Sword +1/+4 2

Component: mwk Dagger (5 gp); Enlarge (3rd circle); 1 esoteric component; Enchant time 4 hours (Diff 19). Trade Value: 10 gp + minor quest

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Mage Blade This deceptive blade is truly magical,

giving its user uncanny martial prowess. You gain a +1 bonus to Spellcraft (Arcane) skill checks with the weapon. Arcane Wielding (3rd): You use your Spellcraft

(Arcane) skill instead of Weapon Group (Blade) with the weapon.

Component: mwk Blade (varies, x10); Skill Replacement (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Blade, 45 gp + minor quest

Moon Bow This can be any bow. You gain a +2

bonus to Weapon Group (Bow) skill checks with the weapon. Eagle’s Eye (4th): Weapon Group (Bow) Diff

17, Personal, Scene; You do not suffer range penalties when attacking with the bow; you can fire out to the extreme range of the weapon without a penalty to hit.

Component: rel Bow (cost varies, x20); Eagle’s Eye (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Bow cost, 80 gp + average quest Consequences: You can use the Eagle’s Eye power once a scene.

Ninjaùs Blade This ninja-to is disturbingly quiet. You

gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Invisibility (2nd): Weapon Group (Blade) Diff

14, Touch, Persist; The target cannot be detected by Perception (Spot) checks.

Component: mwk Ninja-to (30 gp); Invisibility (2nd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 75 gp + minor quest Consequences: The Invisibility power can be used once a scene. If you attack, the Invisibility power ends after the attack is resolved.

Razor Axe This can be any axe. You gain a +1

bonus to Weapon Group (Axe) with the weapon. Razor Sharp (3rd): As part of an attack, the

target takes +1 wound per “♦” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: Axe (varies, x10); Limited Extra wound (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Axe cost, 45 gp + minor quest

Reaching Polearm This can be any polearm. You gain a

+1 bonus to Weapon Group (Polearm) with the weapon. Great Reach (3rd): Weapon Group (Polearm)

Diff 15, Short, Persist; Your weapon can attack foes up to a short distance away.

Component: mwk Polearm (varies, x10); Extra Reach (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Polearm cost, 45 gp + minor quest

Realmreaver Blade This can be any blade. You gain a +1

bonus to Weapon Group (Blade) skill checks with the weapon. Planar Gate (9th): Weapon Group (Blade) Diff

25, Long, Instant; You open a rift in reality, allowing you and up to 5 other creatures to travel to another dimension or to call a creature from another plane to do your bidding.

Component: mwk Blade (varies, x10); Planar Gate (9th circle); 6 esoteric components; Enchant time 1 year (Diff 27). Trade Value: mwk Blade cost, 405 gp + major quest

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Reaperùs Scythe This hardwood scythe has a gleaming,

supernaturally sharp blade. You gain a +1 bonus to Weapon Group (Axe) skill checks with the weapon. Reaping (9th): Weapon Group (Axe) Att

+0/Dam +5, Touch, Persist; Target takes 5 wounds and you gain 5 temporary wounds. Target continues to take a wound and you heal a wound until the target makes an Endurance (Physical) check (Diff 22).

Component: mwk Blade (varies, x10); Planar Gate (9th circle); 6 esoteric components; Enchant time 1 year (Diff 27). Trade Value: mwk Blade cost, 405 gp + major quest Consequences: The Reaping power can be used once a day. If you use the Reaping power, you take a wound.

Reaverùs Axe This war axe seems to hunger for the

blood of others. You gain a +1 bonus to Weapon Group (Axe) skill checks with the weapon. Reaving Strike (3rd): Weapon Group (Axe) Att

+4/Dam +1, Touch, Persist; Target takes 2 wounds. Target continues to take 1 wound every other round until a successful Endurance (Physical) check (Diff 12).

Component: mwk Axe (130 gp); Limited Extra wound (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 175 gp + minor quest

Returning Weapon This may any hurled weapon. You gain

a +1 Weapon Group (Hurled) skill checks with the weapon. Return (3rd): Weapon Group (Hurled) Diff 15,

Personal, Persist; A ranged weapon or ammunition you use returns to your person after use.

Component: mwk Ranged weapon (varies, x10); Return (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Ranged weapon, 45 gp + minor quest

Seeking Boomerang This boomerang rarely misses. You

gain a +1 bonus to Weapon Group (Hurled) actions with the weapon. Seeking (3rd): Weapon Group (Hurled) Diff 15,

Personal, Persist; You gain a +1 bonus to Ranged Combat ability.

Component: mwk Boomerang (5 sp); Return (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: This Seeking power can be used once a scene.

Shattering Weapon This heavy weapon can be any

transitional or two-handed melee weapon. It seems unbreakable and delivers a jarring, ringing blow each time it strikes a foe or object. The weapon is considered a heavy weapon, dealing +1 wound on a hit. Sunder (3rd): Weapon Group Att +4/Dam +1,

Touch, Instant; Target weapon or item is reduced to Worthless quality (-5 penalty to skill checks) until repaired (Craft Diff 12).

Component: mwk Weapon (varies, x10); Sunder (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon, 45 gp + minor quest Consequences: The Sunder power can be used once a scene.

Shifterùs Sorrow This blade is laced with silver. You

gain a +1 Weapon Group (Blade) skill checks with the weapon. Trueform (3rd): Weapon Group (Blade) Att

+4/Fort +1, Touch, Persist; Target takes a wound and returns to its basic form. Target cannot change shape until a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Blade (varies); Trueform (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Blade + 45 gp + minor quest Consequences: This Seeking power can be used once a scene.

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Silent Blowgun This feathered blowgun easily collapses

to fit in a large pouch. You gain a +1 bonus to Weapon Group (Blowgun) actions with the weapon. Silence (2nd): Weapon Group (Blowgun) Diff

14, Short, Scene; Up to 2 targets cannot be detected by Perception (Listen) checks.

Component: mwk Blowgun (1 sp); Silence (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 1 sp + minor quest Consequences: The Silence power can be used once a scene. If you attack, the Silence power ends.

Souleater Knife This knife has a glimmering, razor-

sharp edge. You gain a +1 bonus to Weapon Group (Blade) with the weapon. Soul Strike (3rd): Weapon Group (Blade) Att

+4/Phys +1, Touch, Persist; Target takes 2 (necrotic) wounds, plus draw a card and compare it to the target’s Endurance (Physical) skill check to cause an additional (necrotic) wound. Target cannot heal until a successful Endurance check (Diff 12).

Devour Soul (7th): Weapon Group (Blade) Att +1/Phys +4, Touch, Instant; Dying target cannot be raised from the dead and you heal 4 wounds.

Component: aug Knife (12 gp); Soul Strike (3rd circle), Devour Soul (7th circle); 4 esoteric components; Enchant time 3 months (Diff 26). Trade Value: 284 gp, 5 sp + major quest Consequences: The Devour Soul power can be used once a day. If you use the Devour Soul power, you take a wound. You cannot use the Devour Soul power if you are at 1 wound or less.

Spear See Dancing Weapon OR

Defending Weapon OR Disrupting Weapon OR Holy Weapon OR Lightning Spear OR Returning Weapon OR Shattering Weapon OR Spear of Command OR Spear of Humanity OR Spear of Storms OR Spear of Victory OR Spellbreaker Weapon OR Spiteful Weapon OR

Wounding Weapon OR Venomed Weapon

Spear of Command This bronze-hafted spear is richly

decorated. You gain a +1 bonus Weapon Group (Spear) actions with the weapon. Aura of Command (3rd): Weapon Group

(Spear) Diff 15, Medium, Persist; Target gains a +2 bonus to one subskill of your choice.

Component: mwk Spear (varies, x10); Skill Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Spear cost, 45 gp + minor quest Consequences: The Aura of Command power can be used once a scene.

Spear of Humanity This wooden-shafted spear is engraved

with a litany of heroic deeds. You gain a +2 bonus to Weapon Group (Spear) skill checks with the weapon. Great Confidence (4th): Weapon Group (Spear)

Diff 17, Personal, Persist; You gain a +2 bonus to all skill checks.

Component: mwk Spear (varies, x10); Skill Bonus (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Weapon, 80 gp + minor quest Consequences: The Great Confidence power can be used once a scene.

Spear of Storms This may by any type of spear. You

gain a +1 bonus to Weapon Group (Spear) skill checks with the weapon. Lightning Bolt (3rd): Weapon Group (Spear) Att

+4/Phys +1, Touch, Persist; You unleash a bolt of lightning that deals 2 (electrical) wounds. The target takes a –1 penalty to all skill checks until the target makes a successful Endurance check (Diff 12).

Component: mwk Spear (varies, x10); Lightning Bolt (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Spear cost, 45 gp + minor quest

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Spear of Victory This iron spear has a crossbar shaped

like laurel leaves. You gain a +1 bonus to Weapon Group (Spear) skill checks with the weapon. Victorious (3rd): Weapon Group (Spear) Diff

15, Medium, Persist; Each round, you give one ally in range an extra action. This power takes no action.

Component: mwk Spear (varies, x10); Extra Action (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Spear cost, 45 gp + minor quest

Spellbreaker Weapon This may by any type of melee weapon.

You gain a +1 bonus to Weapon Group skill checks with the weapon. Dispel Magic (3rd): Weapon Group varies,

Touch, Instant; You end an active spell. The difficulty to dispel is equal to the casting difficulty of the spell.

Component: mwk Weapon (varies, x10); Dispel Magic (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest

Spiteful Weapon This may by any type of melee weapon,

usually with a nasty design involving barbs or spikes covering the weapon. You gain a +3 bonus to Weapon Group skill checks with the weapon. Spiteful Strike (7th): Weapon Group Att +1/Phys +4, Touch, Instant; Target takes 8 wounds, plus draw a card and compare it to the target’s Endurance (Physical) skill check to deal 2 additional wounds. Component: aug Weapon (varies, x40); Double Damage (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: aug Weapon cost, 245 gp + major quest Consequences: The Spiteful Strike can be used once a day. If you use the Spiteful Strike, you take a wound.

Subtle Blade This may by any Att +5/Dam +0 or Att

+4/Dam +1 blade. The weapon tends to have a dull finish and be nondescript in its design. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Subtle Strike (3rd): Weapon Group (Blade) Att

+3/Dam +2, Short, Persist; Target takes 2 wounds. Target takes an additional wound every other round until a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Weapon (varies, x10); Subtle Strike (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest

Sun Blade This weapon seems to have a blade

made of pure sunlight. You gain a +1 bonus to Weapon Group (Blade) skill checks with the weapon. Searing Light (3rd): Att +3/Dam +2, Close,

Instant; Target takes 1 (radiant) wound and loses an action. Undead take a -2 penalty to their Resolve against this power.

Components: mwk Blade (varies); Searing Light (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Blade + 45 gp + minor quest. Consequences: The Searing Light power can be used once a scene.

Thousandfold Shurikens These starburst shaped shurikens are

covered in embossings of smaller starbursts all across their surface. One shuriken appears for each charge of the weapon; once used they cannot be recovered. You gain a +1 bonus to Weapon Group (Hurled) skill checks with this weapon. Fusillade of Shurikens (3rd): Weapon Group

(Hurled) Att +3/Dam +2, Medium, Instant; Up to 3 targets take a wound OR one target takes 2 wounds, plus draw a card and compare it to the target’s Armor check to deal an additional wound.

Component: mwk Shurikens (1 sp); Fusillade (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

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Titanborn Maul This silvery maul is unnaturally heavy

and cold to the touch. You gain a +2 bonus to Weapon Group (Club) skill checks with the weapon. Titan’s Thews (4th): Weapon Group (Club) Diff

15, Personal, Persist; You gain a +2 bonus to Strength and Melee Weapon ability.

Component: rel Maul (600 gp); Titan’s Thews (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 680 gp + average quest Consequences: The Titan’s Thews power can be used once a scene.

Leviathanùs Trident This bronze trident has silver tips and is

embossed with marine life swimming towards the barbed tines. You gain a +1 bonus to Weapon Group skill checks with the weapon. Disturb the Waters (3rd): Weapon Group

(Trident) Diff 15, Close, Persist; You create a cloud that hampers underwater vision at the selected distance. Targets in the water gain a +1 bonus to Defense and a +2 bonus to Stealth (Hide).

Leviathan’s Maw (5th): Weapon Group (Trident) Att +2/Dam +3, Medium, Persist; Target takes 3 wounds and is grappled. Target is immobilized until a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 15). Target takes 1 wound every other round until free.

Summon Leviathan (9th): Weapon Group (Trident) Diff 25, Medium, Persist; You summon a Leviathan for you to command. See chapter 6 for stats.

Component: sup Trident (960 gp); Obscuring Mist (1st circle), Leviathan’s Maw (5th Circle), Summon Ninth Circle Creature (9th circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 470 gp + major quest Consequences: The Disturb the Waters and Leviathan’s Maw power can be used once a scene. The Summon Leviathan can be used once a day. If you use the Summon Leviathan power, you take a wound.

Thunderclap Hammer This may by any type of club. You gain

a +1 bonus to Weapon Group (Club) skill checks with the weapon. Thunderclap (3rd): Weapon Group (Club) vs.

Endurance (Physical), Touch, Persist; Target takes 2 (sonic) wounds, plus draw a card and compare it to the target’s Endurance (Physical) check to cause an additional (sonic) wound. Target is deafened until target makes a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Club (varies, x10); Lightning Bolt (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Club cost, 45 gp + minor quest

Whirling Doom Weapon These dragon-headed sticks are linked

with a short length of iron chain. You gain a +1 bonus to Weapon Group (Flail) skill checks with the weapon. Whirling Doom (3rd): Weapon Group (Flail) Att

+3/Dam +2, Touch, Instant; Up to 3 targets take 1 wound. The targets all share the same card for their Evade and Armor check.

Component: mwk Weapon (varies, x10); Whirling Doom (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest

Wounding Weapon This may by any type of weapon,

generally barbed to inflict bleeding wounds. You gain a +1 bonus to Weapon Group skill checks with the weapon. The weapon’s suit changes to “♥”. Wounding (3rd): Weapon Group Att +3/Phys

+2, Touch, Persist; Target takes 2 wounds, plus draw a card and compare it to the target’s Endurance (Physical) skill check to cause an additional wound. Target takes an additional wound every other round until it makes a successful Endurance (Fortitude) check (Diff 12).

Component: mwk Weapon (varies, x10); Lightning Bolt (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest

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Venomed weapon This may by any “♥”, “♦” or “♠” type

of weapon. You gain a +1 bonus to Weapon Group skill checks with the weapon. Poison (3rd): Weapon Group Att +3/Fort +2,

Touch, Persist; The target takes 2 (poison) wounds. Draw a card from the top of your deck and compare it to the difficulty to deal an extra wound. Also, the target takes an extra 1 wound every other round after the first until a successful Resistance check is made (Diff 12).

Component: mwk Weapon (varies, x10); Poison (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Weapon cost, 45 gp + minor quest

Viper Whip This whip is made of snakeskin, ending

in a fanged snake’s head You gain a +1 bonus to Weapon Group skill checks with the weapon. Poison Strike (3rd): As part of an attack, the

target takes +1 (poison) wound per “♠” card you play to deal damage. This power takes no action and can be used on the opponent’s turn. You do not need to play a face card to use this ability.

Component: mwk Weapon (1 gp); Poison (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest

Vorpal blade This may by any type of sword. You

gain a +5 bonus to Melee Combat actions with the weapon. Behead (9th): Weapon Skill (Blade) Att +0/Dam

+5, Touch, Instant; Target takes 12 wounds. Component: sup Blade (varies, x160); double Extra Damage (9th circle); 6 esoteric components; Enchant time 1 year (Diff 27). Trade Value: sup Blade cost, 405 gp + major quest Consequences: You take a wound when dealing extra damage. This item can be used once a day.

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MMiisscceellllaanneeoouuss MMaaggiicc There are a wide variety of items that

can be enchanted and what powers it may possess, from the sublime to the amazing. A few of the more notable miscellaneous items known to exist are listed here.

Miscellaneous magic items normally start with 5 charges per circle of the most powerful ability it possesses, and expends one charge per use of the item’s special power(s). It is possible to create permanent items.

Most items grant a bonus to a skill check; this is a magic bonus that stems from a supernatural quality of the item. The use of the skill bonus does not expend a charge. Once the item has expended all its charges, it no longer grants a magic skill bonus. It may still grant an equipment bonus, if the game master allows. For example, a masterwork rope would still grant a +1 bonus to Athletic (Climb) checks, but a masterwork glass eye would not grant any bonuses to a Perception (Spot) check.

Artistùs Brush This wooden brush can create any

image its user can mentally picture, without need for paints. You gain a +1 bonus to Perform (Art) skill checks to paint with the brush. Masterpiece (3rd): Weapon Group Att +3/Dam

+2, Touch, Permanent; You can paint an image up to 10 feet square.

Component: mwk Paint brush (1 sp); Minor Creation (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

Boat See Collapsible Boat

Boiling Pot This black cooking pot requires no food

preparation nor needs a fire with which to cook. You gain a +1 bonus to Craft (Cooking) skill checks to prepare food with this item. Cook (0th): Craft (Cook) Diff 11, Close, Scene;

You turn raw vegetable or animal matter into a single edible meal or drink. The food or drink lasts until eaten or the scene ends. You can create food for an additional meal each time you increase the difficulty by +2.

Component: mwk Cook pot (1 sp); Forage (0th circle); Enchant time 1 hour (Diff 18). Trade Value: 1 gp, 1 sp + minor quest

Bolt of Unending Cloth This baton produces a seemingly

unending tapestry of fine cloth. You gain a +1 bonus to Craft (Tailor) skill checks to create cloth with the item. Weave (3rd): Craft (Tailor), Touch, Permanent;

You create 10 square feet of cloth worth up to 3 gp.

Component: mwk Cloth (1 gp); Minor Creation (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest

Bottomless Bag This ordinary-looking burlap sack can

hold an amazing amount of loot within it. You gain a +1 bonus to Athletics (Lift) check to determine your carrying capacity. Deep Pockets (1st): Athletics (Lift), Personal,

Scene; The target object’s interior grows dramatically, allowing it to carry an extra 50 lbs. Outwardly, the item does not grow in size.

Component: mwk Large sack (2 sp); Deeppockets (1st circle); 1 esoteric component; Enchant time 4 hours (Diff 19). Trade Value: 5 gp, 2 sp + minor quest Consequences: The Deep Pockets power can be used once a day.

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Bottle of Air This glass bottle is stoppered with a

simple cork. You gain a +1 bonus to Endurance (Fortitude) checks to determine how long you can hold your breath. Breath of Air (2nd): Endurance (Fortitude) Diff

14, Personal, Scene; You can breathe in airless situations (such as underwater).

Component: mwk Bottle (3 sp); Water Breathing (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 3 sp + minor quest

Bottle of Water This metal decanter has a screw-on cap.

You gain a +1 bonus to Endurance (Fortitude) checks to resist thirst with this item. Produce Water (0th): Endurance (Fortitude) Diff

11, Close, Scene; You create 1 quart of water. The water lasts until eaten or the scene ends. You can create and additional quart of water each time you increase the difficulty by +2.

Water Jet (3rd): Endurance (Fortitude) Diff 15, Close, Persist; You create powerful jet of water with a Strength of 3 and an Athletics (Lift) of 2. As a standard action, you can use it to immobilize or push a single target with an opposed Athletics (Lift) skill check.

Component: mwk Bottle (3 sp); Forage (0th circle), Water Jet (3rd); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 8 sp + minor quest

Brazier of Flames This brass brazier produces a brilliant

blue flames without the need of coals or tinder. You gain a +1 bonus to Knowledge (Planar) in regards to creatures of flames. Summon Fire Elemental (7th): Knowledge

(Planar), Short, Scene; You summon a fire elemental to act on your behalf. See below for stats. The elemental remains for the scene or until slain. See chapter 6 for stats.

Component: aug Brazier (4 gp); Summon Elemental (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: 249 gp + major quest Consequences: The Summon Fire Elemental power can be used once a day. If you use the power, you take a wound.

Brazier of Fury This brass brazier is engraved with a

blood-red pentagram. When commanded, it fills with a red flame without need of coals or tinder. You gain a +1 bonus to Spellcraft (Arcane) with fire spells. Curse of Flame (4th): Spellcraft (Arcane) Att

+3/Dam +2, Short, Persist; Up to 3 targets take 3 (fire) wounds. Target continues to burn, taking 1 (fire) wound every other turn until the target makes a successful Endurance (Physical) check (Diff 14).

Component: rel Brazier (8 gp); Fireball (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: gp + average quest Consequences: The Curse of Flame power can be used once a scene.

Broom of Flying This simple wooden broom provides

flight for those who step astride it. You gain a +1 bonus to Athletics (Fly) skill checks with this item. Fly (3rd): Athletics (Fly) Diff 15, Personal, Persist; The target can fly at its base movement rate. Component: mwk Broom (1 sp); Fly (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

Brush See Artist’s Brush

Camp See Instant Camp

Candle of Invocation This foot tall golden candle is covered

in sigils of power. You gain a +1 bonus to Knowledge (Arcane). Invocation (3rd): Knowledge (Arcane) Diff 15,

Personal, Persist; You gain a +1 bonus to Magic Aptitude.

Component: mwk Candle (1 sp); Invocation (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

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Candle of Meditation This foot tall golden candle is covered

in sigils of insight. You gain a +1 bonus to Knowledge (Religion) to enter a meditative trance with this item. Insight (3rd): Knowledge (Religion) Diff 15,

Personal, Persist; You gain a +1 bonus to Magic Aptitude.

Component: mwk Candle (1 sp); Insight (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

Candle of Truth This foot tall golden candle is covered

in symbols of judgment. You gain a +1 bonus to Perception (Insight) skill checks to detect falsehoods and lies with this item. Truthfulness (2nd): Perception (Insight) vs.

Endurance (Mental), Touch, Scene; The target cannot perform Deception (Bluff) checks until it makes a successful Endurance (Mental) check (Diff 13).

Component: mwk Candle (1 sp); Truthfulness (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 1 sp + minor quest Consequences: You can use this spell once a scene.

Carpet See Flying Carpet

Censer of Summoning This brass ball is perforated with many

holes and suspended from a chain. When activated, it spews forth colored smoke that solidifies into a extraplanar creature. You gain a +1 bonus to Knowledge (Religion) skill checks to conduct religious ceremonies with the item. Summon Third Circle Creature (3rd):

Knowledge (Religion) Diff 15, Personal, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Summon Sixth Circle Creature (6th): Knowledge (Religion) Diff 20, Close, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Summon Ninth Circle Creature (9th): Knowledge (Religion) Diff 25, Close, Persist; You summon a creature for you to command. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: mwk Censer (16 gp); Summon Third Circle Creature (3rd circle), Summon Sixth Circle Creature (6th), Summon Ninth Circle Creature (9th); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 517 gp, 5 sp + major quest Consequences: The Summon Sixth Circle Creature can be used once a scene. The Summon Ninth Circle Creature can be used once a day. If you use the Summon Ninth Circle Creature power you take a wound.

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Censer of Repulsion This brass ball is perforated with many

holes and suspended from a chain. When activated, it spews forth green smoke repulsive to a certain type of creature. You gain a +1 bonus to Knowledge (Religion) with this item to conduct religious ceremonies. Protective Ward (3rd): Knowledge (Religion)

Diff 15, Personal, Persist; You create a protective circle against a certain subtype of creature (such as undead, extraplanar, etc.). If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it must make a successful Endurance (Mental) check (Diff 12).

Component: mwk Censer (1 gp); Protective Ward (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest Consequences: This spell can be used once a scene.

Charm of Confidence This small statue is made of worked

hematite and provides confidence and an attractive air about its bearer. It grants a +1 bonus to Persuasion (Diplomacy). Confidence (3rd): Persuasion (Diplomacy) Diff

15, Personal, Scene; You gain a +1 bonus to Presence.

Component: mwk Figurine (10 gp), Presence Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade: 55 gp + minor quest Consequences: The Confidence power can be used once a scene.

Charm of Wisdom This small statue is made of worked

bloodstone and provides magical insight to its bearer. You gain a +1 bonus to Perception (Insight) skill checks with this item. Wisdom (3rd): Perception (Insight) Diff 15,

Personal, Scene; You gain a +1 bonus to Intelligence.

Component: mwk Figurine (10 gp), Intelligence Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade: 55 gp + minor quest Consequences: This item can be used once a scene.

Chime of Opening This foot tall golden candle is covered

in symbols of judgment. You gain a +1 bonus to Disable Device (Open Locks) skill checks to open free-standing locks with this item. Unlock (2nd): Disable Device (Open Locks)

varies, Medium, Instant; You open a locked or sealed item as if you had made a Disable Device (Open Locks) skill check, using your Spellcraft total instead. You gain a +2 bonus to the result.

Component: mwk Chime (1 sp); Unlock (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 1 sp + minor quest Consequences: The Unlock power can be used once a scene.

Coffin Nails One of these rusty iron nails appears per

charge the item has. It grants a +1 bonus to Knowledge (Religion) check to identify undead. Protection from Undead (3rd): Knowledge

(Religion) Diff 15, Touch, Persist; You drive the nail into a surface and create a protective circle undead. If up to 6 creatures of the warded type attempt to approach within Close distance of the target area, it must make a successful Endurance (Mental) check (Diff 12).

Component: mwk nail (1 sp), Protective Ward (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade: 45 gp, 1 sp + minor quest Consequences: The Protection from Undead power can be used once a scene.

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Collapsible Boat This wooden box unfolds into a

rowboat. You gain a +1 bonus to Knowledge (Seafaring) with this item. Boat (5th): Knowledge (Seafaring) Diff 20,

Short, Scene; You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Component: rel Boat (20 gp); Major Creation (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23). Trade Value: 145 gp + average quest Consequences: The Boat power can be used once a scene.

Collar of Attack This blood-soaked leather collar is

dotted with small spikes. The “owner” (not the wearer) gains a +1 bonus to Handle Animal (Train) to control attack animals with this item. Powerful Bite (3rd): Handle Animal (Train) Att

+3/Dam +2, Special, Persist; The target takes 1 wound and is grappled. The target is immobilized until the target makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 13). If the target does not get free, it takes 1 wound every other round.

Component: mwk Collar (1 sp); Grapple (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: This spell can be used once a scene.

Collar of Intelligence This heavy leather collar grants human-

like intelligence to an animal that wears it. The “owner” (not the wearer) gains a +1 bonus to Handle Animal (Train) skill checks with this item. Awaken (5th): Animal Handling (Train) Diff 18,

Personal, Scene; Target animal gains Intelligence 5.

Component: mwk Collar (1 sp); Awaken (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23). Trade Value: 125 gp, 1 sp + average quest Consequences: The Awaken power can be used once a scene.

Collar of Restraint This heavy leather collar is engraved

with magic symbols of enslavement. The “owner” (not the wearer) gains a +1 bonus to Persuasion (Torture) with this item. Restrain (6th): Persuasion (Torture) vs.

Endurance (Mental), Personal, Persist; Target is stunned (unable to act) until it makes a successful Endurance (Mental) check (Diff 14).

Component: mwk Censer (1 gp); Protective Ward (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest Consequences: The Restrain power can be used once a scene.

Cornucopia of Plenty This golden cornucopia produces

endless amounts of food. You gain a +1 bonus to Survival (Wilderness) to forage for food with this item. Bountiful Plenty (3rd): Survival (Wilderness)

Diff 15, Short, Scene; You create 3 cubic feet of food. The food lasts until eaten or the scene ends.

Component: mwk Cornucopia (10 gp); Minor Creation (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 55 gp + minor quest Consequences: The Bountiful Plenty power can be used once a scene.

crystal Ball This simple orb of crystal focuses one’s

inner sight. You gain a +2 bonus to Perception (Spot) skill checks. Scry (3rd): Perception (Spot) Diff 20, Extreme,

Persist; You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks.

Component: rel Crystal orb (200 gp); Scry (6th circle); Enchant time 1 month (Diff 24). Trade Value: 380 gp + average quest Consequences: The Scry power can be used once a scene.

Dice See Lucky Dice

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Dimensional Shackles These iron shackles are etched with

silver runes of capture. You gain a +2 bonus to Disable Device (Open Locks) to bind individuals with this item. Anchor (4th): Disable Device (Open Locks) Att

+3/Dam +2, Touch, Scene; The target cannot benefit from magical transportation (such as arcane portal, teleport or planar travel) until a successful Acrobatics (Escape) or Disable Device (Open Locks) skill check (Diff 14).

Component: rel Manacles (10 gp); Minor Map (3rd circle); 2 esoteric component; Enchant time 4 hours (Diff 21). Trade Value: 90 gp + average quest Consequences: The Anchor power can be used once a scene.

Door See Instant Door

Egg of Gold This simple goose egg is inscribed with

a rune for gold. You gain a +5 bonus to Craft (Goldsmith) skill checks. Midas Touch (9th): Craft (Goldsmith) Diff 25,

Touch, Permanent; You transform up to 9 cubic feet of material to gold.

Component: sup Goose egg (16 gp); Perfect Creation (9th circle); Enchant time 1 month (Diff 24). Trade Value: 421 gp + major quest Consequences: The Midas Touch power can be used once a day. If you use the Midas Touch power, you take a wound.

Egg of Health This Faberge egg is lacquered with gold

and bedecked with diamonds. When opened, it reveals a glittering diamond. It grants you a +1 bonus to Endurance (Fortitude) checks. Healthy (3rd): Endurance (Fortitude) Diff 15,

Personal, Persist; You gain 2 temporary wounds.

Component: mwk Faberge egg (100 gp); Healthy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest Consequences: The Healthy power can be used once a scene.

Egg of Monsters This Faberge egg is lacquered with a

silver sheen and decorated with various gemstones. When opened, it reveals a dancing miniature figure of the creature the character imagines. It grants you a +1 bonus to Handle Animal (Train) checks. Summon Fifth Circle Creature (5th): Handle

Animal (Train) Diff 15, Personal, Persist; You summon a creature for you to command. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: mwk Faberge egg (100 gp); Healthy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest Consequences: The Healthy power can be used once a scene.

Eye of Beauty This glass eye must be inserted into an

empty eye socket. It grants you a +1 bonus to Perception (Spot) checks. Great Beauty (3rd): Perception (Spot) Diff 15,

Personal, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways.

Component: mwk Glass eye (10 gp); Great Beauty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest Consequences: The Great Beauty power can be used once a scene.

Eye of Charming This pink-irised glass eye must be

inserted into an empty eye socket. It grants you a +1 bonus to Perception (Spot) checks. Charm Gaze (1st): Perception (Spot) Diff 15,

Personal, Persist; You gain a +4 bonus to Persuasion (Seduce).

Component: mwk Glass eye (10 gp); Great Beauty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest Consequences: The Great Beauty power can be used once a scene. If you harm the target, the power ends. If any of your allies harms the target, the target no longer treats them as allies.

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Eye of Death This solid black glass eye must be

inserted into an empty eye socket. It grants you a +3 bonus to Perception (Spot) checks. Death (7th): Perception (Spot) vs. Endurance

(Fortitude), Medium, Persist; Target takes 8 (necrotic) wounds. Draw an additional card and compare it to the target’s Endurance (Mental) check for an add’l (necrotic) wound. Target cannot heal wounds and takes 1 (necrotic) wound every other round until target makes a successful Endurance (Fortitude) check (Diff 18).

Component: aug Glass eye (40 gp); Death (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: 245 gp + major quest Consequences: The Death power can be used once a scene. If you use the Death power you take a wound.

Eye of the Dragon This reptilian glass eye must be inserted

into an empty eye socket. It grants you a +2 bonus to Perception (Spot) checks. Dragon Sight (4th): Perception (Spot) Diff 17,

Medium, Scene; The target can see magical auras (including invisibility) and gain a +4 bonus to Perception (Spot) checks.

Component: rel Glass eye (20 gp); Improved Arcane Sight (3rd circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 100 gp + minor quest Consequences: The Dragon Sight power can be used once a scene.

Eye of Evil This green glass eye must be inserted

into an empty eye socket. It grants you a +1 bonus to Perception (Spot) checks. Curse (3rd): Perception (Spot) vs. Endurance

(Mental), Close, Persist; The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it.

Component: mwk Glass eye (10 gp); Curse (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest Consequences: The Curse power can be used once a scene.

Eye of Horror This red glass eye must be inserted into

an empty eye socket. It grants you a +2 bonus to Perception (Spot) checks. Deform (5th): Perception (Spot) vs. Endurance

(Fortitude), Short, Scene; The target takes the shape of another creature of your choice. Each of its primary abilities drops to 1. The loses all its racial abilities, natural attack modes. Its secondary abilities, skills, wounds and resolve do not change. The creature remains in the altered form until it makes a successful Endurance (Fortitude) check (Diff 16).

Component: rel Glass eye (20 gp); Deform (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest Consequences: The Curse power can be used once a scene.

Eye of Petrifaction This gray glass eye must be inserted

into an empty eye socket. It grants you a +3 bonus to Perception (Spot) checks. Petrifaction (6th): Perception (Spot) vs.

Endurance (Physical), Medium, Persist; The target takes 4 wounds and loses an action. The target loses a move action every round and takes 1 wound every other round until a successful Endurance (Physical) check (Diff 17). A target reduced to 0 wounds or less is turned to stone.

Component: rel Glass eye (20 gp); Petrifaction (6th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: 245 gp + major quest Consequences: The Petrifaction power can be used once a scene. If you use the Petrifaction power you take a wound.

Fan See Wind Fan

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Figurine of the Ebony Horse This small figurine of horse turns into a

full-fledged riding horse when the command word is spoken. You gain a +1 bonus to Animal Handling (Ride) skill checks to ride horses with this item. Mount (1st): Animal Handling (Ride) Diff 12,

Close, Day; You summon a creature to ride. See chapter 6 for stats. Only a single rider can be on the creature at a time, and it vanishes if it moves further than a Close distance from you.

Component: mwk Figurine (1 gp); Mount (1st circle); Enchant time 4 hours (Diff 19). Consequences: The Mount power can be used once a day.

Flask See Iron Flask

Flying Carpet This large decorated carpet acts as a

flying transport. It grants a +2 bonus to Athletics (Fly) skill checks. Mass Flight (5th): Athletics (Fly) Diff 18,

Close, Scene; Up to 4 targets can fly at an enhanced rate.

Component: rel Rug (2 gp); Mass Flight (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23). Consequences: The Mass Flight power can be used once a scene.

Fortress See Instant Fortress

Hammer of Carpentry This iron-headed carpentry hammer is

engraved with many beautiful symbols. It grants you a +1 bonus to Craft (Carpentry) checks. Crafting (3rd): Perception (Spot) Diff 15,

Touch, Persist; You create an from raw wood of up to 3 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Component: mwk Hammer (1 gp); Curse (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 145 gp + minor quest Consequences: The Curse power can be used once a scene.

Hand of Doom This desiccated hand must be attached

to a wrist to activate. The creature gains a +2 bonus to Spellcraft (Arcane) skill checks. Arcane Insight (1st): Spellcraft (Arcane) Diff

12, Short, Persist; You gain a +2 bonus to Knowledge (Arcane).

Arcane Strike (2nd): Spellcraft (Arcane) Att +4/Dam +1, Medium, Instant; An invisible force strikes the target, dealing 2 wounds. Ghostly creatures cannot evade the attack.

Dispel Magic (3rd): Spellcraft (Arcane) varies, Short, Instant; You can end an active spell on the target. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Choke (4th): Spellcraft (Arcane) vs. Endurance (Fortitude), Short, Persist; The target takes a wound. The target also loses a standard action and takes a wound every other round until a successful Endurance (Fortitude) check (Diff 14).

Rot (5th): Spellcraft (Arcane) Att +2/Dam +3, Close, Persist; The target’s skin withers and peels away, and he takes 3 (necrotic) wounds. You may draw a card from the top of your deck to compare to the difficulty to deal an additional (necrotic) wound. The target also takes a –3 penalty to all skill checks and cannot heal wounds until the target makes a successful Endurance (Fortitude) check (Diff 15).

Component: rel Hand (2 sp); Arcane Endowment (1st circle), Arcane Strike (2nd), Dispel Magic (3rd circle), Choke (4th circle), Rot (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23). Trade Value: 200 gp, 2 sp + average quest Consequences: The Arcane Strike, Choke and Rot power can be used once a scene.

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Hand of Glory This desiccated hand must be attached

to a wrist to activate. The creature gains a +2 bonus to Spellcraft (Divine) skill checks. Cure Light Wounds (1st): Spellcraft (Divine)

Diff 12, Touch, Instant; The target heals 1 wound.

Shield Other (2nd): Spellcraft (Divine) Diff 14, Short, Persist; Choose a willing target creature. When the target takes damage, you may take some, all or none of the wounds yourself.

Dispel Magic (3rd): Spellcraft (Divine) varies, Short, Instant; You can end an active spell on the target. The Difficulty to succeed is equal to as if you were casting the spell to be dispelled.

Abjure Undead (4th): Spellcraft (Divine) vs. Endurance (Mental), Short, Persist; The target takes a wound. Up to 4 undead targets move away at its movement rate until it makes a successful Endurance (Mental) check (Diff 17).

Divine Blast (5th): Spellcraft (Divine) Att +3/Phys +2, Long, Instant; Up to 4 targets take 3 (radiant) wounds.

Component: rel Hand (2 sp); Cure Light Wounds (1st circle), Shield Other (2nd), Dispel Magic (3rd circle), Abjure Undead (4th circle), Divine Blast (5th circle); 3 esoteric components; Enchant time 2 weeks (Diff 23). Trade Value: 200 gp, 2 sp + average quest Consequences: The Cure Light Wounds, Abjure Undead and Divine Blast power can be used once a scene.

Horseshoes of Speed This bronze horseshoes increase the

speed of any hoofed creature when attached. The creature gains a +1 bonus to Athletics (Run) skill checks. Swift Steps (1st): Athletics (Run) Diff 13,

Personal, Persist; The target’s speed increases one category (slowed → standard → enhanced → doubled).

Component: mwk Horseshoes (2 sp); Swift Steps (1st circle); 1 esoteric component; Enchant time 4 hours (Diff 19). Trade Value: 5 gp, 2 sp + minor quest Consequences: The Swift Steps power can be used once a scene.

Horseshoes of a Zephyr These silver horseshoes seem to make a

hoofed creature weightless, allowing it to travel through the sky as easily on the ground. Fly (3rd): Athletics (Run) Diff 15, Personal,

Persist; The target can fly at its base movement rate.

Component: mwk Horseshoes (2 sp); Fly (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 2 sp + minor quest Consequences: The Fly power can be used once a scene.

Infiltratorùs Map This parchment displays a detailed map

of local surroundings, including living creatures and their movements. You gain a +2 bonus to Knowledge (Architecture) to making maps with this item. Minor Map (6th): Knowledge (Architecture)

Diff 20, Personal, Instant; You generate a detailed map (as if you had used Perception [Spot] with the same result) of an Extreme area. The map shows (and updates) the location of living creatures

Component: rel Parchment (2 gp); Major Map (6th circle); 3 esoteric component; Enchant time 4 hours (Diff 21). Trade Value: 182 gp + average quest Consequences: The Major Map power can be used once a day.

Instant Camp This palm-sized packet unfurls into a

four-man sleeping tent and nearby campfire when tossed to the ground. You gain a +1 bonus to Survival (Wilderness) skill checks with the item. Enlarge Item (3rd): Survival (Wilderness) Diff

15, Adjacent, Persist; You create a 4-man sleeping tent and (lit) campfire at the target point.

Component: mwk Tent (20 gp), mwk Firewood (1 sp); Shrink Item (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 65 gp, 1 sp + minor quest Consequences: The Enlarge Item power can be used once a scene.

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Instant Door This bit of wood enlarges to fill a

hallway, creating an instant door. You gain a +1 bonus to Disable Device (Open Locks) checks to jam a lock with this item. Enlarge Item (3rd): Disable Device (Open

Locks) Diff 15, Adjacent, Persist; You create a locked and barred door at the target point. The door will block up to a 5 foot wide, 10 foot high hallway.

Component: mwk Door (1 gp); Shrink Item (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest Consequences: The Enlarge Item power can be used once a scene.

Instant Fortress This palm-sized white rock enlarges

into a circular tower of stone. You gain a +2 bonus to Knowledge (Architecture) skill checks with this item. Secure Shelter (4th): Knowledge (Architecture)

Diff 17, Close, Day; You create a secure building that encloses a Close area. The building can be secured against entry, and unwanted creatures can only gain entry with a successful Athletics (Lift) or Disable Device (Open Locks) skill check (Diff 14). If the building is attacked, it has a Resistance of 6 and ignores all damage unless it draws a “♣” for Resistance. The building has 4 wounds.

Component: rel Small tent (500 gp); Secure Shelter (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 580 gp + average quest Consequences: This item can be used once a day.

Iron Flask This small metal bottle has a lead

stopper. You gain a +3 bonus to Persuasion (Torture) skill checks on extraplanar creatures with the item. Binding (8th): Persuasion (Torture) vs.

Endurance (Fortitude), Close, Day; You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a ♠ face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires.

Component: enh Iron flask (8 gp); Binding (8th circle); 4 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 328 gp + major quest Consequences: The Binding power can be used once a day. If you use the Binding power, you take a wound.

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Lantern of Brightest Day This bullseye lantern has a platinum

reflector and brightly illuminates its surroundings. You gain a +4 bonus to Perception (Spot) skill checks with this item. Minor Light (0th): Perception (Spot) Diff 11,

Personal, Persist; You create a light that moves with you. The light illuminates a Close area.

Searing Light (3rd): Perception (Spot) Att +3/Dam+2, Close, Instant; You deal 1 (radiant) wound to the target and the target loses an action. Undead take a –2 penalty to their Resolve against this spell.

Proof Against Harm (4th): Perception (Spot) Diff 17, Medium, Persist; You create a protective circle against creatures with a given subtype you select. If up to 6 creatures of the warded type attempt to approach within Close distance of the target, it takes 3 wounds and cannot approach unless it makes a successful Endurance (Mental) check (Diff 14).

Binding (8th): Perception (Spot) vs. Endurance (Mental), Close, Day; You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a ♠ face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires.

Component: enh Bullseye lantern (80 gp); Minor Light (0th), Searing Light (3rd circle), Proof Against Harm (4th circle), Binding (8th circle); 5 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 463 gp + major quest Consequences: The Minor Light and Proof Against Harm power can be used once a scene. The Binding power can be used once a day. If you use the Binding power, you take a wound.

Lantern of Darkest Night This bullseye lantern has smoked lens

that dimly illuminate its surroundings. You gain a +4 bonus to Stealth (Hide) skill checks with this item. Darkness (2nd): Stealth (Hide) Diff 14, Close,

Instant; You extinguish all normal and magical light in range. Magical light spells are immediately ended.

Darksight (4th): Stealth (Hide) Diff 17, Personal, Scene; You gain darkvision.

Phantasmagoria (8th): Stealth (Hide) vs. Endurance (Mental), Long, Persist; You summon the target’s worst nightmare into reality. The target takes 5 wounds and loses all its actions for the turn. The target continues to lose all its action for the turn until it makes a successful Endurance (Mental) check (Diff 20).

Component: enh Bullseye lantern (80 gp); Darkness (2nd circle), Darksight (4th circle), Phantasmagoria (8th circle); 5 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 450 gp + major quest Consequences: The Darkness and Darksight power can be used once a scene. The Phantasmagoria power can be used once a day. If you use the Phantasmagoria power, you take a wound.

Lantern of Illumination This bullseye lantern has a glowing

crystal that replaces the wick. It grants a +1 bonus to Perception (Spot) checks with this item. Minor Light (0th): Perception (Spot) Diff 11,

Personal, Persist; You create a light that moves with you. The light illuminates a Close area.

Light (1st): Perception (Spot) Diff 13, Personal, Scene; You create a magical light that illuminates everything within close distance.

Component: mwk Bullseye Lantern (10 gp); Light (1st circle); 1 esoteric component; Enchant time 4 hours (Diff 19). Trade Value: 15 gp, 5 sp + minor quest Consequences: The Minor Light power can be used once a scene. The Light power can be used once a day.

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Lantern of Revealing This bullseye lantern has faceted crystal

lens that mystically illuminate its surroundings. You gain a +1 bonus to Perception (Spot) skill checks. Arcane Sight (2nd): Perception (Spot) Diff 14,

Personal, Persist; You gain a mystical sight that grants you a +3 bonus to Perception (Spot) and allows you to see active spells glowing as a mystical aura surrounding an individual (including invisibility).

Component: mwk Bullseye lantern (10 gp); Arcane Sight (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 30 gp + minor quest Consequences: The Arcane Sight power can be used once a scene.

Lucky Dice These worn ivory dice have a peculiar

symbol for the “6”. These strange symbols can only been seen out of the corner of the eye. You gain a +2 bonus to Perform (Gamble) skill checks to dice games with this item. Lucky (4th): Perform (Gamble) Diff 17,

Personal, Instant; Draw a card from the top of your deck and compare it to the difficulty to gain an extra success OR use the card as your opponent’s card in an opposed check. You can draw the card before or after the difficulty is revealed. This power takes no action.

Component: rel Loaded dice (8 gp); Lucky (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 88 gp + average quest Consequences: The Lucky power can be used once a day.

Map See Infiltrator’s Map OR Raider’s Map

Mirror of Beauty This hand-held mirror is gilded with

gold and small gems. You gain a +1 bonus to Persuasion (Seduce) skill checks with this item. Charm Gaze (1st): Persuasion (Seduce) vs.

Endurance (Mental), Close, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways.

Beauty (3rd): Persuasion (Seduce) Diff 15, Personal, Persist; You gain a +1 bonus to Presence.

Component: mwk Hand mirror (10 gp); Beauty (3rd circle); 2 esoteric component; Enchant time 4 hours (Diff 21). Trade Value: 57 gp, 5 sp + minor quest Consequences: The Charm Gaze and Beauty power can be used once a scene. If you use Charm Gaze and harm the target, the power ends.

Mirror of Duplication This wall mirror is encased in a silver,

reflective frame. You gain a +2 bonus to Deception (Bluff) skill checks with this item. Duplication (1st): Deception (Bluff) Diff 14,

Personal, Persist; You create several duplicate images of yourself that step from within the mirror. The images are indistinguishable from the real thing. When you make an Armor check or Endurance (Physical) skill check against an attack, if you draw a “♦”, the attack misses.

Polymorph (4th): Persuasion (Seduce) Diff 15, Personal, Persist; You take the shape of another creature reflected in the mirror. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Component: rel 5’ Wall mirror (40 gp); Duplication (1st circle), Polymorph (4th circle); 4 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 130 gp + average quest Consequences: The Duplication and Polymorph power can be used once a scene.

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Mirror of Opposition This wall mirror is encased in a frame

displaying carved images of frowning faces. You gain a +4 bonus to Deception (Ambush) skill checks with this item. Betrayal (4th): Deception (Ambush) vs.

Endurance (Mental), Close, Persist; The target becomes filled with loathing and hatred for former companions. The target seeks out and attacks former allies until the target makes a successful Endurance (Mental) skill check (Diff 14).

Evil Twin (8th): Deception (Ambush) varies, Close, Day; You create a living duplicate of a creature reflected in the mirror. The difficulty to create the clone is equal to 10 + twice the target creature’s highest ability score (Str, Dex, Int, Pre, Mel, Ran, Mag, Resist or Resolve). Do not count skill ranks or items associated with the ability score.

Duplicated equipment is of normal quality and nonmagical.

The evil twin is consumed with the desire to slay the original above all other concerns. It has the memories of the original, but generally an opposing outlook and demeanor. You gain no special control or mastery over the evil twin with this power.

Component: enh 5’ Wall mirror (160 gp); Betrayal (4th circle), Clone (8th circle); 4 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 520 gp + major quest Consequences: The Betrayal power can be used once a scene. The Evil Twin power can be used once a day. If you use the Evil Twin power, you take a wound.

Mirror of Entrapment This unusual crystal wall mirror reflects

ghostly images of living creatures, though objects appear normal. You gain a +4 bonus to Persuasion (Torture) skill checks with this item. Binding (8th): Persuasion (Torture) vs.

Endurance (Mental), Close, Day; You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a “♠” face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires.

Component: enh 5’ Wall mirror (160 gp); Clone (8th circle); 4 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 480 gp + major quest Consequences: The Binding power can be used once a day. If you use the Binding power, you take a wound.

Mirror of Rejuvenation This wall mirror is encased in a frame

encrusted with crushed ruby. You gain a +2 bonus to Endurance (Physical) skill checks with this item. Remove Malady (2nd): Endurance (Physical)

Diff varies, Personal, Instant; You negate any ongoing effect as if you had made a successful Endurance check. The casting difficulty equals the difficulty of the original effect.

Heal (6th): Endurance (Physical) Diff 20, Personal, Scene; You heal 3 wounds and gains 3 temporary wounds. You may draw an extra card from the top of your deck to heal and extra wound and grant an extra temporary wound. Any damage you take is subtracted from the temporary wounds first.

Component: rel 5’ Wall mirror (40 gp); Remove Malady (2nd circle), Heal (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 230 gp + average quest Consequences: The Heal power can be used once a scene.

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Mirror of Scrying This wall mirror is encased in a frame

displaying carved images of supernatural entities. You gain a +2 bonus to Persuasion (Gather Information) skill checks with this item. Disconnected Sight (3rd): Persuasion (Gather

Information) Diff 15, Long, Persist; You can use Perception (Spot) as if you were at the target point.

Lore (6th): Persuasion (Gather Information) Diff varies, Special, Instant; You learn information about a subject as if you had made an appropriate Knowledge check on the subject with a result equal to your check. You gain a +4 bonus to your total.

Component: rel 5’ Wall mirror (40 gp); Disconnected Sight (3rd circle), Lore (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 242 gp, 5 sp + average quest Consequences: The Lore power can be used once a day.

Mountaineerùs Rope This hemp rope seems to slowly flop

and unfurl while not in use. You gain a +1 bonus to Athletics (Climb) to with this item. Entangle (1st): Athletics (Climb) Att +4/Dam

+1, Close, Persist; The target takes a –1 movement penalty until it makes a successful Endurance (Fortitude) check (Diff 9).

Hold Person (2nd): Athletics (Climb) Att +4/Dam +1, Short, Persist; The target loses an action each turn and is immobilized until it makes a successful Athletics (Lift) or Acrobatics (Escape) check (Diff 13).

Unfurl (2nd): Athletics (Climb) Diff 14, Touch, Persist; The target can climb or descend vertically at its base ground speed. The rope provides a surface for this vertical movement.

Component: mwk 50’ Hemp rope (5 sp); Entangle (1st circle), Levitate (2nd circle); 2 esoteric component; Enchant time 1 days (Diff 20). Trade Value: 33 gp + minor quest Consequences: The Hold Person power can be used once a scene.

Needle See Tailor’s Needle

Orb of Enchantment This palm-sized globe of pulsing crystal

seems to draw the attention of all who gaze in its direction. You gain a +1 bonus to Persuasion (Seduce) with this item. Enthrall (2nd): Persuasion (Seduce) vs.

Endurance (Mental), Close, Scene; Target loses its standard and move action until a successful Endurance (Mental) skill check (Diff 11).

Component: mwk Crystal orb (10 gp); Enthrall (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 30 gp + minor quest Consequences: The Enthrall power can be used once a day. If the target is attacked, the power ends.

Orb of Divination This palm-sized globe of pulsing blue

crystal swims with images of other times and places. You gain a +1 bonus to Perception (Insight) with this item. Query (2nd): Perception (Insight) Diff 14,

Personal, Instant; You can ask the game master one question who must respond truthfully with a yes or no answer.

Component: mwk Crystal orb (10 gp); Augury (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 30 gp + minor quest Consequences: The Query power can be used once a scene.

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Orb of Storms This palm-sized globe of crystal seems

to contain a gathering storm. You gain a +3 bonus to Survival (Wilderness) with this item. Call Lightning (3rd): Survival (Wilderness) Att

+3/Dam +2, Close, Persist; The target takes 2 (electrical) wounds. Also, the target takes a -1 penalty to skill checks until a successful Endurance (Physical) check is made (Diff 12).

Control Weather (7th): Survival (Wilderness) Diff 21, Long, Scene; You can change the weather in an Extreme area to whatever you desire.

Component: aug Crystal orb (40 gp); Call Lightning (3rd circle), Control Weather (7th circle); 4 esoteric components; Enchant time 3 months (Diff 25). Trade Value: 307 gp, 5 sp + major quest Consequences: The Control Weather power can be used once a day. If you use the Control Weather power, you take a wound. You can expend this power to make the weather overcast and drizzling for the scene.

Pot See Boiling Pot

Protected Pouch This leather belt pouch is stitched in a

manner that resembles a face. You gain a +1 bonus to Persuasion (Haggling) with this item. Alarum (1st): Persuasion (Haggling) Diff 12,

Touch, Day; If anyone other than you touches the pouch, it gives off a loud vocal and gentle mental warning to you. The alarm can be heard at Long range and mentally felt at Extreme range.

Deep Pockets (1st): Persuasion (Haggling) Diff 13, Touch, Scene; The pouch’s interior grows dramatically, allowing it to carry an extra 50 lbs. Outwardly, the pouch does not grow in size.

Component: mwk Crystal orb (10 gp); Enthrall (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 30 gp + minor quest Consequences: The Alarum and Deep Pockets power can be used once a day. If the target is attacked, the power ends.

Puzzle Cube of Entrapment This puzzle cube seems to be covered

with abstract maps. You gain a +2 bonus to Persuasion (Torture) with this item. Hold Person (2nd): Persuasion (Torture) vs.

Endurance (Mental), Short, Persist; The target loses an action each turn and is immobilized until it makes a successful Endurance (Mental) check (Diff 13).

Binding (8th): Persuasion (Torture) vs. Endurance (Mental), Close, Day; You imprison a creature of up to 6 wounds in an extradimensional space. If you later play a “♠” face card, you can recall the creature to act on your behalf for one scene. After performing this service or one day passes, the creature is free to do as it desires.

Component: rel Puzzle cube (20 gp); Hold Person (2nd circle), Binding (8th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 350 gp + major quest Consequences: The Hold Person power can be used once a scene. The Binding power can be used once a day. If you use the Binding power, you take a wound.

Puzzle Cube of Protection This puzzle cube is covered with

various protective glyphs. You gain a +2 bonus to Knowledge (Geography) with this item. Deflect (2nd): Evade Diff 14, Short, Scene; The

target gains a +2 bonus to Armor checks. Teleport (6th): Knowledge (Geography) Diff 20,

Special, Instant; You can transport up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +2.

Component: rel Puzzle cube (20 gp); Arcane Portal (4th circle), Teleport (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 240 gp + minor quest Consequences: The Deflect power can be used once a scene. You can expend the Deflect power to make an attack no damage.

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Puzzle Cube of Summoning This puzzle cube is covered with

images of different creatures. You gain a +2 bonus to Handle Animal (Train) with this item. Summon Third Circle Creature (3rd): Handle

Animal (Train) Diff 15, Close, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Summon Sixth Circle Creature (6th): Handle Animal (Train), Diff 20, Close, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats.

Component: rel Puzzle cube (20 gp); Summon Third Circle Creature (3rd circle), Summon Sixth Circle Creature (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 222 gp, 5 sp + minor quest Consequences: The Summon Third Circle Creature and Summon Sixth Circle Creature power can be used once a scene.

Puzzle Cube of Travel This puzzle cube seems to be covered

with abstract maps. You gain a +2 bonus to Knowledge (Geography) with this item. Arcane Portal (4th): Knowledge (Geography)

Diff 17, Special, Instant; You and up to 3 additional allies step through a doorway next to you and exit at a Long distance (400 ft.) away.

Teleport (6th): Knowledge (Geography) Diff 20, Special, Instant; You can transport up to 3 willing targets up to 1 mile in any direction. You do not need to travel with the individuals if you do not desire. The target creatures must arrive on a solid surface capable of supporting their weight. You can double the distance by increasing the difficulty by +2.

Component: rel Puzzle cube (20 gp); Arcane Portal (4th circle), Teleport (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 240 gp + minor quest Consequences: The Arcane Portal power can be used once a scene. Teleport power can be used once a day.

Raiderùs Map This parchment displays a detailed map

of local surroundings. You gain a +1 bonus to Knowledge (Architecture) to making maps with this item. Minor Map (3rd): Knowledge (Architecture)

Diff 12, Personal, Instant; You generate a detailed map (as if you had used Perception [Spot] with the same result) of a Extreme area.

Component: mwk Parchment (1 gp); Minor Map (3rd circle); 2 esoteric component; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: The Minor Map power can be used once a day.

Rope, Mountaineerùs See Mountaineer’s Rope

Scabbard of Keen Edges This sword scabbard stretches or

shrinks to fit whatever blade is placed in it. You gain a +1 bonus to Craft (Weaponsmith) with this item. Keen Edge (1st): Craft (Weaponsmith) Diff 12,

Touch, Persist; Target blade deals +1 wound. Beheading Strike (8th): Craft (Weaponsmith)

Diff 23, Touch, Persist; You next strike with the affected blade deals 12 wounds.

Component: sup Scabbard (1 gp, 6 sp); Extra Wound (1st circle), Extra Damage (8th circle); 5 esoteric component; Enchant time 6 months (Diff 26). Trade Value: 324 gp, 1 sp + major quest Consequences: The Beheading Strike power can be used once a day. If you use the Beheading Strike power, you take a wound.

Shackles See Dimensional Shackles

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Shackles of Enslavement These silver shackles are etched with

golden runes of enslavement. You gain a +5 bonus to Persuasion (Torture) to make others grovel with this item. Imprison Creature (5th): Persuasion (Torture)

Att +2/Fort +3, Touch, Scene; The target is stunned and loses all actions for the round. The target continues to lose all actions until it makes a successful Athletics (Lift) or Acrobatics (Escape) check (Diff 15).

Dominate (9th): Persuasion (Torture) Att +0/ Fort +5, Touch, Persist; The target loses its actions on its turn until it makes a successful Endurance (Fortitude) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target. If the target makes the Endurance (Fortitude) check, the manacles fall off the affected creature.

Component: sup Manacles (80 gp); Imprison Creature (5th circle), Dominate (9th circle); 2 esoteric component; Enchant time 4 hours (Diff 21). Trade Value: 547 gp, 5 sp + major quest Consequences: The Imprison Creature power can be used once a scene. The Dominate power can be used once a day. If you use the Dominate power, you take a wound.

Shears See Vorpal Shears

Skull of Dread This skull is covered with necrotic

runes and its eyes burn with black fire when active. You gain a +1 bonus to Knowledge (Arcane) to identify necrotic magic with this item. Frighten (1st): Knowledge (Arcane) vs.

Endurance (Mental), Short, Persist; The target moves its base speed away from the caster OR target takes a +1 penalty to all actions until it makes a successful Endurance (Fortitude) check (Diff 9).

Curse (3rd): Knowledge (Arcane) Diff 12, Close, Instant; The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it.

Component: mwk Skull (1 sp); Frighten (1st circle), Curse (3rd circle); 2 esoteric component; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: The Frighten and Curse power can be used once a scene.

Skull of Mimir This slim skull is adorned with a golden

laurel. You gain a +2 bonus to Knowledge (Planar) to identify extraplanar creatures with this item. Locate (2nd): Knowledge (Planar) Diff 14,

Long, Persist; Choose one object or creature within range when this spell is cast. You are treated as having at least Survival (Track) Rank 0 and gain a +2 bonus to track the target. The target is considered to have left a fresh, magical trail only you can see.

Lore (6th): Knowledge (Planar) Diff varies, Special, Instant; You learn information about a subject as if you had made an appropriate Knowledge check on the subject with a result equal to your Spellcasting check. You gain a +4 bonus to your total.

Component: rel Skull (2 sp); Locate (2nd circle), Lore (6th circle); 4 esoteric component; Enchant time 1 month (Diff 24). Trade Value: 190 gp, 2 sp+ average quest Consequences: The Locate power can be used once a scene. The Lore power can be used once a scene.

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Statue Stone When this simple block of masonry is

tossed down, it transforms into an animate statue. You gain a +2 bonus to Knowledge (Planar) to identify extraplanar creatures with this item. Summon Stone Golem (6th): Craft (Masonry)

Diff 20, Close, Persist; You summon a Stone Golem. See chapter 6 for stats.

Component: rel Stone block (2 sp); Summon Sixth Circle Creature (6th circle); 4 esoteric component; Enchant time 1 month (Diff 24). Trade Value: 180 gp, 2 sp+ average quest Consequences: The Locate power can be used once a scene. The Lore power can be used once a scene.

Tailorùs Needle This golden needle seems to wink just

before it is used. You gain a +1 bonus to Craft (Tailor) skill check to sew fabric with this item. Sew (3rd): Craft (Tailor) Diff 15, Touch, Instant;

You sew up to 9 square feet of material into an item you desire.

Component: mwk Needle (1 sp); Minor Creation (3rd circle); 2 esoteric component; Enchant time 4 hours (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: The Sew power can be used once a scene.

Vorpal Shears These silver shears can cut through any

material. You gain a +1 bonus to Athletics (Fly) with this item. Cut (3rd): Att +3/Dam +2, Personal, Persist;

Target takes 2 wounds. These wounds cannot be avoided or reduced.

Component: mwk Shears (1 sp); Cut (3rd circle); 2 esoteric components; Enchant time 4 hours (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: The Cut power can be used once a scene.

Wind Fan This hand fan is decorated with images

of storms and creatures of air. It grants you a +1 bonus to Athletics (Fly) skill checks. Hurricane Gust (2nd): Athletics (Fly) Diff 15, Personal, Persist; A gust of violent wind assails the target. The target is immobilized. Target is knocked prone if it fails an Endurance (Fortitude) check (Diff 11). Component: mwk Hand fan (1 sp); Hurricane Gust (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 2). Trade Value: 20 gp, 1 sp + minor quest Consequences: The Hurricane Gust power can be used once a scene.

Wings of Flying These white feathered wings (or black

bat wings) attach themselves to the back. You gain a +1 bonus to Athletics (Fly) with this item. Fly (3rd): Athletics (Fly) Diff 15, Personal,

Persist; The target can fly at its base movement rate.

Component: mwk Wings (1 gp); Fly (3rd circle); 2 esoteric components; Enchant time 4 hours (Diff 21). Trade Value: 46 gp + minor quest Consequences: The Fly power can be used once a scene.

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CCllootthhiinngg

Animal Mask This leather mask is made from the hide

of a single animal. You gain a +2 bonus to Survival (Wilderness) skill checks to influence others with this item. Choose an animal when this mask is created. Animal Shapes (4th): Survival (Wilderness),

Personal, Scene; You take the shape of the selected animal, of up to Large size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Component: rel Mask (2 sp); Animal Shapes (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 80 gp, 2 sp + average quest Consequences: The Suggestion power can be used once a scene.

Artisanùs Apron This sturdy leather apron has several

hooks and pockets to hold tools. You gain a +2 bonus to Craft (Any one) skill checks with this item. Select a Craft subskill when this item is created. Tools of the Trade (1st): Craft Diff 13, Personal,

Persist; You create an appropriate hand-held tool for use with the chosen craft that is worth no more than 1 sp. The item is of ordinary quality.

Major Creation (6th): Craft Diff 20, Touch, Scene; You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Component: rel Leather apron (1 gp, 6 sp); Create Item (1st circle), Major Creation (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 183 gp, 1 sp + average quest Consequences: The Arcane Disguise power can be used once a scene.

Beggarùs Rags These motley, tattered clothes are

remarkably comfortable. You gain a +1 bonus to Persuasion (Haggle) checks to beg for money with this item. Outcast (1st): Persuasion (Haggle) Diff 12,

Short, Persist; Up to 2 targets fail to notice you until the target makes an Endurance (Mental) check (Diff 11).

Beg (2nd): Persuasion (Haggle) Diff 13, Personal, Persist; You gain a +3 bonus to Persuasion (Diplomacy) skill checks.

Component: mwk Robes (9 sp); Sanctuary (1st circle), Skill Bonus (2nd circle); 1 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 23 gp, 4 sp + minor quest Consequences: The Outcast power can be used once a day. If you attack, the Outcast power ends instantly.

Belt of the Dwarf This sturdy belt has golden studs and a

buckle shaped like a bearded dwarf’s face. You gain a +1 bonus to Endurance (Physical) skill checks with this item. Toughness (3rd): Endurance (Physical) Diff 15,

Personal, Persist; You gain a +1 bonus to Resolve.

Component: mwk Belt (6 sp); Ability Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 45 gp, 6 sp + minor quest Consequences: The Toughness power can be used once a scene.

Belt of the Earth This sturdy belt has diamond studs and

a buckle made of granite. You gain a +1 bonus to Endurance (Physical) skill checks with this item. Toughness (3rd): Endurance (Physical) Diff 15,

Personal, Persist; You gain a +1 bonus to Resistance.

Component: mwk Belt (6 sp); Ability Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 19) Trade Value: 45 gp, 6 sp + minor quest Consequences: The Toughness power can be used once a scene.

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Belt of the Giant This stout leather belt is carved with

images of powerful giants. You gain a +1 bonus to Endurance (Physical) skill checks with this item. Giant Strength (3rd): Endurance (Physical) Diff

15, Personal, Persist; You gain a +1 bonus to Strength.

Component: mwk Belt (3 gp), Strength bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest Consequences: The Giant Strength power can be used once a scene.

Belt of the Martial Skill This stout leather belt is decorated with

silver blades. You gain a +1 bonus to Weapon Skill (Any one) skill checks with this item. Martial Skill (3rd): Weapon Skill (Any one) Diff

15, Personal, Persist; You gain a +1 bonus to Melee Weapon ability.

Component: mwk Belt (3 gp), Strength bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest Consequences: The Martial Skill power can be used once a scene.

Belt of Smiting This stout leather belt is covered with

various holy symbols. You gain a +1 bonus to Knowledge (Religion) skill checks with this item. Smite (3rd): Knowledge (Religion) Att +3/Dam

+2, Personal, Persist; Target takes 2 (radiant) wounds. If target is undead it cannot heal until it makes a successful Endurance (Physical) skill check (Diff 12).

Component: mwk Belt (3 gp), Extra Damage (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest Consequences: The Smite power can be used once a scene.

Belt of Tools This stout leather belt is studded with

miniature tools. You gain a +1 bonus to Craft (Any One) skill checks with this item. Toolbox (3rd): Craft (Any one), Personal,

Persist; You can create any number of tools (such as a hammer, saw, nails), up to 3 cubic feet.

Component: mwk Belt (3 gp), Minor Creation (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest. Consequences: The Toolbox power can be used once a scene.

Boots of Acrobatics These hard leather boots are

embroidered with images of athletic figures. The wearer gains a +1 bonus to Athletics (Run) skill checks with this item. Acrobatic (3rd): Athletics (Run) Diff 15,

Personal, Persist; You gain a +4 bonus to Acrobatics (Tumble) skill check.

Components: mwk Hard leather boots (1 gp); Skill Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest

Boots of Flight These boots bear tiny wings. You gain a

+1 bonus to Athletics (Run) skill checks with this item. Fly (3rd): Athletics (Run) Diff 15, Personal,

Persist; You fly at your base ground speed. Component: mwk Boots (1 gp), Fly (3rd circle); 2 esoteric components; 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest

Boots of Leaps and Bounds These hard leather boots are

embroidered with images of athletic figures. The wearer gains a +1 bonus to Athletics (Run) skill checks with this item. Athletic (3rd): Athletics (Run) Diff 15, Personal,

Persist; You gain a +4 bonus to Athletics (Jump) skill check.

Components: mwk Hard leather boots (1 gp); Skill Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest

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Boots of Silence These hard leather boots are

embroidered with images of athletic figures. The wearer gains a +1 bonus to their next Stealth (Move Silently) skill check. Silence (2nd): Stealth (Move Silently) Diff 14,

Personal, Scene; You cannot be detected by Perception (Listen) checks.

Components: mwk Hard leather boots (1 gp); Silence (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 21 gp + minor quest Consequences: The Silence power can be used once a scene.

Boots of Swiftness These hard leather boots seem to be

made for running. You gain a +1 bonus to Athletics (Run) skill checks with this item. Swift Steps (1st): Athletics (Run) Diff 13, Touch,

Persist; The target’s speed increases one category (slowed → standard → enhanced → doubled).

Components: mwk Hard leather boots (1 gp); Swift Steps (1st circle); 1 esoteric component; Enchant time 4 hours (Diff 19). Consequences: This item can be used once a scene.

Boots of Teleportation These hard leather boots are

embroidered with images of athletic figures. The wearer gains a +2 bonus to Athletics (Run) skill checks with this item. Arcane Portal (4th): Athletics (Run) Diff 17,

Special, Instant; You step through a doorway next to you and exit a long distance (400 ft.) away.

Components: rel Hard leather boots (2 gp); Arcane Portal (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 82 gp + average quest Consequences: The Arcane Portal power can be used once a scene.

Boots of Tracelessness These plain hard leather boots seem to

have no wear to the soles. The wearer gains a +1 bonus to Survival (Wilderness) skill checks to avoid being tracked with this item. Trackless (2nd): Survival (Wilderness) Diff 14,

Personal, Persist; You cannot be tracked by a Survival (Wilderness) check.

Components: mwk Hard leather boots (1 gp); Skill Denial (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 21 gp + minor quest Consequences: The Trackless power can be used once a scene. If you move faster than your base land speed, the power ends.

Boots of Varied Tracks These soft leather patchwork boots are

made from the fur of various animals. The wearer gains a +1 bonus to Survival (Wilderness) skill checks to avoid being tracked with this item. Animal Shapes (4th): Survival (Wilderness) Diff

14, Personal, Scene; You take the shape of an animal of up to Large size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Components: rel Hard leather boots (2 gp); Animal Shapes (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 82 gp + average quest Consequences: The Animal Shapes power can be used once a scene.

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Bracers of Armor These metal forearm bracers are capable

of stopping weapon blows. You gain a +1 bonus to Armor (Unarmored) skill checks against melee attacks with this item. Absorb Blow (2nd): Armor (Unarmored) Diff 12,

Personal, Instant; An attack against your Resistance deals no damage. This power takes no action. You can use this power on an opponent’s turn.

Components: mwk Bracers (1 gp); Negate Skill (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 21 gp + minor quest Consequences: This item can be used once a scene.

Bracers of Deflection These metal forearm bracers are capable

of deflecting missile attacks. You gain a +1 bonus to Armor (Unarmored) skill checks against ranged attacks with this item. Deflect Blow (2nd): Armor (Unarmored) Diff 12,

Personal, Instant; An attack against your Resistance deals no damage. This power takes no action. You can use this power on an opponent’s turn.

Components: mwk Bracers (1 gp); Negate Skill (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 21 gp + minor quest Consequences: This item can be used once a scene.

Cloak of Absolution This silk cloak is covered with the

symbols of various gods. You gain a +1 bonus to Endurance (Mental) checks against Divine spells with this item. Divine Spell Deflection (3rd): Endurance

(Mental) Diff 15, Personal, Persist; You cannot be the target of a Spellcraft (Divine) skill check. This power does not take an action. You can use this power on an opponent’s turn.

Components: mwk Cloak (5 sp); Negate Skill (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Divine Spell Deflection power can be used once a scene. You can expend the power to negate a Divine spell that targets an area, if you are in the target area.

Cloak of Animal Shapes This fur cloak is made from the fur of

various animals. The wearer gains a +1 bonus to Handle Animal (Train) skill checks on wild animals with this item. Animal Shapes (4th): Handle Animal (Train)

Diff 14, Personal, Scene; You take the shape of an animal of up to Large size. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 20. You gain the creature’s racial abilities, natural attack modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. You do not gain the shape’s maneuvers, spell list, card hand size or equipment.

Components: rel Fur cloak (5 sp); Animal Shapes (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 80 gp, 5 sp + average quest Consequences: The Animal Shapes power can be used once a scene.

Cloak of Charisma This multi-colored cloak seems to

sparkle in the light. You gain a +1 bonus to Persuasion (Diplomacy) checks with this item. Charismatic (3rd): Persuasion (Diplomacy) Diff

15, Personal, Persist; You gain a +1 bonus to Presence.

Components: mwk Cloak (5 sp); Ability bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Charismatic power can be used once a scene.

Cloak of Endless Faces This cloak seems to change material

each time it is donned. You gain a +1 bonus to Deception (Disguise) skill checks to alter your facial features with this item. Alter Form (2nd): Deception (Disguise) Diff 14,

Personal, Scene; You take the form of another humanoid creature. Your ability scores do not change and you do not gain any of the new form’s racial abilities. You can switch back between the two forms at will.

Components: mwk Cloak (5 sp); Alter Form (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 5 sp + minor quest. Consequences: The Alter Form power can be used once a scene.

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Cloak of Endurance This multi-colored cloak seems to

sparkle in the light. You gain a +1 bonus to Endurance (Physical) checks to overcome Persisted effects with this item. Fortitude (3rd): Endurance (Physical) Diff 15,

Personal, Persist; You gain a +1 bonus to Resolve.

Components: mwk Cloak (5 sp); Ability Bonus (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Fortitude power can be used once a scene.

Cloak of Eyes This white cloak is studded with arcane

symbols that resemble eyes. You gain a +2 bonus to Perception (Spot) checks to detect ambushes with this item. Scry (6th): Perception (Spot) Diff 20, Extreme,

Persist; You create an invisible “eye” that you can see through. You can move the eye anywhere in range. The eye also grants you a +5 bonus to Perception (Spot) checks.

Components: rel Cloak (1 gp); Scry (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 181 gp + average quest Consequences: The Fortitude power can be used once a scene.

Cloak of Mist This loosely-woven white cloak seems

to offer little protection. You gain a +1 bonus to Stealth (Hide) checks with this item. Obscuring Mist (1st): Stealth (Hide), Close,

Persist; You create a cloud that hampers vision at the selected distance. Targets in the cloud gain a +1 bonus to Defense and a +2 bonus to Stealth (Hide).

Form of Mist (3rd): Stealth (Hide) Diff 15, Personal, Scene; You (and all your gear) becomes a cloud of mist. You gain a fly speed of Slowed and lose all other movement rates. You can seep through cracks of up to ¼” with a successful Endurance (Fortitude) check (Diff 12). You ignore damage from an attack if you draw a “♣”, “♠” or “♦” for Defense.

Components: mwk Cloak (5 sp); Obscuring Mist (1st circle), Form of Mist (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest Consequences: The Obscuring Mist and Form of Mist power can be used once a scene. If you use the Form of Mist power, you cannot attack or interact with other creatures or objects while the power is active.

Cloak of Invisibility This unremarkable gray cloak hides the

presence of an individual. You gain a +1 bonus to Stealth (Hide) checks with this item. Invisibility (2nd): Stealth (Hide), Personal,

Persist; You cannot be detected by Perception (Spot) checks.

Components: mwk Cloak (5 sp); Invisibility (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 5 sp + minor quest Consequences: The Invisibility power can be used once a scene. If you attack, the Invisibility ends after the attack is resolved.

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Cloak of Invulnerability This black cloak is covered in golden

arcane runes of protection. You gain a +2 bonus to Armor (Unarmored) checks with this item. Mystic Protection (6th): Armor (Unarmored)

Diff 20, Personal, Scene; You ignore 2 wounds from attacks that target Resistance and gain a +4 bonus to Armor skill checks.

Components: rel Cloak (1 gp); Mystic Protection (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 181 gp + average quest Consequences: The Mystic Protection power can be used once a scene. The Mystic Protection power can be expended to ignore all wounds from a single attack.

Cloak of Resistance This cloak comes in one of many

colors, depending on the type of energy it deflects. You gain a +1 bonus to Endurance (Physical) checks against one energy type with this item. Choose an energy type (acid, cold, electricity, fire, force, necrotic or radiant) when this item is created. Protection from Energy (3rd): Endurance

(Physical) Diff 15, Personal, Scene; The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack.

Components: mwk Cloak (5 sp); Protection from Energy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Protection from Energy power can be used once a scene. You can expend the Protection from Energy power to avoid all wounds from a single attack you are protected against.

Cloak, Primeval See Primeval Cloak

Cloak of Seasons This dun cloak has a silk inner lining.

You gain a +1 bonus to Endurance (Fortitude) checks on weather-related effects with this item. Adaptive (3rd): Endurance (Fortitude) Diff 15,

Personal, Scene; You ignore two wounds from environmental effects, and automatically makes the Endurance check against any additional effect from the attack.

Components: mwk Cloak (5 sp); Protection from Energy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Adaptable power can be used once a scene. You can expend the Adaptable power to avoid all wounds from a single attack you are protected against.

Cloak of Spell Deflection This silk cloak is covered in mystical

runes. You gain a +1 bonus to Endurance (Mental) checks against Arcane spells with this item. Arcane Spell Deflection (3rd): Endurance

(Mental) Diff 15, Personal, Persist; You cannot be the target of a Spellcraft (Arcane) skill check. This power does not take an action. You can use this power on an opponent’s turn.

Components: mwk Cloak (5 sp); Negate Skill (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Arcane Spell Deflection power can be used once a scene. You can expend the power to negate an Arcane spell that targets an area, if you are in the target area.

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Cloak of Winter This heavy white cloak is lined with fur.

You gain a +1 bonus to Survival (Wilderness) checks in artic environments with this item. Sleet Storm (3rd): Survival (Wilderness) Att

+3/Dam +2, Short, Persist; You cause freezing rain to pour down. Up to 3 targets take 2 (cold) wounds. The target is slowed until it makes a successful Endurance (Fortitude) check (Diff 12).

Components: mwk Cloak (5 sp); Sleet Storm (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Protection from Energy power can be used once a scene. You can expend the Protection from Energy power to avoid all wounds from a single attack you are protected against.

Cloak of Water This blue-green cloak seems to ripple

and echo with the sounds of the tides when one moves. You gain a +1 bonus to Athletics (Swim) checks in fresh water with this item. Natural Swimmer (1st): Athletics (Swim) Diff

13, Personal, Persist; Your swim speed increase one category (slowed standard enhanced doubled).

Water Breathing (2nd): Athletics (Swim) Diff 14, Personal, Scene; You can breathe underwater

Components: mwk Cloak (5 sp); Natural Swimmer (1st circle), Water Breathing (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 23 gp + minor quest Consequences: The Natural Swimmer and Water Breathing power can be used once a scene.

Clothes See Artisan’s Apron OR Beggar’s Rags OR Emperor’s Clothes OR Trail Clothes

Emperorùs Clothes These wondrous garments true finery

can only be seen by true nobility – to all others, they seem little more than ordinary clothes. You gain a +1 bonus to Knowledge (Nobility) checks to identify natural-born nobility with this item. Arcane Disguise (1st): Knowledge (Nobility)

Diff 13, Personal, Persist; You can change your appearance and gain a +2 bonus to Deception (Disguise) checks.

Air of Command (2nd): Knowledge (Nobility) Diff 14, Personal, Persist; You gain a +2 bonus to Persuasion skill checks.

Component: mwk Rich clothing (10 gp); Arcane Disguise (1st circle), Air of Command (2nd circle); 1 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 32 gp, 5 sp + minor quest Consequences: The Arcane Disguise power can be used once a scene.

Feathered Hat This simple hat has a single exotic

feather stuck into it. It grants you a +1 bonus to Deception (Bluff) checks. Arcane Disguise (1st): Deception (Bluff) Diff

12, Personal, Persist; You can change your appearance and gain a +2 bonus to Deception (Disguise) checks.

Component: mwk Hat (1 sp); Arcane Disguise (1st circle); 1 esoteric components; Enchant time 4 hours (Diff 19). Trade Value: 5 gp, 1 sp + minor quest Consequences: The Arcane Disguise power can be used once a scene.

Glasses of Decoding These glasses seem to cause confusing

text to rearrange itself into a readable format. You gain a +1 bonus to Linguistics (Decode) skill checks when deciphering codes with this item. Decode (3rd): Linguistics (Decode) Diff 15,

Personal, Persist; You unravel one code and can understand it as if you had Rank 3 in the “language”.

Component: mwk Goggles (1 sp); Decode (3rd circle); 1 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: The Decode power can be used once a day.

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Glasses of Revealing These smoky lenses seem to make

everything outlined vaguely in a prismatic mist. You gain a +1 bonus to Perception (Insight) skill checks when attempting to determine a creature’s mood with this item. Arcane Sight (2nd): Perception (Insight) Diff 14,

Personal, Persist; You gain a mystical sight that grants you a +3 bonus to Perception (Spot) and allows you to see active spells glowing as a mystical aura surrounding an individual (including invisibility).

Component: mwk Goggles (1 sp); Arcane Sight (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 20 gp, 1 sp + minor quest Consequences: The Precise power can be used once a day.

Gloves of Agility These half-gloves seem to increase an

individual’s hand-eye coordination. You gain a +1 bonus to Stealth (Sleight of Hand) checks with this item. Dexterity (3rd): Stealth (Sleight of Hand) Diff

15, Personal, Persist; You gain a +1 bonus to Dexterity.

Components: mwk Gloves (5 sp); Ability bonus (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Dexterity power can be used once a scene.

Gloves of Archery These leather gloves are adorned with

embroidered arrows. You gain a +1 bonus to Weapon Group (Bow) checks with this item. Dead Eye (3rd): Weapon Group (Bow) Diff 15,

Personal, Persist; You ignore 2 points of Armor on enemies you make ranged attacks against.

Components: mwk Gloves (5 sp); Armor Piercing (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Dead Eye power can be used once a scene.

Gloves of Climbing These metal gloves have spade-like

fingernails for digging into rock. You gain a +1 bonus to Athletics (Climb) checks when climbing rock with this item. Quick Climb (3rd): Athletics (Climb) Diff 15,

Personal, Scene; You climb speed is increased one category (slowed normal enhanced

doubled). Components: mwk Gloves (5 sp); Speed bonus (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Quick Climb power can be used once a scene.

Gloves of Snaring These silk gloves seem to grant its

wearer amazing reflexes. You gain a +1 bonus to Evade checks against ranged attacks with this item. Snatch Missiles (3rd): Evade Diff 15, Personal,

Persist; You cannot successfully be hit by ranged combat attacks.

Components: mwk Gloves (5 sp); Snatch Missiles (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Snatch Missiles power can be used once a scene.

Gloves of Storing These cloth gloves double as bags to

store equipment. You gain a +1 bonus to Stealth (Sleight of Hand) checks to palm objects with this item. Deep Pockets (1st): Stealth (Sleight of Hand)

Diff 13, Personal, Scene; The object’s interior grows dramatically, allowing it to carry an extra 50 lbs. Outwardly, the item does not grow in size.

Components: mwk Gloves (5 sp); Deep Pockets (1st circle); Enchant time 4 hours (Diff 19). Trade Value: 10 gp, 5 sp + minor quest Consequences: The Deep Pockets power can be used once a scene.

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Gloves of Swimming These dolphin-skin gloves have only

three fingers. You gain a +1 bonus to Athletics (Swim) checks in ocean waters with this item. Enhanced Swim (3rd): Athletics (Swim) Diff

15, Personal, Scene; Your swim speed is increased one category (slowed normal enhanced doubled).

Components: mwk Gloves (5 sp); Ability bonus (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Enhanced Swim power can be used once a scene.

Gloves of Theft These cloth gloves are noiseless. You

gain a +1 bonus to Stealth (Sleight of Hand) checks with this item. Pickpocket (3rd): Stealth (Sleight of Hand) Diff

15, Personal, Persist; You can perform Stealth (Sleight of Hand) checks at a Short distance.

Components: mwk Gloves (5 sp); Extend Range (3rd circle); Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Pickpocket power can be used once a scene.

Goggles of Night These strapped on glasses are designed

to look like the eyes of an owl. You gain a +1 bonus to Perception (Spot) skill checks in dim light with this item. Lowlight Vision (1st): Perception (Spot) Diff 12,

Personal, Persist; You gain lowlight vision. Component: mwk Goggles (1 sp); Lowlight Vision (1st circle); 1 esoteric components; Enchant time 4 hours (Diff 19). Trade Value: 5 gp, 1 sp + minor quest Consequences: The Arcane Disguise power can be used once a scene.

Goggles of Precision These goggles have multiple lenses that

can be brought into use with a thought. You gain a +1 bonus to Perception (Spot) skill checks when examining objects in detail with this item. Precise (3rd): Linguistics (Decode) Diff 15,

Personal, Persist; Choose a subskill when you activate this power. You gain a +2 bonus to the selected subskill.

Component: mwk Goggles (1 sp); Precise (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest

Hat of Disguise This simple piece of cloth can assume

the shape of any hat when donned. It grants you a +1 bonus to Deception (Bluff) checks. Arcane Disguise (1st): Deception (Bluff) Diff

12, Personal, Persist; You can change your appearance and gain a +2 bonus to Deception (Disguise) checks.

Component: mwk Hat (1 sp); Arcane Disguise (1st circle); 1 esoteric components; Enchant time 4 hours (Diff 19). Trade Value: 5 gp, 1 sp + minor quest Consequences: The Arcane Disguise power can be used once a scene.

Hat, Feathered Se Feathered Hat

Helm of Brilliance This helmet is studded with a large gem

in the center of the forehead. You gain a +1 bonus to Endurance (Mental) skill checks against Enchantment spells with this item. Intellect (3rd): Endurance (Mental) Diff 15,

Personal, Persist; You gain a +1 bonus Intelligence.

Component: mwk Helmet (2 gp); Intellect (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 47 gp + minor quest Consequences: The Intellect power can be used once a scene.

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Helm of Commanding This helmet sports a single bloodstone

at the throat level. You gain a +2 bonus to Persuasion (Diplomacy) skill checks to influence others with this item. Suggestion (4th): Persuasion (Diplomacy) vs.

Endurance (Mental), Short, Persist; The target loses its turn. On your turn, instead of acting you control the target’s actions until it makes a successful Endurance (Mental) check (Diff 15).

Component: rel Helmet (4 gp); Suggestion (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 84 gp + average quest Consequences: The Suggestion power can be used once a scene.

Helm of Telepathy This helmet is made of crystal. You

gain a +1 bonus to Perception (Insight) skill checks against Enchantment spells with this item. Telepathy (3rd): Perception (Insight) Diff 15,

Long, Persist; You can mentally communicate with a single target in range.

Component: r Helmet (2 gp); Telepathy (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 1 sp + minor quest Consequences: The Telepathy power can be used once a scene.

Mask, Animal See Animal Mask

Mask of Death This hideous mask is made from a

single piece of onyx. You gain a +4 bonus to Persuasion (Intimidate) skill checks to demoralize others with this item. Choke (4th): Persuasion (Intimidate) vs.

Endurance (Fortitude), Short, Persist; The target takes a (suffocation) wound. The target also loses a standard action and takes a (suffocation) wound every other round until a successful Endurance (Fortitude) check (Diff 14).

Finger of Death (8th): Persuasion (Intimidate) Att +1/Phys +4, Long, Instant; The target takes 10 (necrotic) wounds. The target cannot heal damage until it makes a successful Endurance (Fortitude) check (Diff 20).

Component: enh Mask (2 sp); Choke (4th circle), Finger of Death (8th circle); 5 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 361 gp, 6 sp + major quest Consequences: The Choke power can be used once a scene. The Finger of Death power can be used once a day. If you use the Finger of Death power, you take a wound.

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Mask of Fire This charcoal mask alights with

supernatural flame when used. You gain a +4 bonus to Knowledge (Planar) skill checks concerning extraplanar fire with this item. Blazing Hands (1st): Knowledge (Planar) Att

+4/Phy +1, Close, Persist; You deal 1 (fire) wound to the target. Draw a card from the top of your deck and compare it to the difficulty to deal an extra (fire) wound. The target continues to burn, taking 1 (fire) wound every other round after the first until a successful Endurance (Physical) check (Diff 9).

Protection from Fire (3rd): Knowledge (Planar) Diff 15, Short, Scene; You ignore two (fire) wounds on each attack against you, and automatically make the Endurance check against any additional effect from the attack.

Control Fire (8th): Knowledge (Planar) Diff 21, Medium, Scene; You summon and control an area of fire a Medium distance across. You can inflame, suppress or animate the earth as you see fit. Altering the fire takes a standard action. If not commanded, it continues act in the same manner as it did last round.

Component: enh Mask (1 gp, 6 sp); Blazing Hands (1st circle), Protection from Energy (3rd), Control Fire (8th circle); 5 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 182 gp, 7 sp + major quest Consequences: The Protection from Fire power can be used once a scene. If you expend the Protection from Fire power, you can negate all (fire) wounds from a single attack. The Control Fire power can be used once a day. If you use the Control Fire power, you take a wound.

Mask of Medusa This ceramic mask depicts a hag-like

face surrounded with a wreath of snakes. You gain a +2 bonus to Persuasion (Intimidate) skill checks to frighten onlookers with this item. Petrifaction (6th): Persuasion (Intimidate) vs.

Endurance (Physical), Medium, Persist; The target takes 4 wounds and loses an action. The target loses a move action every round and takes 1 wound every other round until a successful Endurance (Physical) check (Diff 17). A target reduced to 0 wounds or less is turned to stone.

Component: rel Mask (2 sp); Petrifaction (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 180 gp, 2 sp + average quest Consequences: The Petrifaction power can be used once a scene.

Mask of Mischief This wooden mask seems to change

expression after one glances away. You gain a +4 bonus to Deception (Bluff) skill checks to demoralize others with this item. Arcane Disguise (1st): Deception (Bluff),

Personal, Persist; You can change your appearance and gain a +2 bonus to Deception (Disguise).

Major Creation (6th): Deception (Bluff) Diff 20, Short, Scene; You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Component: rel Mask (2 sp); Arcane Disguise (1st circle), Major Creation (6th circle); 4 esoteric components; Enchant time 1 month (Diff 24). Trade Value: 182 gp, 7 sp + major quest Consequences: The Arcane Disguise and Major Creation power can be used once a scene.

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Mask of the Skull This mask is fashioned from a skull.

You gain a +1 bonus to Spellcraft (Arcane) when casting Necromancy spells with this item. Animate Lesser Undead (1st): Spellcraft

(Arcane) Diff 12, Close, Persist; You animate a single skeleton or zombie to serve you until it is slain or the duration ends If you choose to increase the difficulty by +2, the skeleton zombie gains a +1 in Strength and Dexterity (max 5♠) OR you can summon one additional skeleton/zombie. See chapter 6 for stats.

Component: mwk Mask (2 sp); Animate Lesser Undead (1st circle); 2 esoteric components; Enchant time 4 hours (Diff 19). Trade Value: 10 gp, 2 sp + minor quest Consequences: The Telepathy power can be used once a scene.

Mask of Terror This black sackcloth hood has two

glowing slits for eyes. You gain a +2 bonus to Perception (Intimidate) skill checks to cow others with this item. Terror (4th): Perception (Intimidate) vs.

Endurance (Mental), Medium, Scene; The target drops any held item and moves away at full speed until it makes a successful Endurance (Mental) check (Diff 14).

Component: rel Mask (2 sp); Terror (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 80 gp, 2 sp + major quest Consequences: The Terror power can be used once a scene.

Mask, Radiant See Radiant Mask

Primeval Cloak This cloak seems to be made of leaves

and twigs. You gain a +1 bonus to Endurance (Mental) checks with this item. Primal Spell Deflection (3rd): Endurance

(Mental) Diff 15, Personal, Persist; You cannot be the target of a Spellcraft (Primal) skill check. This power does not take an action. You can use this power on an opponent’s turn.

Components: mwk Cloak (5 sp); Negate Skill (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 45 gp, 5 sp + minor quest Consequences: The Primal Spell Deflection power can be used once a scene. You can expend the power to negate a Primal spell that targets an area, if you are in the target area.

Radiant Mask This charcoal mask alights with

supernatural flame when used. You gain a +4 bonus to Knowledge (Religion) skill checks concerning religious treatises with this item. Bless (1st): Knowledge (Religion) Diff 12,

Close, Scene; Target gains a +1 bonus to a Skill of the user’s choice.

Divine Strike (3rd): Knowledge (Religion) Att +4/Phy +1, Short, Instant; The target takes 1 (radiant) wound

Control Fire (8th): Knowledge (Planar) Diff 21, Medium, Scene; You summon and control an area of fire a Medium distance across. You can inflame, suppress or animate the earth as you see fit. Altering the fire takes a standard action. If not commanded, it continues act in the same manner as it did last round.

Component: enh Mask (1 gp, 6 sp); Blazing Hands (1st circle), Protection from Energy (3rd), Control Fire (8th circle); 5 esoteric components; Enchant time 6 months (Diff 26). Trade Value: 182 gp, 7 sp + major quest Consequences: The Protection from Fire power can be used once a scene. If you expend the Protection from Fire power, you can negate all (fire) wounds from a single attack. The Control Fire power can be used once a day. If you use the Control Fire power, you take a wound.

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Robes of the Apprentice These robes (cloth armor) come in a

variety of colors and styles, but are usually marked with magical symbols of power and protection. You gain a +1 bonus to Armor (Unarmored) and Endurance (Mental) with this item. Augmented Spellcasting (1st): Knowledge

(Arcane) Diff 11, Personal, Persist; You gain a +1 bonus to Spellcraft (Arcane) skill checks.

Components: mwk Robes (20 gp); Augmented Spellcasting (1st circle); 1 esoteric component; Enchant time: 4 hours (Diff 19). Trade Value: 25 gp, 1 sp, 6 cp + minor quest

Robes of the Archmage These robes (cloth armor) come in a

variety of colors and styles, but are usually marked with magical symbols of power and protection. You gain a +3 bonus to Armor (Unarmored) and Endurance (Mental) checks with this item. Greater Spellcasting (7th): Knowledge

(Arcane) Diff 21, Personal, Scene; You gain a +4 bonus to Spellcraft (Arcane) skill checks. You also increase the difficulty of shaking off the effects of a persisted or scene-length spell by +4.

Components: aug Robes (80 gp); Greater Spellcasting (7th circle); 4 esoteric components; Enchant time: 3 months (Diff 25). Trade Value: 415 gp + major quest Consequences: You can use the Greater Spellcasting power once a day. If you use the Greater Spellcasting power, you take a wound.

Robes of the Astronomer These robes (cloth armor) are generally

midnight blue in color, covered with symbols of stars, comets and planets (with rings). You gain a +2 bonus to Knowledge (Arcane) checks with this item. Starlight Strike (3rd): Knowledge (Arcane) Att

+3/Phy +2, Medium, Persist; Target takes 2 (radiant) wounds. Target is blinded until it makes a successful Endurance (Physical) check (Diff 12). Undead take a -4 penalty to their Resolve against this attack.

Contact Other Realm (5th): Knowledge (Arcane) Diff 18, Personal, Instant; You can ask 3 questions to an entity from another plane. It will truthfully answer your question, with a one-word answer, to the best of its knowledge.

Components: rel Robes (40 gp); Energy Damage (Radiant) (3rd circle), Contact Other Realm (5th circle); 3 esoteric components; Enchant time: 2 weeks (Diff 23). Trade Value: 187 gp, 5 sp + average quest Consequences: You can use the Contact Other Realm power once a day.

Robes of Blending These robes (cloth armor) slowly shift

colors to match their surroundings. You gain a +1 bonus to Stealth (Hide) checks in natural surroundings with this item. Blending (1st): Stealth (Hide) Diff 14, Personal,

Persist; You cannot be detected by a Perception (Spot) check.

Components: mwk Robes (20 gp); Skill Denial (1st circle); 1 esoteric component; Enchant time: 4 hours (Diff 19). Trade Value: 25 gp, 1 sp, 6 cp + minor quest Consequences: The Blending power can be used once a scene. If you move faster than Slowed or make an attack, the Blending power instantly ends.

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Robe of Bones These robes (cloth armor) are actually

made from the tanned flesh of a living creature. You gain a +1 bonus to Spellcraft (Arcane) when casting Necromancy spells with this item. Summon Skeleton (1st): Spellcraft (Arcane)

Diff 11, Close, Persist; You create a single skeleton to serve you until it is slain or the duration ends. See chapter 6 for stats.

Components: mwk Robes (20 gp); Animate Lesser Undead (1st circle); 1 esoteric component; Enchant time: 4 hours (Diff 19). Trade Value: 25 gp, 1 sp, 6 cp + minor quest

Robes of Hypnotism These robes (cloth armor) flash with

entrancing colors and patterns. You gain a +2 bonus to Armor (Unarmored) and Endurance (Mental) checks with this item. Suggestion (5th): Persuasion (Seduce) vs.

Endurance (Mental), Short, Persist; The target is stunned (it loses all its actions). On your turn, instead of acting you control the target’s actions until it makes a successful Endurance (Mental) check (Diff 15).

Components: rel Robes (40 gp); Suggestion (5th circle); 3 esoteric components; Enchant time: 2 weeks (Diff 23). Trade Value: 165 gp + average quest Consequences: You can use the Suggestion power once a day.

Robes of Useful Items These robes (cloth armor) flash with

entrancing colors and patterns. You gain a +2 bonus to Armor (Unarmored) and Endurance (Mental) checks with this item. Major Creation (6th): Craft Diff 20, Short,

Scene; You create an object of nonliving, vegetable, non-precious mineral or animal matter (such as food, drink, wood, leather or iron) of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material.

Components: rel Robes (40 gp); Major Creation (6th circle); 4 esoteric components; Enchant time: 1 month (Diff 24). Trade Value: 220 gp + average quest Consequences: You can use the Major Creation power once a scene.

Robes of the Wizard These robes (cloth armor) come in a

variety of colors and styles, but are usually marked with magical symbols of power and protection. You gain a +2 bonus to Armor (Unarmored) and Endurance (Mental) checks with this item. Enhanced Spellcasting (4th): Knowledge

(Arcane) Diff 17, Personal, Persist; You gain a +3 bonus to Spellcraft (Arcane) skill checks.

Components: rel Robes (40 gp); Enhanced Spellcasting (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 22). Trade Value: 127 gp + average quest Consequences: You can use the Enhanced Spellcasting power once a scene.

Travelerùs Clothes These ordinary clothes seem to never be

affected by adversity. You gain a +1 bonus to Persuasion (Diplomacy) checks with this item. Fastidious (0th): Persuasion (Diplomacy) Diff

11, Personal, Instant; You wipe away any dampness, grime, filth or dirt from you clothes. Any tears or rips to the clothes are likewise instantly mended.

Formally Attired (1st): Persuasion (Diplomacy) Diff 12, Personal, Persist; You can change the style, color and appearance of your clothing as you desire, of a value up to 1 gp.

Component: mwk Suit [or dress] (3 sp); Legerdemain (0th circle), Arcane Disguise (1st circle); 1 esoteric components; Enchant time 1 day (Diff 20). Trade Value: 10 gp, 8 sp + minor quest Consequences: The Fastidious and Formally Attired power can be used once a scene.

Vestments of the Clergy These robes (cloth armor) come in a

variety of colors and styles, but are usually marked with sacred symbols of power and protection. It grants an additional +1 bonus to Resistance and Resolve. Channeled Spellcasting (4th): Knowledge

(Religion) Diff 17, Personal, Persist; You gain a +3 bonus to Spellcraft (Divine) skill checks.

Components: rel Robes (40 gp); Channeled Spellcasting (4th circle); 3 esoteric components; Enchant time: 1 week (Diff 22). Trade Value: 120 gp + average quest Consequences: You can use the Channeled Spellcasting power once a scene.

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MMuussiiccaall IItteemmss Musical Instruments

Type Cost Weight

Accordion Keyboard 3 sp 14 lbs. Bagpipes Wind 9 sp 8 lbs.

Zampogna Wind 9 gp 8 lbs. Chime Percussion 2 sp ½ lb Crumhorn Wind 2 gp 1 lb Drum

Snare Percussion 4 sp 10 lbs. Goblet Percussion 5 sp 2 lbs. Bass Percussion 1 gp 30 lbs. Slit Percussion 5 cp 3 lbs. Great Percussion 30 gp 400 lbs. Kettle/Timpani Percussion 5 gp 25 lbs. Hand Percussion 1 sp 2 lbs.

Dulcimer String 6 sp 5 lb Fiddle

Folk String 9 sp 1 lb. Gypsy String 7 sp 1 lb. Hurdy Gurdy String 7 gp 2 lbs. Rebec String 3 gp 1 lb. Violin String 7 gp 1 lb.

Flute Concert Wind 5 gp 1 lb. Dulcian Wind 3 gp 1 lb. Fife Wind 5 sp ½ lb. Fipple Wind 4 sp 1 lb. Nose Wind 5 sp 1 lb Hautboy Wind 3 gp 2 lb Ocinara Wind 2 gp 1 lb

Penny Wind 5 cp ½ lb Piccolo Wind 3 sp ½ lb

Recorder Wind 6 sp ½ lb Transverse Wind 5 sp ½ lb Vertical Wind 3 sp ½ lb

Gong Percussion 5+ sp 5+ lb. Harmonica Wind 5 sp ½ lb Harp

Small String 15 sp 10 lbs Medium String 10 gp 50 lbs Large String 25 gp 100 lbs Lyre String 1 gp 8 lbs.

Harpsicord String 50 gp 100 lbs. Horn

Hunting Wind 3 sp 1 lb Natural Wind 1 sp ½ lb Sackbut Wind 3 gp 5 lbs. Trumpet Wind 1 gp 2 lbs.

Lute 3 gp 3 lbs. Bandora String 2 gp 3 lbs. Cittern String 7 sp 5 lbs. Mandolin String 3 gp 3 lbs.

Organ Barrel Keyboard 5 gp 80 lbs. Bellows Keyboard 75 gp 200 lbs. Pipe Keyboard 100 gp 400 lbs.

Pipes 2 sp Bamboo Wind 5 sp 1 lb Drone Wind 5 lb Pan Wind 5 sp 3 lb Sheng Wind 1 gp 2 lbs.

Tambourine Percussion 3 cp ½ lb. Zither String 7 gp 3 lbs.

Accordion: An accordion is a bellows operated device that requires two hands to use. Most accordions have buttons to change the sound, but there are versions that are equipped with a piano-like keyboard to create an even greater range of tones. An accordion is considered a keyboard instrument.

Bagpipes: Bagpipes generally consist of a large cloth-covered bellow with several wooden pipes extending outward and away. The piper plays from a flute-like tube that inflates the bellows. A bagpipe is considered a wind instrument.

Bagpipes, Zampogna: This instrument consists of a pair of pipes attached to a bag-like bellows. The musician plays by blowing into a reeded pipe attached to the bellows and adjusts the tone with finger holes on the attached pipes. It is considered a wind instrument.

Bandora: A sort of long-necked guitar, the bandore has six to seven sets of double strings. A bandore is considered a string instrument.

Chime: Usually a set of hollow tubes made of brass or bronze, chimes are usually tied at one end and allowed to hang downward. The chimes are struck soundly to sound various notes. A chime is considered a percussion instrument.

Cittern: A popular precursor to the guitar, it has four sets of double strings. It is considered a string instrument.

Cornetto: This long, slightly curved instrument is dotted with finger holes. It is considered a wind instrument.

Crumhorn: A crumhorn is a thin, long, curved horn that makes a sort of buzzing tone. It is considered a wind instrument.

Drum, Snare: A snare drum is a small cylinder capped on one or both ends with a stretched leather face. It is usually worn on a strap. It is generally played with a pair of wooden batons. It is considered a percussion instrument.

Drum, Goblet: This includes a wide variety of goblet or inverted goblet-like shaped vessels topped with a head of stretched leather, often with an open bottom. They are generally struck by hand when played. It is considered a percussion instrument.

Drum, Slit: Usually made of hallowed wood, a slit drum has a long, rectangular slit in it. It is usually struck by hand, but wooden batons may be used to create sharper notes. It is considered a percussion instrument.

Drum, Bass: These large cylinders are often made of wood with a stretched leather face.

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Though they tend to have large faces, they are generally shallow and often have an open bottom. They are struck by heavy wooden batons to create a deep, thrumming sound. It is considered a percussion instrument.

Drum, Great: This massive wooden cylinder is generally as large as a man and has a face made of stretched leather on each end. A single individual can play one side of the drum, generally allowing two individuals to play at one time. These drums are generally immobile and are often used in temples or as long range signaling/communication devices. It is considered a percussion instrument.

Dulcian: This wooden instrument features a double reed and a folded conical bore, and was the predecessor to the bassoon. It is considered a wind instrument.

Dulcimer: This instrument has a trapezoidal wooden base atop which is set many pairs of strings. It is played by striking it with small wooden or metal hammers. It is considered a string instrument.

Fiddle: This instrument is small enough to be held in one hand, usually with the base held under the chin. It is either plucked or played with a bow. It is considered a string instrument.

Fife: This transverse wooden instrument has a loud, shrill sound. It is considered a wind instrument.

Flute, Concert: This transverse flute is generally made of brass with an embouchure hole at one end and a key mechanisms to open and close various holes along its length. It is considered a wind instrument.

Flute, Fipple: These musical instruments are held vertically and have a mouthpiece designed to constrict and direct airflow. They generally have multiple finger holes along their length. It is considered a wind instrument.

Flute, Nose: This end-blown flute is made of wood and has a narrow tip that is actually inserted into the nose. It is considered a wind instrument.

Flute, Penny: This short, end-blown flute is made of copper or brass and produces a high-pitched sound. It is considered a wind instrument.

Flute, Transverse: These musical instruments are held horizontally and range in length from as small as a forearm to as tall as a man and are generally made of wood. They use an embouchure hole and finger-controlled holes

along its length to sound various notes. It is considered a wind instrument.

Flute, Vertical: These musical instruments are held vertically and are generally made of wood. They tend to have a conical blow hole and multiple finger holes along their length. It is considered a wind instrument.

Gong: This musical instrument consists of a brass plate that is struck with a wooden or metal hammer. It is considered a percussion instrument.

Harmonica: This hand-sized instrument consists of a wooden core sandwiched between two metal plates. The musician blows in one side while covering the back end with his hand to produce various notes. It is considered a wind instrument.

Harp, Small: This stringed instrument is usually cradled across the chest while played with one or both hands. It is considered a string instrument.

Harp, Medium: This stringed instrument is usually placed in the lap and played with both hands. It is considered a string instrument.

Harp, Large: This stringed instrument must be placed on the floor and is played with both hands. It is considered a string instrument.

Harp, Lyre: This string instrument is usually laid across the chest and played with both hands. It generally has fewer strings than most other harps. It is considered a string instrument.

Harpsicord: This instrument consists of a cabinet with a row of ivory keys. Playing the keys causes wooden hammers to strike strings within the cabinet. It is normally played from a seated position. It is considered a keyboard instrument.

Horn, Hunting: This instrument is a small metal horn normally used to sound during hunts, but which can be played by a skilled musician. It is considered a wind instrument.

Horn, Natural: This instrument is made from animal horn, such as a ram’s or bull. It is considered a wind instrument.

Horn, Sackbut: This brass horn is notable for its long tubular length, which may or may not be adjustable to raise or lower the pitch of the notes played. It is considered a wind instrument.

Horn, Trumpet: This horn consists of a short, looping length of brass tubing. It may or may not have finger pipers to adjust the tone of the notes that are played. It is considered a wind instrument.

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Lute: This instrument is the forbearer of the guitar and consists of a wide, hollowed wooden body with a long neck that is strung with several strings. It is considered a string instrument.

Lute, Bandora: This instrument is a long-necked plucked instrument similar to the cittern. It is considered a string instrument.

Lute, Cittern: This flat-backed string instrument has a long neck and 8-10 metal strings. It is considered a string instrument.

Lute, Mandolin: This gut-stringed, long necked musical instrument has six double courses of strings and a hollowed sound board. It is considered a string instrument.

Organ, Barrel: This instrument consists of a bank of bellows and one or marks of pipes. Manually played barrel organs have a keyboard, but many are automated to play specific pieces of music by the turn of a crank. It is considered a keyboard instrument.

Organ, Bellows: This instrument consists of a wooden cabinet with an enclosed bellows and several banks of pipes. The operator pumps the bellows with his feet while sounding the pipes via a keyboard attached to the cabinet. It is considered a keyboard instrument.

Organ, Pipe: This instrument resembles a bellows organ, but has some sort of clockwork or otherwise automated method to operate the bellows, leaving the operator free to concentrate on playing the keyboard(s). It is considered a keyboard instrument.

Pipe, Drone: This wooden instrument creates a low, thrumming sounds. It lacks finger holes and its tone is changed by altering the lips while blowing into the instrument. It is considered a wind instrument.

Pipe, Pan: This wooden instrument consists of several hollow tubes strapped together of varying length. It lacks finger holes and is played by varying which pipes are played. It is considered a wind instrument.

Pipe, Sheng: This is a mouth-blown free reed instrument consisting of several lengths of pipe. It is considered a wind instrument.

Tambourine: This is a piece of leather stretched over a wooden hoop. Metal or bone rings are also affixed all along the side of the hoop. It is normally played by tapping with the corner of the palm or shaking it. It is considered a percussion instrument.

Zither: This is a wooden sounding board with multiple sets of strings. It is normally laid in the lap and strummed. It is considered a string instrument.

Keyboard of Joy This keyboard instrument is decorated

with scenes of prancing satyrs, cherubs and other happy creatures. You gain a +1 bonus to Perform (Keyboard) skill checks with this item. Joy (3rd): Perform (Percussion) vs. Endurance

(Mental), Short, Persist; Target loses an action until it makes a successful Endurance (Mental) skill check.

Component: mwk Accordion (3 gp); Skill Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 48 gp + minor quest

Bagpipes of Doom This bagpipe unleashes haunting

supernatural notes. You gain a +1 bonus to Perform (Percussion) skill checks with this item. Curse (3rd): Perform (Percussion) vs. Endurance (Mental), Close, Persist; The target gains a consequence of the caster’s choice (for examples, see the Races and Profession chapters). Each round, the target must make a Presence check (Diff 12). If the target fails it suffers the consequence applied to it. Component: mwk Bagpipes (9 gp); Curse (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 54 gp + minor quest

Drum of Panic This wooden drum has a head made of

stretched human skin. You gain a +1 bonus to Perform (Percussion) skill checks with this item. Terror (3rd): Persuasion (Intimidate) vs. Endurance (Mental), Short, Persist; Target takes a wound. Target takes a -2 penalty to all skill checks until a successful Endurance (Mental) check (Diff 12). Component: mwk Drum (varies); Skill Penalty (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Drum cost + 45 gp + minor quest

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Drums of War These snare drums are covered with

bas-relief images of battle. It grants a +2 bonus to Perform (Percussion) checks with this item. Call to Arms (4th): Persuasion (Intimidate) Diff

17, Medium, Persist; Up to 4 targets are treated as having at least Rank 0 in a Weapon Group skill of the caster’s choice. Further, the target gains a +2 bonus to the Weapon Group.

Component: rel Drums (varies); Call to Arms (4th level); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: rel Drum cost + 80 gp + average quest Consequences: The Call to Arms power can be used once a scene.

Flute of Enchantment This sweet-sounding flute can play

supernaturally mesmerizing music. You gain a +1 bonus to Perform (Wind) skill checks with this item. Minor Suggestion (3rd): Perform (Wind) vs. Endurance (Mental), Short, Persist; Target performs suggested action until it makes a successful Endurance (Mental) check (Diff 13). Component: mwk Flute (varies), Minor Suggestion (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Wind instrument cost + 45 gp + minor quest

Gong of Pain When struck, this simple bronze gong

causes pain. You gain a +1 bonus to Perform (Percussion) skill checks with this item. Sonic Strike (3rd): Perform (Percussion) Att +3/Phy +2, Short, Persist; Up to 2 targets take 1 (sonic) wounds. Targets are deafened until they make a successful Endurance (Physical) check (Diff 12). Component: mwk Gong (1 gp), Cause Pain (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 46 gp + minor quest

Harp of Lullabies When plucked, this harp sounds sleep-

inducing notes. You gain a +1 bonus to Perform (Strings) skill checks with this item. Mass Sleep (4th): Perform (Strings) vs. Endurance (Fortitude), Medium, Persist; Up to 3 targets take a -3 penalty to Dexterity. The target takes an additional -1 penalty to Dexterity until a successful Endurance (Fortitude) check (Diff 14). If the target’s Dexterity drops to 0 or less, it falls unconscious. Component: rel Harp (varies), Mass Sleep (4th circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: 80 gp + minor quest

Harpsicord of Discord When played, this odd harpsichord

produces odd, discordant notes. You gain a +2 bonus to Perform (Keyboard) skill checks with this item. Chaos (4th): Perform (Keyboard) vs. Endurance (Fortitude), Medium, Persist; Up to 4 targets cannot play cards from their hand and must instead draw cards from the top of their deck to resolve actions. The targets are affected until they make a successful Endurance (Fortitude) check (Diff 14). Component: rel Harpsicord (1,000 gp), Chaos (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 130 gp + minor quest Consequences: The Chaos power can be used once per scene. You can expend the spell to cause the targets to draw two cards and use the lower card to resolve their action.

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Harpsicord of Harmony When played, this beautiful harpsichord

produces harmonious, pleasing notes. You gain a +2 bonus to Perform (Keyboard) skill checks with this item. Inner Harmony (4th): Perform (Keyboard) Diff 17, Medium, Persist; Target gains a special hand of 2 cards. When making a skill check or an opponent attempts a skill check against target, the target may use the card from the special hand instead of drawing or playing a card. Cards played from this special hand are not replaced. Component: rel Harpsicord (1,000 gp), Extra Card (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: 130 gp + minor quest Consequences: The Inner Harmony power can be used once per scene.

Horn of Blasting When sounded, this wind instrument

thrums with power. You gain a +1 bonus to Perform (Wind) skill checks with this item. Sonic Blast (3rd): Perform (Wind) Att +3/Phy +2, Short, Persist; Target takes 2 (sonic) wounds. Targets are deafened until they make a successful Endurance (Physical) check (Diff 12). Component: mwk Horn (varies), Sonic Damage (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Wind instrument + 45 gp + minor quest

Horn of the Hunt When sounded, this wind instrument

thrums with power. You gain a +1 bonus to Perform (Wind) skill checks with this item. Locate (2nd): Perform (Wind) Diff 14, Long, Persist; Choose one object or creature within range when this spell is cast. You are treated as having at least Survival (Track) Rank 0 and gain a +2 bonus to track the target. The target is considered to have left a fresh, magical trail only you can see. Component: mwk Horn (varies), Locate (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: mwk Wind instrument + 20 gp + minor quest

Horn of War This wind instrument is etched with

eldritch runes of strength and power. It grants a +2 bonus to Perform (Wind) skill checks. Summon Fourth Circle Creature (4th): Perform (Wind) Diff 17, Close, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Component: rel Horn (varies); Summon Fourth Circle Creature (4th level); 3 esoteric components; Enchant time 1 week (Diff 22) Trade Value: rel Horn + 80 gp + average quest Consequences: The Summon Fourth Circle Creature power can be used once a scene.

Lute of Heroics

When sounded, this wind instrument thrums with power. You gain a +1 bonus to Perform (Wind) skill checks with this item. Strength of Heroes (2nd): Perform (Wind) Diff 14, Short, Scene; The target is treated as having at least Rank 0 in a Weapon Group skill of the caster’s choice. Further, the target gains a +2 bonus to the Weapon Group. Component: mwk Lute (varies), Strength of Heroes (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: mwk Lute + 20 gp + minor quest Consequences: This spell can be cast once a scene.

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Lute of Building This string instrument is decorated with

motifs of brick and wooden constructions. You gain a +2 bonus to Perform (Strings) skill checks with this item. Major Creation (6th): Perform (Strings) Diff 20, Short, Scene; You create an object of stone or brick of up to 6 cubic feet in size. You must make a Craft skill check to shape the item into anything more than raw material. Component: rel Lute (varies); Major Creation (3rd circle); 4 esoteric components; Enchant time 1 month (Diff 24) Trade Value: rel Lute + 185 gp + average quest Consequences: The Major Creation power can be used once a scene.

Lute of Charming This stringed instrument produces a

mesmerizing melody. You gain a +1 bonus to Perform (Wind) skill checks with this item. Charming Tune (1st): Perform (Wind) Diff 14, Long, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards in all other ways. Component: mwk Lute (varies), Locate (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: mwk Lute + 20 gp + minor quest

Pipes of Command These pipes are ringed in gold and

silver. It grants a +2 bonus to Perform (Wind) skill checks. Suggestion (5th): Perform (Wind) vs. Endurance (Mental), Close, Persist; The target is stunned (it loses all its actions). On your turn, instead of acting you control the target’s actions until it makes a successful Endurance (Mental) check (Diff 15). Component: rel Pipes (varies); Suggestion (5th level); 3 esoteric components; Enchant time 2 weeks (Diff 23) Trade Value: rel Horn + 125 gp + average quest Consequences: The Suggestion power can be used once a scene.

Pipes of Haunting These pipes produce a phantasmal and

haunting tune. You gain a +1 bonus to Perform (Wind) skill checks with this item. Phantasmal Image (1st): Perform (Wind) varies, Close, Persist; You create an illusion that affects sight. The difficulty to pierce the illusion with a Perception check is equal to the difficulty of the spell. Component: mwk Pipes (varies); Illusion (1st); 1 esoteric components; Enchant time 4 hours (Diff 19). Trade Value: mwk Pipes + 5 gp + minor quest

Pipes of the Sewer When sounded, this wind instrument

thrums with power. You gain a +1 bonus to Perform (Wind) skill checks with this item. Summon Rat Swarm (2nd): Perform (Wind) Diff 14, Long, Persist; You summon a rat swarm. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Component: mwk Pipes (varies), Summon Second Circle Creature (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: mwk Pipes + 20 gp + minor quest

One-man Band This instrument is capable of producing

the sounds of a full orchestra or band. You gain a +1 bonus to Perform skill checks with this item. Orchestra (2nd): Perform Diff 14, Personal, Scene; You can create any piece of music or sound you desire. Component: mwk Musical instrument (varies), Sound (2nd circle); 2 esoteric components; Enchant time 1 day (Diff 20). Trade Value: mwk Musical instrument + 20 gp + minor quest

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Self-playing Instrument This instrument is capable of playing by

itself, leaving it’s owner free to perform other actions. You gain a +1 bonus to Perform skill checks with this item. Animated Instrument (4th): Perform Diff 17, Personal, Scene; You can make perform skills checks or maneuvers with the instrument as a free action. Components: rel Musical instrument (varies), Extra Action (4th circle); 3 esoteric components; Enchant time 1 week (Diff 22). Trade Value: rel Musical instrument + 80 gp + average quest.

Whistle of Silent Summons This whistle produces a single shrill

note heard only by certain creatures that are the target of its call. You gain a +1 bonus to Perform (Wind) skill checks with this item. Summon Third Circle Creature (3rd): Perform (Wind) Diff 15, Short, Persist; You summon a creature to obey your commands. The creature lasts until destroyed or the spell expires. See chapter 6 for stats. Components: mwk Whistle (varies), Summon Third Circle Creature (3rd circle); 2 esoteric components; Enchant time 3 days (Diff 21). Trade Value: mwk Whistle (varies) + 45 gp + minor quest.

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LLeeggaaccyy IItteemmss Legacy items are a special type of

magical item that is closely tied to a character. They are a “defining” item that grows in powers and abilities with the character who utilizes them.

A legacy item often has a storied history spanning back several generations. In rarer cases, it may be an item destined to become a great item in its owner’s hands.

Creating Legacy Items

Legacy items are of Superior item quality, but they reveal their secrets slowly, appearing at first to be no more than Masterwork quality items. Legacy items are never traded or sold, though they may pass from one worthy individual to another, be found secreted away and forgotten, or be seized as prizes of conquest.

Legacy items cannot be created with mortal magics; their creation is by the force of legend – and some believe that supernatural forces (such as dragons, demons, genies or deities) may be involved in their creation. At the very least, 10th circle magic is involved in their creation, and the GM must make any such details of their creation up for himself. Advancing Legacy Items Legacy items cost XP to reveal their powers. Once you have attuned yourself for 24 hours, you unlock the lowest Rank/Spell power the item has as a once per day ability. If you expend 5 XP on the item, you gain it’s Rank 1/0th-1st circle power as a normal ability (limited as stated in the power’s description). As you spend additional XP, you unlock the item’s higher powers. You must activate a lower rank maneuver or circle of spell before you activate the next higher ability. Thus, to activate a Rank 5 ability, you must spend a total of 120 XP on the item.

XP Maneuver Spell 5 Rank 1 0th-1st circle 10 Rank 2 2nd-3rd circle 15 Rank 3 4th-5th circle 30 Rank 4 6th-7th circle 60 Rank 5 8th-9th circle

The owner cannot advance the item

beyond their own skill rank in the associated skill with using the item. For weapons, this is

the Weapon skill associated with using the item. For armor, this is the Armor skill associated with using the item. For rods, staves, wands or jewelry the Spellcraft skill is used. Generally potions or scrolls cannot be made into legacy items.

If, for some reason a legacy item falls into the hands of another person, they can generally cannot use any of the abilities, though it is treated as a masterwork or better item. If the individual is willing to expend the appropriate XP, they can use the more powerful ability of the item.

The game master can choose to allow certain other PCs or NPCs to spend XP towards being able to use a legacy item. In some cases, they may even be able to activate alternate powers.

Legacy Item Skill Bonuses

Each legacy item grants a magic +1 bonus to one skill check. Each time a new power or spell is opened up, the item grants an additional +1 bonus to the skill check, up to a +5 skill bonus. Note that this skill bonus is only available to a person attuned to the item; in the hands of any other individual the item is of masterwork quality but does not grant its magical skill bonus to the wielder.

Legacy Item Charges

A legacy item has 25 charges when fully charged. The use of any one of its powers expends 1 charge. When expended of all charges, the legacy item still grants a skill bonus, but none of its powers can be activated. Each legacy item possesses a unique way to recharge itself.

Drawbacks

Each legacy items has a unique drawback that represents the item’s unique flavor – almost as if it were alive. This drawback usually requires a Presence check when triggered and cannot be bought off with experience; as long as the item is in existence and bonded to an individual, that person will be prone to the item’s drawback.

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Armor of Invulnerability Almost a thousand years ago, a unnamed pious hero dared to face the dragon lord Derethjegor in nothing more than a robe and a blue silk vest. However, he was armed with the faith of the gods. Because of his great faith, his vest was empowered to reflect any and all attacks of the dragon lord back upon himself. Thus, without lifting a finger to strike, the hero caused the dragon lord to destroy himself, though he himself vanished in the final strike, leaving only behind the enchanted vest. Vest (Minimal); +1 bonus to Armor (Minimal); +5 Evade, +0 Armor, +0 Endurance (Physical) Recharge: 1 charge/day without conflict Absorb Strike (R1): Armor (Minimal) Diff 11,

Personal, Instant; You gain a bonus to Evade equal to the item’s skill bonus. This power takes no action and can be used on an opponent’s turn. Consequences: 1x/scene.

Deflect Blow (R2): Armor (Minimal) Diff 14, Personal, Scene; You gain a +2 bonus to Evade skill checks. Consequences: 1x/scene. You can expend the maneuver to make an attack miss.

Dull Blow (R3): Armor (Minimal) Diff 17, Personal, Persist; You take 1 less wound from “♦” weapons. Consequences: 1x/scene.

Invulnerability (R4): Armor (Minimal) Diff 20, Personal, Persist; You take 2 less wounds from attacks that target your Armor. Consequences: 1x/day. You can expend the maneuver to negate all damage from a single attack.

Reverse Attack (R5): Armor (Minimal) Diff 23, Personal, Instant; A successful attack against you does no harm, and the attacker takes 5 wounds. You can use this maneuver on an opponent’s turn. It does not take an action. Consequences: 1x/day.

Drawback: Once per scene, in which the wearer of the Armor of Invulnerability causes a wound to another individual, the GM may require the character to make a Presence check (Diff 15 + drawn card). This check takes no action. If failed, the Armor loses a charge.

Black Neptune Said to be made from blackened coral

from the darkest depths of the sea, this trident grants dark powers to those willing to plumb its secrets - but it is a treacherous weapon, sometimes even to its own user. Trident: +1 bonus to Weapon Group (Spear); Att +2♥/Dam +3♥; +draw card Recharge: 1 charge/hour of immersion in fouled water. Obscuring Mist (1st): Weapon Group (Spear) Diff 12,

Close, Persist; You create a cloud that hampers vision at the selected distance. Targets in the cloud gain a +1 bonus to Defense and a +2 bonus to Stealth (Hide). Consequences: 1x/scene

Entangle (R2): Make an attack. On a hit, target takes a wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). The target is immobilized until it gets free. If you persist this maneuver on an opponent who has not gotten free, you deal a wound.

Spear Specialization (R3): When using Black Neptune, treat “♦” cards drawn for attack or damage as having the “♠” suit. You can use this maneuver with any card. This maneuver does not take an action.

Betrayal (R4): Weapon Group (Spear) vs. Endurance (Mental) skill check. On a success, you can cause the target to attack another target of your choice. The target continues to attack until the target makes a successful Endurance (Mental) check (Diff 17). Consequences: 1x/day.

Word of Power (8th): Weapon Group (Spear) vs. Endurance (Mental), Long, Scene; Up to 5 targets takes 5 (acid, cold, electricity, fire, necrotic OR poison) wounds. The target loses a standard action each round and is blinded until a successful Endurance (Fortitude) check (Diff 18). Based on the type of damage, the target also takes the following effect. Consequences: You take a wound. 1x/day.

Acid: Target takes 1 (acid) wound every other round until successful Armor skill check (Diff 18).

Cold: Target is slowed until successful Endurance (Physical) check (Diff 18).

Necrotic: Target cannot heal until a successful Endurance (Physical) check (Diff 18).

Poison: Target takes 1 (poison) wound every other round until successful Endurance (Fortitude) check (Diff 18).

Sonic: Target is deafened until successful Endurance (Physical) check (Diff 18).

Drawback: Once per scene, when Black Neptune’s powers are activated, the GM can require a Presence check (Diff 15 + drawn card). This check takes no action. If failed, you become the target of the power.

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Bloodforge In the dark ages of the world, a powerful necromancer fashioned a horrid anvil from the petrified bones of an unknown creature. With unholy rites, the necromancer imbued the forge with magical power stolen from the blood of its victims. Anvil; +1 bonus to Spellcraft (Arcane); You can pay 1 cumulative wound from yourself or a victim whose blood you spill to activate a power of the Blood Anvil, even if the power has already been used in the same scene. Recharge: 1 charge/wound spilled on the anvil Spell Affinity (R1): Spellcraft (Arcane) Diff 11,

Personal, Instant; You apply a penalty equal to your Spellcraft (Arcane) ranks to the target’s attempts to shake off a spell’s persisted effects with a successful Endurance check. This maneuver does not count as an action. You can use other maneuvers in the round. Consequences: 1x/scene.

Spell Recognition (R2): Spellcraft (Arcane) Diff 14, Personal, Persist; You gain a +2 bonus to Knowledge (Arcane) checks. This maneuver does not count as an action. You can use another maneuver in the same round.

Extend Spell (R3): Spellcraft (Arcane) Diff 17, Personal, Persist; Arcane spells you cast with a Persist duration instead have a Scene duration. This maneuver has no effect on spells that are already in effect. Consequences: 1x/scene

Quicken Spell (R4): Spellcraft (Arcane) Diff 20, Personal, Persist; You can cast one First Tier (1st-3rd circle) spell a round as if it did not take an action. Consequences: 1x/day.

Payment of Blood (R5): Spellcraft (Arcane) Diff 23, Personal, Persist; Choose a target that is stunned, unconscious or otherwise restrained on the Bloodforge. Any spells you cast that deal wounds to you instead deal wounds to the target. If the target has insufficient wounds, you pay any remainder. Consequences: 1x/day.

Consequences: Up to once per day, if you do not sacrifice at least 1 wound to the bloodforge, the GM can require you to make a Presence check (Diff 15 + drawn card). This check takes no action, but cannot be performed more than once per round. If you fail the check, you take 1 wound every other round until you make the Presence check.

Bones of the Liche Lord In ancient days, a powerful wizard build

an empire with his dark magic. At the height of his power, a band of stalwart heroes confronted him and tricked him into destroying himself with his own magic. All that remained was his charred skeleton. Unfortunately, the remains will still imbued with a malevolent intelligence and power. Over the ages, other wizards have discovered that by replacing their own bones with the liche lord’s remains gain great power, but risk domination by the liche lord’s original spirit. Skeleton (Minimal Armor): +1 bonus to Armor (Minimal); +3 Evade, +1 Armor (Minimal), +1 Endurance (Physical) Recharge: 1 charge/successful (non-trivial) Knowledge (Arcane) skill check Grave Touch (1st) [Hand]: Armor (Minimal) Att

+4/Dam +1, Touch, Persist; The target takes 1 (necrotic) wound + draw card for extra (necrotic) wound. Target cannot heal until it makes a successful Endurance (Fortitude) check (Diff 11).

Spirit Shroud (2nd) [Arm]: Armor (Minimal) Diff 14, Personal, Instant; You gain 1 temporary wound.

Animate Greater Undead (4th) [Leg]: You animate a single ghoul to serve you until it is slain or the scene ends. If you choose to increase the difficulty by +2, the ghoul gains a +1 bonus in each primary stat. See chapter 6 for stats. Consequences: 1x/scene.

Cage (7th) [Ribcage]: Armor (Minimal) Att +1/Dam +4, Long, Scene; The target is immobilized and cannot attack non-adjacent targets until it makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 18). Consequences: You take a wound. 1x/day.

Desiccate (9th) [Skull]: Armor (Minimal) vs. Endurance (Mental), Medium, Persist; Target takes 5 (necrotic) wounds. Target continues to take 1 (necrotic) wound every other round and cannot heal wounds until a successful Endurance (Fortitude) check (Diff 18). If the target is reduced to 0 wounds or less, it animates as a zombie (as if casting Animate Zombie at +8 Diff). Consequences: You take a wound. 1x/day.

Drawback: Up to once per scene, when you use any of the powers of the skeleton, the GM can require you to make a Presence check (Diff 15 + drawn card). This check takes no action, but cannot be performed more than once per round. If you fail, the spirit of the Liche Lord becomes dominant and controls your actions until you make a successful Presence check or the scene ends.

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Halberd of the Dire Woods Once the prized weapon of a king’s

champion, it was lost when the kingdom was felled by a powerful curse. The weapon continued to protect the ruins of the fallen kingdom, until the very ruins were swallowed by a cursed forest. Halberd: +1 bonus to Weapon Group (Polearm); Att +1/Dam +4 (+1 wound; Crit Ace) Recharge: 1 charge/successful Evade skill check. Polearm Focus (R1): When using the Halberd

of the Dire Woods, you treat “♦” cards as “♠”. This maneuver does not count as an action. You can use another maneuver in the same round.

Aggravated Wound (R2): Persist; Make a weapon attack. On a hit, the target takes a wound. Target also takes a +2 penalty to the difficulty of their actions until the target makes a successful Endurance (Fortitude) check (Diff 11).

Polearm Specialization (R3): When using the Halberd of Dire Woods, treat “♣” as “♠”. You can use this maneuver with any card. This maneuver does not count as an action. You can use another maneuver in the same round.

Warding Parry (R4): Weapon group (Polearm) Diff 17, Personal, Persist; On a success, you take 2 less wounds from “♣” weapons. Consequences: 1x/day.

Polearm Mastery (R5): When using the Halberd of the Dire Woods, treat “♥” as “♠”. You also deal +1 wound on a hit. This maneuver does not count as an action. You can use another maneuver in the same round.

Drawback: Up to once per scene, when engaged in combat, the GM can require you to make a Presence check (Diff 15 + drawn card). This check takes no action. If you fail the check, reinforcements for the opponent’s side arrive the next round.

Hellhammer In the great Dark Age, a mighty paladin

fell to his own hubris and became a powerful, demonic lord of darkness. In the end, he was defeated by own blade, shattered in his fall and remade by a hero who brought him low. Since that time, this blade has been passed down by religious orders from champion to champion, with the blade being a stark reminder of the price of hubris. Bastard Sword: +1 bonus to Weapon Group (Blade); Att +2/Dam +3 (+draw card; Ace) Recharge: 1 uninterrupted hour of prayer/charge. Sanctuary (1st): Weapon Group (Blade) vs.

Endurance (Mental), Short, Persist; Up to 2 targets fail to notice you until the target makes a successful Endurance (Mental) check (Diff 11). Consequences: 1x/day.

Aid (2nd): Weapon Group (Blade), Touch, Scene; Target gains 1 temporary wound. Any damage the target takes is removed from this temporary wound first.

Critical Strike (R3): Make a weapon attack. On a success, the target takes 4 wounds. Consequences: 1x/scene.

Divine Forbiddance (6th): Weapon Group (Blade) Diff 20, Close, Day; You create a Short area across where those who don’t match your religious persuasion cannot enter or pass through without first making a successful Knowledge (Religion) check (Diff 17). If a creature attempts to pass and fails, it takes 1 (radiant) wound, plus one additional (radiant) wound every other round until it makes a successful Endurance (Physical) check (Diff 17). Consequences: 1x/day.

Invulnerability (8th): Weapon Group (Blade) Diff 21, Touch, Scene; You ignore 5 wounds from any attack. You are still vulnerable to non-wound effects. Consequences: You take a wound. 1x/day. You may expend the spell to ignore all wounds from a single attack.

Drawback: Up to once per scene, when negotiating with normally hostile forces, the GM can require you to make a Presence check (Diff 15 + drawn card). This check takes no action, but cannot be performed more than once per round. If you fail the check, you draw this weapon and attack immediately until you are victorious or you make the Presence check.

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Jeweled Crown of Kings The ancient Dark Age ended with the

ascension of a powerful warlord, who united many kingdoms together to create a unified empire that dominated most of the known world. Unfortunately, at his passing, none of his successors proved powerful enough to maintain the empire – save one individual who made a crown from the very skull of the original warlord. Crown: +1 bonus to Knowledge (Nobility) Recharge: 1 charge/day per follower Spur (R1): Knowledge (Nobility) Diff 11,

Personal, Instant; On a success, you gain a bonus to one subskill check equal to the item’s skill bonus.

Air of Command (R2): Knowledge (Nobility) Diff 14, Personal, Persist; On a success, gain a +2 bonus to Persuasion skill checks.

Noble’s Command (R3): Knowledge (Nobility) vs. Endurance (Mental), Medium, Persist; On a success, the target will act on verbal commands you give as if you were a trusted leader until it makes a successful Endurance (Mental) check (Diff 14). Consequences: 1x/scene. If target is harmed, power ends immediately.

Advice of the Emperor (R4): Knowledge (Nobility) Diff 20, Personal, Instant; On a success, the GM must truthfully answer one question of your choice. Consequences: You take 1 (necrotic) wound. 1x/day.

Epic (R5): You add a “♣”, “♦”, “♥” and “♠” Ace and two Jokers to your personal deck. This maneuver does not take an action and can be used in the same turn with other maneuvers.

Drawback: Up to once per scene, when you use any power of the crown (including an Ace or Joker from your personal deck), the GM may require you to make a Presence check (Diff 15 + drawn card). This check takes no action but cannot be performed more than once per round. On a failure, you are dominated by the spirit of the Emperor until the end of the scene or you make a successful Presence check.

Longbow of the Archist In an ancient age an order of archers

created a series of bows that would match their superior skills. As time passed, enemies of the archers destroyed the order and their bows, until one remained. Bereft of its true owner, the bow has passed from individual to individual. Longbow: +1 bonus to Weapon Group (Bow); Att +2♠/Dam +3♠ Recharge: 1 charge/Ace drawn or played to hit or damage. Ranged Weapon Style (R1): You can use the

Longbow of Archist in melee combat without opening yourself up to attack by adjacent enemies. This maneuver takes no action. You can use other maneuvers in the same round.

Devastating Strike (R2): Make an attack. On a success, the target takes 3 wounds.

Coiled Jump (R3): Weapon Group (Bow) Diff 17, Instant; On a success, you Jump a distance equal to your base Movement rate. This movement does not count as part of your move action for the round. Consequences: 1x/scene.

Confounding Defense (R4): Weapon Group (Bow) Diff 20, Personal, Persist; On a success, you gain a +4 bonus to Weapon Group checks and gain a +4 bonus to Evade skill checks. Consequences: 1x/day.

Bow Mastery (R5): When using bows, you treat “♣” cards drawn for attack or damage as having the “♦” suit. Also, your bow attacks deal +1 wound on a hit. This maneuver does not count as an action. You can use another maneuver in the same round.

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Orb of Dragonkind At the height of the ancient Dragon

War, a coalition of races built a powerful artifact they hoped would turn the tide in their favor by granting them control over enemy dragons. Orb: +1 bonus to Persuasion (Diplomacy) Recharge: 1 charge/wound caused to a dragon Dragon Charm (1st): Persuasion (Diplomacy)

vs. Endurance (Mental), Short, Persist; A non-hostile target becomes a trusted ally. The charmed target will not fight for you, but will be helpful towards you in all other ways. Consequences: 1x/scene. If you harm the target, the spell is broken.

Protection from Energy (3rd): Persuasion (Diplomacy) Diff 15, Short, Scene; Choose an energy type – acid, cold, electricity, fire, force, necrotic or radiant. The target ignores two wounds from the chosen element on each attack against them, and automatically makes the Endurance check against any additional effect from the attack. Consequences: 1x/scene. The target may expend the spell to ignore all wounds from a single energy attack that he is protected from.

Persuasion Skill Mastery (5th): Persuasion (Diplomacy) Diff 18, Medium, Scene; Target gains +5 bonus to Persuasion (Diplomacy). Consequences: 1x/scene.

Cage (7th): Persuasion (Diplomacy) Att +1/Dam +4, Long, Scene; The target is immobilized and cannot attack non-adjacent targets until it makes a successful Athletics (Lift) or Acrobatics (Escape) skill check (Diff 18). Consequences: You take a wound. 1x/day.

Dominate (9th): Persuasion (Diplomacy) vs. Endurance (Mental), Long, Persist; The target loses its actions on its turn until it makes a successful Endurance (Mental) check (Diff 22). On your turn, instead of acting you can control the target, spending your own cards to perform actions by the target. Consequences: You take a wound. 1x/day.

Drawback: Up to once per day, the GM can require you take make a Presence check (Diff 15 + draw card). This check takes no action. If you fail the check, an angry dragon arrives within a scene in an attempt to harass or destroy you.

Reaverùs Wake A hundred years ago, this blade

belonged to the most fearsome pirate to sail the waters of the world. It is said that Reaver’s Wake was cut by the pirate himself from the maw of a mighty kraken. In battle, the blade is said to roar for it’s victim’s blood, and leaves horrid wounds that refuse to properly heal. Scimitar; +1 bonus to Weapon Group (Blade); Att +4♥/Dam +3♥; 1 wound. Recharge: 1 charge/wound with the Blooddrinker power. Blooddrinker (R1): Make an attack. On a hit,

deal 1 wound + 1 (necrotic) wound for each “♠” played. Target cannot heal wounds until a successful Endurance (Fortitude) check (base 9).

Captain’s Command (R2): Persist; Make a Weapon (Blade) skill check (Diff 14). On a success, you gain a +2 bonus to Persuasion skill checks. Consequences: Usable only with “♥” cards.

Tooth of the Kraken (R3): Persist; Make a Weapon (Blade) skill check (Diff 17). On a success, the weapon deals +1 wound on a hit. Consequences: 1x/scene.

Reaving Blow (R4): Make an attack against up to 6 targets. On a hit, deal +6 wounds. Target takes a +5 penalty to all skill checks until target makes a successful Endurance (Fortitude) check (base 17). Consequences: This power can be used once a day.

Summon Kraken (8th): Scene; Make a Weapon (Blade) skill check (Diff 23). On a success, you summon a kraken. You must be in or near a sufficient volume of water for the kraken to occupy. As a move action, you can command the kraken to do as you wish. The kraken remains until the spell ends or it is reduced to 0 or less wounds. Consequences: You take a wound. 1x/day.

Drawback: Once per scene, when you use the Blooddrinker power, the GM can require you to make a Presence check (Diff 15 + drawn card). This check does not take an action, but can only be performed once per round. If you fail, you enter a berserk rage, unable to cease combat until all combatants (enemy or otherwise) are slain or you make a successful Presence check.

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Staff of the Ancient Whirlwind In the most ancient of days, a cabal of

powerful wizards turned their power to the domination of the world. To aid them in this endeavor, the wizards created powerful staffs of their office. In the end, the wizards turned upon each other to become the sole ruler of that which they had conquered, and they were destroyed. The only remaining staff – the air staff of the great invoker – has passed from wizard to wizard and brought power, fear and the desire to rule to all who have possessed it. Staff: + 1 to Spellcraft (Arcane) Recharge: 1 charge/scene of 30+ mph winds. Arcane Armor (1st): Spellcraft (Arcane) Diff 12,

Touch, Scene; You create an armor (unarmored) made of protective glyphs that grants the target a +1 bonus to Resistance. Each time you increase the difficulty by 2 past Difficulty 13, you can increase the Armor bonus by Resistance by +1, up to a maximum of +5. Consequences: 1x/scene.

Lightning Bolt (3rd): Spellcraft (Arcane) Att +3/Dam +2, Short, Persist; You unleash a bolt of lightning that deals 2 (electrical) wounds. The target takes a -1 penalty to all skill checks until the target makes a successful Endurance (Fortitude) check (Diff 12).

Contact Other Realm (5th): Spellcraft (Arcane) Diff 18, Personal, Instant; You can ask 3 questions to an entity from another plane. It will truthfully answer your question, with a one-word answer, to the best of its knowledge. Consequences: 1x/day

Summon Air Elemental (7th): Spellcraft (Arcane) Diff 21, Short, Scene; You summon an air elemental to act on your behalf. The elemental remains for the scene or until slain. See chapter 6 for stats. Consequences: You take a wound. 1x/day.

Control Air (8th): Spellcraft (Arcane) Diff 21, Medium, Scene; You control an area of air a Medium distance across. You can create gusts, fog or animate the air as you see fit. Altering the air takes a standard action. If not commanded, it continues to act in the same manner it did last round. Consequences: You take a wound. 1x/day.

Drawback: Up to once per scene, while you are relaxing or resting, the GM can require you to make a Presence check (Diff 15 + drawn card). This check takes no action, but cannot be performed more than once per scene. If you fail, you have a vision of the council of the five wizards. During the vision, one of the five approaches you and commands you to undertake a quest. A single wizard cannot give you more than one quest at a time, and the Invoker’s quest cannot be countermanded. When you arouse from the vision, if you do not undertake the quest, you suffer a penalty to all skill checks equal to double the item’s skill bonus until you complete the quest or make the Presence check.

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Wand of Cataclysm Near the dawn of time several of the

gods turned against the god of trickery and attempted to trap him for eternity. However, the god of trickery was able to slip his bonds, and fearing recapture bound his powers into a wand that he passed into the mortal races. The wand has since passed from individual to individual, leaving a wake of mischief behind it. Wand: +1 bonus to Deception (Bluff) Recharge: 1 charge/trick or prank played on another individual. White Lie (R1): Deception (Bluff) Diff 11,

Personal, Persist; On a success, you gain a +2 bonus to Persuasion (Diplomacy).

Distract (R2): Deception (Bluff) Diff 14, Personal, Persist; On a success, you gain a +4 bonus to Stealth (Hide) skill checks.

Chaos (4th): Deception (Bluff) Diff 17 vs. Endurance (Fortitude), Medium, Persist; Up to 4 targets cannot play cards from their hand and must instead draw cards from the top of their deck to resolve actions. The targets are affected until they make a successful Endurance (Fortitude) check (Diff 14).

Provocateur (6th): Deception (Bluff) Diff varies, Touch, Day; You create a flawed copy of a creature you touch. The difficulty to create the copy is equal to 10 + the target creature’s highest ability score (Str, Dex, Int, Pre, Mel, Ran, Mag, Resist or Resolve). Do not count skill ranks or items associated with the ability score. The copied creature has the same stats as the original, with a -2 penalty to all primary ability scores and a -1 penalty to all secondary ability scores and -1 Ranks on all skills. Equipment is not cloned. The duplicate is disposed towards trouble and mischief. Consequences: 1x/day.

Improved Shapeshift (8th): Deception (Bluff) vs. Endurance (Fortitude); The target takes the shape of another creature of your choice. Its combined ability scores (Str, Dex, Int, Pre) cannot exceed 40. The target gains the creature’s racial abilities, natural Att modes and its Strength and Dexterity score. Your secondary abilities, skills, wounds and resolve do not change. The target do not gain the shape’s maneuvers, spell list, card hand size or equipment. The target can shift its shaped to a new form as a standard action, if you choose to allow it. Consequences: You take a wound. 1x/day.

Drawback: Up to once per scene, the GM can require you to make a Presence check (Diff 15 + draw a card). This check takes no action, but cannot be performed once per scene. If you fail the check the wand unleashes a random 0th-3rd circle spell designed to cause the most mischief possible.

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CChhaapptteerr 66 -- MMoonnsstteerr SSttaatt BBlloocckkss Listed below are the stat blocks for all creatures mentioned in the maneuvers, spells or magic item sections.

Animal (Spell Rank 1) Tiny Quadruped (Animal) Str: 1♠ Dex: 1♣ Int: 1♥ Pre: 1♦ Mel: 1 Ran: 0 Mag: - Def: 2 (8♣) Res: 1 (2♣) Resolve: 5 (5♦) Wounds: 1 Vision: Lowlight Speed: Enhanced Skills: Armor (Unarmored) (R1) 2, Endurance

(R0) 5, Evade (R1) 3, Perception (Any two) (R2) 3, Weapon (Natural) (R0) 1

Attack: Quick Strike A4♦/D3♦ or Hard Strike A3♣/D4♣

Animal (Spell Circle 2) Medium Quadruped (Animal) Str: 3♠ Dex: 3♣ Int: 1♥ Pre: 1♦ Mel: 1 Ran: 2 Mag: - Def: 1 (7♣) Res: 2 (5♣A1) Resolve: 4 (5F♦) Wounds: 3 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R2) 4, Endurance

(Fortitude) (R1) 5, Evade (R2) 3, Perception (Any two) (R2) 3, Weapon (Natural) (R2) 3

Attack: Quick Strike A6♦/D5♦ or Hard Strike A5♣/D6♣

Animal (Spell Circle 3) Medium Quadruped (Animal) Str: 4♠ Dex: 4♣ Int: 1♥ Pre: 1♦ Mel: 2 Ran: 2 Mag: - Def: 1 (7♣) Res: 2 (5♣A1) Resolve: 4 (5F♦) Wounds: 3 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R2) 4, Endurance

(Fortitude) (R1) 5, Evade (R2) 3, Perception (Any two) (R2) 3, Weapon (Natural) (R2) 4

Attack: Quick Strike A7♦/D6♦ or Hard Strike A6♣/D7♣

Animal (Spell Circle 4) Medium Quadruped (Animal) Str: 8♠ Dex: 5♣ Int: 1♥ Pre: 1♦ Mel: 3 Ran: 2 Mag: - Def: 2 (7♣) Res: 3 (9♣A3) Resolve: 6 (8F♦) Wounds: 3 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R3) 6, Endurance

(Fortitude) (R2) 8, Evade (R3) 5, Perception (Any two) (R3) 4, Weapon (Natural) (R3) 6

Attack: Quick Strike A9♦/D8♦ or Hard Strike A8♣/D9♣

Animal (Spell Circle 5) Medium Quadruped (Animal) Str: 9♠ Dex: 5♣ Int: 1♥ Pre: 3♦ Mel: 3 Ran: 2 Mag: - Def: 3 (8♣) Res: 3 (9♣A3) Resolve: 6 (8F♦) Wounds: 3 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R3) 6, Endurance

(Fortitude) (R2) 8, Evade (R3) 6, Perception (Any two) (R3) 4, Weapon (Natural) (R3) 6

Attack: Quick Strike A9♦/D8♦ or Hard Strike A8♣/D9♣

Animal (Spell Rank 6) Large Quadruped (Animal) Str: 11♠ Dex: 5♣ Int: 1♥ Pre: 3♦ Mel: 6 Ran: 2 Mag: - Def: 2 (8♣) Res: 4 (11♣A3) Resolve: 7 (9F♦) Wounds: 5 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R4) 8, Endurance

(Fortitude) (R2) 9, Evade (R4) 6, Perception (Any two) (R3) 4, Weapon (Natural) (R4) 10

Attack: Quick Strike A13♦/D12♦ (+1 wound) or Hard Strike A12♣/D13♣ (+1 wound)

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Animal (spell Circle 8) Huge Quadruped (Animal) Str: 13♠ Dex: 5♣ Int: 1♥ Pre: 3♦ Mel: 8 Ran: 2 Mag: - Def: 2 (8♣) Res: 4 (13♣A4) Resolve: 7 (10F♦) Wounds: 7 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R5) 9, Endurance

(Fortitude) (R3) 10, Evade (R5) 7, Perception (Any two) (R3) 4, Weapon (Natural) (R5) 13

Attack: Quick Strike A16♦/D15♦ (+3 wounds) or Hard Strike A15♣/D16♣ (+3 wounds)

Animal Companion Medium Quadruped (Animal) Str: 3♠ Dex: 3♣ Int: 1♥ Pre: 1♦ Mel: 1 Ran: 2 Mag: - Def: 1 (7♣) Res: 2 (5♣A1) Resolve: 4 (5F♦) Wounds: 3 Vision: Lowlight Speed: Enhanced Skills: Armor (Natural) (R2) 4, Endurance

(Fortitude) (R1) 5, Evade (R2) 3, Perception (Any two) (R2) 3, Survival (R1) 2, Weapon (Natural) (R2) 3

Attack: Quick Strike A6♦/D5♦ or Hard Strike A5♣/D6♣

Chariot of Fire Large Quadruped + Chariot (Equine, Extraplanar) Str: 7♠ Dex: 6♠ Int: 1♠ Pre: 1♠ Mel: 3 Ran: 0 Mag: 0 Def: 2 (8♠) Res: 3 (9♠A3) Resolve: 5 (9P♠) Wounds: 6 Vision: darksight Speed: Enhanced Skills: Armor (Natural) (R4) 2, Endurance

(Physical) (R4) 9, Evade (R4) 6, Natural Attack (R1) 2, Perception (Listen, Spot) (R3) 4

Overrun: Handle Animal (Ride) vs. Evade/Armor; Target takes 2 (fire) wounds. The target continues to burn, take 1 (fire) wound every other round until a successful Endurance (Physical) check (Diff 17).

Demon Medium Winged Humanoid (Demon, Extraplanar) Str: 6♠ Dex: 6♥ Int: 6♦ Pre: 6♣ Mel: 5 Ran: 3 Mag: 3 Def: 3 (7♥) Res: 3 (10♣A4) Resolve: 9 (12♣) Wounds: 6 Vision: darksight Speed: Normal,

Flight normal Skills: Armor (Natural) (R3) 6, Athletics (+Fly)

(R0) 6, Deceit (R3) 9, Endurance (R3) 12, Evade (R3) 6, Language (Common) (R3) 9, Language (Infernal) (R3) 9, Perception (R0) 6, Persuade (R3) 9, Stealth (R3) 9, Weapon (Natural) (R3) 8

Attack: Poison Claws A12♦/D9♦ (+ poison) Heavy Strike (R1): Make a poison claw attack.

On a hit, deal 2 wounds + poison. Aggravated Wound (R2): Once per scene, the

demon makes a poison claw attack; the target takes 1 wound + poison and a –2 penalty to skill checks until a successful Endurance (Fortitude) check (Diff 11).

Critical Strike (R3): Once per scene, the demon makes a poison claw attack; the target takes 5 wounds + poison. Consequences: 1x/day

Battle-hungry: A demon gains a +2 bonus to Melee Combat and Defense (already added in)

Fire Immune: A demon takes no damage from fire attacks.

Poison: Diff 19; Injury; 1 (poison) wound.

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Elemental, Air Large Elemental (Air, Extraplanar) Str: 7♣ Dex: 9♦Int: 1♠ Pre: 1♥ Mel: 4 Ran: 3 Mag: 0 Def: 3 (13♦) Res: 3 (4♥) Resolve: 5 (10P♥) Wounds: 9 Vision: Darksight Speed: Normal, Flight Doubled Skills: Armor (Unarmored) (R1) 3, Athletics

(Fly) (R5) 12, Endurance (Physical) (R5) 10, Evade (R5) 8, Perception (R1) 2, Weapon (Natural) (R3) 7M/6R

Attack: Wind Slam A12♦/D8♦ (+1 wound) or Ranged Wind Slam A11♦/D7♦ (+1 wound)

Wind Slam: Melee or Long Range; When making an attack, an Air Elemental ignores the opponent’s Evade skill.

Wind Defense: When making an Armor or Endurance (Physical) check, an air elemental treats “♦” as Aces.

Elemental, Earth Large Elemental (Earth, Extraplanar) Str: 12♣Dex: 4♦ Int: 1♠ Pre: 1♥ Mel: 4 Ran: 2 Mag: 0 Def: 2 (3♦) Res: 4 (12♣A5) Resolve: 7 (12P♥) Wounds: 9 Vision: Darksight Speed: Normal, Burrow Normal Skills: Armor (Natural) (R5) 9, Athletics

(Burrow) (R5) 17, Endurance (Physical) (R5) 12, Evade (R1) 3, Perception (R4) 5, Weapon (Natural) (R3) 7

Attack: Earth Slam A12♣/D8♣ (+1 wound) Earth Slam: When dealing damage, an Earth

Elemental ignores armor. Earth Defense: When making an Armor or

Endurance (Fortitude, Physical) check, an earth elemental treats “♣” as Aces.

Elemental, Fire Large Elemental (Extraplanar, Fire) Str: 9♠ Dex: 7♦ Int: 1♥ Pre: 1♣ Mel: 4 Ran: 3 Mag: 0 Def: 2 (7♦) Res: 3 (8♠A2) Resolve: 5 (10P♣) Wounds: 9 Vision: Darksight Speed: Normal, Flight Slowed Skills: Armor (Natural) (R3) 6, Athletics (Fly)

(R3) 12, Endurance (Physical) (R5) 10, Evade (R2) 4, Perception (R4) 5, Weapon (Natural) (R3) 7M/6R

Attack: Fire Slam A12♠/P8♠ (+1 wound) or Fire Gout A9♠/P9♠ (+1 wound)

Fire Slam: Target takes 2 (fire) wounds and continues to burn, taking 1 (fire) wound every 2 rounds until successful Endurance (Physical) check (Diff 14).

Fire Gout: Att +3♠/Phys +2♠, Ranged Short, Persist; Target takes 2 (fire) wounds and continues to burn, taking 1 (fire) wound every 2 rounds until successful Endurance check (Diff 14).

Fire Defense: When making an Armor or Endurance (Physical) check, a fire elemental treats “♠” as Aces.

Fire Immune: A fire elemental takes no damage from fire attacks

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Elemental, Water Large Elemental (Extraplanar, Water) Str: 10♣Dex: 6♥ Int: 1♠ Pre: 1♦ Mel: 4 Ran: 2 Mag: 0 Def: 2 (7♥) Res: 3 (8♦A3) Resolve: 6 (11P♦) Wounds: 9 Vision: Darksight Speed: Normal, Swim Enhanced Skills: Armor (Natural) (R2) 4, Athletics (Swim)

(R5) 15, Endurance (Physical) (R5) 11, Evade (R3) 5, Perception (R4) 5, Weapon (Natural) (R3) 7M/6R

Attack: Tidal Slam A12♥/D8♥ (+1 wound) or Tidal Wave A9♥/D9♥ (+1 wound)

Tidal Slam: When making an attack, it ignores Evade skill and Armor. On a hit, deal 2 wounds.

Tidal Wave: Att +3♥/Dam +2♥, Ranged Close; When making an attack, ignore Evade skill and Armor. On a hit, deal 2 wounds.

Watery Defense: When making an Armor or Endurance (Physical) check, a water elemental treats “♥” as Aces.

Ghoul Medium Humanoid (Human, Undead) Str: 4♠ Dex: 4♥ Int: 4♦ Pre: 4♣ Mel: 2 Ran: 2 Mag: 0 Def: 2 (6♣) Res: 2 (7♣A3) Resolve: 4 (5♣) Wounds: 6 Vision: Normal Speed: Normal Skills: Armor (Natural) (R2) 4, Endurance (R1)

5, Evade (R2) 4, Natural Attack (R2) 4, Perception (R0) 2

Attack: Claws A7♦/D4♦ (+disease) Tough: “♠” Weapons deal 1 less wound to a

ghoul. Extra card draws are not affected. Disease: Injected; Diff 16; 1 wound. If target

reduced to 0 or less wounds by disease, becomes a ghoul.

golem, Stone Large Humanoid (Construct) Str: 9♠ Dex: 4♦ Int: 1♥ Pre: 1♣ Mel: 5 Ran: 2 Mag: - Def: 2 (5♦) Res: 7 (14♣A4) Resolve: 9 (12F♣) Wounds: 13 Vision: Normal Speed: Slowed Skills: Armor (Natural) (R3) 10, Athletics (Lift)

(R2) 11, Deception (Disguise) (R2) 7, Endurance (Fortitude) (R3) 12, Evade (R2) 4, Language (Common) (R1) 2, Perception (Spot) (R2) 7, Persuasion (Intimidate) (R3) 8, Weapon (Natural) (R3) 8

Attack: Slam A13♣/D9♣ (+1 wound) Heavy Strike (R1): Make a Slam attack. On a

hit, deal 3 wounds. Entangle (R2): Once a scene, make a Slam

attack. On a hit, target takes 2 wounds and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). Target is immobilized until it gets free. If maneuver persisted, target takes 1 wound every other round.

Improved Armor Piercing (R3): Once a scene, make a Slam attack, ignoring 2 points of Armor bonus or Armor skill. On a hit, deal 2 wounds. Consequences: 1x/scene.

Poison Immunity: A golem takes no damage from poison.

Stony Hide: When making an Armor or Endurance (Physical) check, treat all “♣” as Aces.

Combat Berserk: The first time a golem takes a wound, make a Endurance (Fortitude) check (Diff 10 + drawn card). If the check is failed, the clay golem gains a +2 bonus to hit and damage and mindlessly attacks the closest target, fighting until destroyed or no targets remain in sight to attack.

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Kraken Gargantuan Cephalopod (Aquatic) Str: 15♣Dex: 5♦ Int: 10♥ Pre: 10♠ Mel: 9 Ran: 3 Mag: 5 Def: 1 (7♦) Res: 11 (18♣A3) Resolve: 11 (15F♠) Wounds: 22 Vision: Lowlight Speed: Pondering,

Swim Doubled Skills: Armor (Natural) (R4) 15, Athletics

(Climb, Leap, Swim) (R4) 19, Endurance (Fortitude) (R4) 15, Evade (R4) 5, Language (Common) (R1) 13, Language (Infernal) (R5) 15, Perception (Smell, Spot) (R0) 10, Persuasion (Intimidate, Torture) (R4) 14, Stealth (R1) 6, Weapon (Natural) (R4) 13

Attack: Tentacle (x13) A18♣/D17♣ (+7 wounds) or beak A16♦/D20♦ (+6 wounds + draw card)

Heavy Strike (R1): Make a Tentacle or Beak attack. On a hit, deal 2 wounds (+weapon wounds).

Entangle (R2): Once per scene, or Jack+, make a Tentacle attack. On a hit, target takes 8 wounds and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 13). The target is immobilized until it gets free. If maneuver persisted, target takes 1 wound every other round.

Improved Entangle (R3): Once per scene, or Queen+, make a Tentacle attack. On a hit, target takes 8 wounds and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 16). The target is immobilized until it gets free. If maneuver persisted, target takes 1 wound every other round. Consequences: 1x/scene.

Bleeding Wound (R4): Once per scene or King+, make a Tentacle or Beak attack. On a hit, target takes 1 wound (+weapon wounds). Target takes +4 penalty to all actions and a wound every other round until successful Endurance (Fortitude) check (Diff 17). Consequences: 1x/day.

Mass of Tentacles: A kraken can take up to 13 actions in a single round, so long as it can perform the action with one tentacle.

Suckered Tentacles: Kraken gains a +2 bonus to grapple opponents with its tentacles (already added in).

Whirlpool: Endurance (Fortitude) Diff 20, Personal, Persist; Once per day, all targets Swimming within Extreme range are drawn one range increment per round towards kraken until successful Athletics (Swim) check (Diff 17).

Leviathan Colossal Aquine (Whale) Str: 17♣Dex: 6♠ Int: 5♦ Pre: 5♥ Mel: 9 Ran: 2 Mag: 2 Def: -1 (4♠) Res: 11 (19♣A4) Resolve: 9 (12F♥) Wounds: 25 Vision: Lowlight Speed: Swim

Doubled Skills: Armor (Natural) (R4) 15, Athletics

(Swim) (R3) 20, Endurance (Fortitude) (R3) 12, Evade (R4) 3, Knowledge (History, Religion, Planar) (R2) 7, Language (Common) (R1) 6, Language (Celestial, Infernal) (R3) 8, Perception (Listen, Spot) (R2) 7, Persuasion (R3) 8, Weapon (Natural) (R4) 13

Attack: Tail A14♣/D23♣ (+10 wounds) or Maw A15♦/D22♦ (+9 wounds + draw card)

Heavy Strike (R1): Make a Maw or Tail attack. On a hit, deal 2 wounds (+ weapon wounds).

Entangle (R2): Once a scene, make a Maw attack. On a hit, deal 1 wound (+weapon wounds). Target must spend an action to get free with Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). Target is immobilized. If maneuver is persisted, target takes 1 wound every other round.

Ramming Strike (R3): Once a scene, swim at Doubled rate and make a Maw or Tail attack. On a hit, deal 4 wounds (+weapon wounds). This move does not count as a move action. Consequences: 1x/scene.

Crippling Strike (R4): Persist; Once a scene, make a Maw or Tail attack. On a hit, deal 2 wounds (+weapon wounds). Target also loses a move action and takes a +4 penalty to actions until successful Endurance (Fortitude) check (Diff 17). Consequences: 1x/scene.

Hold Breath: A whale can hold its breath for 10x longer than normal.

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Mount Large quadruped (Magic) Str: 7♦ Dex: 6♥ Int: 1♠ Pre: 1♣ Mel: 0 Ran: 0 Mag: 0 Def: 2 (7♥) Res: 2♣ Resolve: 5♣ Wounds: 1 Vision: Normal Speed: Doubled Skills: Armor (Unarmored)) (R0) 2, Athletics

(Jump, Run) (R3) 10, Endurance (R0) 5, Evade (R0) 2, Perception (Spot, Listen) (R0) 1

Mummy Medium Humanoid (Human, Undead) Str: 4♣ Dex: 4♠ Int: 4♦ Pre: 4♥ Mel: 2 Ran: 2 Mag: 2 Def: 2 (7♠) Res: 2 (6♣A2) Resolve: 4 (6♥) Wounds: 4 Vision: Lowlight Speed: Slowed Skills: Armor (Natural) (R2) 4, Endurance (R2)

6, Evade (R2) 4, Language (Common) (R1) 5, Language (Regional) (R3) 7, Perception (Intuition, Spot) (R0) 4, Persuasion (Intimidate) (R2) 6, Weapon (Natural) (R2) 4

Attack: Diseased Claw A8♦/D5♦ (+disease) Minor Wound (R1): Persist; Make a diseased

claw attack. On a hit, target takes 1 wound + disease. Target takes +1 penalty to actions until successful Endurance (Fortitude) check (Diff 9).

Dual Engagement (R2): Once a scene, make a Diseased claw attack against two targets. Both targets share the same Defense and Resistance card. On a success, deal 1 wound + disease.

Disease (Body Rot): Touch, Diff 12; Target takes 1 wound

Undead: Mummies do not eat, drink or sleep. They do not suffer from heat exhaustion or frostbite. They are immune to normal poisons and disease.

Skeleton Medium Humanoid (Human, Undead) Str: 1♠ Dex: 1♥ Int: 1♦ Pre: 1♣ Mel: 1 Ran: 1 Mag: 0 Def: 0 (3♥) Res: 1 (4♣A3) Resolve: 5 (6♣) Wounds: 1 Vision: darksight Speed: Normal Skills: Armor (Natural) (R1) 2, Endurance (R1)

6, Evade (R1) 1, Perception (Spot) (R0) 2, Weapon Group (Natural) (R1) 2

Attack: Claws A6♦/D2♦ Tough: “♦” Weapons deal 1 less wound to a

skeleton. Extra card draws are not affected.

Spirit Samurai Medium Biped (Spirit) Str: 7♥ Dex: 7♥ Int: 7♥ Pre: 7♥ Mel: 3 Ran: 3 Mag: 3 Def: 3 (7♥) Res: 3 (9♥A4) Resolve: 7♥ Wounds: 3 Vision: Normal Speed: Normal (B), Fly

Normal Skills: Armor (Heavy) (R3) 6, Athletics (R0) 6,

Endurance (R0) 7, Evade (R3) 6, Weapon (Bow) (R3) 6, Weapon (Katana) (R3) 6

Attack: Katana A8♥/D9♥ (+draw card) or Long Bow (+1 wound) A8♥/D9♥

Cross Weapons (R1): Make a Katana attack or Longbow attack. On a hit, deal no damage, but target must spend an action to recover weapon.

Dual Strike (R2): Once a scene, make a Katana or Longbow attack against 2 targets. On a hit deal 1 + weapon wounds.

Critical Strike (R3): Once a scene, make a Katana or Longbow attack. On a hit, deal 4 wounds + weapon wounds. Consequences: 1x/scene

Combat Superiority: Once a scene, when making an attack, drawn an additional card and compare it to the difficulty for an extra success.

Ki Strike: Once a scene, when dealing damage with a katana, deal +2 wounds.

Iaitustu: On first attack with a katana, draw an additional card and compare to the difficulty to deal an extra wound.

Gear: O-yoroi armor, katana, longbow, 20 arrows

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Summoned Creature (Spell circle 1) Small Biped or Quadruped (Magic) Str: 1♥ Dex: 1♥ Int: 1♥ Pre: 1♥ Mel: 1 Ran: 1 Mag: 1 Def: 0 (5♥) Res: 2♥ Resolve: 5♥ Wounds: 1 Vision: Normal Speed: Normal Skills: Armor (Unarmored) (R0) 5, Endurance

(R0) 5, Evade (R0) 1, Weapon (Natural) (R0) 1

Attack: Strike A5♥/D2♥

Summoned Creature (Spell circle 2) Medium Biped or Quadruped (Magic) Str: 2♥ Dex: 2♥ Int: 2♥ Pre: 2♥ Mel: 1 Ran: 1 Mag: 1 Def: 1 (5♥) Res: 2 (3♥A1) Resolve: 5♥ Wounds: 1 Vision: Normal Speed: Normal (B) or

Enhanced (Q) Skills: Armor (Natural) (R1) 3, Endurance (R0)

5, Evade (R0) 1, Weapon (Natural) (R1) 2 Attack: Strike A6♥/D3♥

Summoned Creature (Spell circle 3) Medium Biped or Quadruped (Magic) Str: 3♥ Dex: 3♥ Int: 3♥ Pre: 3♥ Mel: 1 Ran: 1 Mag: 1 Def: 1 (6♥) Res: 2 (3♥A1) Resolve: 5♥ Wounds: 1 Vision: Normal Speed: Normal (B) or

Enhanced (Q) Skills: Armor (Natural) (R1) 3, Endurance (R0)

5, Evade (R1) 2, Weapon (Natural) (R1) 2 Attack: Strike A5♥/D4♥

Summoned Creature (Spell Circle 4) Large Biped or Quadruped (Magic) Str: 4♥ Dex: 4♥ Int: 4♥ Pre: 4♥ Mel: 2 Ran: 2 Mag: 2 Def: 2 (6♥) Res: 2 (6♥A2) Resolve: 5♥ Wounds: 2 Vision: Normal Speed: Normal (B) or

Enhanced (Q), Fly Normal Skills: Armor (Natural) (R2) 4, Athletics (R0) 4,

Endurance (R0) 5, Evade (R1) 2, Weapon (Natural) (R2) 4

Attack: Strike A7♥/D7♥

Summoned Creature (Spell Circle 5) Large Biped or Quadruped (Magic) Str: 5♥ Dex: 5♥ Int: 5♥ Pre: 5♥ Mel: 2 Ran: 2 Mag: 2 Def: 2 (4♥) Res: 2 (6♥A2) Resolve: 5♥ Wounds: 2 Vision: Normal Speed: Normal (B) or

Enhanced (Q), Fly Normal Skills: Armor (Natural) (R2) 4, Athletics (R0) 5,

Endurance (R0) 5, Evade (R2) 4, Weapon (Natural) (R2) 4

Attack: Strike A6♥/D8♥

Summoned Creature (Spell Circle 6) Large Biped or Quadruped (Magic) Str: 6♥ Dex: 6♥ Int: 6♥ Pre: 6♥ Mel: 3 Ran: 3 Mag: 3 Def: 3 (7♥) Res: 3 (9♥A3) Resolve: 6♥ Wounds: 3 Vision: Normal Speed: Normal (B) or

Enhanced (Q), Fly Normal Skills: Armor (Natural) (R3) 6, Athletics (R0) 6,

Endurance (R0) 6, Evade (R2) 5, Weapon (Natural) (R3) 6

Attack: Strike A8♥/D10♥ (+1 wound)

Summoned Creature (Spell Circle 7) Large Biped or Quadruped (Magic) Str: 7♥ Dex: 7♥ Int: 7♥ Pre: 7♥ Mel: 3 Ran: 3 Mag: 3 Def: 3 (8♥) Res: 3 (9♥A3) Resolve: 7♥ Wounds: 3 Vision: Normal Speed: Normal (B) or

Enhanced (Q), Fly Normal Skills: Armor (Natural) (R3) 6, Athletics (R0) 6,

Endurance (R0) 7, Evade (R3) 6, Spellcraft (Arcane) R3, Weapon (Natural) (R3) 6

Attack: Strike A7♥/D11♥ (+1 wound +draw card) or Supernatural Strike A9♥

Supernatural Strike: Resv +3♥, Short, Instant; Target takes 1 wound + draw card for additional wound.

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Summoned Creature (Spell Circle 8) Large Biped or Quadruped (Magic) Str: 8♥ Dex: 8♥ Int: 8♥ Pre: 8♥ Mel: 4 Ran: 4 Mag: 4 Def: 4 (8♥) Res: 4 (12♥A4) Resolve: 8♥ Wounds: 4 Vision: Normal Speed: Normal (B) or

Enhanced (Q), Fly Normal Skills: Armor (Natural) (R4) 8, Athletics (R0) 8,

Endurance (R0) 8, Evade (R3) 7, Spellcraft (Arcane) (R4), Weapon (Natural) (R4) 8

Attack: Strike A8♥/D13♥ (+2 wounds) or Supernatural Strike A12♥

Supernatural Strike: Resv +4♥, Medium, Instant; Target takes 2 wounds.

Summoned Creature (Rank 9) Large Biped or Quadruped (Magic) Str: 9♥ Dex: 9♥ Int: 9♥ Pre: 9♥ Mel: 4 Ran: 4 Mag: 4 Def: 4 (9♥) Res: 4 (12♥A4) Resolve: 9♥ Wounds: 4 Vision: Normal Speed: Normal (B) or

Enhanced (Q), Fly Normal Skills: Armor (Natural) (R4) 8, Athletics (R0) 9,

Endurance (R0) 9, Evade (R4) 8, Spellcraft (Arcane) (R4) 8, Weapon (Natural) (R4) 8

Attack: Strike A8♥/D14♥ (+2 wounds) or Supernatural Strike A13♥

Supernatural Strike: Resv +5♥, Long, Instant; Target takes 2 wounds.

Swarm, Locust Tiny Winged Insect (Animal, Grasshopper, Swarm) Str: 0♥ Dex: 3♣ Int: 1♦ Pre: 1♠ Mel: 1 Ran: 1 Mag: - Def: 2 (9♣) Res: 2 (4♣) Resolve: 3 (4F♠) Wounds: 5 Vision: Normal Speed: Slowed, Fly

Slowed Skills: Armor (Unarmored) (R2) 4, Athletics

(Fly, Jump) (R2) 5, Endurance (Fortitude) (R1) 4, Evade (R2) 4, Perception (Smell, Spot) (R1) 2, Weapon (Natural) (R2) 3

Attack: Bite A7♦/D3♦ (draw card) Minor Wound (R1): Make a Bite attack. On a hit,

draw a card to deal a wound. Target takes +1 penalty to actions until successful Endurance (Fortitude) check (Diff 9).

Leaping Strike (R2): Once a scene, move at a Ponderous rate through the air and make a Bite attack. On a hit, draw card to deal a wound.

Devour: If a locust swarm spends an action, it can devour all non-woody vegetation in Close range.

Horde: If a swarm draws a “♣” card when making an Armor check, it takes 3 less wounds.

Mob Mentality: Add +4 to the difficulty for any Enchantment or Transformation spell to affect the swarm.

Pheromones: A locust can relay its general state of being and/or presence to another ant within Medium range.

Swarm of Bodies: Each wound of a swarm can be treated as a separate target for attacks that affect multiple targets.

Summoned Animals and Creatures The summoned animals and creatures listed here are purposely generic. If you wish to

summon a specific animal/creature, normally the game master should apply a +2 modifier to the casting difficulty of spell. Likewise, the game master can tailor, or allow a player to tailor, the summons to accommodate the summoning of specific creature or animal types as needed to better suit the story.

Likewise, summoned animal/creatures often do not match their “real-world” counterpart. In many cases, though the summoned creature may outwardly match the appearance of it’s “real-world” counterpart, it is often weaker in some or many aspects – it may not be as strong or quick, and may lack certain skills or traits one might assume to find in the “real-world” counterpart. For example, a wizard could summon a pygmy elephant with perhaps a Summon Sixth Circle Creature spell, but even with a Summon Ninth Circle Creature spell the elephant would be of the correct size, but still be weaker than a “real-world” elephant unless the game master allowed the player to tweak the creature’s ability scores.

Of course, the reverse can be true; powerful spellcasters can summon magical versions that are stronger, faster or otherwise more powerful than one would expect to ever find in the “real world”. For example, a druid could summon a horse with a Summon Sixth Circle Animal spell that would in all ways exceed the abilities of a normal quarter horse.

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Swarm, Rat Tiny Quadruped (Animal, Rat, Swarm) Str: 0♥ Dex: 3♠ Int: 1♦ Pre: 1♣ Mel: 1 Ran: 1 Mag: - Def: 2 (8♠) Res: 1 (2♠) Resolve: 3♣ Wounds: 3 Vision: Normal Speed: Slowed Skills: Armor (Unarmored) (R1) 2, Athletics

(Climb) (R1) 4, Endurance (R0) 3, Evade (R1) 3, Perception (Listen, Spot) (R1) 2, Weapon (Natural) (R1) 2

Attack: Bite A7♦/D1♦ (draw card) Minor Wound (R1): Once a scene, make a Bite

attack. On a hit, draw a card to deal a wound. Target takes +1 penalty to actions until successful Endurance (Fortitude) check (Diff 9).

Distract: A target in a rat swarm loses an action unless they make a successful Endurance (Fortitude) check (Diff 9).

Horde: If a swarm draws a “♣” card when making an Armor check, it takes 3 less wounds.

Mob Mentality: Add +4 to the difficulty for any Enchantment or Transformation spell to affect the swarm.

Swarm of Bodies: Each wound of a swarm can be treated as a separate target for attacks that affect multiple targets.

Vampire Medium Humanoid (Human, Undead) Str: 6♣ Dex: 6♦ Int: 6♠ Pre: 6♥ Mel: 3 Ran: 3 Mag: 3 Def: 3 (8♦) Res: 3 (7♣A2) Resolve: 9♥ Wounds: 11 Vision: Darksight Speed: Normal Skills: Acrobatics (Tumble) (R1) 7, Armor

(Natural) (R2) 5, Athletics (Climb) (R2) 8, Deception (Bluff, Disguise) (R2) 8, Endurance (R0) 9, Evade (R2) 5, Language (Common) (R2) 8, Language (Regional) (R4) 10, Perception (Listen, Spot) (R0) 6, Persuasion (Seduce) (R2) 8, Stealth (Move Silently) (R2) 8, Weapon (Natural) (R2) M5/R5

Attack: Bite A10♠/D7♠, Charming Gaze A7♦ Minor Wound (R1): Make a Bite attack. On a

success, deal a wound and target takes +1 penalty to actions until successful Endurance (Fortitude) check (Diff 9).

Parry (R2): Once a scene, make a Bite attack. On a success, deal 1 (necrotic) wound. Vampire gains 1 temporary wound and gain a +2 bonus to Defense until next turn.

Charming Gaze: Resv +2♦, Short Range, Scene; Target becomes trusted ally. Consequences: If target is attacked, effect ends. 1x/scene.

Blood Spawn: A vampire who reduces an opponent’s Wounds to 0 or less turns the victim into a vampire spawn.

Mist Form: A vampire who is reduced to 0 wounds turns into a mist and retreats to its coffin to heal.

Undead: Vampires must drink blood and sleep during the day. They do not suffer from heat exhaustion or frostbite. They are immune to normal poisons and disease.

Vampiric Bite: Att 5♠/Dam 0♠, Touch, Persist; Target takes 1 (necrotic) wound. Vampire gains an equal number of wounds.

Sunlight Weakness: A vampire that is exposed to direct sunlight takes 5 wounds a round.

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Vampire Spawn Medium Humanoid (Human, Undead) Str: 6♣ Dex: 6♦ Int: 6♠ Pre: 6♥ Mel: 3 Ran: 3 Mag: 3 Def: 3 (7♦) Res: 3 (6♣A2) Resolve: 6♥ Wounds: 6 Vision: Darksight Speed: Enhanced, Wallcrawling Skills: Acrobatics (R1) 7, Armor (Natural) (R1)

4, Athletics (Lift) (R1) 7, Deceit (R2) 8, Endurance (R0) 6, Evade (R1) 4, Language (Common) (R1) 7, Language (Regional) (R3) 9, Perception (Listen, Spot) (R0) 6, Persuade (R0) 6, Stealth (Move Silently) (R2) 8, Weapon (Natural) (R2) 3

Attack: Vampiric Bite A9♠/D6♠ Minor Wound (R1): Make a Bite attack. On a

success, deal 1 (necrotic) wound. Vampire gains 1 temporary wound. Target takes +1 penalty to actions until successful Endurance (Mental) check (Diff 9).

Parry (R2): Persist; Once a scene, make a Bite attack. On a success, deal 1 (necrotic) wound. Vampire gains 1 temporary wound and gain a +2 bonus to Defense.

Undead: Vampires must drink blood and sleep during the day. They do not suffer from heat exhaustion or frostbite. They are immune to normal poisons and disease.

Vampiric Bite: Att 5♠/Dam 0♠, Touch, Persist; Target takes 1 (necrotic) wound. Vampire gains an equal number of wounds.

Sunlight Weakness: vampire spawn that is exposed to direct sunlight takes 5 wounds a round.

Zombie Medium Humanoid (Human, Undead) Str: 2♠ Dex: 1♥ Int: 1♦ Pre: 1♣ Mel: 1 Ran: 1 Mag: 0 Def: 0 (2♣) Res: 1 (5♣A3) Resolve: 1 (2♣) Wounds: 6 Vision: Normal Speed: Slowed Skills: Armor (Natural) (R1) 2, Endurance (R1)

2, Evade (R0) 2, Perception (R0) 1, Weapon (Natural) (R1) 3

Attack: Claws A7♦/D4♦ Tough: “♠” Weapons deal 1 less wound to a

zombie. Extra card draws are not affected. Vulnerability: If a zombie takes 4 or more

wounds from a single weapon attack, it is destroyed.

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CChhaapptteerr 77 -- AAppppeennddiixx

MMaanneeuuvveerrss bbyy SSkkiillll Acrobatics (Balance) Regain Balance (R1)

Instant Stand (R2) Precarious Balance (R3) Deft Footing (R4) Prone Fighting (R5)

Acrobatics (Escape) Slippery (R1) Slip Bonds (R2) Double-Jointed (R3) Contortionist (R4) Acrobatics (Tumble)

Minor Avoidance (R1) Avoidance (R2) Evade (R2) Improved Avoidance (R3) Greater Avoidance (R4)

Armor (Natural) Fully Armored (R1) [Heavy or Full] Unhindered (R1) [Light]

Dull Blow (R3) Turn Aside (R3) Warding (R3) Armor (Unarmored) Unhindered (R1) Dodge Aside (R2) Sidestep Strike (R3) Dodge and Weave (R4) Armor (Minimal) Dull Blow (R3) Resolved (R3) Turn Aside (R3) Warding (R3) Lessen Blow (R4) Armor (Light) Deflect (R2) Dull Blow (R3)

Hoplite (R3) Turn Aside (R3) Resolved (R3)

Warding (R3) Lessen Blow (R4) Armor (Medium) Absorb Shock (R2) Deflect (R2) Girded For War (R2) Lightfoot (R3)

Absorb Impact (R3) Dull Blow (R3) Turn Aside (R3) Warding (R3) Lessen Blow (R4) Armor (Heavy) Absorb Shock (R2) Deflect (R2) Girded For War (R2)

Absorb Impact (R3) Dull Blow (R3) Turn Aside (R3) Warding (R3) Iron Skin (R4) Armor (Full) Fully Armored (R1) Absorb Shock (R2) Deflect (R2)

Girded For War (R2) Absorb Impact (R3) Dull Blow (R3) Turn Aside (R3) Dreadnought (R5)

Athletics (Burrow) Furrow (R1)

Surface Sense (R2) Quick Burrow (R3) Pull Under (R3) Tunnel (R4)

Athletics (Climb) Agile Climber (R1)

Hill Climber (R1) Branch to Branch (R2)

Death From Above (R3) Natural Climber (R3) Quick Climb (R3) Wallcrawler (R5) Athletics (Fly) Flying Strike (R1) Passing Strike (R2) Extreme Climb (R3)

Fly-By Strike (R3) Power Dive (R3)

Sky Drop (R3) SwiftWing (R3)

Diving Strike (R4) ArrowWing (R5) Plummeting Strike (R5) Athletics (Jump) Fantastic Leap (R1)

Leaping Strike (R2) Coiled Jump (R3) Springing Strike (R4) Leap of the Clouds (R5)

Athletics (Lift) Sunder Item (R1)

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Heave (R2) Takedown (R2)

Hurl (R3) Powerful Lift (R3) Sunder Weapon (R3) Sunder Armor (R4) Maximum Lift (R5) Athletics (Run) Bull Rush (R1) Moving Strike (R1) Tumbling Strike (R2) Overrun (R3) Quicken Pace (R3) Spring Attack (R3) Charging Strike (R4) Fleet of Foot (R5) Lunging Strike (R5) Athletics (Swim) Deep Breath (R3) Quick Swim (R3) Waterborne (R5) Craft (All) Craft Masterwork Item (R1) Craft Reliable Item (R2) Craft Augmented Item (R3) Fast Crafting (R3) Craft Enhanced Item (R4) Improvised Crafting (R4) Master Craftsman (R4) Craft Superior Item (R5) Deception (Act) Mimic (R1) In Character (R2) Improv (R3) Becoming (R4) Deception (Ambush) From Behind (R1)

Sucker Blow (R2) Surprise Attack (R3) Waylay (R4)

Wasted Attack (R5) Deception (Bluff) White Lie (R1) Distract (R2) Liar (R3) Bold-faced Lie (R4) Deception (Disguise) Mimicry (R1) Quick Disguise (R2) Alias (R3) Doppelganger (R4) Disable Device (Sabotage) Spring Trap (R1) Bypass (R2) Wreck (R3) Backfire (R4)

Disable Device (Sapping) Undermine (R1) Cave-In (R2) Crush (R3) Bury (R4) Disable Device (Open Locks) Spring Lock (R1) Jam Lock (R2) Bypass Lock (R3) Ruin Lock (R4) Endurance (Fortitude) Second Wind (R1) Shrug It Off (R1) Resist Disease (R2) Deep Breath (R3) Resist Poison (R3) Toughness (R4) Lasting Breath (R5) Endurance (Mental) Mind Thrust (R1) Resistant Mind (R1) Forceful Mind (R2)

Mental Resistance (R2) Closed Mind (R3) Mental Lash (R4) Hostile Mind (R5) Endurance (Physical) Elemental Blast (R1) Resistant (R1) Elemental Conduit (R2) Endure Elements (R2) Tolerance (R3) High Tolerance (R4) Backlash (R5) Evade Avoid (R0)

Minor Parry (R1) Parry (R2) Improved Parry (R3) Greater Parry (R4) Perfect Parry (R5) Handle Animal (Train) Loyalty (R1)

Animal Companion (R2) Effective Attack (R3) Override Nature (R4)

Handle Animal (Ride) Press Mount (R1) Protect Mount (R2) Spirited Charge (R3) Overrun (R4) Knowledge (Appraise) Bargain Hunter (R1) Evaluate (R1) Appraisal (R2) Up-price (R3)

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Reveal History (R4) Knowledge (Arcane) Theory of Magic (R1)

Formulate Arcane Spell (R2) Arcane Secrets (R3) Repel Construct (R3)

Arcane Lore (R4) Knowledge (Architecture) Scaling (R1) Analyze Structure (R2) Detect Structural Anomalies (R3) Extrapolate Floorplan (R4) Knowledge (Dungeoneering) Spelunker (R1) Analyze Layout (R2) Structural Analysis (R3)

Caving (R4) Knowledge (Geography) Direction Sense (R1)

Lay of the Land (R2) Map Sense (R3) Here There Be Dragons (R4)

Knowledge (Heraldry) Appraise Allegiance (R1) Show Favor (R2) Family Motto (R3) Knowledge (History) Historical Overview (R1) Turning Point (R2) Historical Trivia (R3) Historical Obscura (R4) Knowledge (Law) Enforce (R1)

Apprehend (R2) Litigate (R3) Judge (R4)

Knowledge (Local) Rumor Mill (R1) Gossip (R2) Small Talk (R3) Secrets Revealed (R4) Knowledge (Nature) Animal Affinity (R1)

Nature Lover (R1) Naturalist (R2) Animal Influence (R2) One With Nature (R3) Repel Animal (R3) Master of Nature (R4) Knowledge (Nobility) Etiquette (R1) Air of Command (R2) Know Lineage (R2) Noble Command (R3) Royalty Commands (R4) Emperor’s Decree (R5)

Knowledge (Planar) Locate Planar Rift (R1)

Reveal Home Plane (R1) Abjure Outsider (R2) Bolster Outsider (R2)

Planar Survival (R2) Demon Hunter (R3) Host Outsider (R3) Planar Resistance (R3) Repel Outsider (R3)

Otherworldly Advice (R4) Planar Adaptation (R4)

Planar Native (R5) Summon Outsider (R5) Knowledge (Religion) Divine Ceremony (R1) Divine Rites (R2) Divine Mysteries (R3) Repel Undead (R3) Undead Hunter (R3) Divine Secrets (R4) Knowledge (Seafaring) Heave To (R1)

Sea Legs (R1) Belaying Blow (R2) Broadside (R2) Bosun’s Command (R2) Boarding Action (R3)

True Navigator (R3) Captain’s Command (R4) Knowledge (Strategy) Plan of Action (R1) Teamwork (R2) Co-Ordinate (R3) Act As One (R4) Seize Initiative (R5) Language (Common) Gesticulate (R1) Pidgin (R2) Polyglot (R3) Native Speaker (R4) Language (Read) Summarize (R1) Reveal Intent (R2) Speed Read (R3) Language (Write) Missive (R1) Short Story (R2) Novelette (R3) Novel (R4) Linguistics (Decipher) Solve (R1) Decode (R2) Decipher (R3) Unravel Mystery (R4) Linguistics (Encode)

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Riddle (R1) Keyed Code (R2) Allegory (R3) Cryptic Message (R4) Linguistics (Forgery) Forge Signature (R1) Forge Letter (R2) Forge Legal Document (R3) Forge Decree (R4) Forge Currency (R5) Perception (Intuition) Detect Falsehood (R1) Danger Sense (R2) Empathy (R2) Sympathy (R3) Understanding (R4) Perception (Listen) Overhear (R1)

Eavesdrop (R2) Pinpoint the Unseen (R3)

Seeing Sound (R4) Perception (Smell) Detect Gas (R1)

Scent (R2) Sniff ‘Em Out (R3) Bloodscent (R4)

Perception (Spot) Glance (R1) Peripheral Vision (R2) Eyes in the Back of Your Head (R3) All-around Sight (R4) Perception (Taste) Season to Taste (R1) Taste Poison (R2) Taste Test (R3) Taste the Air (R4) Perception (Touch) Delicate Touch (R1) Sensual Touch (R2) Tremorsense (R4) Perform (All) Charming Performance (R1) Tuning (R1) Enthralling Performance (R2) Inspiring Performance (R3) Play to the Crowd (R3) Compelling Performance (R4) Perform (Comedy) Wittism (R1) Ridicule (R2) Mock (R3) Parody (R4) Perform (Dance) Caper (R1) Prance (R2) Fevered Dance (R3)

Frenzied Dance (R4) Perform (Debate) Argue (R1) Speaking Point (R1) Rebuttal (R2) Counterpoint (R3) Demagogue (R4) Personal Experience (R5) Perform (Keyboard) Perform (Oratory) Speaking Point (R1) Speech (R1) Rebuttal (R2) Anecdote (R3) Monologue (R3) Orate (R3) Inspire (R4) Personal Experience (R5) Perform (Percussion) Drum Roll (R1) March (R2) Drums of War (R3) Perform (Sing) Vocalize (R1) Rousing Melody (R2) Heroic Ballad (R3) Shrill Note (R3) Epic Ballad (R4) Siren’s Song (R4) Perform (String Instruments) Plucky Tune (R1) Soothe the Savage Beast (R3) Perform (Weapon Drill) Weapon Display (R1) Dazzling Weapon (R2) Defensive Spin (R3) Confounding Defense (R4) Confounding Strike (R4) Perform (Wind Instruments) Blow (R1)

Piped Piper (R2) Haunting Melody (R3) Hunter’s Horn (R3) Trumpet of Doom (R4)

Persuasion (Diplomacy) Parley (R1) Tit for Tat (R2) Truce (R2)

Befriend (R3) Demand (R3) Headstrong (R3)

Request (R3) Ally (R4) Convince (R4) Favor (R4) Adamant (R5)

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Cohort (R5) Concession (R5) Entitlement (R5) Persuasion (Haggle) Bargain Hunter (R1) Impulse Buy (R1) Begging (R2) Dealer (R2) Minor Discount (R2) Discount (R3) Fence (R3) Peddler (R3) Huckster (R4) Gift (R5) Major Discount (R5) Persuasion (Gather Information) Rumor (R1) Gossip (R2) Rumormonger (R3) Paparazzi (R4) Mysterious Personage (R5) Persuasion (Intimidate) Awe (R1) Frighten (R2) Fearless (R3) Terrify (R3) Terrorize (R4) Frightening Display (R5) Persuasion (Seduce) Tempt (R1) Seduction (R2) Involved (R3) Betrayal (R4) Devotion (R4) For Love (R5) Persuasion (Torture) Terrifying Strike (R1) Frighten (R2) Flay (R3) Inner Secrets (R4) Break Spirit (R5) Spellcraft (All) Spell Affinity (R1) Spell Recognition (R2) Persistent Spell (R3)

Spell Focus (R3) Unravel Spell (R3) Expanded Targeting (R4)

Repeat Casting (R4) Perfect Repeat Casting (R5) Spell Specialization (R5)

Spellcraft (Arcane) Spell Resistance (R1) Strengthen Spell (R2) Extend Spell (R3) Gestureless Spell (R3)

Silent Spell (R3) Quicken Spell (R4) Payment of Blood (R5) Spellcraft (Divine) Heal (R1)

Warding (R2) Imbue (R3) Greater Healing (R4) Sacrifice (R5)

Spellcraft (Ki) Spellcraft (Primal) Draw on Nature (R1)

Primal Companion (R2) Enduring Earth (R3) Scorching Fire (R3) Flowing Water (R3) Twisting Wind (R3) Call of the Wild (R4) Nature’s Wrath (R4) Cycle of Nature (R5)

Spellcraft (Runecasting) Engraving (R1) Uncast (R2) Air Signing (R3) Absorb Rune (R4) Duplicate Rune (R4) Iron Rune (R5) Stealth (Hide) Vanish (R1) Slip Away (R2) Stealthy Strike (R3) Unseen (R3) Vanish from Plain Sight (R4) Stealth (Move Silently) Stealthy Approach (R1) Noiseless (R2) Assassin’s Strike (R3) Cat Steps (R3) Utter Silence (R4) Stealth (Sleight of Hand) Palm (R1) Five-finger Discount (R2) Prestidigitation (R3) Survival (Heal) First Aid (R1)

Heal (R1) Surgery (R2) Neutralize Poison (R3) Resuscitate (R3) Cure Disease (R4)

Greater Heal (R4) Survival (Streetwise) Street Urchin (R1) Back Alley Shortcut (R2) Begging (R2) Fence (R3)

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Street Rat (R3) Black Marketer (R4) Survival (Track) Identify Tracks (R1) Trail Marker (R2) Sign of Passage (R3) Traceless (R4) Survival (Wilderness) Trailblazing (R1) Weather Forecast (R1) Forage (R2) Hunter (R3) Shelter (R3) Endure the Elements (R4) Weapon Group (All) Avoid (R0) Deflect (R0) Strike (R0) Cross Weapons (R1) Heavy Strike (R1) Minor Wound (R1) One-handed Weapon Style (R1) Ranged Weapon Style (R1) Two-handed Weapon Style (R1) Two-Weapon Style (R1) Unbalance (R1) Weapon and Shield Style (R1) Aggravated Wound (R2) Strong Strike (R3)

Swift Strike (R3) Triple Threat (R3) Twin Strike (R3) Whirlwind Strike (R3) Bleeding Wound (R4) Crippling Strike (R4) Debilitating Strike (R4) Full Engagement (R4) Greater Catch (R4) Greater Disarm (R4) Greater Entangle (R4) Greater Parry (R4) Greater Shieldbreaker (R4) Greater Trip (R4) Impenetrable Defense (R4) Master Stroke (R4) Render Helpless (R4) Spinning Strike (R4) Stunning Strike (R4) Sweeping Blow (R4) Lay Out (R5) Maim (R5) Over-Extend (R5) Perfect Disarm (R5) Perfect Entangle (R5) Perfect Return Weapon (R5) Perfect Shieldbreaker (R5)

Perfect Trip (R5) Weapon Group (“♣”) Impacting Strike (R2) Improved Impacting Strike (R3) Crushing Strike (R4) Weapon Group (“♦”) Slashing Strike (R2) Improved Slashing Strike (R3) Eviscerate (R4) Weapon Group (“♥”) Surgical Strike (R2) Improved Surgical Strike (R3) Bloodletting (R4) Weapon Group (“♠”) Piercing Strike (R2) Improved Piercing Strike (R3) Impaling Strike (R4) Weapon Group (Axe) Axe Focus (R1) Axe Specialization (R3) Axe Mastery (R5) Weapon Group (Blade) Blade Focus (R1) Blade Specialization (R3) Blade Mastery (R5) Weapon Group (Bow) Bow Focus (R1) Bow Specialization (R3) Multishot (R4) Bow Mastery (R5) Weapon Group (Club) Club Focus (R1) Club Specialization (R3) Thunderous Smash (R4) Club Mastery (R5) Weapon Group (Crossbow) Crossbow Focus (R1) Rapid Reload (R2) Crossbow Specialization (R3) Crossbow Mastery (R5) Weapon Group (Disarming) Disarm (R2) Improved Disarm (R3) Greater Disarm (R4) Perfect Disarm (R5) Weapon Group (Entangling) Entangle (R2) Improved Entangle (R3) Greater Entangle (R4) Perfect Entangle (R5) Weapon Group (Exotic) Weapon Group (Hurled) Blade Focus (R1) Blade Specialization (R3) Blade Mastery (R5)

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Weapon Group (Natural) Bull Rush (R1) Multiattack (R2) Weapon Group (Pole Arm) Arm’s Length (R1) Pole Arm Focus (R1) Pole Arm Specialization (R3) Sweeping Strike (R4) Pole Arm Mastery (R5) Weapon Group (Shieldbreaker) Shieldbreaker (R2) Improved Shieldbreaker (R3) Greater Shieldbreaker (R4) Perfect Shieldbreaker (R5) Weapon Group (Spear) Spear Focus (R1) Spear Specialization (R3) Spear Mastery (R5) Weapon Group (Tripping) Trip (R2) Improved Trip (R3) Greater Trip (R4) Perfect Trip (R5) Weapon Group (Whirled) Whirling Strike (R2) Improved Whirling Strike (R3) Greater Whirling Strike (R4) Perfect Whirling Strike (R5)

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