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Sorcery Styles , Spells and Prerequisites

Sorcery
Style
Chicanery

Cosmic
Sorcery

Spells

Prerequisites

Acquiring
Displacing Cavort (Defensive Blast)
Greater Acquiring
Here, Not There
Mynah Bird's Voice
Switching The Shell
Untying Flicker
Widdershins

Acquiring
Acquiring
Acquiring
Here, Not There
-

The Time is Right (Basic Cosmic)*


Beyond Time and Space (Defensive
Blast)*
Dictate Fate
Horoscope
Nothing is Immutable*
The Hour of Your Birth, The hour of
Your Death
Alignment of the Heavenly Paths*
Make Gate*

The Stars are Right*


Counterspell
s

Knowledge (Arcana) 10
Ranks, Int 15
Int 15, Knowledge (Arcana)
10 Ranks
Int 15, Knowledge (Arcana)
15 Ranks, The hour of your
birth, The hour of your death,
Visions
The Time is Right,
Astrological Prediction
Knowledge (Arcana) 20
Ranks, Dictate Fate,
Telekinesis
Knowledge (Arcana) 15
Ranks, Horoscope
Int 15, Knowledge (Arcana)
10 Ranks, The Time is Right
Knowledge (Geography) 10
Ranks, The Time is Right,
Alignment of the Heavenly
Paths
Knowledge (Arcana) 20
Ranks, Int 19, The Time is
Right

Warding (Basic Counterspell)

Desperate Ward (Defensive Blast)

Knowledge (Arcana) 12
Ranks, Warding, Greater
Warding
Lesser ill-Fortune, Warding
Knowledge (Arcana) 10
Ranks, Warding
Knowledge (Arcana) 12
Ranks, Greater Warding,
Warding
Knowledge (Arcana) 4 Ranks,
Warding
Knowledge (Arcana) 4 Ranks,
Warding
Knowledge (Arcana) 15
Ranks, Warding, Greater
Warding
Knowledge (Arcana) 4 Ranks,
Knowledge (Relegion) 6
Ranks, Wis 13, Warding
Knowledge (Arcana) 4 Ranks,

Blessing of True Steel


Dance of the Skull
Greater Warding
Hand of the Witch
Incantation of Amalric's Witchman
Incantation of Fog and Shadow
Master Warding
Rune of Jhebbal Sag
Ward Dwelling

Ward by Will
Ward of Anigmus
Curses

Lesser ill-Fortune (Basic Curse)


Weapon Curse (Defensive Blast)
Awful Rite of the Ware-Beast
Blistering Squall of Evil
Curse of Broken Blood
Curse of Solnarus*
Curse of Yizil
Cursed Unto the Last Generation*
Dance of the Changing Serpent
Doom
Doom of the Doll

Draw Forth the Soul

Death Comes on Swift Wings


Dream Curse
Dream Plague*
Enslaved by The Spider-God of
Yezud
Foxing
Gelid Bones

Glimpse of a Sorcerer's Soul

Ill-Fortune
Ill-Fortune Greater
Invocation of Xuthalla

warding
Knowledge (Arcana) 7 Ranks,
Warding
Knowledge (Arcana) 6 Ranks,
Warding
Magic Attack Bonus +6,
Lesser ill-Fortune
Magic Attack Bonus +5,
Lesser ill-Fortune, Warding
Magic Attack Bonus +3,
Lesser ill-Fortune
Curse of Yizil, Permanent
Sorcery
Magic Attack Bonus +4,
Lesser ill-Fortune, Warding
Lesser ill-Fortune, Permanent
Sorcery
Magic Attack Bonus +4,
Lesser ill-Fortune, Must be a
Pict
Magic Attack Bonus +2,
Lesser ill-Fortune
Magic Attack Bonus +7,
Lesser ill-Fortune, Hexer,
Focused Magic Link
Magic Attack Bonus +7,
Lesser ill-Fortune, Ritual
Sacrifice, Summon Demon,
Tormented Sacrifice
Lesser ill-Fortune, Death
Touch, The Third Mystery of
Yinepu
Lesser ill-Fortune, Visions of
Torment and Enlightenment
Magic Attack Bonus +8,
Lesser ill-Fortune, Black
Plague
Magic Attack Bonus +6, Awful
Rite of The Were-Beast
Magic Attack Bonus +2,
Lesser ill-Fortune
Magic Attack Bonus +2,
Lesser ill-Fortune, Calm of
The Adept
Lesser ill-Fortune, Visions of
Torment and Enlightenment,
Magic Attack Bonus +6, at
least 7 points Corruption
and/or major insanity
Magic Attack Bonus +1,
Lesser ill-Fortune
Magic Attack Bonus +3,
Lesser ill-Fortune
Magic Attack Bonus +6,
Lesser ill-Fortune, Animate
Statue, Awful Rite of the

Life Leech

Perdurable Excruciation

Put Them Into the Swamp


Shrinking Doom
Wind's Hated Son
Divination

Astrological Prediction (Basic


Divination)
Not This Day (Defensive Blast)
Blessing of Fate
Dream of Wisdom
Far Memory
Homunculus Communication
Mind-Reading
Projection
Psychometry
Seek The Broken Vow
Shade
Soothsay
Sorcerous News
Trace of The Blood-Worm
Sorcerous News, Greater
Visions
Visions of Torment and
Enlightenment

Were-Beast
Magic Attack Bonus +4,
Lesser ill-Fortune, Death
Touch, The Second Mystery of
Hathor/Sukhmet
Lesser ill-Fortune, Agonizing
Doom, Magic Attack Bonus
+7, Ritual Sacrifice,
Tormented Sacrifice,
Permanent Sorcery
Magic Attack Bonus +6,
Dance of The Changing
Serpent, Must be a Pict
Magic Attack Bonus +5,
Lesser ill-Fortune, Must be a
Worshipper of Zath
Magic Attack Bonus +3,
Lesser ill-Fortune
Knowledge (Arcana) 4 Ranks
Knowledge (Arcana) 4 Ranks,
Astrological Prediction
Astrological Prediction,
Visions, Knowledge (Arcana)
10 Ranks, Knowledge is
Power class feature
Astrological Prediction or
Shamanic Ecstasy
Astrological Prediction,
Sorcerous News, Knowledge
(Arcana) 13 Ranks
Astrological Prediction,
Knowledge (Arcana) 8 Ranks
Astrological Prediction,
Visions, Illusion, Knowledge
(Arcana) 15 Ranks
Astrological Prediction,
Knowledge (Arcana) 5 Ranks
Knowledge (Arcana) 8 Ranks,
Astrological Prediction, Mind
Reading
Scholar level 3, Hide 4 Ranks,
Visions
Knowledge (Arcana) 8 Ranks,
Astrological Prediction,
Animal Ally
Astrological Prediction,
Knowledge (Arcana) 12 Ranks
Astrological Prediction
Astrological Prediction,
Sorcerous News, Knowledge
(Arcana) 16 Ranks
Astrological Prediction,
Knowledge (Arcana) 8 Ranks
Astrological Prediction,
Visions, Entrance, Knowledge
(Arcana) 12 Ranks, Magic

Whispers from the Dead


Fire Magic

Heart of Flames (Basic Fire)


Flame Burst (Defensive Blast)
Boiling Blood
Flame Ward
Inferno Heat
Incinerating Gaze
Dance of The Flames
Beguiling Smoke
Flames of Agni
Ropes of Fire
Candle of Passion

Purifying Flames*

Summon Elemental*

Elemental Form*
Frost Magic

Fell of Frost (Basic Frost)


Icy Flames (Defensive Blast)
Chill Touch
Winds of Madness
Command Weather*
Shape Snow
Servants of Ice
Become Beast
Icy Slumber
Spirit of The Avalanche*
Ride of the Storm*

Hedge
Magic

Blessings and Curses (Basic


Hedge)
Sign Against Evil (Defensive Blast)
Cure-All
Blight
Blessing of The Good God

Attack Bonus +5
Astrological Prediction or
Shamanic Ecstasy
Active Heart of Flames
Active Heart of Flames
Active Heart of Flames
Active Heart of Flames
Active Heart of Flames,
Active Inferno Heat
Active Heart of Flames
Heart of Flames
Active Heart of Flames,
Inferno Heat, Incinerate
Active Heart of Flames,
Inferno Heat
Active Heart of Flames,
Beguiling Smoke
Scholar level 12, Craft
(Alchemy) 10 Ranks, Active
Heart of Flames, Inferno
Heat, Flames of Agni,
Corruption 0
Perform (Song or an
appropriate musical
Instrument) 10 Ranks, Magic
Attack Bonus +7, Active
Heart of Flames, Inferno
Heat, Incinerating Gaze
Scholar level 12, Active Heart
of Flames, Summon
Elemental
Fell of Frost
Fell of Frost
Knowledge (Nature) 5 Ranks,
Fell of Frost
Knowledge (Nature) 10
Ranks, Winds of Madness
Knowledge (Nature) 5 Ranks,
Fell of Frost
Scholar level 6, Magic Attack
Bonus +4, Shape Snow
Scholar level 4, Fell of Frost
Scholar level 5, Chill Touch
Scholar level 8, Shape Snow,
Winds of Madness
Scholar level 10, Command
Weather, Servants of Ice,
Spirit of the Avalanche
Blessing and Curses
Heal 4 Ranks, Blessings and
Curses
Magic Attack Bonus +1,
Blessings and Curses
Cure-All

Twisting of Tongue and Eye

Hypnotism

Send Dreams
Love Charm
Entrance (Basic Hypnotism)
Terrible Fascination (Defensive
Blast)
Boundary

Call of Damballah
Crimson Portents
Dance of Atali

Dance of the Cobras

Domination
Dread Serpent
Dream Dance
Dreams of Ecstasy
Dreams of Horror
Dreams of Victory

Enslave
Hypnotic Suggestion
Hypnotic Suggestion, Mass
Illusion

Inviolate Oath
Peacock's Beauty

Bluff 4 Ranks, Sleight of Hand


4 Ranks, Blessings and
Curses
Twisting of Tongue and Eye
Twisting of Tongue and Eye
Magic Attack Bonus +7,
Entrance, Hypnotic
Suggestion
Magic Attack Bonus +4, Cha
13, Domination, Enslave,
Entrance, Hypnotic
Suggestion, Ranged
Hypnotism
Entrance
Entrance, Hypnotic
Suggestion, Cha 13, Magic
Attack Bonus +7, must be a
female worshipper of the
Nordheimir Pantheon
Entrance, Telekinesis, Ritual
Sacrifice, Perform (Any
musical Instrument) 8 Ranks,
must be a worshipper of
Hanuman
Entrance, Magic Attack Bonus
+3
Entrance, Magic Attack Bonus
+4
Perform (Dance) 10 Ranks,
Entrance, Mass Hypnotic
Suggestion
Magic Attack Bonus +4,
Ritual Sacrifice, Entrance
Magic Attack Bonus +4,
Ritual Sacrifice, Entrance
Magic Attack Bonus +5,
Dreams of Ecstasy, Dreams
of Honor, Entrance
Magic Attack Bonus +4, Cha
13, Entrance, Domination,
Hypnotic Suggestion, Ranged
Hypnotism
Entrance, Magic Attack Bonus
+2
Entrance, Hypnotic
Suggestion, Magic Attack
Bonus +5
Entrance, Dread Serpent,
Conjuring, Magic Attack
Bonus +5
Knowledge (Arcana) 8 Ranks,
Entrance, Mass Hypnotic
Suggestion, Greater illFortune
Entrance

Ranged Hypnotism
Reverse Loyalties
Savage Beast
Seduction
Swell
Torment

Voice of Power

Voice of Power, Greater

Walk of Shadows
Walk Unseen

Immortality

Witch's Vigour (Basic Immortality)*

Eternal Youth*

Life Drain

The Picture of Corruption

Unnatural Strength*
Unholy Revitalisation
Glance of Eternity
Vampire Transformation*
Nature

Summon Beast (Basic Nature)


Animal Intercessor (Defensive

Entrance, Hypnotic
Suggestion, Magic Attack
Bonus +5
Entrance, Mass Hypnotic
Suggestion, Magic Attack
Bonus +6
Entrance, Hypnotic
Suggestion, Magic Attack
Bonus +3
Entrance
Entrance, Illusion, Dread
Serpent, Conjuring, Magic
Attack Bonus +4
Entrance, Magic Attack Bonus
+1
Magic Attack Bonus +7,
Menacing Aura, Voice of
Power, Entrance, Masterwords and signs or greater
demonic pact
Magic Attack Bonus +7,
Menacing Aura, Voice of
Power, Entrance, Masterwords and signs or greater
Demonic pact
Magic Attack Bonus +3,
Entrance
Hide 8 Ranks, Move Silently 8
Ranks, Entrance, Calm of the
Adept
3 or more Sorcery Style,
Magic Attack Bonus +4,
Ritual Sacrifice, Perform
(Ritual)
Magic Attack Bonus +5,
Witch's Vigour, Ritual
Sacrifice, Tortured Sacrifice
Permanent Sorcery, Magic
Attack Bonus +6, Witch's
Vigour, Eternal Youth, Raise
Corpse, Death Touch, Ritual
Sacrifice, Tortured Sacrifice
Master-words and Signs of
Demonic Pact, Witch's Vigour,
Cha 15
Permanent Sorcery, Magic
Attack Bonus +6, Witch's
Vigour, Eternal Youth, Ritual
Sacrifice, Tortured Sacrifice,
Perform (Ritual) check DC 27
Witch's Vigour
Witch's Vigour, Sorcerer must
be at least 100 years old.
Permanent Sorcery, Magic
Attack Bonus +7, Witch's
Vigour, Demonic Pact, Ritual
Sacrifice, Tortured Sacrifice
Knowledge (Nature) 4 Ranks
-

Blast)
Animal Ally
Become Beast
Blood of Beasts
Bones of Life
Child of the Waves
Children of the Night
Choke Harbour
Command Weather*
Control Magical Beast

Control Monstrous Humanoid

Fruit of Air

Rage from Before Time


Sending of Serpents
Snake Arrow
Sorcerous Garden
Spirit of the Land
Summon Beast, Greater
Summon Swarm
Creeping Doom
Wrath of the Deep
Necromancy

Raise Corpse (Basic Necromancy)


Chill of the Grave (Defensive Blast)
Agonising Doom

Knowledge (Nature) 6 Ranks,


Summon Beast
Scholar level 4, Summon
Beast , Animal Ally
Knowledge (Nature) 7 Ranks,
Summon Beast
Heal 15 Ranks, Knowledge
(Nature) 15 Ranks, Summon
Beast, Raise Dead,
Permanent Sorcery
Knowledge (Nature) 8 Ranks,
Summon Beast
Knowledge (Nature) 8 Ranks,
Summon Beast
Knowledge (Nature) 7 Ranks,
Summon Beast
Knowledge (Nature) 10
Ranks, Spirit of the Land
Knowledge (Nature) 10
Ranks, Handle Animal 10
Ranks, Summon Beast,
Animal Ally
Knowledge (Nature) 12
Ranks, Handle Animal 12
Ranks, Summon Beast,
Control Magical Beast, Animal
Ally
Knowledge (Nature) 20
Ranks, Craft (Herbalism) 20
Ranks, Summon Beast,
Sorcerous Garden, Craft
(Herbalism) Check
Knowledge (Nature) 14
Ranks, Greater Summon
Beast, Summon Beast
Summon Beast, Greater
Summon Beast, Knowledge
(Nature) 6 Ranks
Summon Beast, Knowledge
(Nature) 5 Ranks
Knowledge (Nature) 10
Ranks, Craft (Herbalism) 12
Ranks, Summon Beast
Knowledge (Nature) 5 Ranks,
Summon Beast
Knowledge (Nature) 5 Ranks,
Summon Beast
Knowledge (Nature) 8 Rank,
Summon Beast
Knowledge (Nature) 12
Ranks, Summon Beast
Knowledge (Nature) 10
Ranks, Greater Summon
Beast, Summon Beast
Scholar Level 4
Raise Corpse, Death Touch,

Amenkuhn's Golem
Black Plague*
Black Plague, Greater*
Blackblood Plague
Blessing of Ch'enghuang
Ch'eng-huang's Blessing
Call of the Dead
Corrupted Touch
Crawlers from the Mouth

Create Horror

Curse of the Wood


Death Touch
Derketa's Dhow
Desiccation

Draw Forth the Heart

Drums of the Dead


Essential Salts*
Eternal Warrior
Language of the Judged
Legions of the Dead*
Memories of the Dead
Opening of the Mouth and Eyes*
Plague of Flies
Resting of Ch'enghuang
Scent of Rot and Fear

Magic Attack Bonus +6


Scholar level 5, Raise Corpse,
Knowledge (Arcana) 8 Ranks,
Decipher Script 8 Ranks
Magic Attack Bonus +7, Raise
Corpse
Magic Attack Bonus +8, Black
Plague, Raise Corpse
Scholar Level 8, Raise
Corpse, Craft (Alchemy) 12
Ranks, Knowledge (Arcana)
12 Ranks, Ritual Sacrifice
Knowledge (Arcana) 15 Ranks
Raise Corpse
Magic Attack Bonus +6,
Death Touch, Raise Corpse
Magic Attack Bonus +4, Raise
Corpse, Summon Beast
Greater Telekinesis, Raise
Dead, Bind Demon,
Knowledge (Arcana) 20
(overall modifier), Magic
Attack Bonus +7
Knowledge (Nature or Wood)
10 Ranks
Raise Corpse, Magic Attack
Bonus +5
Magic Attack Bonus +6,
Ritual Sacrifice, Raise Corpse
Raise Corpse, Death Touch,
the fifth mystery of Set,
Knowledge (Mystery:Set) 15
Ranks
Magic Attack Bonus +7,
Ritual Sacrifice, Opportunistic
Sacrifice, Tormented
Sacrifice, Raise Corpse,
Death Touch, Agonising
Doom, Conjuring, Telekinesis
Magic Attack Bonus +3,
Ritual Sacrifice, Raise Corpse
Craft (Alchemy) 10 Ranks,
Heal 10 Ranks, Raise Corpse
Knowledge (Arcana) 10 Ranks
Raise Corpse
Raise Corpse, Magical Attack
Bonus +4
Magic Attack Bonus +7, Raise
Corpse
Raise Corpse, The fourth
Mystery of Yinepu, At least 10
participants
Magic Attack Bonus +3, Raise
Corpse
Magic Attack Bonus +3, Raise
Corpse

Simulacrum*
Skin of the Grace
Summon Essence
Taper of Death
The Circle of Midnight
The Dead Speak
Transference
Underworld's Stairway
Usurpation of the Soul
Verdant Mastery
Wounds of Cheng Wu
Zukala's Jest*
Oriental

Calm of the Adept (Basic Oriental)


Vanish (Defensive Blast)
Bamboo Doom
Bamboo Storm
Castle of Bamboo
Conquering Gaze (Summoning)
Darting Serpent
Eyes of Truth
Ground Rot
Harmony of Body and Spirit
Harmony of Earth and Sky
Heaven's Stairway
Mirror of the Tactical Mind
Mirror of the Strategic Mind
Shape-Shifter
Shield of the X Ancestors
Smokes of Paradise
Warrior Trance
Walk on Clouds
Willow Dance
Yimsha's Carpet

Prestidigitati
on

Conjuring (Basic Prestidigitation)


Blast Wave (Defensive Blast)
Blindness
Animate Swords

Raise Corpse, Animate


Statue, Permanent Sorcery,
Magic Attack Bonus +8
Raise Corpse, Magic Attack
Bonus +2
Magic Attack Bonus +6,
Raise Corpse, Death Touch
Scholar level 4, Raise Corpse
Magic Attack Bonus +6
Knowledge (Nature) 5 Ranks
Knowledge (Arcana) 10 Ranks
Raise Corpse, Draw forth the
Soul
Wis 13
Knowledge (Arcane) 10
Ranks, Knowledge (Nature)
10 Ranks
Magic Attack Bonus +5
Knowledge (Arcane) 4 Ranks
Knowledge (Arcane) 10 Ranks
Calm of the Adept, Scholar
level 3
Knowledge (Arcane) 4 Ranks
Knowledge (Nature) 5 Ranks
Heal 10 Ranks, Calm of the
Adept
Calm of the Adept, Warrior's
Trance
Scholar level 4, Calm of the
Adept
Scholar level 4, Astrological
Prediction, Calm of the Adept
Calm of the Adept, Scholar
level 12
Knowledge (Arcane) 5 Ranks
Calm of the Adept, Scholar
level 3
Scholar level 5, Calm of the
Adept, Willow Dance
Scholar level 3, Calm of the
Adept
Calm of the Adept, Summon
Elemental, Scholar level 14
Scholar level 1, Sleight of
Hands 4 Ranks
Greater Telekinesis, Sleight of
Hands 9 Ranks
Conjuring, Telekinesis,
Greater Telekinesis, Scholar
level 4, Base Attack Bonus

Animate Statue
Burst Barrier
Conjure Item
Deflection
Loft to the Sky
Magic Builder
Shake Earth
Telekinesis
Greater Telekinesis
Sea
Witchery

Sense Currents (Basic Sea


Witchery)
Blood and Water
Grip of the Deep
Jaws of Atlantis
Rolling Waves
Set's Blessings
Storm of Waves
Tentacles of the Deep
Whirlpool

Serpent
Magic

Blessing of Yig (Basic Serpent)


Unseen Serpents (Defensive Blast)
Hypnotic Gaze
Animal Ally
Dread Serpent
Snakeshift
Slither
Curse of Yig

10

+3
Conjuring, Telekinesis,
Greater Telekinesis, Animate
Swords, Scholar level 6, Base
Attack Bonus +4
Conjuring, Scholar level 3
Conjuring
Scholar level 3,
Prestidigitation
Scholar level 4, Sleight of
Hands 6 Ranks, Bluff 6 Ranks,
Conjuring, Greater Telekinesis
Conjuring, Telekinesis,
Greater Telekinesis, Scholar
level 10
Scholar level 10, Conjuring,
Telekinesis, Greater
Telekinesis
Conjuring, Scholar level 3,
Sleight of Hands 5 Ranks
Prestidigitation, Telekinesis,
Scholar level 3, Sleight of
Hands 6 Ranks, Bluff 6 Ranks
Knowledge (Arcana) 4 Ranks
Knowledge (Arcana) 6 Ranks,
Sense Currents
Knowledge (Arcana) 7 Ranks,
Sense Currents
Knowledge (Arcana) 10
Ranks, Grip of the Deep,
Sense Currents
Knowledge (Arcana), Sense
Currents
Knowledge (Arcana) 8 Ranks,
Ritual Sacrifice, Tortured
Sacrifice, Sense Currents
Knowledge (Arcana) 10
Ranks, Rolling Waves, Sense
Current
Knowledge (Arcana) 8 Ranks,
Sense Currents
Knowledge (Arcana) 8 Ranks,
Sense Currents, Rolling
Waves, Perform (Drum)
Knowledge (Arcana) 4 Ranks,
Knowledge (Nature) 4 Ranks
Blessing of Yig
Concentration 4 Ranks,
Blessing of Yig
Knowledge (Nature) 6 Ranks,
Blessing of Yig
Magic Attack Bonus +4,
Hypnotic Gaze
Scholar level 4, Animal Ally
Scholar level 5, Sleight of
Hand 4 Ranks, Snakeshift
Hexer, Magic Attack Bonus

Hands of Death
Shed the Skin*
Curse of Ten Thousand Serpents*
Call of the Great Snake*

Summoning
s

Master-Words and Signs (Basic


Summoning)

Demonic Pact (Basic Summoning)


Master, Aid me! (Defensive Blast)
Bag of Demons*

Banish Outsider

Bind Demon

Channel Demon

Demonic Pact, Greater

Form Demon
Heaven's August Light
Identify Kuei
Possession Lesser

Possession Greater
Ritual Execution by Demons

11

+5, Snakeshift
Touch of Power, Magic Attack
Bonus +5, Slither
Scholar level 10, Slither
Scholar level 15, Hexer,
Unseen Serpents, Animal Ally
Magic Attack Bonus +4, Shed
the Skin
Magic Attack Bonus +6,
Knowledge (Arcana) 15
Ranks, must know at least
four sorcery styles, must
never have cast the demonic
pact spell
Scholar Level 1, Knowledge
(Arcana) 4 Ranks
Master-words and signs or
demonic pact, summon
demon, craft major magic
item
Knowledge (Arcana) 15
Ranks, Magic Attack Bonus
+5, Master-words and signs
or demonic pact, summon
demon
Master-words and signs or
greater demonic pact,
summon demon, banish
demon, magic attack bonus
+6, Knowledge (Arcana) 18
Ranks
Demonic Pact
Magic Attack Bonus +6,
demonic pact, Ritual
Sacrifice, Tortured Sacrifice,
Knowledge (Arcana) 15
Ranks, must know at least
four sorcery styles, must
have cast the demonic pact
spell
Master-words and signs or
demonic pact, summon
demon, Magic Attack Bonus
+4, Permanent Sorcery
Caster must be an active
priest of a God or Kuei
Demonic Pact
Magic Attack Bonus +4,
Knowledge (Arcana) 6 Ranks,
demonic pact, master-words
and signs
Magic Attack Bonus +6,
Knowledge (Arcana) 8 Ranks,
demonic pact, master-words
and signs
Master-words and signs or
demonic pact, summon
demon, Ritual Sacrifice

Servitude
Spawn of the Black Heart
Summon Ancestor
Summon Demon*
Summon Dragon

Summon Elemental*

Travel Beyond*
Vomit Horror*
Umbra

Abyssal Shroud of Midnight


Blacken the Sky
Coldest Night (Defensive Blast)
Darkness Simulacrum
Eyes Umbral
From Shadow to Shadow

Weather
Witching

Shadows Embrace
Smoke and Fog
Snuff the Blinding Flame
Knot Wind (Basic Weather
Witching)
Bottle Storms
Bottle Thunder
Call the Northern Wind
Call the Southern Wind
Sandstorm
Waterspout
Wind's Wrath

12

Demonic Pact
Scholar level 4, Knowledge
(Arcana) 6 Ranks, Craft
(Alchemy) 6 Ranks
Caster must be an active
priest of a Khitan Religion
Master-words and signs or
demonic pact, Magic attack
Bonus +4
A suitable Offering,
Knowledge (Arcana) 10 Ranks
Master-words and signs or
greater demonic pact, Magic
Attack Bonus +7, Perform
(Song or an appropriate
musical instrument) 10 Ranks
Magic Attack Bonus +5,
Dream of Wisdom, masterwords and signs
Concentration 8 Ranks,
Summon Demon, Channel
demon, Conjure Item
Shadows Embrace
Eyes Umbral, Shadows
Embrace
Abyssal Shroud of Midnight
Knowledge (Nature) 4 Ranks
Knowledge (Nature) 8 Ranks,
Knot Wind
Knowledge (Nature) 8 Ranks,
Knot Wind
Knowledge (Nature) 6 Ranks,
Knot Wind
Knowledge (Nature) 6 Ranks,
Knot Wind
Knowledge (Nature) 8 Ranks,
Knot Wind
Knot Wind, Perform (pipe or
song)
Knowledge (Nature) 8 Ranks,
Knot Wind

Chicanery
Chicanery is the arcane practice of tricking the minds of onlookers to see things
happen differently from reality or not see them happen at all. A wizard or sorcerer
that masters chicanery can cleverly wield powers to confuse, befuddle or fool
some of the most strong minded of witnesses. This style of arcane influence is
sometimes subtle and sometimes bold; but always confounding.

Acquiring
Power Point Cost: 2
Components: S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Target: Any tiny object (1 lb. or less) within range
Duration: Instantaneous
Magic Attack Roll: None if item is not held/worn; Opposes the Base Defence of
the target if held/worn
This spell allows the caster to effectively steal a small object in the blink of an
eye.
The caster casts the spell and reaches into a pocket, pouch or other personal
container. When he pulls his hand out, if the spell is successful, he will be holding
the item he was targeting. Sentient creatures currently wearing or holding the
item targeted make the Acquiring slightly more difficult. The item vanishes in the
blink of an eye, which can be startling for anyone currently looking at it when it
disappears!

Displacing Cavort (Defensive Blast)


Power Point Cost: All remaining points
Components: S
Casting Time: Immediate
Range: Personal
Target: Self
Duration: Instantaneous
Magic Attack Roll: Opposes opponents attack roll
This form of the defensive blast is actually only a defence against attacks that
would
harm the caster physically. Whether it is an arrow, a bolt of arcane fire or the
stone from a catapult; the caster can unleash his arcane control over momentum
and direction in a burst of chaotic motion. The caster is spun wildly in a random
direction (even straight up) to avoid the blow but always lands on his feet,
composed and aware.

13

Greater Acquiring
Power Point Cost: 4
Components: S
Casting Time: One full round
Range: Close (25 ft. + 5 ft. per two levels)
Target: Any small object (5 lb. or less) within range
Duration: Instantaneous
Prerequisites: Acquiring
Magic Attack Roll: None if item is not held/worn; Opposes the Base Defence of
the target if held/worn
This spell functions in a similar form to the basic Acquiring spell but affects much
larger objects. Instead of putting the casters hand inside of a container, he must
place both of his hands behind some kind of obscuring object. This can be his
cloak, behind his back or around a door; anything, so long as no one can seen his
hands when the spell is cast. When he produces his hands once more, the object
will be in them. Just as with Acquiring, the object vanishes instantly and might
bring some confusion.

Here, Not There


Power Point Cost: 3
Components: V, S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Target: Any two small objects (2 lb. or less) within range
Duration: Instantaneous
Prerequisites: Acquiring
Magic Attack Roll: None if items are not held/worn; Opposes the Base Defence
of the targets if held/worn
The graduation of the casters ability to move small items through space instantly,
this spell allows the caster to switch the physical positions of two similarly-sized
objects that are currently in view of him. The two objects must both be within
range of the caster and one another. Neither object may be more than twice as
large as the other. Sentient creatures currently wearing or holding the items
targeted make Here, Not There more difficult. The items switch places in the blink
of an eye, surprising anyone who was looking at one thing when it suddenly
became another! If two held/worn items are targeted by this spell and either
target is not successfully overcome by the casters magic attack roll, the spell
fails.

Mynah Birds Voice


Power Point Cost: 2
Components: V, M
Casting Time: One full round
Range: Personal
Target: Self
Duration: 10 minutes + 1 minute per two levels
Magic Attack Roll: None required
This cunning spell grants the caster the temporary ability to mimic any animal
sounds or human voice he has heard in the last 24 hours, granting him a +10
bonus to his Perform skill checks to impersonate an individual or animal. This
could grant additional bonuses to skill checks for Diplomacy, Disguise, Intimidate
or Handle Animal at the Games Masters discretion. The material component of
this song is the placing of a cats hair or birds down feather under the casters
tongue.

14

Switching the Shell


Power Point Cost: 3
Components: V, S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Target: Two small containers (10 lb. or smaller capacity) within range
Duration: Instantaneous
Prerequisites: Here, Not There
Magic Attack Roll: None if containers are not held/worn; Opposes the Base
Defence of the targets if held/worn
This insidious spell hails from the ancient shell game that con artistes have used
to fleece onlookers for centuries. This spell takes all contents of two similarly sized
containers and swaps them. A pouch full of stones could be used to switch
contents with a merchants coin purse or perhaps a wineskin of poison could
replace an enemys water fl ask. The two containers must both be within range of
the caster and one another. The containers must be able to hold the materials of
the other or else this spell fails. Additionally, the container must
be closed (pouches tied off, fl asks corked, boxes shut and so on). Sentient
creatures
currently wearing or holding the containers targeted make Switching the Shell
more difficult to accomplish. The containers contents switch places instantly,
being revealed when the container is opened. If two held/worn items are targeted
by this spell and either target is not successfully overcome by the casters magic
attack roll, the spell fails.

Untying Flicker
Power Point Cost: 1
Components: S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Target: One latch, knot, buckle and so on, within range
Duration: Instantaneous
Magic Attack Roll: None if target is not held/worn; Opposes the Base Defence of
the target if held/worn
This simple spell allows the caster to undo any simple mundane closing
mechanism. This includes knots, latches, buckles and similar things but does not
include locks, door tumblers and complex mechanical devices. With a flick of the
casters wrist the target rapidly unties, unlatches or otherwise opens. This will not
automatically open what the target was holding but will do so if natural gravity or
motion would do so.

Widdershins
Power Point Cost: 4
Components: S
Casting Time: One full round
Range: Close (25 ft. + 5 ft. per two levels)
Target: One Object or person within range
Duration: Power Points
Saving Throw: Will negates (if target is a creature)
Magic Attack Roll: Opposes the Base Defence of the target
This strange and confusing spell is used to sow disarray by reversing motion for a
single target. An effected log will roll uphill, an arrow will go hurtling back towards
it firer and guards chasing after the sorcerer will instead run backwards away from
him! Widdershins forces the affected individual to think carefully about how to
perform his movement, as it might just put his back to the wrong person when he
starts to walk oddly backwards away from his intended position!

15

Cosmic Sorcery
The Time is Right (Basic Cosmic Sorcery)*
PP Cost: x3
Components: V, S, M
Casting Time: 2 weeks
Range: Magical link
Effect: As per sorcery style
Duration: As per sorcery style
Saving Throw: As per sorcery style, but see below
Prerequisites: 10 ranks of Knowledge (arcana), Int 15
Magic Attack Roll: See below.
By waiting till the time is right to perform your magic, you are able to remove
most of the random factors that might usually reduce or counteract the effects of
your spell, ensuring that your own magical power is at its maximum possible
level. In game terms, this allows you to Take 20 on your Magic Attack Roll. For
purposes of the cost to include it in a spellbook or as a general gauge of its
magical strength and complexity, the time is right can be considered to be a 15
PP spell.
Material Components: In addition to the usual components, various oils and
incenses to a total value of 750 sp.

Beyond Time and Space (Defensive Blast)*


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Evil Eye
Effect: Transports a target through time and space
Duration: None
Saving Throw: Will negates
Prerequisites: Int 15, Knowledge (arcana) 10 ranks.
When this spell is cast, the sorcerer instantly loses all his remaining Power Points.
The attacker who triggered the defensive blast must make a Will save (DC equals
the number of Power Points spent). If the saving throw is failed, then the attacker
is thrown through time and space. It is up to the Games Master when and where
the attacker arrives, and while it is generally within a few miles and a few days
(forward or back) of his present location, victims have been thrown hundreds of
leagues and many centuries by this wild spell.

Alignment of the Heavenly Paths*


Power Point Cost: x2
Components: V, S, M
Casting Time: As per the base spell
Range: As per the base spell
Effect: As per the base spell
Duration: As per the base spell
Saving Throw: As per the base spell, but see below

16

Prerequisites: Int 15, Knowledge (arcana) 10 ranks, the time is right.


This dangerous spell attempts to garner the benefi ts of the time is right even
when the time is patently not right. In effect, the sorcerer attempts to change the
universe to suit his needs, instead of waiting until the ceaseless changing of the
stars brings them into alignment with
his desires.
In game terms, this allows you to Take 20 on your Magic Attack Roll. However, the
spell automatically becomes a Mighty spell, and the sorcerer must immediately
make a Will save against Runaway Magic even if this is the only Mighty spell he
has cast this week. For purposes of the cost to include it in a spellbook or as a
general gauge of its magical strength and complexity, alignment of the heavenly
paths can be considered to be a 15 Power Point spell.
Material component: In addition to the usual components, various oils and
incenses to a total value of 500 silver pieces.

Dictate Fate
Power Point Cost: 10+
Components: V, S, F
Casting Time: One hour
Range: Magical Link
Effect: Alters a targets destiny
Duration: Special
Saving Throw: None
Prerequisites: Int 15, Knowledge (arcana) 15 ranks, the hour of your birth, the
hour of your death, visions.
When this spell is cast, the sorcerer must specify a foreshadowing for the target.
The sorcerer can then alter events to bring that foreshadowing to pass. This
manipulation of destiny links the sorcerer and the target the target will dream of
the sorcerer, and may realise that his destiny is being meddled with. The sorcerer
may alter events in two ways:
Using Visions: When the sorcerer is observing the target of dictate fate through
a visions spell, the sorcerer may spend Power Points to alter any skill check,
attack roll, or saving throw made within the fi eld of view of his sensor. Each
Power Point spent gives a +1 or 1 to the roll and the sorcerer may spend a
maximum of five Power Points per roll in this fashion.
Using Fate: The sorcerer may also spend 2d6 Power Points to alter the targets
destiny, as if he had spent a Fate point to do so. The sorcerer does not need a
vision to this indeed, it will happen even if the sorcerer is unaware of the need to
change the targets Destiny, and without the consent of the sorcerer. For example,
the sorcerer might place a foreshadowing on the target, saying that the target will
arrive at the sorcerers castle. The target then falls off a cliff to his death so the
spell takes 2d6 Power Points from the sorcerer to alter the targets destiny, and
the target luckily falls into soft mud and survives. The sorcerer becomes aware of
the drain and who triggered it as it happens, but does not know any specifics
about the event.
A sorcerer reduced to below 0 PP by this spell is reduced to 0 PP instead and
suffers 1d6 Wisdom damage.

Horoscope
Power Point Cost: 5
Components: V, S
Casting Time: One hour
Range: Touch or Magical Link
Target: One creature
Duration: Until triggered

17

Saving Throw: None


Prerequisites: The time is right, astrological prediction
Casting a horoscope for an individual allows the sorcerer to foreshadow an event
for that person. For example, a sorcerer casting a horoscope for an adventure
could say the jaws of the serpent will close upon you beware! That adventurer
would gain one Fate point if he was ever in a situation that could be interpreted as
the jaws of the serpent closing upon him. Alternatively, a sorcerer can cast a
negative horoscope. If the events foreshadowed by a negative horoscope come to
pass, then the target loses one Fate Point. Note that as the spell can be cast
through a magical link, the sorcerer can curse a foe from afar without the foe
being aware of the doom that is upon him.
A sorcerer can only place a single horoscope on an individual. If that horoscope is
triggered, then the sorcerer may later cast the spell again on that person. A
character can carry multiple foreshadowings from horoscopes cast by different
sorcerers.
Birth Horoscope: The horoscope spell can be cast as a permanent spell (see the
rules on page 58), but only on a newborn child. It costs 1000 XP, 25 PP, a focus
worth 500 silver pieces and 50 silver pieces worth of inks, scrolls and divinatory
equipment. When cast in this fashion, the sorcerer may give three
foreshadowings, which are triggered in order. The fi rst two are discarded when
triggered; the third will remain permanently on the character, but can only be
triggered once per adventure. For example, if Conan had his birth horoscope cast,
then it might have been he will travel far from Cimmeria; his greatest love will
perish, yet return; the crown will rest uneasily on his head. Conan would then
have received one Fate Point when he left his homeland, one when Blit died (and
he probably spent that point immediately on a Destiny change to bring her back)
and one whenever his rule of Aquilonia was threatened or whenever he felt
restless on the throne.

Make Gate*
Power Point Cost: Special
Components: V, S, F
Casting Time: One week
Range: Special
Effect: Creates a magical portal
Duration: Mortal
Saving Throw: None
Prerequisites: Knowledge (geography) 10 ranks, the time is right, alignment of
the heavenly paths.
This spell allows the sorcerer to create a magical portal connecting two points.
When the gate is open, a man can step through it as if stepping through a door,
even though the two points might be separated by a hundred miles or an ocean or
even the gulf between the stars.
The Power Point cost of the make gate spell depends on the range of the spell.
See the make
gate table.
Range
Within one mile
Within ten miles
Within one hundred miles
Different nation
Across a continent
Across a world
Different world or
dimension
Distant world or

Creation Cost
5
10
15
20
30
40
50

Activation Cost
1
2
3
4
6
8
10

60

12

18

dimension
The creation cost is the number of Power Points required to create the gate
initially. To make a gate, certain mystic symbols must be drawn at both the points
that are to be connected. These symbols do not have to be drawn by the sorcerer
himself a sorcerer planning to make a gate to a distant land might use sorcerous
news or a letter to instruct an apprentice or agent on how to draw the
symbols. Those planning to open gateways to other dimensions might use
master-words and signs to contact a suitable denizen of the other dimension. It
takes one week of work to inscribe the symbols.
A sorcerer can open a gate through brute force by only drawing the symbols at
one end of the gate, but this quintuples the Creation and Activation costs of the
gate (thus, if Thoth-Amon wishes to open a gate into the heart of Conans palace
and send assassins to kill the king, it will cost him one hundred Power Points to do
so through brute force, but only 20 if one of his agents can draw the symbols in
the palace). If a gate is created by brute force, then it must be anchored by
drawing the symbols on the far side, or it will cease to function one week after
being created.
The cost to create a gate can be halved by placing cosmic restrictions on the
gate. For example, many gates are tied to the phase of the moon, only functioning
during the full moon. A gate could also be tied to a particular configuration of the
stars. Even the loosest restrictions only permit a gate to work a maximum of onequarter of the time. It is clearly obvious when a gate is functioning, as the
symbols glow eerily when active.
Once a gate is created, it can be opened from either side by spending the listed
number of Power Points in the Activation column. Anyone with Power Points can
open the gate by touching the symbols they do not need to know the make gate
spell, or even know where the gate goes or who made it.
An activated gate remains open for 1d6 rounds plus one round per Power Point
spent to activate it. During this time, anyone or anything stepping through the
gate is instantly transported to the far side of the gate. Gates are two-way when
active and show a clear view of whatever is on the other side.
A gate can be destroyed by erasing the symbols.
Focus: The symbols that anchor the gate. These symbols can simply be drawn
with paint or charcoal, or carved in stone if the character has the requisite tools
and Craft skill. Either way, the symbols take a week of work to draw.

Nothing is Immutable*
Power Point Cost: Varies
Components: S
Casting Time: One action
Range: Evil Eye
Target: One object
Duration: Permanent
Saving Throw: Fortitude negates
Prerequisites: Knowledge (arcana) 20 ranks, dictate fate, telekinesis.
Magic Attack Roll: Sets the difficulty for the targets Fortitude save.
This spell allows the caster to transform any mundane object into any other
mundane object of roughly the same size. A man could be transformed into a
statue, or a wolf, or a cloud of mist. A dagger could become a flower, or a snake,
or a jewel. The Power Point cost of the spell is equal to the level + Constitution
modifier of the target when targeting a living creature, or equal to the weight of
an object in lbs. A Fortitude save is permitted if the spell targets a living creature.

19

The Hour of Your Birth, The Hour of Your Death


Power Point Cost: 10
Components: V, S
Casting Time: One day
Range: Special
Target: One person
Duration: Special
Saving Throw: None
Prerequisites: Knowledge (arcana) 15 ranks, horoscope.
To cast this spell, the sorcerer must know the date, hour and location of the
targets birth. If he makes a successful DC 20 Knowledge (arcana) check then the
sorcerer can use this knowledge as a Magical Link to the target.

The Stars are Right*


PP Cost: x4
Components: V, S, M
Casting Time: 1 month
Range: Magical link
Effect: As per sorcery style
Duration: As per sorcery style
Saving Throw: As per sorcery style, but see below
Prerequisites: 20 ranks of Knowledge (arcana), Int 19, the time is right
Magic Attack Roll: See below.
By waiting till the stars are right to perform your magic, you may render the
target extremely vulnerable, so that he finds resistance to your attacks difficult if
not impossible, as well as removing most of the random factors that might usually
reduce or counteract the effects of your spell. In game terms, this allows you to
Take 20 on your Magic Attack Roll as for Basic Cosmic Sorcery. Furthermore it
halves (round down) any circumstance bonuses, resistance bonuses, or morale
bonuses that your target would usually add to his Will saving throw. Finally, it
removes any warding or greater warding spell that may be protecting him,
immediately before your spell is cast.
For purposes of the cost to include it in a spellbook or as a general gauge of its
magical strength and complexity, the time is right can be considered to be a 20
PP spell.
Material Components: In addition to the usual components, various oils and
incenses to a total value of 1,000 sp.

20

Counterspells
Warding (Basic Counterspell Sorcery)
PP Cost: 2 points
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: One or more spells already affecting you, or one spell about to affect you.
Duration: Instantaneous
Magic Attack Roll: Opposes opponents Magic Attack Roll
For each spell already affecting the sorcerer when it is cast, the sorcerer casting
warding may make a magic attack roll opposed by a magic attack roll from the
original sorcerer to cancel the spell completely. Furthermore, a warding can be
prepared with a ready action, conditional on another sorcerer casting a spell,
allowing for an opponents spell to be cancelled before it even begins.
Other counterspells may not be affected by a warding.

Desperate Ward (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: One spell
Duration: Instantaneous
Magic Attack Roll: None required
This form of defensive blast only works against sorcery and can only be invoked
when a hostile spell targets the sorcerer. Roll 1d6 for every Power Point expended
and add the total of these rolls as a circumstance bonus to the casters Saving
Throw against the incoming spell.

Blessing of True Steel


Power Point Cost: 6
Components: V, S, M, F
Casting Time: One full round
Range: Touch
Target: One metal weapon
Duration: One round/level
Prerequisites: Knowledge (arcana) 12 ranks, warding, greater warding.
Magic is mostly air and trickery, and an honest sword will cleave through most
magical defences. A character using a weapon under the effect of this spell has a
+2 morale bonus to all saving throws against spells.
Furthermore, the character may choose to discharge the blessing when he strikes
a foe or object which is under the effect of a spell. The characters attack roll is
pitted against a magic attack roll made by the caster of the enemy spell if the
characters roll is equal to or higher than the enemys magic attack roll, then one
spell affecting the target is immediately ended. If the enemy is under the effects
of multiple spells, then the Games Master chooses which spell is broken.
For example, a barbarian with a sword under the effects of blessing of true steel is
fighting a sorcerer who is using witchs vigour and channel demon. The barbarian
has no idea about the witchs vigour, but the demons taint is obvious. He swings

21

his blade, and discharges the blessing of true steel in an attempt to blast away
the channel demon spell.
Focus: The sword or weapon being blessed.
Material Component: Rare oils worth 250 silver pieces, and 1d6 hit points of
the sorcerers own blood.

Dance of the Skull


PP Cost: 4 points
Components: V, S, F
Casting Time: 3 minutes
Range: Close
Effect: One or more curses already afflicting a victim
Duration: Instantaneous
Saving Throw: None
Prerequisites: Lesser ill-fortune, warding
Dancing to the growling and rumbling of Pictish drums, the shaman paces about
the subject of his curse, waving his arms in weaving, cryptic patterns. He then
throws a skull next to the victim. A female assistant, who is named the Bride of
whatever spirit or god guides the shaman then performs a writhing, spinning,
bestial dance and the skull dances with her, bounding and spinning like a living
thing.
This spell counteracts attempts to ward or dispel a spell and may, in some cases,
stave off the rule of impermanence. Casting the dance of the skull adds a +4 to a
sorcerers opposed magic attack roll if someone attempts to counter a spell
protected by the dance of the skull. The spell also increases the sorcerers magic
attack roll by +4 on any secondary saves a spell might allow (such as if the
subject of the awful rite of the were-beast or put them into the swamp is given a
command, or if someone partially saves against the draw forth the soul spell).
Focus: Female assistant (to be the Bride) and a skull.

Greater Warding
PP Cost: 4 points
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Subject: One spell or creature
Duration: Instantaneous, or up to one hour, plus one hour/ scholar level or until
used, depending on version chosen.
Prerequisites: Knowledge (arcana) 10 ranks, warding
Magic Attack Roll: Opposes opponents Magic Attack Roll
Greater warding has two modes of use.
The first acts like a warding spell that can be cast on another creature,
immediately countering any spell or spells affecting it if the sorcerer can succeed
at a magic attack roll opposing the magic attack roll of the sorcerer who originally
cast the spell.
The second use acts like a one-use warding spell that can be transferred to
another creature. Unlike warding, and the first use of greater warding, it may be
cast in advance, in which case it comes into effect as soon as another sorcerer
attempts to cast a spell on the subject. After one use, it stops working.

22

Material Component: Paints and oils worth 50 sp, with which to inscribe
protective runes on the subject.

Hand of the Witch


PP Cost: 5 points per activation
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. per scholar level)
Subject: One creature per activation
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (arcana) 12 ranks, greater warding, warding
Magic Attack Roll: Opposes opponents magic attack roll
The sorcerer begins a chant that hurt mortal ears. As he intones these guttural
syllables, mangling the pronunciation of words never meant to pass human lips,
his magical might lashes around him, cutting apart spells entering the area. This
allows him to protect himself, or others, from the efforts of other arcanists.
Each round the sorcerer maintains concentration he can, as a free action, make a
magic attack roll. Each time an allied character within range becomes the target
of a spell or magical effect he can spend 5 PP to substitute his magic attack roll
for their saving throw.

Incantation of Amalrics Witchman


PP Cost: 2 points
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Targets: One creature
Duration: Mortal
Saving Throw: Will negates
Prerequisites: Knowledge (arcana) 4 ranks, warding
Magic Attack Roll: Sets DC for targets Will saving throw
This spell renders any god or demon who has taken on humanoid form to walk the
earth partially human, with all the vulnerabilities of any other human. That is, any
innate damage reduction it may have had is lost, as is any immunity to critical
hits, sneak attacks and other attack forms. If the god or demon had any particular
vulnerabilities, however, these are unaffected.

Incantation of Fog and Shadow


PP Cost: 2 points per round
Components: V, S
Casting Time: 1 round
Area: 25 ft. + 5 ft. per scholar level radius emanating from caster
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (arcana) 4 ranks, warding
Magic Attack Roll: Sets opponents magic attack roll
Many of the dark arts concern themselves with learning secrets. A sorcerer can
use these skills to good effect on the field of battle by divining the opponents
plans, his troop dispositions and other bits of trivial intelligence that is the
difference between life and death for the common fighting man. However, a
skilled scholar can, to some extent, shield his allies plans from outside
investigation by using an incantation passed down from the dawn of time. When
the sorcerer begins this ancient incantation he makes a magic attack roll and

23

spends 2 PP. Each round after the first he may continue the incantation by
spending an additional 2 PP. He may continue to recite this incantaion and spend
PP until he runs out of power or desires to stop.
When another sorcerer uses a divination spell to gain information about a
conversation or event that occurred within the incantations area of effect he must
make a magic attack roll in addition to any other checks or rolls called for by the
spell. If his magic attack roll fails to beat the incantations caster he senses the
incantations presence, but cannot determine what, if anything, it hides.

Master Warding
PP Cost: 8
Components: V, S, M
Casting Time: 10 minutes
Range: 10 feet
Target: 10-foot radius emanation, centred on the sorcerer
Duration: One minute/scholar level
Prerequisites: Knowledge (arcana) 15 ranks, warding, greater warding.
An invisible barrier surrounds the sorcerer and moves with him. The space within
this barrier is impervious to most magical effects, including spells, spell-like
abilities, and supernatural abilities. Likewise, it prevents the functioning of any
magic items or spells within its confines.
A master warding suppresses any spell or magical effect used within, brought
into, or cast into the area, but does not dispel it. Time spent within a master
warding counts against the suppressed spells duration.
Summoned creatures of any type wink out if they enter a master warding. They
reappear in the same spot once the field goes away. Time spent winked out
counts normally against the duration of the conjuration that is maintaining the
creature. (The effects of instantaneous spells are not affected by an antimagic
field because the spell itself is no longer in effect, only its result.) Creatures of the
construct type remain entirely inanimate when in the region of the spell.
A normal creature can enter the area, as can normal missiles. Furthermore, while
a magic sword does not function magically within the area, it is still a sword (and
an Akbitanan sword at that). Elementals and outsiders are unaffected unless
summoned. These creatures spell like or supernatural abilities, however, may be
temporarily nullified by the field.
Two or more master wardings sharing any of the same space have no effect on
each other. Should a creature be larger than the area enclosed by the barrier, any
part of it that lies outside the barrier is unaffected by the field.
Material Components: Incenses and oils to a value of 250 sp.

Rune of Jhebbal Sag


PP Cost: 3 points
Components: S, M
Casting Time: 1 full round
Range: Touch
Effect: Any worshippers of Jhebbal Sag who come within 25
feet + 5 feet/scholar level of the rune.
Duration: Mortal
Saving Throw: None
Prerequisites: Knowledge (arcana) 4 ranks, Knowledge (religion) 6 ranks, Wis
13, warding
The rune of Jhebbal Sag, when inscribed or painted onto any surface, lets any
worshippers of Jhebbal Sag (see Chapter 12: Religion) know that the sorcerer is
friendly. Its most notable effect is to release the subject or subjects of a summon
beast spell as soon as they come within range. However, all animals remember

24

their god Jhebbal Sag and will become calm and nonaggressive if they come
within range. Likewise, if any human or other intelligent worshippers of the god
come within range, the sorcerer gains a +2 circumstance bonus to all Charismabased skill checks regarding them. In effect, he is demonstrating an allegiance to
Jhebbal Sag, though this allegiance need not be genuine.

Ward by Will
PP Cost: 1 point/2 DR desired/round
Components: S
Casting Time: Free Action
Range: Personal
Duration: 1 round
Saving Throw: None
Prerequisites: Knowledge (arcana) 7 ranks, warding
This spell is a ward against physical blows. The form the spell takes varies by
sorcerer, depending on his visualisation. His body may become slightly nonphysical, allowing blows
to pass through; his body may become granite-like; he may become lightningquick; perhaps small demons appear around the sorcerer and slow down the
weapons or push them aside. Regardless of the magical effect, the game
mechanic effect is that the spell grants the sorcerer Damage Reduction. He gains
twice as much Damage Reduction as he spends Power Points. If a sorcerer spends
10 Power Points, he gets 20 Damage Reduction for one round. Armour Piercing
rules work normally.

Ward Dwelling
Power Point Cost: 2+
Components: S, M
Casting Time: One hour per Power Point
Range: Touch
Target: One dwelling
Duration: One month
Prerequisites: Knowledge (arcana) 4 ranks, warding.
Magic Attack Roll: Opposes opponents magic attack roll
This spell protects a structure from evil magic. Two Power Points must be
expended to shield a small hut or cave from evil magic; four points would suffice
for the average house, six for a large mansion, while a Stygian palace might
require 10 or more Power Points. If anyone tries to cast a spell on a target inside
the warded dwelling, or if a summoned or ensorcelled creature tries to enter the
dwelling, the ward is triggered (as per greater warding). Each ward dwelling spell
only works once, whether or not it blocks the hostile spell but a building can be
protected by multiple wards. The caster of the spell knows when his ward dwelling
spell
is triggered. To cast ward dwelling, various arcane marks and runes must be
carved into the threshold and pillars of the building. It is possible to disarm a
spell by removing the right marks (Knowledge (arcana) DC 15 to identify them).
Material Component: Paints and gem dusts worth 100 silver pieces per Power
Point with which to inscribe protective runes on the subject.

Ward of Anigmus
PP Cost: 4 points
Components: S
Casting Time: Free Action
Range: Personal
Duration: Instantaneous

25

Saving Throw: None


Prerequisites: Knowledge (arcana) 6 ranks, warding
The Ward of Anigmus is a ward against demon fire that takes a bit of power to pull
off. It offers brief but complete immunity against Outsider-originated flame
attacks, such as Fiery Breath, including passive Outsider attacks like Body of
Flame and Flame Incarnate.

Curses
Lesser Ill-Fortune (Basic Curse)
PP Cost: 2 points
Components: V
Casting Time: 1 standard action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One day
Saving Throw: Will negates
Magic Attack Roll: Sets DC for targets saving throw

26

The character places a curse on the victim. The victim suffers a -1 enhancement
penalty to all attack rolls, saving throws, ability checks and skill checks. This is not
cumulative with the effects of greater ill-fortune or ill-fortune only the most
severe penalty applies.

Weapon Curse (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Duration: One round
Saving Throw: None
Roll 1d6 for every Power Point expended when this spell is cast and note the total
of these rolls. Whenever the caster takes damage from a weapon, the attacker
takes the damage instead. For example, if a sorcerer is struck by a sword for 12
points of damage, the attacker takes 12 points of damage instead of the sorcerer.
This effect persists for one round or until the total of the points roll is exhausted.
Weapon curse only applies to damage taken from weapons, spells and other
direct attacks a sorcerer could not use the weapon curse if he was trapped in a
cave-in, for instance.

Awful Rite of the Were-Beast


PP Cost: 8 points
Components: V, S, M
Casting Time: 5 minutes
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates and see below
Prerequisites: Magic attack bonus +6, lesser ill-fortune
Magic Attack Roll: Sets DC for targets saving throw
This dire ritual permanently changes a human into a werecreature of a variety
chosen by the sorcerer (see page 391). The target may attempt a Will saving
throw to completely negate the effects.
If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he
had sacrificed the target of the spell, assuming the target fails his save and
becomes a werecreature. The magical energy released by this horrific
transformation is at least as great as that released by killing the target outright.
The creature altered in this way is at least partially under the thrall of the sorcerer
and will attempt to remain within 500 feet of the sorcerer at all times. However,
any time the sorcerer gives the target a direct order he must make a magic attack
roll against the targets Will saving throw to compel him to obey. If the target
succeeds in saving, he is temporarily released from the sorcerers command for
1d6 rounds, after which time he may attempt another Will saving throw. Success
on this save means he is permanently released, though he is still a were-creature;
failure means he is once more under the sorcerers thrall. At any time, the
sorcerer can elect to permanently release the creature from his control, though he
cannot reverse the spell.
Most sorcerers thus use this spell to create guards or just cause mischief, rather
than in the hope of creating a legion of permanent servants; the risk of losing
control is just too great and few were-creatures created by this spell will hold back
if they get a chance to attack their erstwhile masters. However, for the sorcerer
who rarely calls on his creations to carry out a direct order, were-creatures
can make useful escorts or guards, perhaps for many years.

27

Material Component: Various rare essences and herbs to a value of 100 silver
pieces.

Blistering Squall of Evil


PP Cost: 6 points
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Area: 10 radius circle per scholar level
Duration: Discharge, plus 1 minute per scholar level
Saving Throw: See below
Prerequisites: Magic attack bonus +5, lesser ill-fortune, warding
Magic Attack Roll: Sets DC for targets saving throw
This spell is used to guard certain artefacts or areas. If anyone sets foot inside a
preordained circle or opens a cursed book or box, great winds shoot from the
centre, a frigid gale of evil from the frigid gulfs of cosmic blackness between the
stars. The wind blows at approximately 160 miles per hour, a hurricane force
wind. Listen checks are impossible, all characters can hear is the roaring of the
wind. All fires are extinguished. Characters in the wind must first make a Fort Save
(DC 20) every round or be knocked prone and rolled 1d410 feet, taking 1d4
points of nonlethal damage per 10 feet. If that save is made, then the character
can move against the wind at half speed. The wind is extremely cold, colder than
the arctic gales from the north that blow into the forbidden reaches of Nordheim
and it draws heat out of a person. The first round, if another Fortitude save (set by
the sorcerers Magic Attack roll) is failed, the characters in the area of effect start
to freeze stiff as ice forms around their bodies; characters take 2d6 points of cold
damage per round until they leave the area or end the spell. A successful save
halves the damage and permits threequarters movement.

Curse of Broken Blood


PP Cost: 4
Components: V
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Six hours/scholar level
Saving Throw: Will negates
Prerequisites: Magic attack bonus +3 or higher, lesser ill-fortune
Magic Attack Roll: Sets DC for targets saving throw
With a few whispered words the sorcerer places a terrible curse upon the victim;
he gains no sustenance at all from water, wine or any other liquid. After a number
of hours equal to 24 plus the characters Constitution score he must make a
Constitution check every hour (DC 10, +1 for every previous check) or take 1d6
points of non-lethal damage. Characters that take damage from this curse are
automatically staggered and cannot remove the effect until they receive a
sustaining drink.

Curse of Solnarus*
PP Cost: 20 points
Components: V, S, M
Casting Time: 1 hour
Range: Evil Eye, Touch or Magical Link
Area: One city-sized area
Duration: Discharge, plus 23 days; residual curse is permanent
Saving Throw: None and Fort negates

28

Prerequisites: Curse of Yizil, Permanent Sorcery


Magic Attack Roll: Sets DC for targets saving throw
This is a dying curse. When the spell is cast, the sorcerer becomes the Focus of
the spell. When he dies, the spell takes effect immediately affecting the sorcerer
first. The specific effect of the spell depends upon the terrain around the sorcerer.
If the sorcerer is around a bog, he will turn into peat when he dies, instead of
bleeding. If the sorcerer is near a volcano, he will spill lava from his innards
instead of blood. If the sorcerer is in a desert, he will bleed sand. When the
sorcerer falls, then the true curse happens. The area around him, the size of a
metropolis, becomes consumed by the terrain. The bog will swallow the land, a
volcano will instantly cover the land in a blanket of ash or lava, the desert will
send waves of sand over it in any case, a terrible storm lasting 23 days.
Everyone in the area is destroyed.
The residual curse is that anyone coming to the cursed area must make a
Fortitude save or pick up the curse themselves. Their innards will, over the course
of the next 23 days, become whatever is appropriate for the terrain. If a bog is the
terrain, the victim will slowly rot and putrefy inside, turning into peat. If in a
desert, the victim will slowly turn to sand. This is a painful process, doing 1 point
of permanent Con damage per day. The character dies when he reaches 0
Constitution.
The spell was first cast by Solnarus, the Priest-King of Nithia when the City of
Brass fell to Acheron, after a power ritual with his lay priests. It is a Final Curse,
one that begins with
the death of the caster. When this spell was cast and the Priest-King killed, the
city of Nithia was swallowed by the sands and all within died. Those who approach
the ruins lose their flesh and their innards transform into sand.

Curse of Yizil
PP Cost: 2+ points (see below)
Components: V
Casting Time: Free action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One day
Saving Throw: None
Prerequisites: Magic attack bonus +4, lesser ill-fortune, warding
This spell is a dying curse, used by a sorcerer to weaken a rival. It may only be
cast by a character who is on between -1 and -9 hit points (inclusive) but it may
be cast even if that character would usually be unconscious and unable to act
he manages, somehow, to use the last of his fading willpower to cast the spell.
Immediately upon casting the spell, he dies, Fate Points notwithstanding. The
target of the spell suffers an enhancement penalty to his magic attack rolls equal
to one-half the number of Power Points the sorcerer had left on casting the spell,
rounded down. However, the curse of Yizil is so subtle that in most cases the
sorcerer will have no idea it is affecting him.
Special Note: Any sorcerer who meets the prerequisites for this spell
automatically knows it, without needing to select it with either the New Spell class
feature or the Sorcerers Boon feat.

Cursed Unto the Last Generation*


PP Cost: As per original spell x5 points
Components: As per original spell, plus F
Casting Time: As per original spell + one full round
Range: As per original spell
Effect: As per original spell

29

Duration: Permanent
Saving Throw: As per original spell
Prerequisites: Lesser ill-fortune, Permanent Sorcery
Magic Attack Roll: As per original spell
This spell creates effects that travel down the family line, afflicting generation
after generation with the same malady. The spell cast in conjunction with this
curse is so potent its effects are passed on down from parent to child. If the
duration of the original spell is still in effect when one of its targets parents a
child, the child is automatically affected by the spell as though he was originally in
the area of effect or targeted by the spells original casting. The child receives a
saving throw against the original DC of the spell. This happens every time one of
the original targets has a child, no matter how often they have offspring.
Depending on how
powerful the spell is, these offspring may also pass the spell onto their children.

Dance of the Changing Serpent


PP Cost: 5 points
Components: V, S, M, F
Casting Time: 10 minutes
Range: Evil Eye
Target: One creature
Duration: Instantaneous, but see below
Saving Throw: Will negates
Prerequisites: Magic attack bonus +4, lesser ill-fortune, must be a Pict
Magic Attack Roll: Sets DC for targets saving throws
This spell places a mans soul in a ghost snakes body and vice versa. However,
unlike such spells as awful rite of the were-beast, the transposed souls are highly
disorientated and have no insight into the
correct way to control their new bodies. Both are regarded as helpless in all
respects and if left alone will eventually die of starvation as they cannot even feed
themselves. Both creatures get Will saving throws and if at least one of them
succeeds, the spell fails.
If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he
had sacrificed the target of the spell, assuming the target fails his saving throw
and changes souls with the great serpent. The magical energy released by this
horrific swapping of essences is at least as great as that released by killing the
target outright.
It is common among the Picts to immediately sacrifice both snake and man once it
is clear the spell has worked. If this is done using the Ritual Sacrifice feat, the
sorcerer gains Power Points as usual for the sacrifice. He also gains an
enhancement bonus of +4 on all Intimidate checks against anyone who witnesses
the whole ceremony. Furthermore, he gains a +1 enhancement bonus to all magic
attack rolls due to the favour of his gods. These bonuses last for one day per
scholar or temptress level.
Material Components: Smoke-powders worth at least 50 silver pieces, plus one
ghost snake (see page 373). If desired, this can have been summoned by means
of a summon beast spell.
Focus: A bonfire at least five feet by five feet in size.

Death Comes on Swift Wings


PP Cost: 12 points
Components: V, S, F, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.

30

Area: One tomb


Duration: Mortal (D)
Saving Throw: See text
Prerequisites: Lesser ill-fortune, death touch, the third mystery of Yinepu
Magic Attack Roll: Sets DC for targets saving throw
This is a curse placed on Stygian tombs. Those who fall prey to it find themselves
surrounded by death. The victim of this spell finds himself subject to tomb toxins,
horrible diseases present in the moulds and decay of any given tomb. This is an
infectious disease that can even affect the victims pets and mounts. The sorcerer
chooses three inhaled diseases and one injury disease. When the tomb is invaded,
those who fall victim to this curse also fall victim to these diseases and, within
1d20 days, are subjected to the injury disease (for example, ten months after
looting the tomb of the sorcerer Anomephis, the thief was bitten by a mosquito
and contracted malaria). Regular Fortitude saves are made against these
diseases.
Some powerful sorcerers who know how to make their spells permanent often
protect their tombs with permanent versions of this spell. The experience point
cost makes only the most
important of tombs worthy of this spell, although almost all tombs proclaim a
curse.
Focus: The focus of this spell is a tomb; the hieroglyphs proclaiming the death of
any despoilers must be carved into the doors, walls or seals of the tomb.
Experience point cost: 1,000 xp

Doom
Power Point Cost: 1
Components: V, S
Casting Time: One standard action
Range: Evil Eye
Target: One creature
Duration: One round/level
Saving Throw: Will negates
Prerequisites: Magic attack bonus +2, lesser ill-fortune.
Magic Attack Roll: Sets DC for the targets saving throw
The target must make an immediate Will saving throw or be unable to use Fate
Points for the duration of the spell.

Doom of the Doll


PP Cost: 10 points/round
Components: V, S, M
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft. per scholar level) Target: 1 creature
Duration: Power Points
Saving Throw: Fortitude partial
Prerequisites: Magic attack bonus +7 or higher, lesser ill-fortune, Hexer,
Focused Magical Link
Magic Attack Roll: Sets DC for targets saving throw
This spell enables the sorcerer to harm and even kill a victim for whom he has
made a voodoo doll with the Focused Magical Link feat, simply by applying heat
or other unpleasantness to the doll.
During each round of the spells duration, the sorcerer can spend a full-round
action to either burn the doll, stab it, cut it, or crush it, with the following effects:

31

Burning. The doll transmits the heat and energy of the flames directly to
the target. He is dealt (2d6 + sorcerers scholar class level) in fire damage.
If he succeeds in a Fortitude save, this damage is reduced to 1d6.
Stabbing. Just as the doll is stabbed, so is the target. He is dealt (1d4 +
sorcerers scholar class level) in piercing damage. If he succeeds in a
Fortitude save, this damage reduced to (sorcerers scholar class level).
Cutting. Just as the doll is cut, so is the target. He is dealt (1d8 + sorcerers
scholar class level) in slashing damage. If he succeeds in a Fortitude save,
this damage is halved.
Crushing. As the doll is crushed, the target too is crushed. He is dealt
(1d10 + sorcerers scholar class level) in bludgeoning damage. If he
succeeds in a Fortitude save, this damage is reduced to 1d10. The sorcerer
will need appropriate (and substantial) implements on hand to harm the
doll, such as a bonfire and tongs, a large knife or sword, and a hefty rock or
other crushing implement, depending on which method of damage he
prefers to deal.

Material Components: A voodoo doll of the target of the spell, crafted with the
Focused Magical Link feat. The doll and all associated magical links are destroyed
at the end of the spells duration, rather than during the casting time.

Draw Forth the Soul


PP Cost: 20 for the first hour, 10 per hour thereafter
Components: V, S, M
Casting Time: 1 day
Range: Magical Link
Target: One creature
Duration: Up to one hour/scholar level
Saving Throw: See below
Prerequisites: Magic attack bonus +7, lesser ill-fortune, Ritual Sacrifice,
Tormented Sacrifice
Magic Attack Roll: Sets DC for targets saving throw
Draw forth the soul pulls forth the very soul from a single target, an agonising and
maddening process that can take several hours.
The victim makes a Will saving throw. If he succeeds, he is able to partially resist
the effects of the spell he is helpless for the next hour, though he is still able to
speak in a somewhat rambling and pained manner. If he succeeds by 10 or more,
he completely throws off the spell and the sorcerer may not attempt to cast it on
him again for at least one day. If he fails, his body dies after 10 + 5d6 minutes
(during which he rambles and is helpless, as above) and his soul is forced into a
demonic entity, to spend eternity in torment.
A character who partially resists the spell must make another saving throw after
the hour is up, if the sorcerer elects to spend a further 10 PP on continuing the
spell after the first hour. The second save is at a penalty of -1, but otherwise has
the same effects as the first. This process continues until the sorcerer chooses not
to spend any more PP on the spell, the target succeeds by 10 or more, or the
target fails his saving throw. The save penalty increases by one for every hour of
duration.
A target who is killed by this spell counts as having been sacrificed by the
Tormented Sacrifice feat, his hit points and the time it took him to die determining
the amount of Power Points gained by the sorcerer as usual.
Material Component: A prized possession from the target of the spell and oils
and powders worth at least 500 sp.

Dream Curse
PP Cost: 10 points

32

Components: V, S, F
Casting Time: 10 minutes
Range: Magical Link
Targets: Seven people
Duration: See text
Saving Throw: See text
Prerequisites: Lesser ill-fortune, visions of torment and enlightenment
Magic Attack Roll: Sets DC for targets Will saving throws
This curse ultimately kills a victim by picking up velocity through several
intermediate persons, who may very well end up mad by the time the spell has
run its course. You choose seven people; you must have a Magical Link to all of
them. The seventh is the victim intended to die.
The first victim must make a Will save set by your Magic Attack Roll. If that victim
makes a successful save, that victim is spared and the spell passes to the second,
and so on until someone fails the saving throw (if all seven successfully make
their saving throw, the spell is negated). Upon a failed save, the victim will have a
horrific nightmare during sleep. The nightmare ends with a vision of the next
victim in the chain. The nightmare leaves the character fatigued upon waking and
suffers 2 points of Wisdom damage. The character must then make another Will
save or tell the next person in the chain the dream. The character will make all
arrangements to reach the next victim, feeling inexplicably compelled to search
out the next person in the link. The character will not willingly tell another person
the dream, but if compelled, the character must first make a successful Will save
to do so. If the victim cannot tell the next person in the chain, or simply does not,
the dreams recur nightly with the same effect as before, with continued Wisdom
damage. If a character drops to zero Wisdom, that character gains a permanent
major insanity, even if the Wisdom damage is reversed (see Conan the
Roleplaying Game for insanity rules). By telling the next person in the chain, the
curse ends for that victim and is passed onto the next.
Once the next victim in the chain hears the nightmare, that victim must make Will
save against the original value plus the magic attack bonus +1 of the first victim!
As the nightmare passes along the chain of victims, it grows more and more
powerful, as each person adds his or her magic attack bonus, plus 1, to the save.
The nightmares changeslightly with each new victim, growing longer and longer,
as well as more powerful. In this manner, a sorcerer can target someone likely to
resist his spells by sending the spell through weak-willed flunkies to build its
power.
For example, Achmet huios Seireim the Oneiromancer wants to kill King Conan
but believes Conan will resist his spell. Achmet also does not want to actually
travel to Aquilonia and put himself in harms way by obviously targeting Conan
with a spell. Through nefarious means, Achmet acquires seven magical links from
people, allowing him to create a chain of targets. His first target is a 4 th level
Aquilonian soldier on the Westermarck frontier. Achmet rolls a 16 on his magic
attack roll and adds +4 for being 8 th level and +2 for having a 15 Cha, for a score
of 22. The soldier has a +2 to his Will save (+1 Will save, -1 Wis modifier, +2 code
of honour modifier). He fails his saving throw and suffers nightmares. He is driven
to tell the nightmare to his noble liege, a noble/soldier 4 th/ 2nd. He travels to
Poitain, against orders, to contact his liege lord and tells him the dream. The
soldiers magical attack bonus is +1, modified by a +1 for a 12 Cha. The spell
adds another plus one to the attack. The liege lord must save against a 25 to
avoid the dream (22 initial, +2 soldiers magic attack, +1spell modifier). The liege
lord fails the save and starts having dreams and must pass the dream onto a
friend of his in Count Troceros court. This friend must save against a 31 (25 +1
magic attack bonus +4 Cha +1 spell modifier). By the time it reaches Conans
ears, the save DC will be considerably higher and much more difficult for Conan
to resist.

33

If a victim can be compelled to tell the nightmare to someone other than the
person last seen in the dream, then the curse will be broken and the magic will
dissipate. Also, the curse ends if the sorcerer dies before its completion.
Focus: The focus for this spell is the seven Magical Links.

Dream Plague*
PP Cost: 8 points
Components: V, S, M
Casting Time: 2 rounds
Range: Touch, Evil Eye or Magical Link
Target: 1 creature
Duration: Mortal
Saving Throw: Will negates
Prerequisites: Magic attack bonus +8, lesser ill-fortune, black plague
Magic Attack Roll: Sets DC for targets saving throw
The dreams are caused by an ill humour, an infectious vapour passing from one
individual to the next. Once unleashed, the epidemic spreads of its own accord,
leaving the sleepers minds open and vulnerable to the direst sort of spectral
invasion. It is often deployed as an instrument of revenge. There is but one cure
a sleeping infusion produced from the petals of the silver lotus, described on page
50.
The spell first attacks a single person, who must make a Will save (DC set by
sorcerers Magical Attack roll). The spell causes horrific nightmares. You send a
hideous and unsettling phantasmal vision to a specific creature that you name or
otherwise specifically designate. The dream plague prevents restful sleep and
causes 1d10 points of nonlethal damage.
The subject is then fatigued (see Conan the Roleplaying Game for rules on
fatigue). Further, the dream plague is contagious. Each person the infected person
comes into contact with must make the same saving throw. The plague can
quickly get out of hand and have a serious impact on the world if care is not
taken.
The difficulty of the save is modified depending how well the sorcerer knows the
subject and what sort of magical link to the subject (if any) is possessed.

Knowledge
None*
Second-hand (you have heard of the
subject)
Firsthand (you have met the subject)
Familiar (you know the subject well)

Magic Attack Roll Modifier


-10
-5
0
5

* You must have some sort of magical link to a creature you have no knowledge
of.
Magical Link
Likeness or picture
Possession or garment
Body part, lock of hair, bit of nail, etc.

Magic Attack Roll Modifier


+2
+4
+10

Enslaved by the Spider-God of Yezud


PP Cost: 8
Components: V, S, M

34

Casting Time: 10 minutes


Range: Evil Eye
Target: One creature
Duration: Instantaneous (see text)
Saving Throw: Will negates, and see below
Prerequisites: Magic attack bonus +6 or higher, awful rite of the were-beast
Magic Attack Roll: Sets DC for targets saving throw
This dire ritual permanently changes a human into a soulless half-spider monster.
The target may attempt a Will-saving throw to completely negate the effects. The
mental change is instantaneous, but the physical changes take hours to complete.
Little black shadowy spiders are summoned and they crawl over the victim for
hours, painfully pulling and tugging the victim into his new form. During the
physical change, the victim is undergoing such torture that he can do nothing but
writhe in pain and, sometimes, scream. If the sorcerer is killed before the physical
change is complete, the changes do not continue, nor do they regress.
Physical changes
The new slave of the Spider-God undergoes several physical changes.
Size & Type: The victim becomes a spider-human hybrid, with attributes of both
species. He retains his size and becomes humanoid (augmented).
Speed: The victim grows two more sets of arms/legs and his existing arms and
legs take on an arachnid-humanoid hybrid shape. The victim gains a climb speed
equal to his land speed.
DR: The victim gains an outer carapace, giving him a +2 bonus to DR.
Attacks: Despite being an eight-limbed monster, the victim does not gain extra
attacks by
virtue of this spell; however, it does gain a bite attack useable during grapples
and is considered to have multiple legs when determining grapple attacks.
Special Attacks: Poison, web (see statistics for Giant Spider in Conan the
Roleplaying Game).
Special Qualities: The victim gains Darkvision 60 ft., tremorsense 60 ft, widevision (+4 racial bonus to Spot and cannot be flanked), immunity to Hypnotism
spells.
Abilities: +6 Dex, +2 Con, 8 Int
Skills: +8 bonus to Climb (use Dex bonus for Climb, not Str; may always take 10,
even when rushed or threatened), +8 bonus to Jump
If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he
had sacrificed the target of the spell, assuming the target fails his save and
becomes a horrible monster. The magical energy released by this horrific
transformation is at least as great as that released by killing the target outright.
The creature altered in this way is at least partially under the thrall of the priests
of the temple, and will attempt to remain within 500 feet of the temple or the
sorcerer who casts this spell at all times. However, any time the sorcerer gives the
target a direct order he must make a magic attack roll against the targets Will
save to compel him to obey. If the target succeeds in saving, he is temporarily
released from the sorcerers command for 1d6 rounds, after which time he may
attempt another Will save. Success on this save means he is permanently
released, though he is still a repulsive monster; failure means he is once more
under the sorcerers thrall. At any time, the sorcerer can elect to permanently
release the creature from his thrall, though again, he cannot reverse the spell.
Most sorcerers thus use this spell to create guards or just cause mischief, rather
than in the hope of creating a legion of permanent servants; the risk of losing
control is just too great, and few abominations created by this spell will hold back
if they get a chance to attack their erstwhile master. However, for the sorcerer
who rarely calls on his creations to carry out a direct order, they can make a
useful escort or guard complement, perhaps for many years.

35

Material Components: Smoke-powders worth at least 50 sp, plus Various rare


essences and herbs to a value of 100 sp.
Focus: An idol of the Spider-god of Yezud at least 5 feet by 5 feet in size.

Foxing
PP Cost: 1 point per day
Components: V, S, M
Casting Time: 1 standard action
Range: Evil Eye
Target: One creature
Duration: One day
Saving Throw: Will negates
Prerequisites: Magic attack bonus +2, lesser ill-fortune
Magic Attack Roll: Sets targets Will save
Most sorcerers like to claim access to supernatural powers capable of stripping a
mans fl esh from his bones. They want their lackeys to fear their power and to
make strong men quake in their boots. Yet sometimes a simple bit of witchery can
change the course of fate more surely than the greatest conjuration. Foxing, a
curse capable of altering the process of decay, represents one such simple charm.
When the sorcerer invokes this curse he wraps a little bit of ill fortune into the
subjects aura. This bad luck does not affect the targets combat prowess or ability
to effectively carry out his appointed tasks. Instead it slips into any drink or
foodstuff he comes into contact with, turning it from whatever dubious state it
originally claimed to purely spoiled. Beer turns foul, grains rot and salted meats
develop large colonies of worms seemingly overnight. In effect, any food the
character touches becomes inedible.
This curse has two practical effects. First, the character cannot eat anything for as
long as the sorcerer maintains the curse by spending 1 PP per day. Second, he
cannot prepare food for anyone, as everything he touches turns foul.
Material Component: A bit of thread dipped in honey

Gelid Bones
PP Cost: 1 point
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/scholar level
Saving Throw: Will negates
Prerequisites: Magic attack bonus +2, lesser ill-fortune, calm of the adept
Magic Attack Roll: Sets DC for targets saving throw
The target must make an immediate Will saving throw or be paralysed for the
duration of the spell, his bones unable to support his body.

Glimpse of a Sorcerer's Soul


PP Cost: 6
Components: V, S
Casting Time: 1 minute
Range: Evil Eye
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates

36

Prerequisites: Lesser ill-fortune, visions of torment and enlightenment, magic


attack bonus +6, at least 7 points of Corruption and/or a major insanity
Magic Attack Roll: Sets DC for targets Will and Corruption saving throws
The caster of this spell not only has intimate knowledge of the Outer Dark, true
Corruption of the soul and secrets man was not meant to know, but he also has
the ability to force others, against their will, to see what he has seen, to know the
unspeakable knowledge that man was not meant to know and suffer devastating
effects of glimpsing the things that lurk in the Outer Dark. Those who fail their
saves lose their will to fight, and lose their resistances to that which was once
known to them, and often go mad (or, upon accepting these visions, become
Corrupt themselves). Upon a failed save, the target suffers a 10 morale penalty
to all attacks, checks and saves, a 5 penalty to Wisdom for 20 minutes, and must
make a Corruption save, suffering either madness or Corruption from viewing the
naked soul of the sorcerer.

Ill-Fortune
PP Cost: 4 points
Components: V
Casting Time: 1 standard action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One month
Saving Throw: Will negates
Prerequisites: lesser ill-fortune
Magic Attack Roll: Sets DC for targets saving throw
As lesser ill-fortune but the enhancement penalty is increased to -2. This is not
cumulative with the effects of greater ill-fortune or lesser ill-fortune only the
most severe penalty applies.

Ill-Fortune, Greater
PP Cost: 8
Components: V
Casting Time: 1 action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One year
Saving Throw: Will negates
Prerequisites: Magic attack bonus +3 or higher, lesser ill-fortune
Magic Attack Roll: Sets DC for targets saving throw
As ill-fortune but the enhancement penalty is increased to -4. This is not
cumulative with the effects of ill-fortune or lesser ill-fortune only the most
severe penalty applies.

Invocation of Xuthalla
PP Cost: 11 points/target
Components: V, S
Casting Time: 1 action
Range: Evil eye Target: Up to 1 creature/3 scholar levels
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Magic attack bonus +6 or higher, lesser ill-fortune, animate
statue, awful rite of the were-beast
Magic Attack Roll: Sets DC for targets saving throw

37

This spell transforms its still-living targets into iron statues which can, if desired,
be animated in a similar manner to the targets of an animate statue spell. It is
intended primarily as a curse, but is also sometimes used by sorcerers desiring to
create guardians for their treasures or traps for the unwary.
If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he
had sacrificed the target of the spell, assuming the target fails his save and
becomes a statue. The magical energy released by this horrific transformation is
at least as great as that released by killing the target outright.
The creature altered in this way is not controlled by the sorcerer in any way.
However, the sorcerer can set certain conditions related to the creature as
follows:
Choose whether or not to have it animated some of the time, similar to an
animate statue spell. This is done automatically if the sorcerer so desires.
Statues animated by the invocation of Xuthalla use the game statistics for
animated objects (see p. 10) except as follows. They retain their own
Intelligence, Wisdom, and Charisma scores, though they gain Strength and
Dexterity scores appropriate to animated objects for their size (like
animated objects, they also have no Constitution scores). They retain any
ordinary, extraordinary and spelllike abilities, except those that would
logically be lost by becoming iron. They lose any supernatural abilities they
previously had. Parts of their body or pieces of equipment that are
separated from them do not revert to their original forms.
If it is animated, choose the times or other conditions that will cause it to
animate and the conditions that will cause it to return to statue form. It can
be animated at most 30% of the time. Common conditions include
animation when the moonlight strikes it, animation only while snow is on
the ground, animation only when statue is being rained on, and animation
only when there are living creatures within 30 feet, but almost any
condition or time could be used. The 30% limit applies over the course of a
full year; if during any year the statue has been animated for 30% of the
year (110 full days), it can no longer animate for the remainder of the year.
Define the area in which the statue can move, if it is animated. This may
be at most a one square mile region centred on the place where the
original creature was first affected by the spell. At the sorcerers discretion,
it can be much less than this if desired.
The only way to restore a statue to life is with a greater warding. However,
although the statue is immune to aging, the human who was turned into the
statue is not if restored to human form, he will immediately age to reflect the
amount of time he spent as a statue. This can lead to victims of this spell simply
dying of old age when saved from their curse by a helpful sorcerer.

Life Leech
PP Cost: 10 points
Components: V, S
Casting Time: 1 action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: Mortal (D)
Saving Throw: Will negates
Prerequisites: Magic attack bonus +4 or higher, lesser ill-fortune, death touch,
the second mystery of Hathor/Sukhmet
Magic Attack Roll: Sets DC for targets saving throw
This spell curses the recipient to be a bane to those around him who are dying. It
does not kill the recipient but it could kill his friends. This is especially malignant
when used on a healer. Each dying or stable creature within 30 feet of the cursed
victim (any creature with 1 to 9 hit points) loses an additional 1 hit point at the
beginning of the cursed victims turn. The victim gains the same amount as

38

temporary hit points that last for 10 minutes. He cannot control or suppress this
effect, which functions on both friend and foe.

Perdurable Excruciation
PP Cost: 30
Components: V, S, F
Casting Time: 1 hour
Range: Magical Link
Target: One living creature
Duration: Permanent (or Mortal)
Saving Throw: Will negates
Prerequisites: Lesser ill-fortune, agonising doom, magic attack bonus +7, ritual
sacrifice, tormented sacrifice, permanent sorcery
Magic Attack Roll: Sets DC for targets Will saving throws
Unless the victim succeeds at a Will save, the victims body is twisted and
wracked forever with excruciating pain, rendering the victim helpless but
eternally alive. The spell sustains the victim so there is no need for food, drink, or
air. The subject doesnt even age, insuring an eternity of unmitigated torture. The
subject takes 1 point of ability damage to each ability score each day until all
scores are reduced to 0 (except Constitution, which stays at 1). The subject
cannot heal or regenerate. The subject is completely unaware of its surroundings,
insensate to anything but the excruciating pain.
Note: if the scholar does not have the Permanent Sorcery feat (from Conan The
Scrolls of Skelos), then the spell has a duration of Mortal.

Put Them into the Swamp


PP Cost: 8
Components: V, S, M
Casting Time: 10 minutes
Range: Evil Eye
Target: One creature
Duration: Instantaneous (see text)
Saving Throw: Will negates, and see below
Prerequisites: Magic attack bonus +6 or higher, dance of the changing
serpent1, must be a Pict
Magic Attack Roll: Sets DC for targets saving throw
This dire ritual permanently changes a human into a soulless half-alligator
monster called a servant in the swamp (see page 141 for the template). The
target may attempt a Will saving throw to completely negate the effects. The
mental change is instantaneous, but the physical changes take hours to complete.
If the sorcerer is killed before the physical change is complete, the changes do not
continue, nor do they regress. The casting of the spell involves sharp knives and
small fires, as well as incredible torture on the victim.
If the sorcerer has the Ritual Sacrifice feat, he gains Power Points as though he
had sacrificed the target of the spell, assuming the target fails his save and
becomes a horrible monster. The magical energy released by this horrific
transformation is at least as great as that released by killing the target outright.
The creature altered in this way is at least partially under the thrall of the
sorcerer, and will attempt to remain within 500 feet of the sorcerer at all times.
However, any time the sorcerer gives the target a direct order he must make a
magic attack roll against the targets Will save to compel him to obey. If the target
succeeds in saving, he is temporarily released from the sorcerers command for
1d6 rounds, after which time he may attempt another Will save. Success on this
save means he is permanently released, though he is still a repulsive monster;

39

failure means he is once more under the sorcerers thrall. At any time, the
sorcerer can elect to permanently release the creature from his thrall, though
again he cannot reverse the physical effects of the spell.
Most sorcerers thus use this spell to create guards or cause mischief, rather than
in the hope of creating a legion of permanent servants; the risk of losing control is
just too great, and few abominations created by this spell will hold back if they get
a chance to attack their erstwhile master. However, for the sorcerer who rarely
calls on his creations to carry out a direct order, they can make a useful escort or
guard complement, perhaps for many years.
Material Components: Smoke-powders worth at least 50 sp, plus various rare
essences and herbs to a value of 100 sp.
Focus: A raging green bonfire at least 5 feet by 5 feet in size.

Shrinking Doom
PP Cost: 12 points
Components: V, S, (F)
Casting Time: 1 action
Range: Evil eye Target: One creature
Duration: 1 round/2 scholar levels, and see below
Saving Throw: Will negates
Prerequisites: Magic attack bonus +5 or higher, lesser ill-fortune, must be a
worshipper of Zath
Magic Attack Roll: Sets DC for targets saving throw
This spell causes rapid diminution of a humanoid creature. For the duration of the
spell, the target is halved in size each round. This halves its height, length, and
width and divides its weight by 8. This decrease changes the creatures size
category to the next smaller one each round. The target gains a +2 size bonus to
Dexterity, a 2 size penalty to Strength and Constitution (both to a minimum of 1),
and a +1 bonus on attack rolls and DV due to its reduced size.
The targets reach may also be altered. Its speed is also reduced by 5 feet each
time it is halved in size. At the end of the spells duration, the creature remains at
whatever size it was reduced to by that time.
The sorcerer may as he is casting the spell elect to change the target into a
minuscule spider once he has been fully reduced in size, in which case this
change occurs during the final round of the spells effect. A creature changed in
this manner will be unable to cast spells or speak, but may otherwise be treated
in the same way as any other creature reduced to the appropriate size. He does
not gain any new attack modes, despite his new appearance this is more a
cosmetic change than anything else.
If the target wishes, it may attempt a new saving throw after one full day at its
new size if successful, it returns to normal, both in size and form. (Most sorcerers
prefer to simply squish their victims like bugs long before this point.)
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not
affected by this spell. Any shrunken item that leaves the shrunken creatures
possession (including a projectile or thrown weapon) remains in its shrunken
state.
A greater warding or similar effect can be used to instantly restore the target to
its normal size and form.
Focus: If desired, a cut gem valued at a minimum of 1,000 sp may be used as a
focus. In this case, at any time after the expiration of the spells duration, the
target may be physically forced into the gem by the simple expedient of touching
it to him. The gem must be held in the hand when initially casting the spell. The
target may escape the gem by either making a successful save after a day or
more, or by having a greater warding successfully cast on him as usual.

40

Winds Hated Son


PP Cost: 4
Components: V, S, M
Casting Time: 5 minutes
Range: Magic Link
Target: One target
Duration: One month
Saving Throw: Will negates
Prerequisites: Magic attack bonus +3 or higher, lesser illfortune
Magic Attack Roll: Sets DC for the targets saving throw
This curse causes all wind to die around the target character. No wind blows
within a one mile radius, excepting those winds caused by magical effects or
supernatural creatures. Any ship the target is on is automatically bestilled and
must be rowed to whatever destination it wishes to reach. Many sailors will kill a
person with this curse, believing that it is a precursor to even more dangerous
effects

Divination
Astrological Prediction (Basic Divination)
PP Cost: 1 point
Components: V, S
Casting Time: 3 hours
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: No (harmless)
Prerequisites: Knowledge (arcana) 4 ranks
Skill Check: Knowledge (arcana) (DC 11)
In the Hyborian Age, little distinction is made between astrology and astronomy. If
you know another characters date and hour of birth, you can use this spell to
make a somewhat cryptic prediction about their immediate future. The subject of
the spell gains a special insight bonus of +1 to one die roll.
An astrological prediction will apply to some situation within the next week; the
Games Master will inform the subject of the spell which situation when the
situation arises. This situation will typically be one encounter. Any one time the
character must make a skill check, ability check, attack roll or saving throw during
that encounter, he may apply the insight bonus to the roll. A character can only
ever be the subject of one astrological prediction at a time. If the sorcerers
Knowledge (arcana) check is 20 or more greater than the DC (that is, if the roll is
31 or higher) the insight bonus is doubled to +2.

Not This Day (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self

41

Duration: One round


Saving Throw: None
It is not the casters time to die! When this spell is cast, the caster gains 1d6
bonus hit points per Power Point expended. Any damage suffered during the round
is taken from those bonus hit points first. At the end of the round, the bonus hit
points vanish. Unlike most other Defensive Blasts, Not This Hour can be cast in
response to any damage that affects the caster.

Blessing of Fate
Power Point Cost: 1
Components: V, S
Casting Time: 10 minutes
Range: Evil Eye
Target: One creature
Duration: Instantaneous
Saving Throw: None (harmless)
Prerequisites: Knowledge (arcana) 4 ranks, astrological prediction.
As part of this spell, the sorcerer must perform various divinatory rituals, such as
casting bones or drawing cards. The spell allows the caster to intuit some danger
that will affect the target and gives the target the power to avoid it. The spells
effect is that the sorcerer transfers one of his Fate Points to another creature.

Dream of Wisdom
PP Cost: 6 points
Components: V, S
Casting Time: 1 hour
Range: Personal
Target: Self
Duration: Eight hours
Prerequisites: Astrological prediction, visions, Knowledge (arcana) 10 ranks,
Knowledge Is Power class feature
The sorcerer casts this spell just before going to sleep in the night. He dreams of
significant events, places or people, depending on what he has decided to dream
of the night before. When he wakes in the morning, he may have some sort of
useful insight.
A dream of wisdom brings to the characters mind legends or other information
concerning an important person, place or thing. If the person or thing is at hand,
or if the character is in the place in question, then only one casting is necessary. If
the character has only detailed information on the person, place, or thing, then
2d6 castings will be necessary over the course of successive nights. The resulting
lore is also less complete and specific, though it often provides enough
information to help the character find the person, place or thing, thus allowing a
better dream of wisdom next time. If the character knows only rumours, at least
2d6 x 10 castings will be necessary over successive nights. The resulting lore is
also vague and incomplete, though it often directs the character to more detailed
information, thus allowing a better dream of wisdom.
When completed, the divination brings legends (if any) about the person, place or
things to the characters mind. These may be legends that are still current,
legends that have been forgotten or even information that has never been
generally known. If the person, place or thing is not of legendary importance, the
character gains no information. As a rule of thumb, characters of 11th level and
higher are legendary, as are the sorts of creatures they contend with, the major
magic items they wield and the places where they perform their key deeds.

42

Material Component: A feather, placed under the sorcerers pillow when he goes
to sleep.

Far Memory
PP Cost: 2 points
Components: M
Casting Time: 10 minutes
Range: Personal
Targets: Self
Duration: Varies
Saving Throw: None
Prerequisites: Astrological prediction or shamanic ecstasy
You go into a trance to search for answers by examining the buried memories of
your previous lives. This is most appropriate when looking for answers for ancient
mysteries and is of little help for anything younger than yourself. You dig through
reincarnation after reincarnation, looking for a version of yourself that knows the
answer. You relive the appropriate moments. Perhaps you want to know how an
undead villain originally died, or what happened to an ancient ruin. You may have
been involved, or witnessed the event, or heard current events concerning the
mystery. Through this spell, you either relive the relevant moment or you witness
the event as though through a visions spell. Either way, you have a 75% chance
to gain insight into your current mystery (there is always a chance your past lives
never connected to the issue at hand).
The duration of the spell depends on how long it takes for the visions to unravel
and reveal themselves. This can take minutes, hours or even days. During this
time, you are insensate and unable to awaken from your trance.
Material component: This spell requires 1,000 sp value in herbs, incense and an
amount of black lotus, which is burned and consumed during the casting of this
spell.
Note: There is a 5% non-cumulative chance the caster can become addicted to
his past lives. He becomes obsessed, per the rules for obsession in Conan the
Roleplaying Game, and suffers the negative consequences for any day that he has
not travelled into his own past, but gains the positive consequences for any day
that he has done so.

Homunculus Communication
PP Cost: 2 Points
Components: V, S, F
Casting Time: 1 action
Range: 1,000 miles plus 500 miles/scholar level.
Effect: See below
Duration: Concentration, up to 10 minutes plus 1 minute/ scholar level
Saving Throw: None
Prerequisites: Astrological prediction, sorcerous news, Knowledge (arcana) 13
ranks
By using a fluid-filled, glass simulation of a human womb, within which fl oats the
misshapen body of one unborn, two sorcerers can communicate at a distance.
Each sorcerer must have one of these pellucid wombs. The originator of the
communication casts the spell, which attracts the attention of the other sorcerer.
After casting this spell the homunculus within twitches in agony as the pitiful jaws
in its deformed face creak painfully open, echoing the voice of the distant sorcerer
as he answers the call. As each sorcerer speaks, the other hears the words via
the gurgling distortion of his homunculus voice. The homunculus must be able to
hear the sounds in order to transmit them. It has a Listen modifier of +2 if a check

43

is needed for it to hear and transmit something. The homunculus curls into a
foetal position when the communication is ended, signalling to the other party
that the conversation is over.
Focus: The focus of the spell is the womb simulation and its contained
monstrosity. This item is crafted as a magic item (see the Conan: The Scrolls of
Skelos for rules on crafting magic items) and the homunculus is an aberration
created as per the rules in Conan the Roleplaying Game. The caster need not be
the crafter of the focus. The Lords of the Black Ring occasionally supply one of
these items for priests stationed outside of Stygia. This focus costs 50,000 sp and
5,000 XP to create each one.

Mind-Reading
PP Cost: 2 points
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One creature
Duration: Concentration, up to one round plus one round/scholar level
Saving Throw: Will negates
Prerequisites: Astrological prediction, Knowledge (arcana) 8 ranks
Magic Attack Roll: Sets DC for targets Will saving throw
Unless the target succeeds at a Will saving throw, you are able to detect its
emotional state and current surface thoughts, including its immediate intentions.
This can only affect creatures that have an Intelligence score. Creatures of animal
intelligence (Intelligence 1 or 2) will only have the simplest thoughts and most
basic of emotions.

Projection
PP Cost: 4/minute or 6/minute (see text)
Components: S, M or F
Casting Time: 10 minutes
Range: 1,000 miles plus 100 miles/scholar level
Effect: One shadow duplicate or other form (see below)
Duration: Power Points
Saving Throw: See below
Prerequisites: Astrological prediction, visions, illusion, Knowledge (arcana) 15
ranks
This spell tap can create either a quasi-real, illusory version of the sorcerer, or if
he has sufficient Corruption, a warped and misshapen vision of his soul. In effect
these are two distinct uses of the spell that share some common characteristics
i) With the first use, the projection looks, sounds, and smells like the sorcerer but
is intangible. The projected image mimics the sorcerers actions (including
speech) unless he directs it to act differently (which is a move action).
The sorcerer can see through its eyes and hear through its ears as if he were
standing where it is, and during his turn he can switch from using its senses to
using his own, or back again, as a free action.
While he is using its senses, his body is considered blinded and deafened (see
Conan the RPG, p. 235 for the rules on blinded characters, deafened characters
automatically fail their listen checks and sorcerers have a 20% chance of
miscasting any spell they attempt to cast for the duration of their deafness).
If the sorcerer desires, any spell of the Hypnotism sorcery style he casts can
originate from the projection instead of from him. The projected image may not
cast any spells on itself. The spells affect other targets normally, despite
originating from the projection. This use costs 4 PP/minute.

44

ii) The second version of projection may only be used by a character of Corruption
3 or higher. It is identical to the first version except as follows. The image is truly
horrific in visage, a black roiling mass of shadow. If it interacts with a character by
conversation, it forces the character to make a Corruption save after 5 minutes of
such conversation. The second version costs 6 PP/minute.
Material Components: Sorcerous paraphernalia worth 100 sp.

Psychometry
PP Cost: 1 point
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One object
Duration: Concentration, up to 10 minutes plus 1 minute/scholar level
Saving Throw: None
Prerequisites: Astrological prediction, Knowledge (arcana) 5 ranks
Skill Check: Knowledge (arcana) (DC 11)
Psychometry allows the sorcerer to determine information about the previous
owner of an object touched. The object may be a completely lifeless inanimate
object, or a body part or fluid previous owned by a still-living creature. Examples
of the latter include the hair of a wolf, found caught in thorn-bush; or the blood of
a king, spilled forth on the sand during a desperate fight to the death.
Each round the sorcerer concentrates on the object, he may make a Knowledge
(arcana) check to find out one piece of information, as shown on the Psychometry
table. If he fails, he may make another attempt to determine the same
information in the following round, instead of moving directly on to the next piece
of information:
Round
1
2
3
4
5
6
7
8
9
10
11
12

Information Learned
Last owners species (human, man-ape, jaguar etc)
Last owners gender
Last owners land of origin (Cimmeria, Hyrkania, the Vilayet Sea etc)
Last owners age
Last owners current state of health
Last owners current location and heading, if moving
Last owners name, if any
How the last owner came by the object
How the last owner lost the object
Whether the last owner had any Corruption
Previous-to-last owners species (human, man-ape, jaguar etc)
Previous-to-last owners gender

Seek The Broken Vow


PP Cost: 4 PP
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Prerequisites: Knowledge (arcana) 8 ranks, astrological prediction, mind reading
Magic Attack Roll: Sets the DC for the Will save.
The sorcerer peers into the heart of a sentient creature to see what vows he has
broken. He touches the creature and the creature makes a Will save (DC set by

45

Magic Attack Roll). On a failed save, both the sorcerer and the creature
immediately recognises all vows, oaths and contracts, including those made to
themselves as well as with other people or to the gods, that the creature has
broken. This flood of insight causes the target creature to be stunned for a
number of rounds equal to the Wisdom modifier of the sorcerer.

Shade
PP Cost: 2 plus 1/extra 10 minutes
Components: V, S
Casting Time: Five minutes
Range: See below
Targets: Special
Duration: 10 minutes per level
Saving Throw: Special (see below)
Prerequisites: Scholar level 3, Hide 4 ranks, visions
Magic Attack Roll: Sets DC to dispel via warding
The shade is an incorporeal shadow of the sorcerers spirit, pulled from his aura
and sent out to uncover secrets and esoteric knowledge for the scholar while his
mind and body rest in safety. The shade is an insubstantial projection of the
scholars spiritual essence, through which the scholar may observe, but may not
interact.
The shade is summoned through a complicated process by which the scholar
attunes his mind to esoteric signs and symbols, drawn in the ether of his dreams.
Once performed, the very shadow of the caster separates from his body, moving
about as he would command it. The shadow can move at twice the speed of the
caster and may travel any distance it can reach provided that both the start and
end points of the journey are in areas of shadowy illumination. The caster can
increase the duration of the spell by expending power points.
Through his shade, the sorcerer can hear normally and see as if he has darkvision
for 60 feet. He may attempt Listen, Spot and Search rolls, provided he does not
need to move or
alter the environment to make the skill check. The shade automatically has a Hide
and Move Silently skill of 10 for purposes of avoiding detection. Though it is
difficult to detect, the shade appears to be a shadow of a man that moves
independently.
Any sorcerer who casts a warding spell in the presence of the shade must defeat
the DC set by the shade masters magic attack roll to dispel the projection and
severing its penumbral tie to its caster.

Soothsay
Power Point Cost: 1 per 5 targets
Components: V, S, M
Casting Time: Three hours
Range: Evil eye
Target: 5 people per Power Point
Duration: One week or until discharged.
Saving Throw: None (harmless)
Prerequisites: Knowledge (arcana) 8 ranks, astrological prediction, animal ally.
By reading the entrails of a goat or other animal, the sorcerer can foretell the
future for a group of people. The subjects of this spell each get an insight bonus to
one die roll made in the next week, as long as it is related to the prophecy or
warning made by the sorcerer. For example, five warriors have their fortune told
using soothsay. One uses his insight bonus when making an attack roll; another
uses his when making a saving throw; a third uses it when making a Jump check,
and the last two die before they invoke the bonus.
The size of the bonus depends on the animal sacrificed.

46

Sacrifice
Animal
Sacred animal
Ordinary Person
Virgin Sacrifice
Ritually Prepared Virgin Sacrifice
Perfect Offering
Ritual Perfect Offering

Insight Bonus
1
2
3
4
5
6
7

Feats like Ritual Sacrifice and Tortured Sacrifice can be used when casting
soothsay, to increase the bonus.
Material component: The sacrifice.

Sorcerous News
PP Cost: 2 points
Components: V, S, M
Casting Time: 1 hour
Range: 2,000 miles plus 1,000 miles/scholar level
Effect: See below
Duration: Concentration, up to 10 minutes plus 1 minute/scholar level
Saving Throw: None
Prerequisites: Astrological prediction, Knowledge (arcana) 12 ranks
Skill Check: Knowledge (arcana) (see below)
Certain animals, supernatural creatures and highlevel sorcerers alike are
connected by a sorcerous news network allowing them to be kept informed of
major developments around the world. Sorcerous news allows the sorcerer to
listen in on this network and send out messages on it. It may only be cast during
the hours of darkness. A Knowledge (arcana) check is made. The check result
indicates the type of news gained:

Check Result
15
20
25
30

News
Movements of major artefacts such as the Heart of Ahriman
The sudden appearance or re-appearance of a sorcerer of great
power (scholar level 15+)
The death of a king
The plundering of an ancient tomb

The precise form and extent of the news given is always up to the Games Master
but it should usually include the location and time-scale of any events covered.
Sending out a message with sorcerous news does not require a check. However,
the news will not carry far unless the various messengers who pass it on regard it
as highly interesting.
Material Component: Assorted incenses and powders worth 20 sp

Sorcerous News, Greater


PP Cost: 4+ points
Components: V, S, M
Casting Time: 1 hour
Range: 10,000 miles plus 2,000 miles/scholar level

47

Effect: See below


Duration: Concentration, up to 10 minutes plus 1 minute/scholar level
Saving Throw: See below
Prerequisites: Astrological prediction, sorcerous news, Knowledge (arcana) 16
ranks
Magic Attack Roll: Sets DC for targets Will saving throw
Skill Check: Knowledge (arcana), Bluff, Intimidate or Diplomacy (see below)
This works much like sorcerous news, except as follows.
The sorcerer gains a +2 bonus to the relevant Knowledge (arcana) check.
By making a Magic Attack Roll, the sorcerer can attempt to prevent a
specific other sorcerer who has the sorcerous news spell from hearing a
particular piece of news that night, or insert a piece of false news for that
sorcerers ears only. The target may make a Will saving throw to avoid this
effect, in which case he also has a chance of discovering the attempted
meddling when he uses sorcerous news himself and makes his Knowledge
(arcana) check (DC 30).
The sorcerer can extend the sorcerous news network to carry rumours or
news to ordinary people, as well as the usual sorcerers and similar beings.
For each city to which the news is to be carried, this process takes around
one hour and costs an additional Power Point. The sorcerer can select
specific pieces of news to deliver. This effect can be used to stir up trouble
or calm it, depending on the news spread. In this case he makes a Bluff,
Diplomacy or Intimidate check, as agreed by the player and Games Master,
depending on the type of news to be spread. The DC is set by the Games
Master and is usually between 15 and 35, depending on the size and
nature of the city, the attitude the people may already have, any especial
susceptibility or resistance they may have to sorcerous communications
and any other factor determined to be relevant by the Games Master.
Material Component: Assorted incenses and powders worth 50 sp.

Trace of the Blood-Worm


PP Cost: 1 point
Components: V, M
Casting Time: 1 action
Range: Personal
Effect See text
Duration: 3 rounds
Saving Throw: None
Prerequisites: Astrological prediction
Skill Check: Knowledge (arcana) DC 16
By mixing a small amount of ones blood with the dust of human bones, this spell
turns the
pasty mixture into a small worm. If this worm is placed on the ground, it will crawl,
leaving
either a smeared trail or a furrow (depending on the hardness of the ground) that
points in the
direction of the nearest source of food and/or water. The worm coils at the end of
the trail, which is only a few inches long, to indicate the head of the arrow. Each
inch of trail or furrow
means one hours worth of travel at human walking speed.
Material Components: A small amount of the sorcerers blood and some
powdered human bone.

Visions
48

PP Cost: 2 points / minute


Components: S, M or F
Casting Time: 1 full round
Range: 1,000 miles plus 100 miles/scholar level
Effect: Magical sensor (see below)
Duration: Power Points
Saving Throw: None
Prerequisites: Astrological prediction, Knowledge (arcana) 8 ranks
Skill Check: Knowledge (arcana), DC 10 + 1 per 100 miles distant the target is
beyond the first 100 miles.
You can see and hear events at any distance. This spell produces an invisible
magical sensor that sends a moving image back to your focus or material
component, providing you with a view of the site or person upon which you wish
to spy. This view can be very close up, as though it were a human eye, or very far
away and high up so as to see the whole of a battlefield or other wide scene, such
as a hawks eye might observe.
If desired, you may instantaneously move your magical sensor to any other point
within range, up to once per minute.
Focus/Material Component: This spell requires either a focus, or alternatively a
material component. One or the other will do; if you have a focus available, you
have no need for a material component.
The focus can take the form of a crystal ball or silvery mirror (see pg. 274).
The material component can be either a handful of special herbs thrown onto an
ordinary fi re to produce green smoke in which the visions can be seen, or else a
dose or two of a suitably hallucinogenic drug such as black lotus wine (see pg.
275). In either case, the cost is around 100 sp.

Visions of Torment and Enlightenment


PP Cost: 4 for the fi rst minute, then 1/minute thereafter
Components: V, S, M
Casting Time: 1 full round
Range: Touch or Evil Eye
Target: One sentient creature (Int 3+)
Duration: Power Points, up to a maximum of one minute per scholar level.
Saving Throw: See below
Prerequisites: Astrological prediction, visions, entrance, Knowledge (arcana) 12
ranks, magic attack bonus +5
Magic Attack Roll: Sets DC for targets Will saving throw
This spell enables the sorcerer to force a number of bizarre visions upon an
unsuspecting victim, propelling him through past lives and ancestral memory in a
wild mental voyage of self-discovery.
This can be a highly disturbing experience, and is often used in an attempt to
either break prisoners or test out potential recruits for sorcerous societies. Those
who are overwhelmed by the spell are permanently impaired by what they have
learned, while those who can steel themselves to learn something from their
tormented visions may achieve some form of enlightenment.
The target is highly disoriented for the duration of the spell, with a penalty of -4 to
all attack rolls, skill checks and Defence. At the end of the spell, he attempts a
Will saving throw. If he fails, he is dealt damage to Wisdom depending on how
long his visions lasted:
Duration of Spell
1-6 minutes
7-11 minutes
12-15 minutes
16-18

Wisdom Damage
1d4
1d6
1d8
1d10

49

19
20

2d6
2d8

If he succeeds, he instead gains a permanent +1 enhancement bonus to Wisdom, so


long as the spell lasted at least ten minutes.
No character can be affected by Wisdom gains or losses from this spell more than
once, though he will still be affected by the penalties to attack rolls and such like if he
is targeted a second time.
Material Component: A dose of a suitable hallucinogenic drug such as lotus juice (see
pg. 225), costing around 100 sp. This must be somehow administered to the target
before the spell can be cast.

Whispers from the Dead


PP Cost: 2 points
Components: V, S, F
Casting Time: 5+ minutes
Range: Personal
Targets: Self and one or more dead spirits
Duration: Concentration
Saving Throw: Will may negate (see text)
Prerequisites: Astrological prediction or shamanic ecstasy
By speaking to dead ancestors and other spirits from beyond the grave, you gain
insight into the future. You to raise up a host of spirits (1d20), each of which must
be individually addressed and placated before the desired shade appears to
answer your questions. Summoning a dead spirit is far from a certain or troublefree enterprise. The base chance
that the particular spirit desired will answer the summons is 50% + 1% for each
experience level of the caster of the spell. This chance of success also depends on
several factors (see the table below).
Regardless of actual penalties or bonuses, the chance of success never drops
below 5% or rises above 95%. Even if the spell fails to summon the desired spirit,
almost always the summoning will attract the attention of other (potentially
hostile) spirits or undead creatures, either from the netherworld or the general
vicinity of the caster. The chances of summoning a malicious undead are 5%,
cumulative with every failed attempt by the same caster. Note that this spell in no
way protects you (or those present at the casting) from the attacks of
inadvertently summoned undead.
If the summoning is successful, any spirits in the area, as well as the desired
spirit, materialise before you, incorporeal but visible (at least to you; Games
Masters may decide if they are visible to others or not). Once the desired spirit is
located in the group, the spirits willingness to answer questions will first
determine the effectiveness of the spell. If the spirit formerly had more hit dice
than your current level of experience, the shade is entitled to a Will saving throw
to resist the interrogation.
Provided that the spirit is agreeable, it can answer one question for every three
levels you have (in any class). Summoned spirits tend to be evasive and cryptic.
The Games Master may decide a spirits knowledge is limited to what the spirit
knew while alive, or it may have some knowledge of future events. Regardless, a
spirit usually can be called upon to answer specific questions about the near
future, regarding actions undertaken before the next nightfall, but anything more
than that falls under the category of Games Masters caveat. The spirit will
typically provide you with a useful piece of advice in reply to questions concerning
a specific goal, event, or activity that is to occur within one week. The advice can
be as simple as a short phrase, or it might take the form of a cryptic rhyme or
omen. If your party doesnt act on the information, the conditions may change so
that the information is no longer useful..

50

Modifier
+5%
+5%
+5%
+10%
+20%
-30%
None
-5%
-10%
-15%
-20%
-30%
-50%
-25%
None
+10%
+25%
+10%
-10%

Modifier Table
Condition
Caster is a shaman from an ancestor worshipping culture
Caster can cast raise dead
Caster has 10+ ranks in Knowledge (arcana)
Caster is a member of a sorcerous religion or prestige class
Subject and Caster both members of the same sorcerous cult or
prestige class
Subject is an enemy of the caster, either personally or racially
Subject dead for up to 1 week
Subject dead for up to 1 month
Subject dead for up to 1 year
Subject dead for up to 10 years
Subject dead for up to 100 years
Subject dead for up to 1000 years
Subject dead 1000 + years
Spell cast by day
Spell cast at night
Spell cast at full moon
Spell cast on a holy day associated with the dead
Ancestor of desired spirit present at summoning
Spirit previously summoned by same sorcerer within the last 30 days

The Games Master may also care to increase the chances of summoning a hostile
undead (even if the spell succeeds) to reflect the casters location and the tone of
the campaign. Obviously, calling a beneficial spirit near the burial mound of a
known spirit or outsider may bring both creatures to investigate the unusual
summons.
Material Component: Incense worth at least 250 sp.
Focus: This spell requires a shallow pit filled with the blood from a slaughtered
ram. The pit opens a symbolic link with the netherworld, while the blood serves to
lure a spirit back into the world of the living. Note that the blood may also attract
hostile undead (if the summoning fails).

51

Fire Magic
Heart of Flames (Basic Fire Sorcery)
Power Point Cost: 1
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: Self
Duration: 10 minutes/level
This is the basic spell of fire sorcery. If this spell is not active, then (with a single
exception) the fire sorcerer cannot cast any spells from this style, not even his
Defensive Blast. To cast heart of flames, the sorcerer must meditate for at least
one round on a tongue of flame. It
can be as small as a candle-flame or as large as a burning city, but the sorcerer
must be able to see a flame in order to use this spell. Once the spell is cast, the
sorcerer may keep trying to attune himself to the fi re by making Concentration
checks as free actions, with a maximum of one try per round. He may take 10 or
20 on this check if conditions permit and may keep making checks as long as the
fire is within range. Especially large or small fires affect the difficulty of
attunement.
Fire Size
Tiny
Small
Medium
Large
Huge
Gigantic

Heart of Flames Attument


Examples
Candle-flame, glowing
ember
Torch-flame, campfire
Hearth-fire, blazing torch
Bonfire, forge
Burning building,burning
man
Burning city

Concentration DC
25
20
15
10
5
0

If the sorcerer makes a successful Concentration check, then a spark leaps from
the flame and embeds itself in his eyes. The sorcerer may now use other spells
that he knows from this sorcery style for the duration of the heart of flames spell.
Furthermore, the sorcerer is now immune to all damage from non-magical fire.
Splashing water in the sorcerers face forces the sorcerer to make a Reflex save
(DC 15) if this test is failed, the spark of fire goes out.
The Flame-Marked feat makes attunement easier see previous table.

Flame Burst (Defensive Blast)


Power Point Cost: All remaining points
Components: V

52

Casting Time: Immediate


Range: Personal
Effect: All within five feet of the caster
Duration: Instantaneous
Saving Throw: Reflex half
Prerequisites: Active heart of flames.
Magic Attack Roll: Sets DC for opponents Reflex save
This spell causes a pillar of fi re to surround the caster, blasting everyone around
him for 1d6 fire damage for every Power Point expended. A successful Reflex save
reduces the damage by half. Worse yet, anyone slain (reduced to 10 or more hit
points) by the blast also explodes in a lesser explosion. These lesser explosions
only deal 1d6 damage per level or HD of the victim to all within five feet of the
victim, and a Reflex save (DC 10) is allowed to
take half damage from these explosions. Those killed by secondary explosions will
also explode. It is possible for a chain of such explosions to rocket across a
battlefield, killing dozens or even hundreds. Note, however, that these blasts all
have a radius of only five feet.

Beguiling Smoke
Power Point Cost: 4
Components: V, S, M
Casting Time: One standard action
Range: Touch
Target: Burning brazier
Duration: One minute/level
Prerequisites: Heart of flames.
Saving Throw: Will resists
Magic Attack Roll: Sets difficulty for the targets Will saving throw
By casting certain rare incenses and herbs into a burning brazier, the sorcerer
conjures up a cloud of thick and scented smoke. This dense smoke gives
concealment. Anyone in the smoke feels dizzy, disorientated and intoxicated, and
so suffers a 2 penalty to all saving throws and skill checks. The sorcerer is
immune to this smoke.
Furthermore, the sorcerer may shape the smoke, causing images and illusions to
form. These illusions can be used to disguise the sorcerers appearance, create
fanciful or erotic images, or even appear horrific, forcing a Terror of the Unknown
check (DC for the test is equal to the casting check) on those who see them. Only
those who have inhaled the smoke can see the illusions. A Will save is permitted
to see through the illusions. The sorcerer may change the illusion displayed each
round as a free action, but only one Terror of the Unknown check per victim can
be caused by this spell.
Note that the sorcerer does not need an active heart of flames to cast this spell.
Material Component: Incense and herbs worth 200 silver pieces.

Boiling Blood
Power Point Cost: 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: One round per level
Saving Throw: Fortitude negates
Prerequisites: Active heart of flames.
Magic Attack Roll: Sets DC for opponents Fortitude save

53

Boiling blood has two effects it inflicts a great deal of damage on the creature
touched, and it sets the creatures blood aflame, greatly quickening its actions.
When the sorcerer casts this spell, he may choose to inflict the damage at the
start of the spells duration or at the end of the spells duration.
For example, a sorcerer is attacked by a barbarian. He casts boiling blood on the
barbarian, and chooses to have the damage effect of the spell happen
immediately. The barbarian explodes. If, however, the sorcerer had been an ally of
the barbarian, he could have chosen to have the damage effect come at the end
of the spells duration, so the barbarian would have had the benefits of the fiery
blood effect for several rounds before exploding (or having a flame ward placed
upon him).
Explosion: The target must make a Fortitude save against the spell. If he fails, he
suffers 1d6 damage per level of the sorcerer. If this is enough damage to kill the
target, then the target explodes and deals 1d6 damage per level or HD to all
within 10 feet (Reflex save DC 15 for half damage).
Fiery Blood: The victim gains the benefit of the Fighting- Madness feat (see
Conan, page 126) for the duration of the spell. His movement is increased by ten
feet. Furthermore,
whenever he is struck by a melee attack with a piercing or slashing weapon, the
hot blood that spurts out inflicts 1d6 points of fi re damage on the foe who struck
him.
If the fiery blood effect comes before the explosion, then the victim only makes a
saving throw at the end of the spells duration. If the spell is ended prematurely
by the sorcerers death, then the victim explodes immediately.

Candle of Passion
Power Point Cost: 5
Components: V, S, M, F
Casting Time: 1 standard action
Range: Magical Link
Target: One person
Duration: While the candle burns
Prerequisites: Active heart of flames, beguiling smoke.
Saving Throw: Will negates
Magic Attack Roll: Sets the DC for the targets Will saving throw
To prepare the candle of passion, the sorcerer must place the magical link to the
target into a candle made from human fat and certain other rare oils. Making the
candle requires four hours of work. Once the candle is prepared, it can be lit as a
standard action. The candle will burn for twelve hours, and can be snuffed out and
reused in future spells if its full duration is not exhausted. When the candle is lit,
the target of the spell is seized with an intense emotion or obsession, chosen by
the caster. The victim may make a Will save to resist the emotion for a brief time,
but the fi res of passion will continue to burn within him. For example, the victim
might be able to make a Will save to avoid his anger driving him to start a brawl
in a bar, but would have to make another Will save on the street outside when
asked for alms by a beggar. Common emotions incited by the candle of passion
include:
Lust (or lust for a specific person).
Anger (or hatred of a specific person).
Fear (or fear of a specific person).
Madness and hallucinations.
If the candle is snuffed out, the spell ends immediately. If the candle is lit from the
other end, then the sorcerer suffers the effects of the spell as well as the original
target.
Material Component: Rare oils costing 500 silver pieces.

54

Focus: The candle itself.

Dance of the Flames


Power Point Cost: 4
Components: V, S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: One round per level
Prerequisites: Active heart of flames.
The sorcerers body seems to shimmer and flicker, as if he were in truth nothing
but a man-shaped tongue of flame. All non-magical attacks on the sorcerer suffer
an automatic 20% miss chance, and the sorcerers base movement is increased
by 10 feet. When he moves, he seems to flicker from one spot to another without
passing through the intervening space, giving him a +4 bonus to his Dodge
Defence against attacks of opportunity caused by his movement.

Elemental Form*
Power Point Cost: 10
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 10 minutes/level
Prerequisites: Scholar level 12, active heart of flames, summon elemental.
This spell transforms the caster into a fi re elemental. When in elemental form,
the sorcerer may still cast fire spells. He may also travel to otherworldly realms of
fire using the elementals Manifest ability.

Flame Ward
Power Point Cost: 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level (D)
Prerequisites: Active heart of flames.
This spell prevents the target from being damaged by any non-magical fi re, and
gives a +4 bonus to all saving throws against magical fire effects.

Flames of Agni
Power Point Cost: 2+
Components: V, S, M
Casting Time: One standard action
Range: Medium (100 feet + 5 feet/level)
Area: Wave of flame 10 feet wide

55

Duration: Instant or one round/ scholar level


Prerequisites: Active heart of flames, inferno heat, incinerate
Saving Throw: Reflex half
Magic Attack Roll: Sets DC for the victims Reflex save.
This potent attack spell is better known as the flames of Ahriman in the western
world. When cast, a wave of flames ten feet wide and ten feet tall washes out
from the sorcerer, starting at his position and rushing in a straight line out to the
maximum range of the spell. Anyone caught in these onrushing fi res suffers 1d6
points of fire damage per two power points invested in the spell. The one
restriction on the spell is that the wall of flames must draw energy from a fire
nearby if the wall of flames does not have a flame within twenty feet of it, it
vanishes.
For example, a hundred-foot long corridor is lined with five burning braziers that
are spaced evenly down its length. The sorcerer stands at one end and casts this
spell, and a wall of flame rushes down the corridor, sustained by the burning
braziers, and so reaches a
victim at the far end. If, however, the middle brazier was not alight, then the
flames of Agni would vanish at the mid-point of the corridor, as there is no other fi
re source within twenty feet.
Alternatively, this spell can be cast as a stationary wall of fire anywhere within
range. In this form, the flames of Agni last for one round per scholar level. The
wall still needs a source of fire to sustain it.

Inferno Heat
Power Point Cost: 5
Components: V, S, M
Casting Time: One full round
Range: Personal
Area: 30 ft emanation centred on the caster
Duration: 1 hour/level (D)
Saving Throw: Fortitude resists
Prerequisites: Active heart of flames.
Magic Attack Roll: Sets DC for opponents Fortitude save.
Inferno heat makes the air around the sorcerer ripple with a heat-haze; it makes
each breath feel like it burns the lungs, it makes metal hot to the touch and
causes water to boil. In this intolerable furnace, it is hard to tell which of these
effects are real and which are just hallucinations brought on by the heat of the
sorcerers presence. The heat saps a mans ability to think, to act, even to
breathe.
Characters within the area of effect of an inferno heat who are not protected by a
heart of flames, flame ward or similar effect must make a Fortitude save when
they enter and every ten minutes thereafter. A character who fails this saving
throw becomes fatigued, or becomes exhausted if already fatigued.

Incinerating Gaze
Power Point Cost: 3
Components: V, S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: One round per scholar level
Prerequisites: Active heart of flames, Active inferno heat.
The sorcerers gaze now crackles with magical energy, and anything he looks at
bursts into flame. The sorcerer may take a number of free actions equal to his

56

Charisma bonus each round. Each free action deals one point of fire damage to
any target or object within Evil Eye
range of the sorcerers gaze. For example, a sorcerer with a Charisma of 16 (+3)
could deal three damage to one target, or one damage to three targets or any
combination adding up to three. Note that this damage is in addition to any other
spells or actions taken by the sorcerer.

Purifying Flames*
Power Point Cost: 12
Components: V, S, M
Casting Time: Six hours
Range: Touch
Effect: Turns a bonfire into the purifying flames
Duration: One round per level
Prerequisites: Scholar level 12, Craft (alchemy) 10 ranks, active heart of flames,
inferno heat, flames of Agni, Corruption 0.
This potent spell is the height of Khitan fire magic. Preparing the purifying flames
takes six hours of ritual chanting, dancing and throwing alchemical powders into
the flames. When the spell is cast, the flames fl are blue, green and finally burn a
bright gold for the duration of the spell.
While the spell is in effect, a person who steps into the flames and remains there
for one round must make a Will save. The difficulty of the Will save depends on
which effect the person desires from the flames. In each case, the Will save is
penalised by the persons Corruption score. If the Will save is failed, the person
suffers 8d6 points of fi re damage from the intense flames. A character can
remain in the flames for multiple rounds once he makes a successful Will save,
he gains the benefits of the flames for as long as he remains in the fi re.
If more than one person enters the flames at the same time, then the same thing
happens to all of them. For example, three people enter the purifying flames. One
desires youth, and makes his DC 30 Will save. One desires to be cured of a
disease, and makes his DC 20 Will save. The third desires purification, but he fails
his Will save. All three grow younger, are cured of disease, and suffer 8d6 fire
damage.
Burning Away Disease or Poison (DC 20): Each round spent in the
flames removes one disease or poison afflicting the character.
Burning Away Emotions and Memories (DC 25): Each round spent in
the flames removes one emotion or group of memories. The character
either forever loses the memories, or becomes unable to feel a particular
emotion again. The character chooses which emotions or memories are
burnt away.
Burning Away Hostile Magic (DC 25): Each round spent in the flames
removes either one spell affecting the character, or destroys one magical
link to the character that is in the hands of another.
Burning Away Age (DC 30): Each round spend in the flames reduces the
characters physical age by 1d10 years.
Burning Away Corruption (DC 40): Each round spent in the flames
removes one point of Corruption.
Material Components: Rare powders and other alchemical ingredients, costing
10,000 silver pieces.

Ropes of Fire
Power Point Cost: 4
Components: V, S
Casting Time: One standard action
Range: Close (25 feet + 2 feet/level)
Target: One creature

57

Duration: Concentration
Prerequisites: Active heart of flames, inferno heat.
When this spell is cast, snaking ropes of fire appear and twine themselves around
the limbs of the target. The sorcerer can control the movement of these ropes,
allowing him to change the
target of the ropes to any other creature within range. Commanding the ropes is a
free action that can be taken once per round. A character trapped in the ropes
may not move or take any actions without taking damage moving against the
ropes causes the trapped character to suffer 1d6 fi re damage. A character may
make an Escape Artist check (DC 30) to slide out of the ropes without taking
damage. The sorcerer may also choose to command the ropes to constrict, which
deals damage equal to 1d6 + the sorcerers Charisma bonus.

Summon Elemental*
Power Point Cost: 2 per HD of elemental
Components: F or V, M, XP
Casting Time: 1 full round
Range: See below
Effect: One elemental, of maximum HD equal to twice the scholars level
Duration: One task, lasting up to one hour/ level
Saving Throw: See below
Prerequisites: Perform (song or an appropriate musical instrument) 10 ranks,
magic attack bonus +7, active heart of flames, inferno heat, incinerating gaze.
Magic Attack Roll: Sets DC for targets saving throw
Other than the changed prerequisites, and the fact that this spell only allows the
sorcerer to summon a fire elemental, this spell is identical to the version of this
spell presented in the Conan rulebook, page 270.

Frost Magic
58

Fell of Frost (Basic Frost Sorcery)


Power Point Cost: 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One hour per level
Saving Throw: None
The fell of frost spell covers the sorcerers garments or skin with a shimmering
rime of frost. This increases the AP of his clothing or his natural AP by 2, and he
becomes immune to damage from natural cold.

Icy Flames (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Effect: All within 10 feet of the caster
Duration: Instantaneous
Saving Throw: Reflex half (see below)
Prerequisites: Fell of frost
Magic Attack Roll: Sets DC for opponents Reflex save
A storm of blue-white flames explodes around the caster, but these tongues of fire
are incredibly cold to the touch! Icy Flames inflicts 1d6 cold damage on all
creatures within 10 feet of the sorcerer for every two Power Points expended.
Furthermore, any creature who fails its Reflex save is blinded for one round per
Power Point expended.

Become Beast
Power Point Cost: 5
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: One hour/level
Prerequisites: Scholar level 4, fell of frost.
Other than its changed prerequisites, this spell is identical to the Nature Magic
version of become beast. (See page 23).

Chill Touch
Power Point Cost: 4
Components: V, S, (F)
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One round/level

59

Saving Throw: None


Prerequisites: Fell of frost
Chill touch wreathes the sorcerers hands in an aura of deathly cold. Anyone
touched by the sorcerer suffers 1d4 + the sorcerers Charisma bonus in cold
damage. If the sorcerer is wielding a weapon, then he may add his Charisma
bonus to the weapons damage as extra cold damage. The cold from a chill touch
spell only affects living creatures it is the cold of death, not a natural cold.
Focus: Optionally, a weapon.

Command Weather*
Power Point Cost: 8
Components: V, S
Casting Time: 10 minutes
Range: 10 miles/level
Duration: 1d4 hours
Prerequisites: Knowledge (nature) 10 ranks, winds of madness.
This spell allows the caster to control the weather in the surrounding area. He can
summon up snowstorms or howling winds, quell the raging seas, or pour so much
rain into a river that it bursts its banks and floods a town. The caster cannot call
up any weather that is outside the possible range for a region in the current
season, so he cannot create a snowstorm in the desert or at the height of
summer.

Icy Slumber
Power Point Cost: 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Until revived
Saving Throw: Fortitude negates
Prerequisites: Scholar level 5, chill touch.
Magic Attack Roll: Sets DC for opponents Fortitude save
The victim of an icy slumber must make a successful Fortitude save or have all
the life drained from their body. If the saving throw is failed, the victim falls down
and appears to be dead. He will remain in this comatose state until warmed,
whereupon he may make another Fortitude saving throw against DC 15. If this is
successful, the victim is revived safely. If the save fails, the victim permanently
loses two points of Constitution and remains comatose. This check may be
repeated every round until the warmth is removed. A Healing check may be made
if the victim is being cared for by a physician, wrapped in blankets and so forth
the result of this skill check may be used instead of the victims Fortitude saving
throw if it is higher.
A comatose victim of icy slumber will be warmed naturally after a few hours in
temperate climates, or a few minutes in hot lands. In the frozen north, though, the
victim may slumber for many years, even centuries, before being discovered and
restored. Although the victim of an icy slumber does not age while comatose, the
DC of the Fortitude save to revive increases by +1 for every 10 years he remains
frozen, so a character who has been buried for centuries is more likely to die than
return to life.

Ride the Storm*


Power Point Cost: 15

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Components: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: One round/level
Prerequisites: Scholar level 10, command weather, servants of ice, spirit of the
avalanche.
By means of this spell, the sorcerer leaps into the sky and rides the storm winds.
This gives the following benefits:
The sorcerer may fl y up to 300 feet per round. He may hover freely, and
may travel at great speeds, covering a mile every fifteen rounds.
The sorcerer may direct hurricane-force winds (see Conan, page 223) as he
wishes.
He may command the storm, gaining the benefits of a shape snow and
command weather spell.
He may hurl one lightning bolt per round. The sorcerer must make a
ranged attack to hit with these bolts, and the lightning bolt infl icts 6d6
damage. Lightning bolts have a maximum range of sight.
Once per round, he may create a thunderclap with a word or gesture as a
free action. A thunderclap inflicts 1d6 damage on anyone within 30 feet of
the sorcerer, and those within 120 feet of the sorcerer must make a
Fortitude save (DC15) or be deafened for 2d6 rounds. Deafened characters
can still hear the sorcerers thunderous words.

Servants of Ice
Power Point Cost: 6 for the fi rst round, +3 for each additional round
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per level)
Targets: One Small object per level; see text
Duration: Power Points
Saving Throw: None
Prerequisites: Scholar level 6, magic attack bonus +4, shape snow.
The servants of ice spell creates temporary creatures out of the snow to serve the
caster. These behave like the animated objects created by the animate statue
spell (see page 36). This spell imbues inanimate objects with limited mobility and
a semblance of life. Each such animated object then immediately attacks
whomever or whatever you initially designate.
No special concentration is necessary to cause the servants animated by this spell
to remain animated and fulfill the sorcerers wishes. He may instruct them anew
once each round as a free action. No skill check is needed to do this.
The sorcerer may animate one Small servant per scholar level. Alternatively he
can animate larger objects as follows. A Medium object counts as two Small or
smaller objects, a Large object as four, a Huge object as eight, a Gargantuan
object as sixteen, and a Colossal object as thirty-two. Servants of ice cannot be
animated as Tiny or smaller creatures.
The conjured servants are usually roughly humanoid, although the sorcerer may
also create snow-worms, snowmammoths or other animals. He cannot create
shapes that do not echo a living creature commonly found in snowy places (so, he
could make a snow-bear, but not a snow-rhino or snow-octopus). Use the
animated object statistics (see page 92) for the servants of ice, with the following
notes:
Servants of Ice have hardness 0
Servants of Ice deal one extra point of cold damage with each attack.
The sorcerer can cause a Servant to reform, regaining all its hit points. This
costs one Power Point for a Small Servant, two for a Medium, four for a

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Large and so forth. Reforming the servant requires a standard action from
the caster.

Shape Snow
Power Point Cost: 5
Components: V, S
Casting Time: 10 minutes
Range: One mile/level
Effect: Controls snowfall
Duration: One hour/level
Prerequisites: Knowledge (nature) 5 ranks, fell of frost
By means of this spell, the sorcerer can control the shape and course of the falling
snow. He can, for example, cause the snow to pile up in front of a cave mouth and
block it off, or turn a snowy tundra into a surreal labyrinth of icy walls. He can
even build structures and castles out of the falling snow.
For simple projects, such as creating a huge snowdrift in front of a castle wall, the
sorcerer does not need to concentrate he simply casts the spell, gives his
commands to the snow, and can carry on about his business. More complex
works, such as a labyrinth or causing the snow to bury a moving target, require
the sorcerer to concentrate. Major construction works, like building a snow castle,
require a Knowledge (architecture and engineering) check to ensure the finished
building is relatively stable. The DC varies with the complexity of the building.
The amount of snow that the sorcerer can command depends on how much snow
is actually falling from the sky.
A wall made from snow has Hardness 0 and 1 hit point per inch of thickness. In
the cold north, the sorcerer can pack the snow into ice, which has three hit points
per inch of thickness. Snowy structures are unstable, but will last as long as the
snow does not melt. If this spell is cast on a party travelling through the snows, it
slows their movement by half and gives a 6 penalty to Survival checks for finding
direction.

Spirit of the Avalanche*


Power Point Cost: 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Area: Up to one square/level
Duration: Instantaneous
Saving Throw: Reflex half
Prerequisites: Scholar level 8, shape snow, winds of madness.
Magic Attack Roll: Sets the DC for the victims Reflex save and escape checks.
When this spell is cast, the sorcerer causes ice and snow and rocks around him to
spontaneously rise up and then crash down upon his foes, burying them. A
number of five-foot squares equal to the scholars level are affected. These
squares must be non-diagonally contiguous (each square must be adjacent to at
least one other affected square). The spell can only be cast on rocky or snowy
ground.
Those in squares affected by the spell suffer 3d6 damage, are knocked prone and
buried under the snow. A successful Reflex save halves the damage and prevents
the victims from being knocked down and buried. A buried character must dig
himself out, which requires a Strength or Escape Artist check against the
sorcerers magic attack roll. A buried character is considered to be drowning.
If this spell is cast in a place where an avalanche might naturally happen, the
damage is doubled to 6d6.

Winds of Madness
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Power Point Cost: 7


Components: V, S
Casting Time: 10 minutes
Range: 10 miles/level
Target: One individual/two levels
Duration: One hour/level
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 5 ranks, fell of frost
Magic Attack Roll: Sets DC for targets Will save
The winds of madness are icy gusts of air that seem to howl and whisper eerie
messages. All the individuals targeted by this spell must be in the same general
area, so that the same
wind can reach them all. The spell can have two effects. Firstly, the spell can be
used to carry a message to the targets. The same message is given to each
target, as the sorcerers words are carried on the howling winds.
Secondly, the spell can be used to drive its victims insane. Targets must make a
Will save every hour if the saving throw is failed, then the victim suffers a 1
penalty to further Will saves made against the sorcerers spells until he is able to
sleep. Targets cannot rest or get to sleep in the hour after failing a Will save, and
so cannot regain power points or avoid becoming fatigued. If a characters Will
save is a negative result (for example, the target has a +2 Will save, rolls a 3, and
has a 6 penalty to saving throws because of six hours of winds of madness), then
he goes temporarily insane.
The spell has no effect on sleeping or unconscious characters.

Hedge Magic
Blessings and Curses (Basic Hedge Magic)
Power Point Cost: 2
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One creature
Duration: Up to one day
Saving Throw: Will negates
Magic Attack Roll: Sets the DC for the targets Will save.
This spell puts a minor blessing or curse on the target. The exact nature of the
blessing or curse is up to the sorcerer, but the spell cannot do more than give a
+1 bonus or 1 penalty to any one roll. It is up to the Games Master when exactly
this spell takes hold. For example, a hedge wizard might cast blessings and curses
on a player character who insulted him, and declares that animals will hate the

63

character. For the rest of the day, dogs growl and cats hiss at the character, and
he suffers a 1 penalty to one Riding check chosen by the Games Master.

Sign Against Evil (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Prerequisites: Blessing and curses.
The sorcerer gains a luck bonus to any one saving throw or to their Dodge
Defence against a single attack equal to the number of power points expended.

Blessing of the Good God


Power Point Cost: Varies
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature or one field of crops
Duration: Instantaneous (counter-spell) or one season (other uses)
Prerequisites: Cure-all.
Magic Attack Roll: Special
The blessing of the good god is known by different names in different lands. In
Aquilonia, it is the blessing of Mitra; in Stygia, the spell is attributed to Derketo,
while in Shem, it is Ishtars spell. This spell can be cast in three ways.
Firstly, it can be used as a counter-spell against a blight spell. The caster may
make a magic attack roll against the magic attack roll of the blight; if the blessing
roll is higher, the blight is lifted. The PP cost of the blessing spell must be equal to
or greater than that of the blight.
Secondly, when cast on a herd or field, it increases the harvest by 5% per Power
Point spent.
Thirdly, when cast on an individual, it gives a +1 bonus per two Power Points
spent to any Fortitude saving throw against a mundane disease or poison, or
against the travails of child-birth.
Material Components: Charms, sacrifices and other ritual components costing
10 silver pieces per Power Point.

Blight
Power Point Cost: Varies
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye or Magical Link
Target: One living creature or one field of crops
Duration: Until healed or one season
Saving Throw: Special (see below)
Prerequisites: Magic attack bonus +1, blessings and curses.
Magic Attack Roll: Sets the DC for the victims saving throw.
Blight allows the sorcerer to curse a victim. There are several manifestations of
this spell, which cost a varying number of Power Points:
Weakness: The target feels weak and drained. His Strength is reduced by
one point per two Power Points spent until the character rests. A successful
Fortitude save negates this effect.

64

Lameness: The target twists his ankle or sprains his wrist. His Dexterity is
reduced by one point per two Power Points spent until the character
receives a successful Heal check (DC 15). A successful Fortitude save
negates this effect.
Sickness: The target feels ill and dizzy. His Constitution is reduced by one
point per two Power Points spent until the character receives a successful
Heal check (DC 15). A successful Fortitude save negates this effect.
Bad Dreams: The target suffers from series of nightmares and waking
hallucinations that affect his sanity. His Intelligence is reduced by one point
per two Power Points spent until the character makes a successful
Concentration check (DC 20). A successful Will save negates this effect.
Foolish Thoughts: The targets good judgement is clouded and he
becomes distracted or obsessed by foolish things. His Wisdom is reduced
by one point per two Power Points spent until the character makes a
successful Concentration check (DC 20). A successful Will save negates
this effect.
Ugliness: The target suffers from boils, pock-marks and a foul body odour.
His Charisma is reduced by one point per two Power Points spent until the
character receives a successful Heal check at (DC 15). A successful
Fortitude save negates this effect.
Bad Harvest: When cast on a field, orchard or garden, this reduces the
yield of the area by 10% per Power Point spent for one harvest. When cast
on a herd of animals that produce some useful item, such as wool from
sheep or milk from cows, the yield of the herd is reduced by 10% per
Power Point spent until the animals are tended with a successful Handle
Animal or Heal check at (DC 20).
Barrenness: The target is unable to sire or bear children until he or she
receives a successful Heal check at (DC 20). A successful Fortitude save
negates this effect. This effect costs 5 Power Points.

Cure-All
Power Point Cost: Varies
Components: V, S, M
Casting Time: Special
Range: Personal
Target: Self
Duration: One Heal check
Prerequisites: Heal 4 ranks, blessings and curses.
For each Power Point expended in casting this spell, the sorcerer gains a +1
insight bonus to a Heal check made at the same time, up to a maximum of the
sorcerers Wisdom bonus. For example, a sorcerer with Wisdom 16 could spend
three Power Points when casting this spell to get a +3 bonus to a Heal check.
Material Components: Potions, herbs, poultices and charms worth 2 silver
pieces per Power Point.

Love Charm
Power Point Cost: 4
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye

65

Target: One living creature


Duration: Until the target sleeps.
Prerequisites: Twisting of tongue and eye
Saving Throw: Will negates
Magic Attack Roll: Sets the DC for the targets Will save.
If the target falls victim to the love charm, he is charmed and fascinated by the
caster, and will normally respond favourably to him. In game terms, the targets
reaction towards the caster is shifted one step towards Helpful. Often, the target
will be attracted or lustful towards the caster. This spell automatically wears off
while the target sleeps.

Send Dreams
Power Point Cost: 4
Components: V, S
Casting Time: One night
Range: Magical Link
Target: One living creature
Duration: One night
Saving Throw: Will negates (see below)
Prerequisites: Twisting of tongue and eye.
The send dreams spell allows the sorcerer to project his dreams to another living
being. The sorcerer must dream these dreams too, so if the sorcerer wishes to
project a specific message, he must practise lucid dreaming. This requires a
Concentration check (DC varies depending on the complexity of the dream). The
target knows that he is dreaming, and may not remember all of the dream upon
awakening.
If the sorcerer wishes, he can project nightmares or other unusual dreams to the
target. The target must make a Will save (DC equals the casters Concentration
result) to avoid being fatigued when he awakens. The sorcerer is automatically
fatigued by the shared nightmares and does not regain any Power Points for
sleeping.
The projected dreams can be detected and read using the sorcerous news spell.
A character may also use send dreams to enter the Dreamlands (see page 184).

Twisting of Tongue and Eye


Power Point Cost: Varies
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One living creature
Duration: One skill check
Prerequisites: Bluff 4 ranks, Sleight of Hand 4 ranks, blessings and curses.
This glamour gives a bonus of +1 per Power Point spent to any one of the casters
skill checks using a skill from the following list: Bluff, Diplomacy, Disguise, Hide,
Intimidate, Move Silently or Sleight of Hand. The caster cannot spend more Power
Points than the relevant ability score bonus to that skill, +2. For example,
Diplomacy is a Charisma-based skill, so the caster cannot spend more Power
Points than his Charisma bonus +2.

66

Hypnotism
Entrance (Basic Hypnotism)
PP Cost: 0 points
Components: S, M or F
Casting Time: 1 full round
Range: Evil Eye
Target: One creature
Duration: Concentration
Saving Throw: Will negates
Magic Attack Roll: Sets DC for targets Will saving throw
When you cast this spell, the target creature must make a Will saving
throw or be unable to take any actions for as long as you concentrate.
If the creature is attacked or sustains damage while entranced, it may
attempt a saving throw again to throw off the effects of the spell. This second
saving throw gets a bonus equal to the amount of damage inflicted.
This spell can only affect a creature that has six or fewer hit dice. It is
possible to boost the power of this spell by preparation. For each full round in
which you do nothing but stare at the
target creature before attempting to entrance it (whether or not you have eyeto-eye contact over that time) you can affect a creature of +2 HD and you
gain a circumstance bonus of +1 on your magic attack roll.
Note that an entranced creature is not stunned, so attackers gain no special
advantage against it

67

Material Component or Focus: A shining object, such as a small mirror,


suspended from a cord.

Terrible Fascination (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: 10 foot radius around the sorcerer
Duration: 1d4 rounds
Saving Throw: Will negates
Magic Attack Roll: Sets DC for the victims saving throw
When this spell is cast, all creatures within 10 feet of the sorcerer must make a
Will saving throw or be entranced as if by the entrance spell. The entrancement
lasts for 1D4 rounds and cannot be maintained longer than this, although the
sorcerer may use the entrance spell on one of his victims while he is under the
effect of terrible fascination.

Boundary
PP Cost: 1 point/10 ft. boundary
Components: V, S, M
Casting Time: 1 round or more (see text)
Range: Touch Line: A boundary up to 100 ft. long per scholar level, and 100 ft.
high
Duration: Mortal
Saving Throw: Will partial
Prerequisites: Magic attack bonus +7 or higher, entrance, hypnotic suggestion
Magic Attack Roll: Sets DC for targets saving throw
This spell causes an invisible boundary to be created. The boundary emanates
magical vibrations that repel a specific kind of creature as defined by the
spellcaster. The kind of creature to be affected must be named specifically. A
creature subtype is not specific enough.
Creatures of the designated kind feel an overpowering urge to avoid crossing the
boundary.
A compulsion forces the creatures to avoid crossing the boundary, shunning the
region of the boundary and never willingly returning to it while the spell is in
effect. A creature that makes a successful saving throw can cross the boundary
but feels uncomfortable doing so. This distracting discomfort reduces the
creatures Dexterity score by 4 points until it re-crosses the boundary.
Material Components: Chalk or other powder to draw the line, at a cost of 10
sp/10 feet of line.

Call of Damballah
PP Cost: 6+6
Components: V, S or F
Casting Time: 1 hour, plus see below
Range: Evil Eye and Magical Link
Target: One creature of the same species as the sorcerer
Duration: Mortal
Saving Throw: Will negates
Prerequisites: Magic attack bonus +4 or higher, Cha 13, domination, enslave,
entrance, hypnotic suggestion, ranged hypnotism.
Magical Attack Roll: Sets DC for targets saving throw

68

This spell is used to totally enslave a person and force them to come forward and
be sacrificed at the appropriate time required by the caster. The spell is initially
cast with a one-hour ceremony incorporating a Magical Link to the planned target.
The sorcerer then has 24 hours in which to find the target and complete the spell.
The Power Point cost listed reflects an expenditure of 6 PP to initially cast the
ceremony, and a further 6 PP to complete the spell when the sorcerer speaks with
the target.
The end result of the call of Damballah spell is to produce an effect very similar to
that of the domination spell, except that the duration is permanent and the target
does not gain a new saving throw each time he is given an instruction. The
sorcerer will need to give the target direct instructions, as for domination, but call
of Damballah may not be used to cause the target to fall asleep or remove
memories, unlike domination. In addition, a target who has failed his initial Will
saving throw automatically fails any future Will saving throws against spells, spelllike effects or supernatural effects cast or caused by the sorcerer. The only ways
for an affected character to become free are for the sorcerer to voluntarily end the
spell, or for it to be ended by the Rule of Impermanence (see Conan the
Roleplaying Game).
The actual name of the spell varies with each shaman. A shaman dedicated to
Jhebbal Sag would call this spell call of Jhebbal Sag.
Focus: Magical link.

Crimson Portents
PP Cost: 1 point
Components: V, S, F
Casting Time: 2 minutes
Range: Evil Eye
Effect: All Picts or Ligureans in a radius of 30 ft. +5 ft. per scholar level
Duration: Until the conclusion of the event foretold
Saving Throw: Will negates
Prerequisites: Entrance
Magic Attack Roll: Sets DC for targets Will saves
This spell is used by the shamans of the Picts as a form of self-fulfilling prophecy
to meet the ends of the shaman. If a war-chief has decided to wage war against
an enemy he may ask the shaman to predict success to hearten the people. This
is not a true divination, but a hypnotism, a means to take advantage of the Picts
inherent superstitions. The shaman takes a captive and sacrifices him to the dark
spirits (he may gain Power Points for this as normal), then cuts out the captives
heart and glares at the throbbing mass to read the omens within. If the shaman
wants success, that is what he announces when the sacrifice is dead, and if the
Picts believe him, by failing their saving throw (which they can do willingly), then
each of them receives a +1 bonus to all attack, damage and skill rolls when
engaged in the event in question. If the shaman feels strongly against the event
in question, the can announce failure or a costly victory, and the members of the
tribe who believe him receive a -1 penalty to all attack, damage and skill check
rolls when engaging in the event. Often a prediction of failure will lead to the
abandonment of the engagement and has been known to upset the plans of many
a would-be war-chief.
Focus: Sacrificial victim.

Dance of Atali
PP Cost: 6 for the first round, 1 for each round thereafter
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. per scholar level)

69

Target: Up to one male human/scholar level


Duration: Power Points
Saving Throw: Will partial
Prerequisites: Entrance, hypnotic suggestion, Cha 13, magic attack bonus +7,
must be a female worshipper of the Nordheimir pantheon
Magic Attack Roll: Sets DC for targets saving throw
This spell causes males to follow the sorcerer wherever she goes, so long as she
continues a wild and sensual dance begun with the casting of the spell.
The sorcerer must make a Perform (dance) check each round. If her check result is
below 20, the spell ends. If her check result is above 20, she adds half her check
result as an enhancement bonus to her movement rate that round, rounded to the
nearest 10 feet.
All males affected by the spell will be filled with immediate and pressing feelings
of lust for the sorcerer, and will follow her wherever she goes, though they will not
be completely careless of danger and will certainly stop and fight if attacked. They
may attempt Will saving throws when she initially casts the spell. Even a
successful Will save does not entirely negate the effects of dance of Atali, and a
character who successfully saves will still regard the sorcerer as devastatingly
attractive he may well follow her anyway.
As a side benefit of the dance of Atali, the sorcerer is entirely immune to the
effects of non magical cold for the duration of the spell.
If the sorcerer has the Ritual Sacrifice feat, she gains Power Points as though she
had sacrificed any of the targets who die as a direct result of following her,
whether she is able to lead them to a cold death at the bottom of a crevasse
somewhere, or into an ambush.
Focus: A scanty garment of high quality, which is the sorcerers only item of
clothing.

Dance of the Cobras


PP Cost: 5 points
Components: S, M, F
Casting Time: 1 full round
Range: Evil Eye
Target: One humanoid creature
Duration: Concentration
Saving Throw: See below
Prerequisites: Entrance, telekinesis, Ritual Sacrifice, Perform (any musical
instrument) 8 ranks, must be a worshipper of Hanuman
Magic Attack Roll: Sets DC for targets Reflex saving throws or Perform checks
The dance of the cobras is an extensive and elaborate but powerful ritual
sacrifice that revolves around four pre-prepared, hypnotised snakes.
Four jars containing the snakes are smashed about the target. In effect, the
snakes are inside the targets five-foot square, though at the very corners of it.
For the first 1d6 rounds, the target must make a Reflex saving throw each
round or be bitten by one of the snakes, suffering the usual damage and
poison effects for such a bite (see page 375). If he chooses to spend the whole
of each round just dodging snakes (similar to a Total Defence action in
combat) he gains a +4 circumstance bonus to his Reflex saving throws. Note
that the snakes do not make normal attack rolls against the target; they are, after
all, hypnotised and even at this stage there is a strange, rhythmic quality to their
rapid, darting movements. However, if the target attempts to leave the square,
all four snakes immediately make attacks as normal. They are assumed to have
attacks readied for just such an eventuality.

70

After the initial 1d6 rounds, the spell creates unearthly music sacred to the
god Hanuman and the hypnotised snakes begin to dance. The target may either
continue to make Reflex saving throws to avoid them, with a +2 synergy
bonus if he has at least five ranks of Perform (dance) or he may instead simply
make Perform (dance) checks at the same DC.
If the victim dies from being bitten by the snakes, whether from direct damage or
from poison, the sorcerer who cast the spell gains a number of benefits as follows:

Power Points as though the target had been slain by the sorcerer. 1 PP is
gained for every 3 hp of the target, or 1 PP for every 2 hp if the target was
a female human. The usual limit for Maximum Power Points applies.
+2 morale bonus to all attack rolls and magic attack rolls for the next 24
hours.

If the victim somehow escapes or is rescued, the sorcerer instead suffers a -1


morale penalty to Defence and all saving throws for the next day.
Material Component: Four jade jars, worth at least 100 sp each. With the
snakes inside (see below), these must be balanced among the rafters of the room
in which the spell is to be used, or, if the sorcerer has greater telekinesis
available, concealed somewhere in the room or about the person of the sorcerer.
Focus: Four cobras, of at least Small size. See Chapter 13: Bestiary. These must
be somehow placed in the jars before the spell is cast.

Domination
PP Cost: 2 points
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One humanoid who is already affected by your entrance spell.
Duration: Concentration
Saving Throw: See below
Prerequisites: Entrance, magic attack bonus +3
Magic Attack Roll: Sets DC for targets Will saving throws
The sorcerer can control the actions of any humanoid that he has already
entranced. They must share a common language, so that the sorcerer can give
instructions. Casting this spell ends the effects of the entrance spell, as
domination immediately supersedes said spell. The target does not gain a saving
throw to resist the domination except as follows:
This spell can only affect a creature of 8 or less Hit Dice.
Targets resist this control if forced to take actions against their nature. In this
case, they receive a new Will saving throw with a bonus of +1 to +2, depending
on the type of action required. Obviously self-destructive orders would be worth a
+2 bonus.
Among other uses of this spell, the sorcerer can cause the target to fall asleep, as
well as removing short-term memories from the target (such as the memory of
having seen the sorcerer in the first place).
Once control is established, the range at which it can be exercised is unlimited,
but new orders can only be granted if the sorcerer is within shouting distance of
the target (60 feet).

71

Dread Serpent
PP Cost: 3 points
Components: V, S, (F)
Casting Time: 1 standard action
Range: Evil Eye
Target: One humanoid; usually one who is already affected by your entrance
spell (but see below)
Duration: One round
Saving Throw: Will negates
Prerequisites: Entrance, magic attack bonus +4
Magic Attack Roll: Sets DC for targets Will saving throws
This spell creates an illusionary snake or similarly dread, poisonous creature from
another object. The illusion affects only the target, with any other observers
seeing clearly that the object remains itself. Dread serpent can be used in one of
two modes:
Turning part of the targets clothing into a serpent. In this case, you must
entrance the target before the spell is cast. Casting this spell ends the
effects of the entrance spell, as dread serpent immediately supersedes
said spell; this means that if the dread serpent fails, the target is no longer
entranced either.
Turning your own sorcerers staff into a serpent, which you hurl at the
targets feet. In this case the target must be within 20 feet of you, though
you need not make an attack roll against him. The main advantage of this
mode of the spell is that you need not have entranced the target before
casting it.
The target receives a Will saving throw. If he fails, he perceives the serpent biting
him, and dies at once. If he makes his saving throw, he perceives himself slaying
it in turn and it reverts to the original object. In either case, making the saving
throw (and, in the targets perception, fighting the snake) takes one round, during
which time the target may not take any other actions and is at -2 to Defence due
to distraction.
Focus: For the second mode of operation, this spell requires you to be carrying a
staff worth at least 50 sp, though it can functionally be a quite mundane
quarterstaff if nothing else is available. It could be simply an ornate or decorated
quarterstaff, or some kind of magical staff.

Dream Dance
PP Cost: 6 PP
Components: S
Casting Time: 1 round
Range: Evil Eye
Area: All creatures in a radius of 30 ft.
Duration: Duration of dance + 1d6 rounds
Saving Throw: Will negates (see text)
Prerequisites: Perform (dance) 10 ranks, entrance, mass hypnotic suggestion
Magic Attack Roll: Sets the DC for the Will save.
After a full round of dancing, the subjects must make a Will save against the
sorcerers Magic Attack Bonus plus her Perform (dance) check. Those that fail
succumb to the lure of the dance. They see their wildest fantasies and deepest
desires played out in front of them. The victims stand helpless for 1d6 rounds
after the dance ends. If attacked, they snap out of the fantasy but are stunned for
1d4 rounds as they attempt to return to reality.

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Dreams of Ecstasy
PP Cost: 3 points per target
Components: V, S, M
Casting Time: 1 hour
Area: 1 mile per scholar level radius emanating from the sorcerer
Targets: One male character per 3 PP expended
Duration: One day
Saving Throw: Will negates
Prerequisites: Magic attack bonus +4, Ritual Sacrifice, entrance
Magic Attack Roll: Sets targets Will save
Every man knows his dreams can lead him into temptation. In dreams a man can
do and say things he would never dare in the waking world, experience forbidden
pleasures and unleash the bounds of behaviour separating him from the beasts. A
sorcerer can use this spell to link these dreams to events about to occur in the
waking world. When he does so he strengthens those who willingly give in to the
evil they carry in their own hearts.
When the sorcerer casts this spell he must torture, then kill, a virgin female in an
hour-long ritual. At the end of the ritual he may name any number of male human
targets within the area of effect. Each target requires the sorcerer to spend 3 PP.
Those targets may, if they wish, make a Will save to resist the vision of
debauchery sent to them. If they decide not to, or fail the Will save, they gain the
following ability for one day:
Vision of Ecstasy (Su): Each time you activate this ability you gain one point of
Corruption. For a number of rounds equal to your Constitution modifi er you may
ignore any conditions applied to you and, temporarily, the effects of damage.
When the character comes out of this vision they are immediately dealt all
damage taken during this vision from their current total hit points. Reduction of hit
points to 0 or lower is handled in the usual way as described in Conan the
Roleplaying Game. You may activate this ability as a free action and may use it to
respond to a conditions application.
Material Component: One adult human female virgin for sacrifice.

Dreams of Horror
PP Cost: 3 points per target
Components: V, S, M
Casting Time: 1 hour
Range: 1 mile per scholar level radius emanating from the sorcerer
Targets: One male character per 3 PP expended
Duration: One day
Saving Throw: Will negates
Prerequisites: Magic attack bonus +4, Ritual Sacrifice, entrance
Magic Attack Roll: Sets targets Will save
Just as dreams can lead a man into temptation they can also show him the depths
of human suffering and terror. In dreams a man can survive horrible things, things
capable of breaking his body and spirit. Occasionally someone will naturally suffer
such a horrific dream without being able to wake up from it. When one man
experiences such a dream it seems like a natural phenomenon. When a dozen, or
a hundred, find themselves trapped in the same dream, hearing one anothers
screams, then they know it for the work of a sorcerer.
When the sorcerer casts this spell he must torture, then kill, a virgin male in an
hour long ritual. At the end of the hour he may name any number of male human
targets within the area of effect. Each target requires the sorcerer to spend 3 PP.
They targets may make a Will save to resist the spell. Each target that succeeds
has a troubled nights sleep, but can shake off the dream as nothing more than an

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evil omen. Those that fail this saving throw suffer from a 4 penalty to attack rolls
and skill checks for a 24-hour period.
The horrific dream lasts for two hours. A target that fails his saving throw will not
awake unless he suffers physical damage.
Material Component: One adult human male virgin for sacrifice.

Dreams of Victory
PP Cost: 4 points per target
Components: V, S, M
Casting Time: 1 hour
Range: 1 mile per scholar level radius emanating from the sorcerer
Targets: One male character per 4 PP expended
Duration: One day per scholar level
Saving Throw: Will negates
Prerequisites: Magic attack bonus +5, dreams of ecstasy, dreams of horror,
entrance
Magic Attack Roll: Sets targets Will save
Dreams of ecstasy and horror are simple to craft, especially for those whose
depraved desires far exceed the bounds of sane mortal minds. Creating a vision of
victory tailored for each recipient, a dream in which the dreamer lives out his
personal fantasies of prosperity and the good life, takes a bit more care and craft.
However, such a vision can inspire a man to greatness where others simply call
forth a mans basest elements.
When the sorcerer casts this spell he must ritually torture, then kill, two virgins:
one male, one female. At the end of an hour-long ritual he may target any number
of male characters within range. Each target requires the sorcerer to spend 4 PP.
The target may make a Will save to resist the enchantment.
Those that fail, or who do not wish to make the save, spend an eight hour period
dreaming of how the sorcerers dominion will further their personal goals. In the
privacy of their dreams they see how, by betraying their comrades and swearing
to the sorcerers side, they can achieve their deepest desires. By the end of the
eight-hour period the target becomes a conditioned ally of the sorcerers,
automatically moving to a helpful disposition.
Material Component: Two adult human virgins (one male, one female) for
sacrifice.

Enslave
PP Cost: 6+6
Components: V, S, M or F
Casting Time: 1 hour, plus see below
Range: Evil Eye, Touch and Magical Link
Target: One creature of the opposite sex to, but same species as, the sorcerer
Duration: Mortal
Saving Throw: Will partial
Prerequisites: Magic attack bonus +4 or higher, Cha 13, entrance, domination,
hypnotic suggestion, ranged hypnotism
This spell is used to totally enslave one member of the opposite sex for life, by
means of sexual power.
The spell is initially cast with a one-hour ceremony incorporating a magical link to
the planned target. The sorcerer then has 24 hours in which to find the target and
have sex with him or her. This must be voluntary on the part of the target. This
willingness on the part of the target is what gives the spell its unusual power,
which is to affect the target whether or not a saving throw is successful.

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The Power Point cost listed reflects an expenditure of 6 PP to initially cast the
ceremony, and a further 6 PP to complete the spell when the sorcerer has sex with
the target.
The end result of the enslave spell is to produce an effect very similar to that of
the domination spell, except that the duration is permanent and the target does
not gain a new saving throw each time he is given an instruction. The sorcerer will
need to give the target direct instructions, as for domination, but enslave may not
be used to cause the target to fall asleep or remove memories, unlike domination.
In addition, a target who has failed his initial Will saving throw automatically fails
any future Will saving throws against spells, spell-like effects or supernatural
effects cast or caused by the sorcerer.
If the target succeeds at his initial saving throw, he is still enslaved but will never
act in a self destructive manner or act completely against his nature, including
against his code of honour if any. The effect of a successful saving throw must be
carefully roleplayed by the target and carefully adjudicated by the Games Master
the target may find his desire to serve the sorcerer warring with his inner nature,
and often he will find himself either unable to act at all or else able to choose
either a compromise between his own desires and the sorcerers, or another
course of action entirely. If the Games Master feels that a particular situation
necessitates an either/or response, such as a command to slay an old comrade of
the targets when said comrade is attacking the sorcerer, he may call for a new
Will saving throw and magic attack roll, but any such new Will saving throw will be
at a -4 resistance penalty and even success will not completely throw off the
effects of the spell. In addition, a target who has succeeded at his initial Will
saving throw automatically has the same -4 resistance penalty applied to all
future Will saving throws against spells, spell-like effects or supernatural effects
cast or caused by the sorcerer.
The only ways for a totally or partially enslaved character to become free are for
the sorcerer to voluntarily end the spell, or for it to be ended by the Rule of
Impermanence (see Conan the RPG p. 191).
Material Components: 1 dose of black lotus blossom.
Focus: If a living black lotus plant is available within 20 feet, this can serve as a
focus in place of the material component.

Hypnotic Suggestion
PP Cost: 1 point
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One living creature
Duration: 10 minutes plus 1 minute/scholar level, or until completed
Saving Throw: Will negates
Prerequisites: Entrance, magic attack bonus +2
Magic Attack Roll: Sets DC for targets Will saving throws
The character influences the actions of the enchanted creature by suggesting a
course of activity, limited to a sentence or two. The suggestion must be worded in
such a manner as to make the activity sound reasonable to the person. In effect,
it can remove the influence of either the conscious will or the unconscious desires,
so that they will perform the suggested course of action that otherwise reason or
instinct might have prevented.
This spell can only affect a creature of 12 or less Hit Dice.
The suggested course of activity can continue for the entire duration of the spell.
If the suggested activity can be completed in a shorter time, the spell ends when
the subject finishes what he was asked to do. The character can instead specify
conditions that will trigger a special activity during the duration. For example, the
character might suggest that a noble knight give his warhorse to the first beggar

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he meets. If the condition is not met before the spell expires, the activity is not
performed. A very reasonable suggestion causes the saving throw to be made
with a penalty (such as -1, -2 or such like) at the discretion of the Games Master.
Alternatively, the caster can suggest an illusion to the victim. This illusion
cannot be damaging ( dread serpent is required for that) but he could convince
the victim that a blank scroll is actually a royal warrant or that the caster is
actually dressed in rich robes, not rags. If the caster chooses to create an
illusion, the victims will is not affected, just his senses. An unreasonable
illusion (say, that a horde of barbarians has just charged into the inn) will be
dismissed instantly as false by the victim the spell is capable of only
subtle illusions.

Hypnotic Suggestion, Mass


PP Cost: 8 points
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./scholar level)
Area: All creatures in a radius of 30 ft. + 5 ft. per scholar level
Duration: 10 minutes plus 1 minute/scholar level, or until completed
Saving Throw: Will negates
Prerequisites: Entrance, hypnotic suggestion, magic attack bonus +5
Magic Attack Roll: Sets DC for targets Will saving throws
As hypnotic suggestion, except that the spell affects all creatures of 8 HD or below
who can hear the sorcerers voice.
Furthermore, the sorcerer is able to magically project his voice as though it were
emanating from any point in the spells range. Any creature within the area is
affected, unless they are deaf or have stopped their ears in advance. Stopping
their ears ahead of time allows opponents to avoid having to make saving throws
against sound-based spells. Stopping ones ears is a full-round action and requires
wax or other soundproof material to stuff into the ears.

Illusion
PP Cost: 9 points
Components: V, S, M
Casting Time: 1 action
Range: Evil Eye
Target: One humanoid
Duration: One round/three scholar levels
Saving Throw: Will disbelief (if interacted with)
Prerequisites: Entrance, dread serpent, conjuring, magic attack bonus +5
Magic Attack Roll: Sets DC for targets Will saves
This spell creates in the targets mind the illusion of an object, creature, or force,
as visualised by the sorcerer. The illusion can include visual, auditory, olfactory,
and thermal components. The illusion follows a script determined by the sorcerer.
The illusion follows that script without the sorcerer having to concentrate on it.
The illusion can include intelligible speech if the sorcerer wishes. He can move the
illusion so long as it and the target are always within 30 feet of him.
The target receives a Will saving throw to disbelieve the illusion, if he interacts
with it. Unless and until he successfully disbelieves it, the target may not take any
actions other than those relating to interacting with the illusion, and is at -2 to
Defence Value due to distraction.
Material Components: This must be something vaguely suggestive of the
illusion. For example, a paper picture of a buffalo could be used as a material
component for an illusion of a herd of charging buffalo, or a handful of dirt could
be used as a material component for an illusion of a mountain. A player who has

76

learned this spell should write down some specific material components he has
available to use to create the illusion.

Inviolate Oath
PP Cost: 8 PP
Components: V, S
Casting Time: 1 round
Range: Evil Eye or Magical Link
Area: All creatures in a radius of 30 ft.
Duration: Instantaneous
Saving Throw: Will negates (see text)
Prerequisites: Knowledge (arcana) 8 ranks, entrance, mass hypnotic
suggestion, greater ill-fortune
Magic Attack Roll: Sets the DC for the Will save.
The sorcerer creates a mystical bond that requires various targets within 30 feet
of the sorcerer to keep their word or suffer serious consequences. Everyone who
makes a vow, an oath of Allegiance or a contract must keep to their word. Once
the vow or ritual is complete, the subjects must make a Will save against the
sorcerers Magic Attack Roll. If the save fails, the subject is bound to his word. If
one of the contractors who failed the save ever willingly breaks the rules outlined,
he is subject to greater ill-fortune until they return back to the prescribed
behaviour. The effect also ends if the contract is fulfi lled or reaches a given
period outlined in the contract or vow.

Peacocks Beauty
PP Cost: 2 PP
Components: V, S, F
Casting Time: 1 action
Range: Personal or Touch
Target: One person
Duration: 1 minute/scholar level
Saving Throw: Will negates (harmless)
Prerequisites: Entrance
Magic Attack Roll: Sets the DC for the Will save.
The sorcerer transmutes herself or another to become more attractive. The spell
grants a +4 enhancement bonus to all Charisma-based skill checks where
appearance plays a role when used against anyone who has failed their Will save.
The spell also adds a +2 to a sorcerers Magic Attack Roll for further hypnotism
spells cast while this spell is in effect against anyone who fails their Will save. The
focus is a wisp of feather from a peacock.

Ranged Hypnotism
PP Cost: +4 points
Components: As per original spell, plus M
Casting Time: As per original spell, plus one full round
Range: Long (400 ft. + 40 ft. per scholar level) or Magical Link
Target: As per original spell
Duration: As per original spell
Saving Throw: As per original spell
Prerequisites: Entrance, hypnotic suggestion, magic attack bonus +5
Magic Attack Roll: As per original spell

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A hypnotist of sufficient power can expend a vast amount of energy to hypnotise


someone at a distance. The victim must either be within line of sight, or a magical
link (see pg. 237) must be used. Any of the standard hypnotism spells can be
made ranged with this spell. The components are as for the original spell, except
as follows.
Material Component: In addition to any material components required by the
original spell, ranged hypnotism requires various herbal powders to a total cost of
100 sp.

Reverse Loyalties
PP Cost: 12 points
Components: V, S
Casting Time: 10 minutes
Range: Medium or Magical Link
Area: All living creatures in a radius of 30 ft. + 5 ft. per scholar level
Duration: 1 day plus 1 day per level, or until a certain task is completed
Saving Throw: Will negates
Prerequisites: Entrance, mass hypnotic suggestion, magic attack bonus +6
Magic Attack Roll: Sets DC for targets Will saving throws
This spell causes those who fail the Will save (DC set by your Magic Attack Roll) to
regard you as the object of their loyalties; they automatically have their
Allegiance changed from a particular Allegiance to you. They accept logical
military orders from you. For instance, they will break formations and turn on their
former leader. They do nothing obviously fatal to themselves. Their loyalties have
been magically switched, but are not magically maintained; if you take actions
that make you less worthy of these newfound loyalties, they may desert (make a
new save). When individuals within the subject group make their saves, they
desert, but cannot convince others still under the spell to desert. Each subject has
full memory of actions taken under this spell.

Savage Beast
PP Cost: 4 points
Components: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One living creature, plus see below
Duration: 1 round/scholar level, plus see below
Saving Throw: Will negates
Prerequisites: Entrance, hypnotic suggestion, magic attack bonus +3
Magic Attack Roll: Sets DC for targets Will saving throws
This spell turns an ordinary animal into a ravening and berserk monster, very
difficult to kill and very dangerous to fight. The creature resembles a rabid animal
when so affected. This spell can only affect a creature of 16 or less Hit Dice.
The target is affected as though it was in a state of fighting madness, as for the
Fighting-Madness feat (see pg. 126).
The sorcerer can specify an enemy or group of enemies within the targets line of
sight. It will move as rapidly as possible towards them and attack them
ferociously. If no enemy or enemies are specified, it will simply attack the closest
living creature to it.
The target also gains the benefits of the Diehard feat. In addition, the targets bite
attack, if any, has the side effect of transmitting the spell to any creature
damaged by the bite. This acts in every way as though the creature damaged has
been had the spell cast on it by the same sorcerer that cast it on the original
target, though this creature is not affected until 2d10 rounds after being bitten.

78

Seduction
PP Cost: 3 PP
Components: V, S, F
Casting Time: 1 action
Range: Magical Link
Target: One person
Duration: 1 round/2 scholar levels
Saving Throw: Will negates (see text)
Prerequisites: Entrance
Magic Attack Roll: Sets the DC for the Will save.
The sorcerer incites a sudden, overwhelming lust in the target creature, focused
on the caster. If the target fails its save, its attitude shifts to helpful tempered by
the fact that it strives (short of attacking or using magic) to have sex with the
caster. If the targets sexual orientation conflicts with the casters gender, the
target gains a +4 bonus on his save. The actual method of seduction employed by
the creature varies by individual. Normally violent creatures show displays of their
physical prowess, including attacking others, while more eloquent beings use
words and body language to woo their new love.
During this time, the target does not willingly attack, use spells or spell-like
abilities on, or even take a negative verbal tone with the object of its desire. The
effect ends as soon as the caster attacks or makes a violent gesture (such as
casting a spell) on the target creature.
The spell focus is the magical link with the target.

Swell
PP Cost: 5 points
Components: V, S
Casting Time: 1 action
Range: Evil Eye
Targets: All creatures within range.
Duration: One round/scholar level
Saving Throw: See below
Prerequisites: Entrance, illusion, dread serpent, conjuring, magic attack bonus
+4
Magic Attack Roll: Sets DC for targets Will saves
Swell makes the sorcerer appear to be far larger than he actually is.
For purposes of the Rule of the Sorcerers Soul (see Conan the RPG, p. 193) and
for no other purposes, a sorcerer who is affected by a swell spell may double his
current Power Points.
Furthermore, he gains a +2 circumstance bonus to his magic attack roll during
any war of souls that occurs with one of the affected creatures.
Finally, he gains a +4 circumstance bonus to all Intimidate checks made to target
the affected creatures. The creatures may attempt a Will saving throw to avoid
this effect, but not the other effects.

Torment
PP Cost: 2
Components: V, S
Casting Time: 1 action
Range: Evil Eye
Target: One creature
Duration: One round/three scholar levels
Saving Throw: Will negates
Prerequisites: Entrance, magic attack bonus +1
Magic Attack Roll: Sets DC for targets Will save

79

When you cast this spell, the target creature must make a Will save or be unable
to take any actions for as the duration of the spell, due to the extreme pain and
suffering to which this spell subjects him. He is also dealt 1d4 subdual damage
per round from the pain. At the end of the spells duration, you gain a +4
circumstance bonus to any Intimidate checks you make concerning the target of
the spell within the next hour. Creatures with 8 or more HD are unaffected.

Voice of Power
PP Cost: 10 points
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. per scholar level)
Target: One living creature
Duration: See text
Saving Throw: None
Prerequisites: Magic attack bonus +7 or higher, Menacing Aura, voice of power,
entrance, master-words and signs or greater demonic pact.
You utter words of enormous magical power that instantly cause one creature of
your choice to become either stunned (see Conan the RPG, p. 174) or frightened
(Conan the RPG, p. 313), your choice as to which, whether the creature can hear
the word or not. As a standard action, you may change the state of the affected
creature from stunned to frightened or vice versa, at any time during the spells
duration, without affecting that duration. The duration of the spell depends on the
targets current hit point total. Any creature that currently has 151 or more hit
points is unaffected by voice of power.
Hit Points
50 or less
51-100
101-150

Duration
4d4 Rounds
2d4 Rounds
1d4 Rounds

Voice of Power, Greater


PP Cost: 40 points
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. per scholar level)
Target: Up to one living creature/two scholar levels
Duration: See text
Saving Throw: None
Prerequisites: Magic attack bonus +7 or higher, Menacing Aura, voice of power,
entrance, master-words and signs or greater demonic pact
As voice of power, except as noted above.

Walk of Shadows
PP Cost: 6 points
Components: V, S
Casting Time: 1 action
Range: Personal
Duration: Concentration
Saving Throw: None
Prerequisites: Magic attack bonus +3, entrance

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The casting of this spell requires the tracing in the air of a key symbol akin to the
Stygian hieroglyph for seeing, a stylized eye with a long, curling, lash. A warm
tingling runs out from
the air-traced sigil and up the fingertips of the sorcerer; the air will ripple and
bend where the fingertips trace. The Walk of Shadows as not an invisibility spell,
but it does grant the user
the ability to travel unnoticed. The spell will not protect a sorcerer from his own
clumsiness. One trip, one dropped object and he could be revealed to anyone
nearby. The spell gives a character a +20 competence bonus to Hide checks for
the duration of the spell. It is generally disregarded in Stygia as costing too much
for a limited effect.

Walk Unseen
Power Point Cost: 1/round
Components: S
Casting Time: 1 action
Range: Evil Eye
Targets: All living creatures with range.
Duration: Power Points
Saving Throw: Will negates
Prerequisites: Hide 8 ranks, Move Silently 8 ranks, entrance, calm of the adept.
Magic Attack Roll: Sets the DC for the targets Will saves.
This spell permits the caster to become unseen. The spell does not grant actual
invisibility, but forces those who fall victim to the spell to ignore the sorcerer.
Whenever anyone sees the sorcerer, they must make a Will save. If the saving
throw is failed, they do not see the sorcerer and the sorcerer gains all the benefits
of invisibility. If the sorcerer casts a spell or makes an attack when under the
effects of walk unseen, then all those affected by the spell may make another Will
save each round to resist its effects. The sorcerer may not use this spell to fade
from view anyone who is looking at the sorcerer when the spell is cast continues
to see the sorcerer.

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Immortality
Witchs Vigour (Basic Immortality Sorcery)*
PP Cost: 10 points
Components: V, S, M
Casting Time: 1 hour
Range: Personal
Target: Self
Duration: 1 day/scholar level
Saving Throw: None
Prerequisites: 3 or more sorcery styles, magic attack bonus +4, Ritual Sacrifice.
Perform (ritual) check: DC 20
Casting this spell requires the caster to make a DC 20 Perform (ritual) check or the
spell fails and the sacrifice is wasted.
Witchs vigour renders the sorcerer significantly more difficult to kill than most
humans. If he is reduced to 0 hit points, so long as he still has Power Points
remaining, he can continue to act, but may only take either one standard action
or one move action per round (his choice). Rather than being reduced to negative
hit points when he would usually be reduced below 0 hit points, any additional
damage comes directly off his current Power Points on a one-for-one basis.
This even applies if he is Left For Dead (see Conan the Roleplaying Game, page
190), though in this case his Power Points will be immediately reduced to 1 and
his hit points to 0 instead of -1 (thus making him enormously vulnerable if
attacked in that state, but still allowing him to act).
For example, Salome has 6 hit points and 15 Power Points remaining. She is struck
by an attacker wielding a broadsword for 9 points of damage. She is reduced to 0
hit points and 12 Power Points, and is still able to act, though she may only take
either one standard action or one move action per round.
Material Components: One human, who is sacrificed during the casting of the
spell. The humans blood is splashed all over the sorcerer. Also, various incenses,
oils, and candles to a total value of 200 silver pieces are consumed when casting
the spell.

Eternal Youth*
PP Cost: 15 points
Components: V, S, M
Casting Time: 1 hour
Range: Personal

82

Target: Self
Duration: Instantaneous
Saving Throw: None
Prerequisites: Magic attack bonus +5 or higher, witchs vigour, Ritual Sacrifice,
Tortured Sacrifice Perform (ritual) check: DC 25
This spell reduces the sorcerers current age by a number of years equal to the
class level of the sacrificed human (see below).
Material Components: One human aged 30 or less, who is sacrificed by being
tortured to death during the casting of the spell. The humans blood is splashed
all over the sorcerer. Also, various incenses, oils, and candles to a total value of
3,000 sp are consumed when casting the spell.

Life Drain
PP Cost: 6 points
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Prerequisites: Permanent Sorcery, magic attack bonus +6 or higher, witchs
vigour, eternal youth, raise corpse, death touch, Ritual Sacrifice, Tortured Sacrifice
This spell allows a sorcerer to heal and revivify himself by draining the life energy
from others with a mere touch.
To activate life drain, the sorcerer must succeed on a melee touch attack. His
touch deals 1d6 points of damage per two scholar levels (maximum 10d6). He
heals hit points equal to the damage he deals. However, he may not heal more
than the subjects current hit points +10, which is enough to kill the subject. If he
does kill the subject in this way, he gains Power Points as though he had sacrificed
the target of the spell.
A target killed by this spell appears to be a shrivelled, driedout husk.

The Picture of Corruption


PP Cost: 20 points
Components: V, S, F
Casting Time: 10+ minutes
Range: Personal
Targets: Self and one Portrait of Self
Duration: Until the portrait is intentionally damaged with intent to destroy
Saving Throw: None
Prerequisites: Master-words & signs or demonic pact, witchs vigour, Cha 15+
You cause an image of yourself to bear the burden of your years and your
Corruption. You will no longer age or suffer the physical effects of Corruption;
instead, the portrait will age and become Corrupt. The painting does not have to
be a recent one you immediately take on the physical appearance of the
painting (if you use a painting of you made as a child, you will forever appear as a
child). Once this is done, however, you will never be able to atone for your
Corruption or lose Corruption. On the other hand, each point of Corruption earned
hereafter grants you 1 bonus spell point. The portrait also becomes a Magical Link
and it becomes an Obsession of the most powerful sort (see Conan the
Roleplaying Game for rules on Magical Links and Obsessions). You may also take
the Debaucher feat (from Conan The Scrolls of Skelos) without meeting the usual
prerequisites once this spell is cast.
Serious wounds and scars will seemingly heal overnight, appearing on the picture
instead. The burdens of your sins will appear on the picture. The effects of drugs,

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alcohol and disease appear only on the portrait. If Left for Dead, you will
successfully stabilise yourself. You cannot die of age, drug overdose or disease.
If you die, or the picture is completely destroyed, or even if the portrait is
damaged with the intent to destroy it (such as stabbing it with a weapon), then
the picture will return to normal, and all the consequences of your life will
overtake your physical body. Depending on how bad those consequences are, you
could die if the picture is destroyed.
Focus: A picture (either a painting or tapestry), image or statue of you (you
cannot use the portrait of another).

Unnatural Strength*
PP Cost: 14 points
Components: V, S, M
Casting Time: 1 day
Range: Personal
Target: Self
Duration: 1 month/scholar level
Saving Throw: None
Prerequisites: Permanent Sorcery, magic attack bonus +6 or higher, witchs
vigour, eternal youth, Ritual Sacrifice, Tortured Sacrifice Perform (ritual) check: DC
27
For every 14 PP expended, you gain a +2 enhancement bonus to your Strength.
You may expend up to 14 PP per four scholar levels. A second casting of unnatural
strength before the duration of the first casting is up has no effect.
Material Components: One human, who is sacrificed by being tortured to death
during the casting of the spell. The humans blood is splashed all over the
sorcerer. Also, various incenses, oils, and candles to a total value of 3,400 sp are
consumed when casting the spell.

Unholy Revitalisation
Power Point Cost: 4/round
Components: S
Casting Time: 1 action
Range: Personal
Target: Self
Duration: Special
Saving Throw: None
Prerequisites: Witchs vigour.
Unholy revitalisation allows the sorcerer to swiftly heal wounds and injuries by
tapping the energies of the dark dimensions. For each round that this spell is
maintained, the sorcerer gains 1d4 hit points, heals one point of ability damage or
drain, or is permitted another Fortitude save against a poison or disease that is
currently afflicting him. The sorcerer must make a Corruption save each round;
the DC begins at DC 12 and increases by +2 each round.

Glance of Eternity
Power Point Cost: 2
Components: S
Casting Time: 1 action
Range: Evil Eye
Target: One person
Duration: 1d4 rounds
Saving Throw: Will Negates
Prerequisites: Witchs vigour, sorcerer must be at least 100 years old.
Magic Attack Roll: Sets DC for targets Will save

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Those who have outlived their natural lifespan are divorced from their base
humanity by a vast gulf they have denied death, the great leveller, and so are
utterly different from mere mortals. The glance of eternity spell conveys the
knowledge of this essential difference to the victim. For an instant, the target
feels all the long years of the sorcerers unnatural lifespan. The shock of
revelation is vertiginous and disorientating. In game terms, the victim of this spell
must make a Will save against a DC of the sorcerers magic attack roll, plus the
sorcerers Corruption, plus +1 per full hundred years lived by the sorcerer. If the
victim fails his save, then he is dazed for 1d4 rounds.

Vampire Transformation*
PP Cost: 20 points
Components: V, S, M
Casting Time: 1 day
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
Prerequisites: Permanent Sorcery, magic attack bonus +7 or higher, witchs
vigour, demonic pact, Ritual Sacrifice, Tortured Sacrifice
Perform (ritual) check: DC 30
This spell transforms the sorcerer into a vampire (see Conan the RPG, p. 327). He
must immediately make a Corruption save (DC 30) or gain 1 point of Corruption. A
sorcerer transformed into a vampire by this spell must drink human blood at least
once per week, or become fatigued (-2 to Strength and Dexterity, may not run)
and unable to be healed by any means including the use of his Fast Healing
special quality, until he drinks human blood once more.
Material Components: One human, who is sacrificed by being tortured to death
during the casting of the spell. The humans blood is drunk by the sorcerer. Also,
various incenses, oils, and candles to a total value of 6,000 sp are consumed
when casting the spell.
Experience Point Cost: 75,000 xp.

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Nature Magic
Summon Beast (Basic Nature Magic)
PP Cost: 1+ points
Components: V, S, F, XP
Casting Time: 1 standard action
Range: 1 mile/scholar level
Target: One animal that can be found in the local environment
Duration: 1 minute/scholar level, plus see below
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 4 ranks
Magic Attack Roll: Sets DC for targets Will saving throw
This spell summons a creature of the animal subtype, up to Medium-size, to serve
the sorcerer. The PP cost is 1 for an animal of Small size or smaller and 2 for a
Medium-size animal.
The sorcerer may specify the animal he wishes to summon. If that animal is not
found within one mile, he may specify an alternate animal but this will take
another action and require a different focus (see below). He may keep specifying
alternate animals until he finds one that is within a mile. The PP cost is always
paid for the animal that is actually summoned, not necessarily the first choice of
animal. The animal will serve the sorcerer without question, including attacking
his enemies. However, summoned creatures may become uncontrolled if they
sustain damage.
At the end of any round during which a summoned creature is dealt damage, it
must make a Will saving throw (DC = 10 + damage sustained that round). Failure
indicates that the creatures pain overcomes its desire to serve the sorcerer, and
it flees away from the damage-dealing source as rapidly as possible.
For some reason, any animal summoned by a Pictish scholar has a pale, almost
ghostly appearance. This has no particular game effect but simply appears to be a
peculiarity of the Pictish style of sorcery.
Focus: A small image or carving of the animal to be summoned. This can be reused on a later occasion.
Experience point cost: 25 xp (50 xp for a Medium-size creature).

Animal Intercessor (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: One mile/level
Target: One animal that can be found in the local environment
Duration: One round
Saving Throw: None
This spell summons an animal from nearby, which arrives instantly to defend the
caster from an attacker. The animal immediately makes a Reflex save against the
attackers Attack Roll. If the saving throw is successful, the animal places itself
between the blow and the sorcerer and takes the damage instead. Regardless of
whether or not the animal is struck, it makes one charge attack against the
attacker before leaving.
If the caster expends fewer than four Power Points, he summons a Medium
creature. If the caster expends between four and eight Power Points, he summons
a Large creature. If the caster expends more than eight Power Points, he
summons a Huge creature. The animal will make one attack on the casters foe,

86

then leave unless it is attacked again. The animal comes thundering out of the
jungle or swooping out of the sky to protect the sorcerer for an instant; then it
leaves.
If the animal is large enough to carry or be ridden by the sorcerer, he may make a
Reflex save (DC 15) to mount the animal as it leaves.

Animal Ally
PP Cost: 6 points
Components: V, S, M, XP
Casting Time: 1 day
Range: 1 mile/scholar level
Target: One animal that can be found in the local environment
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 6 ranks, summon beast
Magic Attack Roll: Sets DC for targets Will saving throw
The sorcerer gains an animal ally selected from the following list: badger, camel,
dog, war dog, eagle, hawk, horse (any), owl, scorpion (black), snake (any of
Medium-size or smaller), or wolf. This animal is a loyal companion that
accompanies the sorcerer on his adventures as appropriate for its kind.
A 1st level scholars ally is completely typical for its kind except as noted below.
As a scholar advances in level, the animals power increases as shown on the
table.
If this spell is cast while the sorcerer already has an animal ally acquired by use of
animal ally, the previous ally, if still alive, is released from service.
A scholar of 6th level or higher may select from alternative lists of animals (see
below). Should he select an animal ally from one of these alternative lists, the
creature gains abilities as if the characters scholar level were lower than it
actually is. Subtract the value indicated in the appropriate list header from the
characters scholar level and compare the result with the scholar level entry on
the table to determine the animal allys powers. If this adjustment would reduce
the scholars effective level to 0 or lower, he cannot have that animal as an ally.
An animal ally is different from a normal animal of its kind in many ways. The ally
is treated as a magical beast, not an animal, for the purpose of all effects that
depend on its type, though it retains an animals HD, base attack bonus, saving
throws, skill points and feats. It is superior to a normal animal of its kind and has
special powers, as described below:
Animal Ally Basics: Use the base statistics for a creature of the allys kind, but
make the following changes.
Class Level: The characters scholar level.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution
modifier, as normal. Remember that extra Hit Dice improve the animal allys base
attack, dodge and base saving throw bonuses. An animal ally has good Fortitude,
Will and Reflex saving throws; treat it as a character whose level equals the
animals HD. An animal ally gains additional skill points and feats for bonus HD as
normal for advancing a monsters Hit Dice.
Natural DR Adj.: The number noted here is an improvement to the animal allys
existing natural Damage Reduction.
Str/Dex Adj.: Add this value to the animal allys Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of bonus tricks
that the animal knows in addition to any that the sorcerer might choose to teach it
(see pg. 89). These bonus tricks do not require any training time or Handle Animal
checks and they do not count against the normal limit of tricks known by the
animal. The sorcerer selects these bonus tricks; once selected, they cannot be
changed.
Link (Ex): A sorcerer can handle his animal ally as a free action, or push it as a
move action, even if he does not have any ranks in the Handle Animal skill. The

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sorcerer gains a +4 circumstance bonus on all Ride and Handle Animal checks
made regarding an animal ally.
Evasion (Ex): If an animal ally is subjected to an attack that normally allows a
Reflex saving throw for half damage, it takes no damage if it makes a successful
saving throw.
Devotion (Ex): An animal ally gains a +4 morale bonus on Will saving throws
against hypnotism spells and effects.
Multiattack: An animal ally gains Multiattack as a bonus feat if it has three or more
natural attacks and does not already have that feat. If it does not have the
requisite three or more natural attacks, the animal ally instead gains a second
attack with its primary natural weapon, albeit at a 5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex
saving throw for half damage, an animal ally takes no damage if it makes a
successful saving throw and only half damage if the saving throw fails.
Alternative Animal Allies: A scholar of sufficiently high level can select his
animal ally from one of the following lists, applying the indicated adjustment to
his level (in parentheses) for purposes of determining the allys characteristics
and special abilities.
6th Level or Higher (Level -3)
Aurochs (animal), Ape (animal), Bear, black (animal), Boar (animal), Cheetah
(animal), Leopard (animal), Lizard, monitor (animal), Snake, constrictor (animal),
Snake, Large viper (animal), Wildcat (animal)
9th Level or Higher (Level -6)
Bear, brown (animal), Lion (animal), Rhinoceros (animal), Sabre-Tooth (animal),
Snake, Huge viper (animal), Tiger (animal)
12th Level or Higher (Level -9)
Snake, giant constrictor (animal)
15th Level or Higher (Level -12)
Elephant (animal)
Material Component: A small image or carving of the animal to be allied with,
plus 100 sp worth of incenses and herbs.
Experience point cost: 150 xp.
Animal Allies
Class level Bonus HD
3rd5th
6th8th
9th11th
12th14th
15th17th

+2
+4
+6
+8
+10

Natural DR
Adj.
+1
+2
+3
+4
+5

18th20th

+12

+6

Str/Dex Adj.
+1
+2
+3
+4
+5

Bonus
Tricks
1
2
3
4
5

+6

Special
Link
Evasion
Devotion
Multiattack
Improved
Evation

Become Beast
Power Point Cost: 5
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: One hour/level (D)
Prerequisites: Scholar level 4, summon beast, animal ally.
This spell allows the sorcerer to transform himself into an animal. The sorcerer
must choose the type of animal when he first casts this spell, and will use the
same form every time he casts this spell again.

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This spell enables the sorcerer to assume the form of any single non-unique
animal (any creature of the animal type) from Fine to Colossal size. The assumed
form cannot have more than twice his scholar level in Hit Dice (to a maximum of
40 HD).
His creature type and subtype (if any) change to match the new form. He gains
the Strength, Dexterity and Constitution scores of the new form but retain his own
Intelligence, Wisdom and Charisma scores. He gains all abilities (both attacks and
qualities) of the assumed form but loses his own spellcasting abilities. A sorcerer
may take this spell again in a different form as another Advanced Spell. If he does
so, he gets a new beast form.

Blood of Beasts
PP Cost: 1 points per animal affected
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft. per scholar level)
Targets: One animal/scholar level
Duration: One hour/scholar level
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 7 ranks, summon beast
Magic Attack Roll: Sets targets Will save DC
The state of war, though natural to humans, does not suit the animals they
enslave to their service. Men alone find the pursuit of hot blood and the screams
of the dying pleasurable; other creatures would rather kill on the hunt than stand
toe to toe with their opponents trading blood and insults. A sorcerer who knows
the right charms can take advantage of this predisposition, turning formerly stable
animals against their handlers.
When a sorcerer casts this spell he may select a number of creatures within range
equal to his scholar level. Each creature may make a Will save to negate the
effect. If the creature required a Handle Animal or Ride skill check in the last
round, or was struck by an attack,
it becomes panicked. The handler or rider must make an appropriate skill check
(DC
30) to maintain his control over the animal. If this skill check fails the animal bolts,
running at top speed for the duration of the spell. At high levels this spell can
cause a creature to run itself to death.

Bones of Life
PP Cost: 1 point/HD of target creature
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target: The bones of one creature, which in life had a maximum of 1 HD/scholar
level
Duration: Instantaneous
Saving Throw: None
Prerequisites: Heal 15 ranks, Knowledge (nature) 15 ranks, summon beast,
raise dead, Permanent Sorcery
This spell enables you to restore a form of life to the bones of any creature.
However, it cannot be used to resurrect a specific individual; rather, it creates
entirely new flesh and blood on the creatures bones, so that the resulting
creature is also entirely new. It will be a typical example of its race, considering
the age of the creature when it died, except that its Strength, Dexterity and
Constitution scores will all be identical to those of the original creature. You gain
no especial power over the creature you restore to life in this way; if you are its

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natural prey, it will attack you immediately, as though you had nothing to do with
restoring it to life.
Material Components: Assorted healing herbs, incenses and oils to a total value
of 20 sp/HD of target creature.

Child of the Waves


PP Cost: 2 points/hour
Components: V, S, F
Casting Time: 1 round
Range: 10 miles/scholar level
Target: One ship whose name and description is known to you
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (nature) 8 ranks, summon beast
Magic Attack Roll: None
Child of the waves calls forth a dolphin or whale from the surrounding seas and
binds it to your will. This creature takes an image of a ship from your mind, and
then uses its knowledge of the sea to find your target. It tries to lead you to it,
swimming in a relatively straight line. You must concentrate to maintain your
control over the sea creature. Each hour that you concentrate you must invest 2
PP to maintain the spell.
Focus: A small carving of a dolphin.

Children of the Night


PP Cost: 1 point/raven
Components: V, S, F, XP
Casting Time: 1 full round
Range: 1 mile/scholar level
Target: One creature whose name or description is known to you, or to whom you
have a Magical Link
Duration: 1 hour/scholar level
Saving Throw: None
Prerequisites: Knowledge (nature) 8 ranks, summon beast
Magic Attack Roll: Sets DC for targets Will saving throw
Children of the night is designed as a tracking spell. It conjures up a semicorporeal, supernatural raven to hover directly above the targets location, loudly
squawking and drawing attention to him.
If the target is more than a mile away from the sorcerer, further raven-things
appear hovering in the air directly between the sorcerer and the first raven at
intervals of one mile. Each raven beyond the first costs an additional 1 PP but
appears automatically without the sorcerer needing to recast the spell or take any
other action. The sorcerer can end the spell at any time rather than expending the
extra 1 PP needed to produce another raven.
The ravens always hover some 500 feet up, so as to be highly visible to the
sorcerer but diffi cult to shoot down with ranged weapons; assume range
increments for all weapons are halved when shooting directly upwards. The
ravens are Dodge Defence 14 and have 1 hp each but any raven that is slain is
immediately replaced, at a cost of 1 PP as usual. It is possible, then, for a target to
end this spell by shooting down ravens but only by causing the sorcerer to run out
of PP, or by shooting down so many ravens that he chooses to end the spell
anyway.
The target must be known to the sorcerer either by name or description, so there
is some way for the magic of the spell to find him among the surrounding terrain.

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Alternatively, if the sorcerer has a Magical Link to the target (see pg. 193) this will
do just as well.
Focus: A small image or carving of a raven. This can be re-used on a later
occasion.
Experience point cost: 25 xp/raven

Choke Harbour
PP Cost: 16 PP plus 8 PP per day
Components: V, S, F
Casting Time: 1 hour
Range: 10 miles
Area: One mile/scholar level radius
Duration: One day, continuous
Saving Throw: None
Prerequisites: Knowledge (nature) 7 ranks, summon beast
Magic Attack Roll: None
By invoking the powers of the sea the sorcerer calls up a vast mass of quickly
growing kelp. The entire area under effect becomes choked with algae, kelp and
strange, twisted plants from the depths of the sea. This effect radiates outward
from a point selected by the caster and affects the coast as well as all coastal
features including swamps and local rivers. The waters become impassable to
ships with medium or large hulls. Even small-hulled ships reduce their speed by
half. Furthermore the waters, regardless of their original abundance, become
barren of fish or other wildlife. Settlements that rely on the local fishing for a
significant portion of their food will begin to starve in 2d4 days.
Once cast, the sorcerer may maintain the spell by spending 10 minutes repeating
the original incantations. He must do this at the same place, and using the same
focus, that he originally cast the spell from. If he fails to do so the magic ends.
When the magic ends the choking mass vanishes within 1d4 hours and fish return
to the area in 1d6 days.
Focus: A large altar made of fragments of driftwood and weed. The altar is hollow
and contains water from the deepest depths of the sea and sargassum.

Command Weather*
Power Point Cost: 8
Components: V, S
Casting Time: 10 minutes
Range: 10 miles/level
Duration: 1d4 hours
Prerequisites: Knowledge (nature) 10 ranks, spirit of the land.
This spell allows the caster to control the weather in the surrounding area. He can
summon up snowstorms or howling winds, quell the raging seas or pour so much
rain into a river that it bursts its banks and floods a town. The caster cannot call
up any weather that is outside the possible range for a region in the current
season; for example, he cannot create a snowstorm in the desert or at the height
of summer.

Control Magical Beast


PP Cost: 9 points
Components: V, S, F

91

Casting Time: 1 action


Range: Evil Eye
Target: One magical beast
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 10 ranks, Handle Animal 10 ranks, summon
beast, animal ally
Magic Attack Roll: Sets DC for targets Will save
The sorcerer wins the loyalty of a magical beast through an initial rapport and a
continued regimen of training. A magical beasts loyalty, once gained, is natural
(not magical) and lasting. It may be lost and the beast leave, or even attack the
sorcerer, if the sorcerer ill-treats the magical beast.
The sorcerer can teach the magical beast three specific tricks or tasks for each
point of Intelligence it possesses. Typical tasks are those given under the Handle
Animal skill (see Conan the RPG, p. 95). The sorcerer may use Handle Animal with
regard to the magical beast without penalty.
A magical beast with an Intelligence score of 3 or higher could be trained more in
the manner of a human servant, if desired.
At any one time, the sorcerer can have only a certain number of magical beasts
under his control. The sorcerer can have under his control magical beasts whose
Hit Dice total no more than sorcerers scholar level. The sorcerer may dismiss
magical beasts to enable the character to control new ones.
Focus: A masterwork whip or crop worth 100 sp

Control Monstrous Humanoid


PP Cost: 12 points
Components: V, S, F
Casting Time: 1 action
Range: Evil Eye
Target: One monstrous humanoid
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 12 ranks, Handle Animal 12 ranks, summon
beast, control magical beast, animal ally
Magic Attack Roll: Sets DC for targets Will save
As control magical beast, except that this spell allows the sorcerer to take control
of a monstrous humanoid instead of a magical beast. The HD limit of the
sorcerers scholar level in HD applies separately to the magical beasts and
monstrous humanoids under the sorcerers control, so that a 15 th level scholar
could command up to15 HD worth of magical beasts in addition to 15 HD worth of
monstrous humanoids.

Creeping Doom
PP Cost: 2 points/swarm
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels
Duration: 1 min./level
Saving Throw: None
Prerequisites: Knowledge (nature) 12 ranks, summon beast
Magic Attack Roll: Sets DC for targets saving throw
When you utter the spell of creeping doom, you call forth a mass of scarab or
locust swarms (one per two caster levels, to a maximum of ten swarms at 20 th

92

level), which appear from your mouth or from the ground around you if the ground
is soft enough (such as sand). You may summon the scarab or locust swarms so
that they share the area of other creatures. The swarms remain stationary,
attacking any creatures in their area, unless you command the creeping doom to
move (a standard action). As a standard action, you can command any number of
the swarms to move toward any prey within 100 feet of you. You cannot command
any swarm to move more than 100 feet away from you, and if you move more
than 100 feet from any swarm, that swarm remains stationary, attacking any
creatures in its area (but it can be commanded again if you move within 100 feet).
Focus: The character should have an effigy of a scarab or locust.

Fruit of Air
PP Cost: 2 points
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One 10-foot by 10-foot area of ground or other surface
Duration: 1 day
Saving Throw: None
Prerequisites: Knowledge (nature) 20 ranks, Craft (herbalism) 20 ranks,
summon beast, sorcerous garden Craft (herbalism) Check: See below
This spell creates simple foodstuffs such as fruit and vegetables. The crops
created by it grow astonishingly rapidly with no more nutrients required than
simple air. One day after the spell has been cast, the food will have grown
sufficiently to be ready to eat.
The sorcerer makes a Craft (herbalism) check to determine how much food he can
create. For every full 5 points of the check result, he has created sufficient food to
keep one human or other Medium creature well fed for 24 hours. The food created
decays as usual, so after between a day and a week it will begin to become overripe or even rotten, depending on the conditions in which it is stored.
Material Components: A handful of seeds.

Rage from Before Time


PP Cost: 12 points
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One animal
Duration: One round per scholar level
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 14 ranks, greater summon beast, summon
beast
Magic Attack Roll: Sets targets Will save DC
The Hyborian Age is an age of men, of steel and stone and wheels that harness
the fl ood. Its animals slave under similar shackles, bound to mens will by
harness and whip. However, in an age not long past great beasts stalked the land.
A sorcerer who knows the right charms can awaken the whispers of those great
beasts blood held in the lesser animals
inhabiting the land.
By whispering the right incantations and placing his hand on the shoulder of any
animal the sorcerer can grant that animal a measure of its ancestors power. The
animal doubles in Hit Dice and increases its size by one category. It also becomes
berserk, attacking any human near it other than the sorcerer who awoke it.

93

Sending of Serpents
PP Cost: 5 points
Components: V, S
Casting Time: 10 minutes
Range: Long
Target: One room or chamber
Duration: Concentration plus one minute per level
Saving Throw: None
Prerequisites: Summon beast, greater summon beast, Knowledge (nature) 6
ranks
You fill an area with deadly snakes. Vipers appear in bedding, asps in clothing,
mambas from the beams overhead and so on. In a short amount of time, form a
nauseating carpet of looping and wriggling life. The sheer number of snakes
appearing from hidden places is disturbing, to say the least. Any living creature
that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude
save or be nauseated for 1 round. The serpent swarm almost always has surprise
over its victims. A viper swarm has the following statistics:
Viper Swarm, Tiny Snakes: Huge Animal Hit Dice: 4d8 (25 hp); Initiative: +5
(+2 Dex, +3 Reflex); Speed: 15 ft., climb 15 ft., swim 15 ft.; Dodge Defence: 18
(+2 size, +3 Dex, +3 natural); Damage Reduction: 1; BAB/Grapple: +0/11;
Attacks: Swarm (1d4 plus poison); Full Attack: Swarm (1d4 plus poison);
Space/Reach: 10 ft./0 ft.; Special Attacks: Poison, distraction; Special
Qualities: Scent, swarm traits; Saves: Fort +2, Ref +5, Will +1; ; Abilities: Str
6, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Skills: Balance +11, Climb +12, Hide
+18, Listen +8, Spot +8
Viper poison causes internal haemorrhaging. Those struck by the vipers must
make a Fortitude save (DC 11 for all sizes) or suffer immediate initial 1d2
Constitution damage each. A total of four saves will be required, once every two
rounds (see Conan the Roleplaying Game, page 278). Envenomed characters will
feel weak and faint, and will suffer from nausea and vomiting. The victim will
perspire with cold sweat. Urine will become bloody and tissues around the wounds
will die. Internal bleeding will increase. Some victims will drop into a coma.
Breathing will become shallow until the internal organs break down, then
breathing simply stops and the victim dies. Those who live through the bite of a
viper generally require several days to recover.

Snake Arrow
PP Cost: 1 point + (see below)
Components: S, F
Casting Time: 1 action
Range: Touch
Effect: One viper /casting
Duration: Until touched by someone other than the caster
Saving Throw: Fort negates poison damage
Prerequisites: Summon beast, Knowledge (nature) 5 ranks
Magic Attack Roll: Sets Fort save DC
With a twisting motion, a living viper is stretched into a scale covered arrow. The
envenomed arrow is then shot toward a foe, dealing poison as well as appropriate
damage for the type of bow used if it strikes (regular attack roll for the character).
The poison requires a Fortitude save (DC set by Magic Attack roll). Initial and
secondary damage is 1d6 temporary Constitution. The poison damage can be
made more potent with the expenditure of additional Power Points, with each
point spent adding 1 point of Constitution damage. The extra expenditure must be
made at the casting before the saving throw is rolled by the victim. The arrow will
return to being a mere viper if withdrawn from the wound. The focus item is a

94

small viper. The viper still needs to eat and drink, so making a multitude of these
with the Permanent Sorcery feat will be difficult.

Sorcerous Garden
PP Cost: 2 points
Components: V, S, M
Casting Time: 1 action
Range: See below
Area: See below
Duration: Instantaneous
Saving Throw: None
Prerequisites: Knowledge (nature) 10 ranks, Craft (herbalism) 12 ranks,
summon beast
Skill Check: Craft (herbalism)
This spell enables the sorcerer to cultivate magical plant creatures, or to grow a
number of more ordinary plants rapidly. It has different effects depending on the
version chosen.
Overgrowth: This effect causes normal vegetation (grasses, briars, bushes,
creepers, thistles, trees, vines) within long range (400 feet + 40 feet per scholar
level) to become thick and overgrown. The plants entwine to form a thicket or
jungle that creatures must hack or force a way through. Speed drops to 5 feet, or
10 feet for Large or larger creatures. The area must have brush and trees in it for
this spell to take effect. At your option, the area can be a 100-foot-radius circle, a
150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate
places within the area that are not affected.
Enrichment: This effect targets plants within a range of one-half mile, raising their
potential productivity over the course of the next year to one-third above normal.
Magical Plant: This effect allows you to grow one or more plant creatures from
seed or seedlings to full adult growth rapidly. You can cause them to grow to a
total size of up to 1 HD/scholar level. For example, a 15th level scholar could grow
a single 15 HD Yothgra, or fi fteen 1 HD black lotus blossoms. Each plant grows at
a speed of 1 HD per round. Thus, in the above example the Yothgra would take
fifteen rounds to reach its full 15 HD size but the black lotus blossoms could all
grow to full 1 HD size within one round. Full game statistics for magical plants can
be found in Scrolls of Skelos.
Material Component: Various special fertilisers and plant foods costing at least
40 sp.

Spirit of the Land


Power Point Cost: 4
Components: V, S
Casting Time: 10 minutes
Range: 10 miles/level
Duration: 10 minutes/level
Prerequisites: Knowledge (nature) 5 ranks, summon beast.
By means of this spell, the caster projects his mind into the land around him. If in
a forest, he becomes the trees and the small animals and the vermin. If in a
desert, he becomes the sandstorm and the circling vultures. The caster can
perceive what animals are within the area of effect; he can also dimly sense the
presence of men but cannot see who they are or learn much more than their race
and rough numbers. The caster also becomes aware of large-scale events,
changes or unusual things like a forest fire, a raging battle or the location of a
large structure like a castle in the depths of the forest.
While this spell is in effect the sorcerers body is comatose and helpless as his
mind wanders the land all around. He is aware of its location and if it suffers harm,

95

but no more. He may return his mind to his body as an immediate action at any
time.

Summon Beast, Greater


PP Cost: 4+ points
Components: V, S, F, XP
Casting Time: 1 standard action
Range: 1 mile/scholar level
Target: One animal that can be found in the local environment
Duration: 1 minute/scholar level, plus see below
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 5 ranks, summon beast
Magic Attack Roll: Sets DC for targets Will saving throw
As for summon beast, except that an animal of up to Huge size can be
summoned. The PP cost is 4 points for a Large creature, or 8 points for a Huge
creature.
Experience point cost: 100 xp (200 xp for a Huge creature)

Summon Swarm
PP Cost: 5+ points
Components: V, S, F
Casting Time: 1 action
Range: 1 mile/scholar level
Target: One animal swarm that can be found in the local environment
Duration: 1 minute/scholar level, plus see below
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 8 ranks, summon beast
Magic Attack Roll: Sets DC for targets Will save
This spell summons a swarm of the animal subtype to serve the sorcerer. The PP
cost is 5 for a swarm of Small size or smaller animals, and 10 for a herd of
Medium-size animals. Summoned swarms are causes for horror checks.
The sorcerer may specify the animal swarm he wishes to summon. If that animal
is not found within one mile, he may specify an alternate animal swarm, but this
will take another action and require a different focus (see below). He may keep
specifying alternate animal swarms until he finds one that is within a mile. The PP
cost is always paid for the animal that is actually summoned, not necessarily the
first choice of animal.
The animal swarm will serve the sorcerer without question, including attacking his
enemies. However, summoned creatures may become uncontrollable if they
sustain damage. At the end of any round during which a summoned swarm is
dealt damage, it must make a Will save (DC = 10 + damage sustained that
round). Failure indicates that the creatures pain overcomes its desire to serve the
sorcerer, and it flees away from the damage-dealing source as rapidly as possible.
For some reason, any animal summoned by a Pictish scholar has a pale, almost
ghostly appearance. This has no particular game effect, but simply appears to be
a peculiarity of the Pictish style of sorcery.
Focus: A small image or carving of the animal type to be summoned. This can be
re-used on a later occasion.
Experience Point Cost: 25 XP (50 XP for a Mediumsize creature horde)

Wrath of the Deep


PP Cost: 8+ points

96

Components: V, S, F, XP
Casting Time: 1 action
Range: One mile/scholar level
Target: One animal that can be found in the local environment
Duration: One minute/scholar level
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 10 ranks, greater summon beast, summon
beast
Magic Attack Roll: None
This spell acts as the summon beast spell, but can summon Huge or larger
aquatic creatures. Huge creatures cost 8PP, Gargantuan cost 16 PP and Colossal
creatures cost 32 PP.
Focus: A small carving of the animal you wish to summon. This carving can be
reused.
Experience Point Cost: 200 XP for Huge creatures, 400 XP for Gargantuan
creatures and 800 XP for Colossal creatures.

Necromancy
Raise Corpse (Basic Necromancy)
PP Cost: 1 point/corpse
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Effect: Up to one corpse/scholar level
Duration: Concentration + 1d6 rounds
Saving Throw: See below
Prerequisites: Scholar level 4

97

This spell turns the bodies of dead creatures into undead zombies that follow the
sorcerers spoken commands. The zombies can follow the sorcerer, or can remain
in an area and attack
any creature (or just a specifi c type of creature) entering the place, or can
perform simple actions according to the sorcerers commands. The zombies
remain animated until they are
destroyed. A destroyed zombie may not be animated again. The zombies the
sorcerer creates remain under his control for the duration of the spell. At the
expiry of the spell, they become simple corpses once more, falling in lifeless
heaps wherever they stand.
A zombie can be created only from the mostly intact corpse of a humanoid or
animal. The statistics for a zombie depend on its size, not on what abilities the
creature may have had while alive. See page 387 for details on the risen dead.

Chill of the Grave (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: 10 foot radius around the sorcerer
Duration: Instantaneous
Saving Throw: Fortitude half
Magic Attack Roll: Sets DC for the victims saving throw
All those within 10 feet of the sorcerer take 1d6 cold damage for every Power
Point expended in the casting of this spell. A successful Fortitude save (DC = the
result of the sorcerers magic attack roll) means the victim takes half damage. The
sorcerer himself is immune to the defensive blast, as are zombies and other
undead creatures.

Agonising Doom
PP Cost: 4 points/target
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per scholar level)
Targets: One or more creatures, up to a maximum of one creature/two scholar
levels
Duration: 1d6 rounds
Saving Throw: Fort negates and see below
Prerequisites: Raise corpse, death touch, magic attack bonus +6
Magic Attack Roll: Sets DC for targets saving throws
Black tendrils of power shoot out from the sorcerers hands, slaying his enemies
agonisingly and rapidly. This spell only affects creatures of less than 8th level or 8
HD.
The targets must all make Fortitude saving throws, with success completely
negating the effects of the spell. A character who fails his saving throw begins to
lose 4d6 hit points per round until dead. Furthermore, he is in such extreme pain
that he must make a Will saving throw on any round in which he wishes to act.
Success means he may take either a move action or standard action but not both;
failure means he may not do anything that round other than lie prone in agony.

Amenkuhns Golem
PP Cost: 10 plus 1/extra HD/see below
Components: V, S, M
Casting Time: One week
Range: See below

98

Targets: Special
Duration: Permanent
Saving Throw: Special (see below)
Prerequisites: Scholar level 5, raise corpse, Knowledge (arcana) 8 ranks,
Decipher Script 8 ranks
Magic Attack Roll: None
Whispered into the ears of Zuthelia by Amenkuhns foul spirit, this ancient spell
may well have been created in the decadent, forgotten of the Acheronians. It is
just as likely that Amenkuhn himself culled the spell from the forbidden
knowledge made available to his ethereal spirit, while trapped in the nameless
limbo beyond.
To cast this spell, a sorcerer must gather a dozen or more corpses inside a magic
circle that must be drawn from ancient arcane script derived from the Acheronian
language. The corpses must have been the victims, directly or indirectly or
sorcery. If the sorcerer intends for the golem to be possessed, then he must have
possession of the possessing spirits soul,
either in the form of a body part or a magical device which contains the soul.
The spell takes one week to prepare, during which the bodies must be ritually
sewn together inside the circle of magic, with a lengthy litany of enchantments
spoken during this period. At the end of the week, the sorcerer must spend one
hour investing his power points into the golem, bringing it to life. The creature
(page 28) will complete its sorcerous animation as the desiccated flesh takes on a
strange unlife and the golems various components coagulate into a terrible
whole. The creature will function as an automaton, albeit one with a strange thirst
for destruction.
The golem is controllable by its creator, who must invest one power point per day
in the creature to keep control of it in a ritual that takes 10 minutes, during which
the golem must remain within the circle of power in which it was created. Should
the sorcerer fail to make this offering, the golem will become autonomous, killing
at random. The sorcerer may re-establish control by offering a sacrifice of four
power points and making a Will save (DC 20) to bring the golem back under his
control.
Should the sorcerer wish to provide a possessing spirit to bring sentience to the
golem, he must offer up the artefact or object containing the soul of the
possessor. It must be placed on or in the body of the golem and allowed six days
to bond with the creature, during which time the spirit must make a Will save (DC
20) to take control of the body. The spirit will have a Will save equal to that which
it had in life. If the spirit fails, then the golem rejects the possessor, ripping the
object from its body and losing control, becoming violent to all around it, including
its creator. The sorcerer may not regain control of the raging construct as what
little mind it had is now completely unhinged. If the possessing spirit succeeds,
then the golem becomes, effectively, a new body for the wayward soul and the
golem is now under control of this spirit, rather than its creator.

Black Plague*
PP Cost: 20 points
Components: V, S, M
Casting Time: 1 day
Range: 1 mile per scholar level
Area: 1 mile radius per scholar level, or 10 foot radius per scholar level; see
below
Duration: One week/scholar level
Saving Throw: Fortitude negates
Prerequisites: Magic attack bonus +7, raise corpse

99

This is a dreadful spell capable of driving hundreds or even thousands of victims


to a horrible, tormented death. It creates a great wind propelling a foul, stinking
miasma, which can strike
down all within its path. The effects of this closely resemble a disease, though in
fact sorcery
is responsible for the victims demise.
The black plague has two different forms: one designed to strike terror into a
population, the other to wipe out your enemies wholesale.
In either case, the plague itself, once it strikes, is rapid and lethal from its onset to
the victims death a few minutes later. A Fortitude saving throw (DC 17) must be
made. Failure causes
the target 1d4 Constitution damage and his body turns purple. After 3d6 minutes
he takes another 1d4 Con damage and his body turns black. From that point
onwards, he is dealt a further 1d4 Con damage per minute until he is dead.
The first form affects a random scattering of individual humans throughout the
area of its effect (which is 1 mile radius per scholar level) at a rate of one per
scholar level of the sorcerer per day. The sorcerer may not specify which
individuals are affected in this way. This tends to significantly demoralise the
population through which it is sweeping, for they can see no comprehensible
reason for its spread. This is likely to have a number of effects at the Games
Masters discretion, including disruption to the areas economy, widespread
looting or other lawlessness and an unwillingness among the population to
become involved with other issues (such as fighting a war) until the problem of
the plague is resolved.
A further side-effect of this form is that it gives the sorcerer a +4 bonus on any
Bluff, Diplomacy or Intimidate checks he makes to deliver news by the greater
sorcerous news spell (see pg. 248), so long as he can plausibly tie in the effects of
the plague with the message he is attempting to communicate. This will usually
be most effective if he is able to present the plague as a divine punishment or
warning of some kind.
The devastation that this form of the spell inflicts on the community is further
heightened by the scorching, blasting effects of the wind that drives the diseaseridden miasma. This wind blasts corn in the fields and fruit in the trees alike,
withering plants and slaying animals. The precise effects of this on crop plants are
up to the Games Master, but if nothing else all creatures of the animal subtype
within the area of effect must make Fortitude saving throws just as the small
number of humans did, or die themselves. In the already often shaky economies
of many Hyborian nations, such loss of food crops and animals can weaken or
destroy entire communities at least as much as do the direct effects of the plague.
The second form of the spell is very much more extreme in its devastation of
humans, but affects only a small area and has no effect on animals or plants. All
humans within the specifi ed area (10 foot radius per scholar level) must make
Fortitude saving throws (DC 17) or die as above. New saving throws must be
made each week they spend within the spells area.
Furthermore, with this version of the spell, the sorcerer may move the area of
effect by concentrating on so doing, at a speed of up to four miles per hour. Note
that such this requires almost all the sorcerers attention, as is usual for a
concentration type effect; also, Concentration checks may need to be made if he
is attacked or otherwise distracted while moving the area of effect.
Note that the plague is not actually contagious in either version.
The plague will last for the entire duration of the spell. The only way for the
sorcerer or anyone else to end it prematurely is by somehow taking control of the
weather in the area, sweeping away the miasma with a great storm. Unlike with
true diseases, conventional physicians using the Heal skill cannot alleviate the
plague, though certain spells and magical objects may be useful for this.
Material Component: Essences collected from certain tombs in Stygia, to a
value of 1,500 sp.

100

Black Plague, Greater*


PP Cost: 15 points
Components: V, S, M
Casting Time: 1 hour
Range: Magical link
Targets: Up to one creature per three scholar levels
Duration: Instantaneous
Saving Throw: Fortitude negates
Prerequisites: Magic attack bonus +8, black plague, raise corpse
Magic Attack Roll: Sets DC for specifi c targets saving throws
This enhancement to black plague allows the sorcerer to target specific
individuals, making it an ideal tool for magical assassination. It can only be cast
while a standard black plague cast by the sorcerer is already in operation and can
only affect targets within that spells area of effect. Those targets must
immediately make Fortitude saving throws as usual for black plague, except that
the DC is set by the sorcerers magic attack roll rather than being a standard 17.
These saving throws are in addition to any saving throws they may have already
had to make for the black plague spell.

Blackblood Plague
PP Cost: 18 points/vial
Components: V, S, M
Casting Time: One evening (8 hours)
Range: See below
Targets: Special
Duration: Permanent
Saving Throw: Fortitude negates (see below)
Prerequisites: Scholar level 8, raise corpse, Craft (alchemy) 12 ranks,
Knowledge (arcana) 12 ranks, Ritual Sacrifice
Magic Attack Roll: Sets DC for targets saving throws
The Blackblood plague was a terrifying disease unleashed upon Messantia and
was responsible for the death of thousands.
Behind this terrible spell was the Stygian, Amenkuhn, whose quest for ancient
power and revenge nearly laid the city low before his death. The Blackblood
plague spreads through fi lth, vermin and human contact. It is extremely
contagious and once someone is within 30 feet of an infected subject, they are
immediately subject to the Fortitude saving throw to stave of the disease.
Likewise, moving through filth in a plague-ridden area or being bitten or touched
by diseased animals is sufficient for exposure.
The Blackblood plague begins with a small vial of blackish, sanguine liquid
distilled from a mixture of ancient mummies and the blood of a suitable human
sacrifice. The sorcerer
must perform the ritual over a day, after grinding the flesh of a desiccated
mummy into powder with a pestle made of human bone. The sacrificial victim
must be virginal, pure
of spirit and deed. The ritual must be performed on the night of a new moon. If all
requirements are met, then the spell maybe cast. The sorcerer must have a
special vial, a
reliquary in which to store the tainted blood, which is mixed with the powdered
mummy fl esh. The end product is about two ounces of deadly liquid, a pure form
of the Blackblood plague that will infect on contact.
Victims of Blackblood suffer initially from trembling limbs and black, bloody welts
that begin to spread across their bodies. For each day of infection, the victim may
make a Fortitude save against the DC, which is based on the sorcerers magical
attack bonus. Because of the nature of the contagion, the DC is calculated once
as a value equal to 10 + the magical attack bonus and Charisma modifier of the

101

sorcerer. This applies to those who are subjected to the pure form of Blackblood.
The DC is 4 for saving throws of those who are exposed indirectly through
infected people or areas.
For each daily Fortitude save failed on the daily checks, a target suffers the
permanent loss of 1d3 points of Constitution, Strength and Charisma. If the
victims Charisma eventually reaches 0 first, then the disease goes into remission
and the victim falls into a coma. The character may make a Fortitude save once a
week to see if he recovers; success means he regains one point of Charisma and
the disease ceases its continued ravaging of the victims body. However, the
effects already inflicted on the victim remain. If the victims Strength of
Constitution reach 0 first, then the character dies. Death by Blackblood is a
terrible sight and victims are rarely recognisable towards the final stages of the
disease as they are covered in welts, cough blackened blood from their rotting
lungs and bleed from every orifice.

Blessing of Chenghuang
Power Point Cost: 1+
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Corpse
Duration: 1 month per level of caster, plus 1 month per Power Point.
The spell protects a corpse from decomposing for a number of months equal to
the Power Points invested in the spell, plus the casters level. The caster can
voluntarily reduce the spells duration but he cannot extend it above these limits
(for example a level 5 sorcerer could choose to preserve a corpses for only 1
month instead of 5 if he wished).
The spell does not bring the corpse back to life and nor does it heal any damage it
has suffered; however it does prevent putrefaction. However once the spell ends,
time catches-up with the corpse and the natural process of decay is accelerated
with the events that would have occurred as a natural part of the process
occurring simultaneously once the enchantment expires.

Cheng-huangs Blessing
Power Point Cost: 1 per level of the target
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Sentient Creature
Duration: 1 minute per level of the caster
Prerequisites: Knowledge (Arcana) 15 ranks
With this spell the target cannot normally die for the duration of the spell. The
target can still be maimed, knocked unconscious, dismembered and so forth but
he cannot die by mundane means. He may even be reduced to any number of
negative Hit Points but will not die. If the target is restored to health before the
spells duration ends, then all is well. If Suspend Death expires while the target is
still mortally wounded, then he will likely succumb to his wounds and die.

Call of the Dead


Power Point Cost: 1 per undead called
Components: V, S
Casting Time: 1 Standard Action
Range: Casters level in miles
Target: Undead
Duration: 10 minutes per level of the caster
Prerequisites: Raise Corpse

102

This spell allows the caster to call an undead being to come to his area from
within a range equal to the casters level in miles. The undead creature will be
naturally drawn to the place where the spell is cast; assuming nothing interferes
with their movement. If the undead being can circumvent the barrier without
bringing harm to itself, it will do so. The spell does nothing to dissuade the wants
or needs of the creature summoned if it is an intelligent undead but will place any
mindless undead in the thrall of the caster when they arrive. As a note, this spell
does not create undead, it merely calls existing undead to the caster. Once the
undead arrive they remain under the casters control for 10 minutes per his level;
at the end of the spell the creatures become inert unless the caster invests a
further Power Point for every 10 minutes he wishes to maintain control over the
creatures.

Corrupted Touch
PP Cost: 4 points + (see below)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature, contagious
Duration: One day/scholar level
Saving Throw: Fortitude negates
Prerequisites: Magic attack bonus +6, death touch, raise corpse
Magic Attack Roll: Sets targets Fortitude save DC
Raising an army of the undead requires quite a bit of time, effort and energy.
However, raising an army of the mostly undead, of men who should have died,
but did not due to the sorcerers timely intervention, mostly requires a bit of
patience and a fairly large battle.
A sorcerer who knows this spell can weave a charm about his hand. When he
touches a target the charm passes to him, nestling down into his heart if the
target fails his Fortitude saving throw. For the next 2d4 days every creature the
target comes into contact with must make a Fortitude save or pick up a bit of the
residual taint. This taint lasts until the initial charm fades at the end of the spells
duration.
If a creature affected by the taint goes below 0 hit points it automatically
stabilises at 9 hit points. It does not respond to healing or to magical healing if
that healing is available. The near-corpse does not rot or suffer from the effects of
hunger or thirst.
Once enough bodies accumulate the sorcerer may invoke the second part of this
charm. He must spend 1 PP for each nearcorpse he wishes to affect. All affected
corpses must be within
a one-mile radius of his position. The corpses rise within 1d4 rounds as risen dead.
Once risen the corpses remain under the necromancers control until they are
destroyed.
The scholar does not regain the PP invested in the raising the corpses until
something destroys them.

Crawlers from the Mouth


PP Cost: 2 points/target
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. per scholar level)
Target: One or more creatures, up to a maximum of one
creature/two scholar levels

103

Duration: Concentration +1d4 rounds


Saving Throw: Fort (see below)
Prerequisites: Magic attack bonus +4, raise corpse, summon beast
Magic Attack Roll: Sets DC for targets saving throw
The spell summons serpents, bees, flies, mice, scorpions, spiders or other vermin
from the interior of enemies, as a Summon Beast spell. The vermin of choice
comes from the victims mouth. A target is entitled to attempt a Fortitude saving
throw to resist the effect based on the sorcerers Magic Attack Roll. A failed saving
throw indicates the character begins choking to death on the vermin slithering out
of his mouth. A character who begins choking can hold his breath for 1 round per
point of Constitution, coughing up vermin the entire while. After this period of
time, the character must make a DC 10 Constitution check in order to continue
holding his breath. The save must be repeated each round, with the DC increasing
by +1 for each previous success. When the character fails one of these
Constitution checks, he begins to suffocate. In the first round, he falls unconscious
(0 hit points). In the following round, he drops to 1 hit points and is dying. In the
third round, he suffocates and dies. The process of being choked by a stream of
vermin is painful. The pain imposes a 4 penalty on attack rolls,
defence, movement, skill checks and ability checks the first round of contact (a
second Fortitude save DC 18 may be made to halve the penalties). If the first save
is successful, he is instead stunned for 1 round. A stunned character may not act,
nor may he use Dodge Defence or Parry Defence. Attackers get a +2 bonus on
attack rolls against a stunned opponent.

Create Horror
PP Cost: 6 points + 1 point per hit dice of the creation
Components: V, S, F
Casting Time: 10+ minutes
Range: Close
Target: One creature
Duration: Equal to your Magic Attack roll in minutes
Saving Throw: None
Prerequisites: Greater Telekinesis, raise dead, bind demon; Knowledge (arcana)
+20 (not ranks, just overall modifier), magic attack bonus +7
This spell shows your complete mastery of life and death, for it creates the worst
form of life, summoning it out of the things around you and forcing it to serve your
whims. The body congeals from shadows and dust, sand, debris or brica-brac, or
otherwise assembles from non-living materials around you into a horrific form. You
then provide it with the spark of life by binding a spirit, life force or demon into it,
creating something fundamentally wrong. The resulting aberration (see Conan
The Scrolls of Skelos for a complete description of the aberration type) has a
maximum hit dice equal to half of your magic attack roll; use the Created Horror
table to determine the size and statistics of the creature (necromancers can
create less powerful ones if desired). It will obey your verbal commands. Even
though it is an aberration, it has no particular special powers although it does
provoke a Terror of the Unknown check (see Conan the Roleplaying Game). The
creature will fall apart into its base components at the end of the duration.
Hit Dice
d8
1-6
7-12
13-18
19-24

Size
Medium
Large
Huge
Gargantu
an

Created Horror Table


Str
Dex
Con
10
18
26
34

14
12
10
10

104

12
16
20
24

Slam

Bite

1d4
1d4+4
1d4+8
2d6+12

2d6
2d8+2
4d6+4
4d8+6

25+

Colossal

42

10

28

2d6+16

6d6+8

The created horror has a base attack bonus equal to of its hit dice and the
saving throw progression of a scholar. It does not have skills and has Damage
Reduction equal to the Hardness of the materials that created it (if any, or if
known) plus 2d45 (minimum 0). It is not immune to any particular attack form,
and gets two slams and a bite attack if it takes a full attack action. It has base
Defence progressions as a scholar.

Curse of the Wood


Power Point Cost: 1+
Components: V, S, M
Casting Time: 20 minutes
Range: Touch
Target: Any wooden object
Duration: See below
Prerequisites: Knowledge (nature or wood) 10 ranks
This spell enchants any wooden object to become a manifestation of rot and
decay, turning a simple piece of wood or bamboo into a deadly weapon capable of
leeching the life from whatever it touches. Once enchanted, the object will drain 1
level from any living thing it comes into contact with that fails a Fortitude Saving
Throw against a DC equal to the casters level +10. This drained life is transferred
to the wielder of the enchanted object directly as regained Hit Points equal to the
levels drained multiplied by 3. The enchanted object can do this once per contact,
up to a number of times equal to the Power Points invested in the object, at which
point the item crumbles to dust.

Death Touch
PP Cost: 2 points/touch
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One or more creatures touched, up to a maximum of one
creature/scholar level
Duration: One round/scholar level
Saving Throw: Fortitude partial
Prerequisites: Raise corpse, magic attack bonus +5
Magic Attack Roll: Sets DC for targets saving throws
Any creatures touched during the spells duration die instantly. A target is entitled
to attempt a Fortitude saving throw to resist the effect. If successful, he is instead
stunned for one round. A stunned character may not act, nor may he use Dodge
Defence or Parry Defence. Attackers get a +2 bonus on attack rolls against a
stunned opponent.
Each sorcerer or sect has its own variant of this spell, differing only in the details.
For example, the version used by the Priests of Set causes the sorcerers hand to
turn completely black and is known as the Black Hand of Set. Anyone slain with it
has a black handprint burned on to his body with a cold, deathly fire. By contrast,
Khitan sorcerers (who often wield a Staff of Death to deliver their death touches)
turn the whole of their enemies corpses completely black when using this spell.
The Games Master and players are encouraged to devise their own signature
effects when casting death touch.

Derketas Dhow
PP Cost: 15 plus 5 points per hour
Components: V, S, M

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Casting Time: 1 hour


Range: 100 miles
Target: One sunken ship
Duration: Concentration
Saving Throw: None
Prerequisites: Magic attack bonus +6, Ritual Sacrifice, raise corpse
Magic Attack Roll: None
This horrific spell wrenches a sunken boat from its watery grave, drags echoes of
the sailors spirits from whatever awaited them beyond the veil, and then forces
them to crew the ship until the sorcerer chooses to release them.
Regardless of the ships original crew or cargo it is populated by 40 of the risen
dead. It moves on the winds of the sorcerers will, travelling at 10 knots across
any body of water regardless of the weather or water conditions. The ship does
not take damage from natural weapons, but the crew can be slain. If the sorcerer
is onboard the ship when he ceases concentration or can no longer pay the power
point cost he is immediately attacked by the crew. The ship has 10 movement
points for determining closing.
Once the spell ends the Derketas Dhow sinks back beneath the waves, never to
be seen or heard from again.
Material Component: A fragment from a ship lost at sea.

Desiccation
PP Cost: 6 points
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.
Target: One creature
Duration: 4 rounds
Saving Throw: See text
Prerequisites: Raise corpse, death touch, the fifth mystery of Set (Knowledge
(Mystery: Set) 15 ranks
Magic Attack Roll: Sets DC for targets saving throws
By chanting the formula, Yotha-hie, eyes to black, Xetta, steel to rust, Hie-Yotha,
bones to crack, Taxet, blood to dust, a sorcerer causes an opponents eyes to
bulge outward, then vanish inside the skull during the round of utterance (Fort
save negates; otherwise the character is blind); after that his weapons and
armour crumble away in a shower of corroded fl akes in the second round (Will
save negates). Then, in the third round, every bone in the victims body pops and
twists as if a dozen heavy mallets struck him at once (Fort save negates;
character drops to 1d10 hit points; may have to make a save against massive
damage). Finally, during the fourth round, the victim collapses as his blood turns
to crimson dust (Fort save negates, otherwise character is dead).

Draw Forth the Heart


PP Cost: 7 points
Components: S
Casting Time: 1 standard action
Range: Evil Eye
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial

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Prerequisites: Magic attack bonus +7, Ritual Sacrifice, Opportunistic Sacrifice,


Tormented Sacrifice, raise corpse, death touch, agonising doom, conjuring,
telekinesis
Magic Attack Roll: Sets DC for targets saving throw
This powerful spell can both dispose of an enemy and allow the sorcerer to recoup
some or all of the Power Points used to cast it, with perhaps a few more besides if
the victim was sufficiently tough.
If the target fails his saving throw, he dies, his heart pulled out of his body and
into your own hands by a magical force. The process is so painful to him that
although he dies within moments, you immediately gain Power Points as though
you had sacrificed him with the Tormented Sacrifice feat after torturing him for
fifteen minutes.
A target who makes his saving throw suffers an effect similar to a mild heart
attack, being dealt 4d6 damage. He may only perform either a move action or
standard action on his next turn.

Drums of the Dead


PP Cost: 8
Components: V, S, F
Casting Time: 1 hour
Range: One target
Target: One sunken ship
Duration: One day per scholar level
Saving Throw: Will negates
Prerequisites: Magic attack bonus +3, Ritual Sacrifice, raise corpse
Magic Attack Roll: Sets the DC of the Will save
This spell targets a victim who must make a Will save while being ritually
sacrificed by the sorcerer. If the target fails the save, his tortured death not only
provides power but also becomes a part of the larger spell being cast. He picks up
a properly prepared ox-hide drum and beats it until his body finally fails. His spirit
continues to sound the drum until the duration elapses or the spell is somehow
lifted.
The drum increases the overland movement speed of any ship with oars by +2
and gives the ship +2 movement points during a closing turn.
Focus: An elaborately made ox-hide drum costing no less than 50 gl.

Essential Salts*
Power Point Cost: 2 per level of the target
Components: V, S, (M)
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per level)
Targets: One living being or bottle of essential salts
Duration: Mortal
Saving Throw: None
Prerequisites: Craft (alchemy) 10 ranks, Heal 10 ranks, raise corpse.
This spell is a method for a sorcerer to preserve his soul while long centuries pass.
By reducing himself to a small pile of dust his essential salts the sorcerer can
wait out an eternity, and be resurrected good as new in centuries to come. The
spell can be cast in one of three ways.
First, the sorcerer can cast the spell on himself. This causes the sorcerer to
crumble into his essential salts, effectively killing himself. This version of the spell
requires no material components.
Secondly, the spell can be cast on a pile of essential salts, bringing them back to
life. The caster must make a Craft (alchemy) check at DC 20 when casting the

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spell. Increase the DC if the salts were not stored properly or were mixed with
common dust or ash. If this check is failed, then the target comes back only as ye
liveliest awfulness, suffering 1d6 Points of Wisdom and Charisma damage and
gaining one point of Corruption for every point of difference between the DC and
the casters skill check result. The essential salts spring back to life. The
resurrected character has only 1d6 Power Points and is fatigued. The material
component for this spell is the pile of essential salts itself.
Finally, the spell may be cast offensively, on a character who has already been
brought back by the second variant of this spell. When the spell is cast, the target
crumbles back into essential salts. The third variant of the spell has no effect on
those who have not already benefited from the second variant. This version of the
spell requires no material components.

Eternal Warrior
Power Point Cost: 10 per Warrior
Components: V, S, M
Casting Time: 1 day per warrior
Range: Personal
Target: Prep-prepared figure
Duration: Permanent, but number of animations limited to sorcerers level
divided by 5
Prerequisites: Knowledge (arcana) 10 ranks
This spell specifi cally animates warriors cast from terracotta or similar materials
to guard a tomb or grave. Its primary use is by Emperors where entire terracotta
armies are prepared but others have called upon a necromancer to animate one
or two guardians and some jungle temples have Eternal Warriors as part of the
general temple defences but a similar spell also creates the bone and bamboo
guardians of the Great Wall.
The spell relies heavily on its material component, which is the statue to be
animated. The figure needs to be specially cast, carved or moulded, and a pint of
its blood mixed with the material somehow. The figure can be of any type: the
spells matrix animates it appropriately see the Bestiary chapter for some
examples of different Eternal Warrior Guardians.
The spell is a powerful, permanent enchantment but it has limitations. The
number of times an Eternal Warrior can animate is dependent on the level of the
caster at the time he works the spell. An Eternal Guardian will animate, under
strict conditions, once for every five levels of the caster (so a terracotta warrior
created by a necromancer of level 20 will animate 4 times); however, once the
figure comes to life, it remains active until either destroyed or commanded to halt
by its creator.
At the point of creation the necromancer must also specify the conditions that
cause the figure to animate and what it must do when animated. Come to life
when the Emperors tomb is breached by robbers is a good example of when to
animate and; Slaughter all who try to escape a good example of what the Eternal
Warrior is to do. Note, however, that if someone accidentally came across the
tomb and entered it simply out of curiosity, leaving without taking anything, the
Eternal Warrior would remain inert.
A single spell matrix can be used to create as many Eternal Warriors as the
sorcerer has Power Points available. The spell will not animate skeletons or
corpses to become Eternal Warriors: for that, the sorcerer must use Raise Corpse
(page 258 of the Conan Rules).

Language of the Judged


Power Point Cost: 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Sentient Creature

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Duration: 1 minute per level of the caster


Prerequisites: Raise Corpse
This spell allows the target to speak to mindless undead (zombies, skeletons,
etc.). Although it does not instantly give the target the ability to command or lead
these creatures, it does allow him to communicate normally with them and
perhaps to get them to do his bidding. Most mindless undead have no reason to
lie or hold back information as they have no concept of what they are saying but
they also do not have to stop attacking to answer the targets questions...

Legions of the Dead*


PP Cost: 2 Points/5 corpses
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per scholar level)
Effect: Up to 5 corpses/scholar level
Duration: Concentration + 1d6 hours
Saving Throw: See below
Prerequisites: Raise corpse, Magical Attack Bonus +4
This spell works as a more powerful version of raise corpse (Conan the
Roleplaying Game), allowing a veritable army of undead to rise and work for the
sorcerer. The undead follow the
sorcerers verbal commands until the spell expires, when the undead become
lifeless corpses again.

Memories of the Dead


PP Cost: 40 points + 3 points per ghost raised
Components: V, S
Casting Time: 1 hour
Area: 100 ft. per scholar level radius emanating from the sorcerer
Duration: One hour/scholar level
Prerequisites: Magic attack bonus +7, raise corpse
Those who fall in battle sleep restlessly as long as the ravens consume their flesh
and the worms gnaw at their bones. An unscrupulous sorcerer might use this brief
time between the
fleshs failing and the spirits passing on to raise for himself an unconquerable
army of the dead with which to inflict his will on the world.
The sorcerer must find a place where one or more individuals have died within the
last day. He can then speak words so fell even the darkest demons would not dare
to utter them save in the most extreme of situations. By doing so he binds the
spirits of the dead to his service, creating an army of ghosts. Unlike natural ghosts
these creatures remain active for one hour per level of the scholar who cast the
spell. They will act and fight as the sorcerer demands, though they will not bring
harm to those they held dear in life.

Opening of the Mouth and Eyes*


PP Cost: 6 points + 2 points from each participant
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Target: One mummy or statue
Duration: Mortal

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Saving Throw: See below


Prerequisites: Raise corpse; the fourth mystery of Yinepu; at least ten
participants
Magic Attack Roll: Sets DC for targets saving throw
The Opening of the Mouth and Eyes ceremony is cast so the dead can partake of
nourishment in the afterlife and be able to see. It restores all the senses of a
mummy or ghost, including movement. The ka gains control of speech, thought
and motion. The ka can then move back and forth from the tomb as it wills. The
spell is cast while touching an adze to the mouth of a mummy or statue of the
deceased. Most forms of this ritual is simply ritual, with no sorcerous element. By
expending true sorcerous power on the ritual, the spell takes on a much more real
and terrible aspect. It creates a true ghostly ka. The spell begins with at least ten
people involved. The Kherheb priest, who actually casts the spell, the Sem priest,
a
friend of the deceased (a stand-in is acceptable), the son of the deceased (or a
representative), a priestess who represents Isis, a priestess who represents
Nephthys, a Menhu priest, an Am-asi priest, an Am-khent priest and someone to
represent the armed guard of Harakht. The spell begins by sprinkling water
around the mummy or statue from four vessels, one for each direction,
accompanied with prayers to Set, Harakht, Thoth and Sept. This symbolically
gives the dead the use of his head. Four vases of incense are brought forth to
purify the body and strengthen the heart. The Sem priest, at this point, dresses in
the skin of a cow and pretends to be asleep at the foot of the statue or mummy.
The Am-asi ritually
awakens the Sem priest and takes him to his seat. The four priests take the heads
of a hawk, an ape, a jackal and a man to transform themselves into the children of
Harakht. They give a ritual prayer to return the deceaseds shadow. The priest
representing the honour guard of Harakht touches the lips of the mummy or
statue. Once this is done, the Menhu priest sacrifices a bull, two gazelles and
several ducks. The heart is taken out of the bull and offered to the mummy or
statue. The foreleg of the bull is cut off and touched to the lips and eyes of the
mummy or statue four times as the Sem priest recites a formula. The other
sacrifices are offered to the mummy or statue. The Sem priest takes two
instruments and touches the mouth of the statue or mummy with them as the
Kher-heb priest says another ritual formula.
The Sem priest then takes a curious, sinuous wand with a rams head on one end
and touches the wand to the statue or mummy four times while the Kher-heb
priest tells the mummy or statue the words of power. The representatives of the
deceaseds friends and children then perform similar touching rituals with their
own instruments, a chisel and a bag of red carnelians. The Sem priest then
touches the mouth and eyes four times with a Y-shaped instrument. Food is
offered to the mummy and an ostrich feather is waved four times in front of the
mummy or statue. The mummy is then presented with scents, perfumes and
clothing.
The ka is now free to wander and do the bidding of the lead sorcerer (see page
136 for the statistics of the ka).
Note: Keep in mind the rules of mortality in regards to spell casting. Unless steps
are taken to make this spell permanent as detailed in Conan: The Scrolls of
Skelos, then as soon as the
sorcerer dies, the spell ends.
Focus: The spell requires a mummy or statue of the deceased.

Plague of Flies
PP Cost: 10 points
Components: V, S, M
Casting Time: 1 round

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Range: 1 mile per scholar level


Area: 100 ft. radius per scholar level
Duration: One hour per scholar level
Saving Throw: Fortitude negates
Prerequisites: Magic attack bonus +3, raise corpse
Magic Attack Roll: Sets Fortitude save DC in area of effect
Soldiers must, perforce, become nearly immune to the horrors encountered on a
field of battle after the warring ceases. They must deal with the hideous visages
of corpses mangled by war, the buzzing of flies and the stench only
slaughterhouses and battlefields can produce. However, a talented sorcerer can
weave a simple charm capable of amplifying these terrors to the point where even
a hardened man of war might blanch.
This charm only works on battlefields less than a day old. By weaving it, the
sorcerer speeds the natural rate of reproduction in those creatures (flies and
maggots especially) who feed off
of the carrion left by battle. Within an hour the battlefield swarms with thick
clouds of biting fl ies, flies willing to feast on living as well as dying flesh.
Any creature entering into the area of effect must make a Fortitude saving throw
each round. If he fails then he takes one point of damage. Animals will
immediately attempt to leave the area of effect, while humans may exercise their
own will to remain in place until the maggots and flies strip their flesh from their
bones if they wish.
Material Component: A handful of maggots.

Resting of Chenghuang
Power Point Cost: 1+
Components: V, S, M
Casting Time: 1 hour
Range: Personal
Target: Corpse
Duration: 1 month per level of caster
This spell allows the caster to create a safe place to lay fallen comrades or family
without fear of grave robbers, scavengers or rival necromancers. The structure
built can be as simple
as a fence with a gate or as elaborate as a mausoleum but it must have four walls
and a lockable entrance. The spell creates a place that will protect up to one
corpse laid within the structure per Power Point of the spell, for one month per
level of the caster. Anyone or anything trying to enter the structure by any means
in order to interact disrespectfully with the protected corpse(s) will need to make
a Will Saving Throw against a DC equal to 10 + the casters level + the Power
Points invested in the spell. Those who fail the saving throw are prevented from
entering the resting place, suffering an uncontrollable sense of dread as they try
to cross the threshold.

Scent of Rot and Fear


PP Cost: 1 point
Components: V, S
Casting Time: 1 round
Area: 100 ft. + 10 ft. per scholar level radius emanating from the sorcerer

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Duration: One round per scholar level


Saving Throw: Will negates
Prerequisites: Magic attack bonus +3, raise corpse
Magic Attack Roll: Sets the Will save DC of animals in the area of effect
Few things spook animals quite like the sharp coppery sweet smell of blood,
entrails and offal wafting up from a disembowelled body. A sorcerer skilled in the
arts of necromancy can easily cause this scent to permeate an area, causing
domesticated and wild animals to flee in panic.
When the sorcerer invokes this spell the area begins to stink like a charnel house.
All animals within the area of effect must make a Will save or become difficult to
handle. Any human wishing to them to engage in work will have to make a Handle
Animal or Ride skill check (for tricks or riding the mount respectively) in order to
force the animal to cooperate. If he fails then the animals fear prevents it from
responding in accordance with its training.
Any creature capable of using its sense of smell can detect the presence of a
sorcerer using this spell without making a Wisdom check. Tracking the sorcerer by
smell still requires the Scent ability.

Simulacrum*
PP Cost: 20 Points
Components: V, S, M, F, Magical Link
Casting Time: 5 minutes
Range: Close (25 ft. + 5 ft./scholar level)
Effect: 1 slightly larger than life-size clay statue (unfi red)
Duration: Mortal
Saving Throw: None
Prerequisites: Raise corpse, animate statue, Permanent Sorcery, Magical Attack
Bonus +8
To begin this spell, the sorcerer must either construct or have constructed a clay
replica of the person to be duplicated, built slightly larger than the person and its
mouth must be open. This clay replica must have magical links, including hair,
fingernail pairings, sweat, blood and seed (or menses), worked arduously into the
clay. When the effigy is ready, but before it is fired, three vials, a strip of
parchment and a quill pen must used to prepare the next item. The first vial must
contain the blood of the person to be duplicated, mixed with various tinctures to
keep it liquid. The pen is dipped into the blood and the persons name is written
across the parchment.
A sprinkling of powder from the second vial dries the blood on the parchment
instantly. The third vial has the sorcerers blood. The pen is dipped into this and
the sorcerers name is
written on the parchment in larger script, overlaying that of the victims name. A
sprinkling again from the second vial dries the blood. Now the verbal component
begins as the parchment is folded into a precise pattern and placed into the open
mouth of the clay statue. Then, using chalks from Stygia (these usually have to be
smuggled as Stygians do not use these as trade items or sell them on any sort of
market), the sorcerer scribes an incomplete pentagram around the feet of the
statue, drawing a star within a pentagon within a circle. Foul black candles are
then placed on the points where the shapes touch. Each candle is lit and the
pentagram is completed. The final words of power are spoken. The flames from
the candles grow and eventually bend inward, arcing over the statue. When the
tongues of flame touch, lighting strikes down and hits the clay. If the construct
proves not to be a masterwork construct, it will burst into flames and be
destroyed. Otherwise, at the end of the incantation, the candles are consumed
and the statue is but dry and cracked.
The statue will then tremble and crumble. The clay will fall away, leaving a living,
breathing duplicate of the person targeted. It will know its name and it will obey
the sorcerers commands, having the same Intelligence, Wisdom and Charisma as

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the duplicated character. The simulacrum will be inhumanly fast (+10 to the
originals Dexterity and speed) and superhumanly strong (+20 to the originals
Strength). Its skin will be tough (natural DR 16). The duplicate will be half the level
of the original (minimum 1st level). However, fire will destroy it in an instant; its
oils are extremely flammable, so the duplicate will fear fi re and stay away from it.
The subject who was copied must remain alive. If the copied subject dies, the
simulacrum loses its levels, mental abilities (Int, Wis and Cha) and all skills and
feats.

Skin of the Grave


Power Point Cost: 1+
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close
Target: Breathing opponent
Duration: 2 minutes per level of the caster
Saving Throw: To reject the spell, Fortitude Saving Throw DC equal to casters
level +10
The spell causes the target to appear to be an animated corpse: the skin takes on
the cyanotic pallor of the grave and the targets motions become sluggish and
jerky for the duration of the spell. To all observers the target is an undead creature
although the target himself, although being unable to act quickly, feels no ill
effects other than all skill tests suffering an automatic increase in the DC equal to
the casters level, +1 for each additional Power Point invested in the spell. His
movement rate is also halved for the spells duration.
If the target succeeds in a Fortitude Saving Throw then the spell has no effect.
The spells material component is a handful of dirt taken from a graveyard.

Summon Essence
PP Cost: 5 Points per jar of blood
Components: V, S, M
Casting Time: 1 full round/jar of blood
Range: Close (25 ft. + 5 ft./scholar level)
Effect: Up to 1 jar of blood/scholar level
Duration: Magic Attack roll sets the duration in hours
Saving Throw: See Below
Prerequisites: Raise corpse, Magical Attack Bonus +2
Magic Attack Roll: Sets the duration in hours
Jars of blood are placed within a circle. With a piece of blue chalk, the sorcerer
marks ancient Khitan ideograms for the four seasons equidistantly about the
circle. Then the sorcerer draws the ideograms for the four humours, then the four
elements, all without breaking the ancient chant. Finally the symbol for life is
drawn and the symbol of death is drawn over the symbol of life. A chill will rise in
the air as the sorcerer chants this spell until his breath comes out in puffs of white
and his voice takes on a hollow timbre. Mist will roll over the circle and in the
centre of the mist argent and azure lightning will flash. The stone jars will
disintegrate into sand and the earth will drink the blood. The sorcerer must then,
with every fibre of his being, use the power of his will to complete the
summoning, making a Will save (DC 12), otherwise the essences resist the
summoning. If successful, the earth will crack and break and hands, withered and
mottled, will claw at the surface. Drawn by the sorcerers chant, horrible entities
will dig their way from the bowels of the earth. These things are stumpy and
misshapen, their skin a mottled mouldy grey-green colour. These are the
summoned corporeal manifestations of the essences of murdered men and
women. There is no distinction between male and female. They are hairless with
opalescent eyes that have seen the grave from inside. Their lipless mouths emit a

113

cacophony of howls and lamentations. The sorcerer may end the chant once they
are all summoned, one essence per stone jar, and when the chanting stops, they
will await orders from the sorcerer. They have statistics as ghouls except that they
can turn incorporeal and can function as spies or guards.

Taper of Death
PP Cost: 5 points
Components: V, S, M, XP
Casting Time: 3 days plus 1 action
Range: Close
Target: 1 creature
Duration: See below (D)
Saving Throw: Will negates
Prerequisites: Magic attack bonus +6, raise corpse, death touch
Magic Attack Roll: Sets DC for targets saving throw
Created by the Seers of Yimsha, this death spell takes three days to prepare. Once
prepared, it takes but one further action, taken anytime thereafter, to cast the
spell. It creates a phantom image of a white candle with a black flame on the
wick. This image represents the melting of the subjects soul. The sorcerer sets
the duration, which cannot be less than 1 day or more than a fortnight. When the
mystic candle burns down and extinguishes itself, the subject dies and his soul is
forced to flee the mortal realms forever. It is used by the Seers of Yimsha and by
Thoth-Amon to force subjects to do their bidding within a certain time frame.
Material Component: The sorcerer must first fashion a soul candle in his mind.
The ghostly, mental conception melts to nothingness during the course of the
spell.
Experience Point Cost: This mental construct costs 50 xp/HD of the subject

The Circle of Midnight


Power Point Cost: 2
Components: V, S
Casting Time: 1 Standard Action
Range: Varies
Target: Area designated by sorcerer
Duration: 2 minutes per level of the caster.
Saving Throw: None
The sorcerer creates an area of utter darkness. Normal light has no effect within
the enchanted area although spells such as Eyes of Fire allow normal vision.
Magical light sources have their range of illumination reduced by 50%. The size of
the Midnight Circle is 5 yards per Level of the caster from the target point
designated.

The Dead Speak


Power Point Cost: 1/corpse
Components: V, S
Casting Time: One standard action
Range: Touch
Target: One corpse
Duration: Concentration + 1d6 rounds
Saving Throw: See below
Prerequisites: Scholar level 4, raise corpse.
The necromancer forces a semblance of life back into a corpse or at least a head.
The animated horror can speak and think and see as it did in life, assuming it still

114

has the necessary body parts to do so (a severed head can still speak if it has a
tongue and jaw and see if it has eyes). The spark of life lasts only a few moments
but this may be long enough to interrogate a fallen guard or mock a defeated foe
one last time.

Transference
PP Cost: 8 points
Components: V, F, XP
Casting Time: 1 action
Range: Personal
Targets: 1 creature and 1 magic item
Duration: 2d6 hours (D)
Saving Throw: None
Prerequisites: Magic attack bonus +6
This spells purpose is to drain all the power from a mystical object and
temporarily transfer it to a sorcerers body. Once this spell is cast, all the
properties of a magic item are now personal properties of the caster; the caster
functions exactly as the magic item in question. Any divinations regarding the
magic item now target the caster. At the end of the duration, the magic bleeds
from the sorcerer back to the original vessel.
Focus: The magic item is the focus.
Experience Point Cost: Half of what it would take to create the magic item (100
xp minimum)

Underworlds Stairway
Power Point Cost: 5+
Components: V, S
Casting Time: One Standard Action
Range: Personal
Target: Self
Duration: 1d4 minutes per Power Point
Saving Throw: None
The companion spell to Heavens Stairway but allowing the caster to descend into
the underworld. The caster always arrives in the hall of Cheng-huang, who judges
the
soul of all humans upon death. The sorcerer must convince Cheng-huang of his
intention to return to the mortal world and seek permission from the god to
remain in the underworld temporarily. This is abstracted through a Will Saving
Throw against Cheng-huangs DC of 25. If the roll fails, then the sorcerer is
commanded to return to his body and must comply or be locked in the underworld
forever, his po becoming prey to the kuei who crave trapped souls.
As with Heavens Stairway the sorcerer may travel around the underworld and
commune with its inhabitants. However, no po or kuei will compel a sorcerer to
leave; rather they will do everything they can to cause the sorcerer to remain.
Souls can only attempt to persuade but the spirits, the kuei, can trap and coerce,
especially if they are malevolent. A sorcerer can use his own magic to counter
such attacks but if he is trapped beyond the spells duration, he remains in the
underworld forever and is at risk of becoming corrupted by predatory kuei (which
may even be desirable for some sorcerers).

Usurpation of the Soul


PP Cost: 4/HD of victim
Components: V, S, F
Casting Time: 1 round
Range: Magical Link

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Target: One creature


Duration: 1 hour/level or until you return to your body
Saving Throw: Will negates; see text
Magic Attack Roll: Sets DC for targets saving throw
By casting usurpation of the soul, you place your soul in a nearby body, forcing its
soul into submission. You may move back to your body (thereby returning the
trapped soul to its body),
which ends the spell. When you transfer your soul upon casting, your body is, as
near as anyone
can tell, dead. This spell is blocked by warding or a similar protective spells. You
possess the body and force the creatures soul into submission unless the subject
succeeds on a Will save. Failure to take over the host leaves your life force in the
in your own body, and the target automatically succeeds on further saving throws
if you attempt to possess its body again.
If you are successful, your life force occupies the host body and the hosts life
force is suppressed. You keep your Intelligence, Wisdom, Charisma, level, class,
base attack bonus, base save bonuses, alignment, and mental abilities. The body
retains its Strength, Dexterity, Constitution, hit points, natural abilities, and
automatic abilities. A body with extra limbs does not allow you to make more
attacks (or more advantageous two-weapon attacks) than normal. You cannot use
any special abilities or spells that the victim possessed.
As a standard action, you can shift freely from a host to another host if the new
target is within range, replacing any usurped souls back in control of their bodies.
The spell ends when you shift from a host to your own body. If the host body is
slain, you return to your body, if within range and the life force of the host departs
(it is dead). If the host body is slain beyond the range of the spell, both you and
the host die.
If the spell ends while you are in another body, you return to your body (or die if
your body is
out of range or destroyed) and the usurped soul retakes control of its own body,
remembering
only nightmarish images at best of the experience. Destroying the host body ends
the spell immediately.
Focus: A magical link to the prospective host.

Verdant Mastery
Power Point Cost: 5
Components: V, S
Casting Time: 1 Standard Action
Range: 1 yard per level of caster
Target: Plantlife only
Duration: Varies
Prerequisites: Knowledge (Nature) 5 ranks
Magic Attack Roll: Must beat DC of 20 with Magic Attack bonus
The sorcerer can control plant life within the range of the spell, which is 1 yard for
every level of the sorcerer. To successfully cast the spell, the sorcerer must beat a
DC of 20 with his Magic Attack. Successfully casting the Spell allows the sorcerer
to give any of the following commands, to be obeyed by the local plants:
Plants die. All plant life within the target area shrivels and dies.
Plants grow. Plants undergo a spurt of rapids growth, doubling their size
and volume for every 2 Power Points invested in the spell. The plants
remain at this size for a number of days equal the casters level x10 before
shrinking back to normal size.
Whispers of the Green: the sorcerer can perceive things, which happened
in the plants vicinity for a period in hours equal to his level. Since there
may be much trivia and confusing data in such impressions, the spell

116

allows him to determine if some activity of interest to him occurred in the


area by making a Will Saving Throw against DC of 18.

Wounds of Cheng Wu
Power Point Cost: 1 per 2HP
Components: V, S
Casting Time: 1 Standard Action
Range: Close
Target: Wounded Opponent
Duration: Permanent
Prerequisites: Knowledge (arcana) 10 ranks
Saving Throw: To mitigate damage, Fortitude Saving Throw DC equal to casters
level +10
When a sorcerer suffers physical wound damage, this spell causes similar wounds
to appear on an opponent, causing the same Hit Point damage the caster has
suffered. The spell need not direct the damage at the person who has inflicted the
wounds.
The target is allowed a Fortitude Saving Throw against the sorcerers level +10 as
the DC; if successful then the damage from the spell is halved. Damage Reduction
has no effect on the damage sustained by the target.

Zukalas Jest*
PP Cost: Power Points gained from draw forth the Soul plus 2 PP
Components: V, S, M
Casting Time: 2 rounds
Range: Touch
Target: One creature
Duration: Mortal
Saving Throw: None
Prerequisites: Raise corpse, draw forth the soul
After drawing forth a soul from a victim using the draw forth the soul spell, the
sorcerer can then mould the soul into a female child so beautiful that men will sell
their own souls to possess her. She will cause problems wherever she goes as
men fight for her or do whatever she asks. Unless magically aged, she will grow at
a human rate and die a natural death between 40 and 60 years old (unless her
creator dies first) but will never physically age beyond 16 to 18 in appearance.
Her Charisma will begin at 30, although her other attributes are determined
normally. The girl also gains the Smouldering Glance supernatural ability.
Smouldering Glance (Su): She can cause an irrational lust in another being just
by looking at it. This ability can be used a number of times per day equal to her
Charisma modifier. She makes a ranged touch attack against a living creature
within 30 feet. The creature must make a Will save (DC 10 + her Hit Dice + her
Charisma modifier) or find itself utterly captivated. This is a mind-affecting charm.
The material component is not really a material, but the bodiless soul drawn from
another victim. She generally has no residual memories of the souls former life
but, at the Games Masters discretion, may recover those memories or may
experience them as dreams.
Note: The girl created from this spell can be made permanent as per the rules in
Conan: The Scrolls of Skelos, otherwise she dies 1d10 minutes after the sorcerer
who created her dies.

Oriental Magic

Calm of the Adept (Basic Oriental Magic)


PP Cost: 3 points

117

Components: V, S
Casting Time: 3 hours
Range: Personal
Target: Self
Duration: One hour/scholar level
Prerequisites: Wis 13
By spending much of each morning in meditation, you are able to significantly
enhance your mind, body and spirit for the remainder of the day. You gain a +2
enhancement bonus to Dexterity, Wisdom and Charisma for the duration of the
spell. Furthermore, you gain a +2 bonus on any Will saves made to resist spells
of the Hypnotism school or similar mesmeric effects.

Vanish (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Target: Self
Duration: One round
Saving Throw: None
Roll 1d6 for every Power Point expended when this spell is cast. If the total is
greater than the damage inflicted by the attack which provoked the defensive
blast, the sorcerer takes no damage. Instead, the sorcerer vanishes from the
scene, leaving only his outer robes behind, which crumple to a heap where he was
standing. The sorcerer reappears in a place chosen by the Games Master
normally a nearby sanctum, temple or garden or other tranquil, safe place. The
sorcerer has no control over where he reappears.

Bamboo Doom
Power Point Cost: 5+
Components: V, S, M
Casting Time: 3 standard actions
Range: Touch
Target: One Sentient Creature
Duration: Permanent
Saving Throw: Fortitude: DC equals Power Points + Sorcerers Level
Prerequisites: Knowledge (arcane) 10 ranks, Knowledge (nature) 10 ranks
This spell turns the victim into bamboo. To resist its effects the victim is allowed a
Fortitude Saving Throw against a DC equal to the Power Points invested in the
spell, plus the casters level. Thus, low level necromancers must invest more
Power Points in the spell if they want to be certain of success. If the Fortitude
Saving Throw is successful, then the spell has failed. If it succeeds, the victim
begins his transformation, becoming first rooted to the ground and
then turning into a length of stout bamboo from the feet upwards over the course
of 1d6 hours. If the sorcerer is killed during this period of growth then the spell is
broken and the victim is released without harm. If the spell completely succeeds
then the victim is a length of sentient bamboo, aware of all that passes before it.
If questioned by the sorcerer it is compelled to answer truthfully and completely,
as though the sorcerer had used the Verdant Mastery spell. The victim can only
communicate in woody, reedy whispers and only a blessing or counterspell from
the ancestors or a powerful kuei can reverse the effect of the enchantment. The
material component is a patch of existing bamboo within 25 feet of the sorcerers
casting point.

118

Bamboo storm
Power Point Cost: 2+
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close
Target: 1 or more creatures or objects
Duration: Instantaneous
Saving Throw: Reflexes halve damage
Prerequisites: Magic attack bonus +5,
Magic Attack Roll: Sets DC for targets Saving Throw
With this spell the sorcerer creates a storm of razor-sharp bamboo shards that can
be directed against a particular target or group of targets. The storm inflicts 1d4
points of
damage for each 2 Power Points invested in it. It is effective up to Close range (25
feet) and can be concentrated at either an individual target, which sustains the
full-force of the damage or are a group of targets, in which the rolled damage is
divided by the number in the group (rounding fractions down). The target(s) of the
spell are permitted a Reflexes Saving Throw to attempt to duck or avoid the
storm, reducing the damage sustained by half if successful.
The sorcerer must be surrounded by bamboo or have at least three naturally
growing bamboo plants within 25 feet for this spell to be effective. The spell
consumes three bamboo plants (which need not be mature) as its material
component.

Castle of Bamboo
Power Point Cost: 5+
Components: V, S, M
Casting Time: 2 Standard Actions
Range: Personal
Target: Self
Duration: Permanent
Saving Throw: None
Prerequisites: Knowledge (arcane) 4 ranks.
Skill Checks: Knowledge (arcane) DC 11
This spell must be cast in a place where bamboo grows naturally. A magical castle
of bamboo forms around the caster providing a natural DR of 2 for every 5 Power
Points invested in the spell. The interior of the castle includes scaffolding-like
floors, linked by ladders and terraces, with one floor, 8 feet above the previous
floor, forming for each 5 Power Points invested in the spell. The spell accelerates
the natural growth of bamboo to an alarming rate and controls the shape of the
overall structure. The structure, once complete, is permanent although it cannot
be moved and any attempt to do so results in its disintegration. The material
component is healthy, naturally occurring bamboo.

Conquering Gaze (Summoning)


Power Point Cost: Victims Wisdom + Level
Components: V, S
Casting Time: 3 Standard Actions
Range: Sorcerer must have eye contact with intended victim
Target: Human
Duration: Number of days equal to casters level
Saving Throw: None
Prerequisites: Knowledge (arcana) 10 ranks

119

Magic Attack Roll: DC equal to Victims Wisdom ability + their level


This spell ensorcels a victim, making him a slave to the sorcerers will. The
sorcerer must have eye contact with the victim and beat a DC of the victims
Wisdom plus his level. The number of Power Points is equal to the DC. If the spell
fails, then sorcerer may not attempt it again on the same victim. If it succeeds,
then the victim is a slave to the sorcerer for a number of days equal to the
sorcerers level; in this time the sorcerer can attempt to extend the control by
recasting the spell exactly as before. The victim must obey the casters
commands but will not attempt any action that would be normally contrary to his
nature and nor will he take his own life: any command of that nature
automatically breaks the spell. Nor can the victim be compelled to reveal secrets
of provide information other spells are needed for the sorcerer to accomplish
that aim.
Enchanted victims do not act unless instructed by the sorcerer and they cannot
question their commands (save in the case of self-harm, in which case the spell is
broken). When released from the charm they have no recollection of their actions
although their dreams may sometimes include hazy memories of their time under
the sorcerers power. A sorcerer may have multiple victims enchanted at once but
never more than half his level.

Darting Serpent
PP Cost: 2+ points
Components: V, S
Casting Time: 1 round
Range: Personal
Target: Self
Duration: One round/scholar level
Prerequisites: Calm of the adept, scholar level 3
For every two Power Points expended, you gain a +2 bonus to your Dexterity and
an additional +1 enhancement bonus to all Initiative checks. You may expend up
to two Power Points per level. If you use this spell during combat, your
initiative score is adjusted by +1 per two Power Points you expended from the
next round onwards. When the spell expires your initiative returns to its
previous score.

Eyes of Truth
Power Point Cost: 2
Components: V, S
Casting Time: One Standard Action
Range: Close
Target: One Object or Person
Duration: Concentration, up to 10 minutes, plus 1 minute per level
Saving Throw: None
Prerequisites: Knowledge (arcane) 4 ranks.
Skill Checks: Knowledge (arcane) DC 11
The spell allows the sorcerer to see through any illusion to the truth within. It does
not dispel the illusion and nor does it reveal its source (unless its source is evident
when the illusions nature is penetrated).

Ground Rot
Power Point Cost: 3+
Components: V, S, M
Casting Time: 3 Standard Actions
Range: 1 yard per 3 Power Points
Target: Specific patch of solid ground

120

Duration: Days equal to sorcerers level


Saving Throw: Reflexes. DC equals Sorcerers Level + Power Points of the spell.
Prerequisites: Knowledge (nature) 5 ranks
With this spell the sorcerer rots the ground beneath the feet of an opponent,
creating a fetid, muddy pit filled with insects, maggots and putrescent larvae.
When cast, the victim sinks into the pit of rotten material at a rate of 1 foot per
Combat Round unless he can extricate himself with a Reflexes saving throw. The
DC for the Reflexes ST is the sorcerers level plus the number of Power Points
invested in the spell; every time the saving throw is failed, the next saving throw
is made at a DC of one higher than the last. Whilst fighting the rotting ground the
victim can make no other actions. Alternatively he may take another action but is
unable to fight the pits pull, sinking at one foot per Combat Round.
When the victim has been swallowed (usually after five or six Combat Rounds,
depending on his height) he is starts to suffocate as per the rules on page 221 of
the Conan Core Rulebook.
The rotten ground has a radius of one yard for every 3 Power Points invested in
the spell. Multiple targets can therefore be affected by one casting. The material
component for the spell is a bag of earth taken from a grave. One bag is enough
to affect one yard of unsullied ground.

Harmony of Body and Spirit


Power Point Cost: 7
Components: V, S
Casting Time: One day
Range: Touch
Targets: One living being
Duration: Instantaneous
Saving Throw: None
Prerequisites: Heal 10 ranks, calm of the adept.
This potent healing spell allows the sorcerer to cure injuries and poisons that
would otherwise be incurable. Harmony of mind and body allows the sorcerer to
make a Heal check on the patient with a +10 bonus. The patient also recovers lost
hit points or ability scores as if he had rested for one full week under the
sorcerers care. This spell can cure magical diseases and poisons.

Harmony of Earth and Sky


Power Point Cost: 10
Components: V, S,
Casting Time: 1 action
Range: Touch
Targets: One demon, undead or other unnatural creature.
Duration: Instant
Saving Throw: Fortitude negates
Prerequisites: Calm of the adept, warriors trance.
Magic Attack Roll: Sets DC for targets Fortitude save. (See below.)
Harmony of earth and sky is an offensive spell that only works on beings that are
outside the natural order demons from hell or the Outer Darkness, undead,
aberrations, sorcerers with a Corruption score of 10 or more and so forth. The
caster must make a successful melee attack as part of casting this spell. This
melee attack inflicts normal damage, and may also banish the creature. If the
attack hits, then the victim must make a Fortitude save against a DC of 10 + half
the casters magic attack roll. If the save fails undead crumble to dust, demons
are banished, and mortal sorcerers and corrupt creatures are reduced to 1d10 hit
points.

121

Heavens Stairway
Power Point Cost: 5+
Components: V, S
Casting Time: One Standard Action
Range: Personal
Target: Self
Duration: 1d4 minutes per Power Point
Saving Throw: None
This spell temporarily transfers the sorcerers consciousness to the realm of
heaven. The usual point of arrival is the Jade Palace of Yu Huang. The sorcerer
remains in heaven for 1d4 minutes per Power Point invested in the spell. Whilst in
heaven he is able to wander it and commune with its inhabitants, which are
treated like any other encounters. He cannot harm the inhabitants of heaven and,
if commanded to leave, he must do so immediately or his mortal body starts to
sustain 1d6 Hit Points of damage for every minute he chooses to defy the
command.
Travel around heaven is the same as travelling on the mortal plane: he cannot
teleport from place to place and must walk at his Movement rate like everyone
else. He can use magic but must also expect it to be used against him or he can
expect to be commanded to leave, with the results described earlier.
Whilst in heaven, the sorcerer can commune with any of the residents gods and
ancestors to receive knowledge. The gods and ancestors see much that is
denied to mortal eyes and, if treated with courtesy and respect, will be willing to
share some of that knowledge. Treat the DC for gaining knowledge as 15 for a
minor ancestor, 25 for a major ancestor and 30 for a god (such as Yu Huang, for
example). None of the residents of heaven will teach magic through such a
communion and nor will they reveal any information that would harm the
structure of the universe but they can perceive future events, have knowledge of
past events, and understand hidden motives and intent.

Mirror of the Tactical Mind


PP Cost: 4 points
Components: V
Casting Time: 1 minute
Range: Personal
Target: Self
Duration: One hour per scholar level
Prerequisites: Scholar level 4, calm of the adept
Magic Attack Roll: Sets the result of the stored tactical roll
The disciplines required of a master sorcerer can make him a deadly tactician if he
wishes to bend his skills in that direction. By using specific chants and mental
exercises a sorcerer can heighten his tactical awareness to supernatural levels,
granting him an edge even a highly trained soldier might not have the cunning to
overcome.
When the sorcerer casts this spell he makes a magical attack roll, adding his base
attack bonus to the result. This result becomes a stored Knowledge (warfare)
check result he may
use in place of any battle related skill check he must make during the spells
duration.
An adept may cast this spell on himself as many times as he wishes. Each time he
does so he must make a new magic attack roll. He may draw the stored checks in
any order.

Mirror of the Strategic Mind


PP Cost: 4 points
Components: V

122

Casting Time: 1 minute


Range: Personal
Target: Self
Duration: Instantaneous
Prerequisites: Scholar level 4, astrological prediction, calm of the adept
Magic Attack Roll: Determines the total bonus to tactical checks available to the
sorcerer
The disciplines of a master sorcerer allow him to stand head and shoulders above
the common lot, deducing patterns and intuiting motivations unfathomable to
lesser minds. This perspective gives him insight into his opponents strategic
goals and reserves; an invaluable tool on the field of battle. When the sorcerer
casts this spell he automatically wins any opposed Knowledge (warfare) check.

Shape-Shifter
PP Cost: 10 points
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 10 minutes/scholar level
Prerequisites: Calm of the adept, scholar level 12
This spell enables you to assume the form of any single non-unique animal (any
creature of the animal type) from Fine to Colossal size. The assumed form cannot
have more than twice your scholar level in Hit Dice (to a maximum of 40 HD).
Your creature type and subtype (if any) change to match the new form. You gain
the Strength, Dexterity and Constitution scores of the new form but retain your
own Intelligence, Wisdom and Charisma scores. You
gain
all
the nonsupernatural abilities (both attacks and qualities) of the assumed form but lose
your own ability to cast spells. The new form does not disorient you. Parts of your
body or pieces of equipment that are separated from you do not revert to their
original forms.
While you are in your new form, you can heal up to one hit point of damage per
scholar level by spending one minute resting.
You can become just about anything you are familiar with. You can change form a
number of times equal to your scholar level during the spells duration, with each
change of form being a full-round action.
If slain, you revert to your original form, though you remain dead.
Material Component: Assorted gems worth at least 500 sp.

Shield of the X Ancestors


Power Point Cost: 10, +1 per additional person included in the spell
Components: V, S, M
Casting Time: One standard action
Range: Personal but extendable to a group
Target: Self
Duration: 5 minutes
Saving Throw: None
This spell protects the caster and those travelling close to him from one specific
element. There are therefore five versions of this spell one for the elements of
Air, Earth, Fire and Water, plus a fifth for Wood, which covers forests and jungles.
The spell creates a direct channel of prayer to the ancestors who have some
governance of the element concerned; their power forms a protective bubble,
visible as a whirling miasma of supernatural energy, about the caster and any

123

others included in the spell. For the spells duration, attacks from that element,
including magical ones, are ineffective, bouncing off the supernatural shield
sent by the ancestors. However the shield works both ways and magical or
physical attacks launched from those inside it cannot penetrate the barrier and
are rendered inert.
The bubble of protection moves with the caster and movement rates are
unhindered whilst the spell is active.
Material Component : The material component of the spell is a small amount of
the element concerned which the caster must clasp in his palm.

Smokes of Paradise
Power Point Cost: 5 base. Additional Power Points increase DC for resisting
smoke effects.
Components: V, S, M
Casting Time: 3 Standard Actions
Range: Close
Target: Sentient Creatures within 25 feet.
Duration: 1 Hour + 30 minutes per additional Power Point
Saving Throw: Reflexes and Fortitude. See spell description
Prerequisites: Knowledge (arcane) 5 ranks
Magic Attack Roll: Sets DC for avoiding inhalation
This spell creates a thick, sweet-smelling cloud of smoke that, if inhaled by
anyone except the caster, induces one of several effects determined randomly.
The cloud fills a 25ft diameter area taking 3 Standard Actions to do so. Those
caught in the smoke must first make a Reflexes Saving Throw against a base DC
of 15, plus the casters Magical Attack bonus, to avoid inhaling the cloud. If the
smoke is inhaled, they must make a Fortitude ST against a DC of 20 + the number
of Power Points the sorcerer has invested in the spell to avoid one of the random
effects. The material component of this spell is a burning brazier and one handful
of ground white lotus petals (found in the northern jungles of Khitai) for the basic
spell, plus an
additional handful for every Power Point invested.
1d6
1

Sleep

Hallucination
s

Helplessness

Enraged

Joyous

Paranoia

Victim falls asleep for 1 hour, plus an additional 30 minutes for each
extra Power Point invested in the spell.
Victim hallucinates vividly for 1 hour, plus an additional 30 minutes
for each extra Power Point invested in the spell. The hallucinations
always present the caster in an extremely powerful, terrifying
fashion.
Victim is filled with a sense of complete helplessness for 1 hour,
plus an additional 30 minutes for each extra Power Point invested in
the spell. In this time he cannot act but is neither unconscious nor
immobilised. He behaves compliantly with anything the caster
commands or suggests.
Victim is fi lled with hatred for anyone standing near him, with the
exception of the caster. He launches an attack against the subject of
his rage and only ceases the attack if he himself suffers a wound
that draws blood. The rage lasts for 1 hour, plus an additional 30
minutes for each extra Power Point invested in the spell otherwise.
Victim is filled with joy, hope and optimism for 1 hour, plus an
additional 30 minutes for each extra Power Point invested in the
spell. He cannot act aggressively but neither can he be
commanded.
Victim is filled with deep paranoia: everything around him is a
threat. The feelings lasts for 1 hour, plus an additional 30 minutes
for each extra Power Point invested in the spell. During this time the
victim feels compelled to fl ee as far away from the caster as
possible but is still filled with paranoia until the end of the spells
duration.

Warrior Trance
124

PP Cost: 6 points
Components: V, S
Casting Time: 1 round
Range: Personal
Target: Self
Duration: One round/scholar level
Prerequisites: Calm of the adept, scholar level 3
Warrior trance gives one natural weapon of the sorcerer a +2 enhancement bonus
to attack and damage rolls and gives the caster a +2 dodge bonus to Dodge
Defence. The spell can affect a slam attack, fist, bite or other natural weapon. The
spell does not change an unarmed strikes damage from nonlethal damage to
normal damage. The dodge bonus and enhancement bonus are increased to +3 if
the sorcerer is 6th level or higher and by another +1 each three levels thereafter.

Walk on Clouds
Power Point Cost: 5
Components: S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One round/level
Prerequisites: Scholar level 5, calm of the adept, willow dance.
For the duration of this spell, the caster may tread on water, clouds, mist or any
other surface as if it were solid ground. As long as there is something there, the
sorcerer can walk on it. This spell also gives a +5 bonus to Acrobatics, Balance
and Jump checks.

Willow Dance
Power Point Cost: 2+
Components: S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: One round/level
Prerequisites: Scholar level 3, calm of the adept.
For every two Power Points expended, you may increase your base movement by
five feet and gain a +2 bonus to Balance and Jump checks. You may expend up to
two Power Point per level.

Yimshas Carpet
PP Cost: 20 points
Components: V, S, M
Casting Time: 1 full round
Range: Personal
Area: Up to 1 foot radius per scholar level
Duration: 1 minute/scholar level
Saving Throw: Fortitude partial
Prerequisites: Calm of the adept, summon elemental, scholar level 14
Magic Attack Roll: Sets DC for targets saving throws
Yimshas carpet is a supernatural cloud of gold-veined crimson that can transport,
conceal and protect its occupants, as well as being used as an offensive weapon
against the sorcerers enemies. Powered by elemental energies, it extends
outwards from the sorcerer like a vast crimson aura.
The cloud has four effects: concealment, protection, transport and stunning.

125

Concealment the cloud grants concealment (see page 197). The sorcerer
who created the cloud can see through this concealment normally but any
other occupants of the cloud cannot. If there are more than five feet of cloud
between two occupants, the concealment is total.
Protection solid objects such as weapons have difficulty penetrating the
cloud from without, giving the occupants an effective damage reduction of 4
against any attack that originates outside the cloud. This stacks with other forms
of damage reduction normally. Attacks may be made out of or within the cloud
without hindrance.
Transport by concentrating, the sorcerer who cast the spell can make
Yimshas carpet fly with perfect manoeuvrability at the stately speed of 20
feet per round. The sorcerer is automatically carried by the carpet, and he may
bring along any number of passengers that fit entirely within its boundaries.
If the sorcerer ceases concentrating the cloud continues to hover in place
and support passengers, but moves no further.
Stunning living things that enter the cloud must make a Fortitude saving
throw or be dealt 1d6 nonlethal damage per two levels of the casting
sorcerer and be stunned for 1d6 rounds. A stunned character may not act and
cannot use Dodge Defence or Parry Defence; attackers get a +2 bonus on
attack rolls against a stunned opponent. A success on the saving throw halves
the damage and means the creature is only dazed, not stunned. A character
may only be affected once by each casting of Yimshas carpet.
The sorcerer who created the cloud may freely chose which creatures within the
area of effect are friends and which are foes. Friends are protected, concealed and
transported by the cloud and are immune to its stunning and damaging effects.
Foes gain the effects of protection from outside attacks and benefit from
concealment while within the cloud, but are not transported by it and must
content with its stunning and damaging effects.
The sorcerer can switch on and switch off the cloud as a free action up to once
per round during its duration. While switched off the cloud has no effects at all but
any rounds it is switched off still count towards the duration.
Material Component: Gold dust and herbal smoke-powders to a total value of
850 sp.

Prestidigitation
Conjuring (Basic Prestidigitation)
PP Cost: 1 point
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Effect: See below
Duration: Concentration
Saving Throw: See below
Prerequisites: Scholar level 1, Sleight of Hand 4 ranks
This spell allows the sorcerer to do minor acts of prestidigitation or illusion at a
cost of 1 Power Point for each effect. Examples include suspending objects in midair or causing his eyes to glow red. The following effects are all possible uses of
this sorcery style:

126

Telekinetically move a small, unattended object (weighing up to 5 lb.), so


long as it remains within the spells range. The object can be moved at up
to 20 feet per round.
Place a small object (weighing up to 10 lb.) from your hands into midair,
and have it remain there suspended, so long as you remain within the
spells range. Note that in this case you cannot move the object. If you
deliberately end the spell, you may spend one round concentrating on
lowering the object gently to the ground. If your concentration is broken,
the object simply falls to the ground with a crash.
Telekinetically guide a cloud of smoke or gas up to 5 feet by 5 feet by 5
feet in size. This could include a venomous gas cloud or similar herbal or
alchemical product. The smoke can be moved at up to 10 feet per round.
Control a normal shadow, up to 5 feet by 5 feet in size, as though it were a
puppet, potentially altering its shape and size as well as causing it to perform
certain actions.
Alter your appearance in one minor way. This is not sufficient to provide an
effective disguise but if desired you could use it to gain a +4 circumstance
bonus to Intimidate checks. Examples include growing horns, causing your
eyes to appear reptilian and similar effects. This cannot grant you any bonuses
to combat horns or claws, for example, do not allow you to make any special
attacks.
Open or close a container or door at a distance. The object to be opened or
closed must not be locked, barred, jammed or any larger or heavier than a
standard, human-built door or chest.
Colour, clean or soil objects (but not creatures) in a 1- foot cube each round.
For example, the sorcerer could turn a rose from white to red, or make a little
whirlwind to sweep dust under a rug.
Chill, warm or fl avour 1 pound of nonliving material. This could be used to
make a cheap meal more palatable or chill an expensive wine before serving.

Blast Wave (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: A 10 foot radius around the sorcerer
Duration: Instantaneous
Saving Throw: Reflex half
Magic Attack Roll: Sets DC of the victims saving throws
When this spell is cast, all characters within 10 feet of the caster are struck by an
invisible wave of force. The characters are hurled back 1d6 feet for every Power
Point expended when the spell is cast and take normal falling damage (1d6 point
of damage per 10 feet fallen). This damage is doubled if the victims hit a wall or
other barrier. Victims are hurled straight back away from the caster. A successful
Reflex save (DC equals the casters magic attack roll) means that the victims are
only thrown half as far.

Animate Statue
PP Cost: 6 for the first round, +3 for each additional round
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per scholar level)
Targets: One Small object per scholar level; see text
Duration: Power Points
Saving Throw: None
Prerequisites: Conjuring, telekinesis, greater telekinesis, animate swords,
scholar level 6, base attack bonus +4

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This spell works as animate swords, except as follows. The sorcerer may animate
one Small object per scholar level, two Tiny objects per scholar level, or any
combination, just as for animate swords. Alternatively he can animate larger
objects as follows. A Medium object counts as two Small or smaller objects, a
Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and
a Colossal object as thirty-two.
The animated objects can bend and move in any way the sorcerer wishes, though
they must roughly retain their original shapes if made from rigid material. For
example, a stone statue of a man could walk, manipulate objects, wield weapons
and grapple enemies. It could not fold itself around an opponent and re-form itself
into a stone tomb for him.
However, this spell works best of all when animating objects such as statues,
which resemble living things and can be made to move in a reasonably natural
manner. A sorcerer who wishes to cause an object to move in what would seem to
be an illogical or counter-intuitive
manner for example, a stone statue that bends at the shin, rather than at the
knee or ankle must actively concentrate on ordering it to do so. This requires
either a free action and a Concentration check (DC 20 to 30 at the Games
Masters discretion, depending on how unnatural-looking a contortion is required
of the object), or a standard action to be taken.

Animate Swords
PP Cost: 4 for the first round, +2 for each additional round
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per scholar level)
Targets: One Small object per scholar level, or two Tiny objects per scholar level
Duration: Power Points
Saving Throw: None
Prerequisites: Conjuring, telekinesis, greater telekinesis, scholar level 4, base
attack bonus +3
This spell imbues inanimate objects with limited mobility and a semblance of life.
Each such animated object then immediately attacks whomever or whatever you
initially designate.
An animated object can be of any material. The sorcerer may animate one Small
object per scholar level, two Tiny objects per scholar level, or any combination.
Statistics for swords and other objects animated by this spell can be found in the
Creatures of Sorcery chapter. Animate swords cannot allow an object to bend or
flex in any way it could not otherwise do. This is why it is most commonly used for
animating objects to use as weapons, in a similar manner to the greater
telekinesis spell, though it allows for a great deal of control over the objects
animated rather than simply flying at an enemy, for example, a sword could be
swung to cut and hack just as though it were wielded by a warrior. An animated
statue, though, could only be used in a manner similar to an improvised thrown
weapon of the appropriate size it could not pick up objects to use as weapons,
open doors, or move in any way like the creature of which it is a statues. This spell
cannot animate objects carried or worn by a creature.
No especial concentration is necessary to cause the objects animated by this spell
to remain animated and fulfill the sorcerers wishes. He may instruct them anew
once each round as a free action. No skill check is needed to do this. Animated
swords can be made permanent using the Permanent Sorcery rules.

Blindness
PP Cost: 4 points
Components: S

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Casting Time: 1 standard action


Range: Evil Eye
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Prerequisites: Greater telekinesis, Sleight of Hand 9 ranks
Magic Attack Roll: Sets DC for targets saving throw
This spell blinds a victim by yanking his eyeballs out of his skull in a terrific display
of telekinetic power; on a failed Fort save, the victims bloody eyeballs fly from
the skull into your waiting hands. The victim takes 2d12 points of damage and is
permanently blinded. A target who makes his saving throw suffers severe eye
strain and probably some burst blood vessels, taking 2d6 points of damage.

Burst Barrier
PP Cost: 2 points
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Target: One door, portcullis, wall, chest or other barrier
Duration: Instantaneous
Saving Throw: None
Prerequisites: Conjuring, scholar level 3
The sorcerer creates a surge of magical force, as though a giant had shouldercharged some barrier or other object that for some reason merits the sorcerers
displeasure. He makes a Strength check as though the object had been hit by a
Huge creature (+8 size bonus to Strength checks) with a Strength equal to
(scholar level) x5.
Note that unlike a more physical attempt to break or burst an object, the magical
force created by this spell is entirely silent. As a useful side effect, the spell also
silences any noises that would usually caused by its action. Even if the door falls
to the ground, completely torn asunder from its hinges, no noise will be created.

Conjure Item
Power Point Cost: 1+
Components: S
Casting Time: One standard action
Range: Touch
Effect: See below
Duration: 1d6 hours
Saving Throw: None
Magic Attack Roll: Sets Appraise DC
Prerequisite: Conjuring.
By means of this spell, the sorcerer can conjure up any simple, common item that
he could fit in his pocket or bag, up to a maximum size of a one-handed weapon.
The spell costs one Power Point for tiny items like daggers or keys; larger items
like swords or helmets cost more points. He cannot create true gold or other
precious metals or gemstones with the spell but he can make false valuables. An
Appraise roll against a DC equal to the sorcerers magic attack roll can be made to
identify such conjured items. The sorcerer must be able to precisely visualise the
item he desires. When the spell expires, the item is revealed to be what it truly is

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twigs, folded paper, rusted scraps of metal or a handful of dust given shape by
sorcery.

Deflection
Power Point Cost: 2
Components: V, S
Casting Time: Immediate or one
standard action
Range: Close (25 ft. + 5 ft.
per two levels)
Target: One attack
Duration: Instantaneous
Prerequisites: Scholar level 3, prestidigitation.
Magic Attack Roll: Becomes Parry Defence
By means of this spell, the sorcerer can deflect incoming blows. The spell can be
cast in two ways: as an immediate action to deflect a blow aimed at the sorcerer;
or as a standard action (normally a readied action), in which case it can be used
against any blow that falls within range
regardless of target.
In either form the spell is cast after the attack roll is compared to the targets
chosen Defence. The sorcerers magic attack roll for this spell effectively functions
as an extra Parry, deflecting the blow if the magic attack roll is higher than the
attack roll.
This spell can be used to parry ranged attacks.

Loft to the Sky


PP Cost: 3 points
Components: S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft. per scholar level)
Target: One touched object
Effect: Move to 20 lb. per scholar level
Duration: Instant
Saving Throw: None
Prerequisites: Scholar level 4, Sleight of Hand 6 ranks, Bluff 6 ranks, conjuring,
greater telekinesis
Magic Attack Roll: Against targets Dodge Defence
As sorcerers developed larger and ever more dangerous forms of alchemical
weapons they also developed the means to hurl them at their foes. This spell
represents one such magic; others certainly exist for the purpose of moving
extremely large objects even further distances.
In order to activate this spell the sorcerer must place his hand on a single
inanimate object and utter a single profane word. If that object weighs less than
20 lb. per scholar level the sorcerer touching it instantly flings the object in the
direction he wills, out to the maximum spell range.
If the sorcerer targets a living creature with this object he must make a ranged
attack against the targets Dodge Defence. The target takes 1d4 damage for each
20 lb. of the objects weight in addition to any effect the object may invoke of its
own accord.

Magic Builder
PP Cost: 10 for the first hour, +5 for each additional hour
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft. per scholar level)
Area: See text

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Duration: Power Points


Saving Throw: None
Prerequisites: Conjuring, telekinesis, greater telekinesis, scholar level 10
This spell enables the sorcerer to rapidly erect structures, starting from having
almost no raw materials. By simple magical power, he can draw stone from deep
within the earth and wood from forests many miles away to assemble into towers,
houses, castles or other structures.
In effect, magic builder allows the sorcerer to create structures to a value equal to
(scholar level x 10) golden lunas per hour. Fine detail can be achieved by the
spell, including the creation of doors, windows, crenellations, bars and simple
locks. If more complex detail still is required, such as masterwork components or
high-DC locks, the sorcerer will need to have at least 10 ranks in an appropriate
craft, though otherwise these items can be created along with the rest of the
structure.
Experience Point Cost: 1/5th of the golden luna value of the finished structure.

Shake Earth
Power Point Cost: 10
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. per level)
Area: See text
Duration: Instant
Saving Throw: See below
Prerequisites: Scholar level 10, conjuring, telekinesis, greater telekinesis.
Magic Attack Roll: Sets DC for Balance checks.
This spell causes the earth around the sorcerer to quake violently. All those within
range of the spell except the sorcerer himself must make Balance checks (DC
equals the sorcerers magic attack roll) or be knocked to the ground. Large
creatures have a +4 bonus to their Balance checks to resist; Huge and bigger
creatures are immune. The spell can also shatter nearby objects compare the
sorcerers magic attack roll to the Break DC (see page 217 of Conan the
Roleplaying Game) for any nearby doors or walls.

Telekinesis
PP Cost: 1 point
Components: S
Casting Time: 1 standard action
Range: Personal
Effect: One object
Duration: Instantaneous
Saving Throw: See below
Prerequisites: Conjuring, scholar level 3, Sleight-of-Hand 5 ranks
Ranged Attack Roll: Against targets Dodge Defence
The sorcerer can hurl an object from his hand at an opponent, expending personal
sorcerous power to do so. Objects which can be thrown in this manner include all
the herbal and alchemical items marked by an asterisk (*) later in this chapter, as
well as such items as rocks, weapons and so on.
The sorcerer must make a ranged attack roll as normal to hit his target. The
main advantage of telekinesis over simply throwing the object by hand is its
increased accuracy, particularly at range. An object can be hurled up to 120 feet and
is never affected by range penalties. Most objects will deal either their standard
weapon damage or improvised weapon damage appropriate to their size and

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composition. Herbal or alchemical items will have their standard effects and may
or may not require saving throws depending on the item.

Greater Telekinesis
PP Cost: 1 point/object affected
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Effect: Up to one object/scholar level
Duration: One round
Saving Throw: See below
Prerequisites: Prestidigitation, telekinesis, scholar level 3, Sleight of Hand 6
ranks, Bluff 6 ranks
Ranged Attack Roll: Against targets Dodge Defence
This works like telekinesis , except as indicated above. Most notably the sorcerer
may throw more than one object and he need not be touching the objects he
hurls. Each object may have a separate target if the sorcerer so wishes. The
sorcerer may also use greater telekinesis in a manner known as hidden death.
When using hidden death, the sorcerer can affect a maximum of two
objects which must both be on the sorcerers person. He may draw and
throw them both as part of the standard action taken to cast the spell, hurling
one from each hand (and at separate targets if he wishes). If he succeeds in a
Bluff check opposed by his targets Sense Motive check, the target loses any
dodge or Dexterity bonuses to his Dodge Defence. Otherwise, hidden death
follows all the normal rules for telekinesis attacks.

Sea Witchery
Sense Currents (Basic Sea Witchery)
PP Cost: 1 PP
Components: V, S
Casting Time: 1 round
Range: 10 miles/scholar level radius
Target: Self
Duration: Instant
Saving Throw: None
Prerequisites: Knowledge (arcana) 4 ranks
Magic Attack Roll: None
When you cast this spell you gain a clear picture of the waters movement within
range of the spell. If you wish you may use this knowledge to assist a ships
captain, increasing the ships base speed by +1 knot for the rest of the day.

Blood and Water


PP Cost: 4 power points
Components: V, S
Casting Time: 1 round

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Range: Touch
Target: One pint of liquid
Duration: One minute
Saving Throw: Fortitude resists
Prerequisites: Knowledge (arcana) 6 ranks, sense currents
Magic Attack Roll: Sets the DC of the Fortitude save
With a touch and a muttered word the sorcerer transforms a goblet of ordinary
liquid into deadly poison. This poison does 1d6 Constitution primary damage and
2d6 Constitution secondary damage one minute later to the individual who
ingests it.
Material Component: A fine black powder ground from the burned bones of a
poison victim.

Grip of the Deep


PP Cost: 8 PP
Components: V, S, F
Casting Time: 1 round
Range: Long (400 ft. + 40 ft. per scholar level)
Target: One ship/5 scholar levels
Duration: One minute/level
Saving Throw: Will negates
Prerequisites: Knowledge (arcana) 7 ranks, sense currents
Magic Attack Roll: Sets the DC of the Will save
With a broad gesture of his hand the sorcerer causes one or more fleeing ships to
stop dead in the water. For the duration of this spell the target ships freeze in
place, unable to move regardless of the efforts of wind or oar. The targets have 0
movement points and the captains cannot make Profession (sailor) skill checks to
avoid closing. After the duration elapses the ships begin moving as normal.
The captain of a targeted ship may make a Will save to resist the effect. If the ship
is moving at more than four knots it takes 2d10 structural damage and everyone
on board must make a Reflex save (DC 14) or be thrown to the deck, becoming
prone and taking 1d4 non-lethal bludgeoning damage.
All of the target ships must be within range, but they do not have to be close to
one another.
Focus: A stone from the bottom of a still harbour. Thestone may be reused.

Jaws of Atlantis
PP Cost: 15
Components: V, S, F
Casting Time: 1 round
Range: Long (400 ft. + 40 ft. per scholar level)
Target: One ship
Duration: One round/level
Saving Throw: Will negates
Prerequisites: Knowledge (arcana) 10 ranks, grip of the deep, sense currents
Magic Attack Roll: Set the DC of the Will save
By clenching his hand into a claw and invoking the proper mystical phrases the
sorcerer causes the water under a target ship to become like a steel trap. The
target ship suddenly stops dead in the water, regardless of its original speed. The
ship takes 3d10 structural damage per round as the water outside tries to crush it
into splinters. It has effectively 0 movement points and the captain cannot make
Profession (sailor) skill checks to avoid closing.
After the duration elapses the ships begins moving as normal.

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The captain of the targeted ship may make a Will save to resist the effect. If the
ship is moving at more than four knots it takes 2d10 structural damage and
everyone on board must make a Reflex save (DC 14) or be thrown to the deck,
becoming prone and taking 1d4 non-lethal bludgeoning damage.
Focus: A stone from the bottom of a still sea. The stone may be reused.

Rolling Waves
PP Cost: 4 points per ship
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft. per scholar level)
Target: One ship/ 5 scholar levels
Duration: One minute/level
Saving Throw: None
Prerequisites: Knowledge (arcana), sense currents
Magic Attack Roll: None
This spell calls up a vast arcane tide, deep but very narrowly focused. It rises up
under an individual ship (one per 5 levels of the scholar class the caster has) and
allows that ship to travel inland as if it were on the sea. This spell lasts for one
minute per scholar level, and so is primarily used for sudden attacks or to quickly
reach a specific point close to water. The spell does not do appreciable damage to
the environment, although the water called up leaves a strong stench of decaying
fish when it recedes.

Sets Blessings
PP Cost: 18 points plus 6 points per hour
Components: V, S, F
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One ship
Duration: Concentration
Saving Throw: None
Prerequisites: Knowledge (arcana) 8 ranks, Ritual Sacrifice, Tortured Sacrifice,
sense currents
Magic Attack Roll: None
This horrific spell is well known in the unhallowed halls of Sets Temple, but rarely
used in public. When preparing the spell the sorcerer must carefully torture a
sacrifice, then lash him to the prow of the ship to be blessed. After speaking the
dreaded words, the ship is lifted up by a blood-red wave and carried forward at
enormous speed. As long as the sorcerer can maintain his chant and the power
expenditure required the ship gains enhanced movement and manoeuvrability.
A ship affected by Sets blessing moves at 12 knots per hour, regardless of sea or
weather conditions. It also leaves a trail of blood that stains the seas surface for
at least 24 hours after the ship passes. Unlike a normal ship it can change facing
without moving and gains a +4 bonus to any boarding manoeuvre.
The ship has 12 movement points.
Focus: The iron nails used to attach the sacrifice to the prow must be blessed and
properly enchanted in the temple of Set. They may be reused.

Storm of Waves
PP Cost: 20 PP
Components: V, S, XP
Casting Time: 1 hour

134

Range: One mile/scholar level


Target: 100 yards of beach/2 scholar levels
Duration: Instant
Saving Throw: None
Prerequisites: Knowledge (arcana) 10 ranks, rolling waves, sense current
Magic Attack Roll: None
After a lengthy ritual you cause the sea to roll in, inflicting 8d10 structural
damage on every building within range. Any cargo stored within the area is also
instantly destroyed.
Experience Point Cost: 100 XP

Tentacles of the Deep


PP Cost: 4 PP
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft. per scholar level)
Target: One target per round
Duration: One round/scholar level
Saving Throw: Reflex negates
Prerequisites: Knowledge (arcana) 8 ranks, sense currents
Magic Attack Roll: Once per attack, sets the DC of the Reflex save
This mighty spell causes the water around the target vessel to roil and bubble.
Each round, the sorcerer may target one person on the vessel. The ocean water
lashes upward at that person, attempting to grasp them and pull them under
water.
The target may make a Reflex save with a DC set by the sorcerers magical attack
roll to resist. If he fails then he takes 1d6 non-lethal damage and is taken off of
the ship and into the roiling water. There he must swim normally or sink into the
fathomless sea.

Whirlpool
PP Cost: 10 PP
Components: V, S, F
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./scholar level)
Target: Area
Duration: One round/scholar level
Saving Throw: Reflex negates (see text)
Prerequisites: Knowledge (arcana) 8 ranks, sense currents, rolling waves,
Perform (drum)
Magic Attack Roll: Sets the DC for Swim checks, Profession (sailor) checks and
Reflex saves.
The sorcerer creates a powerful vortex of spinning water moving through the
water just under the surface at 60 feet per round. The sorcerer can control the
whirlpools movement or change its programmed movement as a standard action,
moving during the characters turn in Initiative order. If the whirlpool moves
beyond the spells range, it moves in a random, uncontrolled fashion for 1d3
rounds possibly endangering the sorcerer or his allies and then dissipates. The
sorcerer cannot regain control of the whirlpool once it is lost, even if it comes back
within range.
Any Large or smaller creature that comes into contact with the whirlpool must
succeed at a Reflex save or take 3d6 points of damage. Medium or smaller
creatures that fail the first save must succeed at a second one or be sucked into
the whirlpool and held suspended in its powerful currents, taking 1d8 points of

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damage each round with no saving throw. The sorcerer may direct the whirlpool to
eject any creatures suspended within it at any time, depositing the hapless
victims wherever the whirlpool happens to be at when they are released. The
sorcerer may also cause the whirlpool to suck in swimmers.
Swimmers sucked into the whirlpool take damage as noted above. If they are not
capable of water breathing, they will begin to drown. The DC of the Swim checks
to avoid drowning is set by the sorcerers Magic Attack Roll. Once the whirlpool
dissipates or has ejected them, they will be as much as 30 feet below the surface
of the water and must make Swim checks as appropriate to return to the surface.
These checks are at the normal DC for swimming in the
current conditions.
If the whirlpool is created under or touches a ship, the ship begins to be pulled
into or around the vortex. If the ship is Tiny or Small, such as a lifeboat or
rowboat, it will simply be sucked in unless the crew of the ship can succeed at a
Profession (sailor) check (DC set by Magic Attack Roll). This check must be made
for each round the ship is in contact with the whirlpool. If a boat is sucked in, all of
the crewmembers must make Reflex saves as above, but suffer a circumstantial
penalty of 2. The boat itself takes 5d10 points of damage per round to its hull.
Compare the damage with the total number of hit points the ship possesses, using
the Damage to the Ship table found in Conan: Pirate Isles.
Larger vessels cannot be sucked down, but they can be spun around, inflicting
significant damage to the ship as it is twisted and turned. If the pilot of the ship
fails a Profession (sailor) check (DC set by sorcerers Magic Attack Roll), the ship is
spun on its axis in the direction of the spin of the whirlpool, taking 3d10 points of
damage to its hull as long as it is in contact with the whirlpool. Compare the
damage with the total number of hit points the ship possesses, using the Damage
to the Ship table found in Conan: Pirate Isles.
The focus for this spell is a drum, which must be rhythmically played during the
casting time.

Serpent Magic
Blessing of Yig (Basic Serpent Magic)
Power Point Cost: 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level
Prerequisites: Knowledge (arcana) 4 ranks, Knowledge (nature) 4 ranks.
The blessing of Yig (also known as the Blessing of Set in some lands) causes the
sorcerers skin to appear scaled in some lights. The sorcerer gains a +1 bonus to
his natural Damage Reduction, and a +4 bonus to all saving throws against
poison. Furthermore, for the durationof the spell, he gains the Loathsome
Weapons feat (see page 55).

Unseen Serpents (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Effect: All within ten feet of the caster

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Duration: Instantaneous
Saving Throw: Special
Prerequisites: Blessing of Yig
Magic Attack Roll: Sets the DC for the victims Fortitude saving throws.
When this spell is cast, one serpent per enemy within ten feet of the caster
appears. The serpents slither out of the folds of the casters robes, out of cracks in
the floor and so forth, and immediately each serpent attacks one victim. The
serpents have an attack bonus of +10,
+1 per Power Point expended in casting this spell. If a victim is hit, then he must
immediately make a Fortitude saving throw against the serpents poison (DC
equals the sorcerers Magic Attack roll). If this saving throw is failed, then the
victim is stunned for one round and loses 1d4 Strength. He must make another
four saving throws against the poison at one-round increments. As per the usual
rules for poison, the die type used increases by one step for each failed saving
throw (so, on the fi rst failed save, the victim loses 1d4 Strength, and will make
his second saving throw to avoid losing 1d6 Strength).
The serpents crawl away after making one attack on each enemy within range of
the spell.

Animal Ally
Power Point Cost: 6
Components: V, S, M, XP
Casting Time: 1 day
Range: 1 mile/level
Target: One snake
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 6 ranks, blessing of Yig.
Magic Attack Roll: Sets DC for targets Will saving throw
This spell works just like the Nature Magic spell of the same name, with one
exception the spell can only be used to call a snake or other serpentine creature.

Call of the Great Snake*


Power Point Cost: 5
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./two levels)
Effect: Conjures one Man-Serpent
Duration: One task, lasting up to one hour/level
Saving Throw: See below
Prerequisites: Magic attack bonus +4, shed the skin.
This spell conjures a Man-Serpent (see Bestiary of the Hyborian Age, page 73)
who immediately appears to aid the sorcerer. The Man-Serpent is not under the
casters command, but will be favourably disposed towards him.

Curse of Ten Thousand Serpents*


Power Point Cost: 12
Components: V, S
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet/scholar level)

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Area: Either one building or district, or a circular area 30 feet in radius per level
Duration: Special
Prerequisites: Scholar level 15, Hexer, unseen serpents, animal ally.
The curse of ten thousand serpents is an understatement the curse of
uncounted serpents might be a better title for the spell. When the curse is thrown
at the target area, the spell causes a great many venomous serpents (mostly
Tiny, Small or Medium vipers and cobras) to crawl out of cracks and shadows and
attack all living things. Anyone in the area of effect is attacked by 1d6 serpents
each round while they remain within the area of effect. The serpents emerge full
of wrath and venom and will attack on sight, but after a few minutes this initial
burst of anger fades and the snakes become mundane serpents, attacking only
when threatened. The snakes do regard the area of the spells effect as their
natural lair and will feel threatened by any trespassers. They regard the sorcerer
who cast this spell as friendly and will not attack him.
The duration of the spell varies depending on the conditions. Once summoned the
snakes are just normal serpents and will die off or thrive depending on normal
circumstances. If the spell is cast on a place inimical to serpents (such as an icy
castle in Hyperborea), for example, then the snakes will die off in a few days. If
cast in a tropical climate, the place may remain infested for centuries.

Curse of Yig
Power Point Cost: 8
Components: V, S
Casting Time: 1 full round
Range: Special
Target: One humanoid
Duration: One round per level.
Prerequisites: Hexer, magic attack bonus +5, snakeshift.
Saving Throw: Fortitude resists
Magic Attack Bonus: Sets the DC for the victims Fortitude saving throw
Casting curse of Yig conjures a handful of sweet-smelling dust, which lasts for one
round per level of the scholar. Normally, this dust is hurled into the face of a foe,
but it can also be sprinkled on a sleeping victim, mixed into food or drink like a
poison, or scattered on the winds. If the dust is thrown, it counts as a splash
weapon (see Conan, page 211). One casting of the spell conjures enough dust for
a single thrown attack or to poison six victims if the dust can be applied covertly.
Anyone who inhales or otherwise consumes the dust must make a Fortitude save
(DC equals the sorcerers Magic Attack roll +5). If this saving throw is failed, then
the victim is nauseated for 1d6 rounds. At the end of this time, the victim must
make another Fortitude save. If this second saving throw is failed, then the victim
transforms permanently into a small viper snake. The sorcerer is unaffected by his
own dust.

Dread Serpent
Power Point Cost: 3
Components: V, S, (F)
Casting Time: 1 standard action
Range: Evil Eye
Target: One humanoid; usually one who is already affected by your hypnotic
gaze spell (but see below)
Duration: One round
Saving Throw: Will negates
Prerequisites: Magic attack bonus +4, hypnotic gaze.
Magic Attack Roll: Sets DC for targets Will saving throws

138

Other than the changed prerequisites, this spell works just like the Hypnotism
spell of the same name.

Hands of Death
Power Point Cost: 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: One minute/level
Prerequisites: Touch of Power, magic attack bonus +5, slither.
The hands of death spell warps either or both of the sorcerers forearms into
venomous serpents. He can see through the eyes of the snakes and bite with their
vicious fangs, making him a dangerous combatant. The snakes count as weapons
being wielded by the sorcerer, but he cannot be disarmed. The sorcerer may add
his magic attack bonus to his base attack bonus when fighting with the hands of
death. If he turned both hands into serpents, then he gains the feats of TwoWeapon Combat and Improved Two-Weapon Combat for the duration of the spell.
The snakes deal 1d6-1 damage on a successful hit, plus the sorcerers Strength
modifier as normal, and anyone injured by a hand of death must make saving
throws against poison as follows:
Fortitude Saving Throw DC: 10 + the sorcerers Constitution modifier
Damage: 1d2 damage to Dexterity and 1d2 damage to Constitution
Saves (9): Immediate/1 round/1 round/1 minute/1 minute/10 minutes/30
minutes/1 hour/1 hour
The sorcerer may not wear any garments or armour on his arms when casting this
spell, and he may not pick up any items or perform any action that requires the
use of his hands (including casting spells with somatic or material components) if
he has transformed both arms. If the sorcerers hands are sundered (they have
hardness equal to the sorcerers DR + 2 and hit points equal to the sorcerers total
level) then the snake-head is cut away and the sorcerer finds himself missing a
hand when the spell ends.

Hypnotic Gaze
Power Point Cost: 1
Components: S
Casting Time: 1 full round
Range: Evil Eye
Target: One creature
Duration: Concentration + 1d6 rounds
Saving Throw: Will negates
Prerequisites: Concentration 4 ranks, blessing of Yig.
Magic Attack Roll: Sets DC for targets Will saving throw
This Serpent Magic spell works just like the entrance spell from the Hypnotism
style, except that it costs one Power Point and requires no components other than
the sorcerers own eyes, which become serpentine slits when the spell is cast. The
effect of the spell also lasts an extra 1d6 rounds.

Shed the Skin*


Power Point Cost: 10+
Components: V, S, M
Casting Time: One hour
Range: Personal
Target: Self
Duration: Permanent

139

Prerequisites: Scholar level 10, slither.


This spell of rebirth allows the sorcerer to shed his skin and be transformed. When
the ritual begins, the sorcerers body begins to warp and swell, and his skin begins
to slough away. At the end, he bursts out of his own flesh in a new form.
The spell completely transforms the sorcerers body. He is cured of any diseases
or poisons afflicting him, and may change his appearance. He must remain
humanoid, but can switch race and even gender during the ritual. He may also
remove the physical signs of aging. He is cured of all damage suffered.
The sorcerers physical ability scores (Strength, Dexterity and Charisma) are set to
8 after this spell is cast. If the sorcerer spent extra power points when casting the
spell above the minimum of ten, then he may buy better physical ability scores
using these extra points. For example, a sorcerer who spends 20 Power Points on
a casting of shed the skin has ten points with which to buy ability scores. See
page 9 of the Conan rulebook for rules on buying ability scores using points. A
sorcerer can buy physical ability scores above 18, but each ability point about 18
costs 4 Power Points.
If the sorcerer wishes, his new appearance can mimic that of another person with
whom he is familiar. The sorcerer must buy exactly the same ability scores as the
target and must have a magical link to that target. For example, if a sorcerer
wishes to copy the appearance of a princess who has Strength 6, Dexterity 14 and
Charisma 18, then he must spend at least 28 power points when casting the spell
(10 points to cast the spell itself, minus two points for dropping his Strength from
its base of 8 to 6, six points for raising his Dexterity from 8 to 14, and 14 points
for raising his Charisma from 8 to 18).
The sorcerer is exhausted and ravenous after casting this spell, and must feast on
the flesh of one human victim per sorcerer level within an hour the ritual being
completed. If the sorcerer does not have sufficient food available, then he
permanently loses 1d6 hit points per missing victim.
Material Components: Rare oils and venoms, costing 5,000 silver pieces.

Slither
Power Point Cost: 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level
Prerequisites: Scholar level 5, Sleight of Hand 4 ranks, snakeshift.
When the sorcerer casts slither, his limbs distend and elongate disturbingly. His fi
ngers lengthen until they resemble pale, eyeless worms that wriggle and poke. He
gains the following benefits from the spell:
His weird limbs increase his reach by 10 feet and his movement by 10 feet.
He gains a +8 bonus to Climb, Escape Artist and Sleight of Hand checks.
He gains a +8 bonus to Grapple checks.
He gains a +4 bonus to his Dodge Defence.
He may squeeze through spaces as small as two inches wide.
The sorcerer may control the elongation and warping of his limbs, so he could
appear completely normal until he stretches one arm out ten feet to steal a coinpurse.

Snakeshift
Power Point Cost: 5
Components: V, S

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Casting Time: 1 full round


Range: Personal
Target: Self
Duration: One hour/level
Prerequisites: Scholar level 4, animal ally.
Other than its changed prerequisites, this spell is identical to the Nature Magic
spell become beast with one exception the only form that the spellcaster can
take is that of a serpent.

Summonings
Master-Words and Signs (Basic Summoning)
PP Cost: 12 points
Components: V, S, M
Casting Time: 1 week
Range: See below
Target: One demon lord
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Magic attack bonus +6, Knowledge (arcana) 15 ranks, must know
at least four sorcery styles, must never have cast the demonic pact spell
Magic Attack Roll: Sets DC for targets saving throw
Master-words and signs summons up a demon lord and forces it to instruct
the sorcerer in the master-words and signs by which almost any entity
ranked below it can be compelled. The sorcerer is able to compel the demon lord
by demonstrating his superior magical prowess over it.
Only fairly high-powered sorcerers can learn this spell and so most prefer
the quick and easy path of a demonic pact . Though the demon lord will not
serve the sorcerer directly, the knowledge of the master-words and signs can
be used to force other demons and similar entities to work for the sorcerer,
which is often more useful in any case. The sorcerer gains a permanent +2
circumstance bonus to any magic attack rolls made in connection with
summon demon, summon elemental or any other Summoning spells or when
targeting summoned creatures with other spells.
Furthermore, he may, up to once per round, use his knowledge of masterwords and signs to formulate a simple spell based on either a single Verbal or
a single Somatic component (his choice). This is cast as a free action, costs two
Power Points and affects a single summoned creature within Evil Eye range.
The summoned creature must immediately make a Will saving throw (DC set
by the sorcerers magic attack roll) or be instantly dismissed back to its home.
Essentially, this spell opens the door to (and enhances) other summoning
spells and assists with dismissing creatures summoned by other scholars; it
has no special effects other than that.
The demon lord gains a Will saving throw to resist the sorcerers
summoning and remain in its hellish home. For this purpose, its total Will saving
throw bonus is assumed to be +12. If it succeeds, the sorcerer may not cast the
spell again until his magic attack bonus has increased, which may be by a
simple level increase or some other means such as a Charisma bonus increase.
Once you have successfully cast this spell once, you no longer have any
particular need to cast it again.

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Material Component: Powders, potions, incenses and other trappings to a total


cost of 2,000 sp.

Demonic Pact (Basic Summoning)


PP Cost: 2 points
Components: V, S, M
Casting Time: 1 hour
Range: See below
Target: One demon
Duration: 1 hour/scholar level or until task is fulfilled, but see below.
Saving Throw: None
Prerequisites: Scholar level 1, Knowledge (arcana) 4 ranks
The first time a sorcerer casts this spell, he voluntarily enters into a longterm pact with a demonic entity of medium power. The Games Master
determines the precise nature of the demon, possibly in consultation with the
player of the sorcerer character. The demon is usually
chosen from among the types listed in Chapter 13: A Hyborian Bestiary.
Usually the demon will know all the spells from 1d4+1 sorcery styles (not
including Summoning) in addition to greater demonic pact, summon
elemental and summon demon from the Summoning style, though the
precise number of styles known will be dependent on the type of demon
with whom the pact is made. The demon will teach the sorcerer one of
these spells or styles (of the sorcerers choice) whenever he would normally be
eligible to learn a new spell or sorcery style; however, the sorcerer will need to
summon the demon by casting this spell once more. If the sorcerer waits until
he is eligible for a new spell before casting demonic pact for the first time,
he can learn the new spell when he summons the demon; he does not
have to re-cast demonic pact. The duration of demonic pact will always be
sufficient for the
sorcerer to learn a new spell from the demon.
Instead of learning a new spell, the sorcerer can call up the demon by
casting demonic pact and make a deal that involves the demon performing a
specific task for the sorcerer, such as attacking an enemy or scaring a
rival. Such a task is always at the demons discretion; it will not necessarily
agree to the task sorcerers asks for, or it may suggest an alternate task.
Furthermore it will always demand a price of some kind, usually a human
sacrifice, for performing the task. Finally, because it is a demon, it may well
attempt to twist the sorcerers words so that it performs the letter but not the
spirit of the task.
The demon will also help the sorcerer in a more direct manner, by granting him
a small talisman, tattoo or brand which he can touch as a free action up to
once per week in order to gain a +4 luck bonus on any skill check, ability check,
attack roll or magic attack roll or to gain a +4 insight bonus to his Defence for one
round. This talisman, tattoo or brand retains its power even when the demon is
not present but it only works for the sorcerer himself. If ever a month goes by
when the sorcerer does not either call up the demon or sacrifice a creature to it,
the power of the talisman, tattoo or brand is lost until the next time he performs
one of those actions. Worse, the demon will consider this a breach of contract;
sooner or later, he will come for the sorcerer, to carry him off to hell
Each time a sorcerer casts this spell, he must make a Corruption saving
throw (see page 82) or gain one point of Corruption. The first time he casts
the spell, he automatically fails this saving throw.
A character who has already cast this spell on his own behalf can also cast it for
the benefit of another willing character. In that case the other character gains
all the benefits and drawbacks of the spell, including the Corruption, although
the casting sorcerer also has to make a Corruption save for casting the spell as
usual.

142

As well as the usual effects of Corruption, the sorcerer applies his


Corruption as a circumstance penalty to any Will saving throws he makes
against the sorcery or supernatural abilities of the demonic entity with
whom he has the pact. In addition, he applies his Corruption as a circumstance
penalty to all magic attack rolls he makes against the demon with whom he has
the pact.
Furthermore, if a sorcerer ever casts this spell for the benefit of another
willing character the demon may use either characters Corruption against
them in this way. Thus many
sorcerers are reluctant to cast this spell on anothers behalf, since the more
people a sorcerer assists to make their own demonic pacts, the more demons
there will be against whom his powers are weak.
No character can have a pact with more than one demon at any one time. If ever
a sorcerer with a demonic pact should cast a greater demonic pact spell, the
more powerful spell replaces the effects of the other.
Material Component : Powders, potions, incenses and other trappings to a total
cost of 50 silver pieces.

Master, Aid Me! (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: 10 feet
Target: One or more demons (see below)
Duration: One round per Power Point expended
Saving Throw: None
This spell can only be cast if the sorcerer has already entered into a demonic
pact. When this spell is cast, the sorcerers demonic master appears instantly to
defend its pawn. The demon appears anywhere within 10 feet of the sorcerer and
acts immediately. The demon may choose to block the attack that provoked the
casting of this defensive blast if the demon chooses this option, it must make a
Reflex saving throw against a DC equal to the attackers attack roll. If the Reflex
save is successful, the demon takes the damage from the attack instead of the
sorcerer.
The demon remains for one round per Power Point expended or until it is slain or
banished, using its powers as it sees fit.
The sorcerer automatically gains one Corruption Point when this spell is cast.
If the sorcerer is subject to a greater demonic pact when this spell is cast, he may
use it to summon more than one demonic minion to his side. Each Power Point
that powers the spell summons a single demon for a single round.

Bag of Demons*
PP Cost: 2 per 100 demons (1 minimum)
Components: V, S, M
Casting Time: 1 round
Range: See text
Targets: All demons within two square miles
Duration: Until released from sack
Saving Throw: Will negates
Magic Attack Roll: Sets DC for targets saving throws
Prerequisites: Master-words and signs or demonic pact, summon demon, craft
major magic item
This devastating spell summons all the demons in a given area of a specific type,
such as swamp-demons (see The Scrolls of Skelos), and stuffs them into a large
sack. The upper limit is around 500 demons. When released, they slay everything

143

standing. Those who lay down are not harmed. Anytime a sorcerer casts this spell,
he must make a Corruption save or gain one point of Corruption, as for demonic
pact, however, he does not automatically fail this save the first time he casts bag
of demons.
Material Component: A magical sack prepared before hand by the scholar (see
The Scrolls of Skelos for magic item creation rules). The sack is destroyed when
the demons are released.

Banish Outsider
PP Cost: 2/HD of outsider
Components: V, S, M
Casting Time: 1 round + 10 minutes (see text)
Range: Touch or Evil Eye
Target: One outsider that has the Manifest special quality
Duration: One day/scholar level
Saving Throw: Will negates
Magic Attack Roll: Sets DC for targets saving throw
Prerequisites: Knowledge (arcana) 15 ranks, magic attack bonus +5, masterwords and signs or demonic pact, summon demon.
This spell attempts to temporarily force a creature of the Outsider type, which has
the Manifest special quality, to return from whence it came and to remain there
for several days. Banish outsider is unusual in that it is cast in two parts, one to
initially banish the outsider, the second to force it to remain banished.
The sorcerer selects one outsider within range. If the outsider fails its Will saving
throw, it is instantly banished to the Outer Dark or to hell, depending on its own
place of origin. The sorcerer must then continue casting the spell to force the
outsider to stay banished. The initial banishing takes only one round, but to force
the outsider to remain there, the spell must be continued and strengthened for
another ten minutes thereafter.
If the spell is finished properly, taking a full ten minutes, the outsider may not use
its Manifest special quality for the full duration of the spell, though it might be
possible for it to return by other means. If the spell is not finished, the outsider
may Manifest once more as soon as the sorcerer stops casting the spell.
Banish outsider can never be used on outsiders of the native subtype.
Material Components: First part: A pinch of silver dust worth 1 sp. Second part:
Assorted paraphernalia to a total value of 50 sp/HD of outsider.

Bind Demon
PP Cost: 4/HD of demon
Components: V, S, M
Casting Time: 1 round
Range: Touch or Evil Eye
Target: One demon that does not have the Manifest special quality
Duration: See text
Saving Throw: Will negates
Magic Attack Roll: Sets DC for targets saving throw
Prerequisites: Master-words and signs or greater demonic pact, summon
demon, banish demon, magic attack bonus +6, Knowledge (arcana) 18 ranks

144

This spell attempts to transport a creature of the demon subtype, and which does
not have the Manifest special quality, to hell or a similar place of torment and
captivity.
The sorcerer selects one demon within range. The demon is sent to hell and
bound there, if it fails its Will saving throw. However, it may attempt a further Will
saving throw to wrench its way back to Earth after a number of months equal to
the scholar level of the sorcerer who banished it. It may keep making the attempt,
every (sorcerers scholar level) months, until it frees itself. A demon which has
freed itself in this manner may never again be bound by the same sorcerer.
Material Components: A knotted cord.

Channel Demon
Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: Personal
Duration: One round per caster level
Prerequisites: Demonic pact.
When this spell is cast, the sorcerers face contorts as his body is temporarily
infused with demonic energies! He gains a +4 enhancement bonus to Strength
and Constitution and his damage reduction increases by +2. Furthermore, he can
use his hands as claws that deal 1d6 damage on a successful hit; these count as
weapons for the purposes of attacks. The sorcerer automatically gains one
Corruption point when he casts this spell.

Demonic Pact, Greater


PP Cost: 8 points
Components: V, S, M
Casting Time: 3 hours
Range: See below
Target: One demon lord
Duration: 1 hour/scholar level, or until task is fulfi lled, but see below
Saving Throw: None
Prerequisites: Magic attack bonus +6, demonic pact, Ritual Sacrifice, Tortured
Sacrifice, Knowledge (arcana) 15 ranks, must know at least four sorcery styles,
must have cast the demonic pact spell
This spell works as for demonic pact, except as noted above and below.
The demon summoned is a demon lord, rather than a demon of medium
power as for demonic pact. No game statistics are provided for demon lords
in Chapter 12: A Hyborian Bestiary; in effect, they are more like minor
demonic gods than mere monsters.
A demon lord knows all spells and all sorcery styles.
Rather than intervening personally on behalf of the sorcerer the demon lord
summoned with greater demonic pact will send one or more minions, which can
be any of the entities that could normally be summoned with the summon
demon spell, up to a total maximum HD equal to twice the sorcerers level. It is
these minions that will respond to any casting of the spell master, aid me! as
well.
The insight or luck bonus granted by its brand, tattoo or talisman is doubled to
+8.
Each time a sorcerer casts this spell, he must make a Corruption saving
throw or gain one point of Corruption, as for demonic pact . However, he does
not he automatically fail this saving throw the first time he casts greater demonic
pact .

145

It is impossible for one sorcerer to have a pact with more than one demon
or demon lord at a time. The greater demonic pact replaces the demonic
pact that is the prerequisite for the spell.
Material Component: Powders, potions, incenses and other trappings to a
total cost of 500 silver pieces plus a virgin human female who is sacrificed to the
demon lord during the casting of the spell.

Form Demon
PP Cost: 2/HD of demon
Components: V, S, M
Casting Time: 1 hour
Range: Touch or Evil Eye
Target: One willing demon of maximum HD = scholar level
Duration: Instantaneous
Saving Throw: None
Perform (ritual) check: DC 10 + ( x demons HD) + demons Constitution
modifier
Prerequisites: Master-words and signs or demonic pact, summon demon, magic
attack bonus +4, Permanent Sorcery
Some sorcerers, or their clients, prefer to clothe their demonic allies and servitors
in the form of men, so as to more easily allow them to carry out their work on
Earth. This also has the advantage that the demon need not be summoned up on
a regular basis, which would risk the consequence of runaway magic.
Form demon can only be cast on a willing demon, who must be prepared to give
up its power to flit from the Outer Dark or hell to Earth and back in exchange for
more-or-less permanent residency on Earth.
It loses the manifest power permanently, but it becomes immune to the effects of
the banish outsider spell as a result. Furthermore, a demon affected by form
demon may not be dismissed by means of one of the instant spells that can be
formulated by a sorcerer who knows the master-words and signs spell (see Conan
the RPG, p. 222). Any hostile sorcerer wishing to banish a demon affected by form
demon must use a bind demon spell instead, which is both more difficult to learn
and far more costly to cast.
Material Components: A handful of
paraphernalia costing 100 sp/HD of demon.

earth,

plus

assorted

sorcerous

Heavens August Light


Power Point Cost: 5
Components: V, S
Casting Time: 1 Standard Action
Range: Dependent on casters level
Target: Sentient creatures
Duration: 1 round for every 5 Power Points invested in the spell
Prerequisites: Caster must be an active priest of a god or kuei
This spell summons forth the radiance of heaven to beam down, bathing an area
of radius equal to the casters level in feet. The effect of the spell depends on the
will of the sorcerer: the sorcerer can either enhance all Saving Throws modifiers
by his level or reduce them by the same amount. The former is used to augment
the sorcerer and those faithful to him and the latter to smite his enemies.

146

Everyone caught in the beam of heavenly radiance is affected and is not allowed
any Saving Throw to negate the energies of heaven.

Identify Kuei
Power Point Cost: 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close
Target: Kuei
Duration: Instant
Saving Throw: Will ST at a DC equal to 10 + Casters level
Prerequisites: Demonic Pact
This spell allows a sorcerer to identify the name and nature of any demon or kuei
that has already been summoned to the mortal world. He cannot control it, noe
can he determine the creatures magic but he can determine:
Who summoned the kuei
The reasons behind the summoning
The kueis agenda, if it has one
The essence of the pact the summoned creature has with its summoner
The kuei is permitted a Will Saving Throw to reject the casters attempts to gain
information. The DC for the Saving Throw is the casters level +10. If the kuei
succeeds, then the caster cannot attempt to use this spell against this particular
kuei again. If the summoner of the kuei is also present and aware of the attempt
to gain knowledge, he may reduce the DC of the Saving Throw by half his level
(rounded down).

Possession Lesser
PP Cost: 6 points
Components: V, M
Casting Time: One minute
Range: 25 feet + 5 ft./level
Targets: One target
Duration: 3 rounds plus 1 round per level
Saving Throw: Will negates
Prerequisites: Magical attack bonus +4, Knowledge (arcana) 6 ranks, demonic
pact, master-words and signs
Magic Attack Roll: Sets DC for targets saving throws
It is possible to summon entities that can be offered a human vessel for
possession. Such beings may act for a short period in the mortal realm, usually at
the behest of the summoner. The exact nature of the possessing being is variable,
depending upon the intention and interest of the sorcerer or his sect. Some
entities may come from the outer darkness, while others may be disembodied
spirits, souls of the dead or occasionally even the strong dominant mental
presence of some dark, demonic god.
The target of a lesser possession will usually be in the presence of the caster. The
caster must activate the spell by mentally contacting the presence of an entity,
which he then directs at the target. The entity will immediately attempt to invade
the targets mind, provoking a Will saving throw. The DC for this save is based on
the scholars magic attack roll, as this reflects the strongest entity he can

147

summon. If the target fails, he becomes dominated by the entity. Depending upon
the nature of the entity, it may have a fairly varied agenda, and will obey the
sorcerer only to the limits of its own discretion. The sorcerer should make a Will
save (DC 20), to see if the entity will comply with his commands. If the save fails,
then the entity will ignore or attack the caster instead of obey him.
At the end of the spell duration, the possessed victim is released and regains
control of his own self. He will have full clarity of the possession, as if he were
watching himself from behind his own shoulder.

Possession Greater
PP Cost: 12 points
Components: V, M
Casting Time: 10 minutes
Range: 100 miles plus 50 miles per level
Targets: One target
Duration: 1 hour per level
Saving Throw: Will negates
Prerequisites: Magical attack bonus +6, Knowledge (arcana) 8 ranks, demonic
pact, master-words and signs
Magic Attack Roll: Sets DC for targets saving throws
Like lesser possession, greater possession allows the caster to make mental
contact with entities from beyond and offer them a moments freedom in the
mortal shells of unwitting humans. The entity is usually a being that either is
unable to become corporeal or that roams the many dimensions of reality seeking
a means of release onto the physical plane. These beings are often demonic gods,
dark and powerful beings that could be very dangerous to the summoner without
precautions. This spell works as lesser possession in all respects except those
noted above.

Ritual Execution by Demons


PP Cost: 10 points
Components: V, S, F, M
Casting Time: 10+ minutes
Range: Close or Magical Link
Target: One living creature
Duration: See text
Saving Throw: None if the sun sets or eclipses during the casting of the spell;
otherwise Will negates (see text)
Prerequisites: Master-words & signs or demonic pact, summon demon; Ritual
Sacrifice
Magic Attack Roll: Sets DC for targets Will saving throws
This spell requires certain mystical herbs that emit a colourful smoke when
burned. You must kill a goat by bleeding it. After the goat expires, the sky will take
on a crimson hue. If performed correctly and the sun has set during the
performance, the moon will also take on a crimson colour. Name your demon lord
three times and an inhuman crackle of speech will be heard by all, yet nothing
seen yet. The beatings of leathery wings will be heard and the coals will glow
weirdly. Around the helpless victim a pool of blood will gather. Ghastly wounds will
appear all over the victim, but nothing that could cause such wounds will be seen;
at this point the victim is losing 1d3 Con per round. As the victim writhes in
agony, when his Con reaches below 10, his skin will flay off and his muscle tissue
will start to melt, turning into a black mass of tissue and blood; white splotches
will appear and observers will realise these white things are the victims bones
becoming exposed. When the victim dies, the colour of the sky and moon will
return to normal and all that will be left is a skeleton lying amid a pool of liquefied
tissue and bone. The victim is considered ritually sacrificed.

148

If this spell is timed so that the sun goes down during the casting, the victim
receives no saving throw, otherwise the victim may make a Will save; if the Will
save is made, the tormenting demons will not come and the spell will fail. If the
spell takes effect, then the spell ends when either the victim dies or the sorcerer
casting the spell dies, whichever happens first.
Material Components: One goat (or other animal holy to the demon); certain
mystical herbs found in the jungles of the Black Kingdoms. These herbs usually
cost around 100 silver coins per dose in the Hyborian kingdoms, a little less in
Turan or Iranistan, a little more in Vendhya, and substantially less in Zamboula or
Tombalku.
Focus: One cauldron or brazier to burn coals and herbs.

Servitude
Power Point Cost: 8
Components: V, S
Casting Time: 1 Standard Action
Range: Close
Target: Sentient creature
Duration: 1 day per level of the caster
Saving Throw: Will ST at a DC equal to 10 + Casters level + kueis Will ST modifi
er
Prerequisites: Demonic Pact
This spell compels the target to become a follower or worshipper of the casters
summoned kuei. It must be cast in the kueis presence.
The target is allowed to make a Will Saving Throw to resist the effects of the spell
against a DC equal to the casters level, plus the kueis Will ST modifier, +10. If
the saving throw is successful, then the compulsion fails.
If the spell succeeds then the target is brought under the kueis influence and can
be commanded by either the kuei or the caster for the spells duration. Whilst
enchanted the target acts normally but always in the kueis interests; he cannot
follow any other allegiances whilst under the spells influence.
A sorcerer can direct the spell at multiple targets at a cost of 8 Power Points per
target.

Spawn of the Black Heart


PP Cost: 15 points
Components: S, V, M
Casting Time: One hour
Range: Special
Targets: None
Duration: Permanent
Saving Throw: Fortitude negates and see below
Prerequisites: Scholar level 4+, Knowledge (arcana) 6 ranks, Craft (alchemy) 6
ranks
Magic Attack Roll: None
The Acheronians created a mechanism by which a heart could be extracted and
magically treated to turn it into a leathery, slowly beating necrotic egg. The heart
can later be used as the focal point used to summon forth the terrible spawn of
the black heart (page 29) from the outer darkness.
The sorcerer who casts this spell must prepare a heart using the ancient
Acheronian techniques, diluting the mortal blood of the fresh organ and then
preserving it in the necrotic fluids extracted from the brain matter of ghouls. The
heart is hardened and reanimated through a series of incantations, at which time
the demonic being is summoned, its essence trapped within the organ. The

149

spawn of the black heart, thus created, is a permanent entity until destroyed. The
spell is disrupted should the heart ever be destroyed.
The spawn of the black heart, once summoned, will obey one command from its
summoner, after which it leaves to perform its task, becoming an independent
entity. The summoner must attempt a pact with it to gain further access to the
creature. The one command the spawn of the black heartreceives must be
succinct and stated on one sentence, such as Kill my husband or Guard this
tomb. The spawn will not obey commands of a sweeping or broadly interpreted
nature, such as Destroy the kingdom or Hunt down all my enemies.

Summon Ancestor
Power Point Cost: 10
Components: V, S, M
Casting Time: 1 day
Range: Personal
Target: Ancestors
Duration: Days equal to the casters level
Prerequisites: Caster must be an active priest of a Khitan religion.
The spell summons a named ancestor from heaven and locks the ancestors spirit
back into the mortal world for a number of days equal to the casters level. The
summoned ancestor is then compelled to provide advice and guidance to the
sorcerer and to use its magic in his favour, much as any other summoned entity
must. Ancestors are resistant to this form of magic; they are content in heaven
and so, the ancestor receives a Will Saving Throw to resist the spell, breaking it
completely if it succeeds. The ancestor is allowed a further Saving Throw to resist
the sorcerers requests or commands each time one is made.
The material component is something linking the ancestor to the mortal realm,
such as an heirloom or a revered statue from an ancestral shrine.

Summon Demon*
PP Cost: 1 point/HD of demon
Components: V, S, M, XP
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per two levels)
Effect: One demon, of maximum HD equal to the scholars level
Duration: One task, lasting up to one hour/scholar level
Saving Throw: See below
Prerequisites: Master-words and signs or demonic pact, magic attack bonus +4
Magic Attack Roll: Sets DC for targets saving throw
This spell calls up a single demon to perform a specific task for the sorcerer. This
could be as simple as defend me for the duration of the spell or a good deal
more complex. However, if the wording of the sorcerers instructions allows
for misunderstanding or wilful misinterpretation, it is likely that the demon
will follow the letter of the agreement rather than the spirit.
As the sorcerer who casts this spell is instructing and ordering the demon
in question, he need not make a Corruption saving throw. In effect, this
does not count as making peaceful contact with the demon the sorcerer
is using his own authority or that of the demon with whom he has a pact to
force the summoned demon to co-operate, which is hardly either peaceful or
in the demons best interests.
The demon you are attempting to summon gains a Will saving throw (with a
DC set by the magic attack roll) to resist the spell and remain in its own hell, or in
the Outer Dark or wherever it abides.
Material Component: A pinch of powdered sulphur, cast into the air or
onto the floor. The demon arises from the sulphur.

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Experience Point Cost: 50 XP/HD of demon.

Summon Dragon
Power Point Cost: 20
Components: V, S, M
Casting Time: 1 day
Range: Personal
Target: Dragons
Duration: One specified task
Prerequisites: A suitable offering. Knowledge (arcane) 10 ranks.
The dragons of Khitai are ethereal beings that traverse the realms of heaven, the
mortal world and the underworld. They are magically very powerful and whilst
usually benign, capable of great wrathfulness if angered.
Summoning a dragon cannot compel it to act in a particular way. The sorcerer
must, instead, persuade the dragon that it must do something: if the dragon
refuses, no force on earth can command it. Furthermore, dragons are capricious
and the dragons reaction to be summoned by a mere mortal can never be
predicted. Roll on the below table to determine the dragons reaction to the
summoning:
The DC modification is applied to the base DC for the persuasion attempt, which is
always 25. Further modifiers can be applied according to the circumstances.
Once summoned the dragon, if persuaded, performs only one action. It also
requires a sacrifice. This may be a life of some form but it may equally be riches
or jade. The higher
the quantity or quality of the offering, lower the DC by 1 or 2 points but never by
more than 5. Dragons, whilst vain, cannot be swayed by offerings alone; the
sorcerer must have a compelling reason for the summoning.
1d10

Attitude

Argumentativ
e

2-3

Arrogant

Dismissive

Domineering

Hostile

Intrigued

Game Effects
The kuei delights in contradictions and
argument. It does not become
physically aggressive but may be
verbally abusive. It certainly sticks to
its own point of view, rejecting out of
hand the most reasoned cases put to
it.
The kuei treats those who interact with
it as worthless scum, unfit to occupy
the same physical space as itself. If
the character might be useful in some
capacity, then kuei might deign to
engage but is otherwise contemptuous
of such an inferior, mortal being.
The kuei dismisses, without any
discussion, anyone who tries to
engage with it.
The kuei seeks to use intimidation or
threats of violence to browbeat
anyone it meets into some form of
service.
The kuei is hostile to all mortals. It
attacks immediately.
The kuei expresses a huge degree of

151

DC
Modifications

+7

+10

+12

+10
+12
-6

Neutral

Oblivious

10

Welcoming

interest in the characters motives. It


spends 1D3 hours engaged in deep
and detailed questions. At the end of
this period, roll again on this table to
determine the kueis final reaction.
The kuei has no strong opinions one
way or another. It simply goes about
its business.
The kuei is oblivious to mortal life. It
exists in its own existential bubble.
The kuei is open, friendly and willing
to engage in conversation. Friendship
may result.

0
+10
-10

Summon Elemental*
PP Cost: 2 points/HD of elemental
Components: F or V, M, XP
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per two levels)
Effect: One elemental, of maximum HD equal to twice the scholars level
Duration: One task, lasting up to one hour/scholar level
Saving Throw: See below
Prerequisites: Master-words and signs or greater demonic pact, magic attack
bonus +7, Perform (song or an appropriate musical instrument) 10 ranks
Magic Attack Roll: Sets DC for targets saving throw
This spell calls up a single elemental to perform a specific task for the sorcerer.
This could be as simple as defend me for the duration of the spell or a good
deal more complex. In most cases, though, the elemental will perform the task
to the best of its ability and understanding, rather than deliberately
misunderstanding as a summoned demon usually would. The
elemental
is
summoned up anywhere within line of sight of the sorcerer.
The task must never be more than one single mission. For example, an air elemental
could carry the sorcerers servant from Vendhya to Zembabwe but not wait
around till he finishes his business there and bring him back. A water elemental
could be summoned up to cause a river to flood, to destroy a specific ship (or even
a whole fleet of ships) or to guard a port town and attack any black-sailed ships that
come near it for the duration of the spell. However, it could not destroy a ship in the
Western Ocean, rush over to the Baracha Isles to destroy another ship in the harbour
at Tortage and then head to Argos to cause a storm. The elemental, as played by
the Games Master, will never agree to any task that sounds like it is really two
missions disguised as one. An elemental will regard any single use of one of its special
attacks as a task in and of itself.
One option that always exists with elementals is to call them up on a
contingency basis. In this case, the sorcerer casts the spell in advance, explains the
task the elemental is to be called up for and the event that will trigger it, then
dismisses the elemental again. If the triggering event occurs within the duration of the
spell, the elemental will manifest automatically, perform the task and then leave. If
the triggering event does not occur within the duration of the spell, the spell will be
wasted and nothing will happen. When summoned up on a contingency basis in this
way, the elemental will be unable to manifest unless the material component is
present. The focus or verbal component, however, is only necessary when initially
casting the spell.
The elemental you are attempting to summon gains a Will saving throw (with a
DC set by the magic attack roll) to resist the spell and remain in its own strange home.
If summoned up on a contingency basis, it may only make one Will saving throw
when you call it up to begin the initial negotiations if the contingency later
occurs, it manifests without getting a saving throw to stay home.

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Focus: A musical instrument, played by the sorcerer during the spells casting time.
This must be appropriate to the elemental called: a drum for water elementals,
song or pipes for air elementals, stringed instrument for fire elementals or horn for
earth elementals. A sorcerer with 10 ranks of Perform (song) does not need to use a
separate instrument when calling up an air elemental (only), as his voice acts as a
verbal component to replace the focus.
Material Component: A small quantity of the element to be summoned up.
This need only be a token amount: a breath of air for an air elemental (which is
usually provided by the air that forms the sound of the song or pipe music), a cupful of
water for a water elemental, a small fire (such as is caused by a handful of flamepowder) for a fire elemental and at least four cubic inches of bare earth for an
earth elemental.
Experience Point Cost: 50 XP/HD of elemental.

Travel Beyond*
Power Point Cost: 12
Components: V, S, M, F
Casting Time: One hour
Range: Touch
Effect: Transports the caster and/or up to five willing participants to another
dimension
Duration: See text
Prerequisites: Magic attack bonus +5, dream of wisdom, master-words and
signs.
This spell transports the caster and up to five others to another dimension, such
as Yag or the Dreamlands (see page 184). The travellers vanish from this world
and appear in the otherworld. The caster of the spell can draw the travellers back
by casting the spell again, but the reverse casting only costs 6 Power Points and
does not require the costly material component. The spell calls upon certain
demon lords to open the paths beyond this world, and travellers may be forced to
serve or give offerings to these cryptic entities in order to win safe passage.
The spell uses a crystal or other token as an anchor the travellers must be
touching this token when the sorcerer reverses the spell to bring them back to
where they began. The spell sends the targets to the general vicinity of the target
location in the otherworld, but makes no other guarantees about their safety or
sanity.
Focus: An anchor, usually a crystal, which must be made wholly of terrestrial
metal or stone.
Material Components: Meteoric iron and dust from space costing 5,000 silver
pieces.

Vomit Horror*
Power Point Cost: 2
Components: V, S.
Casting Time: 1d4 rounds
Range: Touch
Effect: Creates a vile monster from the sorcerers own soul
Duration: Special
Saving Throw: None
Prerequisites: Concentration 8 ranks, summon demon, channel demon, conjure
item.
When this spell is cast, the sorcerer vomits up a pool of vile, writhing inky horror,
a demon-like entity that is formed from the taint in the casters own soul. The

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strength of the monster depends on the casters Corruption level. The monster
counts as a demon with Hit Dice equal to the casters Corruption, up to a
maximum of 15. The caster has Monster Points equal to his Corruption x 5 to
spend on buying monster traits (see page 109).
The monster will obey the casters psychic commands, and the caster may see
through the creatures eyes at will. However, while the monster is manifest, the
caster cannot spend or regain Power Points. If the monster is slain or banished,
the caster must make a Fortitude save (DC 25) or die instantly. The caster must
physically touch the monster to reabsorb his blackened soul.

Umbra Sorcery

Tapping into the energies opposing light and fire, umbra sorcery grants the user
control over shadows, darkness and cold. This grants enormous benefits to those
who thrive in darker places or need the warping of shadows to help hide their
activities. Dabblers that wield umbra
magic may or may not know that they play with the Outer Darkness whenever
they bring some of it to the world, staining them forever with its dangerous taint.
Any time a natural 1 is rolled on a magic attack roll with an umbra sorcery spell,
the caster is flooded with too much Darkness and gains a point of Corruption.

Abyssal Shroud of Midnight


Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: One minute per two levels
Magic Attack Roll: Sets the bonus to Hide skill checks
This spell wraps a cloak of impenetrable darkness around the caster that reaches
out and blends in with the natural shadows of the surroundings. This spell cannot
be performed successfully in direct sunlight or any light bright enough to leave no
immediate shadows. Depending on the magic attack roll, the caster receives a
supernatural bonus to his Hide skill checks, as shown on the following table.
Magic Attack Result
10 or less
11-14
15-19
20 or higher

Bonus to Hide Skill Checks


+0
2
4
+6

Blacken the Sky


Power Point Cost: 4
Components: V, S, M
Casting Time: One minute
Range: Personal
Target: Self
Duration: One hour per two levels
Magic Attack Roll: Sets the DC of any Counterspells trying to undo the effects
This spell is an augmentation to further any umbra sorcery the caster may wish to
cast later. For all purposes during the spells duration, the caster has a large area
of dim shadowy pallor all around him. Natural shadows are deeper, lit areas seem
darker and the caster is nestled in its centre. While this spell is in effect, the
caster has a +1 bonus to all Hide skill checks and is always considered to be in
shadow for other spell requisites.

154

Coldest Night (Defensive Blast)


Power Point Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: 10 foot radius around the sorcerer
Duration: 1d4 rounds
Saving Throw: Fortitude halves damage
Magic Attack Roll: Sets DC for the victims saving throw
When this spell is called upon, the cold of midnight erupts out from under the
sorcerer, seeping into the armour and clothing of everyone around him. This cold
is penetrating and painful, inflicting an amount of cold-based damage on all
targets in the area equal to twice the number of power points spent in its casting,
allowing a Fortitude save for half damage.

Darkness Simulacrum
Power Point Cost: 10
Components: V, S, M
Casting Time: 2d6 Days
Range: Personal
Target: Self
Duration: Until next sunrise
Prerequisites: Shadows Embrace
Magic Attack Roll: Sets the Hit Points of the Simulacrum
This ritualistic spell allows the caster to create an exact duplicate of his physical
self made of solidified darkness. The duplicate is simple and responds only to the
casters commands but looks exactly like the sorcerer and is equipped identically.
The simulacrum does not think autonomously but will defend itself or its actions if
disturbed. The darkness duplicate has all of the same physical characteristics and
skill ranks as the sorcerer but only has a Wisdom, Intelligence and Charisma of 5.

Eyes Umbral
Power Point Cost: 1
Components: V, S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: One hour per two levels
Magic Attack Roll: Sets the DC of any Counterspells trying to undo the effects
This eerie spell infuses the sorcerers eyes with pure darkness from beyond,
turning
them pitch black from lid to lid and giving the caster supernatural sight. While the
spell is in effect the caster gains the Darkvision and Blindsight special abilities
(see page 166 of Conan: Bestiary of the Hyborian Age for details) and a +1
circumstance bonus on all Intimidate checks against those who can see his eyes.

155

From Shadow to Shadow


Power Point Cost: 5
Components: V, S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: Varies
Prerequisites: Eyes Umbral, Shadows Embrace
Magic Attack Roll: Sets the maximum time available for travel
This spell opens a brief portal to the Outer Darkness and allows the sorcerer to
traverse
through the void, moving from one place to the next without heed to obstacles or
terrain. The caster must be immersed in shadow for this spell to work, as the
darkness opens up to him and swallows his body. For the next few moments the
sorcerer is placed in a shadowy realm of darkness that flows and swirls around
him, revealing the lighted worlds shadows as windows to look out and choose
where to exit the shadow realm. No amount of terrain, obstacles or mundane
defences can stop the travel created by From Shadow to Shadow, the sorcerer
simply disappears within one shadow and emerges from another one seconds
later. Only arcane wards and well-lit areas can protect from the effects of this
spell.
The sorcerer must compare his magic attack roll on the following table, as this
shows how long he is allowed to stay inside the shadow realm before the
supernatural cold begins to kill them. The caster can move normally during this
time but ignores all mundane objects and beings in the real world, exiting into any
shadow large enough to create a five foot square before the duration lapses. For
every round the character remains in the shadow realm after his time is up, he
loses 1d2 temporary Constitution, dying when he reaches zero.
Magic Attack Result
10 or less
11-15
16-20
21-25
26-30
31+

From Shadow to Shadow Time Limit


No Access; Spell Fails
1d3 Combat Rounds
1d4+1 Combat Rounds
1d6+1 Combat Rounds
1d8+1 Combat Rounds
One Minute

Shadows Embrace
Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: Personal
Target: Self
Duration: Power Points
Prerequisites: Abyssal Shroud of Midnight
Magic Attack Roll: Sets the DC of any Counterspells trying to undo the effects
Used to hide from pursuers or lurk in perfect ambush, this spell opens the shadow
realm for the sorcerer; allowing them to leave the physical world for a few
moments. Shadows Embrace require the character to be immersed in shadows to
work but will pull the caster into a pocket of the shadow realm for as long as the
sorcerer wishes to continue to spend power points. If the sorcerer runs out of
power points but wishes to remain in the shadow realm, he may do so at a cost of
1d2 temporary points of Constitution per Combat Round. While in the Shadows
Embrace the caster may not move or perform other actions but he can see
magically into the physical world through the shadow he was enveloped by. If that
shadow is dispelled by a light source or other effect while the caster is still held

156

within, he is hurled out of the shadow violently suffering 2d6 temporary


Constitution damage as the spell fails around him.

Smoke and Fog


Power Point Cost: 2
Components: V, S
Casting Time: One full round
Range: Close (25 ft. + 5 ft. per two levels)
Area: 10 ft. + 5 ft. per two levels radius
Duration: 2d6 minutes
Saving Throw: Fortitude negates
Magic Attack Roll: Sets DC for the victims saving throw
This spell calls forth a clinging, cold smoke-like fog from the shadow realm that
chills those within it while somewhat obscuring vision. Anyone caught in the area
of the spell must pass a Fortitude save in order to brace against the chilling fog.
Failing this save inflicts 1 point of cold-based nonlethal damage, ignoring all forms
of mundane protection. No matter the result of the saving throw, anyone in or
looking through the fog-covered area consider all things Concealment (20% miss
chance) unless they can see through darkness.

Snuff the Blinding Flame


Power Point Cost: 2
Components: S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels
Target: One natural light source
Duration: Instantaneous
Magic Attack Roll: Rolls against the area of the light source
This spell is a simple enough application of the shadow sorcerers dislike of light.
By reaching out and grabbing the air symbolically, the sorcerer fills the area
around a single light source (torch, campfire, lantern and so on) with the cold of
darkness snuffing it out completely. This does not make the light source unable
to be relit; it merely extinguishes it for the moment. The sorcerers magic attack
roll must meet a certain level before the spell will be able to put out larger lights.
This is calculated on the following table.
Magic Attack Result

Maximum Light Source


Extinguishable
Candle, Wick, Cigar or Pipe
Torch, Lantern
Candelabra, Flaming Brand
Campfire, Chandelier
Bonfire
House Fire

5-9
10-14
15-19
20-24
25-29
30+

Weather Witching
Knot Wind (Weather Witching Basic Spell)
PP Cost: 1

157

Components: S, M, XP
Casting Time: 1 round
Range: Long (400 ft. plus 40 ft. per scholar level)
Target: One target
Duration: One minute/scholar level
Saving Throw: Reflex negates
Prerequisites: Knowledge (nature) 4 ranks
Magic Attack Roll: Sets Reflex save DC, determines strength of the wind
Using this spell you create a knot that holds within it a single wind. When
released, this wind runs out to the extent of the range, blowing for the duration of
the spell before vanishing.
When you release the wind you may choose one target within range that must
make a Reflex save or be knocked down. Otherwise, you may select on ship within
range and either increase or decrease its sailing speed by one knot.
When closing this spell gives the target vessel one extra movement point for one
closing turn.

Bottle Storms
PP Cost: 25
Components: V, S, M
Casting Time: 1 hour
Range: One mile/sorcerer level
Target: Area
Duration: Until the bottle is broken.
Saving Throw: None
Prerequisites: Knowledge (nature) 8 ranks, knot wind
Magic Attack Roll: None
After an hour-long ritual you bind the normal weather for an area into a bottle. It
cannot rain again until something breaks the bottle. This causes an intense, cropkilling drought. Rivers dry up, animals die and eventually the area will transform
into a desert. Sorcerers who know this spell can hold entire nations hostage to
their depraved whims.
Wind does not move within the area of effect. Ships are considered bestilled and
must use oars to move. Ships without oars cannot move within the area of effect
unless towed.
If something breaks the bottle or if the bottle moves out of the area of effect the
weather returns to normal. If the drought lasts for more than two months it can
take years to repair the damage to the lands.
Material Component: A glass bottle chased with gold wire costing at least 100
gl.

Bottle Thunder
PP Cost: 10
Components: V, S, M, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./ 2 scholar levels)
Target: One target
Duration: Instant

158

Saving Throw: Reflex negates


Prerequisites: Knowledge (nature) 8 ranks, knot wind
Magic Attack Roll: None
This spell prepares a glowing bottle filled with lightning for your use. It takes one
hour to prepare the bottle; the preparation ritual must be cast during a
thunderstorm. At the end of the ritual you expend the experience and power
points to complete the enchantment. Releasing the lightning is a standard action
that provokes an attack of opportunity. You may target one person within close
range who must then make a Reflex saving throw. If the target fails he takes 4d6
damage and is thrown backwards a number of five feet squares equal to your
Charisma modifier.
If someone breaks the bottle he automatically suffers the effects of the spell
without recourse to a saving throw. If the sorcerer breaks the bottle (e.g. by falling
on it) he suffers the same fate.
Material Component: A glass bottle chased with gold wire costing at least 100
gl. The spell must be performed during a thunderstorm.
Experience Point Cost: 50 XP

Call the Northern Wind


PP Cost: 10
Components: V, S, XP
Casting Time: 1 hour
Area: One mile/scholar level radius around caster
Duration: One minute/scholar level
Saving Throw: Fortitude negates (every minute)
Prerequisites: Knowledge (nature) 6 ranks, knot wind
Magic Attack Roll: Sets Fortitude save DC
By invoking this magic the sorcerer reaches up into the furthest lands of the
north, pulling down a storm of cold, bone chilling winds. All living creatures caught
within the area of effect take 1 point of cold damage every minute. Each target
may make a Fortitude saving throw to resist this damage, but must make the save
each round.
This spell freezes rivers and kills crops in addition to damaging living creatures.
Experience Point Cost: 50 XP per mile radius affected.

Call the Southern Wind


PP Cost: 10
Components: V, S, XP
Casting Time: 1 hour
Area: One mile/scholar level radius around caster
Duration: One minute/scholar level
Saving Throw: Fortitude negates (every minute)
Prerequisites: Knowledge (nature) 6 ranks, knot wind
Magic Attack Roll: Sets Fortitude save DC
This spell reaches into the heart of the Mountains of Fire, drawing forth writhing
winds so hot that they scorch the ground they pass over. All living creatures within
the area of effect must make a Fortitude save or become exhausted. Those that
make this saving throw must make it again one minute later for the entire
duration of the spell. Crops caught within the area of effect wither into nothing.
Furthermore there is a 20% chance that any stretch of grassland or forest will
catch on fire, sparking a natural disaster of incredible proportions.

159

Experience Point Cost: 50 XP per mile radius affected.

Sandstorm
PP Cost: Power points gained from draw forth the soul + 2
Components: V, S, M, XP
Casting Time: 1 hour
Area: 1 mile/scholar level radius around caster
Duration: 2d41 hours
Saving Throw: See text
Prerequisites: Knowledge (nature) 8 ranks, knot wind
Wind speeds are severe (30 to 50 mph) and visibility is cut by three-quarters. The
combined effects of sand and wind that accompany this sandstorm reduce
visibility ranges by three quarters, imposing a 8 penalty on Spot, Search and
Listen checks. Sandstorms make ranged weapon attacks impossible, except for
those using siege weapons, which have a 4 penalty on attack rolls. This storm
automatically extinguishes candles, torches and similar unprotected flames. They
cause protected flames, such as those of lanterns, to dance wildly and have a
50% chance to extinguish these lights. The wind causes characters who fail a
Fortitude save (DC 15) to be checked. Checked creatures are unable to move
forward against the force of the wind. Flying creatures are blown back 1d65 feet.
In addition to the wind, sandstorms leave 1d6 inches of sand on the ground
afterward.
Material Component: There must be a reasonable amount sand in the area for
this spell to work. The sand is not consumed.
Experience Point Cost: 50 XP per mile radius affected.

Waterspout
PP Cost: 10 PP
Components: V, S, F
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./scholar level)
Target: Area
Duration: 1d610 minutes
Saving Throw: Fortitude (see text)
Prerequisites: Knot wind, Perform (pipe or song)
Magic Attack Roll: Sets the DC for all checks, Profession (sailor) checks.
The sorcerer commands the wind to form a funnel on the water. During the first
few minutes of casting, black clouds gather overhead and a dark spot is formed
on the water. This is usually invisible to those on the surface, but easily seen from
the air or a high crows nest (Spot DC 25 for people on shore or a boat to see; DC
15 for someone in the crows nest). Any smoke in the area will show the air
moving upward in a spiral. The dark spot begins to spiral, mixing dark with lighter
water. After five minutes of casting, even people on boats will feel the wind
shifting and increasing. If characters look upward at this point, they will see a
funnel descending from the clouds above. During the 8th minute of casting, the
winds will reach about 40 miles per hour and the funnel will approach the water,
sending spray out in a circular pattern. During the final moments of casting, the
funnel will touch the water and the waterspout will be clearly visible. The
waterspouts diameter is equal to 5 feet per scholar level of the casting sorcerer.
All flames in the vicinity are extinguished. All ranged attacks are impossible (even
with siege
weapons), as are Listen checks. All flight is impossible. Characters in close
proximity to a waterspout who fail their Fortitude saves (DC 30) are sucked toward
the waterspout. Those who come in contact with the actual funnel cloud are

160

picked up and whirled around for 1d10 rounds, taking 1d6 points of damage per
round, before being violently expelled (falling damage may apply). While a
waterspouts rotational speed can be as great as 200 mph, the funnel itself moves
forward at an average of 30 mph (roughly 250 feet per round). Ships struck by the
waterspout take 6d6 points of damage. Compare the damage with the total
number of hit points the ship possesses, using the Damage to the Ship table
found in Conan: Pirate Isles.
The sorcerer can control the waterspouts movement or change its programmed
movement as a standard action, moving during the characters turn in the
initiative order. If the waterspout moves beyond the spells range, it moves in a
random, uncontrolled fashion for 1d3 rounds possibly endangering the sorcerer
or his allies and then dissipates. The sorcerer cannot regain control of the
waterspout once it is lost, even if it comes back within range.
The focus is either a song or a set of pipes. A sorcerer with 10 ranks of Perform
(song) does not need to use pipes when summoning the waterspout.

Winds Wrath
PP Cost: 4
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. plus 5 ft./2 levels)
Target: One target
Duration: Instant
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 8 ranks, knot wind
Magic Attack Roll: Sets the Will save DC
This brief incantation twists the wind surrounding a target into a momentary
maelstrom, gibbering elemental insanities into the targets ear. In that moment
the target receives a momentary glimpse into the harsh truths of reality. Civilised
men must make a Will save or become flat-footed.
Characters from races with the barbarian favoured class, who have already faced
the worst the world has to offer, are immune to this effect.

Rituals
The Kiss of Set
The Kiss of Set is not so much a spell as it is a ritual. The ritual consumes thirty
doses of black lotus incense and a like amount of regular incense (total cost
10000 silver pieces), must be overseen by at least five priests of Set (5 th level
Scholars with the Priest feat) and led by a priest of Set with at least 15 ranks in
Knowledge (Mysteries: Set).* The leader of the ritual must make a Perform (Ritual)

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check against a DC of 32. The subject of the ritual and the other priests may
assist this check if they have at least one rank in Perform (Ritual).
If the lead priest successfully performs the ritual, the subject must make three Will
saves with a DC of 30. A devout follower of Set gains a +4 circumstance bonus on
these saves. If they fail the first, they are instantly slain by the magical energies
coursing through them and their body disintegrates into swarms of snakes that
attack everyone present in a violent frenzy. If they fail the second, their body and
mind are transformed into that of a Son of Set, utterly loyal to the lead priest. If
they fail the third save, their body lapses into a trance state as normal, but when
they awaken they will be barely sentient beast-men who live to rend the living and
drink their blood.
If everything goes according to plan, the subject enters a trance state similar to a
coma for six months. During this time, he does not need to eat, drink or breathe,
and cannot be awakened by outside stimuli. When his physical and mental
transformation into a serpent-man of Set is complete, he awakes, a creature
wholly inhuman and committed to the cause of Set.
The new serpent-man of Set gains 1d6 points in every attribute, and automatically
wakes knowing six spells in up to three sorcery styles. To power this new magic,
he gains 10 power points plus his Wisdom modifier, and each time he gains a
level thereafter he gains additional power points equal to his Wisdom modifier.
It is recommended that the Games Master does not let Player Characters have
access to this ritual and that it should only be used as an adventure plot or for an
antagonist Non Player Character.
*See Faith and Fervour for more details of mysteries.

The War of Souls: The Darkarra Rite of Spirit Eating


Any living being that a Darkarra has caused damage to by any sort of attack can
later be prepared in an elaborate ceremony in which the spirit eater removes the
heart, liver and a cup full of blood from the target of the ritual. By preparing the
ingredients in a certain way, the Darkarra takes in the raw spirit of his kill,
starting a battle of wills between his spirit and the newly introduced one the War
of Souls.
Once undertaken, the War of Souls cannot be interrupted. Initially the Darkarra
character will need to make a Craft (Herbalism) skill check (DC 12) to prepare the
feast. If this check fails,
nothing happens and the ingredients are wasted. Once the concoction has been
successfully prepared and eaten, the actual battle of spirits will begin. The
Darkarra character must make a Willpower save (DC 15) to defeat and subsume
the eaten spirit, modified as follows:
DC +1 for each Hit Die/character level of the target higher than the
Character level of the Darkarra
DC 1 for each Hit Die/character level of the target lower than the
Character level of the Darkarra
DC +1 for each Charisma ability point of the target higher than the
Character level of the Darkarra
DC 1 for each Charisma ability point of the target lower than the
Character level of the Darkarra
If successful, the Darkarra will receive a Spiritual Boon from the animal or being it
had eaten for a number of days equal to the character level of the Darkarra plus
his Charisma modifier. An example list of Spirit Boons can be found below, but
Games Masters will want to make some of their own as well. If failed, the Darkarra
will suffer a temporary Charisma point of ability score damage per point he

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missed the check by to a minimum score of 1. This is due to the consumed spirit
fighting to usurp control over parts of the Darkarras personality. Ability score
damage will return at a rate of 1/ day. During this period the Darkarra should take
on some of the personality traits or mannerisms of the spirit consumed.
The whole War of Souls ritual takes roughly an hour in total from start to finish.
War of Souls Example: Takka, a 5th level Darkarra nomad, has just finished killing a
massive boar. After a successful Craft (Herbalism) check, he consumes the spirit
in order to gain the beasts strength. The giant boar is an 8 Hit Die animal with a
Charisma of 4, and Takka has a Charisma of 8. In total, the Willpower check DC
will be 14 (15 + 3 from the boars Hit Dice 4 from Takkas Charisma). He rolls an
abysmal 10! Takka suffers 4 points of temporary Charisma damage, and will have
a very hard time explaining to his comrades why he has taken to rooting for
mushrooms and snorts derisively at his enemies!

Piercing Magic
Whether its the bored and decadent Stygian noble in search of new sensations, or
the tribal Pict warrior seeking purification of the soul through the torment of the
flesh, piercing can be found everywhere in the world of Conan. Mundane piercing
grants their bearers access to the darker side of pleasure, radical aesthetical or
emotional self-expression and sometimes even imaginary friends to relate to.
Some pierce their flesh to dishearten their enemies, while others do it to stun
people with a terrible beauty. Some piercings, however, are more than that. It is
an awesome magical power or a disfiguring hellish torment.
Piercing is a class of magic items that grant various bonuses and special powers
to the piercee but often with a terrible cost. Unlike traditional items, piercing
becomes part of the character and any damage inflicted on the item equally hurts
the owner. Once joined, the two become one.
Piercing Magic details the entire piercing process from the forging of the
jewellery to the actual piercing and offers 10 new magic items for players and
GMs to enhance and individualise their characters.
The Piercing Process
Piercings are created with the Craft (Jewellery) skill and are enhanced with ancient
and cunning spells known only to a handful of mystics across the world. The
chances of a PC acquiring such spells are extremely slim and the chances of him
later surviving long enough to actually use them are even slimmer.
Even the utilisation of magic piercing is a tricky process and entails many risks
and unpleasant side effects. Piercing a character requires a successful Heal check
(DC varies). Failure raises the infection save DC (see table for more details) by 10.
Critical fumbles result in special damage as described in the table.
A magic piercing becomes a part of the character, sipping some of his or her life
force to fuel its own. Every piercing has a different side effect. These effects
differ according to the piercing used and cannot be removed in any way as long
as the piercing is in place.

Infection Table
Location
Ear
Brown
Mouth
Limb

Infection DC
11
15
13
17

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Fumble
Deafness
Blindness
Stuttering*
Nerve Damage**

Torso
17
Severe Infection***
Internal
21
Death
* A stuttering character cannot cast spells with verbal components and takes 8
on all skill checks that require speech.
** 4 on all rolls that require the use of the limb in question.
*** Like Black Plague.

Infection
The most mundane risk of piercing is the wound getting infected and resulting in a
disease causing 1d3 points of Constitution damage per day. Such a disease
requires three consecutive successes on the Fortitude save to heal. Consult the
Infection table for basic save DCs. Exceptionally poor or outstanding sanitary
conditions may greatly alter this number (piercing in field or dungeon conditions
usually raises the DC by 7).
Unless noted otherwise, this is a natural disease and can be treated with the Treat
Disease application of the Heal skill.
Allergic Reaction
Most piercing can be forged from a variety of materials, including most kinds of
metal, some precious stones, onyx or even bone. When a character first puts on
the piercing, the GM should make a secret check to see whether the character is
allergic to this particular material and how severe this allergy is.
Allergy Table
Material
Organic

Allergy Chance
20%

Metal

10%

Stone

1%

Severity
Light -1 (To a Random
Ability)
Medium -2 (To a Random
Ability)
Severe -4 (To a Random
Ability)

Rejection
Magic piercing is 10% likely to be rejected by the body, in which case it slowly
crawls out of the skin, causing considerable pain (2 to all rolls) until it fully leaves
the body (2d4 days later). Consult the following table for conditions that may alter
the chance of rejection.
Rejection Table
Condition
Character is Undead
Character has Con 19+
Piercing has different Code of Honour*
Failure on piercing heal check
Character has fast healing
Character has allergy
Character has regeneration

Modifier
-10%
-10%
+20%
+20%
+20%
+10%/+20%/+40% (By Severity)
+50%

* Having no Code of Honour counts as having a different Code of Honour.


A rejected piercing can be tried again without any additional ill effects.

Reading Piercing Descriptions:


Location: Where on the body the piercing can be located, unless otherwise
stated, a character can only have one piercing per location. Internal piercing is
placed inside the body, which usually requires a complex and dangerous
operation and is usually attached to at least one internal organ. Piercing DC: The
Heal DC to properly apply the piercing.
Side Effects: The continuous punishment the piercing inflicts on the piercees
body as long as it remains in place.

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Removal: The consequences of removing the piercing. Forcible removal of the


piercing (through grappling or targeted attacks) has the same effect but with a
10 penalty to the relevant save (if applicable) and inflicts additional 1d10 points of
damage (5d10 for internal piercing). Like many of the magic items found in the
Hyborian Age, magic piercing incurs their owners Obsession. This makes their
removal even more catastrophic for sorcerers. For more details see Rule of
Obsession in the Conan Core Rulebook.

Axis of Truth
Location: Tongue
Piercing DC: 17
Code of Honour: Civilised
Side Effects: None
Removal: Permanent muteness.
This piercing is most commonly forcibly applied to criminals and traitors but some
radical religious orders require novices to undergo this piercing to prove their
dedication to the cause. The axis is a series of poles pierced through the tongue,
forcing it to take only the straight path of truth and not the crooked way of
falsehood. An axis piercee is unable to utter lies; giving false information in other
ways, such as forging letters, hand gestures and so forth is not affected. The axis
of truth is designed in such a way that its removal will permanently paralyse the
tongue. This damage can only be healed with a DC 35 Heal check.

Brain Nails of Terror


Location: Head (Internal)
Piercing DC: 27
Code of Honour: None
Side Effects: Attacks to the head result in a Fortitude save (DC 10 + damage
inflicted). Failure inflicts 50 points of damage and 1d4 points of Wisdom damage.
Removal: Succeed on a DC 20 Fortitude save or die.
Brain nails are among the most twisted and extreme piercing in the world. They
are mainly used as a status symbol by powerful necromancers, cult masters or
other villains who consider physical damage unlikely. On top of forcing Terror
saves on anyone they encounter (see The Terror of the Unknown for more
details) the piercee can also cast the following spells at will without expending his
own power points. All spells cast by the Brain Nail of Terror have the same caster
level as the piercee. At will Incantation of Amalrics Witchman, Lesser Ill-fortune,
3/ day Gelid bones, Mind Reading 1/ day Greater Ill-fortune, Visions of Torment
and Enlightenment Being among the most evil and perverse artefacts of the
Hyborian age, the brain nails automatically confer 2 corruption points on the
piercee no saving throw is allowed.

Naval Leaf of Wholeness


Location: Stomach
Piercing DC: 13
Code of Honour: Barbaric
Side Effects: Necromancy spells and attacks performed by undead inflict double
damage and receive a +2 bonus to their DCs.
Removal: wounds do not heal for a week.
Naval leaves are most common among woodland sages and sorcerers who
specialise in nature magic. These small, leaf-shaped brooches grant the piercee
the ability to heal 1 point of damage every 30 minutes or 1 point of ability
damage every day (must be decided at the beginning of the day). Additionally,
the character enjoys a +1 bonus to saving throws against natural poisons and
diseases.

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Piercing of Far Speech


Location: Ear and Mouth (see description)
Piercing DC: 13
Code of Honour: None
Side Effects: 5% per night to have a nightmare that will make further sleep
impossible. Three nightmares in a row force a DC 15 save against minor insanity.
Removal: Deafness (ear) or Stuttering (lip) for a week.
These piercings are most coveted by powerful thief guilds and other secret
societies where corrupted masters must control fanatic followers from the
shadows. In such groups, they serve both as rites of passage and to ease
communication. This piercing has two parts; a tragus and a lip ring. The tragus
piercee hears every word uttered by the lip piercee as long as they are within a
mile distance. A lip ring can have up to 8 tragus attached to it but attaching more
than 2 lips rings to a single tragus endangers the tragus piercees sanity as
contradictory thoughts and emotions begin to echo in his mind. The sound
produced by the tragus is real and can be overheard by a successful Listen check
(+15 to Listen DC).

Septum of the Bull


Location: Nose
Piercing DC: 15
Code of Honour: Barbaric
Side Effects: The piercee must succeed on a DC 15 Will save or respond with
violence to an even minor provocation.
Removal: The character becomes weak and listless for a week, resulting in a 2
penalty to Will saves and all rolls involving physical activity.
This nasal piercing looks like a crude iron ring and is popular among barbarians,
gladiators and career mercenaries with sorcerous masters. Except for the +2 Str
bonus it bestows on the piercee, it also grants a +4 bonus to the opposed
Strength check made during Bull Rush attempts.

Rib Guards
Location: Torso (Internal)
Piercing DC: 15
Code of Honour: Civilised
Side Effects: Double damage from bludgeoning weapons. Bludgeoning crits
inflict additional 1d4 points of Constitution damage.
Removal: Permanent loss of 2d8 HP.
Rib guards are magic rings worn over the ribs in such a way that one side
protrudes from the flesh while the other is hidden inside the body, giving the
appearance of long bejewelled metallic strips along the piercees body. They grant
the piercee a +4 natural bonus to Damage Reduction by making his bones as
durable as steel. Unfortunately, when bones do get broken they tend to pierce
internal organs making critical hits especially devastating.

Third Eye Ring


Location: Forehead
Piercing DC: 13
Code of Honour: Civilised
Side Effects: The third eye is always open. The piercee must succeed on a DC 15
Will save or stay up all night. Depending on the wickedness of the environment
the DC can vary from 10 to 25.
Removal: Character is blind for a week.

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This eye-shaped ring is pierced through the skin of the forehead and grants the
piercee darkvision and the ability to cast mind-read and psychometery at will but
for no more than 20 minutes per day.

Killers Hand Barbells


Location: Hand
Piercing DC: 19
Code of Honour: Barbaric or Civilised
Side Effects: The piercee must succeed on a DC 15 Will save each night or
become compelled to murder a random person with his bare hands in the
following eight hours.
Removal: Hand is paralysed for a week.
These oversized barbells are pierced through the piercees palm in a ceremony
known for the excoriating pain it inflicts on the recipient. Except for enjoying a +1
enhancement bonus to all unarmed attacks, the piercee can attempt an unarmed
death attack (as an assassin of half his HD) three times per day. This piercing is
extremely rare and is almost exclusively used by ancient and degenerate Oriental
assassin cults.

Heart Plug
Location: Torso (Internal)
Piercing DC: 27
Code of Honour: Civilised
Side Effects: The Piercee must consume one heart of a creature of his own race
species once per week or start losing Constitution points at the rate of 1d3 per
day.
Removal: Profound bleeding which causes the piercee to lose one-third of his hit
points each round, resulting in death at the end of the third round unless the plug
is returned.
The heart plug takes on itself many of the bodys vital functions, granting the
piercee many resistances and immunities but also making him completely
dependent of this vile item. The piercee becomes immune to wounding, critical
hits, poison and diseases. Additionally, he enjoys a +4 bonus to Fortitude saves
against all effects that target living creatures only.
The heart plug is most commonly forcibly applied as its removal practically
guarantees death and the side effects are possibly the most appalling of all magic
piercing. Particularly sadistic villains enjoy forcing the heart plug on captured
adventurers and watching with amusement as the once-noble heroes are driven
to madness and suicide. Also, depraved nobles often demand that all minions
have heart plugs and walk around shirtless, to remind them that their lives are
literately in the hands of the master.

Webbing Rings
Location: Hand
Piercing DC: 13
Code of Honour: None
Side Effects: Performing unarmed attacks has a 20% chance of forcibly removing
the piercing. Removal: 2 to all rolls involving hands for a week.
This simple piercing consists of eight small rings which are pierced into the
webbing between the fingers granting the piercee a +20 bonus on Swim checks.
They are most commonly found among ship captains and are sometimes
temporarily used by adventurers who must go beneath the waves. It is rumoured
that in olden times there was an entire seaside kingdom where all men had these
piercings and used them to rule both land and sea with the iron fi st of tyranny. If
this is the truth then surely, there is some underwater cave or a forsaken island

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with chests full of webbing rings and other, much more potent, magic piercings.
But where can this vault lie and what horrors may guard its dark riches; that no
one can tell...

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