WHITE MAGIC

INDEX
Level 1 Level 2 Level 3 Level 4 Level 5
Lamp Anti-Fire Anti-Ice Animate Objects Barrier
Magic Barrier Detect Evil Control Animals Anti-Lightning Map
Sleep Dispell Magic Entangle Charm Regenerate
Speak with Animals Lock Protective Dome Levitation Retaliation
Purify Temper Summon Storm Stun Touch
Translate Wind Teleport
Level 6 Level 7 Level 8 Level 9 Level 10


LEVEL 1
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Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6 - Level 7 - Level 8 - Level 9 - Level 10

Lamp
A Good intensity light that emanates from an object chosen by the caster. The spell lasts for 1 hour per 3 experience levels of the caster.

Magic Barrier
The caster is protected by a personal force field of psyche -3cs intensity. It is like a second skin that protects against non-physical attacks. For physical attacks subtract 10 from the protection granted. If the sum of all damage absorbed by the force field in one round is greater than its protections, then the shield fails and the caster takes the damage in excess of the protection granted by the barrier. Lasts psyche column minutes.

Sleep
Puts one area under a magical slumber that cannot be disturbed by loud noises. However, the sleep will be discontinued by hitting the sleeper. The spell's intensity is equal to the caster's psyche -2cs. Anyone in the targeted area must make a feat check of their endurance or psyche (whichever is higher) against the spell's intensity to resist falling asleep. The duration of the spell is determined by the spell's intensity on the magic table.

Speak with Animals
Allows the speaker to communicate with and understand animals using their sounds and body language. The spell lasts psyche column minutes. The animal's reaction can be determined by making a popularity check in special cases, but normally should be determined by the common sense of the Judge.

LEVEL 2
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Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6 - Level 7 - Level 8 - Level 9 - Level 10

Anti-Fire
Makes people or objects resistant to fire and heat. The number protected equals the caster's experience level divided by two rounded down. The spell lasts psyche column minutes and reduced fire and heat damage by 1cs per 5 XP levels of the caster.

Detect Evil
The spell intensity always equals Incredible. The caster sees beings inherently evil outlined in red within 5 areas of his choice (that he can see). The spell lasts for one round. The Judge should roll in secret for the casting of this spell and not the player.

Dispell Magic
In order to successfully disrupt an existing spell, a check must be made between the existing spell's intensity and the caster's psyche after dispell magic is cast.

Lock
This spell has two uses. The first is to magically lock or seal a chest or a door or whatever else can be sealed or locked. The second is used to make magical items by "locking" another spell onto an object. For both spell uses the spell intensity is equal to the caster's psyche, and duration is determined on the magic table.

Purify
Water and food can be purified and made safe for consumption or poison can be neutralized using this spell. When neutralizing poison, any poison of equal or lower intensity to the caster's psyche is automatically neutralized. Poisons of higher intensity can be neutralized by a red casting of the spell.

Translate
Translates any written or spoken language into a language that the caster chooses at the time of the casting. In the case of spoken language, the spell also allows the caster to speak the language. The spell lasts XP level minutes.

LEVEL 3
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Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6 - Level 7 - Level 8 - Level 9 - Level 10

Anti-Ice
People and objects are protected from cold damage. The number protected equals the caster's XP level divided by 2. The spell lasts psyche column minutes and reduces cold based attacks by 1cs per 5 XP levels of the caster.

Control Animals
The caster can convince animals to do his or her bidding. Check the magic table for the duration. To convince an animal or group of animals to do something, the caster makes a popularity roll using his psyche as his popularity. A failed roll can mean that the animal turns on the caster. Only one animal can be permanently under the influence of this spell (and is considered a familiar). The spell may not be periodically renewed to keep an animal under control.

Entangle
One target is entangled by magical bonds (a net, web, chains, etc.) of psyche -1cs intensity. Every 5 rounds the intensity drops by 1cs and the target can check to escape with his strength against the intensity of the bonds. In between checks there is nothing the target can do to escape on his own. If the spell is cast on ropes, vines, or some other physical object to entangle the target then the intensity of the bonds starts at the caster's psyche or at the material strength of the object +1cs (whichever is higher).

Protective Dome
The caster forms a magical force field that is equal in rank to his psyche -3cs. The force field can be positioned as the caster chooses, and does not necessarily need to surround the caster. More than one person (and for those casters with high psyches, more than one area) can be protected by the dome. Against physical attacks subtract 10 from the protection number. If more total damage is done to the dome in one round than the rank of the force field, then it shuts down BUT nobody takes damage, not even the caster. The caster, however, must make a psyche feat check verse the intensity of the excess damage not absorbed by the dome. A failure indicates that the caster falls unconscious for 1d10 rounds. If the caster falls unconscious the dome also fails, but the caster does not need to concentrate to keep the dome up. The caster can choose to allow people and attacks to escape the dome but not to enter it, by making a green psyche check.

Temper
Magically hardens a material, giving it +3cs to its material rank. The spell lasts psyche column minutes or until the material is broken.

Wind
A gale force wind that blows with Incredible intensity. It lasts for 1 round per 5 XP levels of the caster. Treat as a charging attack against everything in its path.

LEVEL 4
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Animate Objects
Inanimate objects spring to life, following the commands of the caster. They have psyche -1cs abilities or less, according to the nature of the object. For example, an animated suit of armor would have a lower agility due to its clankiness. The health of the animated object is equal to the caster's psyche in all cases, and the spell lasts for 1d10 rounds (rolled in secret by the Judge). Any special powers possessed by the object may be used when it is animated, provided the caster knows that the power exists.

Anti-Lightning
Provides protection against electrical damage, making the protected people or objects like insulaters. The number protected equals the caster's psyche divided by 2. The spell lasts psyche column minutes and reduces electrical damage by 1cs per 5 XP levels of the caster.

Charm
A single target willingly serves the caster as if he was an old friend. To resist the spell, the target checks his psyche against that of the caster. The target is granted one check when the spell is cast and each time that the caster asks him to do something he would not normally do. If the caster's psyche is more than one rank above the target's psyche the target can still break free with a red psyche feat roll. A charmed target can use all of his powers to benefit the caster, including mental and magical powers. Check the magic table for duration.

Levitation
The caster either levitates himself or some other object or person. The target of the spell can be levitated up to 10 meters per psyche column of the caster. The caster can levitate 100 times his psyche in pounds easily, and more weight can be added by making yellow or red psyche checks every round. Check the magic table for the duration.

Summon Storm
The caster summons a storm of intensity equal to his psyche -2cs. The kind of storm is chosen by the caster but cannot be incongruous with the climate.

LEVEL 5
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Barrier
Creates a magical force field of psyche -1cs intensity that protects equally against physical and non-physical attacks. The caster does not need to concentrate to hold the barrier up; once cast, the barrier is independent of the caster even if the caster is knocked unconscious. The spell ends when the caster chooses or once the duration is up (see the magic table). The only thing that can cross the barrier is the caster and the caster's spells, both of which can automatically cross it. For an attack to destroy the barrier, it alone must do more damage than the barrier protects.

Map
Creates a 3-D map of the surrounding area, showing all physical details in miniature, including people and monsters. Hidden or invisible details will not be shown. The spell lasts for 5 minutes and reveals an area determined by the caster's psyche (check the magic table under the "Area of Effect" column).

Regenerate
The target of this spell can regenerate any amount of damage (provided the target stays alive) including replacing severed limbs. One endurance rank per minute is recovered, but the target must do nothing but rest for the entire minute. The spell lasts for psyche column minutes.

Retaliation
The caster is protected by a personal force field of psyche intensity that lasts for 1d10 rounds for every psyche column above Good. Any attack that does not get through the force field is reflected back at the source. Melee attacks may be evaded and missile attacks may be dodged by their new targets at -1cs. Only spells that target a specific person may be reflected; area effect spells cannot be reflected, although the caster checks to avoid being effected using the same rules for a reflection. Whether or not a spell is reflected depends on the comparitive psyches of attacker and the defender. If the defender's psyche is greater, than the attacker is automatically subjected to the effects of his own spell. If their psyches are equal in rank, then the defender can reflect the spell by making a green psyche feat. If the attacker has a higher psyche, the defender must roll a yellow psyche feat to reflect the attack. If the spell is not reflected and does not do damage (which is absorbed by the barrier), the defender is still subject to the other effects of the spell and still allowed to resist them using the normal checks. Should an attack do more damage than the shield, the caster takes the excess damage. He can keep the shield from breaking by making a yellow psyche feat roll.

Stun Touch
The caster's touch knocks out anyone he touches for 1d10 rounds who fails an endurance check against the caster's psyche. Only one person can be touched per round. Check the magic table for duration. Note that the stun touch is not voluntary and thus allies of the caster can be knocked out by accident. The spell may be ended early by choice of the caster or by a dispell magic spell cast by another mage.

Teleport
The target of the spell (be it one person or an entire area) moves instantly to another point within the range of the caster (check magic table). If the target is teleported into a solid object he (or they) take twice its material strength in damage. If it is a land mass (like a hill) then the target(s) are immediately teleported elsewhere at random and are unconscious for 1d10 rounds. After a successful teleport all targets need to make a yellow Endurance feat or be disoriented for 1d10 rounds. If the caster is one of the targets he does not need to make an endurance check; instead, he needs to make a green psyche check. If the target of the spell is unwilling to be teleported, he can try to resist being teleported by making a psyche check against the spell's intensity (the caster's psyche).

LEVEL 6
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LEVEL 7
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LEVEL 8
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Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6 - Level 7 - Level 8 - Level 9 - Level 10

LEVEL 9
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Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6 - Level 7 - Level 8 - Level 9 - Level 10

LEVEL 10
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Level 1 - Level 2 - Level 3 - Level 4 - Level 5 - Level 6 - Level 7 - Level 8 - Level 9 - Level 10