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It reveals the presence of all spells, prayers, and items per Observe Magic (level-vs-level on Concealed Magic). It completely analyzes all detected mage spells, telling base spell and modifiers (but not caster's level, nor whether the modifiers come from the caster or from an item). Also, in Breath Phase, the caster learns what mage base spells or morphic spells are being prepared in that round, and will know in which phase (if any) the spell is being cast. He will get this information before he announces his action for that phase. If two Analyze Spells are in effect, the higher-level caster will know what the lower-level caster is doing.
ZOE: self; Range: 6"; Duration: 12 rounds; ST: none
This spell enables the caster to tap into one sense, usually sight or hearing, of another being, thus sensing what that being is sensing. He will sense with the abilities of that being, but will not gain any control over what is being sensed. The ZOE will center on the intended target, if in LOS, or on a point in space otherwise. If the latter, a random being in the ZOE will be affected. The ZOE will center on the target thereafter, and the caster may switch to any other target within the ZOE. Of course, the new target gets a saving throw, which will end the spell if successful. The caster's own sense will be almost nil while employing the spell, but he may turn it off and then turn it on again. It may be cast simultaneously with ESP for the sum of the spell point cost, without taking any additional time. Modifiers: Extra Effect (get another sense) +3/2.
ZOE: 3" Sphere; Range: 24" no LOS needed; Duration: 9 turns; ST: mental
It takes 10 melee rounds to cast and then begins cooling one solid object to about -30 degrees fahrenheit in 20 rounds. The maximum weight is 300 pounds. It may also be used to freeze water; it will produce a maximum of 3000 cubic feet of ice. If someone is in contact with a metal object being cooled, like metal armor, give them damage as in heat object, as well as a 1/6 chance per melee round that it will stick to his skin, doing D8 hit points when it is removed. Modifiers: Extra ZOE will affect the weight of the object or the amount of water affected.
ZOE: see above; Range: 12"; Duration: 12 hours; ST: none
The caster may change the recipient's appearance so that he looks like someone else. (The being imitated must be a member of a humanoid species of similar size.) There is no saving throw against being fooled. In order to fool a member of the species concerned that the recipient is a particular member of that species, the caster must be a member of that species himself, and the caster must have had a chance to carefully study the model. This spell only affects visual details. Ventriloquism may be used to imitate voices.
ZOE: one creature; Range: 1"; Duration: 1 day; ST: none
It permanently breaks magical spells and prayers. It cannot be used on items. A mage is always successful against enchantments that he cast himself; this ability can never be transferred with the Affects Others modifier. Otherwise, the chance of success is per a level-vs-level battle. Attempts against prayers take a -3 penalty to the caster's level in this battle. If the mage fails to dispel a continuing enchantment, he does not get a second chance until higher level. The spell will exorcise possessions by demons, Magic Jar, etc., but it takes a -3 level penalty.
ZOE: 1" sphere; Range: 6"; Duration: momentary; ST: level-vs-level
This spell focuses against one mage spell that has been Analyzed with Analyze Spell. It dispels the enchantment per Dispel Magic, with either a +3 bonus to the level-vs-level battle, or with the casting priority as if cast by a mage three levels higher, at the caster's option. This spell can be cast as a counter-spell to a spell that is being cast in the same round. A spell of momentary duration can only be disrupted if the Disrupt Spell is cast in the same phase as the spell to be countered and goes into effect first or simultaneously. Of course, level-vs-level battle applies, and the other mage is charged spell points for the spell he cast.
ZOE: one spell; Range: 6"; Duration: momentary; ST: see above
The caster places them on either a scroll or book, in order to protect it from being read by other than a specified list of people. The maximum number of people on this list is the level of the caster. If the reader is not one of the persons named when the spell was cast, then the runes will explode. This destroys the book or scroll and does 6D6 damage to the reader. The Runes may be detected by a Mage of at least the caster's level. The chance for successful detection is given by a level-vs-level battle. Modifiers: Extra Damage (+d6), Concealment +2.
ZOE: one book or scroll; Range: 1"; Duration: until triggered; ST: none
This creates a sphere of magical fire, 2" in radius. All within must save or take damage, but the amount of damage differs depending on the distance from the blast center. The damage is 5d6 within .2" of the center, from .2" to 1" it is -1/die, and from 1" to 2" it is -2/die. The magical fire does not ignite loose combustibles, but will destroy any scrolls on a person killed by it. If cast in a confined space, the spell is volume filling. Modifiers: Extra Damage (+3d6) +1.
ZOE: 2" sphere; Range: 12"; Duration: momentary; ST: Physical
It allows the caster to fly through the air. Maximum speed is 12", of which 3" can be vertical. The caster can carry besides his own weight, 50 pounds of encumbrance. Flying requires the same level of concentration as walking. Hovering allows casting. The 1" combat move is allowed. Modifiers: Extra Speed (+6", +1.5" vertical) +1/2, Extra Weight (+200 pounds) +1.
ZOE: self; Range: none; Duration: 9 turns; ST: none
This spell allows the recipient to act faster. It has two separate
varieties, detailed below. The variety must be declared in
Declaration Phase.
Two hastes cannot be combined on the same person.
A Haste and a Slow successfully cast on the same person
cancel one another completely, regardless of variety.
If 10 rounds are taken to cast this spell there is no saving throw.
Movement haste doubles the movement rate of all those in the ZOE.
ZOE: 3" sphere; Range: 12"; Duration: 4 turns; ST: Physical
Combat haste allows double participation in combat. This is done by allowing the hasted creature to act a second time (in the Haste Phase). Multiple actions in the Haste Phase are resolved as if it were a melee round unto itself. Non-hasted characters may hold actions until the Haste Phase. Fighters in melee combat may not switch combat maneuvers between the melee and the haste phases, unless fighting a similarly hasted opponent. For purposes of spell declaration and distraction, treat the Haste Phase as if it were a separate melee round; however, hasted spell casters may not cast twice in one round, nor may they cast in the Haste Phase and in the regular phase of the following round.
ZOE: one target; Range: touch; Duration: 6 rounds; ST: Physical
It takes 10 melee rounds to cast. It then begins heating one solid non-living object to about 200 degrees fahrenheit in 20 rounds. The maximum weight is 300 pounds, extendable with the Extra ZOE modifier. Cast on metal armor will give the recipient wearing the armor (T/5)-d4 (rounded to the nearest non-negative number) hit points of damage per round. T is the number of rounds since the heating began if less than 20, and 20 otherwise.
ZOE: see above; Range: 12"; Duration: 12 hours; ST: none
The caster attempts to crush one victim, for 5d4 damage. This will not work against non-corporeal beings or beings without solid bodies such as Giant Slugs, Water Elementals, Ochre Jellies, etc. Modifiers: Extra Damage (+3d4) +1.
ZOE: one creature; Range: 12"; Duration: momentary; ST: Physical for 1/2 damage
An expanded version of Invisibility, the second level spell. However, it affects all objects and beings within 10' of the caster at the time he cast it, as well as the caster. The whole spell is broken if the caster does anything that would normally turn him visible (per Invisibility spell). The spell ends if the caster dies. Even if the spell remains up, others become visible if they do something that would normally turn them visible, or if they are no longer within 10' of the caster. (Once you move outside of the 10' radius moving back inside does not help.)
ZOE: 1" radius; Range: none; Duration: 6 hours; ST: none
It does 5D6 of electrical damage to all in the area of effect who fail to save. Save results in no damage. Lightning bolts do not bounce or ricochet, and always point away from the caster. Modifiers: Extra ZOE affects the length, not the width; Extra Damage (+3d6) +1.
ZOE: Line 6" by 1"; Range: 12"; Duration: momentary; ST: Physical
It provides protection against being located by magical means. The spell can be thrown directly upon a being or an object. Any Locate spells or scrying devices used against the recipient of the spell must win a level-vs-level battle to succeed. It does not protect against Trace spells. A protected container will not protect its contents, but a group of related objects (as a pile of coins) may be treated as a single object. If cast upon a creature, then for +1 spell level it protects all his non-magical items too; for +2, all his items. This spell takes 10 melee rounds to cast and is automatically Concealed. Modifiers: Full Protection (doesn't require level-vs-level battles) +3.
ZOE: one creature or object up to 8 cubic feet; Range: touch; Duration: 1 day; ST: none
The recipient becomes impervious to non-magical missiles which have not been projected from magical weapons. It will not protect against missiles fired by beings of the level of the caster or greater. Modifiers: Extra Effect (raise level by 2 for maximum protection).
ZOE: one creature; Range: 1"; Duration: 9 turns; ST: none
The spell enables the caster to throw a rope (of length six feet to twenty four feet) in the air and have it stand upright. Any who climb the rope to the top will vanish into a tiny "pocket universe". This pocket universe is only big enough to comfortably hold four people. It has breathable air but no natural light. The rope may be pulled up into the pocket universe. When the spell ends anything in the pocket universe finds itself back in the normal plane at the appropriate height above ground. Modifiers: Extra Effect (+2 more people).
ZOE: special; Range: 24 feet; Duration: 3 hours; ST: none
Allows the caster to see perfectly normally without the use of his eyes, or the need for any light. This spell DOES work in a clerical darkness.
ZOE: self; Range: as sight; Duration: 9 turns; ST: none
There are two varieties of the slow spell. If 10 rounds are taken to cast this spell, there is no saving throw. A Haste and a Slow successfully cast on the same person cancel one another completely, regardless of variety. Movement Slow reduces all movement rates by a factor of two.
ZOE: 3" sphere; Range: 12"; Duration: 4 turns; ST: Physical
Combat Slow prevents the affected creature from acting in consecutive melee rounds.
ZOE: one target; Range: touch; Duration: 12 rounds; ST: Physical
Does 5D4 cold damage throughout the ZOE, which is not volume filling. This spell will destroy any potions on a person killed by it. Modifiers: Extra Damage (+3d4) +1.
ZOE: 2" sphere; Range: 12"; Duration: momentary; ST: Physical
If the single target fails to save (vs. Mental), then the caster may make one suggestion to him. If the caster has a high Charisma the victim has less of a chance to save. (For 18 Charisma it's -15%, for 17 it's -10%, for 16 it's -5%.) The suggestion must be short and simple. It is made telepathically the melee round after the spell is cast. The victim will then follow the suggestion, provided it is something that he might very well have chosen to do himself. The key is that it must be a viable option that the victim might have chosen of his own free will. A victim who fails to save will have no memory of the spell's having been cast on him or that his actions were affected. Modifiers: Lasting Duration (makes the suggestion lasting) +2.
ZOE: one creature; Range: 12"; Duration: up to two weeks; ST: Mental
The caster will know the precise range and velocity of all objects which he can see. This gives +20% on missile fire and targeting chances. It will cancel a Range Loser.
ZOE: self; Range: 20 miles; Duration: 1 turn; ST: none
It allows the recipient to breathe under water, as if he were in air. It does not allow free underwater movement otherwise, however.
ZOE: one creature; Range: 1"; Duration: 9 turns; ST: none
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Last Modified on August 31,1995.
ammulder@princeton.edu