A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | College | 4E Spell Name | Difference in 3E | Difference in 4E | ||||||||||||||||||||||
2 | All | Many | Regular spells with description that the caster must touch the subject | Melee spells | ||||||||||||||||||||||
3 | All | Many | Cost increases linearly with hex size of subject. | No cost increased listed but rules for using Regular spells on subjects larger tham SM 0 apply. | ||||||||||||||||||||||
4 | All | Many | Spells that weaken as they are defeated dissipate when their Power reaches 6 | Spells that weaken as they are defeated dissipate when their Endurance reaches 0 | ||||||||||||||||||||||
5 | All | Missile spells | Cannot be enlarged. Takes one second per energy point, up to 3. | Can be enlarged, puts (usually 1-3) energy points in per second for up to 3 seconds. | ||||||||||||||||||||||
6 | All | Many | Resistance based on IQ | Resistance based on Will. However, many spells that are not listed as resisted on the type line give resistance in the text. This resistance is often based on IQ- see Mystic Mark for an example. | ||||||||||||||||||||||
7 | All | Jet/Breath/Missile spells | Magic Jet/Magic Breath/Spell Throwing skill to hit | Innate Attack skill to hit | ||||||||||||||||||||||
8 | All | Many | Works on subject with IQ<8 | Works on subject with IQ<6 | ||||||||||||||||||||||
9 | Air, Water, Earth, Fire | Summon Elemental | Large differences. Costs 4 and gets an elemental with random stats. Different elementals called out has willing to travel different distances from whether they might natively live. Fire elementals have -2 on the reaction roll. Casting the spell again may call the same or different elemental. | Large differences. Costs 1 per 10 character points of the elemental, minimum 4. | ||||||||||||||||||||||
10 | Air, Water, Earth, Fire | Control Elemental | Costs .25 energy times the sum of elemental's ST, DX, IQ, HT. Half to maintain. | Costs 1 energy per 10 character points of the elemental. Half to maintain. | ||||||||||||||||||||||
11 | Air, Water, Earth, Fire | Create Elemental | Max 12 DX and IQ. Cost the same as Control Elemental, except that it is doubled if cast in an inappropriate place. Time is equal to sum of ST, DX, IQ, and HT. | Can add/subtract advantages/disadvantages with GM permission. Cost is 1 per 5 character points, and time is equal to the number of character points used to build the elemental. | ||||||||||||||||||||||
12 | Animal | (Animal) Control | Separate spells with specific costs listed for each | One listing for the different versions, cost based on racial IQ | ||||||||||||||||||||||
13 | Animal | Master | Resistance based on IQ | Unlike most other 4E spells, resistance is still based on IQ instead of Will | ||||||||||||||||||||||
14 | Animal | Shapeshifting | Calls out certain animals that can be shapeshifted into, and says certain game worlds may have others. 6/2 cost listed. | Doesn't list specifically what forms are available. Says 6/2 cost was reasonable for most natural animals. | ||||||||||||||||||||||
15 | Animal | Shapeshift Others | 6/2 cost | Cost is as for Shapeshifting, but with a minimum of 6/2 | ||||||||||||||||||||||
16 | Body Control | Spasm | subject's muscles | subject's voluntary muscles | ||||||||||||||||||||||
17 | Body Control | Pain | 3E versions of advantages listed in 4E. No Low Pain Threshold | Lists Low Pain Threshold as giving a penalty | ||||||||||||||||||||||
18 | Body Control | Grace | Named Dexterity. Costs 2 per point of DX | Named Grace. Costs 4 per point of DX. | ||||||||||||||||||||||
19 | Body Control | Might | Wording for what happens if it wears off while too fatigued | Wording for what happens if it wears of while too damaged | ||||||||||||||||||||||
20 | Body Control | Vigor | Wording for what happens if it wears of while too damaged | Wording for what happens if it wears off while too fatigued | ||||||||||||||||||||||
21 | Body Control | Debility | Named Fatigue | - | ||||||||||||||||||||||
22 | Body Control | Rooted Feet | Works on living subject | Doesn't specify subject must be living | ||||||||||||||||||||||
23 | Communication and Empathy | Hide Thoughts | Works on mind-reading and thought-control spells | Works on mind-reading and thought-control abilities | ||||||||||||||||||||||
24 | Communication and Empathy | Telepathy | 4/4 cost gets you a 3-way link | 4/4 cost gets you a 2-way link | ||||||||||||||||||||||
25 | Communication and Empathy | Persuation | No cap on cost and effect | Maximum 5 | ||||||||||||||||||||||
26 | Communication and Empathy | Dispel Possession | Named Exorcism | - | ||||||||||||||||||||||
27 | Communication and Empathy | Several Language related spells | Gives Language skill at a certain skill level | Gives Language advantage at a certain level | ||||||||||||||||||||||
28 | Communication and Empathy | Gift of Tongues | 4/2 cost | Scaling cost based on how well the subject will know the language | ||||||||||||||||||||||
29 | Communication and Empathy | Gift of Letters | 4/2 cost | Scaling cost based on how well the subject will know the language | ||||||||||||||||||||||
30 | Earth | Shape Earth | Escape is harder while under a hex of earth. Air spells called out as a way to avoid suffocation. Shape Stone is a seperate spell. | Escape is harder while under 2 cubic yards of earth. Shaping stone costs extra instead of being a separate spell. | ||||||||||||||||||||||
31 | Earth | Sand Jet | Blurry vision gives -3 DX. Successful HT roll gives -3 DX for a second. | Blurry vision gives -3 to combat skills. Successful HT roll blinds for one second. | ||||||||||||||||||||||
32 | Earth | Walk Through Earth | Duration 1 second. 4/3 base cost | Duration 10 seconds. 3/3 base cost | ||||||||||||||||||||||
33 | Earth | Earth to Stone | Costs 3 for a small item, 5 for a hex and 5 per additional hex. | Can turn earth to metal. Costs 3 per cubic yard. | ||||||||||||||||||||||
34 | Earth | Stone to Earth | Costs double the Earth to Stone costs. | Can turn metal into earth. Costs 6 per cubic yard. | ||||||||||||||||||||||
35 | Earth | Create Earth | 4 per hex to create. 2 per hex to turn mud to earth | 2 per cubic yard to create. 1 per cubic yard to turn mud to earth | ||||||||||||||||||||||
36 | Earth | Flesh to Stone | Cannot turn subject into metal. | Double cost to turn subject into metal. | ||||||||||||||||||||||
37 | Earth | Stone to Flesh | Cannot undo subject turned into metal. | Double cost to undo metalic Flesh to Stone | ||||||||||||||||||||||
38 | Earth | Body of Stone | Lists effects | Gains Body of Stone meta-trait | ||||||||||||||||||||||
39 | Earth | Earth to Air | Costs 8 per hex. No dimention restrictions. | Costs 5 per cubic yard. Lists dimention restriction. | ||||||||||||||||||||||
40 | Air | Create Air | - | Details on how long air can sustain breathing. Cannot be cast inside a living being. | ||||||||||||||||||||||
41 | Air | Air Jet | Mentons that it can stun or kill a swarm of small creatures | Just mentions damage to small creatures | ||||||||||||||||||||||
42 | Air | Body of Air | Long description of turning insubstantial-ish and what can still affect the subject. Extra damage from Destroy Air is mentioned in this spell instead of Destroy Air. | Gains Body of Air meta-trait. | ||||||||||||||||||||||
43 | Air | Destroy Air | No mention of interaction of Body of Air since that is in the Body of Air spell | Mentions interaction with Body of Air | ||||||||||||||||||||||
44 | Air | Breathe Water | Subject can breathe water as if it were air. | Subject gains Doesn't Breathe (Gills) and, at GM's discretion, may gain Pressure Support 1 | ||||||||||||||||||||||
45 | Air | Stench | Does 1d-1 damage | Does 1d damage. Specifies HT roll as once per minute. Calls out Doesn't Breathe and Filter Lungs as preventing the damage | ||||||||||||||||||||||
46 | Air | Windstorm | Whirlwind is a separate spell. Caster can only move 3 yards and still concentrate. Ranged attacks only succeed on a critical success. For Whirlwind, slightly more details and visibility is 0 hexes. | Double cost option (what was the Whirlwind spell in 3e). Caster can move up to half move and still concentrate. Ranged attacks take a -10 penalty for each yard they pass through. Double cost reduces visibility to 1 hex. | ||||||||||||||||||||||
47 | Fire | Extinguish Fire | Cost is 3 per hex. Regular spell | Base cost 3. Area spell | ||||||||||||||||||||||
48 | Fire | Heat | Cost is 2 for cubic foot and 3 per hex. | Cost is 2 per hex. | ||||||||||||||||||||||
49 | Fire | Cold | Cost is 2 for cubic foot and 3 per hex. | Cost is 2 per hex. | ||||||||||||||||||||||
50 | Fire | Explosive Fireball | Damage is reduced by 1 die per hex of distance | Damage is reduced as per Explosion rules | ||||||||||||||||||||||
51 | Fire | Flame Jet | - | Mentions that GM can allow Flame Jets to parry each other | ||||||||||||||||||||||
52 | Fire | Breathe Fire | Calls out that GM might require caster to eat rare materials in the hour before casting | - | ||||||||||||||||||||||
53 | Water | Shape Water | Wall of Water use does 2d to fire elementals that pass through it. Maintainence cost is 1 for the whole shaping. | Maintainence cost is the same as the casting cost. | ||||||||||||||||||||||
54 | Water | Walk on Water | DX rolls might be required for choppy water. Critical failure breaks the spell. | Subject gains Walk on Liquid advantage for walking on water. | ||||||||||||||||||||||
55 | Water | Fog | Fire elementals take 1 damage per hex walked entered | Explosive Fireball damage falls off faster | ||||||||||||||||||||||
56 | Water | Water Vision | Ice Vision is a separate spell, that costs 1 energy per 10 yards | Water Vision can see through snow and ice as well. | ||||||||||||||||||||||
57 | Water | Umbrella | Maintainable | Not listed as maintainable | ||||||||||||||||||||||
58 | Water | Body of Water | Long description of turning insubstantial-ish and sort of Permeation with Meld, as well as what can affect the subject while having Body of Water active | Subjects gains Body of Water Meta-trait | ||||||||||||||||||||||
59 | Water | Water Jet | Getting hit in the face is -3 DX per point of energy next turn | Getting hit in the face is -3 to combat skills per point of energy next turn | ||||||||||||||||||||||
60 | Water | Ice Sphere | Does double damage to creatures of fire | - | ||||||||||||||||||||||
61 | Water | Freeze | Calls out that ice expands and may burst container | - | ||||||||||||||||||||||
62 | Water | Geyser | Non-airtight armor cannot fully protect from either source of damage. 2 damage from the original geyser or 1 of the falling water always gets through | - | ||||||||||||||||||||||
63 | Food | Create Food | Costs 2 for starting with plant material and 3 for non-metallic inedible substance | Costs 2 for organic, 3 for inorganic, 4 for conjuration | ||||||||||||||||||||||
64 | Food | Mature | Named Ferment. Works on liquid or bread. Takes either an hour for liquid or minute for bread. Cost is 1 per pint or loaf. | Named Mature. Works on more foods. Processes that take years age only a year per casting. Cost is 1 per pound. | ||||||||||||||||||||||
65 | Food | Distill | Different examples. Number of castings to get almost pure alcohol is 4. | Different examples. Number of castings to get almost pure alcohol is 3. | ||||||||||||||||||||||
66 | Food | Fool's Banquet | Named Banquet. | - | ||||||||||||||||||||||
67 | Healing | Many | Certain breakpoints at 3 ST/HT | Breakpoints at less than 1/3rd HP/FP. | ||||||||||||||||||||||
68 | Healing | Lend Energy | Named Lend Strength | - | ||||||||||||||||||||||
69 | Healing | Lend Vitality | Named Lend Health | - | ||||||||||||||||||||||
70 | Healing | Recover Energy | Named Recover Strength | - | ||||||||||||||||||||||
71 | Healing | Share Energy | Named Share Strength | - | ||||||||||||||||||||||
72 | Healing | Cure Disease | Disease must have been caused by microorganisms | - | ||||||||||||||||||||||
73 | Healing | Halt Aging | Stops aging for 5d days | Stops aging for a month | ||||||||||||||||||||||
74 | Healing | Youth | Remove 1d months. Calls out that very young person might lose attributes they had gained from that age. | Removes 1 year | ||||||||||||||||||||||
75 | Illusion and Creation | Perfect Illusion | Specifies that the damage it takes heals as soon as the damaging object is removed | - | ||||||||||||||||||||||
76 | Illusion and Creation | Create Animal | Costs 2 per 100 pounds of weight | Costs 2 multiplied by 1+SM | ||||||||||||||||||||||
77 | Illusion and Creation | Create Servant | Skilled servitor has one non-combat physical skill at 16 | Skilled servitor has one non-combat non-IQ skill at 16 | ||||||||||||||||||||||
78 | Knowledge | Aura | - | Calls out that it can be used to detect Magic Resistance or Magic Susceptibility | ||||||||||||||||||||||
79 | Knowledge | Measurement | Option C is color instead of area. | Option C is area instead of color. Adds details about precision of the Measurement as well as some other uses in certains settings and higher TLs. | ||||||||||||||||||||||
80 | Knowledge | Seeker | - | Adds second paragraph with details about finding certain people. | ||||||||||||||||||||||
81 | Knowledge | History | Costs 3 for a day, 5 for a week, 10 for a month | Costs 3 for a day, 5 for a week, 8 for a month, 10 for a year | ||||||||||||||||||||||
82 | Knowledge | Invisible Wizard's Eye | Guessing the hex and attacking that hex requires a critical hit to hit it. | Guessing the hex and attacking that hex requires hitting at an additional -6 for invisibility. | ||||||||||||||||||||||
83 | Light and Darkness | Continual Light | Costs 2/4/6 for dim glow/brightness of fire/painfully bright at close range | Costs 2/4/6 for dim glow like moonlight/brightness of torch/bright as day | ||||||||||||||||||||||
84 | Light and Darkness | Light Jet | Hitting face causes DX penalty | Hitting face causes combat skill penalty | ||||||||||||||||||||||
85 | Light and Darkness | Darkness | - | Calls out that Night Vision doesn't work to see through the darkness | ||||||||||||||||||||||
86 | Light and Darkness | Infravision | Description of specifics | Gives Infravision advantage | ||||||||||||||||||||||
87 | Light and Darkness | Hawk Vision | Description of specifics. Costs 4/2 | Gives Telescopic Vision. Costs 2 per level of Telescopic Vision and half to maintain. | ||||||||||||||||||||||
88 | Making and Breaking | Find Weakness | - | Adds that it can be used to troubleshoot complex objects | ||||||||||||||||||||||
89 | Making and Breaking | Weakness | Costs 2 for 1d | Costs 2-6 for 1d-3d | ||||||||||||||||||||||
90 | Making and Breaking | Stiffen | Foe resists with HT+2 | Foe resists with ST+2 | ||||||||||||||||||||||
91 | Making and Breaking | Repair | Costs 3 per 10 pounds, minimum 6 | Costs 2 per 5 pounds, minimum 6 for objects with moving parts | ||||||||||||||||||||||
92 | Making and Breaking | Copy | Only can be cast at cost 2 plus one per copy one page at a time | Can be cast at double cost per 10x document length. Can also be cast on digital media, where 1 page is 1KB | ||||||||||||||||||||||
93 | Making and Breaking | Knot | Named Knots. | - | ||||||||||||||||||||||
94 | Meta-Spells | Counterspell | Mentions that GM might have to estimate spell cost. | - | ||||||||||||||||||||||
95 | Meta-Spells | Pentagram | Intruders roll (ST+IQ)/2. Cost 10 per hex. Time is 5 seconds per hex minimum. | Intruders roll (ST+Will)/2. Cost is 1 per square foot, minimum 10. Time is 1 second per square foot. | ||||||||||||||||||||||
96 | Meta-Spells | Remove Curse | Different list of spells it works on, since Grimoire had not been printed yet. | - | ||||||||||||||||||||||
97 | Meta-Spells | Drain Mana | Mentions that it may destroy some magical creatures | - | ||||||||||||||||||||||
98 | Mind Control | Fear | Slightly different wording on how to do the reaction roll. Mentions that a PC hit by the spell might make a Fright check at -3 instead of a reaction roll. | Slightly different wording on how to do the reaction roll. | ||||||||||||||||||||||
99 | Mind Control | Terror | Fright Check is at -5. Base cost is 1 | Fright check is at -3. Base cost is 4. | ||||||||||||||||||||||
100 | Mind Control | Madess | Costs 4/2 and die is rolled to determine which of the four types of madness in the description is inflicted | Costs different amounts for different severities. One madness from the severity chosen is picked by the GM or determined randomly. |