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 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Spell | Magic 4E | DFRPG | |||||||||||||||||||||||
2 | Many | Prereq differences | Prereq differences | |||||||||||||||||||||||
3 | Many | Calls out advantages that don't exist in DFRPG | - | |||||||||||||||||||||||
4 | Many | Duration is not listed | Duration is instantaneous | |||||||||||||||||||||||
5 | Several Healing spells | Physician 15+ causes critical failures to be treated as normal failures | - | |||||||||||||||||||||||
6 | Several | Mentions way to make permanant via enchantment for extra cost | - | |||||||||||||||||||||||
7 | Create spells | Permanent | Duration is 24 hours | |||||||||||||||||||||||
8 | Many transformation spells | Permanent | Instantaneous. Some add that the transformation lasts one day. | |||||||||||||||||||||||
9 | Several Communication and Empathy Spells | Interacts with levels of language fluency | - | |||||||||||||||||||||||
10 | Many | Gives lots of flavor detail of how the spell would interact in various situations or weird alternate ways to use the spells. Some spells are given explicit uses in higher TL settings. | Less text. | |||||||||||||||||||||||
11 | Many | Spell description calls for damage with no type listed | Damage given a type. | |||||||||||||||||||||||
12 | Concussion | Calls out Protected Hearing | Calls out hearing protection | |||||||||||||||||||||||
13 | Create Air | Can be used to create a breeze. Each cubic foot lasts a person at rest a minute. | Each hex lasts a person at rest 3 hours. | |||||||||||||||||||||||
14 | Destroy Air | The 1d-2 damage requires failing a HT roll | - | |||||||||||||||||||||||
15 | Sandstorm | - | Allows casting double cost version similar to Windstorm | |||||||||||||||||||||||
16 | Windstorm | Visibility inside double strength storm is a yard at best. | Visibility inside double strength storm is one yard. | |||||||||||||||||||||||
17 | (Animal Control) | Cost is based on IQ of most intelligent species within a category | Various costs listed. | |||||||||||||||||||||||
18 | Beast Summoning | Very successful double cost summoning might bring creatures in from more than 10 miles away | 10 miles is the limit. | |||||||||||||||||||||||
19 | Master | Resisted by IQ | Resisted by Will | |||||||||||||||||||||||
20 | Frailty | Cost to cast not reduced by high skill | - | |||||||||||||||||||||||
21 | Resist Pain | Cannot be stunned in combat | Cannot be physically stunned | |||||||||||||||||||||||
22 | Mind-Search | Subjects of different races may be harder to mind search. | - | |||||||||||||||||||||||
23 | Earthquake | - | Adds rules for underground tunnels/rooms/cave-ins | |||||||||||||||||||||||
24 | Steelwraith | - | Adds some more rules for use | |||||||||||||||||||||||
25 | Walk Through Earth | - | Calls out that gear other than 6 pounds of clothes gets left outside. | |||||||||||||||||||||||
26 | Create Fire | - | Calls out that it cannot be cast within water. | |||||||||||||||||||||||
27 | Extinguish Fire | - | Calls out that it doesn't work on creatures of fire | |||||||||||||||||||||||
28 | Fire Cloud | - | Calls out that this is large-area injury | |||||||||||||||||||||||
29 | Fireproof | Doubled cost resist all heat less than starheat | Doubled cost resists all nonmagical heat | |||||||||||||||||||||||
30 | Heat | - | Calls out that it is too slow for combat and that out of combat people will move away from the heat if they can. | |||||||||||||||||||||||
31 | Smoke | Doesn't give the option for closing eyes to avoid having to roll for blindness. Mentions that it rises by about a foot per second. | More explicit on the exact effects. | |||||||||||||||||||||||
32 | Warmth | Raises subject's local temperature by 30 degrees | Gives +3 to HT rolls to avoid ills effects of cold | |||||||||||||||||||||||
33 | Essential Food | Can turn any material into essential food for 3 energy per meal if organic or 5 if totally inedible | Can only turn actual food into essential food for 6 energy per meal | |||||||||||||||||||||||
34 | Poison Food | Failed HT roll causes -3 to all skills and spells | Failed HT roll causes Severe Pain | |||||||||||||||||||||||
35 | Prepare Game | - | Calls out its usefulness for harvesting monster parts | |||||||||||||||||||||||
36 | Control Gate | Allows caster to move the gate around and tilt it. | Calls out what the effective skill level of the gate might be. | |||||||||||||||||||||||
37 | Divert Teleport | Large differences. Caster needs skill in blocked spell, pays to change the destination. Large amount of text to figure cost | Large differences. Success causes subject to not be able to leave with same ability for minutes equal to MOV. Cost is 8 for teleportation and 16 for plane shift or time travel. | |||||||||||||||||||||||
38 | Sanctuary | Low mana inside | Low mana and sanctity and nature's strength is at -5 | |||||||||||||||||||||||
39 | Trace Teleport | Caster learns the rough skill penalty of the teleport. Critical success shows destination. | Greater MOV gives more details on the destination | |||||||||||||||||||||||
40 | Cleanse | Cleanses subject of foreign objects in his tissue. Integral foreign matter must be excluded or it will have to resist or be destroy as well. Calls out that spell doesn't work on poison, disease, or drugs. | Cleanses subject of harmful foreign objects in his flesh. | |||||||||||||||||||||||
41 | Final Rest | Always cast ceremonially. One try. | - | |||||||||||||||||||||||
42 | Great Healing | Calls out that it will stabilize a mortal wound | ||||||||||||||||||||||||
43 | Lend Energy | - | Calls out that it cannot recharge ER or power items | |||||||||||||||||||||||
44 | Recover Energy | - | Lists interactions with ER and different mana/sanctity levels | |||||||||||||||||||||||
45 | Relieve Paralysis | Calls out that there might be penalties due to disuse. Cost is equal to crippling threshold for the limb. | Cost is 3 for an extremity and 5 for a limb. | |||||||||||||||||||||||
46 | Resist Poison | - | Explains more clearly how it interacts with long lasting poisons | |||||||||||||||||||||||
47 | Restore Hearing | Cost equal to half Hearing score and half to maintain. Hearing organs cannot be completely missing. | Cost is 5/3. | |||||||||||||||||||||||
48 | Restore Memory | Permanant Forgetfulness resists at +5. Same day repeat penalty per subject of -3. Spells out effects of critical failure. | - | |||||||||||||||||||||||
49 | Restore Sight | Cost is equal to half of VIsion score and half to maintain. | Cost is 5/3. | |||||||||||||||||||||||
50 | Share Energy | Cannot be cast with HP. Spellcaster feels the help and may take it even if he doesn't know there is a share energy available. IF more than one Share spell, closer one is used. | Must be cast with personal FP. If more than one Share spell, the spellcaster chooses one. | |||||||||||||||||||||||
51 | Stop Bleeding | Counts as bandaging with First Aid | Counts as bandaging with First Aid for the TL3 amount. One Try. | |||||||||||||||||||||||
52 | Stop Spasm | - | Calls out that responsible spell gets to resist. | |||||||||||||||||||||||
53 | Suspended Animation | - | More details on what the spell stops | |||||||||||||||||||||||
54 | Illusion Shell | Cast at level of Illusion Shell, and the illusion is as good as Perfect Illusion. | Cast at lower of Illusion Shell and SImple Illusion, Complex Illusion, or Perfect Illusion- depending on what senses caster wants to fool. | |||||||||||||||||||||||
55 | Simple Illusion | - | Calls out that it is moved at Move 5 | |||||||||||||||||||||||
56 | Analyze Magic | Reveals spells in order of energy cost. Resisted by spells that conceal magic. Includes rules on Name and Password enchantments. | Reveals properties in order of $ cost. Explains what properties can be analyzed exactly vs getting a vague description. | |||||||||||||||||||||||
57 | Far-feeling | - | Calls out that dangers that work by touch won't affect you | |||||||||||||||||||||||
58 | Find Direction | Can alternatively tell which way the caster's home is. | - | |||||||||||||||||||||||
59 | Mage Sight | Mentions that different types of effects have a different colored glow. | Also works on magical beings | |||||||||||||||||||||||
60 | See Secrets | - | Specifies rules for seeing the object while using the spell. Calls out that it doesn't work on magical concealment. | |||||||||||||||||||||||
61 | Seeker | For people- must know name or know well enough to visualize him. | For people- must know real name or have met the person | |||||||||||||||||||||||
62 | Hide | - | Mentions interaction with backstabbing | |||||||||||||||||||||||
63 | Invisibility | Costs 5/3. Lasts for duration | Costs 4/2- broken when doing a violent act. | |||||||||||||||||||||||
64 | Light Jet | Mentions partial illumination out to 30 yards and can be seen for up to a mile. | - | |||||||||||||||||||||||
65 | Sunbolt | Highly polished shields get DB bonus. Has rules for bounces. Damage is 1d-1 imp per energy | Mirrored shields get DB bonus. Damage is 1d burn per energy | |||||||||||||||||||||||
66 | Fasten | - | Calls out that range penalty is greater of subject or animated object | |||||||||||||||||||||||
67 | Find Weakness | Can be cast on alive subjects at double cost. | Can be used to learn HP and DR of components of the subject. | |||||||||||||||||||||||
68 | Sharpen | Lists typical costs | Lists costs and mentions that it doesn't stack with Puissance | |||||||||||||||||||||||
69 | Stiffen | DX change affects Move | -1 Move per -4 DX due to the spell | |||||||||||||||||||||||
70 | Bless | Can go up to +3. Modifier doesn't affect critical success and failure. How much of the danger is averted depends on level of Bless. | Can only go up to +2. More details on when to apply the saving effect. Calls out that it counts as a spell on. | |||||||||||||||||||||||
71 | Remove Curse | Lists what spells it can remove. | Mentions that it can remove curses, curse-like diseases, supernatural possession as well as spell that require Remove Curse to end. | |||||||||||||||||||||||
72 | Bravery | - | Calls out interaction with Fear and Panic, as well as that Bravery grants Unfazable. | |||||||||||||||||||||||
73 | Foolishness | - | Calls out that spell doesn't low Will or Per | |||||||||||||||||||||||
74 | Terror | Those in the area who fail to resist must make a fright check at -3 | Those in the area must make a fright check at -3 | |||||||||||||||||||||||
75 | Apportation | - | Can be resisted by ST or Will. Can lifft yourself. Other subjects are at -3 to DX skills. Require concentration to move things other than yourself. | |||||||||||||||||||||||
76 | Blink | Lists results of critical failure | - | |||||||||||||||||||||||
77 | Glue | Must move more than a yard away before another resistance roll. | Entering another hex causes another resistance roll. | |||||||||||||||||||||||
78 | Grease | Large differences. Lists effects, DX-2 to get back up. | Large differences. Counts as bad footing, DX-4 to stand up. Lists effects of critical failure. | |||||||||||||||||||||||
79 | Lockmaster | Apply any modifiers for lock difficulty | Apply any penalties for lock difficulty | |||||||||||||||||||||||
80 | Quick March | End of the day subject loses 10 FP and must sleep | If enermies interrupt travel, double assessed missing fatigue. | |||||||||||||||||||||||
81 | Wallwalker | Combat at -2 for subject and any foes. | - | |||||||||||||||||||||||
82 | Affect Spirits | - | Calls out that using it on armor lets it provide DR against ghostly attacks that would bypass it | |||||||||||||||||||||||
83 | Astral Block | Lists cost of 15 per cubic yard to cast on a container | - | |||||||||||||||||||||||
84 | Sense Spirit | - | Specifically lists as working on demons | |||||||||||||||||||||||
85 | Turn Zombie | Works on anything animated with Zombie spell | Works on reanimated undead servitors | |||||||||||||||||||||||
86 | Identify Plant | Gives basic info like edibility and toxicity and +3 to Naturalist or Physician for determining medicinal or other special properties | Gives +3 to Esoteric Medicine, Herb Lore, Naturalist, Pharmacy, or Poisons to determine edibility/toxicity or medicinal/supernatural properties | |||||||||||||||||||||||
87 | Plant Control | Mentions it is only useful if the plant can move by itself to being with | - | |||||||||||||||||||||||
88 | Pollen Cloud | - | Specifies that it is a Contact Agent | |||||||||||||||||||||||
89 | Shape Plant | Includes non-combat and non-delving uses. Doubled cost for non-living plant material | Only available at the doubled cost and has rules for use in combat and dungeons | |||||||||||||||||||||||
90 | Tangle Growth | Half move and -2 Dodge | Bad footing | |||||||||||||||||||||||
91 | Wither Plant | Area spell | Area spell except against Plant monsters- becomes Regular with cost 6 | |||||||||||||||||||||||
92 | Far-Hearing | - | Doesn't work on deaf of Hard or Hearing subjects | |||||||||||||||||||||||
93 | Wall of Silence | - | Calls out that commands some Mind-Control spells require will be stopped by the wall | |||||||||||||||||||||||
94 | Breathe Water | GM has option to also have the spell grant Pressure Support 1 | - | |||||||||||||||||||||||
95 | Coolness | Subjects gain Temperature Tolerance 3 towards heat | Subject gains +3 to HT rolls for heat and dehydration | |||||||||||||||||||||||
96 | Destroy Water | "Same cost to maintain" | Cannot be maintained | |||||||||||||||||||||||
97 | Freeze | - | Calls out that the every 10 minutes optional upkeep counts as a spell on | |||||||||||||||||||||||
98 | Resist Acid | Triple cost to resist Essential Acid | Triple cost to resist alkahest | |||||||||||||||||||||||
99 | Seek Water | At -3 to cast without a forked stick | - | |||||||||||||||||||||||
100 | Shape Water | Specifies that the water moves at Move 3 | - |