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SpellMagic 4EDFRPG
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ManyPrereq differencesPrereq differences
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ManyCalls out advantages that don't exist in DFRPG-
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ManyDuration is not listedDuration is instantaneous
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Several Healing spellsPhysician 15+ causes critical failures to be treated as normal failures-
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SeveralMentions way to make permanant via enchantment for extra cost-
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Create spellsPermanentDuration is 24 hours
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Many transformation spellsPermanentInstantaneous. Some add that the transformation lasts one day.
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Several Communication and Empathy SpellsInteracts with levels of language fluency-
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ManyGives 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.
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ManySpell description calls for damage with no type listedDamage given a type.
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ConcussionCalls out Protected HearingCalls out hearing protection
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Create AirCan 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.
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Destroy AirThe 1d-2 damage requires failing a HT roll-
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Sandstorm-Allows casting double cost version similar to Windstorm
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WindstormVisibility inside double strength storm is a yard at best.Visibility inside double strength storm is one yard.
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(Animal Control)Cost is based on IQ of most intelligent species within a categoryVarious costs listed.
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Beast SummoningVery successful double cost summoning might bring creatures in from more than 10 miles away10 miles is the limit.
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MasterResisted by IQResisted by Will
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FrailtyCost to cast not reduced by high skill-
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Resist PainCannot be stunned in combatCannot be physically stunned
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Mind-SearchSubjects of different races may be harder to mind search.-
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Earthquake-Adds rules for underground tunnels/rooms/cave-ins
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Steelwraith-Adds some more rules for use
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Walk Through Earth-Calls out that gear other than 6 pounds of clothes gets left outside.
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Create Fire-Calls out that it cannot be cast within water.
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Extinguish Fire-Calls out that it doesn't work on creatures of fire
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Fire Cloud-Calls out that this is large-area injury
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FireproofDoubled cost resist all heat less than starheatDoubled cost resists all nonmagical heat
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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.
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SmokeDoesn'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.
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WarmthRaises subject's local temperature by 30 degreesGives +3 to HT rolls to avoid ills effects of cold
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Essential FoodCan turn any material into essential food for 3 energy per meal if organic or 5 if totally inedibleCan only turn actual food into essential food for 6 energy per meal
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Poison FoodFailed HT roll causes -3 to all skills and spellsFailed HT roll causes Severe Pain
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Prepare Game-Calls out its usefulness for harvesting monster parts
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Control GateAllows caster to move the gate around and tilt it.Calls out what the effective skill level of the gate might be.
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Divert TeleportLarge differences. Caster needs skill in blocked spell, pays to change the destination. Large amount of text to figure costLarge 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.
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SanctuaryLow mana insideLow mana and sanctity and nature's strength is at -5
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Trace TeleportCaster learns the rough skill penalty of the teleport. Critical success shows destination.Greater MOV gives more details on the destination
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CleanseCleanses 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.
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Final RestAlways cast ceremonially. One try.-
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Great HealingCalls out that it will stabilize a mortal wound
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Lend Energy-Calls out that it cannot recharge ER or power items
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Recover Energy-Lists interactions with ER and different mana/sanctity levels
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Relieve ParalysisCalls 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.
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Resist Poison-Explains more clearly how it interacts with long lasting poisons
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Restore HearingCost equal to half Hearing score and half to maintain. Hearing organs cannot be completely missing.Cost is 5/3.
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Restore MemoryPermanant Forgetfulness resists at +5. Same day repeat penalty per subject of -3. Spells out effects of critical failure.-
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Restore SightCost is equal to half of VIsion score and half to maintain.Cost is 5/3.
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Share EnergyCannot 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.
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Stop BleedingCounts as bandaging with First AidCounts as bandaging with First Aid for the TL3 amount. One Try.
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Stop Spasm-Calls out that responsible spell gets to resist.
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Suspended Animation-More details on what the spell stops
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Illusion ShellCast 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.
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Simple Illusion-Calls out that it is moved at Move 5
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Analyze MagicReveals 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.
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Far-feeling-Calls out that dangers that work by touch won't affect you
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Find DirectionCan alternatively tell which way the caster's home is.-
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Mage SightMentions that different types of effects have a different colored glow.Also works on magical beings
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See Secrets-Specifies rules for seeing the object while using the spell. Calls out that it doesn't work on magical concealment.
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SeekerFor people- must know name or know well enough to visualize him.For people- must know real name or have met the person
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Hide-Mentions interaction with backstabbing
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InvisibilityCosts 5/3. Lasts for durationCosts 4/2- broken when doing a violent act.
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Light JetMentions partial illumination out to 30 yards and can be seen for up to a mile.-
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SunboltHighly polished shields get DB bonus. Has rules for bounces. Damage is 1d-1 imp per energyMirrored shields get DB bonus. Damage is 1d burn per energy
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Fasten-Calls out that range penalty is greater of subject or animated object
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Find WeaknessCan be cast on alive subjects at double cost.Can be used to learn HP and DR of components of the subject.
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SharpenLists typical costsLists costs and mentions that it doesn't stack with Puissance
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StiffenDX change affects Move-1 Move per -4 DX due to the spell
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BlessCan 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.
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Remove CurseLists 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.
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Bravery-Calls out interaction with Fear and Panic, as well as that Bravery grants Unfazable.
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Foolishness-Calls out that spell doesn't low Will or Per
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TerrorThose in the area who fail to resist must make a fright check at -3Those in the area must make a fright check at -3
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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.
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BlinkLists results of critical failure-
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GlueMust move more than a yard away before another resistance roll.Entering another hex causes another resistance roll.
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GreaseLarge 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.
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LockmasterApply any modifiers for lock difficultyApply any penalties for lock difficulty
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Quick MarchEnd of the day subject loses 10 FP and must sleepIf enermies interrupt travel, double assessed missing fatigue.
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WallwalkerCombat at -2 for subject and any foes.-
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Affect Spirits-Calls out that using it on armor lets it provide DR against ghostly attacks that would bypass it
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Astral BlockLists cost of 15 per cubic yard to cast on a container-
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Sense Spirit-Specifically lists as working on demons
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Turn ZombieWorks on anything animated with Zombie spellWorks on reanimated undead servitors
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Identify PlantGives basic info like edibility and toxicity and +3 to Naturalist or Physician for determining medicinal or other special propertiesGives +3 to Esoteric Medicine, Herb Lore, Naturalist, Pharmacy, or Poisons to determine edibility/toxicity or medicinal/supernatural properties
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Plant ControlMentions it is only useful if the plant can move by itself to being with-
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Pollen Cloud-Specifies that it is a Contact Agent
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Shape PlantIncludes non-combat and non-delving uses. Doubled cost for non-living plant materialOnly available at the doubled cost and has rules for use in combat and dungeons
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Tangle GrowthHalf move and -2 DodgeBad footing
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Wither PlantArea spellArea spell except against Plant monsters- becomes Regular with cost 6
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Far-Hearing-Doesn't work on deaf of Hard or Hearing subjects
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Wall of Silence-Calls out that commands some Mind-Control spells require will be stopped by the wall
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Breathe WaterGM has option to also have the spell grant Pressure Support 1-
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CoolnessSubjects gain Temperature Tolerance 3 towards heatSubject gains +3 to HT rolls for heat and dehydration
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Destroy Water"Same cost to maintain"Cannot be maintained
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Freeze-Calls out that the every 10 minutes optional upkeep counts as a spell on
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Resist AcidTriple cost to resist Essential AcidTriple cost to resist alkahest
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Seek WaterAt -3 to cast without a forked stick-
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Shape WaterSpecifies that the water moves at Move 3-