Subject: New Spells for Elric!

From: Stefan Matthias Aust sma@informatik.uni-kiel.d400.de

System: Elric!

[Stefan posted a wide collection of spells for Elric! Here are many
posts all added together to make a grimoire.]

The [first] four spells are similar to spells listed in GURPS Conan.
Because I liked the format for describing spells given in V3.4 (A
Melnibone Grimore), I've imitated it, although the quotation aren't
authentic.

For the next three I plundered the german role playing game MIDGARD for some
interesting spell ideas...

[Therafter they are straight from Stefan's mind..]

Burning Death (6) [Spells of War]

"Suddenly, he cried out!  An immense heat inside his body began to
melt his flesh and to evaporate his blood.  Stunned from the pain and
unable to move, he died a cruel death."

Range is sight.  Chaotic.  The caster causes the target, which has to
be a living being, to lose 1D6 internal damage per round, for as long
as the spell lasts.  Each round, the victim can make a successful
MP:MP Resistance Table roll to end the spell.

Crystals of Communication (12) [Ritual]

"Plundering the treasure room, they found a small piece of crystal
that felt warm and full of life.  Rhowan, trying to find out the
secret of this jewel, pressed it with both hands and an electrical
magic force shot through his body.  Pressing stronger made him dizzy
for a moment, then he was elsewhere, standing in another room,
decorated with red carpets.  Before him was a sorcerer.  'What do you
want, foolish being?' the sorcerer asked."

This ritual creates a communication device.  You need a large crystal.
Each part of it that is broken off can be used to communicate with the
holder of the large part.  This costs 1 MP.  The enchanting costs 3
points of POW for the large crystal plus 1 point for each additional
piece made.  If the caster fumbles his luck roll, the large crystal
cracks and becomes useless.  The ritual to break off a piece of the
large crystal takes 1D6 hours per piece.

If the communication is established, the holder of the crystal
fragment sees the holder of the large crystal and feels as if he were
in front of him.  This is an illusion.  He can only communicate, not
physically interact with the holder of the large crystal.

Simulacrum (varies) [Ritual]

"Rhowan's final blow killed the sorcerer.  He fell down, his dead
corpse crashing to the floor.  Immediately, the corpse began to
crumble into dirt.  Rhowan had to use all of his strength to pull his
broadsword from the destroyed body.  As Rhowan looked about nervously,
another door opened.  The same sorcerer advanced through it, laughing
evilly."

This spell allows the caster to form an earth golem into exactly the
image of a particular target.  The caster needs to sacrify three
points of POW.  He also needs the heart of a person from the same race
as the target, as well as some of the target's blood.  The spell costs
MPs equal to the SIZ of the target.

Spheres of Devastation (1-4) [Spell of War]

"The weapons of the attackers couldn't harm Rhowan in his plate armor.
Protecting himself with his large metal shield, he ran through them,
killing two with mighty blows.  Only one warrior stood between him and
the exit.  Just a few steps lay between Rhowan and his last enemy when
the man cast a spell and hurled a white cloud-like sphere at Rhowan.
He tried to block this attack, but the cloud hit his shield and
blasted it apart."

Range is sight.  Chaotic.  The sphere is harmless, except when it
touches metal, whereupon it bursts with an explosion doing 1D6 damage
per MP spend.  This spell especially destroys armor points of metal
weapons and armor.

Shadow Fighter (2-6) [Spell of War]

"Rhowan and Fenshia could retreat no further.  Just behind them were
the cliffs.  Far below, the ocean smashed into the beach caves.  The
hostile warriors approached.  'I'll stop them.  Use your rope,'
Fenshia shouted.  Then, she cast a spell.  While Rhowan tied his rope
around a rotten stump, the noises of ancient battles became audible -
the combat cries, the clash of swords, the groans of fighting and
dying men.  The attackers froze, confused.  As they watched, four
shadowlike forms grew out of the ground, black shapes of fighters,
armed and prepared."

Range is sight.  Chaotic.  Calls 1D6 shadows of warriors and controls
them as long the sorcerer concentrates.  The number of magic points
spent determines the HP of each of the ghostly images.  Damage done by
the shadow fighters isn't real unless they kill someone.  All other
damage will vanish together with the shadows.

Shadow Fighter statistics

STR	-	-
CON	-	-
SIZ	2D6+8	15
POW	-	-
DEX	3D6+6	16-17
MOV run-6

Has HP equal to MP spent.  Attacks with hand-to-hand weapon at DEXx3%
(or 50%) with 1D8+1D4 damage.  Armor absorbs 1D6+3 points.  (Optional:
Normal weapons only inflict half damage)

Spell of Pain (2) [Spell of War]

"'You can't escape!  Stand and fight!'  Rhowan shouted as he rushed
towards the mage he had searched for so long.  The mage pointed at
Rhowan, weaving a magic spell.  Crying in pain, Rhowan dropped."

Range is sight.  Chaotic.  The victim is attacked by stunning pain if
a POW:POW roll on the resistance table is successful.  He loses 1 HP.
All of the target's skills, his damage bonus and his MOV are halved
for the duration of the spell.

Nameless Dread (2) [Spell of Being]

"The night is dark.  Clouds hide the stars.  Dull moonlight throws
dark shadows.  Fenshia is on her way home when suddenly two thugs
block her way.  They try to grab her.  Then, one of them yells, turns,
and runs away, an insane look upon his face, not stopping until he
breaks down from exhaustion.  Fenshia draws her dagger, and rams it
into the other before he can move.  That's Fenshia."

Range is touch.  Chaotic.  If a POW:POW resistance roll is successful,
the victim is frightened like never before.  It is a terror the victim
will never be able to describe, nor even remember.  When horror and
fear seize the victim, he...

	1D6
	 1 - runs and runs, as never before
	 2 - drops, crying, yelling, creeping, hiding
	 3 - stands, laughing insanely, noticing nothing
	 4 - curls up into a fetal position
	 5 - attacks all near objects berzerkly
	 6 - falls down, unconscious 

(Optional: If the victim succeeds at an idea roll, he will remember
both the caster and the horror.  Surely, he will hate the caster for
his nightmares.)

Seduction (4) [Spell of Being]

"`Please help me, my beloved hero'. Like a puppet, somehow confused,
Rhowan helped the witch to stand up again.  Carefully he removed the
dagger with which he had stabbed her one minute ago. `You are wounded'
he said, `If only I could catch the one who hurt you, I...'"

Range is sight.  Chaotic.  Only works against opposite gender.  After
a POW:POW resistance roll, the target falls madly in love with the
caster.  He will follow all orders, doing everything he thinks might
please the caster.  Logical thinking and reason are reduced.

The spell lasts until broken, which will happen if the caster dies or
releases the target or if the target succeeds at an idea roll.  An
idea roll can be attempted whenever the target is forced into doing
something dangerous or something against his own deep beliefs.

Command (2) [Spell of Being]

"Ramir spoke to Gatan, the sorcerer. `You'll get 100 bronze if you
come with me and ward off the demon.' `My price is 300.' Gatan ignored
Ramir and continued to sort dusty containers on a dirty shelf.  Ramir
dropped a bag of 50 bronze.  `You'll get another 50 bronze if you have
it banished.'  `300.  You are miserly.'  Ramir grabbed his sword and
took a step toward the magician.  `I am what!?'  `You are miserly and
annoying.  Please go!'  Ramir turned around, an unbelieving look upon
his face.  `I ...  what... '  In front of the hut he shook his head as
if trying to drive away an unpleasant feeling.  Then, he went his way."

Range is sight.  Chaotic.  Caster can influence another intelligent
being that he is talking with to act in a certain manner.  The actual
influence lasts the normal spell duration, but the target can't even
remember what happened if the caster succeeds at a POW:POW resistance
roll.  The command has to be a short and clear sentence.

Life Drain (1) [Spell of the Characteristics]

"Rhowan felt uncomfortable.  Since finding that strange sparkling
jewel, he had been tired.  He couldn't sleep; visions he couldn't
remember kept him awake.  The backpack hurt, even walking brought him
pain."

Range is touch.  Chaotic.  STR, DEX and CON are reduced by 1 each per
day, with all consequences.  Additionally, all skills are reduced by
5% per day.  The spells lasts until undone or 1D8 days.  After this
time, the characteristics return at a rate of 1 point per day, up to
the old values. The skill reduction vanishes in the same manner.

Paralysis (3) [Spell of Being]

"Rhowan hated sorcerers.  Nearly every time, they enchanted him.  This
time was no different.  He thought he had finally cornered his enemy,
but now this!  He couldn't move a single limb, and had to watch the
guards of the sorcerer carry him off to jail."

Range is touch.  Chaotic.  Until the spell fades, the target has to
succeed at a POW:POW roll each combat round or he stands paralyzed,
unable to do anything.  The third round paralyzed, the victim can't
even stand anymore and falls down.

Awaken the Spirits of the Woods (3) [Spirit Magic Ritual]

"Ever since she and Rowan had entered the forest, Fenshia had felt
that something was watching her.  She turned around, but, like before,
she couldn't find anyone.  Fenshia's attention returned to Rhowan, who
was pointing out a strange Khiobl carving made in an old tree.  But,
as she examined it, Fenshia again felt eyes staring at her back."

After a ritual that lasts 1D10 hours, the caster is able to smell,
hear or feel through the spirits who live in the forests by entering a
trance.  He has a diffuse multi-visual impression and is unable to
realize clear pictures, sounds or feelings.  The spells lasts as long
as the caster concentrates.  The range is 50 meters.  If the caster
has foci, he can jump from focus to focus (if they're no more than 50m
away) to reach the final point he wants to observe.  Each jump lasts 1
minute.  He needs a very good knowledge of that forest to do so
without getting lost in a world of strange impressions.

A focus can be carved into an old tree or an old boulder.  This ritual
costs 1 point POW and lasts 1D10 hours too.  The sorcerer has to make
a luck roll to succeed.  (On Koptu they say that the Khiovl, the alien
lizard-like creatures living in the Western forests have knowledge of
this spell.)

Animate the Ancient Power of a Tree (1-6) [Spirit Magic]

"They reached a dead, gray clearing.  Four crippled trees, reminiscent
of writhing humans, were all they saw.  `Yes', Rhowan said, `That's
the clearing the old man mentioned.'  Suddenly, one of the trees came
to life!"

The caster can animate and control a tree for up to POW combat rounds.
He has to spend 1 magic point per 5 points of SIZ of the tree.  An
experienced shaman can estimate the size of an tree quite well.

Attacking Tree statistics

STR	4D6+10	24
CON	4D6+10	24
SIZ	2D6+10	17
INT	1D6	3-4
POW	2D6	7
DEX	2D6	7
MOV walk-3	HP 20-21

Av Damage Bonus: +2D6
Weapons: Brawl 25% 1D4+db
Armor: 1D10-1

Create Staff (varies) [Spirit Magic Ritual]

Old trees are inhabited by spirits.  If these spirits die, the tree
dies, too.  Sometimes however, the tree dies too fast and the spirit
is imprisoned.  From the wood of these trees, a sorcerer can create a
powerful staff.  He can reanimate the spirit by sacrifing POW and
create a sort of familiar that gives him more magic points (1D10 per
point of POW spent) that he can use.  The staff is able to restore its
magic points at the rate of 1 point per day.  The ritual lasts 1D6
hours and costs as many MP as POW.  As usual, a luck roll determines
final success.  You can do this ritual several times to lower the risk
of losing POW, but if any luck roll fumbles, the staff breaks.

(Optional: A failed roll gives the staff some sort of quirk, for
example it only regenerates while lying in butter or doesn't works
upon the new moon)

Call for Shielding Spirits (4) [Spirit Magic]

"Suddenly Fenshia started to spin, her arms flailing as if she was
surrounded by a swarm of bees.  But, all that could be seen were
shadowy, whirling lights."

1D4 random called spirits wrap the target, stopping her from acting
normally until the spell fades (after POW-of-caster combat rounds) or
she succeeds at a MP:MP resistance rolls against all attacking
spirits.  She loses 1 MP per spirit each round.  The target can
attempt an attack against a randomly selected spirit each round.

Sample spirit

STR	-	-
CON	-	-
SIZ	-	-
INT	1D6	3-4
POW	2D6	7
DEX	-	-
MOV drift-20

Drains 1 MP per combat round.  Can be driven away by matching own MP
against MP of the spirit.

Theft of Dreams (variable) [Spells of the Dreaming]

"He sat up in his bed, his wide open eyes glistened in the darkness.
Carefully, he listened.  Was there a sound that had awakened him?
Resolute, he lay down and tried to sleep again."

Range is touch.  Chaotic.  This rare spell enables the caster to rob
the dreams of a sleeper.  From now on, the sleeper will wake each
night with the feeling of something missing.  She will not benefit
from the effects of sleep anymore.  Not dreaming will eventually drive
the target mad.  She will begin to become nervous and irritable.
Finally, she will suffer from hallucinations, becoming slightly
insane.

[Disclaimer: I don't know anything but the name about the dream
thieves described by Moorcock]

Sharing of Dreams (variable) [Spells of the Dreaming]

"The creature approached!  Smelling its repulsive breath, she
retreated.  Suddenly, she was stepping into emptiness, and she fell!
With a cry, she awoke!  Again!  It was the third night she had dreamed
the same nightmare."

Range is special.  Chaotic.  Two somehow connected beings can share
dreams.  These dream can even overcome the bounds of time.  The
dreamer might see an upcoming event or dream of something long lost in
the past.  A powerful sorcerer might be able to manipulate these
dreams.  By controlling dreams, the dreamer can be enabled to enter
the dreamlands.

Desire (variable) [Spells of the Dreaming]

"Tan was a poor man.  All he owned were his ragged clothes and a
hungry stomach.  It was autumn but Dhowil, the new keeper of the inn,
did not let him sleep in the kitchen.  Tan was cold and sleepy, so
cold...  Ach!  If he only had one chance, to be a hero, like Rhowan!
Sunshine awoke Tan.  A tall warrior kicked him.  `Stand up, Tan, we've
a long journey ahead today.'"

Range is touch.  Chaotic.  Strong wishes and hidden dreams can become
true, at least in the dreamworld, if you've luck like Tan or if you're
a great dream magician and spend at least 1 point of POW.  What
happens if you awake?  Good question.  Maybe the target can find a way to
make his dreams permanent while he's dreaming.

Dreaming (1) [Spells of the Dreaming]

"She had an unhappy life.  There was only one part of her life that
she gladly awaited each day, and that was sleeping.  She looked
forward to her dreams.  Her dream-self was a different and more
interesting person.  She'd have another adventure in the dreamlands
tonight."

Range is self.  Chaotic.  Allows the caster to enter the dreamlands.
What are the dreamlands?  They are another world, perhaps better,
built on the dreams of thousands of dreamers.  There are more
connections between this world and the world of dreams than might be
good, ways to enter the dreamlands, permanently and physically. But,
these paths are protected.  Nearly every addicted dreamer is searching
for a chance to stay there forever.

Call the Dreams (variable) [Rituals of the Dreaming]

"Srarea stared into the fireplace.  Her companions were sleeping.  It
was an frightened old house they rested in.  No one had dared to sleep
in one of the bedrooms above.  Pieces of wood crackled, or was that
the stairs?  Three disguised shapes tried to sneak into the living
room, holding bloody knives!  Realizing that they were detected, they
fled upstairs.  Srarea grabbed her spear and followed.  One of them
turned.  He looked exactly like Srarea's father.  His blow caught her
unprepared.  Then, she reacted, impaling him with her spear.  The
other two fled down the corridor.  For a moment, it seemed that one of
them turned into a lion and back again.  She followed into the
darkness.  Suddenly she ran against the back wall of the building.
How had they vanished!?"

Just as dreaming humans can reach the dreamlands, dream beings can
reach the mundane world if they're called.  Details are left to the
gamemaster, but, it's not easy to open a passage between the two
worlds.  The ritual lasts 1D6 hours.  If a luck roll fails, it
attracts a guardian.

On Koptu, the serpent men have tried to find and close all passages to
the dreamlands.  Sometimes you can find a strange obelisk which guards
one of these passages.  If you rest near it, you can suffer unusual
dreams.  These gates are protected by magical guardians which look
like a great serpent with a human torso and head.  In fact this
creatures are built by combining a giant serpent and a human soldier
slave, but that's another story.

These are the statistics of such a Naga-like creature:

STR	3D8+8		21-22
CON	3D8+8		21-22
SIZ	2D8+16	25
INT	2D8		9
POW	3D8		13-14
DEX	4D8		18
MOV slide-8		HP 23-24

Av Damage Bonus: +2D6
Weapons: Sword 115% 1D8+1+db, Brawl 60% 1D3+db, 
Tail 65% 1D8+1/2db, Shield 90%, 22 HP,
Hunting Bow 85% 1D6+1+1/2db
Armor: 1D10+2 (human part), 1D6+1 (serpent part)
Skills: Dodge 80%, Search 85%, Track 85%.
Spells: for INT-2 points, gamemaster's choice.

Ancient Dreams (variable) [Spells of the Dreaming]

"`I wonder who lived in these building when they were still intact.'
Perhaps it would have been better for Srarea not to have asked this
question.  When her party awoke the next morning, something had
changed.  The air smelled different.  The building they had rested in
was now undamaged.  From outside came noises and voices."

Range is sight.  Chaotic.  Whoever likes can visit the past, because
dreams are not strictly connected with time.  Maybe a dream or an idea
still lives, even if its dreamer is dead and forgotten.  Old buildings
and places remember the past.  But, reawaking the past can be
dangerous.  Maybe someone doesn't like the idea that he's in fact long
dead.  Who knows...

Mouth of the Earth (5) [Spell of the Elements]

"Suddenly the earth crumbled.  It opened under the soldier as if he
had fallen into a whirlpool.  There was one last cry, then it was
silent again."

Chaotic.  Range is sight.  If cast upon a target standing on raw,
natural earth, he will be swallowed by the earth if he is unaware of
the danger or did not succeed at a DEXx3 roll.  To get free, the
targer has to make a successful STR:STR roll against the 4D6 STR of
the earth mouth.  Reroll the strength of the earth each round, using a
cumulative -1 each round after the first.

Whisper of the Wind (3) [Spell of the Elements]

"Fenshia left the others.  Knowing that they were lost, she sat down
at the cliffs, staring into the jungle that covered all the land
below.  She listened to the wind which played with her long hair.
`Tell me', she said, `where are we?  Where's the tower?  Please
answer.'  `North.' someone whispered. `Go north.'"

Chaotic.  Self.  The caster can ask a question at a windy place and
hope for an short answer.  It's up to the gamemaster to determine
whether the wind elementals will know the right answer.  The caster
must meditate for about an hour before casting this spell.

Ring of Fire (4) [Spell of the Elements]

"Finally, in the basement of the tower, Fenshia and Rhowan found the
treasury that they had been looking for so long.  As they tried to
leave the building, loaded with gold, suddenly they walls of the
fortress crumbled and more than two dozen skeleton warriors attacked.
Rhowan drew his sword, preparing to rush into the fray, but Fenshia
told him to wait.  `I can protect us,' she said, `stand close to me.'
And then, a beam of fire sprang from her hands to the ground, spread
out in both directions and built a circle of fire.  The skeletons
stopped, screaming their rage and fear.  `And now?' Rhowan asked,
suspiciously watching their enemies.  `Now we think of a better plan,'
Fenshia answered."

Chaotic.  Self.  Around the caster arises a circle of fire of about 3
meter diameter, large enough to enclose 6 people.  As long as the
spell lasts, no undead (optional: and no demonic) creature can pass
the circle.  Other beings can pass the flames without harm.  The
circle doesn't move with the caster and will vanish if the caster
doesn't concentrate.

Gift of Water (5) [Spell of the Elements]

"The Khiovl shaman pointed at the attacking Fenami warriors, his tail
waving due to the effort.  He spit into his folded hands, and a
sunbeam reflected in the pooled liquid.  Then, he hurled it against
the advancing Fenami.  All who were hit by a dash of the liquid
started to gasp.  They stopped, became white, then blue in their
faces.  One cried, one fell down, another grabbed his throat.  They
spit water, then blood and bile.  All died a horrible death."

Chaotic.  Range is sight.  Cast upon a living being, the target's
lungs will be filled with water if it misses a POW:POW resistance
roll.  The target suffers from the effect of drowning, starting at
CONx1 rolls.  Spell lasts as usual.

Sternenstahl (Star Steel) [Ritual]

"Like a fiery finger, it fell down from the sky.  With a sound like
the roar of a dragon, it hit the ground.  Gol, a peasant who was
working on the nearby field, decided to explore the new hole in the
soil.  He cautiously approached after the dust had vanished."

>From time to time, a meteor comes from the endless depths of outerspace 
down to earth.  These stones often contain a metal called
Sternenstahl which can be enchanted to free its great magic power.
The stones are magical because they collect raw magic on their way
between the stars.

Sternenstahl can be enchanted into many different forms.  An amulet of
Sternenstahl carried by a magician enhances his spellcasting ability.
He only has to spend half (round up) the needed magic points on all
spells.  Or, it could give him +1 to +3 on POW:POW Resistance rolls.
Weapons of this black metal count as magical weapon and can injure
demons or other magical creatures which are not harmed by normal
weapons.  Wounds made by this weapons don't heal normally.  Bonds
forged out of Sternenstahl will prevent a sorcerer from casting
spells.  There are surely other possibilities.  It's a very valuable
metal.

"`What's that black thread of smoke,' he wondered.  He saw a dark red,
glowing stone which reminded him of a pulsing heart.  Above it, there
were three threads, each about 3 meters long and as thick as a finger.
They wound trembling up through the air, searching and scanning.  Gol
picked up a short branch and touched the threads.  Then, they noticed
him.  Paralysed by fear he watched as they reached out for him. The
stab came so fast that he couldn't even cry before he died.  The
threads slid inside."

But, the greater the piece of Sternenstahl, the greater the chance
that something ancient from beyond the world has been caught by the
meteor and dragged down to earth.  Sometimes, something like an outer
world spirit is caught and enclosed in the stone.  Whatever being is
carried to this world, it's very dangerous.  Count them as demons.

The being that killed the unlucky Gol was called a Schoggote.  They
absorb all higher life they can get.  The Schoggote that is absorbing
Gol will soon look like the peasant, maybe with deadly grey skin and
some unreal looking deformations.  Then, it will melt together with
other humans that it can absorb.  Probably, it will start with Wenle,
Gol's wife, and their children.  Then, the Schoggote will try to find
a safe hide-out where it can start to grow.

On Koptu, the greatest known piece of Sternenstahl is in Khaa, the
capital of Kassar, one of the greatest cities of the continent.  It's
a block of about 3 cubic meter of black stone.  The stone is covered
with silver threads, which are sometimes waving.  It's kept in the
temple of Aralaana, the sun goddess.  The priests believe that
Aralaana has send it to Haqbar, the first prophet, as a sign to unite
the tribes of the East.

Try Shannon Appel's Melnibonean Grimoire Also Poizat's Spells
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