MAGIC fills the world of the game. Any character can use MAGICAL ITEMS. Only WITCHES and RANGERS know SPELLS. RANGERS know the SUMMON SPELL. WITCHES select 1 SPELL at the start of the game to write in their SPELL BOOK. At each new LEVEL, a WITCH may select 1 more SPELL to learn. PCs can cast 6 SPELLS before needing a REST.
SPELLS do not need a roll to cast. However, they have limits. If a WITCH casts HEAL on a character with full HEALTH, it will have no effect. SPELLS may fail if the target is protected. For example, MUSHIES are protected from the ESP SPELL.Â
MAGIC can bend the nature of the world. A POTION might create a colorful glow around a LIFEFORM or even raise the dead. Some types of MAGIC can put a CONDITION on their target. These may be temporary or permanent. Below is a list of CONDITIONS and their effects.
FRIGHTENED : You cannot move. This is temporary. During COMBAT, you must roll higher than the enemy's REFLEX to become un-frightened.
CHARMED : You cannot hurt your charmer. This is temporary.
INVISIBLE : You cannot be seen. This may be temporary or permanent. You make BLESSED STEALTH ROLLS.
POISONED : You lose 2 HEALTH. You become delirious and make CURSED ROLLS until you REST.
LOSS OF SENSE : You lose a sense. This may be temporary or permanent. You make CURSED ROLLS requiring this sense.
DEAD : You are lifeless. If you are not resurrected within 12 days, your spirit will leave for another world.