From: [i--bl--e] at [eskimo.com] (Dark Matter)
Newsgroups: rec.games.frp.archives
Subject: HERO: Arch Magery
Date: 8 Aug 1994 14:02:37 -0400


                 Part 19 in a series - ARCH MAGERY

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  Disclaimer: HERO System is a trademark of Hero Games, Inc. Any 
reference to HERO, the HERO System Rulesbook, or any of the HERO 
System supplements should not be construed as a challenge to the 
trademark status. The author is not affiliated in any manner with
Hero Games, Inc. You can distribute this product freely, but you
can not charge more than a minimum delivery fee. Copyright 1994,
All rights reserved.
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  This series of spells can be used to supplement those available in
the Fantasy HERO Campaign book, and the Fantasy HERO Companion books
from HERO Games, Inc. They can not be used without reference to the
HERO System Rulesbook. These spells are a mix of adaptations from
other game systems and original designs. The archive site is:
ftp.cs.pdx.edu:/pub/frp/hero/fantasy-hero/magic.
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  Beyond the abilities of master wizards lies a level of arcane 
knowledge that approaches the very powers of the gods. These extremely 
potent rituals require a lifetime of study by the greatest sorcerers 
to ready, and the power of an entire order to unleash.

  Once an Arch Magery spell has been prepared, the wizards of the 
order join in a circle with the spell caster, and proceed to lend him 
all of their arcane energy and knowledge. The caster painstakingly 
reads the incantation from the mystical runes entomed on the massive 
scroll or book, then becomes the channel for the magical energies as 
they are directed to their task.

  Failure to properly follow the proper ritual is invariably 
disastrous, usually for the spell caster and often for the remaining 
members of the circle. For this reason, preparations for casting a 
spell of this magnitude are meticulous and thorough.

  Warning: This magic is very powerful, and can badly distort a low
or medium-level magic campaign. The spells should only be employed by
non-player characters, except with the explicit permission of the GM.

Common Limitations: 1/2 DCV Concentrate throughout (-1/2),
  Incantations (-1/4), OAF - Ritual Tome, Bulky (-1-1/2), Circle must
  have at least 10 points in spells for every 45 points of Active
  Costs and from at least 1 different college for every 90 points of
  Active Costs, Requires Magic Skill Roll (-1/2), Side Effects (-1/2).

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                            BASIC SPELLS
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WIZARD'S CIRCLE
  This is the fundamental spell of Arch Magery, as it allows a Wizard 
to aid another in the casting of an especially difficult spell. The 
caster concentrates on the spell beneficiary, and transfers his arcane 
energy and lore through a ring of other Wizards. Hand contact must be 
maintained throughout the transfer, or the benefits of the spell will 
be lost, with possibly fatal consequences to the intended target. The 
total improvement to the Magic Skill of the caster can not exceed the 
unmodified rating after subtracting the modifier for the spell. (I.e. 
the Wizard's Circle spell can, at most, negate the Magic Skill roll 
modifier for the spell being cast.)
  If the caster fails his Magic Skill roll, he is temporarily drained 
of arcane energy.
Power: 2d6 character points of Aid to END (Maximum 40)
  Active Cost = 36 points.
Power: 2d6 character points of Aid to Magic Skill (Maximum 20)
Modifiers: Not above unmodified skill roll of caster (-1/2), Linked to
  Aid to END (-1/2). Active Cost = 21 points.
Combined: Lose 5 points of Aid per Minute (+1/4), Through hand contact
  via intermediaries (+1/4); Only for use with a single Arch Magery
  spell (-1/2), 1/2 DCV Concentrate throughout (-1/2), Incantation
  throughout (-1/2), Requires Magic Skill Roll (-1/2), Extra Time - 1
  phase (-1/2), Side Effects (2d6 Drain to Magic Skill, 2d6 Drain to
  END; recover 5 per 5 minutes) (-1). 
END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 12.

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                            UNIQUE SPELLS
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ANNIHILATE WORLD
  Perhaps the ultimate Arch Magery spell, this ritual allows the 
circle to utterly destroy an entire world of up to 50,000km in radius. 
Needless to say, this spell is quite difficult to cast, and requires 
the concentrated powers of many Wizards to accomplish.
  During the casting period, a strong mental sensation of impending 
doom is radiated throughout the world, so this spell will inevitably 
bring the intervention of the world's protectors, including any local 
Deities, to prevent its annihilation. If the caster fails his Magic 
Skill roll, he and anybody standing nearby are blasted by wave upon 
wave of pure annihilating energy.
Power: 3d6 RKA (Annihilating Energy)
Modifiers: AVLD - Power Defense (+3/4), Area Effect (Radius) (+6), x2
  Armor Piercing (+1), Indirect (Any) (+3/4), Continuous (+1),
  Uncontrolled (+1/2), Penetrating (+1/2); 12 Charges (-1/4), Gradual
  Effect (1 Turn) (-1/4), Costs END to cast (-1/4), 0 DCV Concentrate
  Throughout (-1), Incantations (-1/4), Requires Magic Skill Roll
  (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 120
  points in spells from at least 6 different Colleges (-3),
  Limitation: mental sensation of impending doom is radiated across
  the world during casting (-1/2), Side Effects (9d6 RKA Explosion,
  Centered on Caster, Armor Piercing, Penetrating) (-1/2), Extra Time:
  1 Day (-3-1/2). Active Cost = 518 points.
END Cost: (52); Magic Roll: -52; Casting Time: 1 Day.
Real Cost: 41.

ARCANE SHIELD
  This spell brings into being a spherical shield of force that is 
inpenetrable to all but the most powerful magical or mundane attacks. 
The shield appears as a glowing silvery dome, 5" in radius, and 
centered on the caster. As more powerful attacks are made against the 
dome, it glow more brightly and the coruscating colors move up through 
the spectrum, from red to orange, yellow, white, and blue, before 
turning violet shortly before it fails. A maximum of 128 beings can be 
protected within the shield.
  If the caster fails his magic skill roll, he is permanently stripped 
of his magical abilities.
Power: 24PD/24ED Force Wall
Modifiers: 1/2 END (+1/4), Hardened (+1/4); Must be a spherical wall
  (-1/4), No Range (-1/2). Active Cost = 210 points.
Power: +10 Flash Defense (Sight/Sound groups); +20 Mental Defense; +20
Power Defense; Life Support (No need to eat, excrete, sleep, or 
breathe, Vacuum/High Pressure, High Radiation, Intense Heat/Cold, 
Immune to Disease, Immune to Aging)
Modifiers: Useable by 128 Others at Range (+2+1/2); Only within
  functioning Force Wall (-1/2), Only versus attacks from outside
  shield (-1/2), Each power is linked to Force Wall (-1/2).
  Active Cost = 337 points.
Combined: Difficult to Dispel (+1/4); 1/2 DCV Concentrate (-1/4),
  Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome,
  Bulky (-1-1/2), Circle must have at least 120 points in spells from
  at least 6 different Colleges (-3), Side Effect (15d6 Major
  Transform - Caster is unable to employ any magic; Difficult to
  Dispel) (-1/2).
END Cost: 10; Magic Roll: -56; Casting Time: 1/2 phase.
Real Cost: 67.

CONFLAGRATION
  The destruction caused by this spell are terrible to behold. By 
calling down the fires of the sun in an incinerating sphere, the 
wizards can cause the burning destruction of a small city, or 
annihilate an assembled army. The pitiful survivors on the outskirts 
of the spell effect, blinded by the flash and burned by the intense 
heat, must yet deal with the lingering effects of the radiation.
  If the caster fails his Magic Skill roll, the same blast is centered 
on the circle.
Power: 8d6 RKA
Modifiers: Area Effect (1km Radius) (+2+1/4), Penetrating (+1/2);
  Reduced by Range (-1/4). Active Cost = 450 points.
Power: 5d6 Flash to Sight Group
Modifiers: Area Effect (1+1/2 km radius) (+2+3/4); Recover Linked to
  RKA (-1/2). Active Cost = 225 points.
Power: 1d6 CON Drain
Modifiers: Area Effect (1+1/2 km radius) (+2+3/4), Recover every Week
  (+1+3/4), Continuous Uncontrolled (+1+1/2); Gradual Effect (Every 5
  hours) (-1-1/4), 8 charges (-1/2), Linked to RKA (-1/2).
  Active Cost = 105 points.
Combined: 0 DCV Concentrate while casting (-1/2), Incantations (-1/4),
  Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle
  must have at least 170 points in spells from at least 9 different
  Colleges (including College of Fire) (-4-1/4), Side Effects (Same
  blast centered on caster) (-1), Extra Time: 5 Minutes (-1-1/2).
END Cost: 78; Magic Roll: -78; Casting Time: 5 Minutes.
Real Cost: 70.

DEATH FOG
  A sickly yellow mist rolls forth from the caster, enveloping and 
poisoning everything in its path. The only hope for survival lies in 
fleeing the expanding cloud. After two minutes the poisonous effect 
dissipates, leaving a dense yellow fog which covers the area for up to 
an hour.
  If the caster fails his Magic Skill roll, he erupts in acid-filled 
boils which quickly eats away his flesh until he nothing but a 
bubbling pool of green goo on the floor.
Power: 4d6 BODY Drain
Modifiers: Area Effect (440" Cone) (+1+3/4), NND (Life Support) (+1),
  Recover every 5 hours (+1), Continuous Uncontrolled (+1+1/2);
  Gradual Effect (Every turn) (-1/4), 10 Charges (-3/4).
  Active Cost = 375 points.
Power: Darkness to Sight Group
Modifiers: Area Effect (640" Cone) (+2+3/4); Single Continuing Charge
  lasting 1 Hour (Dispersed by Strong Winds) (-1/4), Linked to Drain
  (-1/2). Active Cost = 55 points.
Combined: Cone only advances 4" per segment (-1), No Range (-1/2),
  Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome,
  Bulky (-1-1/2), Circle must have at least 100 points in spells from
  at least 5 different Colleges (-2-1/2), Side Effect (6d6 RKA,
  Continuous Uncontrolled, Armor Piercing, Penetrating, 250 Charges;
  No Range, Gradual Effect - 1 Turn) (-1/2).
END Cost: 43; Magic Roll: -43; Casting Time: 1/2 phase.
Real Cost: 49.

FLYING CASTLE
  This spell allows the caster to enchant a Castle and its surrounding 
grounds so as to rise up and float permanently in the sky. The base of 
the Castle will be wrapped in an omnipresent cloud formation, hiding 
its existance from viewers underneath. The path of the Castle is 
controlled from the command chair, which also provides the pilot with 
a stereo view of the surrounding area.
  Casting this spell requires a suitable existing Castle. The Castle 
becomes a vehicle with 28 BODY, 7 DEF, 2,000 hexes (8,000 hex 
Grounds), -12 DCV, 100 STR, 10 DEX, 1 SPD, -18 KB, 5" Flying (Limited 
Maneuver, 0 END Persistent), and no Ground Movement. The command 
throne must be selected before the spell is cast.
  If the caster fails his Magic Skill roll, he is swallowed up and 
entombed by the earth.
Power: Change Environment (Cloud below Castle, 1/2km Maximum Radius)
Modifiers: 0 END Persistent (+1), Invisible Powers Effects (All) (+1);
  Only beneath Castle (-1/4), Independent (-2).
  Active Cost = 146 points.
Power: Summon Flying Castle
Modifiers: Controlled from Command Throne (-1/4), Linked to Change
  Environment (-1/2). Active Cost = 62 points.
Power: Clairsentience (Sight, x2 Range), 360 Degree Sensing
Modifiers: Useable by Other (+1/4); Only while on Command Throne
  (-1/4), Linked to Change Environment (-1/2), Independent (-2).
  Active Cost = 75 points.
Combined: Difficult to Dispel (+1/4); Incantations (-1/4), Requires
  Magic Skill Roll (-1/2), OAF - Castle, Tome (-2), Circle must have
  at least 60 points in spells from at least 3 different Colleges
  (-1-1/2), Side Effects (Caster is swallowed by the Earth: 8d6
  Entangle, Impervious to Sight and Smell/Taste Groups, Hardened)
  (-1/2), Extra Time: 1 Minute (-1-1/2).
END Cost: 28; Magic Roll: -28; Casting Time: 1 Minute.
Real Cost: 31.

HURRICANE
  The dread Hurricane, or Typhoon as it is known in the southern 
lands, is the most powerful storm known to humankind. This ritual will 
summon a Hurricane weather system to devastate the local lands. The 
180km diameter storm begins at sea or near a coast, then advances 
inland along a path determined by the caster. After four to five days, 
the Hurricane will begin to dissipate and merge with the local weather 
patterns.
  If the caster fails his Magic Skill roll, he is struck by an 
extradimensional vortex of pure chaos. The cone of disorder proceeds 
to tear him apart atom by atom, until nothing remains of the wizard.
Power: -5 PER Images (Sight and Hearing groups)
Modifiers: Increased Radius (1,000km) (+5+3/4).
  Active Cost = 394 points.
Power: 6d6 Energy Blast versus PD
Modifiers: Area Effect (180km by 900km track) (+4+3/4), Continuous
  (+1), Hole in the Middle (5km Eye of Storm) (+1/2), Double Knockback
  (+3/4); Weaker with increasing distance from the eye (-1d6 per 30km
  from eye) (-1/2), Linked to Images (-1/2). Active Cost = 300 points.
Combined: Single Continuing Charge lasting 4-5 days (+1/4), Indirect
  (+3/4), Invisible Power Effects (All) (+1); Must begin at sea or
  along coast (-1/2), Only to produce a 90km radius Hurricane (-1/4),
  Advances 10km per hour along designated path (-1/4), Costs END to
  cast (-1/4), 1/2 DCV Concentrate (-1/4), Incantations (-1/4),
  Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle
  must have at least 150 points in spells from at least 8 different
  Colleges (including College of Storm Mages) (-3-3/4), Side Effects
  (6d6 RKA Chaos, Continuous, Indirect (Any), Trans-dimensional (Any),
  Lasts 4-5 days) (-1/2), Extra Time: 1 Hour (-2-1/2).
END Cost: (69); Magic Roll: -69; Casting Time: 1 Hour.
Real Cost: 58.

MAGIC FREE ZONE
  This spell will create a permanent dead zone where all but the most 
powerful forms of Magic will fail to function. Even artifacts, when 
they work at all, will be considerably weakened within this zone. This 
spell is especially useful when cast upon a strategic fortification 
that is difficult to defend against magical attacks, but not against 
mundane forms of assault.
  If the caster fails his Magic Skill roll, he will radiate physical 
agony whenever he is exposed to any form of magic. Usually this will 
result in the affected caster being exiled, as he is too dangerous to 
remain within a magic-using community.
Power: 20d6 Suppress Magic
Modifiers: All Forms of Magic (+2), Area Effect (84" Radius) (+1+1/4),
  Difficult to Dispel (+1/4), 0 END Persistent (+1); Independent (-2),
  1/2 DCV Concentrate while casting (-1/4), Incantations (-1/4),
  Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle
  must have at least 120 points in spells from at least 6 different
  Colleges (-3), Side Effects (Caster radiates agony upon sensing
  magic nearby: Sense Magic, 360 Degrees, Always On, Only to Trigger
  Ego Attack; 5d6 Ego Attack, Explosion, Triggered by Magic, 0 END
  Persistent, Continuous, Penetrating, Difficult to Dispel, No Range)
  (-1/2), Extra Time: 1 Hour (-2-1/2). Active Cost = 550 points.
END Cost: 55; Magic Roll: -55; Casting Time: 1 Hour.
Real Cost: 48.

PHASE CITY
  This powerful ritual can send an entire city to a new location on 
any known extradimensional plane. Where the city once rested, there 
remains only a large crater in the ground. However, at the end of each 
year thereafter, the city, and its remaining inhabitants, will return 
to its original location for the span of one hour. For this spell to 
function properly, the city must have an average density equal to or 
lighter than rock.
  If the caster fails his Magic Skill roll, he is banished to 
destination of the city for a period of one century.
Power: 10,000km Teleportation, Single Floating Location
Modifiers: Area Effect (2.5km Radius) (+2+3/4), Useable Against Others 
at Range
  (+1+1/2). Active Cost = 551 points.
Power: Extradimensional Travel (Any Dimension)
Modifiers: Area Effect (2.5km Radius) (+2+1/2), Useable Against Others
  at Range (+1+1/2); Linked to Teleportation (-1/2).
  Active Cost = 400 points.
Combined: Limitation: city returns to origin for 1 hour at end of each
  year (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2),
  OAF - Tome, Bulky (-1-1/2), Circle must have at least 210 points in
  spells from at least 11 different Colleges (-5-1/4), Side Effects
  (Extradimensional Travel linked to 10,000km Teleportation, Same
  location as original spell but only on caster; Followed by 20d6
  Suppress Extradimensional Travel on caster, single continuing charge
  lasting 1 Century) (-1/2), Extra Time: 1 Hour (-1-1/2).
END Cost: 95; Magic Roll: -95; Casting Time: 1 Hour.
Real Cost: 88.

SCAR LAND
  By calling forth the mightiest powers of the four elements, the 
Wizards can use this spell to wrack terrible upheaval upon a large 
stretch of land. What was once fertile grazing land can be transformed 
into a barren desert, or a new island can be brought forth out of a 
stretch of empty ocean. The upheaval greatly disturbs weather patterns 
over the area, causing unusual fluctuations in the climate. After a 
week, the land settles into its new form, but the weather remain 
unstable for many decades thereafter.
  The scarred land is within a 500km radius of the target, and the 
spell can be cast from a distance of up to 1200km away.
  Should the wizard fail his Magic Skill roll, the consequences are 
dire indeed. The wizard, along with his fellow members of the circle, 
are dispatched to one of the elemental planes. There they will face 
the wrath of a small army of Elementals.
Power: Change Environment (500km radius)
Modifiers: Recover 5 points per month (+1+3/4); Gradual Effect: 1 Week
  (-1-3/4), (Vary environment, Only to cause random weather
  fluctuations) (0), Single charge (-2). Active Cost = 356 points.
Power: 2d6 Major Transform (Alter Landscape)
Modifiers: Any Terrain Features (+1/4), Area Effect (500km Radius)
  (+4), Difficult to Dispel (+1/4), Cummulative (+1/2); Gradual
  Effect: 1 Day (-1-1/2), 7 charges (-1), Linked to Change Environment
  (-1/2). Active Cost = 195 points.
Combined: x625 Increased Maximum Range (+1); Costs END to cast (-1/4),
  1/2 DCV Concentrate (-1/4), Incantations (-1/4), Requires Magic
  Skill Roll (-1/2), OAF - Tome, Large Quantities of Four Elements,
  Immobile (-2), Circle must have at least 120 points in spells from
  at least 6 different Colleges (including all 4 elemental colleges)
  (-3), Side Effect (Circle is Transported to a random Elemental Plane
  to face an army of 128 Summoned Elementals. All have +25 EGO, 50
  points of Mental Defense against Mind Control, and an intense hatred
  of the circle) (-1/2), Extra Time: 1 hour (-2-1/2).
END Cost: (56); Magic Roll: -56; Casting Time: 1 hour.
Real Cost: 40.

STAR TRAVELLERS
  The ability to journey to the stars allows thousands of new worlds 
to be explored and conquered. This spell allows a small group of 
wizards and their cohorts, to fly to the edge of the atmosphere, then 
travel across the cosmos at enormous velocity. The group is provided 
with life support and defense against the harsh elements of 
interstellar space. Once the group sets foot upon a new world, 
however, the spell is cancelled and they must remain until they choose 
to risk the journey once more.
  If the caster fails his Magic Skill roll, with a blinding flash of 
light he is teleported 20-120 Light Years away in a random direction, 
likely never to return.
Power: Faster than Light Travel, 1 LY/Day
Active Costs = 126 points.
Power: 10" Flying (40" Non-combat)
Modifiers: Linked to FTL Travel (-1/2). Active Costs = 113 points.
Power: +8PD/+8ED Force Field
Modifiers: Linked to FTL Travel (-1/2). Active Costs = 72 points.
Power: Life Support (Breathing is Self-Contained, Protection against 
Vacuum)
Modifiers: Linked to FTL Travel (-1/2). Active Costs = 58 points.
Combined: Useable by 16 Others at Range (+2), Single Continuing charge
  lasting One Year (Cancel by landing on planetary surface) (+1),
  Persistent (+1/2); Costs END to Cast (-1/4), Incantations (-1/4),
  Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle
  must have at least 80 points in spells from at least 4 different
  Colleges (-2), Side Effect (Caster is Teleported 20-120 Light Years
  away in a Random Direction; 3d6 Sight Flash, Explosion, No Range,
  Linked to Teleport) (-1/2), Extra Time: 5 Minutes (-2).
END Cost: (37); Magic Roll: -37; Casting Time: 5 Minutes.
Real Cost: 46.

SUMMON HORDE
  This spell will summon a large horde of creatures from the 
surrounding lands to fight for the caster. Each of the 16,000 
creatures is worth a maximum of 200 points, and must reside within a 
day's travel of the location where the spell is cast. They arrive with 
whatever weapons, armor, and equipment they originally carried, but 
they are willing and eager to follow any orders from the wizard. Any 
deficiencies in supplies and equipment must be made up by the caster 
and his allies.
  If the caster fails his Magic Skill roll, a furious blast of chaotic 
mental energy explodes outward from the caster. The wizard and his 
comrades will be reduced to drooling idiots for a period of several 
days.
Power: Summon Army of 16,000 Creatures, each worth up to 200 points.
Modifiers: Any Creatures (+2); Must be within a day's walk of the
  caster (-1/2), Linked to Mind Control (-1/2).
  Active Cost = 120 points.
Power: 20d6 Mind Control
Modifiers: Area Effect (1.2 km Radius) (+2+1/2); Only versus the
  Summoned Creatures (-1/4), Costs END to cast (-1/4), Single Charge
  (-2). Active Cost = 350 points.
Combined: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
  Tome, Bulky (-1-1/2), Circle must have at least 100 points in spells
  from at least 5 Colleges (-2-1/2), Side Effect (Mental Blast: 10d6
  EGO Attack, 2d6 INT Drain - recover 5 per day, 4d6 EGO Drain -
  recover 5 per day; explosion) (-1/2), Extra Time - 1 hour (-2-1/2).
END Cost: (47); Magic Roll: -47; Casting Time: 1 hour.
Real Cost: 43.

THE UNDERTAKER
  This powerful sorcery ritual will summon Xhargyle the Undertaker, 
the third spawn of Primordial Chaos, to serve as an assassin for the 
circle. (See stats below.) Xhargyle is anything but subtle, and will 
leave a trail of death and wanton destruction wherever he travels. 
However, he is utterly relentless in his task, and will pursue a 
target across the far reaches of the world and to other dimensions 
until he has consumed his life force.
  During the casting process, a mental sensation of "wrongness" will 
be radiated in all directions. Anybody making a +16 PER roll, with 
modification for range, will become aware of the sensation, along with 
the approximate direction of its source. If the caster fails his Magic 
Skill roll, the beast will appear but will be extremely difficult to 
control and will have selected the wizard as his next victim.
Power: Summon Xhargyle the Undertaker
Modifiers: Incantations (-1/4), 1/2 DCV Concentrate while casting
  (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Circle of
  Summoning, Immobile (-2), Circle must have at least 70 points in
  spells from at least 4 Colleges (-1-3/4), Side Effect (Same
  summoning, but Xhargyle is +25 EGO, +50 Mental Defenses versus Mind
  Control, and the caster is his sole target) (-1), Extra Time - 1
  hour (-2-1/2), Limitation: +16 PER sense of "wrongness" radiated in
  all directions during casting (-1). Active Cost = 333 points.
END Cost: (33); Magic Roll: -33; Casting Time: 1 hour.
Real Cost: 32.

THREE WISHES
  The target of this spell is granted the ability to make three 
wishes, which can be any combination of powers, advantages, and 
limitations (worth a maximum of 150 points) that are needed to satisfy 
the trigger phrase. The spell is activated whenever the spell 
recipient says the words "I Wish" followed by a request, regardless of 
whether the activation was intended or not. The spell is quite literal 
in its implementation of the wish, and the results will not always 
have the intended consequences.
  If the caster fails his Magic Skill roll, he is banished to an 
alternate plane of existance for a period of one hundred and one 
years. Few wizards who have miscast this spell ever survive to journey 
home.
Power: 150 point Variable Power Pool
Modifiers: Cosmic Power Pool  (+2), Trigger (Say "I Wish" in a
  sentence) (+1/2), Useable by Another (+1/4); Only to satisfy trigger
  sentence (-1/2), Costs END to cast (-1/4), Three charges (-1-1/4),
  Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome,
  Bulky (-1-1/2), Circle must have at least 120 points in spells from
  at least 6 different Colleges (-3), Side Effect (Extradimensional
  Movement to a random plane; followed by 15d6 Suppress
  Extradimensional Movement, Single Continuing Charge lasting 101
  years, Difficult to Dispel) (-1/2), Extra Time - 1 phase (-1/2).
  Active Cost = 562 points.
END Cost: (56); Magic Roll: -56; Casting Time: 1 phase.
Real Cost: 61.

ZONE OF AVOIDANCE
  This little known ritual will bring into being a Zone of Avoidance. 
An enchanted presence becomes the guardian of an area of land, and 
will allow none to enter unless  identified as a friend. The Zone is 
empowered with powerful magical abilities that allow it to accomplish 
this task, including the creation of illusionary landscapes, the 
ability to suppress any type of magic, and a powerful attack that can 
take any form. The Zone is very crafty about its assigned task, and 
well equipped to detect any form of intrusion, day or night.
  If the caster fails his Magic Skill roll, the same Zone comes into 
being, but the wizard and his circle are always identified as 
intruders, and relentlessly attacked by the Zone.
Power: Summon Zone of Avoidance
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF
  Tome, Blessed Earth, Immobile (-2), Circle must have at least 40
  points in spells from at least 2 different Colleges (Including
  Mentalism) (-1), Side Effect (Same effect, but Zone always
  identifies the wizard circle as intruders) (-1), Extra Time - 1 hour
  (-2-1/2). Active Cost = 224 points.
END Cost: (22); Magic Roll: -22; Casting Time: 1 hour.
Real Cost: 27.

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XHARGYLE, THE UNDERTAKER

  This primordial slayer has lain dormant for millenia, awaiting the 
next call to go forth and extinguish more life. Few know of the 
existance of this nihilistic horror, and none who yet live know of his 
origins. Once set upon this task, he will relentlessly pursue his 
victim, using all the powers and guile at his disposal, until he has 
extracted any remaining life force. Unless promptly given a new task, 
Xhargyle with slay and destroy with wanton abandon.
  When visible, the Xhargyle has tapered, serpentine body, with four 
oversized arms, each tipped with two long, non-retractable force 
blades. His face is little more than a beaked mouth surrounded by 
tentacles, the inner side of which are covered in suction cups. 
Protruding wedges to either side of the head house the primary senses 
organs. A spiked fin runs from the back of the head to just past his 
armored torso, protecting the neck. The body is a dark metallic color, 
with a light grey sheen across the belly.

  Val   Char   Cost
----------------------------------------------------------------------
   92*   STR     32   Strength
   32    DEX     66   Dexterity
   50    CON     80   Constitution
   42    BODY    64   Body
   18    INT      8   Intelligence
   12    EGO      4   Ego
   40    PRE     30   Presence
    2    COM     -4   Comeliness
   20*   PD       8   Physical Defense
   18*   ED       5   Energy Defense
   12    SPD     88   Speed
   44    REC     40   Recovery
  200    END     50   Endurance
  140    STUN    37   Stun

  *Density Increase already included in the totals

 Cost  Abilities                                                 END
----------------------------------------------------------------------
  144   6d6 HKA Talons, x2 Armor Piercing (+1), Reduced           18
        Penetration (-1/4)
   65   4d6 BODY Drain, Recover every 5 minutes (+1/2),
        Continuous Uncontrolled (+1+1/2); Gradual Effect
        (every turn) (-1/4), Must do BODY with talons
        first (-1/4), 1d6 charges per hit (-1-1/4)
   51   2d6 BODY Drain, Area Effect (6" Radius) (+1),
        0 END Persistent (+1); Always On (-1/2), Only
        versus life forms (-1/4)
   67   Density Increase (50pts, 100,000kg, -10KB),
        0 END Persistent (+1), Always On (-1/2)
   53   Invisibility to Sight/Smell Groups with Fringe,
        0 END Persistent (+1), Always On (-1/2), Visible
        when struck by electric field or radiation (-1/4)
   18   +20 PD, +18 ED Damage Resistance
   60   75% Resistant Physical Damage Reduction
   24   50% Resistant Energy Damage Reduction, Not versus
        Electricity or Radiation attacks (-1/4)
   20   Regenerate 2 Body/turn
   10   Mental Defense (10 pts)
   10   Power Defense (10 pts)
    5   -5 Lack of Weakness
  200   50" Teleport, 0 END (+1/2), Armor Piercing (+1/2)         20
   90   10d6 Mind Scan, +20 Attack                                 9
   30   +10 PER, All Senses
   28   Infrared/UV Vision, Mental Awareness, Tracking
        Scent, Ultrasonic Hearing
   20   N-Ray Vision, Blocked by radioactive material
   40   Extradimensional Movement, Any Dimension                   4
   30   Full Life Support
   20   +4 w/ H-to-H combat
   11   Tracking 17-
    0   ES: Climbing, Deduction 8- (each)

  75+  Disadvantages
----------------------------------------------------------------------
   15   Psych. Limitation: Must find and slay target
        (Uncommon, Total)
    5   Psych. Limitation: Fear of Electricity (Uncommon)
   15   Psych. Limitation: Destructive (Common, Strong)
   15   Phys. Limitation: No fine manipulation
   10   2x BODY from Electricity and Radiation (Uncommon)
   10   Reputation (Extreme) 8-
   10   1" Running
    1   1" Swimming
-1286   Creature Bonus

OCV: 11; DCV: 11; Phases: 1-12
Points = 508 + 1009 = 1517 = 1442 + 75

----------------------------------------------------------------------

ZONE OF AVOIDANCE

  The Zone of Avoidance is an intelligent and powerful magical 
enchantment that will actively repel intruders by using illusionary 
obstacles, phantasmal foes, and, if all else fails, seizing control of 
an invader's mind and instructing him to leave.

  Val   Char   Cost
----------------------------------------------------------------------
   15    DEX     15   Dexterity
   18    INT      8   Intelligence
   12    EGO      4   Ego
    4    SPD     15   Speed

 Cost  Powers
----------------------------------------------------------------------
   80   Invisibility to Sight, Sound, and Mental Groups, No
        Fringe, 0 END Persistent (+1); Always On (-1/2)
  132   +5 PER Sight and Sound, Clairsentience, +16
        Telescopic, 360 degrees, 0 END Persistent (+1);
        Always On (-1/2)
  250   20d6 Mental Illusion, Area Effect (8km Radius)
        (+3), 0 END Persistent (+1); Always On (-1/2),
        No Range (-1/2)
   87   20d6 Mind Control, Telepathic Contact (+1/4), 0 END
        (+1/2); Reduced by Range (-1/4), Only to flee area
        (-1/2), Target will think actions were natural
        (requires EGO+20 for success) (-1/4)
  171   4d6 RKA versus PD, Invisible Power Effects (All
        Senses) (+1), +2 Variable Advantage (+3); Must
        match illusion (-1/4), 8 charges/day (-1/2).
  155   8d6 Suppress, All Magic (+2), Area Effect (8km
        Radius) (+3+1/2), Personal Immunity (+1/4), 0 END
        Persistent (+1); Always On (-1/2), No Range (-1/2).
   20   +20 Mental Defense
   20   Universal Translator
    5   Tactics 13-
    7   KS: produce realistic natural illusions 16-
    1   Program: identify intruders
    1   Program: deceive intruders into leaving area
    1   Program: attack intruders and drive from area

       AI Psychological Limitations
----------------------------------------------------------------------
   20   Psych. Limitation: Must defend land from intruders
        (Common, Total)
   15   Psych. Limitation: Must obey orders when addressed
        by true name (Uncommon, Total)
   10   Psych. Limitation: Allow anybody entering inner 2km
        radius to remain or leave freely (Uncommon, Strong)

OCV: 5; DCV: 5; Phases: 3, 6, 9, 12
Total Cost = 972
-- 
  Dark Matter         | "They couldn't hit an elephant at this dist..."
  [i--bl--e] at [eskimo.com] |         -Last words of Gen. John Sedgwick, 1864