By Rumble Man 0 Comments
Assassin's Banquet : This spell allows the mage to cast either Poison Food, Lethal Food, or Delayed Food Poisoning, or Delayed Lethal Food as an area spell. The caster may refrain from poisoning certain meals within the area of effect.
Bottle Regular: This spell automatically takes food from a common pot, portions it out into glass or tin containers (mage's choice of shape and type), sterilizes the containers, and seals them allowing the mage to quickly preserve food for later use.If necessary, this spell will create the appropriate sort of containers, however, the mage must expend more energy to create them.
Bottomless Cup Regular : When this spell is cast on a cup full of drink or a plate of food, more food or drink of that same type appears when the container is almost empty until the subject has eaten or drunk his fill. The food or drink created is no better than what was originally there, but it is available in seemingly endless amounts. However, in order for the spell to work, there must be some food or drink in the container when the spell is cast.
Butcher Regular, resisted by Sapients: This spell automatically slaughter a living or freshly dead creature and magically renders it into cuts of meat and neatly stacked piles of byproducts (such as offal, fur, feathers, horns or hide) ready for further processing. Living creatures get a resistance probability. Otherwise they take damage and are automatically dead and dismembered within 1 minute.
Change Drink Regular: This spell changes one sort of drink into any other sort of drink the mage can imagine. The limitations are that the basic quality of the ingredients cannot be improved and the alcoholic content of the beverage cannot be improved above its original level. For example, rusty-flavored tap water can be turned into low-quality soda pop, but not fine wine. Spring water could be turned into fine (non-alcoholic) grape juice (or something of lesser quality) suitable for fermentation, but it couldn't be turned directly into wine using this spell.
Change Food Regular: This spell changes one sort of food into food of any other sort the mage can imagine. Bulk remains the same, but all other qualities can be altered. Though nutritional value can be changed, basic quality and flavor of the food cannot be improved. For example, tough, stale meat could be turned into vegetables, but they would still be tough and stale.
Cheese Regular: This spell turns milk or cream into cheese, yogurt or similar food.
Choking Regular, resisted by Health: Any food or drink affected by this spell becomes "sticky", and will stick in the victim's mouth and throat. Anyone who eats the food must resist or start to gag. They can do nothing but cough. Victims can resist every 10 seconds to clear their throats. If the initial resistance roll \ failed, the food lodges in the victim's windpipe and he begins to choke. While he is choking he cannot speak or do any other physical action except to resist in order to clear his trachea.
Complete Digestion Regular: This peculiar spell can either be cast on a willing subject or on food or drink. In both cases it allows the subject to completely digest food or drink, eliminating the need to urinate or defecate. More importantly, the subject derives twice as much nutritional benefit from such food. However, if the food is poisoned, he is at disadvantage to all resistance attempts since his body absorbs the poison more easily!
Concentrate Food Regular: This spell turns any food into a concentrated substance with equivalent nutrition and a taste vaguely reminiscent of the subject. This can be anything from a compact paste to a dry stick, as the caster desires. Weight and volume of the food can be reduced to as low as 1/5th the original. If taken all the way to this level, the food will also be nonperishable.
Create Beverage Regular
This spell is like the Create Food spell but it creates beverages.
This is also an Elemental Water spell.
Create Ingredient Regular
This spell allows real food of a single type to be created. The cost of the spell depends on the rarity and value of the ingredients.
Delicious Scent Regular, resisted by Will
This spell amplifies the savory aromas given off by food, making food smell absolutely irresistible.
Any creature with a nose who can smell the aroma of good food (generally, anyone within 5 hexes) must make a Will roll to resist investigating the source of the aroma. Characters with the Gluttony disadvantage must roll at -4. This spell also gives +1 to Cooking skill rolls. The food might not taste any better, but it sure smells good!
This is also an Air spell.
Discern Vintage Information, resisted by IQ
This spell allows the mage to trace the entire history of a morsel of food or a sip of drink.
Details include the year the item was made, its ingredients, any unorthodox materials or techniques used to make it, who made it, etc. All the stereotypical wine snob stories apply (For example: "Chateaux Pretense Montrachet '09, made from grapes grown on a southwestern facing hill approximately 20 yards from a granite boulder. The grapes were trampled by a middle-aged man named Pierre with a wooden leg made from ash wood. The juice was bottled in an 3 year old oak keg with one new stave in it.").
For purposes of showing off one's "knowledge" of food and drink this spell gives Savoir Faire (Connoisseur) 25, though it might be useful to figure out who actually prepared a poisoned dish, etc.
This is a also a Knowledge spell.
Reduces the number of calories in a meal by 50%. Nutritional value is unaffected.
This spell creates any sort of dish or cooking utensil the mage can imagine. At the mage's option these containers or tools can be made edible!
Drink of Drought Regular, resisted by Special
This spell (sometimes also called Thirsty Water) makes a potable liquid cause thirst, rather than relieving it.
Any character who drinks the liquid will become more and more thirsty. For every sip he takes, he loses a pint of water. Each sip after the first causes 1d points of dehydration damage and does 2 point of Fatigue. Should the victim fall unconscious from damage, he will die within 1d hours, his body quickly turning into a brown mummy.
Note that in hot weather this spell is even more dangerous. Each lost quart (2 pints) of fluids from the body gives -1 to HT to resist the effects of extreme heat or hot weather and costs the character an additional 1 point of Fatigue damage (5 points instead of 4).
The loss of a gallon of fluids means that the subject is extremely thirsty. The loss of two gallons of fluids means that the subject is absolutely parched and is verging on delirium.
Characters who drink this "anti-liquid" must make an IQ roll to realize the true nature of the beverage they're drinking, at +1 to IQ for every pint of beverage they've imbibed.
Victims must also roll vs. Will or become obsessed with getting something to drink. If no other source of fluid can be found, the victim must roll vs. Will (at a bonus equal to the bonus to his IQ roll to figure out what he was drinking) to avoid returning to the Drink of Drought!
Characters who drink "anti-liquid" must make up the lost fluids by drinking enough real beverages to cancel the effects of this spell or by having a spell that restores fluids cast on them.
This is also a Water spell.
Drunkard's Cup Resisted by HT-3
This spell makes anything poured into a drinking vessel become intoxicating. The subject must roll vs. HT-3 every time he takes a sip from the vessel or begin to suffer the effects of drunkenness.
The first sip leaves him cheerful and elated. IQ, DX and Will are reduced by 3. The second makes him wild and messy, reducing attributes by an additional two points (-5 total). The next failed roll leaves him sullen and depressed, with a total -7 to IQ, DX and Will. A final missed roll will leave him unconscious for 1d+6 hours.
On a critical failure, he must roll vs. HT or go into an alcoholic coma. In a coma he must roll vs. HT every hour. If the roll fails, he loses 1 HP. On any critical success he recovers; on any critical failure, his heart stops and he goes into Cardiac Arrest. If a physician is present, the Physician's skill can be substituted for the victim's HT. In any case, a successful Physician roll gives +2 to HT rolls, or +4 if full TL6+ emergency room facilities are available.
If the contents of the vessel are already alcoholic, the victim must make two HT rolls each time he drinks.
Each time the subject drinks, he gets and IQ roll to realize what is happening. Until he makes his IQ roll, the victim will always accept a refill if one is offered or readily available. Other properties of the liquid remain unchanged (i.e., poison is still poison).
Note that this spell won't work against creatures which are naturally immune to drunkenness. However, Alcohol Resistance does not help, though Poison resistance gives bonuses to HT to avoid coma or damage while in a coma.
Explosive Indigestion Regular, resisted by HT
The mage must cast this spell on normal food or drink. When it is consumed, the victim begins to explosively pass gas and shoot fire from all his orifices.
The victim must immediately roll vs. HT to resist the spell. If he fails, he must roll vs. IQ or be mentally stunned for 1d seconds while explosive gasses build within his body. Every turn he will shoot a jet of foul smelling flaming gas in a random direction. On a critical failure, the victim attempts to hold the gas in, with disastrous effects.The jets of flame have the same effects as the Flame Breath spell, but they can't be aimed and reach only 1 hex out from the subject. Anyone standing next to the victim when he "erupts" will be hit by a Flame Jet on roll of 9 or less. If the victim tries to block the jet, he takes flame damage to the body part or object that he used to block the blast. If the victim tries to hold in the gas, he takes triple flame damage to his vitals as the flaming gas explodes inside him!
In any case, the escaping gas also has the same effect as the Stench spell and will affect everyone within 3 hexes of the victim and the scent will cling to the victim for 2d hours after the other effects of the spell have worn off. Everyone will react to the subject at -4. In polite (or even not so polite) society, the victim will probably suffer social ostracism for weeks and could get a permanent Bad Reputation!
Famine's Feast Area
This spell affects all foodstuffs in the area with the Food of Famine spell. In other respects, it is identical to that spell. This spell can also be cast on edible crops.
This is also a Plant spell.
Fast Regular; resisted by Will
This spell makes the subject forget his hunger and thirst for the duration of the spell. If the subject has to eat, he must make a Will roll to do more than peck at his food. Note that this spell only makes the subject immune to the psychological effects of hunger and thirst. The subject will still lose attributes (except for IQ) due to hunger and thirst, and will still take damage, but he can ignore his needs for the duration of the spell.
This is also a Mind Control spell.
Food affected by this spell on it is 50% calorific than normal. Nutritional content is unaffected.
This spell is most commonly used by livestock farmers, but it is useful for men doing strenuous work in extremely cold conditions or as a way of driving dieters crazy.
Feast of Emotions Regular, resisted by Will
This spell allows the mage to season his food or drink with emotions! Anyone who eats the enchanted food (or drinks an enchanted beverage) must roll vs. Will or be overcome by the emotion the mage has implanted.
These effects are not strong enough to compel action, but are very strong -- role-play them! If the emotion plays on a character's disadvantages (like aphrodisiacs placed in the food of a Lecherous character) they must roll to resist their disadvantages at -2 to Will.
Common emotions placed in food are nostalgia, contentment and sexual arousal. Anger, jealousy, and discontent can be used to start fights.
This is also a Mind Control spell.
Flavorless Regular; resisted by IQ
This spell removes all flavor from a single container of food. This is the antithesis of the Season spell. Targeted food held by another creature resists with that creature's IQ.
Food Color Regular
This spell allows food to be colored without affecting its taste or texture.
Food Fight Area, resisted by Special
Causes all edible (and/or theoretically or once edible, includes garbage, offal, waste, scraps, etc.) materials in the area to randomly fly about the area at tremendous speeds. Light or disposable containers (like milk cartons or light pie pans) will also begin flying if they have a significant amount of food in or on them. Larger containers will not move, but their contents will spill or fly.
The flying material does 1 point of damage per turn if they are solid or hot (hard fruit, frozen chickens, pots of hot coffee etc.), unless subjects in the area of effect make a DX roll. If they fail, they not only take the damage, but also must make a HT roll to avoid being blinded as for the Pie spell. Soft foods which are not hot do no damage but can still blind.
After 5 seconds, the ground in the area of effect will be slippery with goo and junk. All hexes in the area of effect are affected as if by a Grease (p. G79) spell. After the spell ends, the area will still be cluttered, but not preternaturally so.
Needless to say that any food affected by this spell is likely to be ruined and anything in the area will be covered with food.
This spell assumes that there is a significant amount of food in the area (like what you would find at a cafeteria or a banquet). If there isn't much food in the area or the food is contained in boxes, bags or barrels so it can't fly about, then the GM can reduce the effects of the spell or just rule that it fails.
Food of Famine Regular, resisted by Special
When cast on food or drink, this spell turns it into "anti-food" meaning that it subtracts calories when eaten, and leaves the subject hungrier than he was before! Each "meal" of "anti-food" negates the effects of one previously eaten meal. If too much food is eaten, it will actually cause starvation!
The food and drink appears normal in all respects, the only difference is that the more the victim eats and drinks, the hungrier he gets.
Characters who eat this food must make an IQ roll to figure out what is going on, at +1 to IQ for every pound of food (meal) they've eaten. They also get +4 to IQ if they've encountered Food of Famine before. Gluttonous characters or characters who are extremely hungry roll at -2 to IQ. Note that characters who have eaten at least 3 meals of "anti-food" are extremely hungry.
Characters who eat the "anti-food" must make up the lost calories either by weight loss from fat or by eating enough real food to cancel the effects of this spell. Every 3 meals of anti-food consumed counts as a day of Starvation with attendant losses to Fatigue and attributes.
Fat characters can use this spell to lose a lot of weight fast, with the attendant health risks of a literally "starvation diet." Unwilling characters may roll vs. HT to resist the starvation effects of each meal.
Freshen Food Regular
This spell will freshen stale, old, or wilted food. It will not improve the quality of the food, nor will it make bad food palatable.
Gentle Wine Regular
This spell creates an alcoholic beverage which has its usual effects until the drinker wishes them to disappear. Then the alcohol in the subject's body magically vanishes, leaving him sober and free of any hang-over effects.
Alternately, the subject can reduce his level of intoxication, rather than completely eliminating the alcohol from his blood. If the character reduces his intoxication level, any remaining alcohol in his system must be eliminated by natural means, or via another spell such as Cure Poison.
Glutton's Delight Regular, resisted by HT
This spell is identical to the Trencherman spell, except that food and drink ingested don't have any more calories than one meal. Alcohol, drugs or poisons in the food still affect the character normally.
Unwilling characters resist with HT.
This is also a Body Control spell.
Glutton's Mint Enchantment
This spell allows the mage to create a Glutton's Mint, as described on p. 41 of GURPS Magic Items I. It's wafer thin!
Good Digestion Regular
Allows a person to consume food or drink without it causing indigestion, food allergies, or other "normal" problems. Poisoned or tainted food still affects the character, and he can still get sick from overeating or overindulgence in alcohol.
Good Food Regular
When cast on food or drink, this spell gives them the effects of the Good Digestion spell. The food and drink can be consumed in any quantity without causing indigestion, food allergies, or any other health effect associated with "normal" food.
In other respects this spell is like the Good Digestion spell.
Greater Create Food Regular
This spell will create food from thin-air! However, the food created by this spell is sort of a proto-food: bland, tasteless, and doughy -- but very nourishing. Half a pound of Greater Food has enough nutritional value to support a man for 1 day, and provides the same caloric value as a full meal. Casting Create Food upon Greater Created Food will give a real taste treat.
Guns to Butter Regular, resisted by IQ
At lower tech levels this spell can be used on melee weapons. The effects are the same, however.
If this spell is cast on a weapon that is held or carried by another person, they may roll vs. IQ to resist the effects of this spell.
Health Food Regular
This spell removes the unhealthy qualities of food while improving its nutritional value, boosting the foods beneficial effects on the body, and undoing the ill effects of other foods.
In addition, this spell gives the same effects as the Good Food spell.
One meal of Health Food per day gives a character his complete nutritional needs for the day (but not his total caloric needs). A character who eats nothing but Health Food for the day gets +1 to HT rolls to resist the effects of disease and ingested poisons and to recover from wounds or injuries.
A character who eats nothing but Health Food for at least a year gets the benefits of the Longevity advantage for that year only. Characters who live on Health Food for most (or all) of their lives, effectively have the Longevity advantage.
Note that this spell is typically cast on "natural" foods such as macrobiotic bean sprouts, organic tofu, raw honey, or live-culture yogurt, though it doesn't have to be.
This is also a Healing spell.
Improve Food Regular
This spell makes existing food or drink become fresher, tastier, and more nutritious, by altering the structure of the foodstuff to improve its quality. Fruits and vegetables become riper and fresher, canned foods could be made to be just as wholesome and flavorful as fresh-cooked foods, or rot-gut wine could be turned into a superior vintage.
This spell also allows cooking mistakes to be eliminated. For example, a fallen soufflé or a burnt stew could be set to rights.
While this effect cannot make bad food palatable and it can't add any ingredient is not there, it can make existing foods more desirable. It gives +2 to Cooking (or the Cook spell) skill roll since the cook has the finest ingredients to work with and can correct his mistakes.
This spell counters the Flavorless spell. Poisoned food remains poisoned (unless it spoiled due to natural bacterial action).
Improved Create Food Regular
This spell allows the mage to create food out of thin air, as long as he has a tiny amount of at least one of the ingredients of the recipe or a bit of food of roughly the same type.
The food created can be of any recipe that the mage is familiar with which could be made from a sufficient quantity of at least one of the ingredients present. For example, a few grains of rice and a bit of dry leather thrown into a pot would turn into a tasty beef stew over rice or a beef and rice soup!
Food created with this spell is wholesome and ordinary in every way, but the quality of the food is limited by the mage's skill with the Cook spell or his Cooking skill.
Junk Food Regular, resisted by IQ
When this spell is cast, a food or drink loses all its nutritional value, while retaining its flavor and scent, and mass.
Because the food still has bulk, anyone who eats Junk Food gets the impression that he has had a full meal. However, his body is not fooled, no Fatigue is regained by eating a meal of Junk Food.
Depending on the situation, this can be good or bad. Bacteria won't grow in food treated with this spell (since they get no nutrition from it) and dieters don't have to worry about gaining weight, but a person who eats a diet of junk food will starve to death or die of a nutritional deficiency.
If this spell is cast on food held, carried or about to be eaten by another person, they may roll vs. IQ to resist this spell.
Lethal Food (VH) Regular, resisted by HT-2
This spell is identical to the Poison Food spell, except that the poison is more virulent.
Anyone who eats the food must roll vs. HT-2 to Resist immediately after they ingest the food and for 1d additional days. On a failed roll, the victim takes 1d points of damage.
The progress of the poison can only be stopped with the Neutralize Poison spell. Conventional medical skills (such as Poisons or First Aid) will not help, and Diagnosis or Pathology skill will reveal nothing about the nature of the poison.
A character with the Physician skill can roll vs. his skill to assist the stricken character. For every two points by which the attending physician makes his skill roll, the period of poisoning is reduced by 1 day.
If a Slow Poison spell is cast on the victim, the victim takes 1d-3 points of damage per day over 2d days.
Magic Ale (VH) Regular
By using magic to defy the laws of physics, this spell allows th mage to distill an alcoholic beverage that exceeds 200 proof (100% alcohol). Such beverages are incredibly tasty and incredibly potent. They can also be dangerous - a shot glass of 210% proof ale would be the equivalent of 7 pints of beer! If the Intoxication rules from GURPS Compendium II are being used, divide the Magic Ale's proof by 10 to get the beverage's Alcohol Factor. For example, a shot of 210 proof ale would have an Alcohol Factor of 21!
This spell requires that the mage have a quantity of distilled alcohol. The first casting of this spell brings any distilled beverage up to 200 proof, subsequent castings improve proof by 10%. Volume is not reduced.
Magical Feast (VH) Regular
The caster can create real, tasty, wholesome, nutritious food and drink sufficient to feed one or more people for one meal. The food created is simple fare unless the caster wishes to pay extra to create something fancier. The food is magically created and no "raw materials" are needed.
Monk's Fast Regular
This spell allows a subject to go without food and drink for a long period of time with no ill effects. In order to work, this spell must be cast in advance of the fast. It will not heal Fatigue or damage caused be meals missed before the spell was cast.
Multiply Food Regular
As long as the mage has a bit of one or more types of food or drink, he can magically "multiply" those foods so that they will feed more people.
Each "level" of this spell doubles the amount of food, so one food item becomes two, two becomes four, four becomes eight and so forth.
The basic quality or wholesomeness of the multiplied material is not changed, only the quantity is increased.
Near Beer Regular, resisted by IQ
This spell removes all alcohol from beverages, but makes them taste the same. Other poisonous or mind-altering chemicals are not removed from the drink.
If this spell is cast on beverages held or carried by another character, the owner may roll vs. IQ to resist.
Allows a single meal to supply all the daily nutritional requirements for a creature without adding calories.
Note that if a character is to avoid the effects of Starvation, he must eat the same number of calories. All this spell does is make the food more nutritionally valuable.
Pie Missile, Resisted by Special
This spell creates a pie in the caster's hand that he can then throw at the target's face.
To target the spell, the mage uses the Spell Throwing (Pie) skill. Due to the nature of the missile, the mage gets +3 to his effective skill, which offsets the penalty to hit the face. The pie has SS 13, Acc +1, 1/2D 25, MAX 50.
If the pie hits its target, it does 1 point of damage unless the victim can make a HT roll. Additionally, the target must make a DX roll or be blinded for 1 second, then be partially blinded (-3 DX) for 1d seconds. If the target critically fails, he will be blinded for 1d seconds. On successful DX roll, the pie mostly misses the victim's eyes, and he is only partially blinded (-3 DX) for 1 second. On a critical success, the target is unaffected by the pie and takes no damage.
If the victim has a piece of rigid material, like a sheet of cardboard or a plate, he may add +1 to his DX roll. If he has a shield, he may add the shield's PD to his DX roll. If the subject has the Shield skill or a weapon, he may Block or Parry the pie rather than rolling vs. DX.
If the subject has any sort of face protection (like a scarf, hood, or veil) he is immune to damage, but still must roll vs. DX to avoid blindness.
The pie will have no effect (other than making the subject messy) if thrown at any other part of the target's body.
Note that the mage can eat the pie rather than throwing it. It is a permanent, edible, tasty item of food. The mage can specify any type of pie with which he is personally familiar when the spell is cast (crème pie is traditional, however).
Rumors persist of variants of this spell that either do a more damage (like Acid Pies or Flaming Pies) or have special effects (like Sleep Pies or Curse Pies). Variants like these would certainly have appropriate extra prerequisites.
Potent Wine Regular, resisted by IQ
This spell makes an alcoholic beverage more or less potent without changing its taste.
Characters who drink the altered beverage may roll vs. IQ to detect the change in potency. Unwilling characters resist with IQ.
Prepare Food Regular
Allows ingredients to be prepared for cooking or inclusion in a recipe. For example, this spell allows grain to be malted for brewing, cherries to be pitted, shrimp to be shelled, vegetables to be peeled, or cream to be whipped into whipped cream.
Note that the quality of the final product depends on the mage's skill (e.g., Cooking for preparing vegetables or whipped cream, or Brewing for malting grain for beer).
Purgative Regular, resisted by HT
When this spell is cast, any food or drink previously consumed by the subject magically vanishes from his system. This spell won't cure damage already done to the subject's body by food-based poisons, but it immediately halts any further damage if the poison isn't completely absorbed by the subject's body.
When this spell is cast, anything the subject consumed up to 12 hours before the spell is cast magically vanishes from his body. Since the subject's digestive tract is emptied, he becomes hungry, and loses 1 point of Fatigue, since he loses the benefit of meals consumed within the last 12 hours.
This spell is used to relieve poisoning. It will also relieve the effects of overindulgence.
Unwilling subjects resist with HT.
This is also a Healing spell.
Rain of Wine Area
This spell acts as the Rain spell but it produces a rain of wine (or any other beverage with which the mage is personally familiar) instead of water.
This spell is mostly used as a special effect, but adventurers might discover more practical uses, such as fertilizing soil, destroying electronics, or making an area slippery, sticky or dirty.
Approximately one pint of liquid is produced per hex affected.
This is also an Elemental Water spell.
Reverse Fermentation Regular, resisted by IQ
When the mage casts this spell he can reverse bacterial action on food, making fermented or curdled food revert back to its raw ingredients.
For example, wine or vinegar would become grape juice, cheese or yogurt would revert to milk, and so forth.
Spoiled food remains spoiled, this spell doesn't remove mold, poison or harmful bacteria.
If this spell is cast on foodstuffs carried or held by another character, the owner may roll vs. IQ to resist the spell.
Roast's Revenge Regular
This spell reanimates a cooked animal up to the size of a stag, sheep, or wild boar. The cooked carcass may be partially dismembered or carved, but as long as it is at least 50% intact, this spell will take effect.
When the spell is cast, the cooked animal begins to regrow any missing parts (but not any missing skin or plumage) taking 2d seconds to do so. In addition, it grows sharp teeth (or beak) and claws. When the regeneration is completed, the beast will attack any target the caster desires.
The beast has the same characteristics it had in life, except that it has sharp teeth and claws which do cutting damage, its ST and Move is increased by 25% (to a minimum of 5), it's HT is increased by 2 and its HP are increased by 50%. In addition, it also has one level of Toughness (or +1 DR) and the High Pain Threshold, Damage Immunity (Doesn't Bleed, No Brain, No Vitals) and Doesn't Breathe advantages.
This is also a Necromantic spell.
Shape Food Regular
Allows the creation of food-sculptures, wine fountains, or wedding cakes that defy the usual laws of physics. Through use of this spell, food could theoretically be shaped into some form of shield or wall; GMs please note that only rarely would food have more than DR 1 or 2.
Shape Food Regular
Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati University, Pyramid 32)
Second Stomach Regular
This spell allows the subject to eat or drink a normal amount of food but not digest it or absorb it in any way until the spell ends. The subject can also voluntarily and easily regurgitate the at any time before the spell ends. This allows the mage to eat or drink poison, hold it for a time, and then quietly purge it with no ill effects.
Second Stomach overrides the Complete Digestion spell until the subject wills that spell to take effect. Poisoned Food (including the Lethal Food spell) does not affect a person with the Second Stomach spell until the Second Stomach spell ends or the subject wills the food to be digested.
This is also a Body Control spell.
Speed Preparation Regular
This spell greatly speeds the chemical and biological processes involved in food preparation, allowing foods which normally take a long time to prepare to be readied in minutes.
This spell accelerates normal reactions by a factor of 100. For example, bread dough that would normally rise in 2 hours (120 minutes) would rise in 1.2 minutes. Pickled foods that take 3 months (90 days) to finish, could be readied in about a day, and dry beans that take a day to soften in water will be readied in about 15 minutes.
This spell can also be used to speed the production alcoholic beverages or cheese, but the Fermentation or Cheese spells are much more reliable. This spell only accelerates the action of existing biological or chemical reactions. The quality of the final product is limited by the mage's skill (either Cooking, Brewing or Distilling as the case may be). If this spell is cast on food that has harmful chemicals or bacteria in it, the food will rapidly spoil.
This spell may also be used as a prerequisite for the Decay Food spell.
Spice Jet Regular
Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical Opportunities at Illuminati University, Pyramid 32)
This spell automatically creates food or drink of an identical type in certain place at the same time each day. For example, the mage could use this spell to have a pot of fresh coffee in his coffee pot each morning, or to fill a bowl with food or water for an animal.
If the food created the day before is not consumed, it will magically disappear when the new food appears or when the spell ends, leaving the container clean. If the container in which the food or drink is to appear is moved from the general location specified when the spell is cast, or if it is destroyed, the spell fails until a suitable replacement is found or the spell ends.
The mage specifies what sort of food and drink he wishes to create, as well as its time and location of appearance.
Food and drink created by this spell can never be changed once the spell is cast. In addition, food or drink created by this spell will vanish if not consumed before the next meal appears or if the food or drink is removed more than 5 hexes from the location to which the food was summoned.
This spell was designed to allow a solitary mage to feed and water the livestock on his estate and the experimental animals in his lab when he was away.
Summon Food Regular
This spell summons food to the mage's location from the nearest source within 1 mile. If the mage specifies, he can exclude certain known sources or types of food.
If no edible food is in the immediate area the spell brings the nearest thing to a suitable meal that it can find - leaves, carrion, bark or a live animal still on the hoof! Roll one die. On a roll of 1 the spell brings a live animal or similar object that needs a lot of preparation before it can be turned into food. On a roll of 6 it brings something inedible and foul. Otherwise the amount that the skill roll was made by determines the quality of the food.
The mage can exclude known sources of food if he specifies them before he casts this spell. In an urban area, larcenous mages use this spell whenever they wish to order "take-out" food.
Sweet Lotus Special, resisted by IQ-2 or Will-2
This spell imbues the target food with the essence of the legendary lotus. Any being (save the caster) who sees the ensorcelled food feels a strong urge to eat it unless they can make a Resistance roll vs. IQ-2 or Will-2 (whichever is worse) to resist.
The GM should roll vs. the subject's resistance in secret, and then give the unlucky victim very strong hints that he should try the food (i.e., "The food looks delicious, and you are suddenly reminded that you are very hungry.") rather than just forcing the character to eat the food.
If the subject eats the food, it will taste utterly delicious. However, he must then make another resistance roll, as above. If he fails, he will suffer from the effects of the Ecstasy and Loyalty spells, as if the mage had cast successfully cast those spells on him.
The duration of the Ecstasy spell is normal, but the Loyalty spell will last 6 hours.
Taint Food Regular, resisted by HT
Similar to the Poison Food spell, this spell causes harmful bacteria to grow in food and drink, making anyone who eats the food very ill.
Approximately one hour after ingesting the tainted food or drink, the subject must roll vs. HT or suffer from intestinal distress.
Victims who fail their HT roll, suffer from nausea, vomiting, diarrhea and stomach cramps. Treat this as Seasickness or Space Sickness, depending on the situation.
In addition, sick characters take 1 point of damage and are at -2 to ST, DX and IQ, and skills based on those attributes.
On a critical failure, the character takes 2 points of damage and fouls himself. Until he can bathe and change his clothes, everyone reacts him at -2.
The illness passes 3d hours after it starts.
This spell can also be used as a prerequisite for the Decay Food spell.
Tasty Regular, resisted by Will
This spell makes food and drink look incredibly tasty. Anyone who tastes even a morsel of the food must roll vs. Will or eat until they are sated. Characters with Gluttony are at -4 to resist.
This spell can't make foods which the subject wouldn't normally eat appear tasty to him, for example, hay couldn't be made to appear tasty to a human, but it would look delicious to a horse. Likewise, the subject gets +4 to Will to avoid foods which he knows will adversely affect him in some way (by aggravating a food allergy or making him break a Vow, for example).
No bonus to Will is allowed if the dangers of eating don't seem serious or immediately obvious. For example, a character wouldn't get a bonus just because he was trying to lose weight or because he suspected that someone might be trying to poison him.
This is also a Mind Control spell.
This spell will allow the subject to eat and drink as much as he wishes and not suffer any ill effects from overeating. However, the food and drink will have their normal effects in all other ways. Food still has calories, alcohol still makes the character drunk and poisoned food still harms the character.
If the subject uses this spell to drink to excess he could very well kill himself with alcohol poisoning!
This is also a Body Control spell.
True Cornucopia Enchantment
Allows any container to continually produce food of any type or variety with which the mage is familiar.
The enchanter sets the amount, type and assortment of food to be created when he enchants a True Cornucopia. The food produced is real and permanent (i.e., it will not disappear after one minute like ammunition created with the Cornucopia spell), but it will disappear if it is left in the container for long enough that it begins to spoil.
Normally, the cornucopia will produce just enough food to fill itself, and someone must touch it and concentrate for a moment to produce more food (up to the maximum amount which can be created per day). If a large quantity of food is produced, it will magically "flow" out of the container into the surrounding hexes in such a way that the food remains wholesome and good.
Only food items may be created with this spell.
Energy Cost: 10 per 1 lb. of food created per day.
Water to Alcohol Regular
This spell turns water to beer, sake, mead or any other alcoholic beverage the mage is personally familiar with up to 5% alcohol content (10 proof, or Alcohol Rating 1). Wine (up to 15% alcohol, 30 proof or Alcohol Rating 3), and distilled liquor (up to 70% alcohol, 140 proof or Alcohol Rating 14) can also be produced, but in smaller quantities.
The beverage produced is only as good as the water used to make it. Ditch water produces inferior brew, pure spring water produces excellent drink.
The quality of the final product is determined by the mage's Brewing or Distilling skill.