From: Shannon Appel <appel@erzo.berkeley.edu>
Subject: A Melnibonean Grimoire
System: Elric!
"This is a fresh age...in more than one way. The time of subtle sorcery is on the
wane. Men are finding new means of harnessing natural power."
-Stormbringer I,2
In the Young Kingdoms, Chaos is willing to pass the gift of magic on to any who ask. It is
a corrupting influence, the tool of Chaos, but still, mortals of the Young Kingdoms are
willing to accept it, for it makes them strong. However, even Chaos is somewhat
discerning. The greatest spells are saved for the beloved of Chaos. What follows are some
of the known spells of the Melniboneans. These are not spells that should be easily
available to adventures. Rather, they are magics which might be known by foes or patrons.
Alternatively, they could be discovered in an ancient grimoire, the goal of a long quest.
[All of these spells are drawn directly from the Elric books where they were used by Elric
or another Melnibonean. I've done my best to make the spells fit the Elric! system while
maintaining their original affects.]
SPELLS:
Demon's Awakening (4)
[Spells
of Being]
"His head still bent, he stretched out his right hand and touched the pulsating
stone, stretched out his left hand and rested it upon Myshella's navel, and he began a
chant in an ancient tongue that had been spoken before true men had ever walked the
Earth."
-The Vanishing Tower I, 7
Range is touch. Chaotic. Awakens a person from any type of magical sleep (see The
Runesleep below). However, in order for this spell to have its affect, a rare Nanorian is
needed. These magical gems form the hearts of some of the greater demons of Chaos (see the
rumors on page 102 of ELRIC!). After the spell is completed, the sleeper will awaken in
1d8 hours.
Grome's Call to the Dead (5)
[Spells of the
Elements]
"A low moan was coming from the lips of the living dead. Suddenly, a whole area of
the surrounding hillside split into cracks, and yawning crannies appeared in the
surface... With a frightful, multi-voiced scream, the dead Lords were swallowed by the
earth."
-The Weird of the White Wolf II, 3
Range is sight. Chaotic. Causes the Earth to open up and swallow the dead which are
walking the Earth. Bound up with ancient agreements with Grome, this spell is one of the
less reliable of the Melnibone spells. A LUCK roll is required for it to work at all. Even
if the roll is successful, 1d8 combat rounds will pass before the earth responds. When the
earth does finally open up to swallow the dead, the results can be quite cataclysmic.
Nearby dwellings may be destroyed, and unfortunates who stand too close to the dead might
be dragged to their doom. Dead beings of great power may be able to resist the effects of
this spell, for Grome is both wary and indolent.
Hell's Fortress (1-4)
[Spells
of War]
"But the door resisted as it should not have resisted. `Sealed by sorcery and I've no
means of unsealing it,' said the albino."
-The Sailor on the Seas of Fate II, 6
Range is touch. Chaotic. Adds ten times that many hit points of protection to walls, doors
and other similar structure. Each cast of the spell affects an area no larger than ten
feet by ten feet.
Lassa's Zephyr (1)
[Spells
of the Elements]
"Gradually, from the grains of the dunes, a spiral of sand began to move upwards,
whistling as it spun faster and faster."
-The Fortress of the Pearl I, 3
Range is touch. Chaotic. A very minor variant of Wings of Lassa (Elric, pg. 83). Similar
minor spells are taught to the sorcerers of Melnibone from the youngest age. Creates a
small whirlwind of air, just a few feet tall, that may meander about a small area. Usually
harmless, although in sand, snow or loose soil, it can be blinding.
The Runesleep (4)
[Spells
of Being]
"She was lying upon a couch and she was naked. There were runes painted on her flesh
and the runes were, in themselves, obscene. Her eyelids were heavy and she did not at
first recognise them... The body was oddly cold."
-Elric of Melnibone II, 8
Range is touch. Chaotic. Before the spell may be incanted, certain runes must be drawn
upon the flesh of the victim. If these runes are not drawn perfectly, the spell will
utterly faily. When the spell is complete, the sorcerer expends 4 magic points. If a
POW:POW then succeeds, the victim falls into an eternal sleep. The caster must expend one
point of POW at this time. Only the caster himself, or certain spells may break this
sleep. The most powerful of people (those with POWs beyond the range of humans) may escape
the runesleep for a short time, but even they will eventually succumb.
The Pan Tangians too know of this spell (TVT I, 5). As the Melniboneans slowly descend
into obscurity, it is the Pan Tangians who are becoming the new race of Chaos.
Spark of Life (4)
[Spells
of the Unseen World]
"Slowly, with jerky movements, the creature raised itself stiffly upright and pointed
a clawed finger... its glazed eyes staring as if beyond."
-Stormbringer I,1
Range is touch. Chaotic. Spark of Life is a summoning. It causes the spirit of a dead
creature to reanimate its corpse. A number of magic points equal to the magic points of
the spirit being summoned must be expended (in addition to the original four). The spirit
of the dead could be bound, just as a demon or elemental, although doing such would be
very dangerous.
When the summoning is complete, the resulting revenant is slow and clumsy, but it does
remember its past life. It may answer questions, but these answers are never direct. They
are often riddles, prophecies or even new questions. Practitioners of the dark arts who
use this spell should be warned, for the lords of the nether realms are usually not
pleased with having the souls of their subjects disturbed.