Below is a lot of all of The Advanced Fighting Fantasy Skills and Spells that I've made between September 1,996 and last week, a lot of The Skills get better the more points you have in them and their listed Skill Level and effects are the best that any player of mine ever had them at
I'll also admit that by my estimates roughly 68% of these were made in or before June 2,001, which was when I was a very foolish GM that believed the more powerful, more destructive and more useful a spell or skill was the better it was and I also made the mistake of giving the spells m a lower Stamina cost then I should have and tried to compensate for that by finding ways to make it look less powerful spells were better value for money. So what do you think?
Spells
Death Version 3. 18 Stamina Cost. Almost Identical to The Death Spell, the only difference is that casting it doesn’t age the caster by 1 full year and the different between it and The Spell Death Version 2 is that Death Version 2 is only(?) has a chance to not age the caster by 1 full year
Death Version 2. 15 Stamina Cost. Almost Identical to The Death Spell, the only difference is that casting it doesn’t age the caster by 1 full year and the different between it and The Spell Death Version 3 is that Death Version 3 guarantees that using it doesn't age and this spell only(?) has a chance to not age the caster by 1 full year
Resurrect. 12 Stamina Points. It is A Good Version of The Evil Raise Dead Spell, within 4D6+2 hours of being killed the person it was cast on returns to life and does so with no side effects but he or she will still have any illness that didn’t kill him or her and the person that thinks they killed him or her is almost definitely long gone, and likely with as much as possible of the loot that the person it was cast had on him
Control Certain Greater Undead. 12 Stamina Cost. Lets me control almost any regular(?) Greater Undead, it won’t work on named Greater Undead like Reiner Heydrich but it will work on unnamed Greater Undead, for example The Skeleton Dragon and Greater Mummy in Legend of Zagor
Return to The Past. It has a cost of 11 Stamina Points and its effects, uses and powers that it gives and/or grants are as follows. The effect is that it can be cast at any point in a adventure and returns me to its start, it can’t be used at a instant death paragraph but if cast whilst I still have 10 Stamina or more left can be used to get out of A Fight that I can’t win or if I know for definite that the next paragraph is A Death 1 I can use it then or you could use it at a time when you think you’ve missed something that’s vital to the quest and want to start again and the character will also keep all the stuff he got/stole during it, but with none of my former foes dead and it will rid me of any and all warrants for my Arrest
Summon Spirits Version 4. 11 Stamina Cost. It can be used 3 times during a adventure and using it summons 1 of the following that are under the casters control. 3 Skill 8 and Stamina 8 Ghosts, 2 Skill 9 and Stamina 9 Wights that have the ability that every 2nd hit they land drains 1 point of Skill from their Foe and 1 Wraith Skill 10 and Stamina 11 Wight that have the ability that every hit they land drains 1 point of Skill from their Foe and if the caster wants then once the adventure is over he/she can gain permanent control over the undead he or she summoned but if he or she does then he or she must choose between 1 year and permanently losing 1 point of Stamina
The Spell Raise Undead Lesser Mummies Version 2. 11 Stamina Cost. Theirs no limit on the number of times you can cast this Spell, but casting it only(?) Summons 1D3 Mummies, the maximum number you can summon per adventure is equal to your unmodified Skill -2, for example A Character with A Skill of 10 could summon 8 per adventure and theirs stats are only(?) Skill 8 and Stamina 8
Major Mental Enslavement. 10 Stamina Cost. Can be used to permanently enslave the minds of either 7 animals(including giant sized 1’s), 4 semi-sentient foes(which includes normal Gnolls, Garks, Trolls, Orcs but not Goblins and similar) or 2 Sentient Foes(which includes Elite Goblins, A Goblin Chieftains Heir and The Shamans and Chieftain of Tribes of Gnolls, Garks, Trolls and Orcs)
Magical Persuasion Mark 2. 10 Stamina Cost. When faced with a unfriendly or even hostile person lets me persuade them to let me go or to do something as A PR Stunt. For example if you do Assassins of Allansia then Deathtrap Dungeon then if you beat Deathtrap Dungeon you can use it to get Lord Azzur to give me the prize and if need be have him justify it as A PR Stunt
Summon Troll Ally. 10 Stamina Cost. When in A Fight I can use this to summon 1 Skill 10, Stamina 10 and Luck 6 Ally type Troll that will aide me for that 1 fight but after that he/she/it returns to were he/she/it came from
Regeneration Version 2. 9 Stamina Cost. It has to used after a fight that I take part in my character both took part in and was injured in and if wounded he regains Stamina equal to either 6 or 2 per foe, whichever is greater
Greater Cure Aliment. 8 Stamina Cost. Can be used to cure any Aliment other then The Bits of regular and Greater Werewolves and Vampires, it effects the bites of lesser Werewolves and Vampires and this even includes 1’s that are normally guaranteed to be fatal
Charm Mythical Creature Version 1. It costs 6 Stamina. Lets the caster my character Charm A Mythical Creature that has to minor into his service and generally speaking The Weaker The Mythical Creature the easier it will be to charm him/her/it into my service
Steal Wine Version 1. 5 Stamina Cost. Can only be used after A Adventure, can be used twice after each Adventure and each use summon 2D2+1 Bottles of wine that are each worth 100 Talons, each hold 1 pint/2 doses and each doses restores 1D2+2 Stamina
Summon Herbs -Version 2. It costs 4 Stamina. It can be cast twice per adventure and when used The first summons 3D6+2 Gold Coins worth of The Rare Herb Saffron and The 2nd summons 1D3 doses of A Herb of The Users Choice
Fire Punch. Costs 4 Stamina. Can be used at the start of any fight and 1 foe of my choice takes 1D6+4 damage
Spells I created to be used in A Campaign that followed on from Sorcery
HOB -creates A Greater Hobgoblin that’s the size of A Human but is as powerful as A Teenage Giant, SNA -causes weapons made of Wood to snap, CHA -can be used to try to charm a enemy into leaving you alone, DRU -makes the target so drunk that he can’t attack and can only defend, HAN -can only be used when making A Skill attempt in very dangerous situations and no matter how hard the task you always have at least A 50/50 chance of success, RAN -lets you run as fast as a horse, ELE -lets you summon A Source of Elemental Energy that rejuvenates you and SUP -it has to be cast on A Weapon and the next foe that is wounded by it takes triple damage
AFF Versions of Spells from some of The Grailquest Books
Generate 10 Lightning Bolts. 10 times per adventure I can do 2D6 damage to 1 foe
Generate 2 Fireballs. Twice per adventure I can do 4D6 damage to 1 foe
The Books version of Teleport. Lets me teleport anywhere on the continent
The Books version of Death. Same as The AFF Spell Death but doesn’t age me 1 year
The Books version of Invisibility. Same as The AFF Spell Invisibility but guaranteed to work and lasts slightly long
Skills
Language Skills. Hobgoblin 17, Cat Women 17, Hill Troll 16, Ice Elf 16, Kobloid 16, Liche 16, Blue Dragon 15, Cloud Giant 15, Doppleganger 15, Faery Folk 15, Fire Giant 15, Frost Giant 15, Goblin 15, Greater Deamon 15, Greater Vampire 15, Hill Giant 15, Mermen 15, Mountain Troll 15, Orc 15, Ogres 15, Pixies 15, Storm Giant 15, Southern Barbarians 15, White Dragon 15 and Wood Elf 15
Others Skills
Brew any Potions 19. Every year/4 adventures The Person that has this Skill can try to make between 3 and 6 doses of up to 4 different types of Magic Potion/Magic Potions and the number that he/she/it can try and make depends on the strength of the potion that he/she/it is trying to make, basically the more powerful it is the less doses of it he/she/it can make
Embezzle Money 19. Between every adventure The Person that has this Skill can try to Embezzle Money off of other people and/or business. He/she/it can Embezzle up to 26D6+26 Gold Coins with no risk of getting caught and the maximum he/she/it can Embezzle with a chance of not getting caught is 66D6+66 Gold Coins
Foods 19. If The GM decides that he or she has the time then after every adventure the person that has this skill can gather 3D6+1 meals worth of water, game meats and wild yet edible fruits, nuts and berries
Buying and Selling 19. If The GM decides that he has the time then after every adventure The User can buy stuff and at a later date sell them and this will net him a profit of 25D6+14 Gold Coins
Horse type Animal Care 19. If The GM decides that he has the time then after every adventure my character can spend a few weeks caring for Horse’s owned by people that are rich and/or Nobility and this will earn me 20D6+20 Gold Coins
Manufacture Herbal Medicines 19. If The GM decides that he has the time then after every adventure my character can spend a few weeks manufacture Herbal Medicines that my character can then sell and every time he does this he will earn a profit of 22D6+22 Gold Coins
Create Crystal Birds 19. This Skill can only be used after a adventure and using it lets my character make 5D6+5 Crystal Birds that are each worth 15 Talons
Brew Beer at 19. This Skill can only be used after a adventure and using it lets my character make 3D6+2 Bottles of beer -every bottle holds 1 pint/2 doses and when drank each dose restore’s 4 Stamina
Create Device. at 19. Every 1.5 years/6 adventures I can create 3D3 Devices. 2 examples being The Murder Sphere The Man-Orc Assassin uses on you in Legend of The Shadow Warriors and
The Flintlock Pistol you can get in Howl of The Werewolf
Merchant Trading 17. Can only be used between Adventures, but only once, lets me indulge in Merchant Trading and I make a profit of 20D6+13 Gold Coins
Make Cheap Jewellery 17. Can only be used between Adventures but only once and it lets me make 4D3+3 Items of Cheap Jewellery that are each worth 3 Gold Coins
Create Wood Carvings 16. Tis Skill can only be used after a adventure and using it lets my character make 3D6+4 Wood Carvings that are each worth 15 Gold Coins
Create Cheap Trinkets 15. Can only be used between Adventures but only once and it lets me make 20D6+13 Gold Coins worth of Cheap Trinkets