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NETHERMANCER SPELLS

Nethermancers deal with the netherworlds and their inhabitants. Their spells often involve spirits and other non-worldly entities. Their spells are also heavily involved with the workings of life and death and the nature of astral space.

CIRCLE 1 SPELLS

Bone Dance
Threads: 1Weaving Difficulty: 7/15
Range: 25 yards Duration: 3 + Rank rounds
Effect: Willforce + 4
Casting Difficulty: Target’s Spell Defense
The nethermancer does a herky-jerky jig while weaving the Bone Dance spell, pointing at the target as he casts the spell. If the Spellcasting Test is successful, Bone Dance infuses the target’s skeleton with an independent living force, which then moves the skeleton against the target’s will. The nethermancer next makes an Effect Test. If the result is equal to or higher than the target’s Strength step number, he can control the target’s movements. If the result is lower than the target’s Strength, the target may move on his own. When he is doing so, however, the target suffers a negative modifier equal to the magician’s rank in Spellcasting .

The nethermancer must concentrate each round of this spell, directing the target through its dance. The nethermancer’s control can only make the target move in a random fashion. The target wanders 1D6 yards in a round.

Chilling Circle
Threads: 2Weaving Difficulty: 6/15
Range: Touch Duration: 6 + Rank minutes
Effect: D6 points of damage when in circle
Casting Difficulty: Target’s Spell Defense
This spell creates a circle of cold that can damage characters who enter it. While weaving the threads, the nethermancer spins in a slow circle, increasing speed as he nears the end of the spellcasting. He stops suddenly, kneeling to touch the center of the circle. A wave of cold ripples out 5 yards in every direction from the center.

The nethermancer makes a Spellcasting Test against the Spell Defense of any character inside the circle. If the nethermancer is not present, the circle makes the Spellcasting Test against whichever character inside the circle has the highest Spell Defense. A successful Spellcasting Test does Step 4 damage to the target character. Mystic armor protects against the damage.

Command Nightflyer
Threads: 1Weaving Difficulty: 5/13
Range: 120 yards Duration: 3 + Rank minutes
Effect: Willforce + 2
Casting Difficulty: :
This spell allows the nethermancer to converse with and command nocturnal flying creatures, such as owls, bats and krilworms. The nethermancer imitates the flying or speaking sound of the animal and then makes a Spellcasting Test against the Spell Defense of the creature. If the test is successful, the spell allows him to converse with the creature and to utter simple commands. The nethermancer makes an Effect Test. If the result is equal to or higher than the creature’s Social Defense, the target obeys the nethermancer’s commands.

Command Nightflyer cannot override a creature’s survival instincts or force it to behave against its basic nature. For example, the spell could not force a bat to scout during daylight hours.

Detect Undead
Threads: NoneWeaving Difficulty: NA/7
Range: 25 yards Duration: 3 + Rank minutes
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense
This spell permits the spell recipient to detect undead creatures. While weaving the spell, the nethermancer must touch the spell target, smearing the recipient’s brow with a bit of dust or dirt. Detecting undead requires concentration, but the spell’s recipient does not have to concentrate for the duration of the spell, only during the rounds when he is trying to detect undead.

If the Spellcasting Test is successful, the recipient makes an Effect Test against the highest Spell Defense of any undead within range. Success indicates the number of undead within range, but not their exact position. If the spell recipient is not the nethermancer, the recipient makes the test using his or her own Willpower or Willforce.

Dry and Wet
Threads: 1Weaving Difficulty: 7/8
Range: 15 yards Duration: 1 round
Effect: Willforce + 4
Casting Difficulty: Target’s Spell Defense
This spell can either dry soaked items or soak dry ones. The nethermancer gathers saliva in his mouth. If he spits, “wet” is cast. If he swallows, “dry” is cast. If the Spellcasting Test is successful, the nethermancer rolls the Effect dice to determine the number of pounds that can be soaked or dried.

Experience Death
Threads: 1Weaving Difficulty: 6/12
Range: 20 yards Duration: 3 + Rank rounds
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense
The nethermancer casts this spell on a corpse to see and experience everything the dead character experienced at the time of his death. The nethermancer touches the spirit world to recreate the events of the character’s death. If the Spellcasting Test is successful, the last few rounds of the target character’s life are played out, equal to the duration of the spell. The nethermancer senses everything from the point of view of the deceased. Unfortunately, this includes taking any damage the deceased suffered.

The nethermancer then rolls the Effect dice, the result giving him a pool of extra Damage Points. The first damage done to the nethermancer comes from this pool, not from the character’s current Damage. Once the character’s Current Damage exceeds the amount in the pool, the nethermancer begins to take damage normally.

Insect Repellent
Threads: 1Weaving Difficulty: 6/7
Range: Touch Duration: 3 + Rank minutes
Effect: Willforce + 5
Casting Difficulty: 2
This spell permits the nethermancer to repel insects of all sizes. While weaving the spell, he makes a buzzing sound like the sound of flying insects, the buzzing becoming softer as the spell is cast. If the Spellcasting Test is successful, he then rolls the Effect dice and records the result. Insects must make a successful Willpower Test against this number, or else leave the character alone.

Putrefy
Threads: NoneWeaving Difficulty: NA/9
Range: 25 yards Duration: 1 round
Effect: Putrefies food
Casting Difficulty: 2 (see text)
Nethermancers cast this simple spell by swallowing with a slight grimace, then looking at the food they wish to putrefy. If no one is eating the food, the Spell Defense is 2. If someone is eating the food when the spell is cast, the nethermancer must overcome the highest Spell Defense of the person(s). If the Spellcasting Test is successful, the food is putrefied. When cast on the diner, all of the food, including the bite just taken, is putrefied. Putrefy works on up to 20 pounds of food.

Spirit Grip
Threads: NoneWeaving Difficulty: NA/7
Range: Touch Duration: 1 round
Effect: Willforce + 6
Casting Difficulty: Target’s Spell Defense
This spell permits the nethermancer to draw on the malevolent energy of the spirits of the dead to harm others. A successful Spellcasting Test draws a small portion of their malevolent energy to damage a target. The nethermancer rolls the Effect dice for the damage. Spirit Grip cannot be cast on sacred ground or other ground that has been proofed against spirits; even a Life Circle of One (see p. 176) is enough to stop Spirit Grip. Physical armor also protects against the Spirit Grip spell.

Undead Struggle
Threads: NoneWeaving Difficulty: NA/7
Range: 10 yards Duration: 3 + Rank rounds
Effect: Willforce + 4
Casting Difficulty: Target’s Spell Defense
[undead struggle] This risky spell allows the nethermancer to engage the undead directly in magical combat. If the Spellcasting Test is successful, the nethermancer and the undead are locked in magical combat. Neither may move or take any action other than that required for Undead Struggle until the spell expires or until one of the contestants is destroyed. The nethermancer rolls the Effect dice and compares the result to the result of the target’s Willpower Test. The winner takes no damage; the loser takes damage equal to the full result of his opponent’s roll. Mystic armor provides protection against the Undead Struggle spell.

 

CIRCLE 2 SPELLS

Bone Circle
Threads: 3Weaving Difficulty: 6/17
Range: 5 yards Duration: 3 + Rank months
Effect: Willforce + 5
Casting Difficulty: 9
Bone Circle is a ritual spell in which the nethermancer invites a wandering spirit to live within a circle of bones. Each test, Thread Weaving and Spellcasting, takes one hour of game time. The nethermancer needs the bones of a non-sentient animal for the ritual of constructing a bone circle 10 yards across and inviting a wandering spirit to live within it. If the Spellcasting Test is successful, the spirit is summoned.

The spirit that takes up residence is not very bright. It cannot leave the circle, but it can try to prevent other characters from entering. The spirit can take physical action within the circle; its Dexterity, Attack, Strength, and Damage steps are all equal to the Effect step of Bone Circle. Other nethermancer spells, such as Grave Message and Spirit Portal, also make use of a bone circle. A nethermancer may have more than one bone circle in existence at any one time. The game statistics for the Bone Spirit follow.

Bone Spirit
DEX: *STR: *TOU: 8
PER: 4WIL: 7CHA: 7
*Effect step of spell

Initiative: 5Physical Defense: 12
Number of Attacks: 1Spell Defense: 9
Attack: Effect stepSocial Defense: 9
Damage: Effect stepArmor: 0
Number of Spells: NAMystic Armor: 0
Spellcasting: NA Knockdown: Effect step
Effect: NA Recovery Tests: 3
  
Death Rating: 44 Combat Movement: 50
Wound Threshold: 10Full Movement: 100
Unconsciousness Rating: NA

Legend Points: 60
Equipment: NA
Loot: NA

Ethereal Darkness
Threads: 1Weaving Difficulty: 8/16
Range: Touch Duration: Willpower + D10 rounds
Effect: Darkness, Spell Defense 12
Casting Difficulty: 2
Using this spell, the nethermancer draws a bit of darkness from another dimension, then commands it to billow and expand. If the Spellcasting Test is successful, the darkness fills a sphere 10 yards in every direction, centering on the character or object touched. Characters who are not willing recipients of Ethereal Darkness increase their Spell Defense by 5.

The darkness gives all characters a –5 step modifier to all actions requiring sight. Ordinary light does not penetrate Ethereal Darkness. Characters who wish to banish the darkness with magical light must make a Spellcasting Test against the Spell Defense of Ethereal Darkness, which is 12. Dispel Magic must also defeat the Spell Defense of 12 to dispel the darkness.

Nethermancers are not affected by Ethereal Darkness. They continue to see as if the spell had never been cast. All nethermancers are immune to Ethereal Darkness, not just the nethermancer who cast the spell.

Fog Ghost
Threads: 2Weaving Difficulty: 6/15
Range: 25 yards Duration: 3 + Rank rounds
Effect: Summons fog ghost
Casting Difficulty: 8
With the Fog Ghost spell, the nethermancer coalesces fog from the surrounding air and coaxes a maleficent spirit to briefly inhabit the fog. The magician makes a Spellcasting Test against a Difficulty Number of 8, the Spell Defense of the fog ghost. If the test is successful, the Fog Ghost appears anywhere the nethermancer wishes within range. The Fog Ghost attacks the nearest character, and continues to attack whatever character is nearest for each round of its existence. Destroying the fog does not harm the spirit, which simply returns to the netherworld and waits for another chance to harm the living. A Fog Ghost will not attack undead or entities. Game statistics for the Fog Ghost follow.

Fog Ghost
DEX: 7STR: 7TOU: 5
PER: 6WIL: 7CHA: 6

Initiative: 6Physical Defense: 16
Number of Attacks: 1Spell Defense: 8
Attack: 8Social Defense: 10
Damage: 10Armor: 0
Number of Spells: NAMystic Armor: 5
Spellcasting: NA Knockdown: 6
Effect: NA Recovery Tests: 1
  
Death Rating: 24 Combat Movement: 40
Wound Threshold: 6Full Movement: 80
Unconsciousness Rating: NA

Legend Points: 60
Equipment: NA
Loot: NA

A Fog Ghost is vulnerable to damage from normal weapons. Its high Physical Defense Rating represents the difficulty of hitting the “thicker” spots of the fog, which house the spirit.

A Fog Ghost spell cannot be cast in a desert or other very dry environment, nor can it be cast when the temperature is below freezing.

Life Circle of One
Threads: 2Weaving Difficulty: 6/15
Range: Touch Duration: 3 + Rank minutes
Effect: Willforce + 5
Casting Difficulty: 2 (see text)
This spell creates a circle that can resist any undead, Horror, or Horror construct that attempts to enter it. The nethermancer spits on his fingers, then outlines the circle with his finger. The circle can be no more than ten yards in diameter. If the Spellcasting Test is successful, the circle resists any undead, Horror, or Horror construct who attempts to enter. When an entity attempts to enter or reach into the circle, the nethermancer makes a Spellcasting Test against the entity’s Spell Defense. If the result is equal to or higher than that number, the circle repels the entity. Roll the Effect dice for the damage the being suffers as it is repelled.

Life Circle of One can only repel one creature per round. Numerous enemies can easily swamp the circle if they can manage to surround it. When more than one undead attack the circle, the circle will attempt to repel the being with the highest Spell Defense.

A nethermancer may cast another Life Circle of One within an existing life circle. This can afford some protection from numerous entities for a few minutes.

Pocket Guardian
Threads: 3Weaving Difficulty: 7/13
Range: Self Duration: 1 + Rank days
Effect: Willforce + 6
Casting Difficulty: 7
Pocket Guardian summons a diminutive spirit to guard items in a character’s pouch or pocket. If the Spellcasting Test is successful, the spirit resides entirely within the pocket, and cannot leave it. The spirits often appear as small rats or large stinging insects. Pocket Guardians permit the caster to insert and remove items from a pocket. The spirits will attack any other character who attempts to reach into the protected pocket, and they will also make as much noise as possible to alert the spellcaster.

Pocket Guardian
DEX: 5STR: 3TOU: 3
PER: 11WIL: 3CHA: 3

Initiative: 7Physical Defense: 7
Number of Attacks: 1Spell Defense: 7
Attack: 6Social Defense: 7
Damage: 4Armor: 3
Number of Spells: NAMystic Armor: 3
Spellcasting: NA Knockdown: 3
Effect: NA Recovery Tests: 1
  
Death Rating: 20 Combat Movement: NA
Wound Threshold: 7Full Movement: NA
Unconsciousness Rating: NA

Legend Points: 60
Equipment: NA
Loot: NA

Repel Animal
Threads: 2Weaving Difficulty: 6/13
Range: 5 yards Duration: 1 + Rank hours
Effect: Willforce + 6
Casting Difficulty: 2
The nethermancer draws a circle with a radius of five yards on the ground, touching the center of the circle as she casts the Repel Animal spell. If the Spellcasting Test is successful, the nethermancer rolls the Effect dice and records the result. Any natural animal must make a Willpower Test against that number to enter the glowing white circle. Natural animals do not include undead, Horrors, Horror constructs, or intelligent beings.

Shield Mist
Threads: 1Weaving Difficulty: 6/13
Range: Self Duration: 3 + Rank rounds
Effect: Willforce + 6
Casting Difficulty: Target’s Spell Defense
This spell creates a shield of mist that hardens and moves to deflect blows. While weaving the spell, the nethermancer moves his hands over his form while wisps of mist pour from his fingertips. If the Spellcasting Test is successful, the Effect step is used as for the Avoid Blow Talent. If the Effect result is equal to or higher than the outcome of his opponent’s Attack Test, the mist deflects the blow. The nethermancer is visible within Shield Mist, and he can easily see out. Shield Mist does not hinder the nethermancer’s actions.

CIRCLE 3 SPELLS

Death’s Head
Threads: NoneWeaving Difficulty: NA/9
Range: Self Duration: 5 + Rank rounds
Effect: Willforce + 5
Casting Difficulty: Target’s Spell Defense
[Death's Head] This spell transforms the nethermancer’s head into a gore-spattered skull. The nethermancer touches his face as he casts the spell. If the Spellcasting Test is successful, the nethermancer may make an Effect Test to inflict fear on any character he can see for each round of the spell’s duration. If the result is equal to or higher than the character’s Spell Defense, the character must flee out of the nethermancer’s line of sight. This fear is an additional action granted by the spell. The nethermancer may take one of his regular actions in the same round. A nethermancer can cast only one Death’s Head spell on himself at a time.

Fog of Fear
Threads: 2Weaving Difficulty: 8/18
Range: 60 yards Duration: 6 + Rank rounds
Effect: Willforce + 5
Casting Difficulty: 2 (see text)
With this spell, the nethermancer conjures a spherical patch of fog 10 yards across. The fog is a luminous, wispy gray and slightly cold to the touch. Once placed, the fog cannot be moved.

If the Spellcasting Test is successful, the nethermancer makes an Effect Test. If the result of the test is equal to or higher than the Spell Defense of any enemy character within the fog, that character must flee out of the nethermancer’s line of sight. Under no circumstances will the characters reenter the cloud.

Grave Message
Threads: 4Weaving Difficulty: 7/19
Range: 100 miles Duration: Rank days
Effect: Sends message to nethermancer
Casting Difficulty: See text
If the Spellcasting Test is successful, the Grave Message spell permits a nethermancer to magically send a message to another nethermancer. The message can be sent to a Bone Circle or a cemetery in which spirits are active. The Difficulty Number of the Spellcasting Test is based on the distance the message must travel.

DistanceDifficulty
Less than 1 mile2
2–55
6–108
11–2511
26–5014
51–10017

The message must be sent to a specific location, and be addressed to either a specific nethermancer or “any nethermancer who happens by.” The message cannot exceed 50 words and is delivered by a quavering spirit voice. The spirit speaks the message once, then the enchantment is broken.

Pack Bags
Threads: 1Weaving Difficulty: 7/11
Range: 5 yards Duration: 1 round
Effect: Willforce – 1
Casting Difficulty: 2
The nethermancer must gather all the items to be packed, then open the chest, satchel, or other container to be packed. If the Spellcasting Test is successful, the air fills with swarming, multi-colored points of light, tiny spirits come to pack the bags. Then the nethermancer rolls the Effect dice to determine the Strength Value of the spirits. They cannot pack a total weight greater than the Carrying Capacity of that value.

Pain
Threads: NoneWeaving Difficulty: NA/11
Range: 10 yards Duration: 3 + Rank rounds
Effect: Step 4 damage, immobilization
Casting Difficulty: Target’s Spell Defense
With this spell, the nethermancer casts pain on a single character. If the Spellcasting Test is successful, the target character suffers Step 4 damage every round of the spell’s duration, experiencing pain far worse than the damage might suggest. The pain immobilizes the target until the spell expires or until the victim makes a successful Willpower Test against a Difficulty Number of 13 to dispel the pain. Mystic armor protects against damage from the Pain spell.

Spirit Double
Threads: 1Weaving Difficulty: 11/19
Range: Touch Duration: 10 + Rank rounds
Effect: Creates spirit double of nethermancer
Casting Difficulty: 10
With this spell, the nethermancer summons a spirit to act as his double. If he rolls a 10 or better on the Spellcasting Test, the summoning is successful. The spirit appears, assuming a shaggy material form that resembles the nethermancer and that will last for the duration of the spell. The spirit possesses the same Dexterity, Strength, and Toughness Atribute Values of the nethermancer. It has no magical abilities and a Spell Defense of 10. The nethermancer can command the spirit, and the spirit loyally obeys. The magician can only command through voice commands, however, which means the spirit must be within the sound of his voice to receive the command. Once created, the spirit can travel anywhere its form allows.

CIRCLE 4 SPELLS

Animate Skeleton
Threads: 2Weaving Difficulty: 7/18
Range: 100 yards Duration: 8 + Rank minutes
Effect: Animates skeletons
Casting Difficulty: 5
The nethermancer must be in a graveyard or else have a supply of skeletons to use this spell. He may animate a number of skeletons up to his rank in Spellcasting per spell. The Difficulty Number is 5, the Spell Defense of the skeletons. If the Spellcasting Test is successful, the skeletons are animated. If the skeletons move beyond 100 yards of the nethermancer, they will crumble into a heap of lifeless bones. The skeletons are usually armed with short swords fashioned from spare bones by the magic of Animate Skeleton. If the skeleton was originally buried with a better weapon, it uses that weapon. Skeletons can use magic items, but they are weak users of magic.

Skeleton
DEX: 5STR: 5TOU: 4
PER: 5WIL: 7CHA: 5

Initiative: 4Physical Defense: 6
Number of Attacks: 1Spell Defense: 5
Attack: 6Social Defense: 11
Damage: 8Armor: 4
Number of Spells: NAMystic Armor: 4
Spellcasting: 4 Knockdown: 5
Effect: NA Recovery Tests: 1
  
Death Rating: 22 Combat Movement: 30
Wound Threshold: 5Full Movement: 60
Unconsciousness Rating: NA

Legend Points: 20
Equipment: Short Sword
Loot: Though it is usually nothing, the loot can vary. Twenty percent of the time, skeletons yield jewelry valued at 2D6x10 silver pieces.

Astral Flare
Threads: 2Weaving Difficulty: 7/17
Range: 25 yards Duration: 5 + Rank rounds
Effect: Willforce + 6
Casting Difficulty: 2
With this spell, the nethermancer releases an intense flare of light into the astral plane. If the Spellcasting Test is successful, the nethermancer rolls the Effect dice. He compares that number to the Spell Defense of any creature in range of the spell who is looking into the astral plane. If the number is equal to or higher than the Spell Defense, the Astral Flare blinds the creature.

In subsequent rounds, any creature trying to see into the astral plane while the flare is in effect must make a Willpower Test against the result of the nethermancer’s Effect dice roll. A successful test permits it to see into the astral plane. Failure blinds the creature. This spell is also effective against characters who look into astral space.

The astral blindness lasts for the duration of the spell or until the target makes a successful Willpower Test.

Evil Eye
Threads: 2Weaving Difficulty: 7/17
Range: 25 yards Duration: 10 + Rank rounds
Effect: –5 steps to all tests
Casting Difficulty: Target’s Spell Defense
This spell makes the nethermancer’s pupils shimmer with the appearance of a flickering greenish flame. The nethermancer may target one character with the evil eye. If the Spellcasting Test is successful, subtract –5 steps from all tests made by that character. To dispel the evil eye, the target must roll a 12 or higher on a Willpower Test. This Willpower Test is not subject to the –5 step penalty.

Fatal Food
Threads: 3Weaving Difficulty: 9/17
Range: 10 yards Duration: 10 + Rank minutes
Effect: Willforce + 6
Casting Difficulty: Target’s Spell Defense
The nethermancer weaves 3 threads to some food. Each thread must be woven to a different piece of food, ones that are not touching or mixed together. Fatal Food cannot be cast on a bowl of soup, for example, because the ingredients are mixed.

If the Spellcasting Test is successful, the meal becomes explosive, but the explosion does not occur until the foods mix. There are three explosions; roll the Effect dice for the damage for each. Mystic armor reduces the damage taken.

Spirit Servant
Threads: 3Weaving Difficulty: 8/20
Range: Touch Duration: 3 + Rank days
Effect: Summons spirit servant
Casting Difficulty: 9
With this spell, the nethermancer conjures a spirit servant. First he draws a circle on the ground adn inscribes it with the name he has chosen for his servant. The circle must lay undisturbed for a full night before the spell can be cast. The Spellcasting Difficulty is 9, the Spell Defense of the Spirit Servant.

If the test is successful, the Spirit Servant loyally serves the nethermancer. These spirits usually serve as porters, scullery help, or even butlers, for they are not much good a combat. A spirit servant appears as an etheral humanoid of a gender and race of the nethermancer's choosing. The Spirit Servant can carry up to 60 pounds and lift up to 115 pounds. The spirits are often quiet, though intelligent and capable of speech. Many nethermancers become attached to one Spirit Servant, summoning the same one time and again.

Spirit Servant
DEX: 4STR: 4TOU: 4
PER: 7WIL: 7CHA: 5

Initiative: 6Physical Defense: 9
Number of Attacks: 1Spell Defense: 9
Attack: 4Social Defense: 9
Damage: 4Armor: 0
Number of Spells: NAMystic Armor: 4
Spellcasting: NA Knockdown: NA
Effect: NA Recovery Tests: 1
  
Death Rating: 20 Combat Movement: 50
Wound Threshold: 5Full Movement: 100
Unconsciousness Rating: NA

Legend Points: 15
Equipment: NA
Loot: NA

Viewpoint
Threads: 1Weaving Difficulty: 9/17
Range: Touch Duration: 6 + Rank minutes
Effect: Willpower + 9
Casting Difficulty: 2
The Viewpoint spell creates a one-way window through a wall or other barrier. The window can be as small as the nethermancer wishes or as large as 3 by 3 feet. The material of the barrier is unaffected, so a stone wall is still as tough as stone.

There is a chance of someone noticing the Viewpoint spell from the other side of the wall. If the Spellcasting Test is successful, the nethermancer rolls the Effect dice. The result is the Difficulty Number for someone being able to spot the Viewpoint using a Perception Test.

Visions of Death
Threads: 1Weaving Difficulty: 9/17
Range: 100 yards Duration: 6 + Rank rounds
Effect: Immobilizes character in horror and fear
Casting Difficulty: Target’s Spell Defense
The nethermancer calls upon the spirit world to present a very personal horror show to the target character. If the Spellcasting Test is successful, the target character, and only the target character, sees a detailed vision of his own death. Though the character knows he is not dying while watching the vision, the fear and horror have a mesmerizing effect. The character can do nothing but see the vision unless he can dispel the spell by rolling a 12 or more on a Willpower Test.

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