Thanks to: MHP for many contributions.
Here are lots of new spells for Daemonologists, Dark Mages, Necromancers and Greenskins. New spells will be added in time but already the list is over 110 spells long. The numbers in the parentheses are the number of spells of each type. Have fun!
Daemonic Magick (30) | Dark
Magick (34)
Necromantic Magick (50) | Orc Magick (18)
Draw Pentagram
Spell level - 1
Magic points - 1
Range 12 yards
Duration 24 hours
Ingredients Small piece of the material which the pentagram should be made of
This spell draws a pentagram anywhere within 12 yards of the caster. The caster control its size and which material it should be drawn of but if he intends to use it for summoning daemons, he needs to inscribe the required runes on the pentagram after it appears. Note that as soon as it has been drawn, it can be disturbed or removed partially or wholly by normal means. Else it disappears at the end of the duration.
Test Pentagram
Spell level - 1
Magic points - 1
Range 12 yards
Duration 1 round
Ingredients Pigs blood
This very useful spell can be used to test a pentagram, whether there are any weaknesses in it or flaws. It can be used both before and after the proper runes have been inscribed on it but this spell has no effect on those and cannot check their validity. It only checks the drawn pentagram itself.
Desecrate
Spell level - 1
Magic points - 2
Range 12 yards
Duration - Permanent
Ingredients Human blood
This spell is used to desecrate a circular area with 4 yard radius before a summoning spell is cast. It makes it easier to channel the spell and reduces any chance of failure by half.
Ignite
Spell level - 1
Magic points - 2
Range 12 yards
Duration Permanent (until put out)
Ingredients - None
This spell really is just a more powerful version of the petty magic spell Light Up. It has the same effects as that spell but allows the caster to choose any and all candles, lanterns or similar within 12 yards to be ignited. The duration is permanent or until put out, candle burns out, oil slips up, etc.
Daemonic Appearence
Spell level - 1
Magic points - 2
Range - Personal
Duration - 1 hour per level or until dispelled
Ingredients - Any part of a dire wolf
This spell causes the caster to gain a daemonic appearence. It
does not change him into a daemon or give him any abilities. His
eyes flare with a red light, his skin darkens a bit and is
strangely shadowed, his teeth grow a bit larger, his hair stands
up and seems to be flowing on a wind light close to him seems to
darken to a very limited extent and sometimes his nostrils sprout
small flares. All these attributes are very vague and limited and
are not enough to cause fear, except possibly in the most
superstitious or naive.
Daemon Lore
Spell level - 1
Magic points - 5
Range - 12 yards
Duration - 2 rounds
Ingredients - A silver hoop, 5" radius
This spell allows the caster to recognise which power a daemonic
being within 12 yards has. At level 1, he can learn about
daemonic steeds and servants. At level 2, he can learn about
lesser daemons, At level 3, he can learn about any mediocre
strength daemons (those between lesser and greater status - if
you use that). At level 4, he can learn about any greater
daemons. If the daemon succeeds a Magic test, then only one
ability is revealed, else the daemonologist will gain full
knowledge of the daemon's power. Note that daemons don't take
kindly to mortals probing about their power. It takes the
daemonologist the whole of the round he cast the spell and the
second one to absorb the knowledge gained. If his concentration
is broken, he'll learn nothing.
Visions
Spell level - 1
Magic points - 5
Range - Personal
Duration - 1 turn
Ingredients - A strong hallucionogenic drug
This spell gives the caster knowledge in the form of visions
gained from daemonic entities. This knowledge can be from the
past, present or future. The caster can choose knowledge of what
he wants the visions to be, but must make a Magic test to
successfully control it. It depends on the level of the caster
how powerful these visions are.
Level 1 - The visions are very vague and no sounds accompany
them.
Level 2 - The visions are vague and only incoherent whispers
accompany them.
Level 3 - The visions are clear and sounds can be heard and talk
sometimes made out.
Level 4 - The visions are very clear and all sounds and talk can
be heard.
This spell is just generally used to gain information, about
people, places, items, etc. It is ultimately up to the GM what is
learned, how much and how clear it is. Each time a spellcaster
uses this spell, he must succeed a Cl test or gain one insanity
point. The test becomes more difficult as the visions become
clearer and thus there is a cumulative -10 penalty for each level
of the caster, beyond the first. For the full duration of the
spell, the caster is in a trance and cannot be awoken at all.
Incite Evil
Spell Level - 1
Magic Points - 3
Range - Personal
Duration - 1 hour/level
Ingredients - Any brain
This spell acts as the "devil" of people's conscience, inciting bad ideas and suggestions into the mind of a single target if it fails a Magic test. Which those thoughts are depends on the momentary circumstances but even then the victim of the spell can attempt a WP-test to refrain from acting on those thoughts. That test has a bonus of +0 to +50 depending on the seriousness of the action and how much it goes against the target's morality.
Summon Daemonic Bits
Spell Level - 2
Magic Points - 6
Range - Personal
Duration - 1 hour/level
Ingredients - 6 hearts of any one species
This spell allows the caster to summon, or more accurately, replicate parts of daemons into himself. The caster chooses which parts he wants but the spell is known to frequently provide different results than desired. No more than 50% of the casters body can be changed by the means of this spell. What the effects are is up to the GM but the caster must take care not to disproportion his body too much lest he loses his balance. Following are some suggested effects: Daemonic head (night vision, acute hearing, acute sense of smell, excellent vision, cause fear, possible bite attack; must take care not to leave the head too big [i.e. that of a greater daemon], especially if the neck is not transformed as it might snap under the weight), Wings (allow flight; might cause unbalance), Heart (Increased stamina and endurance and possibly enhanced strength; if too big then it might burst out of the ribcage if going fast enough or it might suppress the lungs).
Enhance Runes
Spell level - 2
Magic points - 4
Range 6 yards
Duration One summoning
Ingredients A piece of platinium ore
This spell only works on the runes a daemonologist inscribes on a pentagram used for summoning daemons. The pentagram is strengthened so that any tests to keep a daemon within its confines is subject to a +5 bonus per level of caster.
Command Daemon
Spell level - 2
Magic points 2, 4 or 12
Range 24 yards
Duration One command
Ingredients A tongue from any large beast
This spell can be cast at any daemon the caster has summoned. The daemon must make a Magic test to throw off the effects and this can be modified by the caster by spending additional MPs. If the test fails the daemon can be commanded by the caster to do a single task, without any chance to resist it. The MP cost for the spell is 2 for daemonic servants or beasts, 4 for lesser daemons and 12 for greater daemons.
Protection From Daemonkind
Spell level - 2
Magic points - 3
Range - Personal
Duration 1 hour/level
Ingredients Piece of a hide from any great beast
This spell protects the caster from any kind of daemons. It provides him with +1 AP when fighting daemons, +10 bonus to any special powers of daemons magical or otherwise and an additional +10 if taking a Magic test from a daemonic spell.
Wards
Spell level - 2
Magic points - 4
Range - Personal
Duration 1 hour/level
Ingredients Part of a daemon hide
This spell the caster uses to ward him against daemons that manage to break through a pentagram after being summoned. Any such daemon that is determined to take an interest in the caster (as they frequently do), will only do so 70% of the time. If the caster does anything that directly or indirectly affects the daemon, he forfeits this protection.
Daemonic Courage
Spell level - 2
Magic points - 4
Range - Personal
Duration - 1 hour per level
Ingredients - Daemon heart
This spell makes the caster resistant to fear from daemons and
daemonic beings. Any fear tests are automatically successful and
terror tests are treated as fear tests.
Daemonic Weapon
Spell level - 2
Magic points - 5
Range - Touch
Duration - 1 hour
Ingredients - Any melee weapon
This spell causes any one weapon touched to be imbued with d3
daemonic weapon powers. Those are chosen at random. Only the
caster himself can wield this weapon. Casting this spell causes
the caster to gain one insanity point.
Insanity
Spell level - 2
Magic points - 3
Range - Touch
Duration - 1d6 days
Ingredients - Hair from a lunatic
This spell causes one creature to gain d3 random disorders if it
fails a Magic test. If the test is successful, there is no
effect.
Lower Resistance
Spell level - 3
Magic points - 7
Range 12 yards
Duration Until daemon returns to the Warp
Ingredients A black pearl
This spell can be cast at a daemon. It lowers the magic resistances of said daemon, halving any chance of it succeeding a Magic test. However, the daemon has a Magic test to throw off the effects of this spell. Although this can be modifier as normally by spending extra MPs.
Improved Wards
Spell level - 3
Magic points - 8
Range - Personal
Duration 1 hour/level
Ingredients Part of a daemon hide (hides from daemonic beasts and servants are not usable)
This spell is identical to the Ward spell but it also covers any friendly character to the caster within 6 yards.
Assume Daemonic Form
Spell level - 3
Magic points - 12
Range - Personal
Duration d6 turns/level
Ingredients Hide from a daemon
This spell allows the caster to transform into a daemon. While in this form he causes fear in all living creatures and benefits from the following profile changes: +20/+1 to all stats except +10 to W. While in this fore, however, he cannot cast any spells. Also, while in this form, the caster is subject to blood lust and must make a WP-test in order to restrain him from attacking any living creatures he encounters. If he fails he will attack relentlessly. If he attacks consciously, while in control, he must test for control every round of combat. Those daemonologists that have lost control while in the daemonic form have often been known to start eating their victims before coming to their senses. The caster can dispel the daemonic form at will but only when he is in control. Anyone viewing the transformation to or from the daemonic form must make a Cl-test or gain d3 insanity points.
Reinforce Wards
Spell level - 3
Magic points - 3
Range - Touch
Duration Until ward ends
Ingredients Blood from any daemon
This spell reinforces existing ward (either Ward or Improved Ward spell) on a single creature so that daemons that break through the pentacle only take interest in those warded 40% of the time they usually would do so.
The Lunatic
Spell level - 3
Magic points - 7
Range - Touch
Duration - 1d6 days
Ingredients - Eyes from a lesser daemon
This spell changes one creature into a raving lunatic if it fails
a Magic test. It becomes very unpredictable and a danger to it's
surroundings although it's far to mad to fall into a frenzy. If
the Magic test is successful, the affected creature only gains
the full effects of the Insanity spell above. Just remember one
thing, creatures under the full influence of this spell are
totally insane but not necessarily stupid.
Possession
Spell level - 3
Magic points - 5
Range - Touch
Duration - Special
Ingredients - A heart from a sacrificed victim
This spell summons a lesser daemon and delivers it into
possession of another intelligent living being. The target of the
spell must make a Magic test, if this is unsuccessful, the daemon
takes over. If the test is successful, the daemon instead tries
to take possession of the spellcaster which must make a Magic
test with a -20 penalty to ward it off. If he succeeds, the
daemon is thrown back. Note: Check the rules for possession
elsewhere on these pages.
Sense Motive
Spell Level - 3
Magic Points - 16
Range - 12 yards
Duration - 10 turns
Ingredients - Brain of an elf
This spell is cast on a daemon that is to be bargained with. The daemon gets a Magic save but if failed the spell will warn the caster about any deceitfulness about the daemon in its offers. The spell will not enlighten the caster exactly what it is, only tell him that the daemon is choosing words he can twist later on at the expense of the caster.
Daemonification
Spell Level - 4
Magic Points - 60
Range - Personal
Duration - N/A
Ingredients - 10 hearts of good clerics slain in ritual sacrifice when both moons are full (one each night) and each of those placed on an intersection point of a pentacle drawn in elven blood
This spell makes it possible for the caster to become a daemon. After the ritual is complete, the caster must succeed three successive Magic tests. He cannot spend magic points to enhance them. If the first one fails, the caster fails to absorb the energies of the spell and is unaffected by it. The energies however are directed into the surrounding environment with possibly catasrophical consequences. The caster does not need to roll the two other tests. If the second test fails, the caster begins his transformation but fails to complete it so he will be a hybrid between a man and a daemon. Whether or not the second test succeeds, the caster must also do the third test. If that is successful, his body will manage to contain the energies it has absorbed and the caster will permanently be what he has become, whether or not the transformation was a complete success or only a partial one. If it is failed the caster will turn back to normal in a Note that the caster will not only gain the appearence of a daemon but also the powers. And if the transformation is only partial, he'll still have partial powers.
Flame Wave
Spell level - 4
Magic points - 12
Range - Special
Duration 1 round
Ingredients A piece of sulphur and a tooth of a daemon
This spell creates a straight wall of fire some 5 yards away from the caster, up to 12 yards long, a foot wide and with similar properties as the Wall of Fire spell. As soon as it is created, the spell pushes it onwards at great speed away from the caster reaching a distance of 96 yards before going out. Any creatures in the path take a single S4 hit (not reduced by armour) and flammable creatures suffer normal fire damage in addition. The GM could allow those near the edge of the wave an I-test to see if they only suffer half damage.
Infernal Mantle
Spell level - 4
Magic points - 12
Range - Personal
Duration 10 turns/level
Ingredients A miniature cloak woven of gold threads (worth 100 GCs)
This powerful protection spell makes the caster immune to daemonic fear and terror, it provides him with +2 AP on all locations when attacked by daemons, he receives a +30 to Magic tests when magically attacked by daemons, a +20 from any special abilities a daemon has and he benefits from both the Wards and Reinforce Wards spells. Finally it gives him a fire resistance so that he only takes half damage from any kind of fire, normal or magical. This spell is not cumulative with the Protection from Daemonkind spell or any Wards spell.
Daemonic Prison
Spell level - 4
Magic points - 30
Range 24 yards
Duration 1 year and a day
Ingredients Ribcage from a greater daemon
This spell creates a prison for a summoned daemon, whether it has managed to break through the pentagram or not. The daemon is allowed a Magic test to throw off the effects but can be modified by expending additional MPs as well as the following: Daemonic servants and beasts -30, Lesser daemons -20, Greater daemons +20. Those that fail the test are encased where they stand in a small prison of pure energy. The prison walls shimmer as they are touched but they are completely firm and unbreakable. An imprisoned daemon is not subject to instability. The caster can dispel the prison at will and dispel magic has a 5% chance per caster level to affect it (but only the first time it is used by any single spellcaster), else there is nothing that can bring the prison down until the expiring period. The caster can renew the prison at any time by casting the spell again at the imprisoned daemon but the daemon does receive his Magic test (as before) and if successful, not only does the new spell not take effect but the old one also vanishes. Needless to say, daemons that are imprisoned arent going to be all that happy.
Bind Daemon to Object
Spell level - 4
Magic points - 40
Range 12 yards
Duration A year and a day
Ingredients A small solid gold pentagram (worth 500 GCs)
This spell allows the daemonologist to bind a daemon to a certain object or item. A bound daemon can be given a set of instructions what to do but this is usually to guard the object or item. When certain criteria (set by the caster) is passed, the daemon can exit the object or item to deal with it before entering again.
Summon Daemonic Power
Spell level - 4
Magic points - 40
Range - Personal
Duration - 1 hour
Ingredients - The brain of a greater daemon
This spell gathers incredible amount of power into the caster
himself. A Magic test is required to successfully absorb the
energies. If the test is failed, the caster is obliberated by the
pure magickal energy. If the test is successful, his spellcasting
powers are greatly enhanced and his WP becomes 89. He now knows
and can cast any and all known Battle, Daemonic and Dark magick
spells and his Magic points are fully replenished and doubled.
If less than 7 days pass between castings of this spell, then the
initial Magic test is made with a -10 penalty for each day or
parts thereof lacking to fill up to the 7 days. As with all other
energy summoning spells, characters gain a Disability immediately
after learning this spell, and aquire 1 insanity point each time
it is cast.
Inferno
Spell level - 4
Magic points - 24
Range - 48 yards
Duration - 1 turn
Ingredients - The heart of any fire using daemon
This spell creates magical bursts of flame that sprout from the
ground of the affected area which is 24 yards in diameter. Any
living creature within the area is hit by a burst of flame each
round, taking 3+d10 damage. Armour provides no protection and
flammable creatures receive an additional d8 damage. The caster
alone can move through the area unharmed. Additionally, those
within the area see the flames take form of daemonic faces and
figures and can hear daemonic screams. Those outside the area
cannot hear anything and only see normal flames. This causes Fear
in anyone within the area, each round, although there is a
cumulative +5 to the test after the first round.
Beast of Darkness
Spell level - 1
Magic points - 4
Range - 12 yards
Duration - 1 hour per level
Ingredients - A poisonous mushroom
This spell is cast at a single normal animal. That animal will
then gain a +10/+1 to all stats, become completely mad and change
looks somewhat. Think of the hound of the Baskervilles. Only the
caster will not get attacked. The caster can try to give the
creature simple commands but those are likely to fail (give the
beast a save vs. WPx2, stat bonus also included). If cast during
daytime (or if duration extends into the next day) then the
creature will not receive the stat bonus.
Dark Fire
Spell level - 1
Magic points - 1
Range 48 yards
Duration - Instant
Ingredients Ball of sulphur
This spell is the dark magicians equivalent of a Fire Ball except that it creates an almost completely black fire, tainted with hues of dark shades of green, blue and purple. But as dark magic taps power from the winds of magic in its purest form, this type of Fire Ball is stronger than the normal type. The damage is one higher than from the normal Fire Ball.
Black Hand
Spell level - 1
Magic points - 2 per touch
Range - Personal
Duration - Until caster is wounded
Ingredients - Hand from a daemon
This spell enchants the hand of the caster so that when he
touches a creature (roll to hit, ignoring normal unarmed combat
modifiers), its mind is overshadowed with dark magickal energies.
Affected creatures must make a magic test. If successful, it
receives 1 insanity point. If failed, it receives d6 insanity
points and runs away in panic for 2d6 rounds. If the caster is
wounded, the black hand is dispelled. Each successful touch costs
a further 2 magic points and the use of a weapon is prohibited.
Choke
Spell level - 1
Magic points - 4
Range 12 yards
Duration Until broken
Ingredients Iron gauntlet
This spell can be cast at any single creature. That creature is held immobile and prone by an invisible force that also strangles it. The caster must concentrate while holding a creature and is also considered prone. The creature doesnt receive any damage but if it doesnt manage to break free in a number of rounds equalling its T score, it will choke to death. Each round after the first the creature held is allowed an attempt to break free. It rolls against WP with a -10 penalty for every level of the caster above 1 and if successful, the spell is broken. If the creature is unsuccessful in breaking free, it is allowed another attempt in the following round but each additional try is made with a -10 cumulative penalty. If the creature fails its first attempt to break free but manages to do so at a later time, it will need a round to regain posture before it can act (although it can defend). If it is successful in breaking free with the first roll, it can immediately continue as normally. The spell ends as soon as the creature held dies, it manages to break the spell or if the caster voluntarily stops or is hit so that the spell is interrupted.
Naga Staff
Spell level - 1
Magic points - 1
Range - Touch
Duration 10 turns
Ingredients - Staff
This spell changes any staff into a black viper with profile as in the rulebook, p. 245. The caster can at any time change it back. If slain, the viper changes back to a staff but if it was severed, the staff will also be in two pieces.
Discord
Spell level - 1
Magic points - 3
Range 24 yards
Duration 1 hour/level
Ingredients Locks of hair from any two creatures that dont like each other
This spell can be cast at a single group and the targets are allowed a WP-test to avoid the effects. Those that fail will suffer from animosity towards any living creature they encounter.
Envenom
Spell level - 1
Magic points - 3
Range 12 yards
Duration - Instant
Ingredients Any kind of poison
This spell magically creates poison in a target creatures system. This venom is the toxin type that is the most potent against that creature and the number of doses equals the levels of the caster.
Energy Stone
Spell level - 1
Magic points - 6
Range - Touch
Duration Until dawn the following day
Ingredients A crystal
This spell allows the wizard to channel magic energies into a crystal, to be used later as a reservoir of magic points. After casting this spell, the caster holds the crystal and concentrates for up to 10 turns. For every turn the crystal is charged with 1 MP, but there is also a 1% cumulative chance that it will explode, causing a hit on the caster with strength equal to half the charges in the crystal, rounded down. When the charges are all used or at dawn the following day, the crystal crumbles to dust.
Goo
Spell level - 2
Magic points - 2
Range 24 yards
Duration - Instant
Ingredients Giant spider web
This spell shoots out strands of sticky black goo at a target creature or group. Those hit take a single S3 hit and suffer a -10 penalty to all tests until they have cleaned the stuff off. The goo also corrodes metal and can do much damage to armour and weapons if not cleaned within 10 turns.
Vorpal Aura
Spell level - 2
Magic points - 5
Range - Personal
Duration 1 hour/level
Ingredients A tooth from a chaos beast
This spell creates a glowing black aura around the caster. Any non-living object or item hitting the caster has a chance of simply being obliterated by the power of the aura that surrounds him. This chance equals 10% per level of the caster. Note that this spell only affects smallish items (armour and two handed weapons are affected, for example, but not much larger things) so the caster cannot walk up to a wall and rub against it waiting for it to go away.
Dark Thoughts
Spell level - 2
Magic points - 4
Range 24 yards
Duration 1 hour
Ingredients A finger from a murderer
This spell creates dark thoughts in the mind of the target intelligent creature. That creature is allowed a WP-test to resist acting on these thoughts. How well that test is made or how badly failed determines how much control the creature has. Consider the creature to be fully able to push out these thoughts if it succeeds by 30 or more but totally lose control if it is failed by 30 or more. Also, every 10 points of part thereof which the creature fails the test gives it 1 insanity point.
Shadow Servant
Spell level - 2
Magic points - 5
Range 6 yards
Duration 1 hour/level
Ingredients - Any shadows nearby and a pint of black coloured water
This spell conjures a creature of shadow to serve the caster. For controlling purposes, the shadow is treated like an undead and it is subject to instability, but it is not affected by any magic that specifically affect undead.
Crystal Dust
Spell level - 2
Magic points - 4
Range 24 yards
Duration 3 rounds
Ingredients A handful of finely ground crystal
This spell creates a very fine crystal dust in the target area which is a sphere with radius of 6 yards. The small crystal shards cut and sting those they come in contact with and slip into every nook and cranny as well as making breathing difficult. Anyone within the area takes d3 damage each round (no reduction for T) and gets a -10 penalty to all tests. This penalty remains for d6x10 turns after the dust stops affecting a target. The dust takes 3 rounds to settle and disappear.
Paralyze
Spell level - 2
Magic points - 5
Range 24 yards
Duration 10 turns/level
Ingredients A giant spider venom
This spell attempts to paralyze a target creature. If the target fails a Magic test, it will be rendered limp and unable to move. The diaphragm, eye and ear muscles still function partially, allowing the creature to breathe shallowly, slowly move the eyes around and hear what goes on.
Dark Lightning
Spell level - 2
Magic points - 2
Range 48 yards
Duration - Instant
Ingredients Tuning fork
Just as the Black Fire spell above, this is the dark magic equivalent of the Lighting Bolt. The lightning is similarly black as the Black Fire and it causes one higher damage than the normal Lightning Bolt.
Drain Life Force
Spell level - 2
Magic points - 4
Range - Personal
Duration - One touch or d6 hours
Ingredients - Giant leech, mutated with warpstone
This spell enchants the hand of the caster so that when he
touches a creature (roll to hit, ignoring normal unarmed combat
modifiers), he drains its life force. This causes one wound per
round to be transferred from the victim to the caster. The
casters wounds can exeed his normal maximum temporarily.
Additionally, the caster has +2 AP on all locations while
draining another creature. The creature being drained can try to
get away but if the caster is grappling it, a S-test is required
of both combatants (caster has +2 to this test) and the victim
must succeed and the caster fail for the victim to escape. If the
caster is wounded, he can attempt a WP-test to maintain the
spell. If, at any time, the caster lets go of the victim, the
spell ends. Any victim of this spell must make a Cl-test or gain
d3 insanity points.
Mind Rot
Spell Level - 2
Magic Points - 5
Range - Touch
Duration - Permanent
Ingredients - Finger- and toenails from the victim
This spell mentally enfeebles the target if it fails a Magic test as the spell is cast. There is no immediate effect but now the target loses d6 points of every mental stat it has (Ld, Int, Cl, WP & Fel) per day to a minimum of 10 each. This loss is permanent and can only be reversed with powerful dispelling magics.
Tap Blood
Spell level - 3
Magic points - 8
Range - 24 yards
Duration - Instant
Ingredients - None
This spell allows the caster to absorb energies from the spilt
blood of any creature(s). A minimum of 15 W worth of blood must
have been spilt for this spell to work and all within range of
the spell. The caster is healed by d6 W and gains a +10/+1 to all
stats for one hour. He also temporarily gains 3d6 MPs that will
disappear if not used within an hour. At the GM's discretion, if
great amount of blood has been spillt, these bonuses could
increase. Casting this spell gives the caster an automatic
insanity point.
Dark Magick Vortex
Spell level - 3
Magic points - 7
Range - Not applicable
Duration - 1 hour
Ingredients - A piece of warpstone
This spell creates an invisible magickal vortex of dark magick
energies around the caster in a 50 yard radius. It does not move
around with hin and he does not have to maintain it. While inside
the vortex, dark magic spells are cast with a 10 less Initiative
penalty than normally (10 I faster), cost 1 MP less to cast
(minimum 1 though) and darksurge chances are raised by 1 before
any modifiers. E.g. a drain life force spell would normally cost
4 MPs to cast and darksurge chance would be 16%. Inside a vortex
it would cost 3 MPs but darksurge chance would be 20%.
Furthermore, any other types of spells take 10 I longer to cast,
cost 1 MP more to cast and darksurge chances remain as normal.
Elemental spells double those penalties. A dark magickal vortex
can be identified with a magickal awareness skill but it might
not be recognised for what it is. You could allow an Int-test
(with appropriate modifiers) to see if the spellcaster recognises
it.
Cutting Edge
Spell level - 3
Magic points - 8
Range Touch
Duration 1 turn
Ingredients - Sharpener
This spell enchants a single non-magical edged weapon so that each time it scores a hit and wounds a creature, the creature receives an automatic +1 critical to the hit location in addition to normal damage. If the normal damage would have made a critical, then its value is increased by 1. The weapon does not count as magical.
Charged Bolt
Spell level - 3
Magic points - 5+2 per extra damage
Range - 24 yards
Duration - Instant
Ingredients - A piece of warpstone
This spell causes a single black bolt to be thrown at a single
target. The target then receives 5+d10 damage. For each level of
the caster, he can increase the damage of the bolt by 1. In any
event, the bolt also stuns the target, for d6 rounds if T-test is
failed or 1 round if it is successful. The bolt cannot be dodged
to halve the damage.
Evil Curse
Spell level - 3
Magic points - 12
Range 6 yards
Duration Varies, usually over a week, often much more
Ingredients A lock of hair from the target
This spell is a more powerful version of the petty magic spell Curse. It places a dreadful curse on the recipient creature which is painful and eventually kills it. What the nature of this curse is, is left up to the GM, but there should be some way of curing it.
Sentient Goo
Spell level - 3
Magic points - 6
Range 24 yards
Duration - Instant
Ingredients - Giant spider web
This spell is identical to the Goo spell but causes an extra point of damage as well as some of the goo forms a lump that acts as an amoeba with an amoeba minor hero profile. The amoeba is subject to instability but is otherwise normal.
Neck Breaking
Spell level - 3
Magic points - 9
Range 48 yards
Duration - Instant
Ingredients A neck bone of any humanoid, to be broken when the spell is cast
This spell is the dark magic equivalent of the Leg Breaking spell and affects only the neck of the creature. It can be cast at a single creature with T 4 or less and the target is permitted a Magic test. If this is successful, there is no effect but if it is failed, the targets neck breaks with a sickening crunch. The victim has a 40% chance of dying and even if it survives, it must make a T-test or become permanently paralyzed from the neck down. If the victim survives, it must also make a WP-test or faint for d6 turns.
The Ghost
Spell level - 3
Magic points - 7
Range - Personal
Duration 10 turns/level
Ingredients A piece of gossamer
This spell allows the caster to become immaterial at will (and material again). He can even change his materiality so quickly that before any incoming attacks (melee or missile) hit home he can have become immaterial so they simply go through him without doing damage. And he can quickly change back so that he is allowed to attack. This makes him effectively impervious to any attacks (except by magical ones, including spells) and gives him a +10 bonus to WS rolls as his opponents at taken aback by this as well as getting off balance. While this spell is active (whether the caster is material or not) he cannot cast any spells but he is allowed to dispel the spell at any time.
Dark Blast
Spell level - 4
Magic points - 10
Range 48 yards
Duration - Instant
Ingredients - Gunpowder
This spell is the dark magic equivalent of the level 4 battle magic spell Blast. It works in the same way except it causes one additional point of damage, 9+1d10.
Dark Fiend
Spell level - 4
Magic points - 16
Range 6 yards
Duration 1 hour/level
Ingredients Any shadows nearby and a pint of black coloured water
This spell is a more powerful version of the Shadow Servant spell but otherwise works in the same way.
Maximize Spell
Spell level - 4
Magic points - 10
Range N/A
Duration 1 turn
Ingredients Magnifying glass
This spell has no immediate effect. But if another spell is cast before this spell ends, that spell is promptly maximized. Any of its random properties (such as range, area of effect, duration or damage) are automatically made the highest possible. For example, a level 3 wizard casting this spell and then a Fire ball spell (shooting two balls), the latter will then deal a damage of 13 (per ball) to 9 creatures each (if possible). The maximized spell (in the example above, the Fire ball) will have an automatic chance of causing Darksurge
Implosion
Spell level - 4
Magic points - 16
Range 48 yards
Duration - Instant
Ingredients A dawnstone
This spell implodes a single target creature which immediately takes a critical hit of value d6. Note that if the creature survives, it will still have lost d3 wounds and it cannot act at all until it has passed a T-test which it can attempt at the start of each round.
Chaos
Spell level - 4
Magic points - 20
Range 48 yards
Duration 1 turn
Ingredients A piece of warpstone
This spell creates complete chaos in the area of effect which is a sphere with 24 yard radius. Any creature inside the area will automatically act randomly as if affected by stupidity. Furthermore, the chaotic effects go inwards toward the centre of the area so the spell forbids all creatures to exit the area at random.
Conflagration
Spell level - 4
Magic points - 24
Range 24 yards
Duration - Instant
Ingredients Gunpowder mixed with warpstone
This spell is one of the most powerful and destructive spell that exists. It causes a series of explosions to appear in the area that is within 24 yards of the caster. Every thing inside that area, excluding the caster is hit by one explosion made of black energy that causes a damage of 10+1d10. An I-test is permitted to receive half damage.
Sword of Darkness
Spell level - 4
Magic points - 15
Range - Touch
Duration - d6 turns
Ingredients - None
This spell imbues one sword with great power. The creature
wielding the sword must make a WP-test to be able to control it,
else it is unable to use it. The sword gains the powers of +20
WS, +2 damage, +20 I, +1 A, vorpal attack and automatically
parries one attack per round. Lawful and good creatures hit take
double damage. Additionally, any creature hit by the sword also
gains one insanity point, each time. After the spell ends, there
is 50% chance that the sword turns to dust. Magic swords are
unaffected by this spell.
Slay Living
Spell level - 4
Magic points - 24
Range - 24 yards
Duration - Instantaneous
Ingredients - Claws of a raven, killed by the doombolt spell
This spell can be directed against a single living creature. That
creature must make a magic test and if that is failed, a
toughness test. If either or both of the tests are successful,
the victim takes d6 points of damage, ignoring toughness and
armour. If both tests are failed, the victim dies.
Drink Knowledge
Spell Level - 4
Magic Points - 16
Range - Touch
Duration - Permanent
Ingredients - Brain from a Doppelganger
This spell allows the caster to steal an intellectual skill from the target and instantly learn it himself. The victim can make a Magic test to resist the spell. Whether or not that fails, the caster needs to make a WP-test. If that is failed he'll gain as many insanity points as the victim has (including all converted disorders). In any case, the caster will still gain d3 insanity points from casting this spell.
Summon Animal Skeletons
Spell level - 1
Magic points - 4
Range Not applicable
Duration Until dawn the following day
Ingredients Creature remains
This spell is similar to the level one Summon Skeletons spell but works on the remains of animals, such as horses, dogs and birds. D6 creatures are animated by the means of this spell. It does not work on fantastic animals or monsters.
Command Undead
Spell level - 1
Magic points - 2
Range 48 yards
Duration - Instant
Ingredients Scroll with the instructions written in silver ink
This spell allows the caster to target a group of undead he controls. As the spell is cast he holds a scroll in one hand that has written on it a set of instructions which the necromancer wishes to give the targets. At the completion of the spell, all the targets will have received the instructions and will follow them to the letter. The scroll burns up and is destroyed.
Horror
Spell level - 1
Magic points - 2
Range 48 yards
Duration Varies
Ingredients A brain
This spell causes visions of horror to appear in the mind of a single target or group if they fail a Magic test. Those affected must make a Cl-test or be distracted by the visions, suffering from a -10 penalty to all tests for d6 rounds as well as gaining 1 insanity point. Those who succeed the Cl-test still are somewhat distracted and receive a -5 penalty to all tests for 1 round.
Detect Bones
Spell level - 1
Magic points - 1
Range - Personal
Duration 1 turn
Ingredients Any piece of bone
After casting this spell the necromancer can sense the presence of bones anywhere within 12 yards. He can also detect which type of creature the bones belong to and how big a part of a whole skeleton there is. This is especially useful for searching for bones in the ground.
Strength Drain
Spell level - 1
Magic points - 1 per touch
Range - Not applicable
Duration - Until the caster is wounded
Ingredients - Hand from a ghoul
When this spell is cast, the caster's hand starts to glow with a
purple light. It works exactly the same as the spells Hand of
death and Hand of dust but instead of causing damage, it drains
one point of strength. If the caster succeeds a Magic test (with
a -20 penalty), that strength point is transferred to him for 1
turn. Creature reduced to zero strength by means of this spell is
not killed but is immobilized. Lost points return an hour after
they are drained. If the target is wearing magic armour where it
is hit, it gets a Magic test (at -20) to resist the effect. For
each property the armour has beyond the first, there is a +10
modifier to this test.
Disguise Dead
Spell level - 1
Magic points - 4 + 2 per -5 penalty
Range - 24 yards
Duration - 10 turns per level
Ingredients - A vale
This spell can be cast at a single corporeal undead target or
group of corporeal undead. It disguises them so that they appear
to be living beings, similar to what they were when alive. Anyone
viewing a creature affected by this spell can make an Int test
when he first spots it. The test is modified as follows: caster
of the spell is level 1 = +10, level 2 = 0, level 3 = -10, level
4 = -20. This test can be repeated every time the viewer has
reasons to be suspicious of the creature or if he specifically
states that he is scrutinizing it. But each consecutive test
receives a -10 cumulative modifier and if any test is ever failed
by 30 or more, the viewer cannot test again. The caster can
enhance the illusion by spending extra magic points when casting
the spell. Each 2 extra MPs give any viewer a -5 penalty to see
through the spell.
Regenerate
Spell level - 1
Magic points - 3 per d4 +1 per d4 if used to replace lost limbs
Range - Touch
Duration - Varies
Ingredients - Pituitary gland of a troll
This spell allows a creature to regenerate wounds. This
regeneration heals 1 W per turn for d4 turns per level of caster.
This spell can even replace lost limbs. When doing so, the spell
uses up part of the W. Restoring a hand takes up 6 W, arm (cut
off at elbow) takes up 10 W and arm (cut off at shoulder) takes
up 14 W. Restoring a foot takes up 7 W, leg (cut off at knee)
takes up 11 W and leg (cut off at knee) takes up 15 W. Also, a
limb cannot be replaced if the wound has healed since the limb
was cut off. And smaller "limbs" such as fingers, ears
and noses can also be replaced. This costs 3 W. Finally, only one
attempt can be made at regenerating a lost limb. If this fails
(see below how that can be) then the limb is forever lost. Here's
an example: A guy loses a leg below one knee. He is stabilized at
the scene and then rushed to a level 3 necromancer that knows
this spell. The necromancer casts the spell, trying to regenerate
the leg. He rolls 3d4 and scores 10. Unfortunately, that's not
enough to regenerate the leg as this would require a roll of 11.
Now if they would have taken him to the level 4 necromancer next
door, he would have rolled 13 (on his 4d4) and that would be
enough. Additionally, the two remaining W (13 total, 11 spent to
regenerate leg) can then be used to regenerate wounds.
Furthermore, spellcasters of higher level can opt to cast this
spell as a lower level caster. The GM might also want to pose
some penalties to those who have had their limbs replaced as it
is not as good as the original. This might result in reduced
stats as relevant.
False Death
Spell level - 1
Magic points - 3
Range - Touch
Duration 1 hour/level
Ingredients - Shroud
This spell makes any living creature look like it is dead. This is not an illusion so the creature can be touched, etc. and still be taken as dead. The body is pale and cold to the touch and no pulse can be found. If the creature doesnt lie still and shut up, it will be seen moving and heard talking but it will still be zombie-like. The caster can dispel this spell at any time. An unwilling target can try a Magic test to throw off the effects. The effects of this spell could cause fear in some.
Bone Armour
Spell level - 1
Magic points - 3
Range - Personal
Duration - 1 hour per level
Ingredients - A skeleton
This spell creates an armour of bone that wraps itself around the
caster. This provides +1 AP on all locations and can cause fear
in living creatures. This fear does only apply if creatures
suddenly notice the spellcaster up close, e.g. while rounding a
corner. Seeing him come from afar or seeing the spell cast will
not cause fear, except in animals. The Fear test is always with a
+10 bonus. The bone armour has an encumbrance value of 80.
Animate Skull
Spell level - 1
Magic points - 3
Range Not applicable
Duration Until dawn the following day
Ingredients A skull
This spell allows the caster to animate a skull of a creature and have it fly around, controlling it as any other animated dead. The skull has the same profile as given in the Restless Dead, p. 79.
Immunity to Disease
Spell level - 1
Magic points - 3
Range - Personal
Duration 1 hour/level
Ingredients Any part of a diseased corpse
This spell is very handy for necromancers as it provides them with total immunity to any form of disease.
Evil Dead
Spell level - 1
Magic points - 3
Range 12 yards
Duration 1 hour/level
Ingredients Horn from a beastman
This spell can be cast at a single target or group of undead creatures. These now become much more fearsome to look at and any Fear or Terror tests triggered by them are made with a -5 penalty for each level of the caster of this spell.
Extend Animation
Spell Level - 1
Magic Points - 2 + 1 per udead creature
Range - 8 yards
Duration - Special
Ingredients - Dust from a grave
This spell allows the spellcaster to imbue a group of undead with extended life in undeath. These undead will not not only last until next sunrise but the next one after that. They can of course still be chopped down or succumb to instability.
Imbue With Speech
Spell Level - 1
Magic Points - 1
Range - Personal
Duration - 1 hour
Ingredients - A tounge
This spell allows the caster to speak through any undead he controls. It will be his exact voice that will be heard, unless the caster pays double casting cost in MPs to skewer the voice.
Equip Undead
Spell Level - 2
Magic Points - 1 per item
Range - 8 yards
Duration - 1 hour/level
Ingredients - A miniature weapon carved from bone
This spell solidifies phantasmal material into the shapes of weapons and/or shields and/or armour. The spell can affect a group of undead but the caster can choose whether to create weapon, shield, armour or any combination of the three for any single undead affected. The equipment has the same stats as normal items of the same type and bow to the same rules. Each item created this way costs 1 MP regardless of size or shape if the undead is human sized or similar. Larger undead creatures triple the MP cost.
Wall of Bone
Spell Level - 2
Magic Points - 5
Range - 24 yards
Duration - 1 hour/level
Ingredients - The bones as material for the wall
This spell creates a wall of bone. The shape of the wall is entirely up to the caster while it's size is limited by the material at hand as well as the casters wishes. A single human skeleton provides material enough to cover two square yards. The bone wall has T5 and it takes W15 to a single section to create a hole big enough for a human sized person to crawl through. The wall is semi-animate and any character within a foot of the wall is attacked by one claw, bite or kick each round with a S1. The wall is always moving slightly and anyone that wants to approach it must first succeed a Cl-test.
Immunity to Undead Fear
Spell level - 2
Magic points - 4
Range - Personal
Duration 1 hour/level
Ingredients Any part of a formerly animated undead
This spell provides the necromancer with total immunity to fear and terror caused by undead creatures.
Animate Skulls
Spell level - 2
Magic points - 6
Range Not applicable
Duration - Until dawn the following day
Ingredients Enough skulls to be animated
This spell is identical to the Animate Skull spell except it animates d6 skulls.
Rotting Corpse
Spell level - 2
Magic points - 4
Range 12 yards
Duration - Permanent
Ingredients A plague rat
This spell can be cast at a single target or group of corporeal undead creatures. It enhances the infestation and rot they already carry, causing them to have twice as much chance of inflicting infected wounds, tomb rot or any similar ailments.
Revive
Spell level - 2
Magic points - 6
Range 24 yards
Duration 5 turns/level
Ingredients A magnet and glue
This spell can be cast at a single group of skeletons. The affected targets will for the duration of the spell impossible to destroy, unless completely pulverized. If chopped down, the bones will have fully gathered again at the end of the next two rounds. If a body part is severed, it will have returned to its place at the end of the next round, and in the meantime the skeleton would be able to continue to fight. A successful dispel magic cast against the skeleton will negate this spell.
Burning Bones
Spell level - 2
Magic points - 6
Range 12 yards
Duration 1 turn/level
Ingredients Gossamer and any open flame within 3 yards
This spell affects a single creature or group of undead under the control of the necromancer. These creatures will be writhed in blue ghostly flames. Any creature coming in contact with the undead suffers normal fire damage and anyone hit by them takes an additional d4 fire damage in addition to the normal damage of the blow.
Summon Skeleton Champions
Spell level - 2
Magic points - 8
Range Not applicable
Duration Until dawn the following day
Ingredients Humanoid remains
This spell is identical to the level one spell Summon Skeleton Champion except it summons d6 such creatures.
Wraith
Spell level - 2
Magic points - 8
Range Not applicable
Duration 1 hour/level
Ingredients Handful of dust that has been touched by a ghost
Despite the name, this spell can summon a Spectre, Wight or Wraith to serve the necromancer. Ethereal undead are much harder to keep stable than corporeal undead so as well as having shorter duration than other summoning spells, any attempts at stopping instability are twice as hard (spells that stop instability cost twice as much).
Instability Purge
Spell level - 2
Magic points - 8
Range 12 yards/level
Duration d6 turns
Ingredients A pint of blood from a good cleric
This spell creates an area with a radius of 6 yards/level of the caster. Within this area, undead creatures are sustained and not subject to instability.
Skeleton Mage
Spell level - 2
Magic points - 4 + Cost of spell to allow skeleton to use
Range - Touch
Duration - 1 hour or until spells are spent
Ingredients - A human brain
This spell gives a single target skeleton a limited power of
spell use. The target creature must make a Magic test when
receiving this spell or crumble to dust. Champions get +10, Minor
heroes +20 and Major heroes +30 to that test. If the creature
makes it's test, then it can cast a single 1st level spell which
the caster knows (and of his choosing) d3 times. Skeletons who
are under the influence of this spell get a different kind of
glow in their eye sockets (depends on your game which). When
trying to cast a spell, the skeleton must use a full round and
has a 30% chance of success modified by the above bonuses for
champions and heroes. If the spell casting is failed, that spell
is spent.
Stench of the Grave
Spell level - 2
Magic points - 6
Range - 48 yards
Duration - 1 turn per level
Ingredients - Rotting flesh
This spell creates a cloud of air, 12 yards radius, so foul that
it's hard to imagine. The cloud is invisible so it's impossible
to tell where it ends. Any creatures within the area of effect
must make a Toughness test. Tomb robbers receive a +10 bonus and
necromancers a +10 bonus per level. If this is successful, they
are nauseous and receive a -10 penalty to all tests and do not
have to test again. If the test is failed, they are immobalized
by vomiting but can make another T-test in the next round. Also,
every round spent inside the cloud there is an 80% chance of
being exposed to tomb rot. Don't roll each time exposure comes
up. Instead, count how many rounds each character spent inside
the cloud, then for each round check the 80% chance and count
those rounds that the character was exposed to the rot. Now he
must make one T-test, with a -5 penalty for each round beyond the
first which he was exposed. If the test is successful, he is
safe, else he contracts the rot.
Ghost Armour
Spell level - 2
Magic points - 6
Range - Personal
Duration - 1 hour per level
Ingredients - Dust from a ghosts' bounded area
This spell is an enhanced version of the Bone armour spell above.
It creates an armour of ghostly "material" providing +2
AP on all locations and causing fear in all living creatures.
This fear does always apply and the test is made with no
modifiers (although other modifiers may apply). The ghost armour
has no encumbrance value.
Whispers From Beyond
Spell level - 2
Magic points - 7
Range - Personal
Duration - 5 turns
Ingredients - None but must be within a burial ground of some
sorts
This spell is a very strange one. It allows the caster to listen
to whisper from beyond the grave and all the while it is in
effect, he is in a trance like state (although he can be awoken).
This is most of the time incoherent babble (95% at least) but
every once in a while the caster might actually hear something to
his benefit (5% at the most). What that is is up to the GM to
decide but this can be both great (5% at the most) or small (95%
at least). Alternatively, the GM might rule that the spell has
more chance to work if cast by a high level necromancer. Many
necromancers are so far into their morbid obsession that they
take delight in casting this spell just to be closer to the dead.
Enhanced Revive
Spell level - 3
Magic points - 9
Range 24 yards
Duration 5 turns/level
Ingredients A magnet and glue
This spell works exactly like the 2nd level spell Revive but as well as being able to affect other types of undead, such as mummies and zombies, it also is twice as fast, allowing the undead to be fully gathered at the end of the next round.
Summon Animal Skeleton Horde
Spell level - 3
Magic points - 12
Range Not applicable
Duration Until dawn the following day
Ingredients Enough creature remains
This spell works just like the Summon Animal Skeletons spell but works on 6d6 creatures.
Summon Skeleton Minor Heroes
Spell level - 3
Magic points - 16
Range Not applicable
Duration Until dawn the following day
Ingredients Humanoid remains
This spell is identical to the level 2 spell Summon Skeleton Minor Hero except it summons d6 such creatures.
Flaming Skull
Spell level - 3
Magic points - 3
Range 48 yards
Duration - Instant
Ingredients A skull
When this spell is cast the ingredient skull bursts into blue flame that appears to be ethereal, after which the caster throws it at a single target or group. While flying through the air, the flaming skull lets out a high pitched wail after which it strikes its intended target(s) automatically. Any creature that at any time is within 12 yards of the flaming skull while it gives out this wail, must succeed a Fear test or become immobilized with fear for the remainder of the round. The targets of the skull make this test at -10. When the skull strikes the target(s) it explodes in a ball of blue ethereal fire. Those hit take 1d10+4 damage, not reduced by armour but also can try to dodge by succeeding an I test to only suffer from half damage (although those that suffer from fear cannot dodge).
Transmit Spell
Spell level - 3
Magic points - 5
Range Varies
Duration 4 rounds
Ingredients Pint of blood from a magician
This spell allows the caster to cast a spell through any undead he controls. The undead appears unaffected, but anytime within the next four rounds the caster can opt to channel a spell through the affected undead, provided it is still animated. As the caster casts this second spell (just as normal), he channels the energies through the undead which makes the same hand gestures as the caster and speaks the words of the spell. At the completion of the spell, it goes off as if the undead was casting it, but otherwise has the same effect. For example, if a group of enemies are 80 yards away from the necromancer and at a midpoint between them is a skeleton which the necromancer controls, he could cast a Fire Ball through the skeleton. This Fire Ball would then have a range of 48 yards away from the skeleton as that is the point of casting, enabling the wizard to hit the enemies with the spell which he not normally could. While this spell affects an undead, the necromancer can cast one spell through it each round but each such spellcasting causes the undead to make a Magic test or be destroyed as the spell goes off.
Consume
Spell level - 3
Magic points - 8
Range - Personal
Duration - 2 rounds
Ingredients - Tooth from a vampire
This spell allows the spellcaster to consume the soul of a
creature slain. The spell must be cast in the following round
after the creature dies, else it will not work. The caster then
can see the soul floating out of the body and has the next two
rounds to run over and grab it. This requires a WS test. If
successful, the caster manages to grab the soul and he then needs
to make one WP test and one T test. If the WP test is successful,
he manages to consume the soul. The consumption gives him a +10
modifier to all tests and raises his magic points by 3d6. The
character also becomes immune to any form of possession and
ability/statistic drain (such as strength drain). If the soul is
that from a spellcaster, the caster gains an extra d6 MPs per
level that spellcaster had. So if the caster manages to consume
the soul of a level 3 wizard/level 2 illusionist, he will gain
the normal 3d6 MPs plus 5d6 as this is a spellcaster he is
consuming. If the WP test is failed, he can try again the
following round if the spell is still working. If the T test is
successful, there is no additional effect, if it is failed, the
caster loses d6 W in the process. If the caster does not manage
to capture the soul or consume it, the spell is wasted. The
caster can consume as many souls as he likes but for each
additional soul, he must make an additional WP test. If this is
failed, he drops unconscious for d6x10 turns. This test is at -10
for the third soul and a cumulative -10 is added for each
additional soul after that. If the caster is successful in
consuming the soul, he can by spending 1 MP and speaking a
command word, raise the dead body as a zombie (this is not
considered an action). The stat gain and possession and drain immunity are in effect for 1 hour/level after the spell ends but the MP gain is permanent and can even raise the MPs over their usual maximum. Any subsequent soul consumptions will not stack the +10 stat bonus but will prolong it as well as the drain immunity. Each casting of this spell gives the caster d3 insanity points.
Proximity Summoning
Spell level - 3
Magic points - 10
Range - Personal
Duration 10 turns
Ingredients None but see below
The spellcaster casts this spell on him and it will remain active for 10 turns. The caster does not need to maintain it and he can act at will. If the caster splashes some cursed water (cursed by an evil cleric) at any body of a creature that was slain while within 12 yards of the caster when this spell was active, will rise in the next round as a zombie, under the control of the caster. There is no limit to how many creatures can be raised this way but they must be controlled as normally.
Strengthen Undead
Spell level - 3
Magic points - 8
Range - 12 yards
Duration - Until creatures are destroyed
Ingredients - The crushed skull of a skeleton
This spell can affect a single target or a group of skeletons and
zombies. They will receive +10/+1 to all characteristics (except
where they don't have a score). While under the effects of this
spell, the eye-sockets of the undead glow green instead of red. This spell is not cumulative with itself or the Empower Undead spell.
Destroy Life
Spell level - 3
Magic points - 12
Range - 24 yard radius
Duration - Instant
Ingredients - The enchanted dust from a mummy
This spell is a lesser version of the Wind of Death spell. The
spell is centred on the caster and all living creatures, caster
included, caught within the area of effect lose D6 Wounds. No
Magic test is allowed and armour and toughness provide no
protection.
Replicant
Spell Level - 3
Magic Points - 16
Range - N/A
Duration - Until next sunrise but see below
Ingreditents - Fresh heart and brain from a creature of same species
This spell animates a single dead human or human sized humanoid. Furthermore it also builds up any damaged or destroyed tissue and recreats the flesh of the dead one, effectively making him appear alive. All bodily activity is restarted and the undead will even breathe and feel warm to the touch. But it's still an undead and doesn't have a mind of it's own, making it unable to think. Otherwise, it is unrecognisable from a normal alive being of the same kind. The replicant will have the same profile as a zombie and has all the special rules of an undead being. As 1 hour has passed since the spell was cast, the reconstructed flesh quickly rots off. This leaves only the original undead which will now either be a zombie or a skeleton (with the appropriate profile), depending on what's left of it, and will be animated until next sunrise. Anyone viewing the transformation is subject to a Terror test.
Wall of Souls
Spell Level - 3
Magic Points - 16
Range - 24 yards
Duration - 1 hour/level
Ingredients - Dust from a tomb and a shroud
This spell creates a wall of semi-material ectoplasm. The caster chooses the exact dimensions of the wall but there is a maximum of 250 sq. feet per level of caster (although it must be at least 5 feet high and wide). The wall is transparent and dull grey in colour but when either moon shines down upon it, the wall will absorb the colour of its light and glow faintly. Floating images of souls can be seen in the wall and a low wailing is heard when within 50 feet of it. Anyone attempting to approach the wall must first succeed a Cl-test. That is with a -20 penalty if Morrslieb is out. The wall is not a physical barrier but rather a mental one. When someone attempts to pass through the wall, that same person needs to concentrate deply to be able to do so. A successful WP-test is needed each round when passing through the wall and only a foot or so is progressed if that is successful. If the test fails the character is stuck in his tracks until he can attempt another test in the following round. Those inside the wall are almost immobile and are treated as prone targets. They also have no chance of attacking or defending. Furthermore, the wall affects the mind of those attempting to go through it. Each round inside the wall they must make a Cl-test. A successful one results in the gaining of 1 insanity point while a failed one results in gaining d3 insanity points.
Stability
Spell Level - 4
Magic Points - 20
Range - 8 yards
Duration - Until next sunrise
Ingredients - A mineature mithril shield
This spell negates any and all instability checks for the group of undead it is cast on until the next sunrise, even those caused by magical means.
Phantasmal Dead
Spell Level - 4
Magic Points - 12
Range - 8 yards
Duration - 1 hour/level
Ingredients - Dust traces from a ghost
This spell can be cast upon a single undead creature. That creature then becomes etheral and immune to all non-magical attacks but is still able to attack oterhs. Furthermore, its attacks drain one point of S which add d6 to the creatures W score. The creature can also walk through any solid objects as it is etheral.
Empower Undead
Spell level - 4
Magic points - 30
Range 12 yards
Duration Until creatures are destroyed
Ingredients The crushed skull of a giant skeleton
This spell is an enhanced version of the Strengthen Undead spell. It causes the affected creatures to gain the major hero template atop of their own profile (even if they were major heroes before) and they only have to check for instability every other time. This spell is not cumulative with itself or the Strengthen Undead spell. Not that it can only affect skeletons and zombies.
Summon Skeleton Major Heroes
Spell level - 4
Magic points - 24
Range Not applicable
Duration Until dawn the following day
Ingredients Humanoid remains
This spell is identical to the level 2 spell Summon Skeleton Major Hero except it summons d6 such creatures.
Summon Monstrous Skeleton
Spell level - 4
Magic points - 15
Range Not applicable
Duration Until dawn the following day
Ingredients Creature remains
This spell animates the skeleton of a single large monster such as an ogre or a manticore. It can also be used to animate the remains of really large monsters such as dragons and giants but that costs the double in MPs.
Bone Golem
Spell level - 4
Magic points - 40
Range Not applicable
Duration - Permanent
Ingredients See below
This spell animates a golem built of bone. The necromancer must have built the golem before casting the spell. This takes 4 months and at the end of that time the caster must make a construction test to see if successful. He can spend extra time in building the creature and that will give him a bonus of +5 to the construction test for each extra month he invests, up to a maximum of +20. The materials for this creature are a great amount of bones from the various creatures as well as miscellaneous components costing about 6d10 GCs per month. If the construction test fails, the necromancer can try to repair the structure over a period of 3 months (unless it failed completely so that it fell apart) requiring the normal ingredients over that time. At the end of that period he can make another construction test with a -20 modifier, not adding any previous modifiers. If this is failed he must start from scratch, else the golem is ready for the spell. Then the necromancer casts this spell on the golem. Ingredients for the spell are, including the golem itself, the enchanted dust from 12 different graves. First he must prepare the golem for the enchantments. This is done by speaking a few words of the spell for 10 turns and spending 4 MPs. Then the main casting process starts. This takes whole 12 hours and once per hour the necromancer throws the enchanted dust from a single grave at the golem and spending 3 MPs. He must also make a Magic test every four hours (after 4, 8 and 12 hours of casting). If this test is successful, he can carry on, else he must start from scratch (replacing the spent ingredients with new ones). If the test fails by 30 or more, the magic damages the golem and it must be repaired (as described above) before continuing. If the spell is successful, the golem comes alive and the necromancer must make a Magic test or lose 1 point of S permanently. The golem is a semi undead creature and follows the necromancer who created it blindly. It has all the benefits of being undead (seeing in dark, immunity to psychological effects, etc.) but does not suffer any of the penalties (not affected by undead control or destruction spells, not subject to instability, etc.), except being a structure of bone. If a dispel magic is cast upon it, it must make a Magic test or pause for 1 round, counting as prone. It causes fear in all living creatures. Every bone golem is constructed to have scythe like bones on both its arms. The bone golem is usually a large creature, ranging from 10-12 feet although smaller versions have been reported although all are humanoid in appearance. This does not change the fact that every bone golem has the same profile.
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
3 |
69 |
43 |
6 |
6 |
35 |
10 |
4 |
18 |
43 |
18 |
89 |
89 |
- |
Death's Touch
Spell level - 4
Magic points - 12
Range 12 yards
Duration - Special
Ingredients Diseased flesh of a ghoul
This powerful necromantic spell releases a wave of invisible energy to strike one target. Said target must then make a Magic test to see if it is affected by the spell. The caster can spend extra MPs to affect that test as usual with Magic tests. If the test is failed, the target must immediately test against unmodified T. If this is successful, the creature receives 2d6 damage not reduced by T score. If the T test fails, the creature is instantly slain in a horrible way. Its skin cracks and the flesh falls off the bones in differently sized pieces, and start to turn to dust, until only the bones remain (this is at the end of the round). At the start of the next round the flesh will have blown away. Then the necromancer can spend 4 extra MPs. If he does so, the bones will animate as a skeleton major hero, wearing all the items the character had, ready to act in the next round and serving until next sunrise. If the caster does not spend these extra magic points, the skeleton will crumble and turn to dust.
Well of Souls
Spell level - 4
Magic points - 35
Range - Special
Duration Until next sunrise
Ingredients See below
This ritual spell allows the necromancer to transform a small pool into a source of power, opening a gateway to the spirit world and using the pool to channel energies with ease. First the necromancer starts casting this spell; then he must spend 10 turns chanting and desecrating the pool; then he must sacrifice 7 persons while continuing his chant and letting their blood spill into the pool; then he pours into the pool the enchanted dust of 7 mummies; after another 10 turns of chanting and opening the gateway to the spirit world he ends the ritual by cutting his hand and letting the blood drip into the pool (losing 1 W in the process). Then the pool is ready to be used. Now it is clear blue in colour regardless of how it was before, it seems to be bottomless and seen inside it are dozens or even hundreds of souls, floating around. These souls emit an eerie light, making the whole pool glow. While staying within 100 feet of the pool, the necromancer has a very easy time casting summoning spells. These have their casting time and MPs reduced by half (rounded up) and the necromancer will not need any ingredients. Also, tapping power is very easy so the spellcasting cannot fail unless the spellcaster is interrupted and meditating is also very easy, occurring at double speed. The Well of Souls also has other miscellaneous effects and properties. Anyone other than the necromancer that looks into the pool must make a Cl-test or run away in fear for 2d6 rounds. Regardless of whether that test is successful, he must make another test or gain 1 insanity point. The water is damaging, a splash causing d3 damage, a partial immersion causing 2d4 damage per round and a total immersion requiring the character to make a WP-test or die (this test only needs to be made the first time he falls in and any subsequent occasions where he falls in but not in the rounds he is trying to get out of the pool) and if that is successful he will still receive 4d4 points of damage per round. This damage is not reduced by T. Any undead summoned with the power of the pool start off with 40% extra W. Finally, when within 100 feet of the pool, the necromancer automatically benefits from the Ghost Armour and Total Control spells. If those are somehow dispelled, they will reappear at the beginning of the next round. Note that this spell only affects the necromancer that performed the ritual and not other spellcasters.
Degeneration
Spell level - 4
Magic points - 12
Range - 24 yards
Duration - Varies
Ingredients - The pituitary gland of a liche
This spell allows the caster to pick a single target living (and
non-magical) creature and cause it's health to degenerate. The
target must make a Magic test. If this is successful, it
immediately loses 1 point of Toughness and one Wound point. Every
round thereafter, it loses 1 W until its Wound score has dropped
to zero. If the test is failed, the T loss and W loss per round
is doubled. Creatures reduced to zero T by this spell are
instantly slain. Only the most powerful of healing spells can
halt the W loss and points lost this way can only be regained by
complete bed rest at 1/day. Lost T points will regain 1/day of
complete bed rest after the W points have been fully restored.
Mummify
Spell level - 4
Magic points - 12
Range - Personal
Duration - 1 hour
Ingredients - The enchanted dust from a mummy
This spell mummifies the caster temporarily and changes him into
an undead creature. This gives him the same immunities as any
undead creature, e.g. to pain, heat/cold, poison (except
graveroot which now affects him), fear and others. He can also
see in dark as if it was daylight. In addition, he causes fear in
all living creatures. Effects that repel, destroy or otherwise
affect undead work as normally but the caster has a Magic test to
avoid them (unless it's graveroot poison, then it's a T-test). Effects that would normally destroy an undead creature will not destroy the necromancer. Instead he is rendered unconscious for d6 turns and the Mummify spell dispelled.
Twilight
Spell level - 4
Magic points - 16
Range - 2400 yards
Duration - 1 hour
Ingredients - Any dark shroud from a corpse
This spell makes the skies go darker, as in twilight. Visibility
is reduced by 50%. The caster is not affected by this. Every
undead creature controlled by the caster within the area of
effect gains a +10/+1 to all abilities. Any living creature
(excluding the caster) suffers a -10 penalty to Ld and Cl tests.
Da Lookin Eyez
Spell level - 1
Magic points - 2 + 1/turn
Range - Personal
Duration - 1 turn + turns
Ingredients - Eye of any creature
This spell creates a small eye which is levitated up or down to a
maximum of 50 feet from the shaman. The shaman can concentrate to
see through the eye and thus this spell is useful for spying on
the surrounding area. The shaman can move while the eye is in
effect and they eye will move with him, always seeking to be
directly above him. If somehow prevented to do so, it is
dispelled. The eye is considered a small target but any hit
destroys it. Additional 2 MPs can be spent so that it can see in
darkness for up to 50 yards. One magic point can be spent per
turn to prolonge the spell.
Da Boyz Moovin'
Spell level - 1
Magic points - 6 + 1/round
Range - Personal
Duration - 1 turn + rounds
Ingredients - A foot from a fast moving animal
This spell allows the shaman and the pack/band he is with to
travel at great speed over any sort of terrain. Those affected by
the spell can move with M12, without any additional difficulties,
including terrain. Maintaining the spell requires the
concentration of the shaman, although he can move (at any rate).
All affected creatures must stay in a closely fitted group, those
who don't, stop being affected. The spell lasts for one turn but
one extra MP can be spent per round to prolonge it. Note that
this spell does not increase the stamina of affected creatures.
Up we goez
Spell level - 1
Magic points - 2
Range - Touch
Duration - 1 turn
Ingredients - A chicken feather
This spell allows the creature touched to jump very high or far,
up to 20 feet vertically and 30 feet horizontally. If given a
running start, the horizontal distance can be multiplied by 3/2.
Note that this spell will not protect from falls, so if someone
jumps 20 feet in the air, he will fall that distance unless he
can land on or catch a hold on something up there.
Big voize
Spell level - 1
Magic points - 3
Range - Touch
Duration - 1 turn/level
Ingredients - Vocal cords of any creature
This spell enhances the voice of a single creature touched by the
caster. It allows the creature to speak very loudly so that it's
voice is carried twice as far and heard clearly. Sudden shouts
can also startle other creatures and when hearing it for the
first time, they must make a Ld test or lose -20 I for that round
only.
Da 'and
Spell level - 1
Magic points - 3
Range - N/A
Duration - 1 turn/level
Ingredients - Hand of any creature
This spell creates an invisible hand of force which can be
controlled by the caster and used to move things around. The hand
has the same S as the caster and can only move items which the
caster could move with one hand. It floats in the air with a
maximum of 10 yards/round. If it is seperated from the caster by
more than 24 yards or goes out of his sight, it is instantly
dispelled. The hand can be used to attack and counts as unarmed
with the casters S/I/A scores. It is invisible and small target
but any hit on it dispels it instantly. The caster has to
concentrate to perform any attacks with it but can stop
concentrating to perform other actions in which time the hand is
motionless.
Curage
Spell level - 2
Magic points - 5
Range - 24 yards
Duration - 1 turn/level
Ingredients - A heart
This spell fills a single target or group with courage, giving
them a +20 Ld bonus, +10 Cl bonus and +10 WP bonus. Any creature
having failed a Ld or Cl test coming under the influence of this
spell is immediately allowed another test.
Slayurz
Spell level - 2
Magic points - 5
Range - 24 yards
Duration - 1 turn/level
Ingredients - Blood from any creature
This spell can be cast on a single target which must make a
WP-test to see if it resists the effects. If the test is failed,
it will enter a blood frenzy, totally losing control. The target
then attacks the nearest creature, be it friend or foe. It
temporarily gains a +2 S bonus, +1 T bonus and +3 W bonus. The
caster can try to prevent the affected creature to attack
someone, rather choosing another random target. For this to work,
the caster gives his command and must pass a Ld test and the
affected creature must then fail a WP test (with a +20 bonus).
When the spell ends, the affected creature loses all the
temporary bonuses. This can result in dropping below zero wounds,
taking an immediate critical hit.
Eavy bluwz
Spell level - 2
Magic points - 5
Range - Touch
Duration - 3 rounds/level
Ingredients - Muscle from a strong creature (S5+)
This spell enhances one creature with great power allowing it to
make one S10 hit per level of caster. Only one such hit is
possible in each round and it is substituted for any and all
other attacks in that round. It must be declared that a S10 hit
is being used before to hit rolls are made. If any of those
strikes have not been used when duration expires, they are
wasted.
Shokz
Spell level - 2
Magic points - 3
Range - 24 y
Duration - 1 round
Ingredients - Pinch of salt
This spell hits a single target or group with electrical energy.
This isn't as powerful as lightning bolt but it is in effect for
the remainder of the round. Each creature hit will have trouble
doing any actions due to the spells' interference with their
nerve signals (some creatures are obviously immune to that).
Therefore, after being hit by the spell, they must succeed a
T-test or be unable to take any actions for that round. They do
not count as prone as they will be moving in spasms from the
shock. Additionally, any creature hit will take a single S1 hit
from the energy, except those wearing metal armour, they take a
S3 hit.
Darknuss
Spell level - 2
Magic points - 6
Range - 24 yards
Duration - 1d6 rounds/level
Ingredients - A black cloth
This spell creates a globe of almost complete darkness in a 6
yard radius area. Anyone inside the area cannot see, unless they
have night vision (which works normally). If it is created where
night vision was needed before, then night vision becomes
useless. Light sources can be used inside the darkness but their
illumination radius is only one third normal. Those inside who
cannot see will wander around aimlessly as with Mystic mist spell
if moving at more than cautious rate.
Kraggz Anhooly Oora
Spell level - 3
Magic points - 9
Range - Touch
Duration - 1d6 rounds/level
Ingredients - None
This spell creates an aura (with same general rules like normal
auras) of considerable strenght around a target creature. This
aura makes it completely immune to normal missile attcks and
gives a +3 AP on all locations. The target also causes fear in
all non-daemonic creatures under 10 feet tall.
Da Trull
Spell level - 3
Magic points - 9
Range - Touch
Duration - 1 hour
Ingredients - Any part of a troll
This spell enlarges one orc to resemble a troll. He gains the
following modifiers to his profile, M+1, S+1, T+1, W+1d6+3, I-10,
Ld+10, Int-10, Cl+10, Fel-10. He also causes fear in living
creatures under 8 feet tall and gains a regeneration of 1 W per
10 turns.
Zoon of da Boss
Spell level - 3
Magic points - 15
Range - Personal
Duration - 1 hour/level
Ingredients - Blood from a troll
This zone generally works like any other zone spell. It is 6
yards in radius and any orc within, including the shaman,
benefits from +2 AP, +1 S, +20 to Magic tests, +20 to fear/terror
tests and missile fire is at -20 to hit them. Additionally, when
the spell is cast, any creature within the zone range will have
any fear/terror effects removed from them and are healed by d3 W.
Puizun
Spell level - 3
Magic points - 9
Range - 24 yards
Duration - 2d3 rounds
Ingredients - Scorpion sting
This spell creates poison directly in the body of another
creature or group. Affected creatures can make a Magic test to
suffer the effects only for d3 rounds. Every round the spell is
in effect, one dose of poison affects the creature and a T test
must be made to see if it's effects can be resisted. The poison
has the following effects, no matter the creature it affects: 1
dose - drowsy, 2 doses - unconcious, 3 doses - paralyzed, 4 doses
- dead. This spell does not affect creatures that don't have a
bloodstream, such as elementals and some undead.
Mudd Thingy
Spell level - 4
Magic points - 16
Range - 12 yards
Duration - 2d6 turns
Ingredients - None
This spell creates a golem of earth. It must be cast upon an area
of dirt, at least 10 yards wide. The golem can be given simple
orders by the caster such as 'pick up that rock' , 'kill the
humans' or even 'kill the largest human' but it cannot think for
itself. When reduced to zero wounds or when duration expires, the
golem crumbles. Immune to all psycological effects and any spells
that wouldn't normally affect earth.
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
2 |
50 |
25 |
8 |
8 |
30 |
10 |
2 |
10 |
0 |
1 |
89 |
89 |
- |
Wurld O Urts
Spell level - 4
Magic points - 5 + 3 per additional round
Range - 24 yards
Duration - 1 turn maximum
Ingredients - Drop of blood
This spell can be targeted against a single target or group. A
Magic test is required to shake off the effects of this spell.
Any creature affected is struck by a wave of pain. Each round
they take 1 automatic W damage and must succeed a T test to take
any actions at all. If they manage to do anything, they do so at
-20/-2 to any rolls or stats. The caster must keep concentration
while maintaining the spell and can only move at half normal or
cautious rate.
Burnz
Spell level - 4
Magic points - 12
Range - 24 yards
Duration - 4 rounds
Ingredients - Any open flame within 3 yards
This spell can be targeted against a single target or group. The
affected creatures spontaneously combust, taking d4+3 damage in
the first round, 2d4+3 damage in the next two rounds and d4+3
damage in the fourth round before the flames go out. While on
fire the targets can do nothing except trying to put the fire
out. If anyone manages to put out one of these fires, it will
reappear but only causing d4+3 damage for the reminder of the
duration. Flammable targets take d4 extra damage each round.
Armour provides no protection from this damage.
Duth
Spell level - 4
Magic points - 20
Range - 48 yards
Duration - Special
Ingredients - None
This spell causes the caster and a single target to become locked
in a magical struggle. Neither of them can move or act until the
spell is broken and neither know what goes on around them. Each
round after the first, both make a WP test. The caster has a +10
bonus to those. As soon as anyone fails, he the same is instanly
killed. When either or both characters involved are slain, the
spell is broken. Each wound suffered in a round causes the WP
test to be made with a -5 penalty. Magic users cannot increase
their chance of success by spending magic points and this is not
a Magic test. Any creature, other than the caster, surviving this
spell instantly takes d6 automatic W and suffers a -10 penalty to
all tests for 24 hours.
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