Thanks to: MHP for many contributions.
Here are lots of new spells for Apprentices, Battle Mages, Druidic Priests, Elementalists, Illusionists and the new Enchanter career, introduced elsewhere on these pages. New spells will be added in time but already the list is over 130 spells long. The numbers in the parentheses are the number of spells of each type. Have fun!
Petty Magick (23) | Battle
Magick (25)
Druidic Magick (16) | Elemental
Magick (29)
Enchanter Magick (32) | Illusion Magick (26)
Clean
Spell Level P
Magic Points 1
Range - Personal
Duration 1 round
Ingredients A piece of soap
This spell is used to clean the caster. It removes any dirt from his skin, clothes or any held possessions and removes any bad odors to be replaced by a mild smell of soap. In fact, the spell has exactly the same effects as if the caster had just taken a bath and been blow-dried and had his clothes and held items washed and dried, even to such a degree that stains that normally are hard or impossible to remove by washing are also so by the means of this spell. Note that the caster and his possessions will only be cleaned. Damage to clothes is not mended, wrinkles in them are not straightened out, the hair of the caster is not combed and so forth. Also note that any object held by the caster receives the same treatment so fragile items that normally dont tolerate washing and drying wont tolerate this spell. Finally, the piece of soap used as the ingredient will affect how well the spell works, both concerning the cleaning itself and how the character smells afterwards.
Speed Read
Spell level - P
Magic points - 1
Range - Personal
Duration 1 turn
Ingredients A magnifying glass
This spell allows the caster to read very fast. Add two to the level of the caster (apprentices counting as level 0) and that is how many times faster than normally he can read while under the influence of this spell, e.g. at level 3 he can read 4 times faster than normally. Reading magical writings, such as on scrolls or in tomes is not affected by this spell. Note that the caster must be able to read the language written. The spell can be prolonged for 1 turn for each additional MP spent.
House Cleaning
Spell level - P
Magic points - 3
Range Not applicable
Duration 5 turns
Ingredients A miniature broom
This spell animates a set of cleaning tools (such as a broom, bucket, rags, etc) and sends them off cleaning the house. It takes about 3 minutes to tidy up and clean a 5x5 yard chamber from top to bottom but one minute could be added or subtracted if the chamber is in a very bad or relatively good condition. There is a basic 40% chance that one frail item breaks in the process but this is reduced by 10% per level of the spellcaster, providing level 4 spellcasters with flawless cleaning. The spell can be prolonged at the cost of 1 MP per turn.
Fireworks
Spell level - P
Magic points - 2
Range Not applicable
Duration 1 round
Ingredients A handful of gunpowder
This spell creates a fantastic display of fireworks that can only be shot straight into the air. The fireworks are perfectly harmless although some might fear the show.
Morph Ingredient
Spell level - P
Magic points - 1
Range - Touch
Duration 1 round
Ingredients - None
This spell temporarily morphs an item so that they can be used as spell ingredients, which they couldnt before. This makes no visual change in the item but instead imbues it with the power to pass off as an ingredient for a short while. For example, the scalp of an orc could be morphed so that it could be used as the scalp of a giant, a forked tree branch could be morphed and used as a tuning fork and the blood of a human could be morphed and used as dragons blood. If the item is to be used as spell ingredient then it must be used directly in the next round, or else the spell will wear off. When a spell is cast with a morphed ingredient, there is always a 50% chance of spell failure (MPs still expended) and it requires a little more concentration and energy, resulting in a +1 MP/level spent and the spell always going off at the end of the round.
Warm Handshake
Spell level - P
Magic points - 1
Range - Personal
Duration One encounter
Ingredients Silk glove
This spell enchants the caster with a warm and strangely comforting handshake. The first person he shakes hands with will get that feeling and the caster will thus gain a +5 Fel bonus for the entire encounter with that person. Not that the person can not be hostile and must shake the casters hand willingly. After one handshake where the spell delivers its power the spell is spent. Note that this Fel bonus can be the basis of a good relationship with the person so although the bonus vanishes after the first encounter, a friendship bonus might replace it.
Change Mien
Spell level - P
Magic points - 1
Range 6 yards
Duration Until next sunrise
Ingredients - Dye
This spell can be used to change either hair or eye colour of either the wizard himself or anyone within range. As the caster casts the spell he must name whether it is eyes or hair colour he wants to change and then to which colour. If the caster uses it on him he can automatically change the colour but if he targets another creature it must fail a Magic test for the spell to take effect. If the spell does take effect on another creature then the colour change is still random (roll on table in Apocrypha 2) unless the result is the same as the targets natural colour, then it becomes as the caster wished. Note that two of those spells cannot coexist on the same person so changing both hair and eye colour of a single target is impossible.
Flare
Spell level - P
Magic points - 1
Range - 128 yards
Duration - 4 rounds
Ingredients - A ball of sulphur
This spell shoots straight up in the air a small flare of red
light. If it hits any obstruction, it instantly vanishes without
causing any damage. The spell is used to mark a location and the
light is visible over great distances. In the first round, the
flare gains height until it's fully elevated. In the next three
rounds it slowly decends, going out at the end of that period.
Move
Spell level - P
Magic points - 1
Range - 12 yards
Duration - Instant
Ingredients - None
This spell allows the spellcaster to move small items around
(< 1 lb.). The item he wishes to move must be in unbroken
direct line of sight (even glass prevents casting) and he can not
make it fly through the air. When items get moved by this spell,
they receive a push that moves them along the ground (or air if
they were flying before) for up to 3 feet. Obstructions will stop
the item but some items may roll on after gaining the momentum
(like balls).
Light Up
Spell level - P
Magic points - 1
Range - 6 yards
Duration - Permanent (until put out)
Ingredients - Item to be ignited
This spell turns on a candle, lantern or similar small light
source small. The flame of a torch is too large to be ignited
this way and oils and other flammable things cannot be ignited.
Note that the ingredient is not destroyed by this spell.
Extinguish
Spell level - P
Magic points - 1
Range - 6 yards
Duration - Permanent (until lit again)
Ingredients - Flame to be extinguish
This spell works opposite of the Light spell above, extinguishing
any small flame on a candle, lantern or similar flames. Any
larger flames, including a torch, cannot be extinguished by means
of this spell but a Magic flame spell is. Note that the
ingredient is not destroyed by this spell.
Turn Water into Wine
Spell level - P
Magic points - 3
Range - 1 foot
Duration - 1d6 turns
Ingredients - A cup of water
This spell changes the water in a small cup (no more than half a
pint) into wine. It doesn't have to be wine but can be any
alcoholic drink, although certain brands cannot be created, only
types. When the duration expires, it will turn back to water and
therefore no one can get drunk by ingesting it. Any aftertaste
also disappears. So, drink quickly. Note that the ingredient is
not destroyed by this spell.
Distract
Spell level - P
Magic points - 2
Range - 12 yards radius
Duration - Instant
Ingredients - None
This spell causes a distraction of some kind, drawing peoples
attention away from the caster. This can be almost anything
(although the most common distraction is a soft noise) and
different people might experience it in different ways. The
distraction is only a fraction of a round so the caster (or
anyone else in the know) better be quick doing what he intends.
Stink
Spell level - P
Magic points - 1
Range - Touch
Duration - 1 turn
Ingredients - A dirty rag
This spell causes the item touched to stink horribly, found
anywhere within 10 yards. This odour has no special effect other
than stinking badly.
Magic Missile
Spell level - P
Magic points - 1
Range 12 y
Duration - Instant
Ingredients - None
This spell creates a small ball of energy that is shot towards any single target. The colour of the energy differs depending on the type of energy drawn by the wizard. For example, a dark magician would create a black ball and a daemonologist a flaming red one. The caster must make a BS test to successfully hit the target and if it strikes home it causes a single S0 hit, reduced by armour but not by Toughness.
Fake Activity
Spell level - P
Magic points - 1
Range N/A
Duration d6 turns
Ingredients A feather
This spell creates sounds as if something was happening around the caster. This spell is often used by apprentices to make the wizard in the next room think they are busy with their choirs while doing something entirely different.
Ventriloquism
Spell level - P
Magic points - 2
Range - Personal
Duration 1 turn
Ingredients Vocal chords of any creature
This spell allows the caster to make it look like anything he says is said by anyone within 10 feet of him and not himself. The words of the spell will be spoken in the voice of the caster. Anyone witnessing this can make an Int-test to see if he notices that it is really the caster that is speaking the words.
Vocal Mimic
Spell level - P
Magic points - 2
Range - Touch
Duration d6 turns
Ingredients - Vocal chords of any creature
This spell allows the caster to change the voice of the target creature a bit. If used to mimic a voice of the opposite sex, there is a 50% chance the spell fails. Target creature is allowed a WP-test to negate the effects. This spell can be used to make the Ventriloquism spell more effective by changing the voice of the caster and thus giving a -10 penalty to the Int-test of spotting the Ventriloquism spell.
Enhance Ability
Spell level - P
Magic points - 1
Range - Personal
Duration 1 turn
Ingredients A piece of quartz
This spell enhances one skill the caster has, giving him a +5 bonus to the next test made against that skill, if within duration of the spell.
Improve Taste
Spell level - P
Magic points - 2
Range 1 yard
Duration 5 turns
Ingredients Tongue of any creature
This spell can improve the taste of food or drink, for no more than 5 persons, for a short period of time. The chances of improvement are high for something that tastes revolting but lowers as the original quality gets better. There is also a flat 5% chance that the taste will become worse, much worse. Smell is not affected by this spell.
Mischief
Spell level - P
Magic points - 2
Range 12 yards
Duration - Varies
Ingredients A magnet
This spell causes some minor mischief to a target creature. What exactly this is, is determined randomly by the spell but it is always just an innocent prank, although a fitting one.
Search Library
Spell level - P
Magic points - 1
Range N/A
Duration - Instant
Ingredients A piece of paper
This spell allows the caster to search a library (or any collection of books) for a particular title or parts of a title. The caster will only discover the approximate location of that book (if it is present at all) but as he gets closer, he can use this spell again to narrow his search. Using parts of a title or single words can cause problems as multiple titles will turn up.
Weaken Door
Spell level - P
Magic points 3 per week
Range 1 yard
Duration 1 + weeks
Ingredients A small lock
This spell is the opposite of Reinforce Door spell. It will either weaken a door, chest or similar by reducing its T by 1 or it will negate a Reinforce Door spell already cast on it.
Snap
Spell level - 1
Magic points - 2
Range 24 yards
Duration - Instantaneous
Ingredients A small thread, snapped while spell is cast
This spell causes a single rope to snap. Note that it does only affect rope. Chains are not affected nor metal that is woven with rope to make it stronger.
Shatter
Spell level - 1
Magic points - 2
Range 24 yards
Duration - Instant
Ingredients A miniature hammer
This spell can be targeted at any item that is prone to shattering, e.g. glass. The item will without a sound instantly shatter into million pieces. Although the pieces might make a sound when they hit the ground.
Counterspell
Spell level - 1
Magic points - Same as MP cost of spell to be countered
Range - 98 yards
Duration - Instant
Ingredients - None
This spell can counter a spell that another spellcaster is
casting, dispelling it before its effects take place or it can
dispel a spell that already is working. As opposed to other
spells taking up 40 Initiative of time to cast, this spell is
fast and needs only 10 I. It should be directed against the
casting spellcaster or where the working spell was placed. The
counterspell can dispel spells of the same level or lower as the
caster. When countering or dispelling a spell, both casters must
make a Magic test. Only if counterspell caster fails and the
other one succeeds is the spell not countered. Else the spell is
countered. The caster or the counterspell will not necessarily
know which spell the other caster is casting so it is possible
that he will not have enough magic points to dispel. Then the
counterspell is automatically a failure.
Stop Bleeding
Spell level - 1
Magic points - 2
Range - 1 foot
Duration - Permanent
Ingredients - Dried, clotted blood from any creature
This spell stops the bleeding of one wound, external or internal.
It does not cure any wound damage.
Find Trap
Spell level - 1
Magic points - 3
Range - 12 yards
Duration - Instant
Ingredients - A piece of quartz
This spell alerts the caster if there is a trap within the spell
range. It does not tell him where it is, nor the nature of it,
only that there is one present. Only mechanical traps can be
detected by the means of this spell, not magical.
Glue
Spell level - 1
Magic points - 3
Range Touch
Duration 24 hours
Ingredients A drop of glue
This spell magically fastens together two objects. When casting the spell the caster must hold (or touch) both objects and bring them together to be glued. The objects cannot be separated at the glued point but are just as normal at any other points. This spell does not affect living creatures so they cannot be glued to anything.
Detect Magic Traces
Spell level - 1
Magic points - 3
Range - Personal
Duration - Instant
Ingredients A miniature crystal ball
This spell allows the caster to determine if magic was used somewhere within 12 yards. The caster must make a WP test which is modified by his level and also how long since magic was used. For every full number of hours equalling the level of the caster that have passed since magic was used, there is a -5 penalty to the test. That is, a level 2 spellcaster gets cumulative -5 penalty for every two hours since magic was last used. The character can spend extra MPs to affect this test. Only traces of magic from the last time it was used can be detected this way. How well the test succeeds (or fails) is a factor in how much information the character gets:
Success by 00-10 = Only knows if magic was used within the area
Success by 11-20 = Knows if magic was used, approximately where and when
Success by 21-30 = Knows if magic was used, where and when as well as what type
Success by 31+ = Knows if magic was used, where, when, what type, by a character or item and approximately the power of him/it
Failure by 01-30 = Doesnt sense anything
Failure by 31+ = Gets wrong information
Repair
Spell level - 1
Magic points 2-6, depending on the size of the repair
Range - Touch
Duration See below
Ingredients - Varies
This spell can be used to repair structural damage to objects. It can be used to do anything from straightening a bent bar to mending a broken rope to fastening broken links in a chain mail to repairing a hole in a stone wall. The ingredient of the spell is enough of the same material(s) as the item to be repaired is made of. Note that the object cannot be enlarged or augmented by this spell; it can only be made as before it was damaged and cannot redo enchantments. The duration of the spell depends on the level of the wizard. L1 = d6 days, L2 = d6 weeks, L3 = d6 months, L4 = permanent. Obviously, if the object suffers further damage before the duration of the spell has ended, the item will be damaged as normally.
Telepathy
Spell level - 1
Magic points - 4
Range - Personal
Duration 1 round
Ingredients A brain and a mouth from a dog
This spell allows the caster to communicate by telepathy. At level 1 he can only send one way messages only received by a single friendly target or anyone else that fails a Magic test within 24 yards. At level 2 he can communicate to a single group and they do not get a Magic test to throw off the effects. At level 3 the range is increased to 48 yards and the creatures can communicate back to the caster, although he can easily silence them. At level 4 he can communicate with all and every creatures within range. Note that only intelligent creatures can be communicated with and they must understand each others languages to be able to communicate successfully. The spell can be prolonged by spending additional 2 MPs per round.
Fetch
Spell level - 1
Magic points - 2
Range - Personal
Duration 10 turns/level
Ingredients Pair of pincers
This spell allows the wizard to instantly pull the desired item out of a container. Even when searching in a bag of impossible mess, the desired item will spring into the hand of the caster. Note that the player must state what item he needs and if multiple items can go by that description, which one it will be is chosen at random.
Reminder
Spell level - 1
Magic points - 2
Range - Personal
Duration 3 hours/level
Ingredients Paper, pen and ink
This spell allows the caster to record a verbal message (which cannot exceed 10 words per level of caster) and then when a certain preset condition is met, the message gets played in the casters head. There are virtually no limits to which conditions can be used, but the caster must know and recognise that the condition has been met, although he doesnt have to remember it. For example, he could put the condition that the message gets played if a human male comes within 10 yards of him. But the message will not be played unless the caster know that there is a human male within range so if the human was disguised as something else (and the caster didnt recognise him) or out of sight then the spell would not be triggered. The spell ends whenever the message is played or if the duration expires. The caster cannot choose to hold the message if the condition is met and have it to be played at a later occurrence.
Rope Trick
Spell level - 2
Magic points - 5
Range - Touch
Duration 10 turns/level
Ingredients The rope to animate
This spell allows the wizard to manipulate a rope or part of a rope up to 15 feet long per level of caster. The caster must concentrate when manipulating the rope but can cease the concentration for some time and then regain it later. The rope can act just as an Enchanted rope as per the rulebook (p. 185) except it has the casters initiative score. It also can be made to be very stiff so that it stands up in the air and even allows creatures to climb up it while untied at the top. The weight the rope can support is 500 Enc per level of caster. If the rope is severed, the spell will drain from the shorter end while the longer end can still be manipulated as before.
Improved Flight
Spell level - 2
Magic points - 4
Range - Personal
Duration 1 round
Ingredients Two wing feathers from a bird of prey
This spell is an improved version of the Flight spell. It works exactly the same except that the character can travel twice as fast and thus twice as far in one round, or up to 96 yards. Like the Flight spell, it can be prolonged by spending additional MPs.
Magic Vision
Spell level - 2
Magic points - 4
Range - Personal
Duration 1 turn
Ingredients Eyes of a bat
This spell causes the casters eyes to glow with a blue light. His vision is dramatically impaired (cant see further than about 15 yards) but instead he will be able to detect magical auras within 15 yards (including those given off by spells, items, etc). The chance for him to detect an aura is (20 x Caster level 10 x Aura level)%. The aura level is the level of the spell that makes the aura or the number of magic qualities an item has. For example, a 3rd level caster detecting the aura of a weapon with two magic powers has a 40% chance of detecting it. Make this test only once per aura each time the spell is cast. He will not be able to detect what kind of aura it is but if he is a level 4 spellcaster he will be able to tell if it is light or dark magic.
Spring Trap
Spell level - 2
Magic points - 5
Range - 12 yards
Duration - Instant
Ingredients - A piece of quartz
This spell causes one trap to be set off. The trap must have been
located, e.g. a trap detected by the Find Trap spell is not
enough, exact location must be known. Further more, it is not
enough to know where the trap trigger is, but knowing where the
trigger is is not required.
Cure Wounds
Spell level - 2
Magic points - 5
Range - Touch
Duration - Permanent
Ingredients - A Valerian herb
This spell is a more powerful version of the cure light injury
spell. It has all the same rules except it heals d8 wounds and
can affect heavily wounded characters.
Repulse
Spell level - 2
Magic points - 4
Range - 12 yards
Duration - Instant
Ingredients - A miniature bellows
This spell can be cast at a single target or group. Each target
cannot be heavier than 250 lbs. Those affected are thrown back 20
feet away from the caster and must succeed an I test to remain
standing. Those who fail fall and must make a risk test or take
d3 W of damage and a Dex test to see if any held items are
dropped.
Numbness
Spell level - 2
Magic points - 4
Range 12 yards
Duration 1 hour/level
Ingredients A tranquilizing poison
This spell makes the target totally impervious to pain. No matter what happens, even if its leg gets ripped off, the creature will not feel a thing. Unfortunately, this spell also makes the creature unable to physically feel anything at all. So if someone taps on his shoulder, he wont sense it.
Delay Spell
Spell level - 2
Magic points - 4
Range 24 yards
Duration 1 turn
Ingredients A small sheet of copper
This spell delays the next spell cast by the target creature by a number of rounds equal to the level of the caster of this spell. The caster himself can be the target of his own spell if he thinks it could benefit him. Delayed spells affect the same creatures and have the same effects as they would have if they had not been delayed. This might cause them to have no effect if the targets are now out of range. If the target was a group that has now split up, the spell will affect a random member of that group and anyone that random member is grouped up with at the moment the spell is released.
Sonic Blast
Spell level - 3
Magic points - 10
Range 24 yards
Duration - Instant
Ingredients -
This spell creates a wave of sonic energy that ripples outward from the casters hands in a 30° angle cone stretching out to a maximum of 24 yards from the caster and becoming almost 13 yards wide at the base. Any creatures caught in the blast take a S3 hit that is irrespective of armour and they must make a S-test or be pushed backwards d3 + points of damage taken in feet. The blast does go through all objects but every two inches of solid object reduces the strength of the spell by 1 (to a minimum of S0+d6). Any items can also be damaged but that does mostly apply to fragile items. The chance of that is left up to the GM but lets say that a glass bottle or vial has a 50% chance.
Attract
Spell level - 3
Magic points - 8
Range - 24 yards
Duration - 1 turn/level
Ingredients - A small magnet
This spell is in effect a curse. It makes any single target
easier to hit in combat. Anyone attacking someone affected by
this spell with either a WS or BS test gets a +20 bonus. When the
spell is cast the target is allowed a Magic test to halve the
effect, both the 'to hit' bonus creatures get and duration.
Mass Spell
Spell level - 3
Magic points - 4
Range N/A
Duration 1 turn
Ingredients A small mirror
This spell has no immediate effect but anytime within one turn after this spell is cast; the caster can affect another spell that has a single target only. This spell is cast normally but can now affect a group. For example if a wizard casts this spell and then sometime within the next turn he casts a Steal Mind spell, then that spell can now affect a whole group instead of just a single target. As soon as one spell has been affected by this spell or if the turn expires, this spell is negated. Only spells that are at least one level lower than the caster can be affected by this spell. Spells that already affect groups, are personal to the caster, require touch or have no target are not affected by this spell.
Pierce Magic
Spell level - 3
Magic points - 7
Range 24 yards
Duration - Instant
Ingredients A silver arrowhead
This spell is used to cancel any magical protections the target might be benefiting from. Protections from magic items are negated for 1 turn. Each and every such enchantment on the target has a basic 30% chance of being dispelled. This is modified by -10% per level of the caster of the protection spell (consider effects from magic items to be level 4) and by +10% for every level of the caster of this spell. Magical protections that normally stop spells such as this one have no effect on this particular spell.
Blast Spell
Spell level - 4
Magic points - 10
Range 48 yards
Duration - Instant
Ingredients Broken crystal shards
This spell is very quick to cast and takes only half the time to cast than a level 4 spell normally would (although only one per round is possible). It is targeted at another spellcaster that is casting a spell. If this spell is completed after the target spellcaster finishes his spell, there is no effect but if the target spellcaster is still casting his spell, he will suffer the full effects of this spell. His spell is automatically interrupted and he will lose all the MPs that he was to spend on it. In addition he must make a Magic test (which is not affected by the expenditure of additional MPs by either wizard) and if he fails he takes damage equal to half the MPs he was about to use, rounded up. If he then succeeds a T-test he cuts that damage in half, rounded up.
Forked Lightning
Spell level - 4
Magic points - 5/bolt (counted before they split)
Range - 48 yards
Duration - Instant
Ingredients - A mithril tuning fork
This spell is exactly like the spell lightning bolt except that
the caster chooses two (groups of) targets which must be within a
90° arc seen from the caster. After the lightning bolt has been
fired, it splits up and hits both groups. The damage, number of
creatures hit, number of bolts allowed to cast and any other
special rules of the lightning bolt spell remain the same.
Woodwalk
Spell level - 1
Magic points - 3
Range - Personal
Duration 1 hour/level
Ingredients A twig
This spell allows the caster to walk freely through any growth, no matter how dense. The plants simply swerve out of the way of the druid as he walks by. The spell provides no benefit for any companions of the druid.
Hide in Nature
Spell level - 1
Magic points - 1
Range - Personal
Duration 10 turns/level
Ingredients Any large single leaf
This spell allows the caster to hide very well in any natural surroundings. It confers a +30 bonus to all hide tests while remaining still and +10 if moving cautiously.
Skin of Bark
Spell level - 1
Magic points - 2
Range - Personal
Duration - 1 hour
Ingredients - Bark of any tree
This spell makes the skin of the caster to become hard and
barklike. He gains +1 AP on all body locations but receives a -10
penalty to I. He also gains a +10 bonus to concealment tests in
woodland areas. Also, the bark of the strange trees of the
Ghostwood are especially potent ingredient for this spell, giving
a +1 extra bonus to AP, making it +2 total. On the downside, when
using such bark, the caster must make a Magic test or gain one
insanity point.
Traverse Bog
Spell level - 1
Magic points - 2/turn
Range - Personal
Duration - 1 turn + turns
Ingredients - A leaf from a water lily
This spell allows the caster to walk over bogs and fens without
penalty, as if they were plains. Note that the caster cannot
normally cross water by means of this spell, except when it's
classified as part of the bog. The caster can prolonge the spell
by spending an extra 2 MPs. He must maintain concentration for
this spell to work, if concentration is broken, the spell will
end.
Shelter
Spell level - 2
Magic points - 5
Range Not applicable
Duration - Until next sunrise
Ingredients A mistletoe
This spell creates a shelter made of twigs, leaves, limbs, moss, etc. It is large enough to harbour 4 men comfortably. This shelter also comes with a decent defensive wall, some two foot high.
Extract Wood
Spell level - 2
Magic points - 6
Range Personal
Duration 5 turns
Ingredients A piece of flint
This spell allows the caster to extract a few wooden planks from a tree, without doing it harm. It is possible to get about Ύ of a square foot from a single average sized tree. It takes a whole turn to extract from each tree. Note that this spell can only be used on the same single tree without harming it if at least a month goes by in between castings.
Call Animal
Spell level - 2
Magic points - 2 + 2 per extra animal
Range - 10 miles
Duration - Instant
Ingredients - Any part of animal to be called
This spell allows the caster to call to him a natural animal of
any type. Said animal must be within range of the spell and only
one animal (the closest one) will respond, unless the caster
spends additional MPs. How long it takes the animal to reach the
caster depends on how far away it is, but normally it will travel
at 75% full speed. Note that the caster will not control the
animal.
Speak with Animal
Spell level - 2
Magic points - 3 + 3
Range - Personal
Duration - 1 turn + turns
Ingredients - Any part of the type of animal to be spoken to
This spell allows the caster to speak the language of one natural
animal. It does not give the caster any control over said
animals. The caster can prolonge the spell by spending extra MPs.
Drain Power
Spell level - 3
Magic points - 8
Range - Personal
Duration 2 turns
Ingredients A thistle
This spell is only used as a last resort after exploring any other possibilities. By casting this spell, the caster can drain energy from trees to increase his magic point pool but at the cost of killing them. While the spell is in effect, the caster can put his hands on a tree and concentrate in draining it for power. This provides him with d3 MPs and kills the tree as well as the growth around it. He can do this every round. Note that no spells can bring the tree back to life, and it will remain in its place as a reminder of what happened there. Druids that have used this spell usually clear away the tree and see to it that another replaces it.
Instant Growth
Spell level - 3
Magic points - 12
Range 24 yards
Duration Permanent
Ingredients Dung and several alchemical powders mostly made of nitrogen, phosphorus and potassium compounds
This spell makes the flora of the area of effect (which is a 12 yard radius circle anywhere within 24 yards) grow extremely quickly, no matter if it is trees, flowers, grass or any other part of the flora. In areas where there are no plants at all, this spell will magically create them (at an extra MP cost of 4) but these created plants will always be the perfect plants for the area and climate they appear in. One turn after this spell is cast, all the plants, trees and other members of the flora will have fully grown. Note that some plants never stop to grow and are therefore never fully grown. These will reach a point where they have grown to full size and where growth has reduced greatly.
Meld Into Wood
Spell level - 3
Magic points - 12
Range - Personal
Duration - Special
Ingredients - A moonstone
This spell allows the caster to walk inside wood (mainly trees)
and stay there, without harm. The spell keeps on working until
the caster leaves the tree (or wherever he is), in which case it
ends, but there is a cumulative 1% chance per year that the spell
will dissipate (killing the caster). The caster can see out of
the wood and can be aware of his surroundings or not, or even
comatose, all at will. He can use any abilities or spells but he
cannot cast spells out of the wood. The wood must be living for
this spell to work and if it dies while the caster is inside, he
is slain.
Speak with Plants
Spell level - 3
Magic points - 4 + 4
Range - Personal
Duration - 1 turn + turns
Ingredients - Any part of the type of plant to be spoken to
This spell is the same as the level 2 spell Speak with Animal but
allows the caster to speak with plants instead. What the caster
can learn from speaking to plants is up to the GM.
Bring Forest to Life
Spell level - 4
Magic points - 16
Range 12 yards
Duration 1 turn
Ingredients - None
This spell semi-animates all the trees within 12 yards of the caster. These can now each make one attack per round with their limbs at any enemy of the druid that comes too close to them. These attacks are made with a WS 33 and S 6 as well as first time attacks might cause surprise. If the forest isnt in immediate danger, this spell has a 50% spell failure chance.
Gnarled Staff of Taros
Spell level - 4
Magic points - 8
Range - Touch
Duration 1 turn/level
Ingredients The staff to be transformed
This spell morphs any wooden staff the caster has into the Gnarled Staff of Taros. This magical staff is a powerful weapon that gives the caster a +10 WS, +2 dam, provides him with +2 AP all locations and causes double damage to all enemies of the woods as well as giving him a +10 bonus to any Magic tests or those causing psychological effects. Who are counted enemies of the woods and who are not is up to the GM but this is more based on their actions than race or other factors. When the spell ends, the staff crumbles to dust.
Control Weather
Spell level - 4
Magic points - 30
Range - Special
Duration - 2d6 turns
Ingredients - Silver star (a very rare plant only growing high in
the Worlds Edge Mountains)
This spell allows the caster to control the weather. He can
change the winds, draw in or dissipate clouds, raise and lower
the temperature and so on. what he can't do is target a specific
area or creature with these effects. The weather changes he makes
are permanent until nature changes them again. While the spell is
working, he can change the weather as often as he likes but each
change takes one round of concentration.
Purify Nature
Spell level - 4
Magic points - 24
Range - 100 feet radius
Duration - Permanent
Ingredients - 7 leaves from 7 different types of trees, plucked
on either Geheimnisnacht or Hexentag
This spell allows the caster to remove any chaos taint, death or
decay from an area of nature. The affected area reverts to normal
in d3 days. Casting this spell is taxing and the caster must make
a magic test (with penalties if the area is badly tainted) or fall
in a coma for d3 days.
Dry
Spell level - 1
Magic points - 3
Range - 24 yards
Duration - Permanent
Ingredients - A handful of sand
This spell can be used in two different ways. Firstly, it can be
used to target any body of water (or liquid containing water).
Then it will instantly dry out up to 10 gallons of water (leaving
other materials behind) per caster level. Secondly, it can be
used to target a creature. Then it dehydrates the target, causing
damage (irrespective of armour and Toughness) equal to d2 Wounds
per level of caster and causes the target to receive a -5%
penalty to all test per caster level. Note that maximum Wounds
the target can have is also reduced by this spell. This spell
cannot be used to target magical creatures or those that do not
contain any water. The W damage and test penalty received by this
spell can be quickly mended by replacing the water dried out from
the body. Each round of drinking (and doing nothing else) adds d2
W and reduces the test penalty by 5%.
Crush
Spell level - 1
Magic points - 2
Range - Personal
Duration - One turn
Ingredients - None
This spell allows the spellcaster to crush a small rock or pebble
in his hands. This must be small enough so that he can almost
close his fist (or hands if using both) around it. Crushing each
pebble takes up one round.
Elemental Aura
Spell level - 1
Magic points - 3/level
Range - Personal
Duration - 1 hour/level or until spent
Ingredients - Pumice (earth or fire) or vial of alcohol (air or
water)
This spell creates an aura around the caster that protects him
from damage caused by any one of the elements, air, earth, fire
or water. When casting the spell, he must choose which type he
wants. If the spell is cast again before it has expired, the new
casting will negate the old one and override it. The aura will
absorb damage from the element it protects from up to 2d6 points
per level of caster. Note that this is damage taken after other
protections (T, armour, etc) have been resolved. When affected by
this spell, the caster takes +1 damage from any damaging effect
of the opposite element.
Stone Hammer
Spell level - 1
Magic points - 2
Range - Touch
Duration Permanent
Ingredients Enough solid stone to cut out the hammer and a small quartz crystal
This spell creates a mighty hammer of stone. This hammer can be wielded by anyone but its great weight and bulk make it almost impossible to wield in combat. The hammer has a +4 damage modifier but can only be swung once per round and with only one quarter of the WS of the wielder. This makes the hammer a poor combat weapon but excellent to use on static targets and constructions as WS tests are not required against those. The stone hammer got an encumbrance value of 400.
Freeze
Spell Level 1
Magic Points 4
Range - 24 yards
Duration Varies
Ingredients A small sapphire (10 GCs)
This spell creates an orb of freezeing coldness. The caster chooses a point within range to be the centre of the area that freezes. The spell lowers the temperature considerable, well below freezing level, and instantly freezes any water inside the area of effect. The spell has many uses. Water can be frozen and then walked over, foes can be frozen stuck if they were in the water prior to this spell being cast, structures can be damaged if they are wet and the water is inside cracks and holes, it can be used to freeze falling rain into painful but relatively harmless frozen drops and it can be used to directly harm creatures in an attempt to freeze the water in their bodies and it has multiple other uses. Both duration and area of effect are greatly affected by the level of caster. The duration is 1 round at level 1 and the radius of the orb is 1 yard. At each increase in level, both are doubled, up to a maximum of 8 rounds/yards at 4th level. Each round the spell is in effect, all water inside the area of effect is frozen. But the spell is only partially effective against living creatures. Every round the freeze is in effect, creatures inside the area suffer d2 point of damage and can attempt a T-test each round to reduce it to 1 point (if appropriate). Note that some creatures have different amount of water in their bodies. The above applies to humans and creatues with similar anatomy, if cast against different creatures, then reduction or increase of damage as well as possible bonuses or penalties to the T-test could be appropriate. Structures that are affected when water freezes and expands in cracks and holes are of course only affected when the water freezes and not for each round the spell is in effect. Instead of taking direct damage, the T of the structure is permanently reduced by 1. If the T is reduced to zero, the structure collapses. Creatures that get stuck in ice by the means of this spell cannot move (unless there is so little of the ice so that it can be moved) until they have been freed. Note that if the face is stuck they cannot breathe and will suffocate as normally. If they've got their hands free, they can do it themselves, else they need help. How much time it takes to free a stuck creature depends on how much of it is stuck in the ice but 1 turn per bodypart (twice that for torso) if one arm is used, decreased proportionally for each extra helping arm. Each round the stuck character must succeed a risk test or be accidentally hit (taking the normal d3 damage for failing a risk test) by whatever instrument is used to free him. There is a +5 bonus to this test for every helping hand short of 4 and a -5 penalty for every helping hand above 4. Stuck characters are easier to hit in hand to hand combat but by how much depends on how stuck they are. Use +15% per stuck bodypart, twice that for the body as a guideline. When the spell ends, the freezing stops, but all water is still frozen solid. How quickly the ice melts depends on the current weather conditions and are therefore up to the GM's discretion. The GM can also rule that creatures that are frozen stuck might have some chance of catching a cold.
Rain of Arrows
Spell Level 1
Magic Points 3
Range - Personal
Duration 1 hour/level
Ingredients A miniature mirror
This spell enchants up to a half a dozen arrows or bolts per level of the caster. As soon as one of these enchanted arrows are fired, it magically splits up, creating duplicates of the original arrow. The number of these duplicates equals the level of the caster. The original arrow has always its normal chance to hit but each duplicate has only cumulative halved chance, i.e. original has full BS, first duplicate has 1/2 BS, second has 1/4 BS, etc. If fired at a group, then add the normal bonuses to BS to every arrow, after the above division.
Summon Elemental Sprite
Spell Level 1
Magic Points 6
Range - N/A
Duration 1 hour
Ingredients Wing of a griffon (air), claws of a basilisk (earth), heart of a dragon (fire) or any amoeba (water)
This spell summons an elemental of the casters choice of size d3 but otherwise works as other elemental summoning spells.
Pointal Blast Wind
Spell Level 2
Magic Points 5
Range - 48 yards
Duration 1 round
Ingredients Wing feathers from a giant eagle
This spell creates a point anywhere within range that emits a very strong wind for just a few moments. Those within 12 yards of the point of origin are pushed away with great force out of that range and are treated as if having jumped down 3/4 the distance. They also need to succeed a Dex-test with a penalty of -5 per yard or fall as they land. That is, if someone is 4 yards away from the point of origin, he is pushed 8 yards outwards and is treated as having jumped 6 yards as well as being required to make a Dex-40 test or fall over. Everyone from 12 to 24 yards away from the point of origin are affected as by a Wind Blast spell.
Elemental Circle
Spell Level 2
Magic Points 5
Range - 24 yards
Duration 1 turn/level
Ingredients Wing of a griffon (air), claws of a basilisk (earth), heart of a dragon (fire) or any amoeba (water)
This spell is primarily used as a barrier to protect the caster from elementals or to contain elementals. When the spell is cast, the caster decides which element the ring should be made of. The ring is 5 feet in radius and appeares anywhere within 24 yards of the caster as a ring of writhing flames that sprout from the ground, except that the flames are made of the chosen element. Elementals of the opposite element than that the ring is made of (e.g. water if the ring is fire) must make a WP-test if trying to enter, or exit, the ring. If this is failed, the elemental's size is reduced in half (rounded down) but if the test is successful, the elemental is only reduced to 3/4 of it's size (rounded up). In either case, the ring is destroyed. An elemental will always know what an Elemental Circle does if it crosses it. Other elementals and any other creatures are unaffected by the ring. The caster does not need to maintain the ring.
Summon Minor Elemental
Spell Level 2
Magic Points 9
Range - N/A
Duration 1 hour
Ingredients Wing of a griffon (air), claws of a basilisk (earth), heart of a dragon (fire) or any amoeba (water)
This spell summons an elemental of the casters choice of size d3+3 but otherwise works as other elemental summoning spells.
Temperature Equalizer
Spell level - 2
Magic points - 2
Range - Personal
Duration 1 hour/level
Ingredients A miniature shield
This spell protects the caster from extreme heat or extreme cold by shifting the temperature closer to a comfortable level. The more the extreme in heat or cold, the more the temperature is equalized. The caster can get too cold or hot while affected by this spell but never so that he will suffer any after-effects. The spell does not heat or cool the air around the caster, he simply does not feel the extreme temperatures and therefore this spell can only help him. Note that the spell doesnt have any effects on magically created heat or cold.
Stone Wall
Spell level - 2
Magic points - 5
Range 12 yards
Duration 1 hour/level
Ingredients Enough material around
This spell creates a wall of stone and earth, up to 15 cubic yards per level of caster. No side of the wall can be less than a yard. There are no special ingredients the caster needs except that enough of the material the wall is to be built of must be somewhere within 48 yards. When the duration expires, the wall crumbles to debris over a period of 1 turn.
Work Ore
Spell level - 2
Magic points - 7
Range - 3 feet
Duration - 1 turn
Ingredients - A piece of the metal to be extracted
This spell allows the caster to extract the a metal from ore
without melting it. Each casting extracts up to 10 lbs of metal
and takes one turn to complete.
Rock Skin
Spell level - 2
Magic points - 4
Range - Personal
Duration - One hour
Ingredients - A pebble
This spell causes the casters skin to harden improving his T by
one and giving him 1 AP on all body locations. On the downside,
any spell cast at the spellcaster (i.e. if he is within range)
that somehow breaks down rock (e.g. create quicksand, wall
shaker) will instantly dispel the rock skin and cause an
automatic d3 W.
Air Shield
Spell level - 3
Magic points - 8
Range - Personal
Duration - 10 turns
Ingredients - None, but can only be cast if there is a breeze or
stronger winds about
This spell creates a barrier of fast moving air around the
caster. As a result, melee attacks will be at -10 to hit and -1
damage and missile attacks at -20 to hit and -2 damage. No winds
blow at the eye of the storm where the caster is, whether or not
the weather is windy and he is protected from all sorts of high
speed winds. If a wind blast spell is cast at the caster, he is
unaffected and the barrier is strengthened for one turn (double
penalties).
Walk Through Wall
Spell level - 3
Magic points - 7
Range - Personal
Duration - One turn + rounds
Ingredients - A half a pint of acid
This spell allows the spellcaster to walk through a wall made of
any eartly substance. He cannot breathe within the wall so if he
stays for too long inside the wall, he will suffocate. That is,
if the spell duration hasn't expired and he has been crushed to
death. The spellcaster can prolonge the spell duration by
spending 2 MPs per round.
Etherealize
Spell level - 3
Magic points - 7
Range - Touch
Duration 1 turn/level
Ingredients Piece of gossamer
This spell is similar to the level 3 spell Become Ethereal but instead of affecting the caster, it can be used on anything he touches. Objects or items of no more than 15 cubic yards can be affected. Using this spell on creatures can be hazardous. They must make a WP-test or fail to become ethereal as well as taking 2d6 damage (that is not reduced by T or armour). Unwilling creatures get a Magic test to resist the spell.
Soften Stone
Spell level - 3
Magic points - 6
Range 48 yards
Duration 10 turns
Ingredients Piece of wool
This spell makes all stones and rock within the area of effect (which is a sphere with a radius of 6 yards) becomes soft as rubber. For example, house walls can be cut through with a sharp weapon and one can fall three times as far without getting hurt (effectively damage from jumping or falling is divided by 3 before subtracting the d6) if the appropriate stone/rock has been softened. If this spell is cast on earth elementals, they must succeed a WP-test or suffer 3d6 damage not affected by T.
Aura of Insulation
Spell Level 3
Magic Points 10
Range - Personal
Duration 1 hour/level
Ingredients A handfull of pitch
This spell offers a very good protection from any kind of electricity or lightning as well as some limited protection from other sources. It confers a +1 AP on all locations. Any lightning effects have their base damage reduced by 8, before other modifiers come into play (such as T). If this reduces damage to zero or below then no damage is taken. Any other direct damage spells have their damage reduced by 2 before other modifiers come into play. This is an aura spell and has all the same basic rules as other aura spells. The spell can only absorb damage equal to 5/level of the caster and as soon as the last damage point is absorbed, the aura disappears.
Aereal Servant
Spell Level 3
Magic Points 6
Range - N/A
Duration 1 turn/level
Ingredients Tail feathers from a giant owl
This spell creates a small swirl of air that can be controlled by the caster. It can be made to lift objects no heavier than 1 lb per level of the caster and it can be commanded to do some menial tasks that are not too complex. For example it can be commanded to pick up a key, put it in a keyhole, unlock the door and open it, as long as the force it needs at any given time always equals or is less than the maximum. The aereal servant is also quasi intelligent so it can take very simple orders and perform without the caster needing to direct its every move. For example, the caster could order it to: "take this key and unlock the door around that corner". But this could cause complications if there's more than one door. The servant also cannot distinguish between colours, different kinds of smell and it cannot hear. It gets dissipated is strong winds. The caster must retain concentration at all times (although he can move at cautious rate) and the distance to the servant must be 24 yards or less at all times.
Summon Lesser Elemental
Spell Level 3
Magic Points 12
Range - N/A
Duration 1 hour
Ingredients Wing of a griffon (air), claws of a basilisk (earth), heart of a dragon (fire) or any amoeba (water)
This spell summons an elemental of the casters choice of size 2d3+3 but otherwise works as other elemental summoning spells.
Elemental Binding
Spell Level 3
Magic Points 8
Range - Personal
Duration 10 turns
Ingredients A piece of iron ore
This spell is to be cast just before an elemental is summoned. The caster then has a +20 bonus to control that elemental. If multiple elementals are summoned, the bonus is evenly split between them, rounded down. Only one such spell can work at any one time.
The Stone Man
Spell Level 4
Magic Points 16 + 3 per round
Range - N/A
Duration 1 round + rounds
Ingredients A few drops of glue
This spell creates a large (12+ feet) statue of stone in the likeness of a human from any stone material sufficiently enough to complete it. The benefits this has over summoning elementals is that it never turns on the caster or disobeys. The downside is that it must be directly controlled by the caster who must concentrate at all times and can only move at cautious rate. If the caster loses concentration, the stone man crumbles. It is immune to any psychological effects and any damage that normally doesn't affect rock (such as fire), takes half damage from weapon attacks and has the following profile:
M-7 WS-50 BS-33 S-10 T-10 W-50 I-10 A-2 Dex-1 Ld-0 Int-0 Cl-0 WP-0 Fel-0
The stone man cannot run.
Wind of Reversal
Spell Level 4
Magic Points 16
Range - Personal
Duration 1 hour
Ingredients Wing feathers from a griffon or hippogriff
This spell protects the caster by strong winds that are precicely directed and very concentrated to certain locations. This causes all melee attacks to be at -20 penalty against the caster as well as -1 damage. Any small missiles like arrows, bolts, throwing knifes, etc. are automatically reversed and have a half their normal chance of hitting the one that fired or threw them. Those that are larger are deflected without harm, unless they are very big, such as catapult rocks, then they are not affected. The spell even works against magic missiles.
Aura of Elemental Invulnerability
Spell Level 4
Magic Points 16
Range - Personal
Duration 1 hour
Ingredients A dawnstone
This spell is similar to the Battle magic spell Aura of Invulnerability but instead of absorbing all damage, it only protects from damage caused by a single element of the casters choice. The maximum damage reduced this way per aura is 5d6 but in addition to that the caster has +20 to all tests to ward off the chosen element.
Assume Elemental Form
Spell level - 4
Magic points - 30
Range - Personal
Duration 1 hour
Ingredients Depends on elemental, same as summon elemental spells
This spell allows the caster to change into an elemental creature of a chosen element. He will essentially become an elemental, with all the benefits and disadvantages that come with it. All the special elemental rules do apply as with normal elementals except that the character cannot split up into several small elementals. Spells that destroy or banish elementals work as normally except the casters body remains. Same happens if the character dies in the elemental form, his body remains. While in the elemental form he cannot cast any spells except those an elemental can normally cast. Changing into elemental form carries a few dangers. First of all, when transforming into an elemental, the caster must succeed a WP-test or fail to transform, taking d6 damage in the process (not reduced by T or armour). Also the health of his elemental form depends on the health of his natural form (as a percentage of his normal maximum) when the spell is cast. For example, a caster has 10 maximum wounds but has sustained 3 damage, only having 7 W left. If he would change into elemental form he would only have 70% of the elemental maximum of 90, giving him 63 wounds at start and the elemental size to match. When transforming back to his natural form the transformation is automatic but the caster has the same percentage of his maximum wounds as the elemental had. Also, he must make a WP-test (now based on his elemental WP) and if this is failed he will sustain d6 W damage. Finally, sometimes when a caster uses this spell, he also gains the psyche of an elemental. That is, he loses his sense of personal identity and individual intelligence. This effectively turns the caster into a NPS elemental for the duration of the spell.
Fissure
Spell level - 4
Magic points 20/round
Range 96 yards
Duration - Permanent
Ingredients A piece of paper with magical writings (cost 30 GP to make) torn in two as spell is cast
This spell opens up a large fissure in the ground. Its centre can be anywhere within 96 yards of the elementalist and from that point it opens up and widens. The elementalist can choose whether he wants to concentrate on making the fissure for one, two or three rounds, each subsequent round making it grow larger. While concentrating, he cannot do anything else at all and he counts as prone. At the end of the first round it is about 120 feet long and 20 feet wide at the centre, slowly narrowing towards each end. It is also about 30 feet deep at the centre, slowly becoming shallower towards each end. At the end of the second round it has become 250 feet long, 40 feet wide at the centre and 60 feet deep at the centre. At the end of the third and final round it has become 400 feet long, 60 feet wide at the centre and 90 feet deep at the centre. If the caster casts another Fissure spell after creating one before, he cannot continue to expand the previous fissure; he must start on a new one. He can of course start on one end of the other but that will only result in two fissures side by side. While the fissure is being created, the ground shakes and an automatic effect of a Wall Shaker spell is created on the area of effect and nearest vicinity. The fissure grows rather fast but not so fast that creatures in the area of effect have a risk of falling down as it opens under their feet. The GM could rule that anyone not actively trying to move away from the opening fissure must succeed an I-test or fall in.
Petrify
Spell level - 4
Magic points -
Range - 24 yards
Duration -
Ingredients - Ground stone and glue
This spell can be cast at a single creature. That creature must
make a Magic test or be turned to stone for the duration of the
spell. Note that any items the target is carrying or wearing are
also turned to stone. Living or sentient things the target is
carrying or touching are not petrified. A successfully cast
Dispel magic spell can cancel the effects of this spell. If
something happens to the stone statue, this will also happen to
the target when it is transformed back to normal. For example, if
an arm is broken off the petrified target, the arm will remain
off when the spell ends and the target starts bleeding and
feeling pain like it's arm had been cut off. The target is not
aware of anything while petrified. Finally, if the magic test is
critically failed, the target is permanently petrified.
Transformation
Spell level - 4
Magic points - 25
Range - Touch
Duration - 1 turn
Ingredients - Ruby (change to fire), diamond (change to air),
sapphire (change to water) or black opal (change to earth) each
worth at least 100 GCs
This spell is one of the most powerful elementalism spell ever
created. It allows the caster to transform one element into
another. The element to be transformed must be no more than 1000
cubic feet but shaped at will (no less than 1 foot on each side).
Any creature inside an area to be transformed like that can make
an I test to get out in time. To give an example, the caster
could decide to turn a stone wall into a water, which will then
flow down to the floor. Furthermore, anyone standing in the water
when duration expires will get stuck as it turns back to rock.
Another example, the caster can change the air into fire, causing
fire damage to all who touch it. The caster must touch the area
to be transformed. Thus he must touch a stone wall or water to be
able to change them and therefore the area transformed starts
always close to him. Finally, the spell protects the caster so
that after he has transformed an element into another, he can get
away without being hurt.
Enchant
Spell level - 1
Magic points - 2
Range - Touch
Duration - 1 hour/level
Ingredients - None
This spell creates a magic aura around an item. This item now
appears to be magical although it has no properties and does not
affect the use of the item at all. Thus a normal weapon affected
by this spell cannot wound creatures immune to normal weapons.
Strengthen
Spell level - 1
Magic points - 3
Range - 12 y
Duration - 1 turn/level
Ingredients - A strong bone
This spell increases one ability of a single creature by +20 or
+2 of the casters choice. The augmented ability can never be
higher than 150% of the original score, rounded up. Thus a
creature affected by S increase by the means of this spell which
normally has S2 will only rise to S3.
Weaken
Spell level - 1
Magic points - 3
Range - 12 y
Duration - 1 turn/level
Ingredients - A weak bone (as that of a bird)
This spell works in the same way as Strengthen but the target
creature will instead lose -20 or -2 in the chosen ability. The
reduced score can never be lower than 50% of the original score,
rounded up.
Harm
Spell level - 1
Magic points - 2
Range - Touch
Duration - 1 turn/level
Ingredients - A tooth from a predator
This spell makes a single object of the casters choice, with no
larger volume than a square foot, harmful to the touch. Anyone
touching the item must make a T-test each round or lose 1 W.
Normal animals will be afraid to come within 3 yards of the
enchanted object.
Harden
Spell level - 1
Magic points - 3
Range - Touch
Duration - Until next sunrise
Ingredients - A scale from any creature
This spell enchants a single object so that it becomes
effectively twice as difficult to destroy.
Magic Channel
Spell level - 1
Magic points - 3
Range - Touch
Duration - 1 hour
Ingredients - The item to be enchanted
This spell enchants an item, usually a staff or an amulet. When
casting spells, the caster can now channel them through the
enchanted item (while holding or wearing it), causing them to
cost 1 magic point less (minimum 1). Doing this causes a slight
(5%) chance that the spell will fail. When used, the item becomes
more and more charged with energy. For every casting beyond the
first using the channel, there is a 5% cumulative chance that it
won't work. If it won't work, the spell is still cast normally
but costing the normal amount of MPs. Only the caster of the
magic channel knows how charged the item is (by touch) although
any spellcasters can now use the item.
Alter Weight
Spell level - 1
Magic points - 3
Range - Touch
Duration - 1 turn/level
Ingredients - A feather or piece of lead, depending on reduction
or increase in weight
This spell changes the mass of a single object of any size. The
caster can choose to either reduce or increase its weight by up
to 20% per level. Note that this spell does not change the size
or bulk of the affected object, only the mass.
Copy Enchantment
Spell level - 1
Magic points - Varies
Range - Touch
Duration - Varies
Ingredients - A small mirror
This spell allows the caster to copy an enchantment from one
place to another. First he must touch the enchanted object or
creature while casting the spell and then he must within the same
round touch the new object or creature to be enchanted. Note that
enchantments from objects cannot be copied to a creature and
enchantments on creatures cannot be copied to an object. If a
creature receiving a copied enchantment is unwilling, it is
allowed a Magic test. Copied enchantments have only half the
duration of what was left of the original enchantment. The MP
cost of this spell is half of the original enchantment, rounded
up. What would count as an enchantment is up to the GM's
discretion.
Mass Aura
Spell level - 2
Magic points - 4
Range - Personal
Duration - 1 round
Ingredients - Silver tuning fork
This spell enchants an aura spell cast in the following round.
That aura spell will now affect the target and every member of
the group it is in, although it costs twice as much to cast. So
if a spellcaster casts this spell and in the next round he casts
Aura of protection, then he is affected by it and every member of
the group he is in (if any) but it will cost 6 MPs to cast
instead of 3. If no aura spell is cast in the immediately
following round, this spell is wasted.
Disenchant
Spell level - 2
Magic points - 3
Range - 24 y
Duration - Special
Ingredients - Small diamond (~10 GCs)
This spell removes any and all enchantments from a single target,
be it an object or a creature. The effect is automatic if cast on
an object, unless it is a permanent enchantment (like on magic
items). Then the caster must succeed a WP test (the GM can impose
a penalty for powerful items) and then the effect only lasts for
2d6 turns (except on a roll of 01-02, then the object is
permanently drained). If the test is failed, the spell only lasts
one round. If the item is an artifact, the spell only lasts for
one round on a successful test and not at all on a failed test.
Artifacts cannot be permanently drained by this spell. If the
spell is cast on a creature, the target must make a WP test. If
failed, any enchantments on the target (but not on items the
target is carrying) are destroyed. If the test succeeds, these
enchantments are made inactive for one round. A spellcaster hit
by this spell must make an additional WP test. If that is failed,
he loses 2d4 magic points and any spellcasting is disrupted.
Life Drain
Spell level - 2
Magic points - 3
Range - Touch
Duration - 1 turn/level
Ingredients - Blood from a bat
This spell enchants a single creature so that whenever it wounds
another creature in melee, one W point of the damage is
transferred to raise its' W score. This cannot raise its W score
above the normal maximum and only one W point can be transferred
this way in each round. Furthermore, this does not work when
attacking undead, magical creatures or creatures without blood
circulation (or without blood as with blood substitution
mutation). This spell can also be potentially dangerous for the
affected creature. If the creature struck has poison, disease or
any other complaint in it's bloodstream, there is a 10% chance
that draining W from it transfers also the ailment, forcing a
test as normal to throw off the effects.
Blood Curse
Spell level - 2
Magic points - 3
Range - 12 y
Duration - 1 turn/level
Ingredients - Blood from a bat
This spell curses a target creature so that every time it wounds
another creature in melee, it loses one W point if it fails a
Magic test. Only one W point can be lost by means of this spell
in every round. The affected creature will feel this as a sharp
pain flowing up the weapon arm and to a body location chosen at
random where a wound will appear as if being hit normally.
Imp
Spell level - 2
Magic points - 2
Range - Touch
Duration - Until next sunrise
Ingredients - Stone statue (see below)
This spell brings an imp to life from a stone statue, specially
made, from 1' to 3' tall. The imp can obey simple commands but
cannot think on it's own. If three extra magic points are spent,
the imp can use its wings to fly as a hoverer. When duration
expires, it returns to its inanimate stone form but if slain, it
crumbles to dust. Following is the profile of the imp:
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
2 |
33 |
33 |
2 |
2 |
4 |
60 |
1 |
43 |
89 |
18 |
89 |
89 |
- |
Defensive Shield
Spell level - 2
Magic points - 5
Range - Touch
Duration - 1 turn/level
Ingredients - Miniature silver shield
This spell imbues one shield with great power, which deflects
both melee and missile attacks as well as protecting from harmful
magic. Any attacks directed against the bearer of a shield
enchanter with this spell are at half the normal chance to hit.
Magical attacks directed at the shield bearer are also only at
half the normal chance to succeed. Note that if the shield is to
protect against spells, they must be targeted at the bearer
himself, not a group he is in or area near him.
Enhance Enchantment
Spell level - 2
Magic points - 4
Range - 12 y
Duration - Varies
Ingredients - A magnifying glass
This spell enhances an existing enchantment. It does not increase
the effects of the enchantment but rather increases the duration
(only what's left, not the full duration) by 200% and makes it
harder to dispel (-30 to all such tests).
Brittle
Spell level - 2
Magic points - 4
Range - 24 y
Duration - 1 turn/level
Ingredients - A small crystal ball
This spell causes all items of any one hard substance on a single
target or group (or pile) to become brittle and prone to
breaking. The caster must choose which substance this is at the
time of casting. For example, he could choose all iron items on
the targets to be affected. Items affected by this spell will
break if a creature striking them (or striking with them) rolls
equal to or less that its S score on a d20. If the item falls to
the ground, each yard counts as S1.
Release Zone
Spell level - 3
Magic points - 4
Range - Personal
Duration - 1 turn
Ingredients - A padlock, to be opened when spell is cast
This spell is unique in that it can only be cast while the caster
is maintaining a zone. It will release the zone so that the
spellcaster doesn't have to maintain it. A zone released in this
way will remain stationary at the spot where the caster cast this
spell and it's duration will only be one turn or whatever time is
left of the duration if shorter than one turn. A released zone is
still negated if it overlaps with another zone.
Charm
Spell level - 3
Magic points - 4
Range - 12 y
Duration - 1 hour/level
Ingredients - Animal tongue
This spell charms one creature so that it finds the caster to be
its friend and ally. A WP test is allowed to negate the effect
and creatures directly hostile to the caster have a +20 bonus.
Any ideas or suggestions the caster comes up with sound logical
and wise, unless they would cause direct harm to the target, in
which case it can make a WP test to shrug off the effect. This
spell only affects 'thinking' creatures with Int 6+. Affected
creature remembers what has passed but does not know of having
been under the influence of a spell.
Force Wall
Spell level - 3
Magic points - 8
Range - 12 y
Duration - 5 turns/level
Ingredients - Very fine granite dust
This spell creates a thin sheet of a wall, made of an invisible
force. It has an area of up to 10 square yards per caster level,
can be shaped as he desires and can lie in any plain. However,
the wall must end at all sides on a solid material (the boundary
material), if it can't, it will not be created. Therefore it can
only be created underground, inside buildings, in holes and in
similar places. If an existing wall loses contact to its boundary
material at any time, it is instantly dispelled.
Charge
Spell level - 3
Magic points - 10
Range - 12y
Duration - 10 turns/level
Ingredients - A piece of iron and silk
This spell charges a single creature with great power, which
gives it +10/+1 bonus to all ability scores.
Discharge
Spell level - 3
Magic points - 10
Range - 12y
Duration - 10 turns/level
Ingredients - A piece of iron and silk
Opposite to the spell Charge, this spell discharges power from
the target creature, causing it to suffer a -10/-1 penalty to all
ability scores. The target creature is allowed a Magic test to
throw off the effects. This spell can also affect a group.
Gargoyle
Spell level - 3
Magic points - 5
Range - Touch
Duration - Until next sunrise
Ingredients - Stone statue (see below)
This spell works identical to the level 2 spell Imp but instead
brings a gargoyle to life from a stone statue, specially made,
from 4' to 7' tall. Although bearing the same name as certain
types of lesser daemons, the similarities end there. Following is
the profile of the gargoyle:
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
4 |
45 |
33 |
4 |
4 |
12 |
50 |
2 |
24 |
89 |
18 |
89 |
89 |
- |
Ward
Spell level - 3
Magic points - 6
Range - Touch
Duration - Until discharged
Ingredients - A pair of eyes
This spell creates a magical ward, which can be placed upon any
one object and in the following round a second spell is cast into
it. The caster chooses what triggers the ward. This can be
various things, e.g. a living creature comes within range (no
more than 5 yards), an elf comes within range, a creature taller
than 6' comes within range, a spellcaster comes within range, a
noise louder than soft, temperature drops to certain amount,
object is touched or object is touched by an orc. The trigger can
be almost anything but must be worded carefully. Once the trigger
is released, the magical energy of the ward is released. The
creature (or creatures) that triggered the effect is struck by
the second spell and the caster is immediately aware of it. When
a ward is triggered, it is dispelled. By spending one magic
point, the caster can either remove the ward or disable it for
one turn.
Aura of Magic Resistance
Spell level - 3
Magic points - 10
Range - Personal
Duration - 1 hour
Ingredients - A piece of lead
This spell creates an aura of anti magic energy around the
caster, protecting him from magic but still allowing him to use
it unhindered. This provides the caster with a +20 bonus to Magic
tests, -2 score reduction per die (minimum 1 per die) and a 50%
duration reduction of other spells that affect him. Note that
this applies to all other spells, be they harmful or beneficial.
This aura differs from other auras as it is not automatically
dispelled if hit by magical weapons. The bearer of the aura can
make an unmodified WP test to keep it working.
Quicken
Spell level - 4
Magic points - 16
Range - Personal
Duration - 1 turn/level
Ingredients - A pint of quicksilver
This spell enchants the caster himself so that he can now cast
spells twice as fast as before and cast two spells in a single
round. Both spells have a 20% (greater) chance of failing. Using
two spells in one round is very taxing on the caster and can be
outright dangerous. Every time he does it, he automatically loses
1 W and he must make a WP test with a -5 penalty for every point
the total spell levels of the two spells exceed 4. If the test is
failed, he gains d3 insanity points and cannot cast spells for d3
rounds.
Command
Spell level - 4
Magic points - 12
Range - 12 y
Duration - 1 turn/level
Ingredients - A tongue from a fantastic animal or monster
This is a more powerful version of the level 3 spell Charm. It
works in a similar way but the caster totally commands the
creature affected and it can never try to shake off the effect if
it fails it initial Magic test. The affected creature does
remember anything that has passed while under its influence and
it is aware of having been affected by a mind-controlling spell,
although it does not necessarily know who cast it.
Disrupt
Spell level - 4
Magic points - 16
Range - 96 yards
Duration - Varies
Ingredients - A large diamond (~50 GCs)
This spell dispels, disrupts or disables any magic within range,
including on the caster. Summoned or conjured creatures must make
a Magic test or be destroyed or banished. Magical items cease to
function (except as normal items) for 2d6 hours and even the most
powerful artifacts don't work for d6 rounds. Spellcasters must
make a Magic test or fall unconscious for d6 turns and be totally
drained of magic points. Furthermore, the caster must make a
Magic test himself or suffer the same fate but unlike the other
ones, he can spend additional magic points in the normal way to
increase his chances of success.
Elemental Immunity
Spell level - 4
Magic points - 8
Range - Touch
Duration - 1 hour
Ingredients - Same as for Summon elemental spell
This aura spell gives the touched creature total immunity to one
of the elements, both in normal and magical form. Only one
protection can affect any one creature at a time. Elementals can
affect the character (not with spells though) but cause half
damage.
Fluke
Spell level - 4
Magic points - 10
Range - Touch
Duration - Until next sunrise
Ingredients - A pair of lucky dice
This spell is cast at a single creature. That creature then
(almost) automatically succeeds the next d6 standard tests it
tests upon. This number should be rolled by the GM and kept
secret. Note that this includes all involuntary tests the
creature has to make and it cannot choose not to automatically
succeed a test. A roll must still be made because there is a
small chance of a failure. If the result is a critical failure,
the action fails, but that is normal failure not critical. If a
critical success is rolled, the test succeeds and does not spend
one use. The ingredient of this spell cannot be just any dice
someone thinks are lucky ones. The dice must sometime in the past
have been the cause of some great fortune, although it is enough
to have happened on only one occasion.
Master Creator
Spell level - 4
Magic points - 8
Range - Personal
Duration - See below
Ingredients - None
This spell helps the magician to create magical items by giving
him a +10 modifier to magical item creation test. This is the
only spell that can be used in the delicate process of making
magic items. Any other spells used will ruin the process. Note
that this spell must be cast at the beginning of every day during
magical item creation, if it is going to have any effect.
Imbue Item
Spell level - 4
Magic points - 6 or 12
Range - Touch
Duration - Until next sunrise
Ingredients - Item to be imbued
This spell has two different uses. One is identical to the level
4 Battle Magick spell "Enchant Weapon" but costs only 6
MPs and can also affect armour (making the armour magical with no
special properties). The second use costs 12 MPs and can imbue a
magical weapon or armour (either permanent ones or made so by
this spell) with magical properties. The spell can be cast
multiple times on any single item and one property is added for
each casting, determined at random. When an item is imbued with
one property, there is a chance that it cannot contain the
magickal energies and will explode, affecting anything within 5
feet. The chance of this happening is 5% for the first property
and then doubled every time a new property is added. The strength
of the explosion is determined by 3 plus the number of properties
in the item. Thus when imbuing a sword, there is a 5% chance of a
S4 explosion when the first property is put in, 10% chance of a
S5 explosion when second is put in, 20% chance of a S6 explosion
when third is put in, 40% chance of a S7 explosion when fourth is
put in and 80% chance of a S8 explosion when fifth is put in.
Obviously, the sixth property automatically causes an explosion
but that's still at S8. Optionally, the GM can increase or reduce
this chance depending on the quality of the item but it should
never be less than 3% or more than 7%, both of which are extreme
cases (like 3% for a superiorly crafted gromril armour - that
would make the explosion chances 3% / 6% / 12% / 24% / 48%).
Golem
Spell level - 4
Magic points - 10
Range - Touch
Duration - Until next sunrise
Ingredients - Stone statue (see below)
This spell works identical to the level 2 spell Imp but instead
brings a golem to life from a stone statue, specially made, from
8' to 12' tall. Following is the profile of the golem:
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
6 |
50 |
25 |
7 |
7 |
32 |
40 |
3 |
10 |
89 |
18 |
89 |
89 |
- |
Enhance Illusion
Spell level - 1
Magic points - 3 per level of illusion
Range - 24 yards
Duration - Varies
Ingredients - A magnifying glass
This spell enhances one illusion so that it's duration (what is
left) is doubled and creatures get a -20 to see through it.
Foxfire
Spell level - 1
Magic points - 3
Range - 48 yard radius
Duration - Instant
Ingredients - A piece of phosphorus
This spell creates the illusion of foxfire at the beginning of
the round after it was cast, that distracts anyone viewing it.
Anyone within 48 yards of the caster must make an Int test to see
though the illusion. Those successful are not affected, but those
that fail must make a WP test or lose any actions that round.
This spell affects everybody except the caster, friend and foe
alike, but needless to say it will not affect those that don't or
cannot see the effect.
Distort
Spell level - 1
Magic points - 2
Range - 98 yards
Duration - 1 turn
Ingredients - A piece of any material that is supple and can be
distorted
This spell distorts dimensions. Thus a creature, item or whatever
can be made to appear larger, smaller, shorter, taller, further
away, near, etc. than it really is. The exact mechanism of the
spell I leave to the GM to decide.
Unreal
Spell level - 1
Magic points - 2
Range 24 yards
Duration 10 turns/level
Ingredients A small clear crystal
This spell can be cast at any target, living or dead (including items). If cast at a living or undead creature, it receives a Magic test to avoid the effect. If this is failed or if the target was not a living creature, the spell takes its full effect. Any creature (that can be affected by illusions) that now views the target must make an Int test or believe that the target is an illusion. This Int test is as normally with illusion spells affected by the casters level. Of course, as soon as the creature touches the thing it thought was an illusion, it will know the truth.
Retry
Spell level - 1
Magic points - 4
Range - Personal
Duration - Instant
Ingredients An hour glass with silver dust instead of sand (worth 25 GCs).
After the caster has failed performing an action, he can cast this spell (even in the next round but he must be able to cast spells, of course) to be allowed a re-roll of the previous action. Anything that happened in between is not affected. Example, the caster is trying to jump from one roof to another but fails and falls down taking damage. If he then casts this spell, he can re-roll the jump and if it succeeds, he is considered to have succeeded in the first time and never to have fallen but he still suffers from the damage from the fall. Another example, the caster shoots from his bow but misses the orc. The orc then manages to kill a peasant. The caster then casts this spell and in the retry he manages to kill the orc but the peasant would still be dead. The retry does not take up any time or spend any resources; it merely is another attempt at succeeding in the first place. So if the caster finished up his last arrow in the first shot that missed and then casts this spell; he can still shoot try to make the shot as this is still the first time and the first attempt is considered to never have existed. Of course, the caster could retry a succeeded attempt, hoping it will fail if that situation would benefit him.
Spook
Spell level - 1
Magic points - 2
Range 48 yards
Duration 10 turns/level
Ingredients A cockroach
This spell creates the illusions of low sounds and whispers and movements out of the corner of the eyes of those affected. It can either be cast at a group (or single target) to follow it around or be placed at a certain area, up to 12 yards radius. Anyone can make a Int-test to see if he is unaffected by the illusion but those that fail are unnerved and jumpy and have their Ld and Cl scores reduced by half.
Shimmer
Spell level - 1
Magic points - 2
Range 48 yards
Duration - Instant
Ingredients A piece of glass
This spell causes all illusions within 48 yards to shimmer for just a second, thus revealing themselves for what they really are (or are not). Only the caster can see the shimmering.
Copy Illusion
Spell level - 2
Magic points Half of whatever the original cost, rounded up
Range 24 yards
Duration - Varies
Ingredients A silver mirror
This spell creates an exact copy of another illusion. The chance of success depends on the level of both the caster and the illusion he wants to copy as well as whether the illusion was originally cast by him or not. This chance equals casters WP in %, +10% per caster level beyond second, -20% per level of the illusion beyond level 1 and there is an additional -20% if the caster didnt create the original illusion. How good authentic looking the copy is depends on the caster level. There is a +20 bonus to see through it if the caster is level 2 but this is reduced by 10% at each level beyond that, leaving no penalty at level 4. Finally, the lifetime of the copy is only half of whatever time the original had left. Note that permanent illusions, those that cannot be seen (that is who affect the caster) and a few other exceptions cannot be copied by the means of this spell.
Replication
Spell level - 2
Magic points - 4
Range - Touch
Duration - 1 hour/level
Ingredients - A mirror
This spell creates a perfect replica of a single item. This item
works exactly like the prototype but starts to degenerate rapidly
after the duration of the spell expires and turns to dust within
a couple of minutes. Magic cannot be replicated in this way so if
a magic item is copied, only the physical item is so, not the
magic in it (so it's effectively an identical but non-magical
item).
Illusion of Illusion
Spell level - 2
Magic points - 6
Range - 24 yards
Duration - 1 turn/level
Ingredients - A diamond (10 GCs or more)
This spell is a strang one. It can be cast at any target, living
or dead (including items). If cast at a creature, it may receive
a Magic test to avoid the effect. If this is failed or if the
target was not a living creature, the spell takes it's full
effect. Any creature (that can be affected by illusions) that now
views the target, must make an Int test or believe that the
target is an illusion. Not only that, if the test is failed, the
target becomes an illusion with respect to that viewer only. That
is, if an ogre is targeted and the spell takes effect, anyone
viewing the ogre and failing their Int test believe the ogre is
an illusion, and he is. Thus, the ogre cannot damage them and
they cannot damage the ogre. Also, if the spell is targeted at a
wall and someone fails his Int check, he thinks the wall is an
illusion and can see and walk right through it. Sometimes, a
viewer that failed his Int test before must test again. E.g. if
the ogre above picks up a rock or wounds a creature that did not
see him as an illusion, then those that do believe he is an
illusion must test again against Int (because illusions aren't
supposed to be able to do that), this time with a +10 modifier.
If an Int test is ever failed by 30 or more, then the creature
will believe in the illusion no matter what. Creatures which this
spell was cast on and now cannot affect (like wound) other
creatures (namely those that failed their Int test) are often
baffled by this fact. Imagine the ogre above, trying to but
always failing to hit another creature, and then that creature
walks right through him. That's more than enough to spook many
creatures.
Cloak
Spell level - 2
Magic points - 6
Range - Personal
Duration - Instant
Ingredients - An hour-glass with gold dust instead of sand (value
50 GCs)
This spell allows the caster to cloak his actions, even after
they have been performed and spotted. Thus, if the caster does
something he doesn't want others to know about and he is spotted
doing it, he can cast this spell and any actions he did on the
previous round will be cloaked. That means that anyone who
noticed him do this thing, didn't.
Paranoia
Spell level - 2
Magic points - 4
Range 24 yards
Duration 1 hour/level
Ingredients A human jawbone
This spell causes a single target to become overly paranoid of all intelligent creatures. They will not under any circumstances trust such creatures and they will have no qualms resorting to violence if pressed. The target can make a WP-test whenever someone it trusted before is involved.
Lure
Spell level - 2
Magic points - 4
Range 48 yards
Duration Up to 1 turn/level
Ingredients - Magnet
This spell creates an illusion of whatever is most fitting to lure the target or group of targets in a certain direction or to a certain places designated by the caster. The caster does not need to know what this thing needs to be, the spell enters the subconscious of the target(s) and recovers that information.
Taunting Illusion
Spell level - 2
Magic points - 4
Range 24 yards
Duration 1 turn/level
Ingredients A middle finger from an orc
This spell is cast on a single creature which can attempt a Magic test to throw off the effects. If that is failed, it will think that another creature within 24 yards and chosen by the caster is taunting it. In reality the other creature is not doing anything. The affected creature must make a Cl-test each round or it must confront the other creature. Even so the spell will continue to taunt the target (although the target can make a WP-test as the other creature tries to explain) and it will end in it attacking the other creature is something is not done.
Invisibility
Spell level - 3
Magic points - 7
Range - Personal
Duration - 1d6 turns
Ingredients - Heart of a chameleoleech
This spell draws an illusion of invisibility over the caster.
This follows the same general rules as other illusions, including
the chance to see through the illusion. The caster is still
heard, smelt and felt and his shadow is visible. Making any
sounds or somehow alerting people to his presence, allows all to
attempt again to see through the illusion. Creatures seeing this
spell being cast will receive a +30 additional modifier to be
unaffected.
Inaudibility
Spell level - 3
Magic points - 7
Range - Personal
Duration - 1d6 turns
Ingredients - Paws from a cat
This spell draws an illusion of inaudibility over the caster.
This follows the same general rules as other illusions, including
the chance to see through the illusion. While under the effect of
this spell, the caster cannot be heard by anyone, except himself.
He can still cast spells although no-one will hear the chanting.
People who know of the caster's prescence (i.e. see him) have a
+20 modifier to "see" through this illusion, but only
if they are watching him when he is doing anything that should
make noise to be heard.
Gate
Spell level - 3
Magic points - 10
Range - Special
Duration Up to 1 turn/level
Ingredients Two mirrors
This spell creates two magical portals that are connected with a non-dimensional tunnel. One of the portals appear beside the caster while the other appears anywhere within sight although the caster must estimate the distance and point in the direction. The portals are always circular (can be skewered a bit by caster) and their size can range from a pinpoint up to a diameter of 1 yard per level. When casting this spell, the spellcaster must first spend a round opening the portal beside him (spending half of the MPs and ingredients) and then another round opening the other one (spending the other half of the MPs and ingredients). After the first round, the first portal will appear but as there is no exit ready, it will not function and is simply solid. Anyone entering one portal will immediately exit the other one. The caster can choose whether the portals are horizontal or vertical and in which direction they turn and also if they create a one or two way tunnel and then which way it goes. Note that the tunnel has zero length and therefore anyone that has entered a portal but has not fully gone through will be able to see the rest of his body sticking out of the other portal. If the portal is one way and someone does as little as sticking only his finger or even a few hairs through, he wont be able to pull them back, he would have to fully go through the portal or cut them off. If someone is partially inside a portal when it closes, he can make an I-test to escape. If he fails, the portal will severe him as it closes. Finally, the spellcaster can make the portal that appears away from him to appear out of his sight. When he does that there is a 50% chance of spell failure or 25% if the caster has seen the place before. Furthermore, a portal appearing where the caster cannot see cannot be created further away than 5 yards per level. The MP cost of the spell is also increased by 3 when this is attempted. The duration of the spell is chosen (in rounds) by the caster but the maximum time is 1 turn per level, counted after both portals have been created. The portals cannot be dispelled by the caster or their properties changed after they have been opened.
False Security
Spell level - 3
Magic points - 8
Range 24 yards
Duration 10 turns
Ingredients A miniature wooden shield, broken in two as the spell is cast
This spell causes a single target to believe it is totally safe from a single dangerous source. A WP-test is allowed to try to negate the effects. This can include a single campfire, a single orc or a sword carried by anyone (but not fire, orcs or swords in general). The creature firmly believes in it being immune to any harmful effects by that source but is allowed an Int-test to throw off the effects if it gets damaged by that source. Only one of these spells can affect a single target at a time.
Hint
Spell level - 3
Magic points - 5
Range - Personal
Duration - Instant
Ingredients A tarot card
This spell is cast when the caster faces a certain choice. He can set a condition in the form of a question and the spell will direct him on the right path to fulfil that condition. However, the spell is not flawless, sometimes giving no answer (20%) and sometimes a wrong one (10%). If the spell is cast two or more times consecutively and with the same question, it will always give the same answer. Alternatively, the GM could rule that if the player is demanding too much information by the use of this spell, the chances of failure are increased. Note that the caster can only ask which way fulfils the condition most accurately, he cannot ask a question that requires an answer that is something else than prompting him in a certain direction.
Illusionary Wounds
Spell level - 3
Magic points - 6
Range 24 yards
Duration 1 turn
Ingredients A butter knife
This spell causes wounds to appear on a single target (which is allowed an Int-test to throw off the effects). These wounds can appear as if made by any weapon or other means of damaging (such as fire) but the target will only see them appear out of thin air. The target loses d3 W/level of caster to a random location. If the target gains a critical hit, it will suffer all the effects and penalties that follow and if it dies, it becomes unconscious instead until the spell ends. Any insanity points gained are permanent. When the spell ends, these illusionary wounds disappear.
Distort Reality
Spell level 4
Magic points - 24
Range Not applicable
Duration 1 hour
Ingredients A multi-faceted diamond worth at least 100 GCs
This spell can be used to distort reality, that is, the affected area (and anything within it) can become whatever the caster desires. Living things are not directly affected by this spell but as everything around them is, they are indirectly so. And this is not just an illusion, the changes are real. For example, the sleaziest bar on the outside could be made to look like a palace on the inside, even having much greater dimensions than it looks like from the outside and even having the gravity of individual rooms turned upside down. The spell is only limited by the casters imagination, a real world area of effect of maximum 100 feet radius and the spell must be within clear confines. This last limitation is very important. For example, the spell cannot be cast outside as the reality and the spell are not divided distinctly by something. A stone wall, wooden door, window glass and a tent cloth are all enough to create boundaries for this spell but the spell must be confined by such things (or other similar) at all sides. People within the area when the spell is cast are not affected and in fact if someone enters after the spellcasting, that person will be affected. So both can be in the same room but experience it very differently.
Universal Illusion
Spell level - 4
Magic points - 30
Range - Personal
Duration - 10 turns
Ingredients - A large diamond (250 GCs or more)
This very powerful spell allows the caster to change normal
things into illusions and illusions into normal things, at will.
It works very similar to the 2nd level spell, Illusion of
illusion. He casts the spell on himself and for the duration of
the spell he can use his will to make changes as above. When the
caster wants to make a change, he must be within 12 yards of the
target, must be able to see it and must spend 1 MP. This is an instantaneous action and the caster can use it without losing other actions. He can even make the changes so quickly that he can strike creatures in combat but when they try to strike him, then either he or the opponent have become an illusion and therefore he cannot be affected. If the target was an illusion, the change is permanent but it will disappear whenever the duration of the once illusion expires. If the target was a real thing, then the change has a duration of 1 hour. Furthermore, living creatures can make a Magic test to avoid the spell. The caster can of course always change things back to normal at will. Those in illusionary form due to this spell are unable to cast spells but are themselves immune to any harm except spells that dispel or banish illusions and those that dispel magic in general.
Materialize
Spell level - 4
Magic points - 30 + 5 per level of illusion
Range - 24 yards
Duration - Permanent
Ingredients - Eye of a basilisk
This spell makes a single illusion real. The materialized
illusion is not controlled by caster, even if it was so before.
Some illusions it is not possible to materialize, which is up to
the GM's common sense.
Imaginary Spell
Spell level - 4
Magic points - 12
Range 48 yards
Duration - Varies
Ingredients Diamond dust
When the wizard casts this spell, he chooses a single target or group to be on the receiving end. These creatures are forced to imagine (if they do not do so at their own accord) what spell the caster could possibly be throwing at them. Unfortunately for them, thinking of a worst case scenario is quite common. Whatever spell they imagine is the spell that will affect them (and only they, even if it is an area effect spell, not the others in the group as those probably thought of something else). These imagined spells will work as normal. Also, each affected creature will believe that any other affected creatures were hit by the same spell as it was (if possible) or no spell at all, which can cause some confusion. If you prefer a system to determine the spell that is thought of, make all those affected do a WP-test. Success by 30+ means petty magic, success by 10-29 means level 1, success by 9 or less or failure by 9 or less means level 2 spell, failure by 10-29 means level 3 spell and failure by 30+ means level 4 spell.
Blink
Spell level - 4
Magic points -
Range 48 yards
Duration 10 turns
Ingredients One black and one white pearl
This spell causes a single target (creature or object, real or illusion) to start blinking in and out of being an illusion, one round being this and the other being that. If the target is a creature it is allowed a WP-test to negate the effects.
Disjunction
Spell level - 4
Magic points -
Range 2400 yards
Duration 1 turn
Ingredients A prism made of dawnstone
This spell will negate any magic in the area of effect (which is anywhere within 2400 yards of the caster) and weaken creatures sustained by magic. The spell cannot be seen but a low sound similar to that created by a tuning fork can be heard within the area of effect. Spells will be negated and those being cast are disrupted. Magic items will be temporarily drained of their power and even artefacts are affected. Daemons, Elementals and Undead must immediately make a WP-test or be destroyed and even if they succeed, they must still test for instability as well as being disoriented for the duration of the spell (-10 to all tests) and being vulnerable to normal weapons even if they werent so before. Anyone (or anything) exiting the area of effect will not be affected anymore and those entering it will become affected.
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