Kent's Wizard's Spellbook

END CostMagic RollSpell NameActive Cost
2 -3 Chores 25
3 -8 Crevasse 77
6 -13 Far Sight 130
7 -14 Devil Current 144
2 -5 Dissipate 54
2 -6 Swarm 56
2 -2 Animate Staff 22
3 -8 Sticks to Snakes 76
4 -9 Mana Bolt 89
3 -3 Swarm Form 28
3 -6 Vermin Spy 56
4 -4 Tattoo 40
Total Active Points: 797 points
ENDMagic RollSpell DescriptionDefinitionActive Cost
2 -3 Chores (Range: 125")
This spell is so named because it is chiefly used by the weary, the crippled and the very old. The caster need but point, and he can command objects to move at a distance with enough deftness to prepare food, wash glassware or even write.
Telekinesis (10 STR), Fine Manipulation (25 Active Points); Independent (-2), No squeeze or punch (-½), Gestures, Requires Gestures throughout (-½), Incantations (-¼), IIF (-¼) 25
3 -8 Crevasse
When this spell is cast, the Wizard chants an arcane litany, calling forth the power of the earth. At the end of his chanting the Wizard either points at a location on the ground within range (or drives the butt of his staff into the ground for added drama), causing the Earth to split open into a crevasse. Victims caught within the spell area fall into the hole and become jammed where the crack narrows. Anybody caught in the crevasse can attempt to climb out again, if they survive the fall. The crevasse is wedge shaped, with a depth determined by the tunneling rate through the material. Small targets will fall further into the 2" wide crevasse than larger victims. (A hex of packed earth has a DEF rating of 4.) Over time the crevasse will fall in upon itself, or become filled with water or debris.
(Total: 77 Active Cost, 15 Real Cost) Tunneling 3" through 7 DEF material, Causes falling damage (+0), Reduced Endurance (½ END; +¼), Ranged (+½) (47 Active Points); Independent (-2), Limited Power Only wedge downwards from surface (-1), Limited Medium Only on natural surfaces (-½), Conditional Power Caster must have connection to the earth (-¼), Incantations (-¼), IIF (-¼) (Real Cost: 9) plus Entangle 1d6, 1 DEF, Entangle And Character Both Take Damage (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (24" Line; +1 ½) (30 Active Points); Independent (-2), Entangle Has 1 BODY (-½), Conditional Power Only by falling into crevasse (-½), Linked (Tunneling; -½), Incantations (-¼), IIF (-¼) (Real Cost: 6) 77
6 -13 Far Sight (Range: 570")
This spell allows the caster to use the surface of calm water to observe events happening far away. By staring into the water the caster can see and hear what is happening. It should be noted that only the caster can see and hear, to everybody else the caster is simply staring at his own reflection in the water.
Clairsentience (Hearing And Sight Groups), +5 to PER Roll, Mobile Perception Point (can move up to 6" per Phase), Reduced Endurance (½ END; +¼), No Range Modifier (+½), MegaScale (1" = 10,000 km; +1 ¼), Can Be Scaled Down 1" = 10m (+¼) (130 Active Points); OAF (Focus Bowl of Water; Calm water; -1), Location or Individual Scried Must be Familiar to Caster, or a Possession of the Individual Acquired (-1), Extra Time (1 Minute, Only to Activate, -¾), Incantations (Complex; -½) 130
7 -14 Devil Current Flight 16", Reduced Endurance (½ END; +¼), MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1km (+¼), Usable As Attack (x64 maximum weight per inanimate target; +2 ½) (144 Active Points); Custom Modifier (only vs Floating Objects; -2), Custom Modifier (only across a large body of water; -2), Independent (-2), Gradual Effect (6 Hours; -1 ½), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Incantations (-¼), IIF (Focus Spellbook; -¼) 144
2 -5 Dissipate (Range: 270") Dispel 12d6, any [special effect] power one at a time (vs any one magical power effect; +¼), Reduced Endurance (½ END; +¼) (54 Active Points); Independent (-2), Incantations (Complex; -½), Gestures (-¼), IIF (Focus Spellbook; -¼) 54
2 -6 Swarm (Range: 280")
The wizard calls out insects, and shapes them into a swarm. The attackers' small size allows them to at least irritate heavily armored targets. The swarm is not completely mindless; they will not go into fire, water, or any other environment that will cause their death.
EB 3d6 (vs. PD), Reduced Endurance (½ END; +¼), Penetrating (+½), Continuous (+1), Area Of Effect (4" Radius; +1) (56 Active Points); Independent (-2), Custom Modifier (Not against "sealed" targets (Forcewall, force field etc); -¼), No Knockback (-¼), Custom Modifier (Dispelled by flame ; -¼), Gestures (-¼), Incantations (-¼), IIF (-¼) 56
2 -2 Animate Staff (Range: 110")
The staff of the Wizard animates and moves about as a large snake. (See HERO Bestiary, p.177 for Python, with 0 EGO and 10 INT.) The staff can follow simple commands from the Wizard. The Staff will remain animated for as long as the Wizard maintains the spell, then it returns to its original form. It can grab and squeeze a target with tremendous strength.
Summon 50-point Python, Ranged (+½), Devoted (+¾) (22 Active Points); OAF (staff; -1), Incantations (-¼) 22
3 -8 Sticks to Snakes
The caster infuses a handful of sticks with mystical essence and tosses them on the ground, or at the enemy. A word of power seals the transformation and the Wizard impresses his instructions upon the newly created vipers via a mental command.
(Total: 76 Active Cost, 25 Real Cost) Summon 8 100-point creatures, Reduced Endurance (½ END; +¼), Ranged (+½) (61 Active Points); OAF Fragile Expendable (Focus Sticks; Easy to obtain new Focus; -1 ¼), Incantations (Complex; -½) (Real Cost: 22) plus Telepathy 3d6 (Animal class of minds) (15 Active Points); Independent (-2), Broadcast Only (-½), Linked (Summon; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -¼), Costs END To Maintain (Half END Cost; -¼), Gestures (-¼), Incantations (-¼), IIF (Focus Spellbook; -¼) (Real Cost: 3) 76
4 -9 Mana Bolt
This spell is a most potent offensive weapon. Upon completing the spell, a burst of up to five blazing white nodes of pure mystical essence shoot forth from the caster's hand toward the target(s). The caster must pay the END cost for each bolt fired.
(Total: 89 Active Cost, 48 Real Cost) Killing Attack - Ranged 2d6 (vs. ED), Indirect (Same origin, always fired away from attacker; +¼), Reduced Endurance (½ END; +½), Autofire (5 shots; +½) (67 Active Points); No Knockback (-¼), Gestures (-¼), Incantations (-¼) (Real Cost: 38) plus +3d6, Autofire (5 shots; +½) (22 Active Points); Hand-To-Hand Attack (-½), Gestures (-¼), Incantations (-¼), Linked (Killing Attack - Ranged; Lesser Instant Power can be used in any Phase in which greater Constant Power is in use; -¼) (Real Cost: 10) 89
3 -3 Swarm Form
The wizard disintegrates into a swarm of tiny animals that attack and move as a group. While each individual animal is easy to slay, collectively the swarm can be quite lethal. (See the HERO Bestiary, Swarming Animals.) The type of swarming animal must be selected when this spell is first chosen, and can be worth no more than 115 points.
Multiform (115 Character Points in the most expensive form) (Instant Change) (28 Active Points); Independent (-2), Personality Loss First Roll After 5 Minutes (-1 ½), Costs Endurance (To Stay In Form; -1), Incantations (-¼), IIF (-¼) 28
3 -6 Vermin Spy
This spell can be used to recruit a small creature of whatever sort is local to serve as a spy for the caster. It will be favorably disposed to perform this mission, although it will usually flee at the slightest hint of serious risk. Any damage the creature takes while the power is in use is also taken by the Caster.
(Total: 56 Active Cost, 11 Real Cost) Mind Control 3d6, Telepathic (+¼) (19 Active Points); Independent (-2), Custom Modifier (Only to observe from vermin's point of view; -½), Linked (Clairsentience; -½), Concentration (0 DCV; -½), Custom Modifier (Only to control a vermin ; -¼), Incantations (-¼), IIF (-¼) (Real Cost: 4) plus Clairsentience (Hearing And Sight Groups), Reduced Endurance (½ END; +¼) (37 Active Points); Independent (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Custom Modifier (Only to observe from vermin's point of view; -½), Blackout (-½), Incantations (-¼), IIF (-¼) (Real Cost: 7) 56
4 -4 Tattoo
This spell will cause an inanimate object to be reduced 10-fold in size and transformed into a tattoo on the caster's skin. The object must be touched only at the end of the casting, enabling lit torches or campfires to be tattooized. The transformed items remain until the caster "peels" the tattoo off and throws it to the ground. While in tattoo form, items appear as full-color, intricate representations of whatever is contained within. A successful dispel magic upon the caster will each item to spring back into original form instantaneously. A caster may have as many tattoos on his body as could reasonably fit. If the caster dies, all the items are immediately released.
(Total: 40 Active Cost, 10 Real Cost) Major Transform 2d6 (Item into Tattoo) (30 Active Points); Gestures (Requires both hands; Complex; -¾), Concentration (0 DCV; Character is totally unaware of nearby events; -¾), No Range (-½), Incantations (Complex; -½), Custom Modifier ( Power cannot be used to create more tattoos than could fit on the caster's body ; -¼) (Real Cost: 8) plus LS (Self-Contained Breathing) (10 Active Points); Gestures (Requires both hands; Complex; -¾), Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Costs Endurance (-½), Linked (Transform; -½), Incantations (Complex; -½) (Real Cost: 2) 40