This spell allows the caster to create a tunnel through the ground at the rate of 4"/Phase. The spell will tunnel through rocky soil, clay even sandstone, but it will not tunnel through solid granite or stone walls.
The caster can see the last person or creature to pass over the section of ground he is casting over. The vision does not give any clue to their identity except what can be discerned visually.
This spell creates an earthquake with an 8" radius around the target hex. Once cast the spell may be maintained by paying END without further Skill or targeting rolls.
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People in the area of the earthquake must resist a STR 15 by bracing or grabbing hold of something, or be thrown to the ground. Inanimate objects will be knocked over. If the floor is rigid (like stone) it will crack, causing bad footing even after the quake. Unless people in the target area can resist the quake with their casual STR they will have a -3 penalty to every roll they make requiring coordination or concentration.
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Note that the caster is not personally immune.
This is a good spell for gathering information. It allows the caster to pick up on conversations in the distance by channeling his or her hearing through a magical node shaped like a small insect — a fly or the like. The caster must have line of sight to the node. The node is visible (though not obviously magical) and is subject to the same dangers as any other bug — being swatted, for example.
This spell allows the caster to hear the faint echo of sounds made in the near or distant past. The further back in time the Caster attempts to listen, the more difficult it is to discern the fading sounds. All modifiers for Hearing Perception are applied, including distracting noises from the past. This spell is most effective when used to listen to recent conversations, or sounds in an otherwise silent location such as a tomb.
This impressive incantation causes the sun to be totally eclipsed by a circular body, causing a large area to grow as dark as late evening for as long as the spell is maintained. All vision PER rolls receive a 1 modifier within the darkened area, during the daytime.
By combining this spell with a certain skill in forgery, an Illusionist can alter a document in subtle and often damaging ways.
The skin of the wizard expands and transforms into a slick grey hide, then begins to build up a powerful electrical charge. This current is discharged within a volume of water, shocking anybody nearby who occupies the liquid.
This very powerful spell will transform the caster into a weak elemental of the type specified when the spell was learnt. Although the caster will gain certain powers appropriate to the form of the desired Elemental, he will not have all the powers of the full fledged elementals (unless he is very powerful!) The elemental will faintly resemble the caster, although a PER roll is needed to recognize the caster as the elemental he has become. Since this spell depends to some extent on the caster's innate power, the strength of the spell depends on the caster's overall points (see below)
With oil rubbed on the ears, the caster enchants himself with excellent hearing. The caster can even attack, based on hearing.
Elias's Wondrous Transformation allows the caster to take the form of one kind of animal. The animal form of the caster must be chosen when the spell is first learned. Before this spell is cast, however, the wizard must have a large base of knowledge concerning the creature. He must completely understand the beast's anatomy, habitat, diet and lifestyle. Anyone who casts this spell without the proper preparations risks permanent injury and disfigurement. A caster who has broad knowledge of animals may be able to learn to alter himself into more than one form.
Upon casting this spell, the Wizard's target (or targets) become limned in a greenish flame, which flickers about their forms. While the flames do no actual damage, obviously they make hiding impossible, and also reveal invisible or otherwise hidden objects (while the object remains invisible, the flames outline the contours of the target). Once cast on a target, the spell will remain in effect as long as the wizard maintains it even if the victim leaves the target hex, he will still be covered in flames. The spell has the potentially useful side effect, that a living target will be blinded by the flames, unless it makes a PER roll.
Among all the creatures of the Earth, the Dragons are unchallenged masters. It takes a wizard of great power and skill to gain this spell. The wizard's form becomes very dragon like, but he does not become a true dragon.<br>
Note that keeping track of the END requirements for this spell is a little more tricky than usual. It will cost 17 END to cast, then 4 END per Phase, +2 END in any Phase the wings are used to fly, +8 END whenever the breath weapon is used.
This common spell allows the Wizard to change his clothes in an instant to any garb. The spell will create any garments, from the most sumptuous to filthy rags, or even armour, but it will not create "real" armour, or clothing of enormous value. The metal of created armour is cunningly wrought pasteboard, the gems glass, etc. However, while it will stand up to detailed scrutiny, over time, it will slide back into its original form.
This spell enables the caster to transform any writing into any other writing that the caster knows. The writing is transformed back when a trigger word is spoken. This is an extremely secure way to send and receive secret messages, a valuable skill for negotiators and traders alike.
The target of this spell is enshrouded in an endless, pitch black void, which no sight can penetrate. Movement is not possible within this void, although the target can believe he is advancing. He can attack and defend normally, although with less effect due to sight restrictions.
If the target of this spell fails his EGO roll, he suddenly finds himself floating in darkness above a lifeless grey landscape. From the outside, the target becomes englobed by a mottled grey sphere which then rises 5" above the ground. When the spell is terminated, the target floats gently back to the ground.
This spell covers the caster in a polished golden sheen, allowing him to endure intense heat and flame with minimal damage. This reduction works against normal and magical fire, including killing attacks.
When this spell is cast at a target it temporarily ages him. The effect is physical, and the target's body weakens and loses vigor for an hour before slowly beginning to recover.
This spell can be used to make any one animal more fertile. The odds of becoming pregnant are doubled, as are the odds of having twins or larger batches of offspring. If a creature is currently infertile due to age or medical problems, this spell will restore the normal level of fertility. Additional use of this spell on the same creature has no further effect beyond those already listed.
The caster uses this spell to augment other magic. The spell can augment any magic spell, but only one spell at a time may be enhanced.
This spell allows the Caster to help people. With this spell a mage can enhance the abilities of others around him, making them stronger, faster or smarter. The effects are only temporary, but much can be accomplished in a short time.
With this spell, the Wizard is able to increase the size of a single piece of a given element (which must be specified when the spell is chosen) weighing 100 kg or less. The dimensions of the piece increase four fold, and the total mass increases by a factor of sixteen. This is sufficient to completely fill a single hex.
A more potent version of Invisibility, this spell will hide the Illusionist from view, and will muffle any sounds or odors that he might emit. There is no fringe about the Illusionist to give away his location, and the spell is relatively easy to maintain. However, it requires a full turn to cast this spell.
The spellcaster can use his magic to temporarily increase the size of someone or something. The target must be touched for the magic to work.
The earth suddenly gapes to swallow down the victim of this spell if he is not swift to move. The depth of the entombment depends on how much END the caster devotes to the spell (12 END per 6" depth)
This spell summons chaotic forces to cause random failures of the next four magical powers the target attempts to employ. Each time such a power is used, the activation roll is used to determine if the dispel attempt is made. Regardless of the result, a single charge is used up for each such activation roll.
The darkest wizards possess great magic that allow them to exist beyond death and to continue employing their powers. This ritual will completely eradicate such an abomination, extinguishing both the physical body and life spirit of the being. The fiend is caged in a psychic ward, wracked with unearthly energies, then finally and completely annihilated.<br>
This spell costs 9 END to cast, but only 3 END per Phase thereafter to maintain the Annihilation effect.
With this spell, the caster can enchant a set of four metal spikes to sound an alarming trumpet note should anyone come within 100 meters (50" r max) of his camp without announcing the password aloud. The wizard can place the four spikes at the four corners of the camp's perimeter and upon placing the fourth spike utter that day's password. Of course, the spell can only trigger if the mage's normal perceptions would have detected the intruder.
This spell allows the caster to read the surface thoughts of anybody in the immediate vicinity. The rush of thoughts from multiple minds comes at him indiscriminately, and he must concentrate to pick out the thoughts of a particular individual from among a group. Deeper probing requires more powerful Telepathic ability than this spell allows.
This spell is used to punish an individual who has perpetrated a serious crime against a temple or similar. The criminal is banished for all time from a 100km radius centered on the ground where the spell is cast. To exile the target, the caster will need a piece of the body of the criminal, such as a lock of hair, some nail clippings, or even a finger or other appendage. The body part is planted 6' under the holy ground, packed with ash and salt, then buried by rocks. (Destroying the body part is sufficient to cancel the spell.) By tradition, the exile is escorted from the area before the curse is put into effect. Whenever the criminal returns to the area, his flesh acquires a burning glow and the mark of the temple appears upon his forehead. The magical curse will not allow him the mercy of unconsciousness, and he must watch as his flesh burns and falls off.
This spell forces the victim into a magical deep sleep. The caster has to touch the target for the spell to work. The victim can only be awoken by the fulfilment of a special condition chosen by the caster when learning the spell.
This spell creates an invisible guardian that will watch over an area to look for a specific event. The type of event must be specified when the spell is cast, but it can be anything stated at the time the spell was cast. (Players should write down the event at the time the spell is cast.). When the event occurs, the caster is aware of it (if in range). The maximum range of the spell is 250m.
The mage's face becomes the picture of sorcerous fury, casting down upon his victim a spell of damnable unluck. The victim may remove this curse through a holy blessing, three days of continuous prayer and fasting, an exceptionally good deed, a Dispel Magic, or (of course) by placating the caster.
This is the most powerful healing spell generally available. It can heal even the deepest wounds, repair crushed or severed limbs, etc. It does not replace Stun, however.<br>The spell will not regenerate missing body parts, so severed limbs or organs must be present and placed more or less correctly to be reattached.<br>(Note: 1 pip = 1 Character point, so 2 pips are required to Heal 1 BODY).
Upon casting this spell, a sphere of highly compressed air flies from the fingertips of the caster to the target hex. The air explodes in a blast of winds that will snuff any unshielded, non magical light sources, and can knock down anybody standing in the vicinity.
With this spell, the caster can extinguish fires within a 2" radius of the target hex. Since extinguishing fires is always harder than starting them, it requires additional endurance.
Occasionally a villager will fall victim to a snake bite, or ingest a poisonous herb. In such cases, Magic can be used to draw a natural poison or venom from the body. This spell is usually only effective against poisons that are weak and slow to work, and is ineffective against man made toxins.
This spell enables the caster and those he is touching to travel through the astral plane to other dimensions. The caster must know his destination and point of departure. The spell is extremely dangerous to cast because if the destination is wrong, the caster can be flung randomly through astral space and end up almost anywhere
This spell allows the caster to establish a mental link between himself and an animal familiar. In addition, the caster can hear though the ears and see through the eyes of his familiar. For many mages it is fairly common to have a nighttime creature as a familiar (Owl, bat, ferret, black cat, black panther, raven etc), giving him the additional ability to see in darkness.
When this spell is cast, a flock of birds surrounds the target, pecking at him mercilessly. The birds will try and strike the eyes, but are not particularly picky. This spell is most effective when used against unarmored opponents.
This spell allows the sense mage to see far away things as if they were very close.