With this spell, the wailing of the Necromancer calls forth the ancient curse of the Banshee upon the target of the spell. Within a few days, the subject will suffer a life-threatening accident.
When travelling through pirate waters or carrying a small cargo of contraband, sometimes the ship's hold is too accessible to be trusted with "delicate" objects. This spell enchants an ordinary wooden chest in such a way that it becomes completely waterproof. The chest then hurls itself over the edge and into the water, where it submerges twenty feet and follows along behind the ship at a distance of thirty feet. When the caster wants to retrieve the chest, he simply speaks the appropriate incantation and the box leaps out of the water and to his side. The caster must stand in the same spot on deck at which he cast the spell to retrieve it, and the chest must be in its proper place behind the boat for the retrieval to work (see below). (This spell may also be cast from the shore, in which case the chest will simply remain in one spot offshore.)
Note that the chest is an independent vessel when under this spell; it is quite possible, during a storrn, a whirlpool, or some other circumstance, for the chest to become separated from the ship due to currents, waves, etc. If this happens, the chest will continue on its original course at its last steady speed until it reaches the ship again or until it strikes a solid object such as a rock, another ship, etc. At this point the chest ceases its movement, although the waterproofing effects will remain, causing the chest to float to the surface. The waterproofing effects cease when the chest is opened.
To cast this spell, the mage must clear his mind of all egocentric thoughts. He then becomes invisible to all but the most powerful forms of magical detection. Any word, thought, or deed that is clearly egocentric is sufficient to cancel this spell.
This spell allows the Wizard to animate a large chest (see stat.s below) and cause it to follow along behind as he journeys about. The chest can carry up to 50kg, including its own weight. The chest is mentally linked to the Wizard, and can perform simple instructions, such as "Follow Me", "Stay Here", etc.
When this spell is used, the caster gains the ability to move up vertical surfaces and even along ceilings without difficulty.
This spell creates a rolling wall that both protects those behind it and also inflicts damage on those unfortunate enough to come into contact with it. Once cast, the spell calls into being a wall that rolls across the area in front of the caster, growing until it reaches its full size and range (after 12 seconds), whereupon it disappears. There are a number of individual walls spells - a wall of whirling swords or tumbling vipers, or crushing metal - the specific effects of which differ
This spell creates a roaring wall of flame that protects those behind it. Any attacks that strike the wall (or someone foolish enough to touch it) cause it to flare into incandescence at that point, incinerating or obstructing the attack.
Upon casting this spell, the wizard creates a wall of flames that inflicts heat damage on anybody attempting to pass through. The wall extends for 12" along a line of hexes within range of the caster. The wizard needs to keep up a steady incantation while maintaining the wall.
Trash arrives from every direction, accumulating into a huge pile of disgusting garbage. This barrier can be penetrated with sufficient time, but passers-by are certainly not going to be impressed with your activities.
The caster creates a 10" (20m) wide wall of ice at range. Because it is made of ice, it is more vulnerable to energy attacks than physical attacks. If the wall sustains enough damage to penetrate, it shatters, and then melts.
Upon casting this spell, a wall of sparking electrical discharges appears. Any who enter the row of hexes occupied by this barrier are struck for damage, but they can still pass beyond the wall if they are capable.
Creates a barrier of spiny growth covered in dark, hard thorns that tear and rip at anyone attempting to move through. The further into the growth a target penetrates, the more cuts and jabs he accumulates. Anybody remaining stationary (or moving very carefully) within the growth, however, suffers no additional damage.
With this spell the caster encourages a group of creatures to engage in combat. In addition to casting the spell, the caster must verbally incite combat.
Upon casting this spell, the caster takes on a brilliant golden facade, causing intense awe in those who would do harm to him and his charges. Most evil foes will flee at the sight, or grovel in surrender.
This spell is specifically designed to shatter spells of protection, leaving the target defenceless. When cast, a small glowing missile darts from the mage's hand, exploding in a crimson flare as it impacts any warding spells.
This spell allows the caster to increase the temperature of a small, sheltered area by 20 °C. Any wind stronger than a slight draft is enough to disrupt the spell
This spell allows the caster to twist and bend solid materials (the type must be chosen when the spell is learned) as though it were rope.
This spell is popular with battle sorcerors - especially those from more savage cultures - since it turns the caster into a berserk, almost unstoppable, fighting machine. It has the serious drawback that the caster will fight with no regard for his own life (or the lives of others around him) and that his spellcasting abilities are temporarily lost. The caster gains the new powers Growth (5 points, always on), and 50% damage resistance (Resistant, Physical and Energy). The points to pay for these come from the caster's spell powers, which are lost and also from the addition of the temporary disadvantage Berserk (when spell cast 14-, recover 8-, for 35 points). If that is still not enough, skills are lost (KS, PS and AK first, then non-combat skills, then finally combat skills) as the caster's rage overwhelms his mind. If there are no targets to vent his rage on, the berserk mage will break anything around him, burning up STUN in lieu of END, once all his END is gone, until he falls unconscious. The transformation is cancelled once the caster becomes unconscious, or he breaks out of his Berserk.
This is another Dark spell used by plant and nature mages, and it is truly black. The spell calls forth four tree spirits that have been turned evil by a black magic ritual. The Summoned warriors will generally do as they are commanded for a short time because of the blood ritual. After they have done their task they will grow into a black mass of thorn bushes.
A thin stream of high-pressure liquid erupts from the caster's source of water, blasting the target. The jet is strong enough to knock back most victims.
This spell allows the Wizard to sense movements and density fluctuations in the surrounding water. This form of vision allows him to see, even in total darkness, the types of creatures moving through the water nearby, the strength and direction of currents, and any fresh or salt water influx.
A Water Wizard who is capable of successfully casting this spell will find himself in high demand with sea-going ships. By creating a powerful water spout, the caster can control it to sink other vessels. Originally developed to protect merchants from pirates, it was quickly adopted by many navies and is used a great deal in large sea engagements. Even though it takes 5 minutes of casting, most wizards take extra time in order to improve their chances of casting the spell successfully.
With this spell, the caster gives the target the power to move swiftly though the water with the grace of a dolphin.
This spell diminishes the durability of a person or object, making them more fragile and susceptible to damage.
Often an enchanter needs to weaken his opponent's mental prowess. With a mere touch, he can confuse and demoralize his opponent.
The target of this spell is attacked at its weakest point by a sickly-green bolt of disruptive energy, causing higher than normal damage. When the caster is unsuccessful in locating a weak spot, this spell is less effective.
The target is overcome with the weakness of old age, often being barely able to move as a result. Fortunately, the character's strength gradually returns after a few minutes. This spell is unusual in that it takes longer than normal and is more fatiguing for the wizard to cast, but it has no obvious effects. This makes it a useful spell to strike against a well known figure in a public place.
This spell allows the caster to manipulate various weather patterns in the surrounding area. The caster may create any kind of moderate weather conditions he wishes. For example, a clear day could be turned into a light rainstorm, or low autumn temperatures could be raised to spring temperatures. However, it cannot be used to summon really extreme weather conditions.
This spell allows the caster to see normally in any kind of weather. Thus the user can see through conditions such as fogs and heavy rains without difficulty. Many Weather Mages learn this spell so that they are not hampered by their own spells.
Creates a giant wall of spider webs. Anybody entering the web becomes entangled in its strong, sticky threads. The web must be supported at some point along its length by a vertical support or ceiling, or it will collapse. Attacks made against the 0 DEF victims of the web will damage both the web and the target. It requires a full minute to create the web, during which time the Wizard's facial features take on the appearance of a Giant Spider. Once the web is cast, the Wizard's appearance returns to normal.
The targeted area of ground becomes overgrown with weeds, as a result appearing disused or poorly maintained. The weeds will continue to appear even if plucked, until the magical effect is dispelled. This spell has little practical use, other than to hide a trail or embarrass a proud gardener.
The caster calls upon the spirits of the winds to carry a sound or message to a distant location. The message travels through the air at the rate of 30km per hour before being delivered at the destination. The sound can be up to five hours in length, but only the portion delivered before the charge runs out can be heard at the receiving end.
This spell can be used to make an opponent believe he completely missed his attack against the Illusionist, even if it inflicted severe damage. The trigger for the spell can include attacks by all types of weapons, and from magical spells or Powers.
A light can be seen bobbing in the darkness, not too far away. Is it a lantern or a torch, or something else? The target can't exactly tell, but a little voice in his head will beckon him to follow... and the wizard can lead his target anywhere he likes.
This spell allows the caster to create and control winds. These winds are very powerful and are even capable of lifting a fully sized man into the air.
This spell summons a wind spirit messenger to deliver a light object to a distant location. (See wind spirit stats in Bestiary.) The wind spirit will initially be favorable to the Wizard's request if the need is great, but will require some form of inducement or coercion if the task is hazardous or lengthy. The caster will also need to provide the means for the wind spirit to find the delivery site or person.
The physical change induced by this spell is quite dramatic, as huge feathered wings sprout from the wizard's shoulderblades. The spell allows the wizard to fly simply by flapping the newly formed wings.
The physical change induced by this spell is quite dramatic, as huge feathered wings sprout from the wizard's shoulderblades. The spell allows the wizard to fly simply by flapping the newly formed wings.
The victim of this spell suffers premature and drastic aging of a single limb, making it effectively useless. The limb can only be restored through magic, either from a powerful spell, a magical fountain or an act of a god. The caster must touch a limb of the victim for this spell to take effect. If completed, the Physical Limitation is Greatly and Frequently Impairing (-15 points). A successful Dispel, if cast in time, can serve to undo the damage.
Created by an ancient mage with many another sorcerer as an enemy, Wizard Bane creates a misty atmosphere which stifles all magic except the caster's.
Through the use of this spell, the caster need not breathe at all and can sustain himself on magic alone. This requires some effort however, and the spell expires if the character is knocked out or stunned. The caster's head is surrounded by a bluish nimbus when the spell is in effect.
This spell allows a Wizard to aid another in the casting of an especially difficult spell. The caster concentrates on the spell beneficiary, and transfers his arcane energy and lore through a ring of other Wizards. Hand contact must be maintained throughout the transfer, or the benefits of the spell will be lost, with possibly fatal consequences to the intended target. The total improvement to the Magic Skill of the caster cannot exceed the unmodified rating after subtracting the modifier for the spell. (i.e. the Wizard's Circle spell can, at most, negate the Magic Skill roll modifier for the spell being cast.).
This spell allows the wizard to create a globe of light that illuminates the surrounding area as brightly as a torch, or as faintly as an ember at the wizard's will. The color and nature of the light can also be altered by the caster and he can send the light scooting hither and yon at his whim (within the area of effect).
The caster speeds and directs the growth of wood. The subject wood can range from a sapling to an old tent peg - it doesn't matter - the caster can make it grow.
This spell also allows the caster to warp the wood into another shape. These new shape can be anything from simple wood sculpture to a permanent structure made out of a living tree.
The caster speaks to the wood and plants to find out the events that have occurred in the past. These conversations take a great deal of time because plants and trees tend to be slow speakers.
At the caster's command, the woods come alive and grab everything in the hex of the caster's choice.
The Conjurer torments the target creature with intense and painful mental energies, weakening his will and making him more susceptible to mind control. As the EGO of the target is weakened, he becomes easier to target with this spell.
The caster can use this spell to assume for a short time the pale gray, insubstantial form of a Wraith. In this state he is still vulnerable to attacks by silvered weapons and all manner of magic. The focus for this spell is a burial shroud.
To slow an onrush of attackers the Mage may call upon the forces of nature to place a barrier between himself and them. The Mage says the words and all the plant life between himself and the attackers grows and pushes back, grabs, or strikes those who wish to do harm to the Mage.