During the casting of this spell the wizard entertains up to 15 people in a grand, lavish banquet. This feast lasts for at least five hours, during which time lesser magic may also be cast (if such is required to keep the diners from leaving). At the end of the banquet, all those who have partaken of the entire feast (including allowances for privy breaks, etc.) and are within the proper radius at the exact moment of completion wander away from the scene to discover that a far greater amount of time has passed. The exact amount of time passed is entirely up to the wizard. Sometimes a few extra hours is all that is needed, but days, weeks, years and even centuries and millennia maybe traversed through this spell. Naturally, the spellcaster himself is also subject to these effects.
Sometimes hunting for meals several times a day can become quite tedious. To remedy this nuisance, the recipe for Faerie Food was developed. A few bites of these tasty concoctions are enough to sustain a person for one full week. The spellcaster must prepare any sort of food, and the enchantment is placed on the ingredients during the casting. One preparation of Faerie Food will serve up to 8 people.
There is another sort of Faerie Food, which has the reverse effect. The unlucky person who eats enough of this cursed food will be seized by a ravenous hunger. He must consume 10 meals every day for an entire week, lest the hunger pains grow intolerable. Under the effects of this spell, it is literally possible to starve to death in a matter of hours! The curse will be lifted if a Dispel Magic is cast upon the victim, if he eats a bite of the benevolent Faerie Food, or after one week has passed.
Faerie Rings look like simple circles of mushrooms, flowers, stones, or other inoffensive objects. However, they can actually serve as gateways to other faerie rings (within a kilometer and a quarter). Often faerie rings are used to whisk away the unwary, by luring them inside with delightful dances, songs, food, etc. (The Glamor spell is very handy for this purpose.) All that is required is to stand within the ring for twelve seconds (1 Turn), and the target finds that he can no longer see beyond its boundaries. For a few moments the person has the illusion that the world has disappeared; a new environment then spreads out around him. Only the spellcaster may select which nearby faerie ring to travel to. He may also instruct the ring to take its passengers to a specific faerie ring determined beforehand. Otherwise, the ring sends each passenger to a random faerie ring within its range. (If there are no other faerie rings nearby, the spell has no effect.)
To create a Faerie Ring, the wizard must spend five hours performing an intense invocation of the forces of nature, during which he cannot be disturbed. He may place his own ring of stones or other markers, he may use existing features such as a small clearing, a pond or puddle, etc., or he may simply cast the spell without an existing ring. In the last case, a circle of mushrooms, flowers, vines, moss, or other appropriate growth will arise at the completion of the invocation. Removing these physical markers will not destroy the faerie ring; they will simply regrow with uncanny speed (in the case of hand placed markers, they will be replaced by some kind of growth as though the wizard had cast the spell without his own markers). Faerie Rings must be roughly horizontal, and can only be placed in a stationary place (not in a wagon, on a ship, etc.).
To use this spell, the wizard begins by slowly intoning an arcane phrase, sluggishly tracing patterns in the air. He then repeats the phrase and the patterns twice as fast, then doubles his speed again and again until twelve seconds have passed. Once the casting is complete, the wizard is surrounded by a sparkling glow and he shrinks to one sixteenth his normal size. A normal man will end up about five inches high. A small faerie will finish at half an inch high! However, there are drawbacks to being so small: the wizard's strength and toughness decrease as well, and he will be stuck at his smaller size until the hour of midnight strikes (at which point he can choose to restore himself to normal, or continue at this size until the following midnight).
When this spell is cast, the caster becomes like a leaf in the wind. In addition to falling gently, he can direct his movements, although he must always continue moving downward.
In contrast to normal illusion spells, the False Illusion spell is used to make a real object or creature appear to be an improperly crafted illusion. Upon casting this spell, the object will occasionally flicker and distort, as if an image was being projected. The effectiveness of this spell is enhanced if the observes know in advance that they are dealing with an Illusionist.
When an individual has lost a limb through amputation, the Wizard can use this spell to actuate a temporary replacement. The wizard who constructs the prosthesis must make a skill role against KS: Build Prosthesis to determine if the limb is constructed correctly. When using the limb, reduce the DEX by 1 for each point by which KS: Build Prosthesis was failed. This spell can be used to actuate multiple limbs on the same target.
A wizard is often surrounded by one or more small companions who serve him as agents, and sometimes as his source of power. This ritual allows the caster to summon a small creature (worth a maximum of 100 character points) from the local area, then attempt to establish a mental link with the creature. The animal will initially be in favor of establishing this link. Once he has done so, it is up to the wizard to maintain a friendship with the creature. Casting this spell requires a pentacle constructed from natural materials, with an animal lard candle burning in each corner, and various herbs, animal parts, and incense placed in the center.
This spell allows the caster to listen and hear things from far away. This could be very useful for eavesdropping.
This spell allows the caster to gaze into a mirror, piece of crystal, or similar substance and see things that are happening far away. The range is limited, but a clever mage could use it to find out where the treasure lies, or how many guards await inside a castle.
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.
This spell causes the subject to experience extreme fear and act accordingly. Usually this involves running away, but other reactions are possible.
When this spell is cast, the caster is can walk just above any horizontal surface without touching the surface or leaving any tracks. With this spell the caster could walk on water or even lava or acid without taking damage (although he had better be careful of the superheated air or poisonous fumes he might be breathing).
The mystical self control of the Caster allows him to slow down his bodily functions to the point where he appears dead. This inactive condition allows him to survive without air for hours at a time. However, the Caster must retain total concentration and pay the END cost for as long as he maintains this power.
This spell creates a subtle field of illusion/enchantment around up to 8 creatures. This field clings to each being touched, whether they remain in a group or not, and radiates an insidious message to all who encounter or view the affected beings. This message reassures onlookers that there is nothing out of the ordinary about these beings. Thus, the most bizarre of beings may enter crowded cities and not be subject to undue attention or attack. A side effect of this is that all reaction modifiers are nullified, negating bonuses for high COM or PRE. When an observer is questioned later about a being under the field's protection, they remember the event precisely, and may become puzzled at their lack of reaction!! The magic of the field tends to prevent this realization from becoming traumatic, however.
When this powerful spell is cast, the mage points his finger at the target and commands its heart to stop. If he commands sufficient power, his victim will usually collapse, to die soon after. If not, the victim is unaffected.
Named for the spell's absent minded inventor, this spell allows the wizard to locate any lost item by tracing its aura. The wizard, or the being on whom the spell is cast, must have contacted the item recently. The further back in time the subject last contacted the lost item, the more difficult it is to locate.
This common spell creates an explosion of flame that burns anyone in its radius. The caster points his finger, and with a "whoosh" the fireball flies toward the target and explodes. The fireball frequently sets its target on fire.
This spell makes the caster nearly immune to any fire attack. The caster has small flames crackling off his body while this spell is in effect.
This spell creates a winged figure of fire that pursues its victim, attempting to burn him. As long as the target continues to run away or dodge, the firey figure will swoop and threaten, but not actually burn the target. For this reason, it is sometimes used by mages who wish to dispose of a foe without actually harming them (unless they stop, of course). Since the target must do more than a half move to avoid attack, their other options are severely limited.
Some mages can swallow burning swords or walk across hot coals, apparently without discomfort. This spell will protect the caster from such heat based damage, allowing him to walk through even large fires with no damage.
This spell allows the caster to look into a fire, and see out of a different fire. For example, a wizard could stare into his campfire and see out of a baron's fireplace. Similarly, a wizard could stare into his pipe, and see out of a torch on the other side of a door. Anyone else looking into the flames will see nothing out of the ordinary.
This is a spell of warding, used by magi to protect chambers or compartments from prying eyes. The trap is activated when the door is opened by anyone other than the spell caster. If the spell caster is invisible or in disguise, the trap will go off anyway.
This spell creates an animated wall of flame (or vaguely manshaped figure) that serves to keep the target immobilised. It will dart about the target, frustrating any effect to move away, unless the victim is willing to plunge into the flame.
This amusing spell calls into being a long, faintly glowing line of force. Typically, the line is cast into an area (a building, a pool of water and so on) where one suspects interesting and/or valuable objects might be found. The caster then patiently waits for a "bite". Every phase spent fishing gives the caster a chance for a 'bite'; roll the luck roll for each bite. Dependant on the number of "6's", the "bite" is something along the lines of what the caster was seeking, based on what the GM decides is actually around. Note that the caster does not have to be particularly near or in line to the object (thus the indirect advantage), but that the line must be able to go in an uninterupted path through windows, over counters, and the like to bring out an object. Of course the type of objects sought for must actually exist and lie within range of the casting site. An alternate use of the Rod is for actual fishing, with similar chances of catching "something". No bait is needed for this use of the spell.
This allows the caster to wreathe the business end of a weapon in flames, increasing the damage to any targets struck by the wielder. The weapon must be touched by the caster, but it can be used anywhere in line of sight of the caster. Wooden weapons are quickly burnt by this spell, while most metal weapons become hot to the touch and require gloves to handle.
This is one of the favorite spells, since it enables the caster to emulate the birds and soar through the clouds.
This spell brings into existence a slightly concave, circular disk of force which floats just above the ground. The disk will follow the Wizard about, hovering just above the ground, and can be used to transport 100kg worth of equipment and treasure. If the Wizard moves out of range for any reason, the disk is instantly dispelled.
This spell will inundate an area with a powerful flood of water. The blast of water emerges from a single hex and flows outward in the direction(s) of least resistance at the rate of 6" per segment until the flow fades away past 32". Knockback occurs in the direction of the flow. Underwater, this spell creates a strong current flowing out radially from the target hex.
The caster causes the moisture to condense out of the air around a target, causing an extremely thick cloud to form which blocks normal sight and vision that relies on heat.
This spell is the reason all respectable mercantile establishments keep a "change table" onto which all coins are tossed before the seller will pick them up. This table topped with cold iron, and will cause coins altered with this spell to revert to their original form
Upon casting this powerful spell, a giant glove of force is created that mimics any actions made by the caster's hand. Because the glove is invisible and there is no tactile feedback, it is incapable of fine actions. Fortunately, the force is powerful enough that detail work is often unnecessary. The glove weakens with increasing distance from the caster. Lesser versions of this spell are known to exist at lower increments of STR.
This spell creates a hammer of pure magic energy. The hammer can be hurled at a foe each phase the spell is maintained, and it automatically returns to the caster's hand.
The caster of this spell is able to move through wooded or brush covered areas invisibly and without sound, passing through brambles and thickets with ease, leaving no trail.
The caster of this spell can receive a premonition when wizardry is about to be unleashed against their person. This sensation also allows the Caster to forecast the nature of the spell with a successful PER roll, and make appropriate preparations. This sense is limited in duration, only allowing a phase in which to forestall the magic.
The victim of this spell has his memory of recent events wiped completely from his mind, as if he had sleep walked through the experience. He may wonder about what happened, but will have no means to recall the memory short of psychic surgery. The amount of time lost will depend on the success of the Transformation roll. If successful at 5-9 points, the victim will forget the events of the previous Turn. For each additional 5 points a step is taken down the time chart, so that at 35-36 points the victim has completely forgotten the past seven days.
This spell improves the combat abilities of the mage or one of his allies. It channels the force of blows delivered to the enemy back into the strength of he who dealt the blow, making later blows all the more effective. The spell continues in effect (no more Magic Rolls needed) until the person using the spell misses a blow, at which point the magic dies away.
This dire spell imprisons its victim far under the earth. However he does not die - the enchantment also prolongs his life, dooming him to a long, tortuous imprisonment.
This spell temporarily fouls the air in a 2" radius around the target hex.
Anyone in the target area can hold his breath safely if warned before hand. However, anyone holding his breath who takes damage from an attack must make an EGO roll to avoid taking a breath. Also, anyone with a airtight head covering, no need to breathe, or using the Fresh Air Spell are immune (people with Force Fields are still breathing the foul air).
Note that the caster is not personally immune.
This power allows the Caster to escape from any form of magical bonds or entanglement created by a Wizard. This power is quite ineffective against mundane bonds, such as a rope, net, or gaol.
This spell allows the trapped caster to escape physical imprisonment by spirit passage to a nearby location. Casting this spell is fatiguing and requires total concentration until the mage is free.
With this spell, the Wizard can freeze a volume of liquid. To determine the volume of liquid that is frozen, use the BODY rolled and refer to the Object Body Table, HERO System Rulebook p.304 (a solid hex of water has 13 BODY). For liquids other than water, the GM may want to increase or decrease the target's total BODY (e.g., oil, wine, molten rock, etc.).
This allows the caster to turn a weapon abysmally cold, increasing the damage to any targets struck by the wielder. The weapon must be touched by the caster, but it can be used anywhere within sight of the Wizard. Immunity to cold, or warm gloves are required to protect the wielder from the freezing weapon.
The Caster constructs a piece of magical cloth for use with this spell. The cloth is tied around the caster's face, covering his mouth. The caster can then breathe through the cloth, and it will filter out any bad material such as pollen, gas or even water.
This spell refreshes enough air for the caster to survive indefinitely in enclosed areas. The caster can also hold his breath indefinitely, under water, in a poisonous cloud, or in any other conditions.
However, the caster can be startled or stunned into losing his breath, causing him to take damage from any adverse conditions until he can recast the spell.
This spell will help calm an agitated animal, making it more friendly to the wizard. If the wizard can speak the animal's language, he might gain information or a temporary ally.
When this spell is cast, the caster establishes a link between himself and a nearby animal. As long as the caster maintains the spell, and the animal does not leave the spell's range, the caster can communicate with the animal and see the world from its viewpoint. It should be noted that though the caster can communicate with a given animal, he cannot control it in any way.
This spell will make the target believe that the caster is a dear friend. Any reasonable request made of the target will be honored in deference to this friendship. However a request that the target finds particularly distasteful may snap him out of the spell and cause him to realize what has happened. Also, once the spell has ended, the target will fully realize what has happened and may be none too pleased. This spell is further complicated by the fact that it requires eye contact between the caster and the target. Thus it is not very good at long ranges.
This spell will instantly make any crop ripen to fullness all at once, allowing the caster to sup on strawberries in midwinter if he so desires.
The hair on the wizard's skin grows long and dense, providing him some additional protection against damaging blows and keeping him warm even in freezing temperatures.
This spell is a very strange temporal conjuration. It causes a future self of the caster to appear at a place to which the caster is traveling and make arrangements for his arrival. The caster must be able to reach the place to which the double is sent within the time allotted, or else the spell will fail. So, if a caster, planning a trip, casts future self and is then detained past his arrival date, the spell will fail (and the side effect will be invoked). The destination could be a city, village, town, or trading post, or even an isolated person's house. Even if the caster has no idea what exact business he has to do or at what inn he will stay, the double will "know" and will have spoken to the right people and made the right arrangements. Therefore, when the caster arrives and enters an inn, the caster's preferred overnight arrangements will have been worked out; people with whom the caster wishes to speak with or trade with will meet him at the time the caster realizes he needs to speak or deal with them. The arrangements cannot be spread over a time period of more than one day. The caster must "set aside" an amount of money in a specially prepared, sealed pouch or box upon the spell's casting, and it is in a state of flux until the events play themselves out, at which point the proper change will be left in the container at the end of the spell's duration. Purchases or accommodations costing more than the reserved funds will simply be reserved by the double, unless the caster will not be able to afford them (ack! strangeness!). The double will only be seen by the people with which transactions or business arrangements are made, since it is weaving back and forth through time, and so does not "exist" in any other localities in the area. After the expiration of the appointed day of arrival, the caster will "disappear" briefly during which time he is making his previous arrangements. Since time is irrelevant here, this allows him time to travel great distances, find strangers etc. However, if the spell fails, either through delay or miscasting, the caster will find things gone mysteriously awry - his arrangements will not be made, and enemies may be ready to greet him, he may have mysteriously incurred the wrath of a powerful figure, aged several years etc. He will only learn how these occurrences were triggered at the end of the appointed day, after his brief "disappearance".