When this spell is cast, a melon sized sphere of highly acidic water flies from the hands of the caster, expanding into a cloud of droplets centred on the target hex. The cloud will continue to burn any victims caught within the 4" radius as long as the END pool lasts, unless they manage to douse themselves in water. If the target of this spell is the opposite gender, he or she will immediately fall in love with the caster. If he or she is the same gender they will treat the caster as their oldest, dearest friend. Virtually anything that the caster asks the target to do will be done in the name of this love or friendship. This spell requires the caster to make eye contact with the target in order to be successful. This spell causes materials within the target hex to suffer the effects of rapid aging, becoming weaker and often crumbling into dust on contact. This spell has no effect on life forms, or materials that withstand aging well, such as ice and gem stones. Multiple applications of this spell will ruin most objects. Summoning a Demon without a suitable means of control has been the demise of many a Demonologist. When the usual bribes and attempt at mind control fail, the summoner can threaten the Demon with this spell. The mind of the Demon is assaulted by wave after wave of mental anguish, crippling his ability to resist. This spell enables the caster to revitalize all friends surrounding the caster. This spell will replace some of the spent energy of the allies around the caster, enabling them to fight longer or cast more spells. This spell can be used to dramatically increase the healing rate of the target, restoring 1 BODY for each turn the spell is in effect. The caster spends the number of END needed to maintain the regeneration for the required number of turns at the time the spell is cast. Restoring a large amount of BODY in this manner can be quite exhausting to the caster. Securely connected to the element of air that surrounds, the Wizard can draw upon the powers of the wind to aid his cause. Upon casting this spell, the mage body of the mage becomes wrapped in a swirling wind. Protected against weak attacks, he is able to float lightly through the air and summon winds to move objects about. The caster sets up a field of vibrations that senses intruders and screams out warning. It can be cast on a door, a tunnel, etc. It is a favorite way for individual wizards to "set watch" on long journeys. A bloom of algae is created underwater within the radius of the spell target, cloaking any life forms therein with a dense stew of green growth. Visibility within the effected area is reduced to zero, until darkness falls or a strong current sweeps the bloom away. This spell is similar to the "shape change" spell, but affects other characters, rather than the caster. This spell can be used as both an attack spell and as a helpful spell which the caster can use to disguise his friends. Like all major transformations, the spell is quite draining on the caster. It also normally takes several repeated castings for the spell to take effect. This spell alters the "aura" of the target of spells designed to assess his nature. Thus, if a sorcerer priest cast "Detect Evil" on a suspected miscreant protected by this spell, it would detect whatever he had previously chosen, unless the caster successfully made his PER roll. This is one of the more powerful alteration spells and with it the caster can change the very structure of his target. This spell allows the caster to alter an enemy, to change him into something else entirely. The shaper must define what the spell effect will be when he learns the spell, such as "person into stone" or "person into wood". A Shaper can use this spell to totally change the nature of an object. The object's size and mass cannot be altered, but its shape may be changed. The spell does not effect people or animals, and the object to be changed must be shaped by hand, as would a clay pot be shaped by a potter. This spell allows the Caster to change his own voice so that he sounds like a completely different person. The voice change is very difficult to detect, even when impersonating somebody known to observers. The Caster must have previously heard a voice in order to mimic the sound. This complex spell completely destroys a castle or other building. The Mage must make a detailed model of the building; the materials for the model must come primarily from the building to be destroyed. Once the model is complete, the mage goes through a lengthy ritual, and then crushes the model. The building will likewise be destroyed. This most basic spell of Thaumaturgy employs the Principles of Sympathy and Contagion. It is credited to the legendary Alzaron, the so called father of Thaumaturgy. By means of this spell, a mage can do virtually any sort of work; experienced Mages can lift vast weights and transport huge object with the Thaumaturgic Servitor. The Thaumaturgic Servitor has two important limitations. First, it cannot be used as a direct combat spell -- it cannot be used to "crush" opponents and so forth, though it could be used to, for example, undo the buckles on an opponent's armour, since doing so would not amount to directly attacking him with the spell. Similarly, if the Thaumaturgic Servitor is made strong enough, it could topple siege engines. Second, the Servitor cannot move people at all, except that it can carry something that people are standing or sitting on (for example, a wagon). To directly move a person, for example to slam him against the wall, requires a Thaumaturgic Doll (see the spell of that name). This spell has caused many a wizard to rue the day he attacked a mage who knows it. This spell gives the caster the power to absorb magical ranged attacks and launch them back at the one who used them, or even at someone else. Less experienced mages are limited to simply absorbing the energy of the spell and reflecting it back as is; masters can absorb the energy and convert it to some other form (such as converting a flame spell to an ice spell or a wind spell). This spell requires the caster to sip a drink of any sort. The spell will then analyze all the components of the drink and make them known to the caster. The various liquids that make up the drink are revealed specifically, as well as the proportions in which they are extant. Specific brews, vintages, or brands (if applicable) are known exactly, and any dilution of the drink with water is also revealed. Since the casting requires actually tasting the drink, it is not really useful in safely identifying poisons (although the caster will instantly know what kind of poison just hit him!). This spell will allow a healer to perform chirurgy and/or treat wounds without causing the patient pain. The spell will, over the course of the casting time, put the patient to a deathlike sleep that will hold them quite motionless. The spell thus aids the healer in his tasks. The caster must estimate the length of time he requires the patient's unconsciousness to last &emdash; once the trance is initiated, it cannot be cancelled until it has run its duration, without the use of a spell such as Dispel Magic. This spell sends out an irresistible call to the nearest animal of the specified type (must be specified when spell is learned). Of course, knowing the animal's language and having some food handy will be very important when the summoned creature comes bounding up.<br> (Note that the active points value of the spell will vary depending on the point-value of the animal it targets; in this example the animal is assumed to cost 100pts) This spell allows the wizard to reproduce the calls of a specific animal. The vocal chords change their form to match those of the creature, so the wizard is unable to speak while maintaining this spell. The spell for which Animist wizards are best known. This spell allows the wizard to take the physical form of any animal. The new form does not gain any powers of the copied animal, and the mass of the wizard is not altered. This spell enables the caster to speak in the languages of the beasts. While the spell is in effect, the caster can communicate with any creature, but only one language may be spoken at a time. The usefulness of this spell depends on the intelligence and perceptions of the target animal; sheep, for instance, probably wouldn't have a great deal of knowledge or interest in anything but grass, other sheep, and predators. Through the use of this spell the caster is able to cause dead bodies to move to his mental command. This spell differs from the "create undead" spells in that it does not give a corpse an undead life force of its own; the caster merely moves the body like a puppet. It is a useful spell for a necromancer who needs short term muscle. When this spell is cast, the caster's eyes, and the eyes of the body he is animating glow with fetid green light. This spell brings to life a large, man like figure, previously assembled from some material. The mage who constructs the Golem must make a skill roll against the appropriate KS: (ie: woodworking, stone working etc) to determine if the figure is assembled correctly. Once animated, the Golem will initially view instructions from its creator in a favorable light, but will eventually develop its own motivations. If the Wizard fails his Skill roll(s), the Golem animates and goes Berserk, or collapses and is rendered useless due to some defect.<br> NOTE: the actual Active Point value of the spell will depend on the golem type being created. Each spell is specific to a particular type of golem. This spell will animate an object to a sort of a pseudo life, with a degree of intelligence and the ability to speak and move. If the original object was not flexible, it will gain extra flexibility or small limbs to allow it movement. Its capabilities in combat will be limited by its original BOD and DEF. The object will have a personality appropriate to its original nature, but never a truly malevolent one (unless the object is a torture device or such). It will be capable of carrying on reasonable and witty (dependent upon personality) conversation despite its inability to truly learn new fields of knowledge. The object will gradually lose animation (or instantly if a successful dispel magic is applied) but in any case the same personality can be re evoked (along with what pass for memories in the object) with a recasting of the spell. An intelligent being who has somehow been polymorphed into an object or whose soul is trapped in an object can be spoken to and made "active" using this spell, although they are bound to want to become truly free once more. Secluded or eccentric mages will often have houses full of charming little animated companions, because they really are fun to have around. The mage can take any reflection from a polished surface and give it the appearance of substance. The source of the reflection need not stay present, as long as the caster is within sight of the image. This spell will allow the wizard to move small objects about by merely focusing on the item to be moved. This spell is not especially strenuous to use. 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. This spell will animate any statue of a non organic substance up to twice the size of a man (3 levels growth); the statue will then fight as the caster directs. Once cast, the statue will fight as long as the caster powers it and the caster may take other actions while he directs it. This spell is treated as telekinesis, limited by the statue. Base STR is determined by the appearance of the statue. A statue of a normal man would have STR 10, an extremely muscular athlete could have a maximum base of STR 20. 5 STR is added for each level of growth, up to +15 STR. Clay adds +5, stone and marble add +10, and iron adds +15 STR. Maximum total STR is 50. All telekinetic actions are limited by the statue. For instance, a statue with no arms couldn't grab, but could kick or push. Statues move at 6"/Phase on the caster's SPD, and can attack at the end of a full move. Movement might be increased or decreased due to the nature of the statue. If the statue is of poor quality, the TK is at 1 CV; if it is a masterpiece, the GM may allow +1 CV. If the statue is destroyed, the spell is cancelled. Man sized statues have 10 BODY. <br>• Clay has DEF 3, non resistant <br>• Stone: 4 DEF (resistant) <br>• Marble: 5 DEF (resistant) <br>• Iron: 6 DEF (resistant) <br>The statue fights until all BODY is destroyed, the caster runs out of END or falls unconscious. Stone and marble take +3d6 from any fall. GM's are encouraged to play up the special effects of this spell. Perhaps the ultimate evil spell, this ritual allows the caster to utterly destroy an entire world. Needless to say, this spell is quite difficult to cast, and usually requires the concentrated powers of many Wizards to accomplish. During the casting period, a strong mental sensation of impending doom is radiated throughout the world, so this spell will inevitably bring the intervention of the world's protectors, including any local Deities, to prevent its annihilation. As might be expected, this spell protects the caster against magical effects. This basic form of the spell does not exempt the caster from the Suppression. This is often the first spell taught to an apprentice. It allows the caster to augment another magic user's powers, allowing them to cast more powerful magics. It can be especially powerful when a coven works together, as they can use this spell to augment the next magician's Apprentice spell, allowing him to increase the next, and so on, so that the final Apprentice spell is awesomely effective. However, since it takes at least a phase to cast the spell, at most 12 phases can elapse before the spells begin to lose their potency &endash; this is why covens traditionally have 12 members. <br>Note that the maximum of 13 points that can be aided is just enough to add 1d6 Aid, with the associated advantage - so the progression goes 1d6 +7, 2d6 + 7, etc. This is a relatively powerful spell, as well as difficult for the unpracticed. It can teleport the recipient(s) up to 100 km - unfortunately it cannot teleport any distance shorter than 10 km. Unless the caster knows his destination well, he is likely to end up close to - but not on - his intended target. This is a very powerful spell, capable of transporting the wizard and up to 3 other people anywhere in an earth sized world. Specifically, it can teleport a straight line distance of 10,000 km, which is enough to go through a world up to 32,000 km in circumference. However it cannot be used for journeys of less than 1000 km. Also, the caster is likely to end up some distance away from his intended target, unless he knows it well. This spell allows the caster to teleport over short distances, up to 160" (1,050 feet). It will not work under direct observation; however, if the caster is obscured in shadow, mist, or peripheral vision, it will function normally. Likewise, on appearance, he cannot appear directly before anyone's eyes. Any attempt to do so will cause the spell to behave unpredictably, usually depositing the caster in an unexpected and lonely place. To use it, the mage simply concentrates for about 12 seconds, then vanishes. Since no one ever actually witnesses this, it tends to give the wizard a certain mystique. It is very useful for spying and discovering information, but not particularly helpful in combat or as a defence. The spell is not normally visible, but anyone in the immediate vicinity will have a certain prickling sensation that magic is in the air, and will suspect that some mysterious forces are at work. However, it will not be obvious exactly what is happening. This spell enables the caster to travel at seven times the normal rate. It is not obvious, however; he will appear to be traveling at a normal speed, and any observers will not notice anything unusual. Indeed, the caster himself will not feel himself to be moving faster. However, the spell has the unique property of condensing the "long boring stretches" so that the journey only takes one day per week of normal travel time. The caster will not remember ever "skipping" or moving quickly. (it's kind of like driving 85 MPH and it only feels like 55...) The caster may bestow this power on one other, and continue to use it himself. It cannot be established at range; however (in trade) the recipient does not need to maintain line of sight contact. The wizard may bestow it on animals (such as a horse) too; in this case, he would simply speak to the horse, and it would then carry its rider as usual. This spell brings into being a spherical shield of force that is impenetrable to all but the most powerful magical or mundane attacks. The shield appears as a glowing silvery dome, 5" in radius, and centered on the caster. As more powerful attacks are made against the dome, it glows more brightly and the coruscating colors move up through the spectrum, from red to orange, yellow, white, and blue, before turning violet shortly before it fails. A maximum of 128 beings can be protected within the shield. The ultimate in instantaneous transportation, this spell creates a permanent Teleport gate between two fixed locations. One human sized creature per phase can pass through the one way portal to the destination, up to 1,300km distant. Upon arrival, the traveler will experience a momentary disorientation, but will otherwise suffer no harm. Constructing the Arch is a lengthy task requiring skilled artisans, the finest materials, and at least one season of planar research by the Wizard. Heavier arches can be built, but the range is halved for each doubling of the mass transported, and the material outlay is correspondingly increased. This is the ultimate in sense spells. Through the use of Spatial Awareness, the casting mage becomes fully aware of his surroundings. This potent spell can be used to raise a small army of undead beings to serve the Wizard. Any number of undead can be raised, worth a total of up to 100 points in summoning. (Creature's value /5, +5 for double the number.) This example has assumed the summoning calls zombies - 4,096 of them at 178 points each, but the actual number of undead called will depend on the specific type. Of course, once the undead are summoned, the Necromancer will still need to find some means with which to command the fetid horde. This spell is cast on an arrow (variant versions exist for other missile weapons), and the final point of the casting is completed when the arrow is fired. This spell converts the single arrow into a terrible hail of missiles. The missiles are scattered over a wide area they cannot be concentrated onto a single target. Those caught within this pale yellow cone suffer from temporary arthritis. The painful swelling of the joints greatly reduces the mobility of the victims for a period of several days. When this spell is cast, a carpet like field is created which will support anyone who stands on it. The carpet is under the control of the caster, and anyone standing on the carpet moves with the caster. This spell allows the detection of things in the Astral plane, or otherwise out of phase with the normal world. This spell allows the mage to separate his spirit from his body and travel astrally across the earth. While in this astral form, the mage cannot be seen or heard by normal senses and can pass through physical barriers. The danger involved with this spell is that while the spirit is away, the body is vulnerable. Also, the spirit has no link to the body. So if the mages body is moved while the spirit is away he will have no way of finding it. Most mages using this spell leave someone they trust to guard over their body.