The caster causes the air next to the target to pucker slightly and deliver a strong slap. Little real damage is inflicted by means of this spell, but the target can be distracted and staggered by the force of the blow.
This spell allows the caster to make the victim feel as though he rested poorly the previous night. The victim will feel tired, move sluggishly and yawn continually.
This complex spell encases a fallen ally in a block of preserving ice, halting any further deterioration due to wounds, disease, or harmful spells. While in the ice, the target need not eat, drink, sleep, or even breathe, and the target does not age in any way. The ice is very fragile, however, and if broken, all beneficial properties of the ice cease.
The target of this spell, be he friend or foe, must be unconscious for the magic to have any effect. The caster must determine how long he wishes the spell to last when it is first cast. The spell will also end if the ice melts.
When this spell is cast on a weapon, it becomes magically attuned to a single being, and when in combat with it, will become a very potent weapon, allowing the wielder protection against his foe, a bonus to hit and/or the potential for extra damage.
This ritual is used to banish a Wizard to an alternate plane where magic does not function, and where his spell casting abilities are fully neutralized, or at least greatly impaired. This ritual is usually performed as an act of mercy toward a fallen spell caster, as the majority of less scrupulous Wizards are slain immediately. Indeed, there are some who speculate the Wizard is sent to the plane that best suits his true inner nature. The carefully secured Wizard is surrounded by a 1" radius circle of seven iron blades, all evenly spaced and pointing inward. The caster proceeds to summon his powers by ritual bathing, chanting, and meditating for a period of well over an hour. Finally, the gathered power is unleashed and the Wizard is dispatched to the alternate plane.
This is an enhanced version of the spell Calm, and far more powerful. The scope of this enchantment is easily enough to completely dissipate an entire storm front from horizon to horizon. The spell is very taxing, however, and upon completion the wizard must rest for an entire day.
This spell creates a wavering membrane of perfect vacuum that blocks sound transmission of any type. Sound effects are completely blocked by this thin barrier, unless they can be created indirectly on the opposite side.
By drawing upon the power of the bear, the arms and shoulders of the wizard grow large and hairy, allowing him to inflict a powerful hug on an opponent. The arms gradually return to normal at the rate of 5 points of STR per turn.
This Spell allows the caster to befriend a nearby animal for a brief time. The spell is strong enough that the affected creature will obey most commands given to it by the caster. Furthermore, the caster may view the world from the creature's point of view from as far as almost a kilometer away.
Upon casting this spell, the eyes of the target turn golden, and he has a sudden, powerful urge to return home. If the target is already located in his home, den, or natural territory, this spell has no effect. (This includes a seasonal home, such as a migratory nest or hibernation cave.) The spell also has no effect if there is no way for the target to return home, other than a sharp sensation of homesickness.
This spell allows the caster to see those who would seek to harm others. The individuals' eyes appear to the caster to glow with a golden orange fire of malevolence. It remains up to the caster to determine the actual target(s) of the hatred.
This key spell of the Conjurer will cause a creature to come under his direct influence and control. The power is primarily employed on creatures summoned by the caster, and is much less effective against other beings.
This difficult illusionary spell was created by a legendary sorceress who enjoyed combat in a fanciful arena filled with all manner of unusual obstacles. The summoned illusion is frightfully real, so much so that even the caster is not immune to the landscape. Once cast, the battlefield will remain in place until the caster either falls asleep or is rendered unconscious.
This spell allows the caster to create a small fire that emits black flames, emitting no light but providing warmth to those within its effective radius.
The touch of the lotus is one of the Dark plant spells. It is mainly used by evil wood mages to cause rotting of flesh or the weakening of the target's body.
This spell, when cast on a character, boosts his mental and spiritual defences against evil (or alternately against a specific named foe, if the spell has been learned that way by the caster). Since this is a very powerful spell, it is normally only cast on the most powerful defenders of the caster (or his temple).
The caster bestows the blessing of his god.
Restores the health of a plant or tree, causing it to gradually recover from damage and return to normal growth. The focus for this spell is some water, which is sprinkled over the plant while the Wizard his making his incantation.
This spell calls upon the spirit of Nature to bless the ground and the people with a bountiful harvest of crops. This will bring, overnight a bountiful harvest of crops.
Plants effected by this spell begin to wither and rot, turning to decaying matter. This spell is equally effective against live or dead wood, although especially hardy plants and trees may survive and recover from the damage. See the HERO Rulesbook for the DEF and BODY ratings of various trees, bushes, and other forms of wood.
When this spell is cast, all life in the area of effect to start to sicken and die. Within a short space of time, the area of effect will have been turned to a desolate desert except for the area exempted by the mage in the centre. This spell is similar to, but more devastating than, DESOLATION.
This spell renders the victim instantly, permanently and completely blind.
The caster throws a ball of fire at the target. At the last second, the ball explodes in a flash of bright light, which can blind everyone standing nearby.
This spell creates cataracts in the eyes of the target, inducing permanent blindness. In addition, this spell is somewhat unreliable in practice as the target can resist the effects with a CON roll, and it is relatively easy to cure the condition by using suitable magic. Obviously this spell has no effect if the target has no eyes or is otherwise is already completely blind.
This powerful spell creates a Blizzard within a 5 km radius of the target hex at a point in time selected by the spell caster. The blowing snow limits visibility, while he howling wind deadens sound, makes movement very difficult through the deepening snow, and creates a severe wind chill. A total of 10cm of snow is deposited for each hour the spell is in effect.
This spell allows the caster to track odors as efficiently as a Bloodhound. However, he will still be unable to identify any odors unless they have been smelled previously. Due to the enhanced olfactory sense, powerful odors cause STUN damage.
This spell allows a Geomancer to draw mana up out of the earth to fortify his body making him as tough as the mountains.
This very powerful spell allows the caster to reenact the current phase. The trigger for the spell must be decided when it is cast, and should be written down. The caster does not escape any of the harmful effects from the first time through this phase, he merely has the opportunity to avoid his mistakes. This spell will only function on the day of a full moon.
An illusion is cast over the mage's image, blurring his actual position, making him very hard to hit in combat.
When this spell is cast, the body and possessions of the Wizard appear to melt into a pool of dark liquid. The fluid can move about the floor at the same movement rate as the caster, and can flow through even very small cracks. If the liquid becomes divided, then the drops flow back together (at the movement rate of the caster) to form a single pool. Should parts of the pool become permanently separated from one another, then the caster is contained in the largest remaining body of fluid. While the Wizard is protected from normal combat attacks, he is vulnerable to heat or cold. Should he contact a sufficient quantity of dry, moisture absorbant material, such as wool or cloth, then his movement drops to zero and the spell is cancelled.
The cast fires a bolt of pure entropy at a target, causing it to begin decaying rapidly. The caster can maintain the rotting effect by continuing to supply END each phase.
Several small bolts of sparkling magical energy are launched from the fingertips of the caster, quickly striking his opponent. These bolts will burn the flesh when they strike, but do not cause lasting damage.
A swarm of digging insects is called forth by the conjurer, and they begin tunneling their way through a surface. Although the tunnel is slow to appear, the insects are relentless and continue to dig for as long as the caster pays the END cost. The material component for this spell is a piece of a paper insect nest. This spell is affected by Adjustment powers directed at Summoning.
This spell makes the recipients braver and better prepared to withstand any intimidation.
The caster casts this spell on a group of people that he wishes to enchant. If the spell is cast successfully, the entire group of people will be able to breathe underwater as long as they stay close to the mage. Not only does the spell allow the characters to breathe underwater but it also protects them from the crushing pressures and cold temperatures found at deep depths.
While casting this spell, the caster inhales a deep breath of a specially prepared powder, then exhales a cone shaped cloud of sparkling gas. The gas gradually creates a lethargic state in victims caught in the cone, clouding their thoughts and causing them to lose coordination. The gas remains in place as long as the Wizard continues to spend END, and victims becoming increasingly sleepy if they remain in the cone. Anyone warned beforehand, or entering the gas filled cone after the spell is cast, can hold their breath and avoid the effects of the gas. However, those who take damage from an attack must make an EGO roll to avoid inhaling. An airtight head cover, a Fresh Air spell, or lack of need to breathe will provide immunity to the effects of the gas.
Once the caster exhales the powder, he cannot avoid the effects if he then inhales the gas.
With this spell, the wizard summons primitive Elemental Earth forces to cause stone to become soft or brittle (the score rolled on the Transform dice removes DEF at the rate of 2 DEF per 3 pips, with any pips remaining coming off the object's BODY). Glass and crystals become soft and pliant, while objects made of rock or baked clay will crumble like dirt. Stone surfaces affected by this spell are quite hazardous to scale, requiring extraordinary feats of climbing. This spell can be used to create a rock slide on a mountain face by weakening a carefully selected point. The Brittle spell has no effect on metals or metal rich ores, although it could be used to make mining easier by loosening the surrounding rock. Because of primal nature of this spell, any +1 advantage can be applied while casting. The price of this flexibility, however, is a longer time needed to cast it.
This spell is an improved version of the Share Flight spell that uses a Broom Stick to reduce the fatigue of the Wizard. A total of two passengers can ride the stick.
The eyes of the caster bulge outward and wrap around his head, forming a honeycomb of visual senses that can see all sides. While this sight prevents the caster from being surprised from the back, his sight is somewhat hindered by the smaller individual facets.
This utilitarian spell is especially handy for those summer days when the bugs really begin to swarm. Any insect that attempts to land on the wizard receives a nasty jolt of electricity, sufficient in most instances to kill the bug.
Through carefully study of herbs and crops, wizards have learned to magically double the gross food yield from a season of plant growth. This spell is effective on all types of edible plants, including grains, vegetables, fruit trees and wild berries. However, excessive use of this spell can seriously unbalance the local ecology, leading to such problems as blight, or a plague of locusts or rats.