Upon casting this spell, a cage of flame appears, centered on the target hex and capturing anybody therein. The walls of the hex cell are made of leaping flames.
This spell allows the caster to contact someone over great distances. The person to be contacted must be preselected. The Caster constructs two magical bells (or similar apparatus), giving one to the person whom he wishes to call. To cast the magic, the Caster simply rings his bell, and the bell given to his friend will ring (or similar function). The two have but to talk into the apparatus and they can hear each other's voices. The Caster's friend cannot call the Caster.
With this spell, the caster can lower the temperature to below freezing within a limited area, producing a coating of frost, that makes the ground slippery underfoot.
A fearsome weapon of last resort, this spell is usually only cast once in any mage's lifetime. When cast, an explosion of complete blackness engulfs the caster and all around him. Everything within the radius (including the caster) is drawn into The Void, a terrible dimension of utter nothingness. Only those with transdimensional teleportation may escape from within (except for the caster, who can never escape). Among other reasons, the magician must inflict a great deal of damage on his own person to cast this spell, so the spell is normally cast by necromancers in a no win situation who "want to take as many of them with me" as possible.
This spell allows the mage to pull a spirit from his home and bring him to this world. The spirit is in no way obligated to do what the mage asks, and may even be upset at having been brought here. The mage can, of course, bribe or force the spirit to cooperate.
This spell will cause the nearest pack of predators Up to 200 point creatures, such as Lions, wolves, etc) to rush to the spell caster. The pack will number at least four on arrival, because if the pack is larger than four, those not under the Call will usually break off to deal with personal matters. Making a deal with the pack will depend on recognizing the pack leader and befriending him.
On occasion, a wizard may be called upon to strike a very difficult target. This spell allows the caster to hurl a fragile crystalline dart with great precision. While this dart will inflict little real damage, with careful choice of location it can hinder the victim for a short time.
Within the 8" radius where this spell is cast, the air around the Wizard becomes calmed and disturbance by outside winds is all but eliminated. The calm air remains centered on the caster even when he is moving. This spell has almost no effect on power based winds.
This spell is useful for smoothing choppy seas around the ship, or settling harsh crosswinds. Rain will continue, but the effects of storm winds, gusts, violent waves, currents and rapids, natural lightning and other such phenomena will cease. The radius of this spell is large enough to aid several ships if they are close together.
Occasionally a mount or farm animal will spook and become dangerous to its owner. This spell can be used to calm the creature and bring it back under control. It has also proved useful when a wild animal wanders into a village and threatens its residents. This spell is less effective against more intelligent beings, as the INT score is added to the Mental Defense rating.
A bolt of lightning flashes out in a line from the caster until it strikes the target, then bounces toward the nearest untouched target, bouncing in this fashion for a total of 24". If the lightning misses a target, it continues on in a straight line until it runs out of range or strikes a new target. The lightning is grounded if it strikes a stone or earth wall, or a piece of metal attached to the ground.
This spell allows the caster to assume the form of any humanoid race, but not a specific member of that race.
This spell will cause plants and trees within the radius of the spell to change their form to match a different season of the year, such as budding flowers during spring, or falling leaves during the fall. Though little practiced, this spell has proven useful for specialized tasks, such as growing fruit in winter or saving plants from a late frost. Since plants are not quick to respond in this manner, this enchantment is tedious to cast.
This is an enchantment of infiltration. The Changeling spell allows the wizard to snatch a person away and take his place as a duplicate. If properly performed, the deception will only be noticed by someone who is watching at the exact moment of the exchange, at which time the target will be seen in double. To prepare for the switch, a special mark must be placed on the target. The spellcaster then transforms into the likeness of the target, appears beside him, touches him, and the target vanishes to reappear where the ritual was cast. The target need not be within sight of the wizard when the spell is cast. The wizard must remain in his new form until he confronts the original target, or until he is called by his true name. Note that this spell does not impart the mannerisms or the exact looks of the target. Much research should be carried out to convincingly carry off the deception, and the skill Disguise would greatly help. Now you know why most Changelings are babies!
This basic spell allows the wizard to change the temperature of water, from freezing to extremely hot (but not dangerous).
This impressive spell conjures a firey chariot, pulled by winged steeds Dragons, Pegasi or whatever. The caster and up to 4 companions can ride in this vehicle, which offers both protection and also some destructive capabilities
This spell grants the caster the look of true command, and if he has the oratory skill, lifts him to unbelievable flights of speech unless his hearers have sufficient will to overcome the glamour, in which case they are likely to be unimpressed.
Charm can be used as a favor or as a weapon. The spellcaster chants his incantation, points to the target's heart and fires into it a stream of sparkling light, and then either points to another person or speaks out a name. The other person so designated instantly becomes the object of infatuation for the target. Charm can be cast without designating another person; in such a case, the target will become enamored of the first person he sees.
The caster chills his opponent, slowing him down and making him sluggish. This spell can be especially effective against cold blooded opponents. In any case, the target will end up with a light dusting of frost.
This spell causes a campfire or larger fire to emit a thick, choking, incendiary cloud of smoke in a 3" radius centered on the fireplace. (It is a derivative of the Smoking Fire spell, but more effective.) The Energy Blast is ineffective on anyone with an airtight head covering, using a Force Field, or with no need to breathe.
This spell is so named because it is chiefly used by the weary, the crippled and the very old. The caster need but point, and he can command objects to move at a distance with enough deftness to prepare food, wash glassware or even write.
As the wizard draws on the power of the bear, his body grows slightly larger, his back hunches slightly, and his hands and arms become massive and hairy. Fingers are replaced by claws, which can now crush almost any opposition. The claws remain as long as the wizard wills
This handy spell removes all those little annoying forms of life that people or animals can occasionally become host to. It is much favoured by house proud wizards and the better sort of wise woman however, it is important not to use this spell on small or delicate pets!
This spell is the most powerful of the spells that remove pollutants. In addition to removing smoke, pollen and other irritating impurities, it will detoxify any and all poisonous gases, both those which act by inhalation and those which act by skin contact. By removing impurities released by breathing, it will supply fresh air even in an enclosed space indefinitely, but it will not supply air in a vacuum, or underwater.
This spell enables the caster to purify the mind of any outside influences.
To cast this spell, the caster must clear his mind of all dark thoughts. The caster is then protected from all forms of mental assault. Any word, thought, or deed related to harming another is sufficient to cancel this spell.
This cantrip will remove any dust, odorous chemicals, and impurities from the air. This can be useful for removing an obnoxious odor or clearing a room of smoke. It has no effect on most magical poisonous gases or similar attacks, however.
The caster is wrapped in a cloak of electrical sparks that burn any opponents that strike the wizard. This spell will fail to function if the wizard is wearing any form of metallic armor that could serve as a conductor for the electricity.
Through the use of this spell the caster completely covers up his emotions. In essence he radiates no emotions for other people to pick up. As a result, he is undetectable by people trying to sense his emotions. As a by product, no one can mentally detect if he is lying. Nor can he be located by any mental senses.
On occasion, Air Wizards need to leave a message for all to see. This spell allows the Wizard to leave clearly visible writing high overhead using wisps of vapor gathered from the air. The maximum altitude that a message can be written is 7 kilometers, while the largest radius is 1/2 kilometer.
This spell robs the target of whatever natural grace it might have had, rendering them slow and vulnerable.
This spell draws the heat from any blaze, whether magical or natural. It allows the caster (or anyone else) to walk through the affected flame without harm. The spell is also accompanied by a feeling of intense cold, as though the fire had been "inverted" and was sucking heat in, but this is not strong enough to do much harm
After successfully striking a magic using target with a weapon bearing this spell, the resulting wound will continue to burn painfully for as long as the Caster pays the END cost. The Caster must prepare this power beforehand, then strike while the iron is hot, so to speak. It will have no effect on any target lacking the skills needed to cast spells.
With this spell, the Wizard is able to multiply the numbers of a group 8 fold so that a small warband can become an army. The spell as written is for 150 point characters if more powerful characters are in the area of effect, weaker (150 point) duplicates of them are formed. At the spell's end (when the caster wills it, or is incapacitated) the duplicates all combine and the points totals are averaged. This may result in the death of surviving copies, if sufficient injuries have been suffered.
This spell, when directed out toward intelligent targets, will cause them to be immediately dominated by the force of logic. Targets must be truly intelligent and must have thought patterns which run along roughly humanoid lines (so it will not affect extremely alien creatures).
The magic of the spell is such that it stills all emotion, causing a crystal clear rationality to take hold of the targets' minds. Lycanthropes can resist an involuntary change, berserkers will have their rages stopped in mid hack, and spells which cause fear or emotion will have no effect. It causes the creatures affected to be temporarily emotionless.
The logic will last until it is disrupted by the target succumbing to strong emotions. Each time something happens which would normally evoke a strong emotional response in the target, they must make an EGO roll. A failed check will cause the effect to end with respect to that target.
Upon casting this spell, a milky white cone of pure cold projects out from the fingertip of the Wizard, freezing anything in its path.
The hand of the caster projects a cone of darkness that hides everything inside from sight. The cone moves at the direction of the Mage, much as a flashlight would project light. Only magically attuned vision can pierce this gloomy ray.
The destruction caused by this spell is terrible to behold. By calling down the fires of the sun in an incinerating sphere, the wizard can cause the burning destruction of a small city, or annihilate an assembled army. The pitiful survivors on the outskirts of the spell effect, blinded by the flash and burned by the intense heat, must yet deal with the lingering effects of the radiation.
This spell translates the Wizards' consciousness to a fixed location of a known dimension, where he is able to see, hear, and speak normally. Any inhabitants that attend to the Wizard will be able to converse with him, although whether they actually choose to do so is another matter. Most Powers employed in the alternate dimension will have no direct effect on the Wizard, unless they have the proper Transdimensional advantage.
This spell can be directed at any creature who looks the caster in the eyes; only one being can be affected per casting of the spell. The caster's eyes look watery and swirly at the completion of the casting, at which time the gaze can be used. A creature affected is made mystically drunk, and will remain so indefinitely; an analysis of the being's aura or any magic designed to detect charms will reveal the spell's existence.
A mirror or gaze reflection spell may be able to make the spell backfire on the caster. To rid oneself of the effects, a successful dispel magic or similar will be needed or a strong purgative.
When an intelligent creature is summoned and bent to the will of the Conjurer, he can use the following power as a means to enforce the completion of a task. The contract must be written up and signed by both the caster and the target before this spell will go into effect. Once this has been done, the caster forms a mental tie to the target, allowing the Conjurer to know when the contract has been broken. If this occurs, the target will be wracked by violent magical energies, usually resulting in death within a short period. The difficulty and duration of the Contract will have a direct bearing on the willingness of the summoned being to sign. Clever beings can escape punishment by means of loopholes, so the agreement must be carefully written by the caster.
To cast this spell, the Demonologist prepares a sheet of parchment with a written contract for the death of a specific target. When the sealed contract is accepted by the victim, a powerful demon is summoned who hunts down and attempts to slay him. Once the attempt has been made, the demon returns to the plane from whence he was summoned. If the caster cannot control the demon, it makes a single attack against the Wizard before disappearing.
The wizard generates an area in which all languages are mystically translated. The persons in the area must number eight or less, not counting the wizard and must be willing to have their words translated.
This spell allows the caster to cool his target down. The target's blood will start to run cold, and his body will not respond as quickly as it once did. The effects are only temporary.
This spell sets up a subconscious link between a group of people so that their actions will be maximally co ordinated. No information can be exchanged through the link, but the people involved will get a "bad feeling" when one of their actions would impact adversely on another of the group. This spell is often used in battles to allow units to maneuver as one, and it is equally useful for a pack of thieves on a midnight raid.
With an incantation, the caster can immediately inventory the contents of his lair to determine if anything is missing. To make this spell possible, he must first meticulously memorize each and every object in its hoard. This spell will not notice the presence of any additional matter, but it will know exactly whether or not the predetermined objects are present. New objects may be added to the magical inventory at a rate of 1 item per Phase.
This spell creates a small amount of a specific element ice, water, air or whatever the caster chooses when he first learns the spell.
This spell is the most powerful undead creation spell in common usage by death wizards. With 5 hours preparation, the necromancer can create a single 150 pt. automaton, which will be completely under his sway.
This spell invests magical life into an alchemical stew, producing the miniature, gnarled humanoid form of a Homonculus. (See the HERO Bestiary for stats.) The constant desire of a Homonculus is to slay his creator, hence the wizard must maintain constant control of his creation.
With this spell, the wizard can concentrate and freeze the humidity in the air around him into some useful object. This includes such things as an ice bridge which spans a bottomless chasm, ice stairs which wind out of a pit, an ice coating over the slope between the characters and their foes, and so on.
This spell may not be used to simulate the effects of another spell. For example, the caster cannot create a defensive wall of ice with this spell, although he could create a barrier for hiding the party or keeping out the wind. Anything created with this spell is somewhat fragile (the ice is being created with moisture from the air, after all) and will shatter if hit by even an average blow.
This spell differs mechanically from the normal Transform rules. The amount rolled on the dice does not have to exceed the target's BODY; rather the resulting amount indicates just how much ice has been created. For every 3 BODY rolled on the effect dice, the caster creates one cubic hex (1") of ice, in any form he wishes. This ice has 3 BODY and O DEF per cubic hex. This ice melts at the rate of one cubic hex per hour.
This spell is a staple of Necromancy. The caster can take an ordinary dead body and imbue it with undead life force. This normally requires quite a bit of time. The focus for this spell is, of course, the remains that the caster wishes to animate.
The spell listed below allows the caster to create eight low powered, 50 pt. undead (skeletons, zombies, etc.)
This spell is a more powerful version of the Create Lesser Undead spell. This spell allows the caster to create four 100 pt undead. The spell takes much more time and preparation to cast than its weaker counterpart.
By using this spell, the mage can cause a corpse to rise from the dead and act as the caster's servant.
This spell is a relatively insidious and nasty way to render a building useless. The mage casting it touches a portion of a man made structure (castle, etc.) and casts the spell. A patch of frost in the shape of the mage's hands will then form. Every hour thereafter, the patch will grow irregularly, covering 1" of additional radius, and unless stopped, will coat the entire structure, inside and out, with an exceptionally cold layer of icy frost. Dispel magic, if successful, will destroy the frost within its radius, as will fire spells, but if any frost remains it will regrow at the same rate. A structure coated in this ice will be at least 20 degrees lower in temperature than the surrounding climate, and even lower in a hot area leading to damage to life forms in the frosted area. The ice is also very slick, making movement upon it hazardous.
When this spell is cast, the Wizard speaks a word of ancient power, points at a location on the ground within range, and causes the Earth to split open into a crevasse. Victims caught within the spell area fall into the hole and become jammed where the crack narrows. Anybody caught in the crevasse can attempt to climb out again, if they survive the fall. The crevasse is wedge shaped, with a depth determined by the tunneling rate through the material. Small targets will fall further into the 1" wide crevasse than larger victims. (A hex of packed earth has a DEF rating of 4.) Over time the crevasse will fall in upon itself, or become filled with water or debris.
This spell conjures several bolts of force directed at one creature within range. The victim is knocked against the floor by a blast of force (or against a wall if more convienient) and nailed to it by glowing force spikes.
The force blast will knock a creature into the best possible surface, but causes no actual damage. The bolts will impale the creature's various limbs (or body, if no limbs are available) to the surface in question, causing 1/2 d6 RKA per hit. This serves to (painfully) immobilize the target creature, although typically it will not kill, due to the location of the damage.
The spell lasts until one of the spikes is removed. A creature may attempt to remove the spikes by itself, but each attempt may cause damage to the limb in question.
By directing a fist in a punching motion, a mage can use this spell to project a powerful punch of magical force toward his foe. The force punch appears as a colorful, glassy bubble that takes the same shape as a fist, but grows in size as it hurls across the space between the caster and the target. However, this fist of force grows thinner and weaker as it increases in size, so the Crushing Punch spell is best used at close range.
A mage can render an enemy virtually harmless in no time with this spell, by transforming the enemy's weapon (or anything else) into a very brittle piece of crystal. This new crystal is extremely brittle and any pressure exerted on the crystal will cause it to shatter.
This spell enables the caster to cure a person of disease.
While inadequate against a serious plague or advanced medical condition, this spell can be used to cure most minor illnesses, such as a cold, infection, or childhood ailment.
The ultimate in damning an enemy, this powerful curse mercilessly depletes its victim of physical and/or mental abilities. However, like many of the most powerful spells, when cast the mage must accept that the spell's effects will return to him threefold at some time in the future. To effect this spell, the caster must procure the victim's most personal, most highly cherished possession.
This spell calls upon a major power of the lower planes to curse the target with a serious affliction. The caster has little actual choice about the type, the actual affliction being determined by the evil spirit performing the task. To determine the type, roll on the table below:
<pre>
3D6 Affliction
3 Blindness (All the time, fully impairing)
4 10 CON: Wasting Disease.
5 Claustrophobia (Uncommon, Total)
6 5 DEX: Clumsiness 7 Deafness (Frequently, greatly impairing)
8 10 STR: Weakness
9 10 EGO, Only versus fear ( 1): Cowardice
10 10 COM, Disfigurement from Warts, Boils, etc.
11 Age Disadvantage, 5 point
12 10 CON, Only versus disease ( 1): Poor Health
13 1 SPD: Gout
14 Muteness (Frequently, greatly impairing)
15 Amnesia (Common, Total)
16 5d6 Unluck, only for financial matters
17 Caster can choose one
18 Make two rolls on this table
</pre>
The curse can only be lifted by a blessing from a god or holy artifact.
This power gifts its victim with a plague of very large warts, which only slowly vanish although the warts can be removed by bathing in fresh dew.
This power gifts its victim with a plague of very large warts, which only slowly vanish although the warts can be removed by bathing in fresh dew.