This spell converts a dagger into the largest sword that the wielder's STR is capable of using without penalty. The caster must do a total of 7 body to convert the dagger. The sword will shrink back to a dagger if the command "Return to your former state" is given, or in 5 minutes anyway.
As a mage gives power, so can he take it away. This spell allows the caster to suppress a person's abilities, making them appear weak, slow or stupid.
This spell is used primarily as a parlour trick by wizards to impress visitors. However, once in a while it comes in useful out in the field. The wizard can take an image from an existing flame, such as that from a torch or camp fire, and have it move about within a hex and change shape at the whim of the caster. The flame never grows larger than a spread human hand. It feels hot to the touch and seems to radiate warmth, but causes no burn damage.
This is a non combat spell, used by wizards to impress or entertain. With this spell, a skillful wizard can tell a story or set a scene. Of course, less reputable wizards can use the spell to hide themselves in swirling flames.
This spell calls upon the nightmares and fears hidden deep within the pits of the mind. Those who are not strong enough to deal with the experience immediately stop whatever activity they are performing and run away from the caster at full speed, attempting to flee from the fears within them.
When he casts this spell, the caster's eyes emit a light only he can see. If another person is in contact with the caster, both can see in the dark.
This spell creates the culinary illusion that the meal being eaten is very tasty indeed. The nature of the taste mimicked is up to the caster, so a nasty taste could be simulated, but in practice this is rarely done. The texture of the food is not changed much, either, so the taste must be logically connected somehow. If this spell is used to mask poison, the person eating gets a PER roll to notice the taste of the poison.
The target of this spell will suffer such extreme emotional anguish that he will be unable to concentrate on anything. This will reduce his ability to think on his feet, and will make it nearly impossible to properly cast spells. Because this spell exposes the caster to extremely volatile emotions, it may only be safely cast once per day; any more would severely risk the sanity of the caster. A night's sleep followed by meditation is required to properly calm the caster's mind and allow another attempt at the spell.
This complex and difficult spell requires significant time in casting. First, an ornate, rune encrusted stone archway must be built, with an iron door hinged therein. The runes follow a prescribed pattern, but the door may be decorated as the designer wills. The spell is then cast, and during the process the mage must not be interrupted. When the spell is finished, the door may then be opened into an extradimensional space of extensive volume, in a simple shape of the caster's choosing. No complex forms may be made; thus, cubes, domes, and other simple, continuous shapes are the only possibilities. The space is featureless and black; not even the edges of its "walls" are visible, although they are certainly solid to the touch. However, since the space is permanent and stable, the mage can have facilities built within, regardless of the weight brought inside. Note that it does not matter where the arch is set up, in the side of a wall, or even free standing, it is only accessible from one side, the other becomes non existent on completion of the spell. The space maintains the last temperature and atmosphere verbally requested by the mage, the environment shifting instantly, with conditions anywhere between 0° and 50°C, with atmosphere ranging from high altitude to thick, sea level, from extremely foggy to pristine, and from muggy to desert dry. Deadly conditions and extreme weather may NOT be set up therein.
The severed right hand of a convicted murderer is cooked to remove the fats and oils. The resulting lard is used to produce a Dead Man's Candle. Burning the Candle increases the wizard's magical powers while performing evil rituals.
This unpleasant spell renders the victim instantly and completely deaf.
This spell clogs up the inner workings of the target's ear, inducing permanent deafness. The spell must be cast on a being, rather than a hex, and has no effect on other creatures in the vicinity. 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 is already completely deaf.
The caster speaks at an ear splitting level, stunning anybody caught in the effected area and inflicting temporary deafness. The shout is emitted in a cone shaped area out to a maximum range of 12".
A sickly yellow mist rolls forth from the caster, enveloping and poisoning everything in its path. The only hope for survival lies in fleeing the expanding cloud. After two minutes the poisonous effect dissipates, leaving a dense yellow fog that covers the area for up to an hour.
By summoning the powers of an angel of death, this spell grants the Necromancer command over free willed undead within the affected area. The undead can then be controlled for as long as they remain within sight.
A clever mage can dupe his enemies into thinking that he lies dead, when in fact this spell only gives the appearance of death. Failing a skill roll results in the dangerous effects outlined in the HERO System Rulesbook under Simulate Death.
By means of this spell, the caster can touch a target and inflict a debilitating disease. The muscles of the victim will wither and he will suffer gradual loss of strength, usually becoming as weak as a child. It will require several weeks for this spell of weakness to pass.
This spell will make an area appear to be suffering from lack of use and proper upkeep. Surfaces will be covered in dust and dirt, cobwebs will hang from corners, walls and ceilings will appear to be crumbling, tools will look corroded or broken, and so on. Although this spell will hide visual signs of recent passage through the area, it will not prevent tracking by scent.
Through the use of this spell a mage can make people see and hear what is not there. To cast it the mage need only visualize what he wishes people to see.
The caster slowly lowers his opponent's temperature, making him painfully cold. Unlike normal attacks, armor does nothing to protect the target, Instead he must wear warm clothing.
This spell causes an area of shadows to expand and throw a 1" radius area into utter darkness. Only the eyes of the caster, attuned to the world of darkness, can pierce the gloom.
This spell bestows upon the target the ability to sleep soundly without snoring or disturbing nightmares. He will gain the benefit of a full night of rest for as long as the spell remains in effect.
This simple offensive spell causes the target to suddenly become dehydrated and be weakened.
This spell is identical to the <b>Fireball</b> spell. However, the caster can specify a time delay of up to 5 minutes when the Fireball will go off.
The target of this spell will come to believe that a single characteristic has been significantly decreased, as if by a 6d6 Drain attack. The characteristic will gradually return to normal at the rate of 5 points per turn while the spell is maintained. Any power defenses the target may possess will appear to operate normally against the illusionary drain attack.
This spell allows the caster to open a portal to the lower planes and draw through a gibbering horde of lesser demons. The demons will want to slay the wizard, so he will need an immensely large sacrifice with which to bargain. This is a desperate act under almost any circumstances, and is only used as a last resort to strike at powerful foes.
This spell summons a swarm of demon locust, which bite and gnaw upon everything in their way. The locusts can be destroyed by anything effective against swarms of small creatures.
With this spell the caster beseeches his demon lord to provide him with a quick vision of some distant event. The caster must make a small sacrifice, a goat or some such. The spell only works once per day when the demon lord decides to allow it, and so it is very unreliable.
When this spell is cast, all creatures in the area of effect save the caster start to sicken and die. Within a short space of time, all animal life will have died or fled the area. While plants are unaffected, the absence of insects to pollinate them, or worms to till the soil will lead eventually to an area in which flowering plants disappear and rank undergrowth and fungi are present in greater than usual numbers warning all travellers that this is not a healthy neighborhood! There is a tiny space left unaffected in the very epicentre, only a few metres in diameter, surrounding the altar on which the sacrifice is left; if this sacrifice is removed, the effect is immediately dispelled (though it will take some time for the surrounding area to recover).
The mage who casts this spell can completely disintegrate any article that he touches. The object rusts, crumbles and finally blows away with the wind. When the spell is learned, the material that the wizard can affect must be specified (ie: metal, wood, stone etc.)
This spell enables the caster to determine if the person touched is suffering from some sort of ailment. Note that although the spell will reveal the presence of disease, and the general nature of it, it will not tell the caster precisely which disease it is, nor anything about its origin or whether it is a natural or supernatural affliction.
With this spell, the caster is capable of detecting the presence of a specific element (determined when the spell is learnt) nearby. The perception roll receives a +8 modifier to any range penalties. The spell reveals the presence, but not the quantity, of the element within its range.
This spell allows the caster to detect the presence of creatures with malevolent intent nearby. It will not reveal simple antagonism or hostility, but only those who are actively seeking to harm the caster. It will not detect nonsentient beings, such as constructs, but it will detect creatures working from sub-sentient instinctual desires such as the desire to eat the caster.
This spell allows the caster to view nearby gates leading to alternative universes, extradimensional pockets or planes, or to distant locations. The gate will be limned by an eerie glow that is visible only to the Wizard, with colors that hint at the nature of the gate and its destination plane. The ability to sense gates requires steady concentration by the Wizard and is a constant drain on his energy.
This spell allows the caster to detect the presence of living creatures nearby. The caster must concentrate fully, and if successful will be able to tell roughly where and how many living creatures are within the area of effect, but not precisely what sort of creatures they are.
The caster simply views an object closely (it must be within 1"). If it is indeed magical, the object will seem to the caster to glow. The spell reveals no information about the nature or power of the enchantment.
By carefully focusing upon a natural illusion, such as a mirage, the Air Wizard can determine if the image is real, or just an atmospheric phenomenon.
With this spell, the caster may determine if the surrounding weather conditions are the result of natural causes or magic. Furthermore, if magic is being used to manipulate the weather, the caster can determine what kind of magic is being used and how powerful it is.
This spell can be cast only on inanimate objects; it causes rapid deterioration. If the object is not completely destroyed by the magic, it will gradually return to its original state.
This useful spell instantly clears the caster's body of any and all toxins imbibed or insinuated, from alcohol to snake venom.
The evil sounding name of this spell originates from the mouths of sailors frightened by its power; but it is usually quite benevolent. After the wizard completes the preparatory ritual, he summons out of the sea a short column of water which lifts up the caster's ship and carries it along at a high rate of speed. Theoretically this spell could also be used to smash an enemy's ship against the jagged breakers, but since it has no range, the wizard would have to be on board. In fact, when moving at noncombat speeds the wizard must always be careful not to smash his own ship into a land mass! (The <i>Eye of the Hawk</i> spell could be a valuable accessory.)
This dweomer will tell the caster (assuming the target is ill with something) precisely what the disease is. It will work only for mundane diseases; unnatural diseases such as lycanthropy and the like are curses rather than diseases and should be treated by a skilled priest.
Digging a ditch is filthy, back breaking labor that can be greatly eased through magic. This spell allows the wizard to tunnel easily through most dirt and clay.
This spell opens a warp hole through which the Wizard can pass to a nearby location within view. The Wizard can carry up to an additional 100 kilograms through the portal, but the mage and any passengers are mildly disoriented for a full phase.
The Wizard uses this simple spell to pass through to an alternate dimension. The specific plane must be selected when this power is acquired, usually after an extensive period of research by the Wizard. If the Wizard has previously visited the dimension, this research period can be much shortened. Before casting this spell, the Wizard will usually first learn how to return to his native plane, unless he has no intention of returning.
This exceptionally powerful and dangerous spell calls into being a small but violent storm cloud, shot through with lightning of peculiar hues. It lasts but a few moments and then clears up but many things which once occupied the space will be gone to unknown destinations in the multiverse.
This spell of detection will reveal to the caster the presence and location of undead nearby. The entities, when viewed by means of a cracked mirror, glow with a sickly green, ghostly afterimage that resembles their form at the moment of death.
The caster of this spell has the ability to see the forces which protect an enemy and to analyze those protective powers to the fullest. There is no room for error in the practise of magic, and this spell will make sure the same goes for the battlefield.
Speaking a magic word, the wizard traces a new outline for himself, which immediately becomes his new form. His original form will return instantly once the spell is cancelled.
The caster creates an illusory mask that superimposes itself over his own features, thereby disguising him. If the caster wishes to copy someone's features, he must make an INT Roll, modified by how well the caster knows the person (-3 met only once, -1 an acquaintance, +3 his mother, etc.).
This powerful spell does just what it says. A target struck with this spell, even if protected by armour, will disappear into a cloud of fine dust. Fortunately, the drain on the wizard's stamina is so enormous, this spell is rarely used.
The caster can use this spell to dismiss a summoned creature, returning the beast from whence it came. Steady concentration is required, and the spell is more strenuous than normal to cast. The spell can penetrate most intervening barriers, with the exception of hardened defenses. The dismiss is less effective when the Conjurer did not summon the target.
This spell can be used to dismiss any creature summoned through the dark arts of magic. A golden sheet flies from the praying hands of the caster toward the target, wrapping it in the folds and vanishing with a flash of light. This spell will normally dismiss all but the most powerful foes.
A little used Necromantic spell, this incantation allows the Wizard to dismiss the spirit inhabiting an undead entity to the nether plane from whence it was summoned. This spell is more effective on ground sanctified by a "good" religion, but is seriously weakened on the holy ground of an "evil" religion.
This spell is used to return an extraplanar creature to its native plane. If the creature is already in its native plane, then the spell has no effect. When the target creature has resided in a dimension for at least a year prior to the casting of this spell, then it can make an EGO roll to resist the spell effects. Note that the Wizard can cast this spell upon himself should he desire to return to his home plane.
This spell allows the caster to temporarily negate the need for sleep in either himself or for another. The spell will last for 24 hours, after which the recipient must rest.
The caster focuses the power of the target illusion back upon itself, overloading the energies involved and destroying the illusion.
When this spell contacts any target bearing some form of dweomer, it will attempt to remove it. Magic items that are quenched by this spell lose their power permanently.
Upon casting this spell, the Wizard becomes invisible to both sight and sound, and his form is replaced by a matching image. The image remains within 4" of the Wizard, and exactly matches his motions and sounds.<br>
If the Wizard fails his Magic Skill roll (if skill rolls are used), the spell still functions but the Wizard also suffers any effects inflicted upon the displaced image. The image has 0 DEF and is 1/2 DCV of the caster, unless the Wizard concentrates on avoiding blows to his duplicate image.
This spell utilizes the focus theory in reverse. The caster uses this spell to release the magic of his target, be it spell or item. This spell can be used on any magic effect encountered.
Incoming attacks are usually a nuisance, and this spell helps the caster rid himself of a pest. When physical objects are coming in to strike, the caster can use this spell to convince the objects to veer off and miss or to strike another target.
Gatemasters use spells such as this to prevent unannounced teleportation into their sanctum. Anybody doing so will be diverted to a location selected by the Wizard, usually a jail or death trap. Of course, it is relatively easy to overload this spell by repeated teleportations, making this a more appropriate defense against individual intruders. The location of the diversion must be visible from the location of the initial teleport, or the spell will fail to function.
With this spell the caster summons a pack of 8 war dogs. These dogs will attack anyone the caster wishes. They will continue to attack as long as the caster maintains the spell. The dogs can be killed by normal weapons, and are OCV 8, DCV 6, PD 6(rPD 1) and have 10 BOD. They do 1d6+1 HKA (reduced penetration) with their bite. For fuller details, see the character sheet for the Irish Wolfhound.
Controlling the minds of others is perhaps the most famous talent of Enchanters. This spell allows the caster to take charge of another's actions, even (in most cases) to force them to do things they would ordinarily be violently opposed to doing. Any commands must be verbal and spoken in a language which the target can understand.
By taking over the neural switching pathways of the Thalamus, an Enchanter can direct full illusionary sensations into the mind of the target. The nature of the sensations is fully determined by the caster, but requires complete concentration by him to effect.
This violent spell generates an enormous explosion that comes into being at the point desired by the caster, intervening barriers notwithstanding. It is hazardous to use, however as the caster must concentrate on causing the explosion at the right place. If his aiming is off, the explosion could occur anywhere - even on top of him!
This spell allows the caster to divide himself into two exact duplicates. Each duplicate is free willed and has the same physical abilities as the original, although no magical abilities come across. Though there is no absolute time limit on this spell, after a week apart from the caster, the duplicate begins to develop independence, and may no longer desire to rejoin.
This spell is an advanced version of the Disguise spell, and allows the caster to turn himself into a near duplicate of a person or creature he has met. However, this spell does not give the mage any of the abilities of the being he is copying.
This spell will cause the target to view two images of the world, causing imbalance and uncertainty that reduces movement and makes most physical activities difficult. After a few minutes, the vision of the spell target will return to normal. This spell has no effect on unseeing creatures, including those that are blinded by darkness. Note that one eyed creatures will still suffer from this effect.
This spell enables the caster to locate water. Using a dowsing stick, the caster walks about till the stick moves; water will be found below the stick.
This spell is an evocation of great power. The ritual requires a great deal of time and its effects are not always predictable, but nevertheless it is one of the great spells. During the ritual the caster calls on the Power being invoked to enter his body, and then concentrates on influencing the outcome of a certain event. This event can be anything: a battle, an adventure, a meeting, the healing of a sick person, a financial crisis, etc. There will generally be no immediate effect after the spell is completed. However, if the ritual was successful, at some point in time an extremely fortunate turn of events will occur, in favor of the caster's desired effect.
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Note that this spell has two forms: Black Moon and White Moon. Black Moon is a spell of negative energy that tends to cause ruin or hardship. White Moon is a spell of Positive energy that brings relief or good fortune. Besides their general intents, these spells differ greatly because, as with many of the most powerful spells, their effects will return to the caster three fold at some point in the future. Black Moon is a simpler spell to master, but obviously its quicker power comes at a cost.
This spell is an evocation of great power. The ritual requires a great deal of time and its effects are not always predictable, but nevertheless it is one of the great spells. During the ritual the caster calls on the Power being invoked to enter his body, and then concentrates on influencing the outcome of a certain event. This event can be anything: a battle, an adventure, a meeting, the healing of a sick person, a financial crisis, etc. There will generally be no immediate effect after the spell is completed. However, if the ritual was successful, at some point in time an extremely fortunate turn of events will occur, in favor of the caster's desired effect.
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Note that this spell has two forms: Black Moon and White Moon. Black Moon is a spell of negative energy that tends to cause ruin or hardship. White Moon is a spell of Positive energy that brings relief or good fortune. Besides their general intents, these spells differ greatly because, as with many of the most powerful spells, their effects will return to the caster three fold at some point in the future. Black Moon is a simpler spell to master, but obviously its quicker power comes at a cost.
This spell causes the victim to recall the feeling of helplessness often associated with scary dreams. The victim will be unable to move, despite the knowledge that danger is near. Once the victim physically overcomes his fear, he will be entirely free. <br> Note that because this spell works against the target's EGO, he or she uses EGO rather than STR to attempt to break free.
While in a dreamlike trance, the caster is able to use this spell to see and hear events in distant locations.
A Sorcerer is never completely helpless while he has this spell. The caster has but to imagine a weapon, utter its name and motion as though he had the actual weapon, and he is able to launch an attack against an opponent. The weapon is not really there, but the caster must be able to call out its name and move as though he were actually wielding the weapon. The actual damage done by the attack is the same as the weapon called upon, up to a maximum of 2d6.
This spell lowers the density of the Wizard so he can drift lazily in the wind. Due to his lightened condition, however, he is more vulnerable to Knockback, and his reliance on the wind for propulsion makes it difficult to move along a precise trajectory. He also suffers 1 point of Long Term END loss every 5 minutes, so this spell can be exhausting to maintain for more than a few hours.
The air within the radius of the spell target is turned bone dry, causing plants to wilt and animals to rapidly dehydrate. It requires several minutes for those caught in the area to recover, unless a plentiful supply of drinking water is available.
The wizard completely envelops the target with water. If the water works its way into his lungs, the victim drowns. However, the target can hold his breath to escape the effects of the drain. (See the drowning rules in the HERO rulesbook.) Once the BODY has been drained to zero or less, the victim begins dying losing 1 BODY each turn. Anyone who is able to breathe water or has no need to breathe, is not affected by the BODY Drain. Power defense will disrupt the watery envelopment, allowing some respiration.
When casting this spell, the caster grows bright with a golden light with the light of their inner purit, blinding those who look upon them.
The caster creates illusory duplicates of anything that he can currently see. Since the caster is merely duplicating something he can see, the duplicates are very accurate and convincing.