Land Haven is the name given by sailors to the caves and canals which are made possible by this spell. When the wizard completes his casting, he may open before him a wide canal in a land mass, or even a tunnel-like cavern stretching into a cliff face. Naturally, water from the river, lake or sea in which his ship is floating will rush in, probably carrying the vessel with it. He may even close up the cave or canal behind him, so that the craft is floating within. This spell has also proven useful in capturing pirates.
This powerful spell causes the earth to spew forth lava and vapors, forming a growing pit. The Lava pit will grow outward to form a pit, unless there is a downward slope. The lava will take a day to cool and solidify, unless doused by an equal quantity of water. While active, the heat of the Lava Pool will inflict great harm on anyone moving through its centre, and lesser damage on the edges of the pit, plus further damage from the effect of the gases within the pit.
The magician is versed in a wide variety of parlor tricks, ranging from causing a bundle of flowers to appear, to vanishing from the stage in a cloud of smoke. This spell will allow the caster to perform amazing acts of legerdemain, with the particular effects determined by the act.
When this spell is cast, the target is surrounded by a glowing field and is able to gently climb and descend, but not move horizontally. The user must concentrate intensely to maintain this power
Long a closely held secret of a few select Magi, this dark ritual allows the Necromancer to transform himself into the dreaded Lich. The transformation is total, and can only be reversed by raising the Lich from the dead. The focus for this spell is a 100 year-old grave stone which is used to store the 'soul' of the Necromancer, plus various rare essences.
This potent spell allows the caster to draw life force from his enemies and transfer it to himself.
The caster steals the target's life force with a touch, causing the target to grow older while the caster grows younger by a like number of years. This spell is the most difficult of necromantic spells to cast, but is sought after by all evil wizards, since it is a reliable way to offset the destructive effects of aging. As long as the caster can find a supply of youthful victims, there is no reason he could not extend his life indefinitely. If a Dispel (of any size) is cast upon the target while on holy ground, he will gain back the lost years, and if the necromancer is treated similarly, all of his stolen youth will vanish.
This spell allows the caster to create a globe of cool, white light that illuminates the surrounding area as brightly as a lantern. This spell is often made into permanent lights for temples, the houses of the wealthy and important city thoroughfares.
This spell is a favorite of traveling Wizards forced through choice or circumstances to journey on foot. Upon casting this spell, the pack of the Wizard, along with a total of 50kg in contents, will become virtually weightless.
When this spell is cast upon a metal object (armor, sword, or a pouch of coins), that object's weight is lightened by half. Multiple uses of this spell will continue to lighten to object by half up to the limit of the spell.
Opposing winds summoned by the caster generate a large static charge that is channeled through the caster at the target - a lightning bolt.
If the caster fails to hit his target, he'll suffer a large shock, unless he is wearing no metal, in which case the full force of the spell will be turned on whatever piece of metal nearby that the GM feels is appropriate.
This spell is very much like lightning bolt except that the caster does not strike the target with the bolt, he cause the bolt to strike in front of the target. The bright light is generally enough to blind anyone in the near vicinity.
This spell turns the Wizard into a walking lightning rod. Any lightning or electrical charge that strikes the caster is immediately grounded, as long as he is connected in some manner to the earth.
This spell allows the caster to suffer any environment a stone could. The caster could literally reach into a fire and pick up a burning coal with his bare hand, or sleep on a bed of nails. However he will still take damage from the sudden shock of attacks.
Also, conditions too severe for even a rock will harm him (lava pits, the surface of a sun, the pressure of a steel press).
The awesome roar of the Lion will intimidate all but the mightiest foes. This spell will cause the face of the wizard to sprout hair and acquire the features of this big cat. He can then deliver a roar that will cause many an opponent to flee in fear.
This spell summons a group of small animals from the nearby area. While these creatures are not of much use in combat, they can help the caster in many ways. A deer might know the way through a strange forest, thus helping a lost wizard. A group of rabbits might be able to tell a starving mage where a carrot patch could be found. Birds could be called upon to scout a path for bandits. A group of fish might be able to tell the caster where a sunken ship is. And so forth. Of course, the caster will have to figure out a way to communicate and befriend the creatures, or else they will only give him cursory help.
The trees themselves become alive and grab or hit the caster's enemies.
Sometimes a single person in the world of men will attract a mage's interest, particularly if that person is an age-old enemy. This spell searches the countryside in an attempt to discover the person's whereabouts.
With this spell a mage can call upon the knowledge of the dead to locate a lost object. The object can be anything, but the mage must describe it in detail to the spirits before they can locate it. The mage must be in the general vicinity of the lost object, or the spirits will lose their purpose as they wander.
This unusual spell gives the caster an elevated view of his surroundings. The caster must stand still with eyes closed for the duration; he is then able to look down from a point hundreds of feet directly above the spot where he is standing. Needless to say, the spell's utility is limited by visibility conditions-- it does not grant the ability to see through trees, clouds, smoke, etc. It will not function at all if cast indoors or underground. Trees are not a barrier to the spell's operation, but it does not lend any special visual acuity, so fine details of things on the ground may not be picked out. The duration is limited by caster concentration
This spell puts the wizard into a trance-like state in which he appears to actually be dead. During this period, his bodily functions are greatly reduced, and he can thus survive long periods unattended. This spell is used to avoid starvation, or tedious periods such as long ship voyages, or even simply for a rest. When the spell is cast, the wizard must specify some event that will arouse him.
This power allows the Wizard to determine the properties of a particular plant or tree through physical contact. This information can include whether parts of the plant are edible or poisonous, any health effects, what types of objects the plant is suitable for constructing, and so on. Any skills associated with plant knowledge are complementary to this spell.
n a matter of a few seconds, the caster can fashion a small knot of cording, feathers, beads and a lock of a certain person's hair, casting over it peculiar verses. When that person carries this charm, he will be followed by great luck. However, the caster must ask of him what is his greatest vice, and he must answer truthfully; and should he commit that vice thereafter, the charm will fall apart and its magic will disappear. The caster may only create one of these charms at a time.
This spell causes the target to go berserk (as per the Character Disadvantage), attacking the nearest target(s). The spell will only function during the week of a full moon.