This spell was designed as a nasty attack upon an unsuspecting person. When cast, the spell will make the person magnetic; all metal objects will fly at him at their maximum velocity. Each attack does 1d6 per BOD+DEF, up to max 6d6.
By using this spell, a mage can take control of all but the most powerful beings, forcing them to do his bidding. However, the spell is only effective if the being's True Name is known.
The caster creates a cloud of swirling fog and smoke - the image of the netherworld. Even if the strong willed do not flee, the distraction often affords the opportunity for the caster to escape attention.
This spell neutralizes the remaining effects of acid - whether derived from spell, or some more mundane source such the alchemist's lab. It has no effect, unfortunately, on the damage done by acid prior to its casting. It has the interesting side effect of briefly neutralizing acids that are used for self-defense by certain mythical creatures, so it has some potential for defense against such creatures.
This spell allows the caster to neutralize any natural poison or venom.
The easiest way of getting access to a target is to be the target's best friend, or at least look like the target's best friend. This spell also allows an assassin- or thief-mage to escape more easily, by simply transforming his features into that of a guard and walking out.
This spell creates a magical ball of darkness. The caster throws the ball; anyone it touches is temporarily blinded by the writhing darkness.
This spell allows the caster to draw together beams of moonlight to form a ghostly apparition that can strike with an icy touch. The image has the appearance of a pale-white, transmogrified human form floating just above the ground, anywhere within an 8" radius of the target hex. When the hands of the image strike a target, they inflict cold damage from Energy Blast. The image attacks with the same abilities as the caster, and is, of course, immune to combat damage. However, the caster can cause the image to appear to suffer damage in order to make the images more believable.
This spell was designed to help the Caster's work at night, but it can be used to help them do other things at night as well. The Caster's focus for this spell is a strip of cloth with a pair of cats eyes embroidered on one side. The caster activates the eyes and can see through them into darkness
With this spell, the character can transform himself, along with any possessions, into a common bat. The caster gains all the unusual abilities of this creature, along with its limitations. He is unable to cast spells while in this new form, if his spells require incantations or gestures.
This spell allows the caster to summon forth a horrible creature - some monster right out of a dream. The creature is not real, it is only a dream, but it is a dream which can kill. If the victim tries to defend himself or fight the creature, he will be hurt, possibly even killed. However, should the victim simply cover his eyes and wait, the monster cannot harm him and will eventually disappear. The creature will remain a full 12 seconds, all the while attacking. If the victim has his eyes closed the monster will stalk around him, growling and hissing, waiting for him to open his eyes.
This spell animates the target's clothing and possessions. The target's objects will resist any actions initiated by the target, severely limiting his combat and other abilities
The Wizard can use this spell to overwhelm any one sense group of the target creature with illusions, causing the sensory organ to fail for a short period. The sensory overload is not always successful, however, especially if the target is highly intelligent.