The mage casting this spell blocks all command impulses passing through the target's motor nervous system, physically paralyzing him. The paralysis can only be resisted mentally, and is transparent to all attacks. Damage causing 3 or more points of BOD inflict sufficient pain to allow the victim to throw off the mental bonds. This spell lowers a volume of water inside a 3" radius (19 hexes), and fills the missing space with air. To determine the portion of water that is removed from each hex, use the BODY rolled and refer to the Object Body Table in the HERO System Rules book (a solid hex of water has 13 BODY). Any objects suspended within the volume of water fall normally, including any fish or other life forms. This spell opens a silvery-gray portal that allows the caster to move a single (voluntary) target, with a mass of up to 400kg, forward in time a month without aging. This time travel can only be performed once each month. By means of this spell, the Wizard is able to step into the bole of a tree and emerge from a tree of the same species within range. It is rumored that this spell was originally taught to a Woodland Wizard by an infatuated Wood spirit. This spell allows the Wizard to move through rock as if it were made of air. This spell allows the Illusionist to create a visual and auditory illusion of any event that occurred in the same location some time during the past. However, the further back in time the event occurred, the more difficult it is to reproduce the illusion. The caster calls upon the spirits of the wood to confuse the traveler's path and misdirect their ways. Victims of this spell will see trees shifting in the edge of their visions and will have a hard time making intelligent decisions. This powerful spell creates an illusionary barrier that blocks any who attempt to cross. The nature of the barrier is left to the caster, but all the usual mental illusion modifiers apply. Any walls or similar features are treated as major changes to the setting. When this spell is cast, it generates a sound like a drum that does no direct damage, but sends most beings in its cone effect flying backwards. This illusion allows the Wizard to create a permanent illusion that is either static, or repeats itself within a minute or less. The illusion can have both visual and acoustic elements, but once cast the illusion can never be changed unless it is dispelled and recast. This illusion is especially vulnerable to dispel illusion, requiring only 15 points of dispel. This spell enables the caster to persuade the target of just about anything. He can persuade a guard to open a door, a merchant that his goods are only worth half of what they are actually worth, or a diplomat that it isn't such a good idea to declare war on his nation. The caster must roll the target's EGO +20 in order for the target to think that the ideas suggested were his own. This powerful spell creates a full-sensory illusory creature completely independent from the caster. It will follow the caster's original instructions until the condition of those instructions have been fulfilled; then it will vanish. This is a very powerful illusion. The Mind Control component of the spell is used to simulate the caster's control over his illusion. If the Mind Control doesn't work, then the illusion vanishes. This simulates the caster's failure to cohesively structure the encoding of his instruction for the illusion. This is a tricky task, and should not be automatic. The type of creature created is completely up to the caster (and GM, of course); after all, he's creating from his head. If he wants his Phantasm to be a three-headed pink killer sloth, then as long as he knows what one looks like, that's fine. The viewers of this monstrosity would probably get a bonus to their PER Rolls, however. This powerful ritual can send an entire city to a new location on any known extradimensional plane. Where the city once rested, there remains only a large crater in the ground. However, at the end of each year thereafter, the city, and its remaining inhabitants, will return to its original location for the span of one hour. For this spell to function properly, the city must have an average density equal to or lighter than rock. If the caster fails his Magic Skill roll, (if skill rolls are used) he is banished to destination of the city for a period of one century. Certain creatures are known to exist in multiple dimensions at the same time, so dealing with them from a single dimension can be especially difficult. This spell levels the playing field by drawing the target creature into the current dimension, then suppressing his ability to leave. This spell can be used equally well simply to prevent a normal target from escaping to an alternate dimension. The Phase Trap is effective out to 250", and requires steady concentration to cast. This capricious spell is useful to awaken sleeping apprentices, punish lazy housekeepers, distract inconvenient guards or drive away pesky gremlins. The target feels a sharp pinch in any location the caster desires. The defense is simply crossing one's fingers. This awful spell is an even more area effect version of the "Insect Plague" spell with the additional terror that the insects carry a magically induced plague that afflicts the victims. The plague causes vomiting, diarrhoea (with blood) and eventually death. It is generally known as the Stinking Death and being magically induced is not affected by simple spells such as "Immunity to Disease". This is the ultimate weapon beloved by the dreaded Plague priests - but fortunately only the most powerful of sorcerors can cast it This is the spell for which the plague priests are most notorious, and the primary reason they are hunted down relentlessly by all good and moral people. Casting this ritual creates a highly virulent disease that will spread by contact until the entire population is infected, or all the diseased hosts have expired. Some of the beings will be naturally immune to this disease, while others acquire immunity only after surviving the sickness. After each 5 hour period the disease is in effect, the victim can make a recovery roll to try and shake off the infection. Once the illness has passed, however, the victim will still require several days of bed rest before he has returned to full health. The mage who casts this spell has no immunity to the disease and he will likely flee the area immediately after the ritual is completed. The disease effects only members of a single species, determined when the spell is first mastered, but can be spread by a specific type of vermin, such as a rat or insect. Dead victims of this plague can still serve as carriers, and if their corpse is later dug up the disease can spring to life once more. For this reason, most plague victims are cremated en masse. A worthy sacrifice on an altar of evil is required to initiate this spell, along with a member of the target species to serve as the initial plague carrier. The Wizard draws forth a lump of the native substance from an alternate plane, then projects the material at a foe. The exact nature of the material depends on the plane from whence it was drawn. It could be a ball of flames, a bolt of lightning, a shard of ice, a lump of biotoxin, and so on. The ability of the Wizard to choose a particular plane will depend on the extent of his knowledge about other dimensions. If he attempts to use material from an untested dimension, he will need to make a KS roll. Many of the planes where a Wizard might find himself are inhospitable to normal life forms. For this reason, most Gatemasters are taught this life support spell as an apprentice. The spell surrounds the Wizard with a thin shell of environment drawn from his native plane. The shell provides clean air, and protects the Wizard from extremes of atmospheric pressure and temperature. For each hour the spell is maintained, the Wizard suffers two points of long term END loss. The caster can travel use this spell to travel to the plane of Darkness, then use it to return when his task his done. He is cloaked in sustaining energies that prevent the planar substance from ravaging both his mind and body. The trigger to return the caster to his starting plane is determined at the time the spell is cast. Usually this is a simple phrase or gesture. This spell causes a tremendous growth of foliage within the target radius, filling the area with a tangled web of leaves and branches within the brief interval of five minutes. Due to the slow response of the plants, it is unlikely to entangle anyone in the area of effect, unless they are held in some way, but it forms an effective barrier. Plants bend and move out of the way of the Wizard, leaving a trail through the growth. After a turn, the vegetation returns to its previous position, leaving little sign that anyone passed that way. This spell can also be used to pass through light wooden barriers, such as an interior door or a bamboo wall. This spell will turn a body of water into any poisonous liquid possessed by the caster. A small vial of the poison must be added to the water while the spell is being cast. To determine the volume of water that is poisoned, use the BODY rolled and refer to the Object Body Table of the HERO System Rulesbook (a solid hex of water has 13 BODY). If the entire body of water is much larger than the transformed quantity, the poison will soon become diluted and lose much of its effectiveness. Any purify water magic will remove the poison from the water. For obvious reasons, the use of this spell is frowned upon by most reputable wizards. This stinging spell is a harsher companion to the spell "Pinch". The target feels a sharp pain and a small wound appears in his skin, as though he had been stabbed with a tiny spear. Armor is no protection against a Poke. This spell causes a metal weapon or shield to become so brightly polished that it reflects blinding light. The caster makes a rubbing motion over the object to be polished while sprinkling the tinder and metal shavings on it. When this spell is cast, any soft ground within the radius begins to soften and turns into a pool of Quicksand. Those caught within can escape if they have Flying, 4"+ swimming, or they are pulled from the pool Creates an Extradimensional Pocket to store various supplies for future use. The pocket must be attached to a surface, such as a belt pouch or a chest. The pocket can be carried by the Wizard and opened again at any time. Once the spell finally expires, the contents are dumped out through the opening. This rather ruthless spell may be targeted upon one intelligent creature within range. The target of the spell is hit by a glowing sledgehammer which strikes him on the head. The target's psyche immediately splits into a number of separate personalities. Their nature, nicknames, and sanity (or lack thereof) should be then determined randomly by the DM. The victim must make an ego roll in moments of stress - otherwise a random personality takes control. The victim can fight the spell over the long run; for each week of this malady, the original personality may make an EGO roll to remove one random personality. The arms and legs of the wizard become cat-like: powerful, fast and covered in warm fur. The wizard can spring forward at great speed, then pounce upon his intended target. This spell can be very exhausting to maintain, making it best for use in an ambush. This spell enables a mage to draw magical energy from a prepared focus. This energy can be used to fuel another of the mages spells or to simply revitalize him. When uttering this prayer, beams of golden light emanate from the caster and all unclean creatures around the caster will be injured by their incredible power. A mage can use this spell for a variety of reasons, particularly for precision accuracy. This spell enables the caster to control an object with very accurate moves. The caster could use this spell to animate a sword to fight with, to pick a lock from across the street (provided he has that skill), or to perform other similar tasks which require accurate manipulation. The peasant is ever mindful of the weather, and this invaluable spell allows the wizard to forecast the future climate for his village with some accuracy. This spell is not perfect, however, and mistaken forecasts have been known to provoke much wrath from hungry farmers. This spell can be used to turn an existing (100kg or less) ice object as hard as steel, partly by lowering its temperature far below freezing. The bitterly cold object inflicts freezing damage on anything it touches, and makes handling the item very hazardous without proper protection. As with normal ice, the object will melt in temperatures above freezing, but more slowly than normal. This spell enables the caster to send emotions, and enables the caster to read deeper emotions than he can with a simple Read Emotions spell. Probe Emotions can enable the caster to engage in basic communication even if he doesn't know the target's language. This spell could also be helpful in dealing with animals, but its range is limited, which can make this somewhat risky. The caster can conjure up a mundane object, such as tools, writing implements, clothing, or any other basic item. This object can be anything that the character is capable of obtaining or constructing normally, given time and without resorting to magic. An appropriate artisan or other skill roll is required in addition to the magic skill roll. The object will remain in existence until dismissed by the caster, or until he goes to sleep or falls unconscious. This common spell allows the caster to create a small flame that he can use to start campfires, light pipes, set the stage for larger spells, etc. When this spell is cast, the Conjurer reaches into a hat, sack, or other container, and pulls out an animal the size of a dog or smaller. The animal will have an above average intelligence for its species, and must be known by the Conjurer. The summoned creature must be feral, but it could be tamed given proper care and affection. When using this spell, the magician can project his voice without effort, as this magic will amplify his speech so that it is heard clearly even at some distance. This spell will protect the caster and up to four others against the effects of heat and flame. The protection remains in effect as long as the caster maintains the spell and the others stay within sight. The spell creates a field around the caster which dampens the effect of most magic spells. Wave after wave of intense mental energy radiate from the target hex, blasting any thinking beings in the immediate vicinity. This spell is especially fatiguing to the caster, and requires concentration to maintain. This simple spell allows the caster to manipulate objects in his vicinity. It is useful for retrieving items from hard to reach places, or performing dangerous actions from a safe distance.