This spell locks the caster in place, so that he is able to resist the strongest winds or mightiest blows. The ability to journey to the stars allows thousands of new worlds to be explored and conquered. This spell allows a small group of wizards and their cohorts, to fly to the edge of the atmosphere, then travel across the cosmos at enormous velocity. The group is provided with life support and defense against the harsh elements of interstellar space. Once the group sets foot upon a new world, however, the spell is cancelled and they must remain until they choose to risk the journey once more. The Caster throws small gems at the target, and they explode with a brilliant flash of light into tiny, sharp splinters. This spell destroys one gem per use. (An expensive spell for wizards!) With this spell, the mage casts a gaze at his enemy intense enough to literally stun him in his tracks. An item or creature affected by this spell is altered into a small statue, approximately 1/10 life size. While in this state, they are in a state of suspended animation, and could remain in such a state indefinitely. The statuette resulting is somewhat resilient, getting all normal PD/ED and BOD, but if destroyed, this ruins the item (or kills the creature, if living). Returning the item to (normal) size and/or life merely entails tossing it upon the ground (with this being the stated intent) or speaking a command word specified by the caster upon casting This spell creates a dome-shaped barrier around the caster which keeps him from getting wet. The dome will also provide some protection from attacks by Elemental Water-based beings. This spell sucks the breath out of the target with a visible wisp. Once successfully cast and targeted, the spell may be maintained by paying the END cost, with no need to roll again. Certain mages have gained the ability to assume the shape of creatures they've encountered. How useful this spell will be depends on how well travelled the sorcerer is and how many interesting creatures he's seen. He can even duplicate individual persons, if he has encountered them. This spell is allows a mage to power his spells by using the energy of others to cast spells. This is the easiest and most effective way of stealing that power. This spell allows the wizard to see through another's eyes, by stealing his sight. The spell, if successfully cast, renders the victim blind - and the wizard can, at will, see through the victim's eyes (as long as he stays in range). Since the Flash is continuous, the blindness lasts as long as the caster desires the spell to operate. Some mages specialize in the theft of magical energy, and life-force energy is within that realm. The mage has but to cast his spell, and the target he hits will begin to grow old. The effects can be negated by bathing in a pool of clear water, but the caster isn't about to tell his victim that. This potent spell creates a cloud of superheated steam around the target. The target is affected until the spell it is dispelled or the caster stops the spell. By means of this despicable spell, the Necromancer can cause a female to become barren, or deliver a stillborn child. This spell is little used by the death magi, but it has sometimes proven useful, especially against enemies among the nobility. One known non-magical means to recover from this condition is to obtain the blessing of a god through a pilgrimage to a holy site, thereupon making a suitable sacrifice. It is not unknown, incidentally for female mages to use this spell on themselves. Turns the outer layer of the caster's body into animate stone, multiplying his mass by 4, increasing STR by 10, increasing nonresistant PD and ED by 2. The spell may be cast on anyone the caster touches, willing or unwilling. When the Wizard casts this spell, he is able to blend into the face of a solid surface and become virtually invisible. The effect is lost, however, whenever the caster moves. This spell allows the Wizard to shape an 8- DEF block of stone into any form. Once the spell is cast, the stone slowly changes to the desired shape over the course of a minute. This is slow enough that anyone who is not already restrained in some manner can escape being trapped by the new shape. If the final shape is unstable, then it will collapse after the spell is completed. Given the appropriate skills and sufficient patience, this spell can be used to form any type of stone construction, including walls, staircases, statues, and so on. The caster causes his skin to become rock-hard. This spell remains in effect as long as the caster continues to expend energy to keep it up. While this spell is operating, the caster's skin becomes slightly shiny and rocky-looking. The caster calls on the thorns in the target hex to fly out and attack nearby targets. In addition to hitting anyone in the target hex, the thorns will fly outward, although they will get weaker the farther they are from the target hex. This spell is used to create realistic scenes to accompany the bard's songs or story telling. Kept simple it works well, but in complex matters it becomes apparent that the images are merely illusion. This, however, does not lessen the dramatic impact they have on a crowd. A very straightforward spell, the caster is able to give himself extraordinary strength for a short period of time. The caster's body grows slightly and becomes more muscular through the use of this spell, so that any armor or tight clothes worn must be adjusted, lest they become constricting or uncomfortable. This spell enables the caster to drain strength from the target and use it to make himself stronger. This spell allows the Shaper to increase the toughness of the outer shell of an object, making it able to resist damage better than normal. This spell allows the caster to increase his natural willpower to superhuman levels. Strengthening is especially important when two enchanters duel. The caster's hand or focus flashes with a quick, intermittent light that disorients the target. If reflected back on the caster, he suffers the same effect. The cast can rest in any four-legged chair and use his animation powers to cause the legs to begin walking. The primary advantage of this spell is that it requires almost no energy to maintain, allowing the wizard to keep moving while relaxing on a cushioned seat. This spell allows the caster to generate the same dangerous electric shock which makes the stunjack such a feared opponent. The skin of the caster's arms bulges as the electrical organs are created beneath it, and in a few moments when the change is complete, he can generate a powerful electical impulse in the skin of his fingers. This spell allows the caster to de-energize a spell. The caster can suppress any magical spell, but only one spell can be affected at a time. This spell is cast upon a paragraph of writing, a sign, or a drawing of some kind. The writing or image should be freshly made by the caster himself and upon its completion the caster casts the spell. The spell implants an invisible subtext into the work, causing all who read it to subconsciously be compelled by its meaning. The message conveyed subliminally is chosen by the caster. Those viewing or reading the work are then compelled to follow its directives. A person affected will be unaware that anything has occurred, and even those whose behavior has been altered by the spell have no idea where their implanted urges originated. The exact duration of the behavior changed depends on the nature of the suggestion. The material component is the paper (or other surface) upon which the subliminal message is inscribed. This spell covers the caster in a golden glow, allowing him to endure intense cold and frost with minimal damage. This reduction works against normal and magical cold, including killing attacks. Upon casting this spell, the caster is completely wrapped in a golden glow. Attacks upon the caster are turned back upon a foe: missile weapons are reflected back and damage from a melee attack is also inflicted on the attacker. Of course this defense is not perfect. Some missiles will still get through and the total reflected damage is limited to the maximum allowed by the power. Upon casting this spell, the Enchanter can suggest a course of action to the subject, who will come to view the idea as his own and carry it out. Any attempt to break free from the suggestion receives the usual +20 modifier. This powerful spell reanimates the corpse or skeleton of a hero of ancient legend. The spell can only be cast in a fane or tomb dedicated to the dead person to be raised, or some similar location where his body and some fragment of his spirit may linger to be quickened. The reawakened hero will not remember anything beyond the moment of death, and will not be under any compulsion to aid the summoner - aid will have to be compelled by some other means. These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. With this spell the caster summons the hand of a giant demon. The hand will erupt from the ground to do whatever the caster wishes. The hand can be attacked but is very difficult to harm. This very powerful incantation allows the wizard to summon a Djinn. (See HERO* System Almanac 1 for stats.) The Djinn will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and must be outdoors. This powerful incantation allows the wizard to summon an Elemental (of a particular type). The type of elemental summoned must be chosen when the spell is learned. (See HERO* Bestiary for stats.) The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have a large source of the appropriate element nearby. A familiar is an important part of some mage's powers of enchantment. This spell's conditions are stringent, however: the caster must travel to a secluded spot under a full moon and spend many hours casting a circle, burning spices and herbs, and invoking the spirits of nature. At the completion of this ritual, his new familiar will appear beside him. He may have previously selected what sort of animal his familiar will be; if not, the GM can select an appropriate creature. If the mage fails to cast this spell correctly (assuming skill rolls are used), he is rejected by whatever powers he follows and is stripped of all spells except Summon Familiar (which he must await the next full moon to cast). This spell will summon a large horde of creatures from the surrounding lands to fight for the caster. Each of the 16,000 creatures is worth a maximum of 200 points, and must reside within a day's travel of the location where the spell is cast. They arrive with whatever weapons, armor, and equipment they originally carried, but they are willing and eager to follow any orders from the wizard. Any deficiencies in supplies and equipment must be made up by the caster and his allies. With this spell the caster summons a small (2' tall) imp which will be under contract to help the caster. The imp can be killed by ordinary attacks. The imp is mostly useful for grabbing things; if ordered to attack, it will mock the caster and then disappear. This spell summons a major demon, one of the demons of greater power. The major Demon will wish to slay the caster but can be bribed. A special sacrifice of considerable value will be required to placate the demon. Otherwise this spell functions like the other demon summoning spells. See the description below for details on how to generate a major Demon. This spell allows the Wizard to summon the local equivalent of a domesticated mount. In most circumstances, this will be a horse, but it could be a camel when in the desert, a giant sea horse underwater, or a young pegasus in a flying castle. The mount will be healthy and trained to follow simple directions from its rider. Unless the Wizard pays 5 points of Long Term END each hour, the mount will be dismissed to its place of origin. This potent and difficult spell allows the Wizard to summon an entity from another plane. The True Name of the entity must be known by the Wizard before he can perform this summoning, but the entity can be from any plane previously visited by the mage. To perform the conjuration, the Wizard will need a large sample of material native to the plane of the entity, and a circle of summoning surrounded by a runic equation. Once the creature has been summoned, he is under no obligation to serve the Wizard. Indeed, he could be quite annoyed at being drawn from his native home in this manner, and might immediately seek to attack the Wizard. With this powerful spell, the caster teleports to his location a resident from any geographical area that the caster is familiar with (i.e. has visited in the past). The area could vary in size from a country to a building. The caster does not control exactly who will be summoned, although it will always be some sentient humanoid. Thus the reliability of the spell is somewhat limited. Also, the summoned person is usually rather upset about being summoned and will generally leave (teleport back) unless bribed or convinced to stay. This spell allows the wizard to summon a Salamander from the elemental plane of fire. (See HERO Bestiary for stats.) The Salamander will seek to set afire anything it can reach, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby. This spell summons a Succubus, an infrequently summoned demon that can be useful for certain special tasks. The Succubus will want to steal the soul of the caster, and will appear to be cooperative to achieve this goal. A same spell can be used for summoning an Incubus, the masculine form of the Succubus - although they can change their forms, the spell will compel them to appear in the form specifically called. This powerful incantation allows the water wizard to summon a Water Weird. (See the stats listed below.) The Weird will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have a large source of water nearby. This spell will summon a swarm of indigenous vermin. The pests will be under no compulsion to serve the Caster, but they are likely to be annoyed at being disturbed from their nests and can serve as a dangerous distraction. This spell summons numerous winds to whip the caster's robes about his body dramatically, blow papers about the place, rustle the curtains, blow doors shut, and muss his opponent's hair. This spell has no combat effect, but in a dusty environment it might subtract 1 or 2 from perception rolls. It can of course blow out all the candles, plunging a room into natural darkness. It is great for getting people's attention and adding to Presence attacks. When this spell is cast, light rays from the sun are focused into a deadly beam of energy. Because the beam is so tightly focused, it is accurate over long distances and can penetrate even the toughest of armor. This spell enables the caster to do battle with those creatures which alter their form, especially in a chaotic nature. This spell will weaken the changing ability possessed by such creatures, and helps the caster identify them. A clear gas is emitted by a pile of garbage, poisoning those caught nearby and providing an explosive mixture if a source of flame is available. The cloud will quickly dissipate, leaving an unpleasant odor in the air. The wizard calls out insects, and shapes them into a swarm. The attackers' small size allows them to at least irritate heavily armored targets. The swarm is not completely mindless; they will not go into fire, water, or any other environment that will cause their death. The wizard disintegrates into a swarm of tiny animals that attack and move as a group. While each individual animal is easy to slay, collectively the swarm can be quite lethal. (See the HERO Bestiary, Swarming Animals.) The type of swarming animal must be selected when this spell is first chosen, and can be worth no more than 115 points. This spell allows the caster to swim for extended periods of time at greater than normal speeds. And since it also gives the caster the ability to breathe underwater he may stay underwater indefinitely. The Mage can call a swirling wind to blow all the loose debris up in the air, making it impossible to see or hear anything. With this spell, the Wizard is able to increase the viscosity of a body of liquid, slowing the movement of any objects through the fluid. The thick liquid has no effect upon the caster.