Wyrmspells

wyrm

Casting costs/difficulty:

circle Mana cost dl
1st 1 5
2nd 2 7
3rd 4 9
4th 8 13
Core book

First Circle

Frostburn
Touch attack that causes 1d6-2 damage. Each level of enhancement raises the damage by +1.

Healing Hand
Heals 1d6 HP. Caster must touch the target. Each level of enhancement heals an additional hit point.

Magic Light
Caster creates a magic light on the tip of a staff or other weapon that illuminates a 10-yard radius, much like a torch. Enhancement can be used to add one or more of the following effects:
• Ball of light (the caster forms the light into a floating ball that can be controlled by thought)
• Colored light (the light shines in a color of the caster’s choosing)
• Light beam (the light shines in a tight beam which reaches 15 yards)
• Flash (the effect lasts only one round but blinds everyone who looks unprotected into the flash for 1d6 rounds)
The magic light shines for 1 hour or until dispelled by the caster. It can also be sustained for 1 additional mana per hour.

Sense Magic
Caster senses the presence of magic in a 3 yard radius. Each level of enhancement adds another yard to the radius. This basic detection is instantaneous, but the spell can also be sustained for a cost of 1 mana per minute.

Telekines
Caster may remotely move one item up to 1kg. Each enhancement adds another kilogram of weight that can be moved. Telekinesis lasts for 1 minute and can be sustained for 1 additional mana per minute.

Second Circle

Create Food and Water
The spell creates one daily ration of food and water for one person.

Healing Light
Heals 1d6 HP without having to touch the target. Each level of enhancement heals two additional hit points.

Identify
Allows the caster to identify one magic proper-ty of an item. Each level of enhancement identifies one additional property.

Levitation
Caster may slowly float up and down for up to 3 minutes. The spell can be sustained for 1 mana per additional minute. This spell provides no horizontal propulsion, but a caster may use other means to float horizontally.

Lightning Bolt
Missile attack that causes 1d6+2 damage (+2 damage per level of enhancement).

Magic Armor
A magic bubble around the caster absorbs any damage until its HP are depleted or dispelled. The bubble has 4 hit points and each level of enhancement adds 4 more. Excess damage is not transferred.

Third Circle

Chain Lightning
As Lightning Bolt, but can also attack multiple enemies as long as they are within 5 yards of each other. Damage as Lightning Bolt. The maximum number of targets affected is 3.

Air Walk
The caster may walk on air as if it were solid ground for up to 3 minutes. The spell can be sustained for 1 minute per additional mana spent.

Firebolt
This missile spell causes 3d6 damage in a radius of 3 yards. Enhancement can be used to:
• improve the damage by +2
• extend the radius by 2 yards
A Firebolt may be enhanced in both ways, paying for each enhancement separately.

Enchant Weapon
The caster puts a temporary enchantment on a weapon that then grants its wielder +2 on attack rolls and damage. Lasts for one combat encounter. Enhancement can be used to add +1 to both the attack and damage bonuses.

Stasis
Touch attack that puts target into stasis. For the target time stands still; the target cannot move, attack or be attacked. Duration is one hour. Enhancement adds one additional hour.

Fourth Circle

Summon Earth Elemental
Caster summons an Earth Elemental under his control. The Elemental is destroyed when its HP are depleted or when dispelled by the caster.

Magic Step
The caster can teleport up to 10 yards in any direction. Each enhancement adds 10 yards to the distance teleported. No line of sight is needed, but the caster must have a clear image of the place where he wants to teleport to in his mind.

Use Moongate
The caster can open moongates at special places (like stone circles) that allow instant travel over long distances. Moongates start to close slowly after 2 minutes. They cannot be held open, nor can they be opened more than once every 6 hours.

Return Life
Caster can revive one fallen character as long as the body is still intact and warm. Upon revival the returned character is healed to 2 HP. Enhancement can be used to increase the healing by 2 hit points.

Phantom Steed
The caster calls a phantom steed that can act as a mount for 24 hours. The phantom steed needs no rest and can walk on water. This spell can not be sustained; the steed must be resummoned after the 24 hours are up.

From The Imperial Library

First Circle

Attack Spells

Painful Touch (Frostburn, Embergrasp, Shocktouch, Grip of Corrosion, Kiss of Venom)
Touch attack that causes 1d6 damage. Each level of enhancement raises the damage by +1.

Painful Missile (Icedagger, Slingbullet, Spark)
A small magic missile that causes 1d6-2 damage hit point (minimum 1) to a target within line of sight. Each level of enhancement raises the damage by +1.

Painful Blast (Burning Ash, Frostbreath, Sandspray Acid Cloud)
A short ranged blast that strikes up to 2 targets within 3 yards of the caster and each other for 1d6/2 damage. Each level of enhancement raises the damage by +1.

Lesser Vampiric Touch (Caress of Hunger)
Touch attack that causes 1d6/2 damage and heals the caster by the same amount of damage caused. Each level of enhancement raises the damage by +1.

Poison Touch (Wasting Disease, Slowburn, Acid Touch)
Touch attack that afflicts target with mild poison (1d3 initial damage, 1 damage per round until successful Warrior check vs. DL 7). Each level of enhancement can increase the DL of the Warrior check by +1.

Stun (Frighten, Stumble, Lost Moment)
One character within the casters line of sight must make a DL 7 Mage roll or lose their next action. Each level of enhancement can increase the DL by +1.

Defensive Spells

Soothing Touch (Painease, Calming Touch, Cauterize)
Heals 1d6 HP Caster must touch the target. Each level of enhancement heals an additional hit point.

Soothing Ray (Inspire Stamina)
Heals one target within the caster’s line of sight for 1d6-2 HP (minimum 1). Each level of enhancement heals 2 additional hit points.

Soothing Aura (Bond of Brotherhood)
Heals up to 2 targets within 3 yards of the caster for 1d6/2 damage. Each level of enhancement heals an additional hit point.

Lesser Armor (Armor of Faith, Battle Awareness Meditation, Stoneskin, Oakflesh)
The touched target benefits from a +2 bonus to Defense for one round. Each level of enhancement raises the bonus by +1. The spell can be sustained until the end of a combat encounter for 1 additional Mana point.

Lesser Deflection (Spirit Shroud, Guardian Sylphs, Shield of Faith, Cloud of Darkness)
The touched target is protected from ranged attacks by a shield that has 4 HP The protected character will not take damage from ranged attacks until the shield is destroyed. Each level of enhancement raises the shield’s HP by +4. Any excess damage is not transferred if the shield is depleted by an attack that deals more damage than the remaining hit points of the shield. The shield fades after one hour if it is not depleted; it may be sustained for one mana point per additional hour.

Utility Spells

Courier (Whispering Wind, Call the Messenger, Telepathic Sending)
This spell allows the caster to send a short message (any speech delivered in one breath) to a specific person or place within one mile. Each level of enhancement increases the distance by another mile.

Create Food and Water (Magician’s Meal, Wizard Bread)
The spell creates one daily ration of food and water for one person. The food is a bland but nourishing porridge, gruel, or doughy bread. With an enhancement, the food can be made seasoned and flavorful. With two enhancements, the food can be made to order in the form of any real meat and vegetables.

Magic Light (Torch of Pantel, Coldfire, Eyes of the Moon)
Caster creates a magic light in the palm of the caster’s hand or on the tip of a staff or other weapon held by the caster that illuminates a 10-yard radius, much like a torch. Enhancement can be used to add one or more of the following effects:
• Ball of light: the light can be moved by a thought up to 5 yards away from the caster
• Colored light: the light shines in a color of the caster’s choice
• Light beam: the light shines in a tight beam which reaches 15 yards
• Flash: the effect lasts only one round but everyone who looks unprotected into the flash is blinded for 1d6 rounds
The magic light shines for 1 hour or until dispelled by the caster. It can also be sustained for 1 additional mana per hour.

Sense Magic (Arcane Awareness, Detect the Craft)
Caster senses the presence of magic in a 3 yard radius. Each level of enhancement adds another yard to the radius. This basic detection is instantaneous, but the spell can also be sustained for a cost of 1 mana per minute. The sensation is vague and only indicates if magical power is present, but with an enhancement the Circle (or equivalent) of the magic can be determined.

Lesser Telekinesis (Mindgrasp, Hand of Thought, Servant of the Breath, Summon Pixies)
Caster may remotely move one item within line of sight and with a mass up to 1kg. Each enhancement adds another kilogram of weight that can be moved. Telekinesis lasts for 1 minute and can be sustained for 1 additional mana per minute. Objects can be weakly thrown using Mage as an attack roll, but doing so expends the energy of the spell. Damage is 1D6/2 (+1 per enhancement).

Minor Summoning (Weak Calling, Raise Simple Creature, Call Vermin)
Caster may summon a small creature with up to 5 points in attributes and no attribute higher than 3.

Minor Creation (Arcane Fabrication, Spellweaving, Spellsmith)
Caster may summon a single small and common item. The item must be 3 yards or less in its longest dimension, weigh less than 3 kilograms, and have a market price of less than 3 silver pieces. Examples of such items are 3 yards of rough cloth, a 3 yard wooden pole, a crossbow bolt, a plain cloth tunic, a simple dagger, a rock, etc. Each level of enhancement raises the length, weight, or value by +1 (yard/kilogram/silver piece). (Optional: The caster may be required to have talent as a Craftsman and make a skill check to increase the silver piece value of the created item. Making a fancy dagger with engraved details would require the knowledge of a blacksmith, making a shirt with interesting embroidery would require the knowledge of a tailor, etc.)

Minor Divination (Gravespeak, Interrogate the Stones, Echoes of the Past)
The caster may use this spell to ask a question about the present or the recent past in relation to an object or place the caster touches. For example, if the caster sees that a room has been recently disturbed, the spell could be used to ask "Who was in this room before I came here?" or "Who pushed over that bookshelf?" Some casters directly interrogate the inanimate objects they are curious about, such as asking a smashed table "Who broke your legs?" or asking a bloody knife "Who did you hurt?" Some variations of this spell are used to get information from the dead by questioning their corpses about things they knew or saw in life. Each casting of this spell allows the asking and answering of one main information question (who, what, where, when, why, how…) and a few clarifying followup questions that can be answered "yes" or "no" or "not clear". Each level of enhancement allows questions about the more distant past but information becomes increasingly vague. When using this spell to question a sentient spirit (such as a dead person), the object of the spell may resist answering by making an opposed Mage roll against the caster.

Enhanced Skill (Blessing, Inspiration, Sharpen Tool, Analyze Foe, Blur, Deepshadows)
Whether it’s through temporarily conjuring the perfect tool for the job or mystically granting insight into the task at hand, this spell allows the touched target to make one skill check or attack roll with a +2 bonus. Each level of enhancement raises the bonus by +1.

Jump (Blink Teleport, Leap, Burrow, Shadowstep)
This spell allows the caster or a touched target to instantly move to another location within 5 yards and in line of sight of the caster. Each level of enhancement increases the range by 5 yards.

Sentry Ward (Faithful Watchdog, Boundary)
The caster marks a small area (less than 10 yards in its longest dimension) such as a small room, a doorway, or a circle on the ground. The caster will be instantly aware if anyone passes the marked boundary unless they make an opposed Rogue check against the caster’s Mage attribute to sneak through. The duration of the spell is 12 hours. Each level of enhancement can add 6 hours to the duration or add +1 to the DL of the check to successfully pass the warded boundary.

Skim (Lightfoot, Featherfloat, Hover) This spell allows the caster to run across any surface including water and vertical walls as long as they don’t stop running; the caster will fall after stopping on a surface that can’t normally support them. The spell lasts one round but can be sustained for one mana per additional round.

Tent (Endure Elements, Insect Ward)
This spell protects the caster from the effects of normal weather for 6 hours: the caster’s clothing repels rain, dust, and mud and remains at a comfortable temperature. The caster can even lie down on muddy ground without getting wet or dirty and small insects and vermin won’t approach within one yard. The spell must be cast with one level of enhancement to endure extremes of heat or cold (such as in a sweltering summer heatwave or desert or freezing cold in the depths of winter).

Disguise (1000 Faces, Flesh-shaping, Costume Change)
The caster can alter their appearance in simple ways such as changing skin tone, facial features, and hair color. Enhancements can be used to make more substantial changes such as increasing or decreasing apparent weight or height up to 10% or changing the color and style of clothing and equipment. Copying a specific individual’s appearance also requires a Mage check (in addition to the enhancements needed to make appropriate changes) with a DL determined by the GM based on how familiar the caster is with the subject to be copied.

Empathy (Read the Heart, Sense Emotions)
The caster becomes more aware of the inner feelings of others. While the caster can not read the thoughts of others, their true emotions and attitude are more apparent. This gives the caster a +2 bonus on all rolls in social situations like negotiations or interrogations or interpreting the gestures of someone from an unfamiliar culture without a common language. With an enhancement, the caster may also transmit their own feelings to others; the caster can’t lie in this state but it can be useful for making someone who doesn’t speak your language understand when you try to say things like "I don’t want any trouble" or "Get out of here or I’ll kill you". This spell lasts about 30 minutes but it can be sustained for 1 mana point for each additional 10 minutes.

Second Circle

Attack Spells

Wounding Touch (Claws of the Beast, Shadowless Kick, Fist of Fire)
Touch attack that causes 2d6 damage. Each level of enhancement raises the damage by +2.

Wounding Missile (Lightning Bolt, Acid Arrow, Telekinetic Punch)
A magic missile that causes 1d6+2 damage to a target within line of sight. Each level of enhancement raises the damage by +2.

Wounding Blast (Fire Grenade, Dagger Wind, Choking Cloud)
A short ranged blast that strikes up to 3 targets within 5 yards of each other for 1d6 damage. Each level of enhancement raises the damage by +2.

Push (Summon Spectral Ram, Bellow)
This spell strikes one target within 5 yards of the caster. The target must roll an opposed check of their Warrior attribute against the caster’s Mage attribute. If the caster wins, the target is pushed away from the caster until the target is beyond the range of the spell. The target will get a favorable circumstance bonus if there is something sturdy for them to hold when they resist the push. Each enhancement can add one yard to the range. If the target strikes an unyielding object before reaching the full range of the spell, they stop and take 1d6 damage.

Vampiric Touch (Kiss of the Succubus, Cannibalize)
Touch attack that causes 1d6 damage and heals the caster by the same amount of damage caused. Each level of enhancement raises the damage by +2.

Spit Venom (Corrosive Strike, Wilting Stare)
The caster strikes one target up to 5 yards away with lethal poison (1d6 initial damage, 2 damage per round until successful Warrior check vs. DL 11). Each level of enhancement can increase the DL of the Warrior check by +1.

Defensive Spells

Healing Touch
Heals 2d6 HP. Caster must touch the target. Each level of enhancement heals 2 additional hit points.

Healing Ray
Heals one target within the caster’s line of sight for 1d6+2 HP. Each level of enhancement heals 2 additional hit points.

Healing Aura
Heals up to 4 targets within 5 yards of the caster for 1d6 damage. Each level of enhancement heals 2 additional hit points.

Armor
The touched target benefits from a +4 bonus to Defense for one round. Each level of enhancement raises the bonus by +2. The spell can be sustained until the end of a combat encounter for 2 additional Mana points.

Deflection
The touched target is protected from ranged attacks by a shield that has 8 HP. The protected character will not take damage from ranged attacks until the shield is destroyed. Each level of enhancement raises shield’s HP by +8.

Utility Spells

Clairvoyance
The caster can enter a trance and mentally project their senses up to 100 yards from their body in any direction. The caster can see and hear normally (e.g. they are still affected by darkness) and can move their point of view at the pace of a slow walk but cannot pass through a solid barrier (although it can pass through any opening bigger than the caster’s fist). Enhancements can be used for the following effects:
• Increase the range by 100 yards
• Increase the speed at which the caster’s point of view can move. One enhancement will increase the speed to a running pace, two is fast enough to follow a galloping horse, three is fast enough to keep up with a swift bird.
• Allow the caster’s point of view to pass through solid barriers. One enhancement will allow it to pass through curtains, shutters, and thin wooden doors. Two enhancements will allow it to pass through wood or mud walls. Three will allow it to pass through stone walls. Four enhancements are needed to pass through metal or other exceptionally dense materials such as some rare types of wood or stone.

Enchant Weapon
The caster puts a temporary enchantment on a weapon that grants its wielder +2 on attack rolls and damage. Lasts for one combat encounter. Enhancement can be used to add +2 to the attack bonus, +2 to the damage bonus, or +1 to both.

Identify Magic
Allows the caster to identify one magical property of an item. Each level of enhancement identifies one additional property. (Optional: "Properties of a magic item" may include information about its history such as its age, creator, significant previous users, etc.)

Incite Rage (Awaken the Slumbering Bear)
This spell causes one target to go into a berserker frenzy (as the Berserker talent), but the DL of the Mage roll to end the frenzy is the caster’s Mage score +3. Each level of enhancement can raise the DL by +1.

Calm Rage (Sooth the Savage Heart)
This spell causes one target to suffer a -2 penalty to attack rolls against anyone who makes no violent motions toward them. Each level of enhancement can add another -1 to the penalty. If the total penalty causes the target to make an attack roll of 0 or less, it must make a Mage roll of DL 7 to attack again unless provoked.

Magic Sight
The target of this spell gains the ability to see without penalty through darkness or other vision obscuring things like clouds of smoke, dust, fog, etc. The vision extends 10 yards. Each level of enhancement can extend the range by 5 yards.

Telekinesis
Caster may remotely move one item within line of sight and with a mass up to 10kg. Each enhancement adds another 10 kilograms of weight that can be moved. Telekinesis lasts for 1 minute and can be sustained for 1 additional mana per minute as long as it is used to move things slowly. If it is used for too many quick, forceful movements like throwing objects the energy of the spell is spent. Up to 3 objects can be forcefully thrown using Mage as an attack roll. Damage is 1D6 (+2 per enhancement).

Call Object
The caster may summon a particular object that has been prepared as the object of this spell in a ritual that takes about an hour. The object must be small enough and light enough for the caster to hold it off the ground unassisted. When this spell is cast, the object instantly appears in the caster’s grasp if it is within 10 yards of the caster. Each level of enhancement will add 10 yards to the range.

Summoning
Caster may summon a creature with up to 10 points in attributes and no attribute higher than 6.

Creation
Caster may spontaneously create a single common item from nearby materials. The item must be 10 yards or less in its longest dimension, weigh less than 10 kilograms, and have a market price of less than 10 silver pieces. Examples of such items are a 10 yard length of rope or chain, a ladder, a crossbow, a small shield, a sword, a square stone block, etc. Each level of enhancement raises the maximum length, weight, or value by +2 (yard/kilogram/silver piece). (Optional: The caster may be required to have talent as a Craftsman and make a skill check to create item. Reforging a pile of daggers into a sword would require the knowledge of a blacksmith, etc.)

Enhanced Warrior (Steely Sinews)
This spell allows the touched target to roll an additional D6 and keep the highest for all Warrior rolls for the duration of one encounter.

Enhanced Rogue (Quicksilver Nerves)
This spell allows the touched target to roll an additional D6 and keep the highest for all Rogue rolls for the duration of one encounter.

Enhanced Mage (Diamond Mind)
This spell allows the touched target to roll an additional D6 and keep the highest for all Mage rolls for the duration of one encounter.

Wall Walk
The caster may walk on any solid surface as if it were horizontal ground for up to 10 minutes. The spell can be sustained for 10 minutes per additional mana spent.

Levitation
Caster may slowly float up and down for up to 3 minutes. The spell can be sustained for 1 mana per additional minute. This spell provides no horizontal propulsion, but a caster may use other means to float horizontally.

Guardian Ward
The caster marks a small area (less than 10 yards in its longest dimension) such as a small room, a doorway, or a circle on the ground. Anyone passing the marked boundary will be challenged by a guardian (a spirit, a summoned creature, a mechanical construct, or something else depending on the specific variation of the spell). There are three main types of guardian that the caster may choose. The guardians are extremely dedicated to guarding their area or portal and will not allow anyone to pass them until destroyed or outmanoeuvred or overpowered. The spell lasts until the guardian is destroyed or dismissed by the caster.
• Warrior Guardian: W8, R4, M1. 25 HP, Defense 12. Each round the Warrior Guardian can make a melee attack for 1d6+2 damage.
• Rogue Guardian: W4, R8, M1. 20 HP, Defense 14. Each round the Rogue Guardian can make one ranged attack for 1d6 damage or two melee attacks for 1d4-2 damage.
• Mage Guardian: W1, R3, M8. 12 HP, Defense 9. Each round the Mage Guardian can use its Mage score to make a ranged or melee attack of 1d6 or heal itself for 1d6 HP.

Undead Ward (Sanctify, Holy Ground, Repel the Unclean)
The caster marks a small area (less than 10 yards in its longest dimension) such as a small room, a doorway, or a circle on the ground. Any undead must beat the caster in an opposed Mage check in order to pass the marked boundary. Ranged attacks can be used normally across the barrier. The spell lasts 2 hours. It can be sustained for 1 mana point per hour.

Third Circle

Attack Spells

Destroying Touch (Dragon Claw, Immolation, Touch of Decay)
Touch attack that causes 3d6 damage. Each level of enhancement raises the damage by +3.

Destroying Missile (Lightning Bolt, Fire Lance)
A magic missile that causes 2d6+2 damage to a target within line of sight. Each level of enhancement raises the damage by +3.

Destroying Blast (Chain Lightning, Firebolt, Whirlwind, Storm of Blades)
A powerful blast that strikes up to 5 targets in the caster’s line of sight and within 5 yards of each other for 2d6 damage. Each level of enhancement raises the damage by +3.

Greater Vampiric Touch (Vampire’s Embrace, Feast of Ghouls)
Touch attack that causes 2d6 damage and heals the caster by the same amount of damage caused. Each level of enhancement raises the damage by +3.

Defensive Spells

Restoring Touch
Heals 3d6 HP. Caster must touch the target. Each level of enhancement heals 3 additional hit points.

Restoring Ray
Heals one target within the caster’s line of sight for 2d6+2 HP. Each level of enhancement heals 3 additional hit points.

Restoring Aura
Heals up to 5 targets within the caster’s line of sight for 2d6 damage. Each level of enhancement heals 3 additional hit points.

Fate Armor (Lucky Charm, 9 Lives, Spectral Bodyguard)
The touched target gains 1 Fate point that may only be spent to negate the damage from an attack. Each level of enhancement adds another Fate point. These Fate points are lost at the end of the combat encounter if they are not spent.

Purify Venom
This spell allows the caster to replace a touched poison victim’s Warrior check to stop the poison with a Mage check by the caster.

Utility Spells

Stasis (Petrify, Iceprison, Tomb of Bronze)
Touch attack that puts target into stasis. Time stands still for the target; the target cannot move, attack or be attacked. The spell lasts one hour and each level of enhancement adds one additional hour.

Concentrate (Mental Index, Mind of Steel, Focus of the Archmage)
For the duration of this spell, the caster may maintain any number of spells for only a single -1 penalty. The mana costs for sustaining the spells are unaltered. This spell lasts 10 minutes plus 10 additional minutes for each level of enhancement.

Fine Telekinesis (Dancing Blades, Poltergeist Legion)
Caster may remotely move many items within line of sight and with a total mass up to 10kg. Each enhancement adds another 10 kilograms of weight that can be moved. Telekinesis lasts for 1 minute and can be sustained for 1 additional mana per minute. The caster can make quick precise movements with the manipulated objects and can even wield weapons in combat. In one combat round, the caster may spend three “telekinesis points” to represent how the cloud of manipulated objects are being used. Each enhancement adds an additional “telekinesis point”.
• Shield: +1 Defense bonus to one character. There is no AP for this “shield”.
• Attack: Deal 1d6 damage to one target or fire a loaded ranged weapon for its normal damage. Attacking with a two-handed weapon for 2d6 damage requires 2 points.
• Steps: Form a bridge, ladder, or stairs to allow one character to move their normal running distance while ignoring terrain. They must be on solid ground at the end of their movement because Fine Telekinesis can’t bear their weight for an extended time.
The Shield and Attack effects can be combined: up to three points may be spent for the same effect on one target. For example, one character can get up to a +3 shield bonus and one enemy can be attacked for 3d6 total damage.

Greater Summoning
Caster may summon a creature with up to 15 points in attributes and no attribute higher than 9.

Phantom Steed (Magic Carpet Ride, Cloud Chariot)
This spell creates a magical creature or construct which can travel over land and water as fast as a galloping horse. The steed has W5, R5, M0, 12HP, and a 1d6 damage melee attack that uses Warrior. The spell cannot be sustained and ends after 24 hours or when the steed is destroyed, but it can be cast again immediately.

Raise Wall (Fortress, Mason’s Secret)
This spell creates a thick, sturdy wall out of surrounding inanimate materials. Rock, earth, sand, timber, or even snow and ice can be magically raised and fused into a solid wall. The magic forms the material into a wall but the qualities of the material don’t change (i.e. a wall of ice will melt in the spring, a wall of wooden timber can be burned). The total area of the wall is 50 square yards. Each level of enhancement can add another 10 square yards. Because the purpose of the spell is to create a barrier and not simply a slab of material that can be used as one, the wall must be formed in a stable position: it can stand freely in a vertical position but it can only be formed away from the vertical if it is firmly attached to an existing structure (such as forming a roof over load-bearing walls or sealing off an opening). It cannot be created in an unstable position where it will immediately fall over or collapse. The wall appears crude and roughly hewn but an additional level of enhancement can be used to carve or decorate it according to the caster’s wishes and artistic ability.

Greater Creation (Spectral Workshop, Fairy Forge, Magifacture)
Caster may spontaneously create a single complex item with articulated parts or many simple items from nearby materials. The items must all fit inside a cube 10 yards on a side and have a total market value of less than 100 silver pieces. Examples of complex items include plate armor, rifles, crossbows with cranequin, golem components, or other things with interlocking or moving parts. Each level of enhancement raises the maximum length by 2 yards, the maximum value by 10 silver pieces, or reduces the required volume of raw materials by a quarter (the remainder will be made up by the magic; 4 enhancements can eliminate the need for raw materials completely). (Optional: The caster may be required to have talent as a Craftsman andmake a skill check to create an item. Reforging a pile of daggers into a sword would require the knowledge of a blacksmith, etc.)

Exchange Attribute
This spell allows the caster to reduce one attribute by 2 points and increase another by 1 point for the duration of one encounter. Each level of enhancement allows another 2 points to be exchanged. At the GM’s option, this spell may be split into different version that need to be learned separately. For example, a variant with 6 versions:
• Warrior for Rogue: The caster’s muscles are magically guided to work in perfect balance so power becomes precision.
• Warrior for Mage: The caster’s mind cannibalizes his physical strength and energy to draw more power for the mental faculties.
• Rogue for Warrior: The caster’s nerves, joints, and muscles are slightly altered to trade fine control and graceful movements for precision for raw power.
• Rogue for Mage: The caster’s mind withdraws into itself for purely mental pursuits which leaves his limbs shaking and trembling from the diminished guidance from the brain.
• Mage for Rogue: A portion of the caster’s mind is given over to governing the body’s physical movements which slows and weakens the mind for more abstract pursuits.
• Mage for Warrior: By tapping into primal forces within, the caster becomes more animalistic, less thinking but stronger and driven by rage and fear and instinct.
Or a variant with 3 versions:
• Sacrifice Strength: The caster may trade Warrior for either Rogue or Mage.
• Sacrifice Control: The caster may trade Rogue for either Warrior or Mage.
• Sacrifice Thought: The caster may trade Mage for either Warrior or Rogue.
Or another variant with 3 versions:
• Feed Strength: The caster may exchange another attribute for Warrior.
• Feed Precision: The caster may exchange another attribute for Rogue.
• Feed Thought: The caster may exchange another attribute for Mage.

Invisibility
The touched target of this spell becomes completely invisible. Anyone attempting to target the invisible character will have a -6 penalty unless there are circumstances to minimize or eliminate that penalty (e.g. the invisible character is standing in water or mud that shows their steps, their enemies are trained in fighting while blind, etc.). The spell lasts for 30 minutes and can be sustained for 10 minutes per additional mana spent.

Magic Step
The caster can teleport up to 10 yards in any direction. Each enhancement adds 10 yards to the distance teleported. No line of sight is needed, but the caster must have a clear image of the place where he wants to teleport to in his mind. air walk The caster may walk on air as if it were solid ground for up to 10 minutes. The spell can be sustained for 10 minutes per additional mana spent.

Hazardous Ward (Wall of Fire, Blade Barrier, Shrine of Icy Winds, Miasma)
The caster marks a small area (less than 10 yards in its longest dimension) such as a small room, a doorway, or a circle on the ground. Anyone passing the marked boundary will take 3d6 damage. The duration of the spell is 12 hours. Each level of enhancement can add 6 hours to the duration or add +3 damage to the ward. curse of withering (Sap Strength, Limbs of Lead) A target within line of sight of the caster suffers a -1 penalty to Warrior rolls for the duration of one encounter. Each level of enhancement increase the penalty by an additional -1.

Curse of Trembling (Sluggishness, Inflict Tremors)
A target within line of sight of the caster suffers a -1 penalty to Rogue rolls for the duration of one encounter. Each level of enhancement increasethe penalty by an additional -1.

Curse of Confusion (Inflict Visions, Maze, Hypnotic Chant)
A target within line of sight of the caster suffers a -1 penalty to Mage rolls for the duration of one encounter. Each level of enhancement increase the penalty by an additional -1.

Fourth Circle

Attack spells

Annihilating Touch (Scythe of Death, Rip Spirit from Flesh, Freezing Grasp)
Touch attack that causes 4d6 damage. Each level of enhancement raises the damage by +4.

Annihilating Missile (Boulder Cannon, Thunderbolt, Eruption)
A magic missile that causes 3d6+2 damage to a target within line of sight. Each level of enhancement raises the damage by +4.

Annihilating Blast (Chain Lightning, Meteor Strike, Burning Hail, Rain of Swords)
A powerful blast that strikes up to 10 targets in the caster’s line of sight and within 10 yards of each other for 3d6 damage. Each level of enhancement raises the damage by +4.

Mana Drain (Wizard Death, Energy Drain)
This spell causes one target within the caster’s line of sight to lose Mana points. The target must make a DL 11 Mage check or lose 2d6 Mana points. Each level of enhancement increases the DL by +1.

Ultimate Vampiric Touch (Reaper’s Harvest, Consume Life)
Touch attack that causes 3d6 damage and heals the caster by the same amount of damage caused. Each level of enhancement raises the damage by +4.

Defensive spells

Resurrecting Touch
Heals 4d6 HP. Caster must touch the target. Each level of enhancement heals 4 additional hit points. This spell can be used on a character who died less than an hour before; it can restore them to life with 1d6 hit points.

Resurrecting Ray
Heals one target within the caster’s line of sight for 3d6+2 HP. Each level of enhancement heals 4 additional hit points. This spell can be used on a character who died less than 5 minutes before; it can restore them to life with 1d6/2 hit points.

Resurrecting Aura
Heals up to 5 targets within the caster’s line of sight and within 10 yards of the caster for 3d6 damage. Each level of enhancement heals 4 additional hit points. This spell can be used on characters who died in the preceding round; it can restore them to life with 1 hit point.

Mirror Image (Doppelgänger, Twin)
The caster creates an illusionary duplicate of themselves that has the same attributes, skills, physical talents, and hit points but no mana points. The duplicate and the caster must stay adjacent to each other or the duplicate will fade away. Any time the caster or the duplicate is targeted by an attack, the caster may make a Rogue roll at DL 11 to choose which twin will be hit: this roll represents the caster and the twin shuffling back and forth to confuse the enemy into targeting the caster’s choice. The mirror image has the same equipment as the caster (but all magic items are non-magical copies) and may attack with the caster’s skills and weapons, but not spells. The duplicate and the caster may not attack on the same turn (i.e. the caster still only gets one attack, even with two bodies), unless the caster has the Double Attack talent in which case both may make one attack. The spell lasts one round but may be sustained for 1 mana point for each additional round.

Utility Spells

Sanctuary (Withdraw, Retreat Within, Long Moment)
This spell creates a small bubble around the caster. Time flows differently in this immobile sanctuary: although time appears to pass normally for the caster, only a few seconds pass outside the bubble. While inside the sanctuary, the caster cannot move, attack or be attacked. The caster may only interact with objects that were carried when the spell was cast. For example, the caster could sit down, open a back pack, and read a book, but couldn’t take a book from a nearby table. The spell has an apparent duration of one hour for the caster and one combat round for those outside the sanctuary. Each level of enhancement adds one additional hour or allows one additional character who is touching the caster to be included in the spell’s effect.

Ultimate Summoning (Summon Earth Elemental)
Caster may summon a creature with up to 20 points in attributes.

Apotheosis
This spell allows the caster to use their best attribute for any roll for one round. The spell can be sustained for 1 mana point per round.

Intangibility (Smokewalker, Form of Shadow)
The touched target of this spell becomes almost completely intangible to solid matter. They can still be seen but solid objects smaller than their body will pass through it like smoke. They can be heard but their voices sound like a quiet whisper even when shouting and they make no more sound when moving than a very soft breeze. They can’t casually pass through solid objects larger than themselves but they can do it with a little concentration. They can slip through narrow cracks (such as slipping around a closed door) with a DL5 Rogue check and they can pass through solid barriers with a DL7 Mage check. The spell lasts 30 minutes and may be sustained for one mana for each additional 5 minutes.

Major Divination (Doom, Sense Fate)
This spell allows the caster to determine the circumstances of a future event such as the success of an ally or the defeat of an enemy. When casting this spell, the player describes a specific event that will happen at some future time and spends two of the character’s Fate points. These Fate points cannot be restored until the foretold event has happened. This specific event is perceived by the character as a vision of the future. Although the player has chosen these conditions (subject to approval from the GM, who should ensure the circumstances are not too vague or too impossibly specific), the character has not. From the point of view of the characters in the game world, these circumstances were always in place and only now were they revealed. The circumstances determined by this spell provide a permanent +4 bonus to actions that will lead to the foreseen event or a -4 penalty to actions that would prevent the foreseen event. For example, a character might want to determine the circumstances under which the foul icedrake Bangverm will be defeated. The player of the character who casts this spell decides that “Bangverm will die in a circle of spears and fire”. From that point on, all attacks against Bangverm while it is surrounded by “spears and fire” will get a +4 bonus and Bangverm will have a -4 penalty on its actions to avoid being killed. It is up to the GM to decide if and when the conditions have been fulfilled (Do the spears need to be literal spears or can the “circle of spears and fire” be a circle of thin stone obelisks with ritual bonfires? If Bangverm is maimed but lives and the common people start calling him “The One-eyed Wyrm”, does that count as the “death of Bangverm”?)

Open Moongate (Leyline Walker, Sail the Dragon Rivers)
The caster can open moongates at special places (like stone circles) that allow instant travel over long distances between them. Moongates start to close slowly after 2 minutes. They cannot be held open, nor can they be opened more than once every 6 hours. The caster must have some way of identifying the destination (for lack of a better word, the caster must know the mystical “coordinates” of the other stone circle). At the basic DL, this spell allows the caster to open a moongate between two known opening points. For one level of enhancement, the caster may choose a destination that lies on a line between the current location and another known opening point. If attempting to stop on the line, the actual destination point will be 3d6 x10 miles from the chosen destination. Each additional enhancement will divide that deviationin half.

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