Fantasy Spell List

Spell List

Ancient Rites

Level: 3

Skill: Sorcery

Time: 10 minutes

Range: Touch

The magician lays hands on members of the same religious faith and imparts on them divine energy to mark a special occasion.

This Spell can be used in one of the following ways:

  • Birth: The magician casts this Spell on newborn baby within 1 day of its birth. The parents of the child gain 1 Action Point each, any attempts to harm the child suffer a -1D penalty, and any rolls made by the child or the child’s parents to protect it from harm receive a +1D bonus.
  • Burial: The magician casts this Spell on a body that has been prepared for burial or cremation. Any surviving spouse, parents, children, or siblings of the deceased that are witness to the casting of this Spell each gain 1 Action Point and benefit from a +1D bonus to all Stamina and Willpower Skill rolls they make.
  • Coming of Age: The magician casts this Spell on an adolescent who has reach the age of adulthood for his or her society (ranging from 15 to 18 years of age). The adolescent gains 4 Action Points and benefits from a +1D bonus to all Stamina and Willpower Skill rolls he or she makes.
  • Coronation: The magician casts this Spell on a king, queen, emperor, or empress as part of the coronation ritual. The monarch gains 4 Action Points and benefits from a +1D bonus to all Stamina and Willpower Skill rolls he or she makes.

These effects (including any unused Action Points) last until the seventh sunrise after the Spell is cast.

A single person can only be affected by this Spell once at any given time.

The magician that casts this Spell cannot benefit from his or her own casting of it, even when cast as a Miracle.

Miracle: This Spell can be cast in one of the following two alternate modes:

  • Sacrament: The magician casts this Spell on a congregation of faithful that together take part in a religious rite. All in attendance gain 1 Action Point.
  • Judgment: The magician casts this Spell on a single living target within his or her Personal Spell Range. The target cannot use Action Points. This version of the Spell requires only a Full Action to cast.

These effects last (including the unused Action Points) until the next sunrise.

This Miracle costs 2 Action Points.

Attunement

Level: 1

Skill: Weirding

Time: Full Action

Range: Self

When the magician makes a Perception Skill roll, he or she may treat all results of a 2 on the dice as successes.

This Spell ends at the start of the next Scene.

Awe/Terror

Level: 2

Skill: Sorcery

Time: Full Action

Range: Personal (radius)

The magician afflicts all living creatures within range with a sense of awe or terror.

To cast this Spell, the magician shouts a threat or makes a display of power (such as drawing a sword, knocking over an idol to break it, etc.).

A target of this Spell may make a Willpower roll with a Target Number equal to the magician’s Sorcery Skill Level; if the rolls succeeds, the target is unaffected.

All affected creatures suffer 1 point of Fear. If the magician has Sorcery 4 or higher, this increases to 2 points of Fear instead.

A magician may cast this Spell once per game session.

Bestow

Level: 4

Skill: Alchemy

Time: 3 days

Range: Touch

The magician imparts magic power on a single non-magical object. That object becomes “bestowed.”

Skill rolls made using the object treat one result of a 4 on the dice for the roll as a success (for example, a bestowed sword used as part of a Melee Skill roll would treat one result of a 4 on the Skill roll dice as a success).

This bonus is applied even when other characters (other than the magician that cast this Spell) use the bestowed object.

The bestowed object remains so until it is broken or the caster of this Spell dies.

A magician may re-cast this Spell on an object he or she has bestowed to remove the effects of this Spell from that object. Magicians may only remove the bestowed quality from objects they bestowed themselves.

Miracle: This Spell is always cast as a Miracle; casting this Spell costs 5 Action Points.

If this Spell is cast to remove the effects of an already bestowed object, it casts only 1 Action Point instead.

Bless

Level: 3

Skill: Sorcery

Time: 1 minute

Range: Touch (another; not self)

A single willing creature the magician touches becomes “blessed.”

A creature can only be blessed once at any time, from any source.

When cast, this Spell may do one of the following:

  • End the effects of a Curse Spell affecting the target.
  • End the effects of a Cursed Blade Spell on a targeted weapon.
  • End the effects of a Cursed Blade Spell on a living target, allowing the living target to recover Wounds normally.
  • “Bless” a living target. A blessed living target may three times treat any result of a 2 on the dice for any Skill roll as a success.

The removal of a Curse or Cursed Blade Spell last indefinitely. A “blessing” lasts until the next sunrise.

Blight

Level: 2

Skill: Sorcery

Time: 1 minute

Range: Personal (radius)

All plant life and vegetation within a sphere centered on the magician (with a radius equal to the magician’s Personal Spell Range) withers and dies over the course of the casting of this Spell.

Leaves dry-out, vines and branches shrivel and warp, and the colors of the vegetation is sapped, leaving a blighted grayish brown.

When this Spell is cast, the magician may choose to make the radius of the sphere smaller than its maximum extent.

Miracle: If this Spell is cast as a Miracle, it affects an area equal to one acre in a radius around the magician.

All plant life in the affected area dies and no new plant life will grow again for one year and one day.

This Miracle costs 1 Action Point.

Burning Grip

Level: 2

Skill: Alchemy

Time: Full Action

Range: Touch

Difficulty: Moderate (2)

Any object or creature touched by the magician that casts this Spell heats up to a boiling temperature. Flammable objects immediately combust.

If the target of this Spell is a living creature, the target takes 1D Wound (fire) damage.

A heated object maintains its increased temperature for the remainder of the current Scene; a burning object continues to burn until the flames are extinguished, or the flammable object has been consumed.

A burning creature or object continues to take 1D Wound (fire) damage each round until the flames are extinguished.

Call Lightning

Level: 3

Skill: Sorcery

Time: Full Action

Range: Sight

The magician directs bolts of lightning from the natural environment to strike targets.

This Spell can only call lightning if the area where the lightning is called is under heavy rain or thunderstorm.

When casting this Spell, the magician may call 1 lightning bolt per 2 Sorcery Skill Levels he or she possesses.

Each lightning bolt may strike any target (creature, object, or open space) within the magician’s sight.

A lightning bolt deals Wound (electricity) damage to a target by way of a dice roll. The magician rolls 1D, plus 1D per his or her Sorcery Skill Level, then applies, as a penalty, a target’s Cover Dice (if any).

Each damage roll for each lightning bolt is made separately, one at a time. A single target may be struck more than once by multiple lightning bolts.

Any target, living or nonliving, that is flammable and is struck by lightning immediately bursts into flame.

Miracle: This Spell can call lightning from a sky that isn’t under heavy rain or thunderstorm. This Miracle costs 2 Action Points.

Calm Beast

Level: 1

Skill: Sorcery

Time: Full Round

Range: Personal

The magician calms one or more ferocious creatures within range.

When this Spell is cast, the magician chooses 1 target per the magician’s Sorcery Skill Level. Targets for this Spell must be non-intelligent creatures (animals, monsters, etc.).

The magician may affect a certain Threat Level of creature (or lower) based on his or her Sorcery Skill Level:

Magician’s Sorcery Skill Level Threat Level Affected
1-2 Low
3-4 Medium
5-6 High
7+ Extreme

A target of this Spell becomes calmed. The creature will stay in place and quietly observe the magician and other creatures and characters around it and will not take any hostile actions.

If any hostile attempt is made against a target of this Spell, the Spells ends. Likewise, if there are any sudden movements (including a character or other creature moving at a rate of more than 10 yards per Combat Round), this Spell ends. Otherwise, this Spell ends at the start of the next Scene.

Miracle: If this Spell affects any creature that is of High or Extreme Threat Level, it must be cast as a Miracle. Each creature of High Threat Level costs 1 Action Point to affect with this Spell and each creature of Extreme Threat Level costs 3 Action Points to affect with this Spell.

Circle of Death

Level: 3

Skill: Sorcery

Time: 1 minute

Range: Personal (radius)

All creatures within a radius equal to the magician’s Personal Spell Range are affected by a feeling of ghostly, cold energy.

All living creatures within range that have sustained 1 or more Wounds has its dice penalty from lost Wounds increased by 2D.

A creature may only be affected by this Spell once at any given time.

The radius of this Spell’s effect follows the magician, centered on him or her, until the magician wills the Spell to end or until the start of the next Scene (whichever occurs first).

Circle of Life

Level: 3

Skill: Sorcery

Time: 1 minute

Range: Personal (radius)

All creatures within a radius equal to the magician’s Personal Spell Range are affected by a feeling of soft, warm energy.

Any creature within range that has sustained 1 or more Wounds has its dice penalty from lost Wounds decreased by 2D (to a minimum penalty of 0D).

This effect does not prevent a creature affected by it from dying if it exceeds 3 or more Wounds.

The radius of this Spell’s effect follows the magician, centered on him or her, until the magician wills the Spell to end or until the start of the next Scene (whichever occurs first).

Circle of Protection

Level: 3

Skill: Sorcery

Time: 1 minute

Range: Personal (radius)

All creatures within a radius equal to the magician’s Personal Spell Range are affected by a feeling of calmness and safety.

Whenever a creature within the Spell’s radius makes a Stamina or Willpower Skill roll, the roll automatically achieves 1 additional success.

A creature may only be affected by this Spell once at any given time.

The radius of this Spell’s effect follows the magician, centered on him or her, until the magician wills the Spell to end or until the start of the next Scene (whichever occurs first).

Cloud Mind

Level: 1

Skill: Sorcery

Time: Full Round

Range: Personal

The magician clouds the mind of another living, intelligent creature.

The target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level; if the roll is successful, the target is unaffected.

An affected target feels his or her mind clouded by a mental fog. The target forgets details about his or her past and the present situation and all his or her Intellect Group Skill Levels are reduced by 2 (to a minimum Level of 0).

This Spell ends at the start of the next Scene.

Collapse

Level: 6

Skill: Sorcery

Time: 1 minute

Range: Sight

The magician causes one or more buildings to collapse in on themselves.

The magician may target any number of buildings within his or her sight so long as he or she pays the associated Action Point cost (see the Miracle entry for this Spell).

Some common building sizes for reference:

Building Type Typical Size
Hovel 600 ft.3
Cottage or town house 1,800 ft.3
Office or workshop 6,400 ft.3
Manor house or guild hall 30,000 ft.3
Tower, 4-story 3,000 ft.3
Tower, 6-story 4,500 ft.3
Garrison 115,000 ft.3
Castle, small 540,000 ft.3
Castle, large 2,000,000 ft.3

The target buildings tremble in place for six Combat Rounds (about 30 seconds) before they give way and crumble to rubble.

All living creatures inside the collapsed buildings are killed instantly and all material objects inside them are destroyed.

If a living creature inside one of the collapsed buildings has Action Points, such a creature may spend 2 Action Points to survive the collapse and that creature remains with 1 Wound point before death.

If the gamemaster allows, the magician may target smaller portions of larger buildings with this Spell (for instance, targeting a castle tower, a piece of city wall, or one side of guild hall).

Miracle: This Spell is always cast as a Miracle. This Miracle costs 1 Action Point, plus 1 Action Point for 25,000 cubic foot increment the magician affects (e.g. 2 Action Points for up to 25,000 ft.3, 3 Action Points for up to 50,000 ft.3, 4 Action Points for up to 75,000 ft.3, etc.).

Commune with Animals

Level: 2

Skill: Weirding

Time: 1 minute

Range: Self

The magician communicates with living animals within his or her sight.

The magician can hear an animal’s inner thoughts and convey his or her own thoughts to the animal.

An animal is only able to relate to the magician in its own way and on its own terms. Animals cannot tell untruths and always answer what they know within the context of their life and surroundings.

This Spell ends at the start of the next Scene.

Commune with Dead

Level: 3

Skill: Weirding

Time: 1 minute

Range: Touch

The magician communicates with corpses within reach.

During the time that this Spell is in effect, the magician may communicate with 1 corpse per his or her Weirding Skill Level (though only one corpse at a time).

To be affected by this Spell, a corpse must still have a head and that head must be mostly (75% or more) intact. If all that remains of the corpse is its head, or its head is severed from its body but is otherwise intact, this Spell can affect that corpse. For purposes of this Spell, the magician makes bodily contact with the face of each affected corpse.

While touching a corpse, the magician can communicate with it telepathically. The magician can speak with the corpse—through their linked minds—as if the corpse were still alive.

A corpse will answer any questions truthfully, but only within the context of its experience and within the boundaries of the knowledge it had in life. A corpse can only understand or communicate via the languages it knew in life.

Only the magician can hear the answers from the corpses he or she interacts with, and the magician need only think the questions to ask them.

A single corpse may only be consulted once by the same magician. Any further attempts to speak with corpse by the same magician fail automatically.

This Spell ends at the start of the next Scene.

Commune with Plants

Level: 2

Skill: Weirding

Time: 1 minute

Range: Self

The magician communicates telepathically with natural plant life within arm’s reach.

The magician can hear a plant’s inner thoughts and convey his or her own thoughts to the plant.

A plant is only able to relate to the magician in its own way and on its own terms. Plants cannot tell untruths and always answer what they know within the context of their life and surroundings.

This Spell ends at the start of the next Scene.

Commune with Stone

Level: 3

Skill: Weirding

Time: 1 minute

Range: Touch

The magician touches a stone or rock surface and communicates with it telepathically.

The magician can hear the touched rock or stone’s inner thoughts and convey his or her own thoughts into the rock or stone.

Rock or stone are only capable of basic thought, limited to easily answered “yes” or “no” questions and simple statements. Targets of this Spell have an intelligence level similar that of a human toddler.

Targets of this Spell cannot tell untruths and always answer what they know within the context of their life and surroundings.

This Spell ends at the start of the next Scene.

Compel

Level: 2

Skill: Sorcery

Time: Full Action

Range: Personal

The magician compels a single living target into repeating its current activities.

A target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level to resist its effects. If the roll is successful, the target is unaffected by this Spell.

An affected target will resume its current activities until the Spell ends at the start of the next Scene. The target ignores other activity within its surroundings and does not cease its activities until the Spell ends or unless its life or wellbeing are in immediate danger (in which case the Spell ends prematurely).

Example: A creature that patrols the entrance to a prison is affected by this Spell. That creature will continue to patrol the entrance of the prison until the start of the next Scene, even if an alarm is sounded or a group of adventurers walks by the creature in plain sight.

When the Spell ends, the target does not remember anything except for its continued activity during the time it was affected by this Spell.

Consecrate

Level: 5

Skill: Sorcery

Time: 1 day

Range: See below

An area up to 10 square yards per the magician’s Sorcery Level is “consecrated.”

A consecrated space provides the following benefits:

  • All creatures that makes a Stamina Skill roll to recover lost Wound Levels within the consecrated space receive a +2D bonus to that roll.
  • Willpower rolls to resist fear effects automatically succeed.
  • Penalties from lost Fear Levels are reduced to 0D.
  • All Weirding Spells cast upon creatures within the consecrated space or upon the consecrated space itself have their Spell Level increased by 2.

A single space (or parts of it) can only be consecrated once.

If an area (or a part thereof) has already been consecrated, it cannot be consecrated again. Any other attempts to consecrate the area fail automatically.

Alternatively, this Spell may be used to consecrate a “desecrated” space. If the magician’s Sorcery Skill Level is higher than the previous magician’s Sorcery Skill, the space becomes neither consecrated nor desecrated.

Covet

Level: 3

Skill: Sorcery

Time: 1 minute

Range: Personal

The magician afflicts a single living target with an insatiable greed for a single object.

When this Spell is cast, the magician designates a single material object and a single living target, both within his or her Personal Spell Range. The living target must be aware of and be able to see the target material object.

The living target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the roll is successful, the living target is unaffected by this Spell.

An affected living target is overcome with greed for the object and will pursue it at all costs, including harm to itself.

The living target becomes hostile toward anyone or anything it believes will try and take possession of the target object. The living target will stop at nothing to take and keep the target object and will fight off any attempt to take the target object from it.

This Spell ends at the next sunrise.

Miracle: This Spell lasts for one year and one day after it is cast (ending at the sunrise of the last day of the Spell’s duration). This Miracle costs 3 Action Points.

Cure

Level: 3

Skill: Alchemy

Time: 1 hour

Range: Touch

The magician uses magic to help a living target overcome illness, disease, and mend wounds.

A target affected by this Spell gains a +3D bonus to any roll it makes to resist illness, disease, poison, or to recover lost Wounds until the next sunrise.

Miracle: The target immediately recovers from one illness, disease, or poison, or restores 1 Wound. This Miracle costs 1 Action Point.

Curse

Level: 2

Skill: Sorcery

Time: 1 minute

Range: Personal

The magician speaks hateful, damning words to a single living creature within his or her Personal Spell Range, foretelling of a terrible fate the creature will soon meet.

A cursed creature loses the effects of the Bless Spell (that Spell ends, immediately). Additionally, a cursed creature treats all results of a 3 on all Skill rolls as failures.

A curse ends only if the afflicting creature is affected by the Bless Spell or until the cursed creature is wounded.

Cursed Blade

Level: 2

Skill: Alchemy

Time: 1 minute

Range: Touch

The magician enchants a bladed weapon with a deadly curse.

Any Wound damage dealt by the blade to a living creature cannot heal.

The curse lasts until the target is affected by a Bless Spell.

A blade remains cursed by this Spell until the next sunrise.

Death Pact

Level: 6

Skill: Weirding

Time: 1 minute

Range: Personal

The magician binds his or her life to another living target.

If the magician dies, the target dies and if the target dies, the magician dies.

If the death of one party of this Spell dies, the surviving party dies slowly over the course of 1 day. The surviving party feels a creeping sensation of cold take over its body, starting at its fingertips and toes, and spreading over its entire body. As the sensation of cold takes over the surviving party’s body, it gradually loses the ability to take actions, move, manipulate objects, or speak.

A magician can only have one Death Pact at a time. Casting this Spell a second time while an existing Death Pact exists does nothing.

Death Sense

Level: 1

Skill: Weirding

Time: Full Action

Range: Personal

The magician can detect the presence of the dead or dying.

The magician can instantly determine the total number of corpses and living creatures at their lowest Wound Level, their relative size, and approximate direction and distance from the magician within his or her Personal Spell Range.

The magician can determine which of the entities it perceives are dead or dying.

The effects of this Spell end at the start of the next Scene or when the magician uses a Full Action to end it prematurely.

Death Sign

Level: 5

Skill: Weirding

Time: Full Action

Range: Personal

The magician foretells the death of a nearby, mortally wounded creature.

A living target within range that is at its last Wound Level before death dies instantly.

The target cannot resist this Spell.

Desecrate

Level: 5

Skill: Sorcery

Time: 1 day

Range: Personal

An area up to 10 square yards per the magician’s Sorcery Level is “desecrated.”

A desecrated space provides the following benefits:

  • No creature within the desecrated space may recover Wounds, Fatigue, or Fear.
  • All Willpower Skill rolls made by creatures within the desecrated space suffer a -2D penalty.
  • All penalties from lost Fear Levels are increased by 1D.
  • All Weirding Spells cast upon creatures within the desecrated space or upon the desecrated space itself have their Spell Level increased by 2.

A single space (or parts of it) can only be desecrated once. If an area (or a part thereof) has already been desecrated, it cannot be desecrated again. Any other attempts to desecrate the area fail, automatically.

Alternatively, this Spell may be used to desecrate a “consecrated” space. If the magician’s Sorcery Skill Level is higher than the previous magician’s Sorcery Skill, the space becomes neither consecrated nor desecrated.

Discern Properties

Level: 2

Skill: Weirding

Time: Full Action

Range: Touch

The magician touches another person or object to glean its magic powers.

If the target is a living creature, that creature may make a Willpower Skill roll with a Target Number equal to the magician’s Weirding Skill Level. If that roll succeeds, the target is unaffected by this Spell.

The magician can immediately determine the magical properties (all the game effects) of a touched object, if it has any.

The magician can also immediately determine the Magic Group Skill Levels (Alchemy, Sorcery, and Weirding) for each such Skill possessed by a living target, and the target’s current Spell Burn.

If the magician’s Weirding Skill Level is 2 or more Levels higher than the target’s Weirding Skill Level, the magician can also determine all the Spells that a living target knows.

Dowsing

Level: 1

Skill: Weirding

Time: 1 hour

Range: See below

When this Spell is cast, the magician focuses on one substance:

  • Gold, silver, copper, mercury, or another kind of metal.
  • Granite, marble, or another kind of stone.

The magician can immediately sense the direction, size, and shape of any of these substances within 1 mile per Weirding Skill Level.

If there are a huge number of positive results detected by this Spell, the information may be too much to discern and process. (For instance, using this Spell to detect wood while standing in the middle of a forest).

This Spell ends at the start of the next Scene.

Dream

Level: 3

Skill: Weirding

Time: See below

Range: Self

While the magician sleeps, his or her dreams depict events that have yet to pass.

The magician gains from 1 “Dream” point per Weirding Skill Level.

The magician may use a Dream point to do one of the following:

  • Treat one dice result on a roll the magician makes as a success (limit once per roll).
  • Treat one dice result on a roll against the magician as a failure (limit once per roll).

The magician cannot benefit from more than one Dream Spell at a time (i.e. cannot have more Dream points than the magician’s Weirding Skill Level).

Any unused Dream points disappear the next time the magician sleeps. This Spell cannot be cast if the magician is put under magic sleep (such as with the Sleep Spell).

Dumbfound

Level: 2

Skill: Sorcery

Time: Full Action

Range: Personal

The magician silences a single living target.

A target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the roll is successful, the target is not affected by this Spell.

An affected target is completely silenced. If it tries, no sounds escape its mouth; it cannot speak, sing, whistle, or make any intentional sounds. (Involuntarily sounds such as coughing, choking, sneezing, etc. still occur as normal.)

The target also cannot cast Alchemy or Sorcery Spells.

This Spell ends at the start of the next Scene.

Miracle: The Spell ends at the next sunrise instead. This Miracle costs 1 Action Point.

Earthquake

Level: 6

Skill: Sorcery

Time: 10 minutes

Range: Sight

The magician afflicts the land that he or she can see with an earthquake.

When this Spell is cast, the magician chooses a severity of earthquake:

Severity Damage
Mild 1D
Severe 2D
Hellish 3D

Buildings and other structures on the affected land are dealt the indicated amount of damage. Living creatures on the ground are dealt the indicated amount of damage -1D (to a minimum damage of 0D) and are knocked to the ground.

Damage from this Spell is always Wound damage.

While the earthquake is active, buildings and structures that are damaged crumble and may deal additional damage to passersby, all non-flying Movement score is reduced to half (rounded down), and all Physique Group Skill rolls suffer a -1D penalty.

Damage dealt by the earthquake ignores all Parry, Armor, or Cover Dice or any special ability, Spell, or other effect that negates or reduces damage dice or damage dealt to buildings, structures, or creatures within the affected area.

The earthquake lasts five minutes.

Miracle: This Spell is always cast as a Miracle at a cost of 3 Action Points.

Elixirs

Level: 3

Skill: Alchemy

Time: 1 day

Range: Touch

The magician brews a magic elixir from the following list:

Elixir Effects
Diminish

 

The consumer suffers a -1D penalty to all his or her Physique Skill rolls until the next sunrise.
Growth

 

The consumer gains a +1D bonus to all his or her Physique Skill rolls until the next sunrise.
Replenishment

 

The consumer immediately restores all lost Fatigue Levels.
Sleep

 

A roll of 6D is made (the consumer of the elixir applies his or her Stamina Skill dice as a penalty to this roll); for each 1 success achieved by the roll, the consumer falls into a deep sleep that lasts until 1 sunrise after the elixir is consumed (nothing can wake the sleeping consumer).
Poison

 

The consumer makes a Moderate (2) Stamina Skill roll or dies within 1 hour of consuming the elixir.
Life

 

The consumer immediately restores 1 lost Wound Level.

The magician must have access to all the necessary tools and material components required to cast this Spell. At a minimum, the magician must have a cauldron, ladle, fire or stove, and ingredients specific to each elixir.

Each casting of this Spell produces enough liquid to satisfy a single dose of the elixir.

The elixir must be stored in a glass vial or flask. If stored in any other vessel, the elixir expires, immediately.

If safely stored an elixir’s effects will last forever, until spilled, destroyed, or consumed.

To consume an elixir, a living being must drink the entire dose from the vessel. The effects of an elixir take place immediately upon its consumption.

Emptiness

Level: 1

Skill: Alchemy

Time: 1 hour

Range: Self

After the casting of this Spell, the magician can survive without food or water until the next sunrise.

During this time, the magician is not penalized and faces no negative consequences for any nutritional deprivation.

Casting this Spell gives the magician 1 additional Spell Burn.

Enchant

Level: 4

Skill: Sorcery

Time: 1 minute

Range: Personal

The magician enchants a single living creature within his or her Personal Spell Range. This occurs as the magician engages the target in conversation, slowly and subtly melding the powers of the Spell into that dialogue.

The magician and target must share a common language for the Spell to work.

A target of this Spell may resist its effects by making a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the roll is successful, the target is unaffected.

An affected target is held under the magician’s thrall. While in this state, the target will not take any action that will cause harm to the magician or the magician’s allies, superiors, or subordinates.

The target will also follow orders given by the magician. If such orders would put the target into harm’s way or expressly violate the target’s personal beliefs or self-interest, the target may make a new Willpower Skill roll, this time with a +2D bonus. If this Willpower Skill roll is successful, the Spell ends immediately.

A target may make a new Willpower Skill roll (with +2D bonus) each time that the magician’s orders would put the target into harm’s way or expressly violate the target’s personal beliefs or self-interest.

This Spell ends automatically at the seventh sunrise after the Spell is cast or if the target is wounded by the magician.

Endure Climate

Level: 1

Skill: Alchemy

Time: 1 minute

Range: Self

The magician makes himself or herself immune to the effects of local weather.

The magician automatically succeeds any Skill roll required to resist any ill effects from climate, weather, or precipitation.

The magician is immune to frostbite, heat stroke, sunburn, or other such maladies and does not feel or experience any discomfort nor are his or her abilities affected by them.

This Spell ends at the next sunrise.

Endure Flame

Level: 3

Skill: Alchemy

Time: Full Action

Range: Self

The magician makes himself or herself impervious to flames and extreme heat.

While this Spell is active, the magician may place any part of his or her body into fire or flames of any intensity, including standing directly in them with no pain or damage to him or her.

Items carried on the magician’s person are also immune to damage from fire, flame, or extreme heat.

Likewise, the magician isn’t harmed by holding red hot coals or super-heated metal, etc.

If the magician carries a living creature, that creature is still affected by fire, flame, or extreme heat, but reduces any damage from these sources by 2D (to a minimum of 0D damage).

This Spell ends at the start of the next Scene.

Endure Pain

Level: 2

Skill: Alchemy

Time: 1 minute

Range: Self

The magician toughens his or her body with magic.

The magician gains +1 Armor.

This Spell ends at the start of the next Scene.

A magician can only be affected by this Spell once at any time.

Exhaust

Level: 2

Skill: Sorcery

Time: Full Action

Range: Touch

The magician inflicts a living target with fatigue, sapping his or her energy.

A target of this Spell may make a Stamina Skill roll with a Target Number equal to the magician’s Sorcery Skill Level; if the roll is successful, the target is unaffected.

An affected target takes 2 Fatigue damage; if the target’s Stamina Skill roll fails by 2 or more, the target takes 3 Fatigue damage instead.

Extend Life

Level: 5

Skill: Sorcery

Time: Full Action

Range: Touch (another; not self)

The magician touches the single corpse of a once-living being that has died within the last minute.

If a touched corpse died within the last minute—and is not totally dismembered or unable to live if revived in its current state—it is revived immediately at its last Wound Level.

A being can only be affected by this Spell once in all its existence; any further attempts to use this Spell on a being that has already benefited from it once fail automatically.

False Visage

Level: 1

Skill: Sorcery

Time: Full Action

Range: Personal

The magician makes another living being believe that he or she appears differently.

When this Spell is cast, the magician chooses a single living target within range and a target appearance. The target may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill level; if the roll is successful, the target is unaffected by this Spell.

An affected target believes that the magician has the target appearance.

The target appearance may alter the magician’s apparent age, gender, species (humanoid or nonhumanoid), and build, along with qualities related to those aspects (such as hair color, eye color, etc.).

While this Spell persists, an affected target perceives the magician as if he or she were genuinely of the target appearance. This deceit affects all five of the living target’s senses.

Any other creature—apart from the single living target of this Spell—perceives the magician normally.

This Spell ends at the start of the next Scene.

False Wholeness

Level: 1

Skill: Alchemy

Time: 1 minute

Range: Touch

The magician can make a broken object seemingly whole for a short period of time.

When this Spell is cast, the magician holds a single broken or damaged object—a tool or weapon—not weighing more than 1 pound per the magician’s Alchemy Skill level.

That object functions as normal: tools can be used as if not broken and weapons have all the qualities—including Weapon Dice—as if they were whole.

For this Spell to affect a broken object, the magician must have a solid piece of the object that comprises at least 50% of its former whole form.

This Spell ends at the start of the next Scene.

Familiar

Level: 2

Skill: Alchemy

Time: 1 day

Range: Touch

The magician creates a magical creature—known as a “familiar”—that lives at his or her service.

The familiar may take one of the following forms: bat, cat, crow, dog (up to 10lb in weight), falcon, hawk, lizard, owl, rat, raven, snake (up to 4’ in length), spider (up to 8” in diameter), or toad.

To create the familiar, the magician must use the corpse of that same kind of creature along with the other ingredients to create it.

As part of the ritual required to create a familiar, the magician must spill some of his or her own blood into the alchemical mixture. The magician loses 1 Wound point when casting this Spell.

After the Spell is cast, the corpse springs to life.

A familiar follows all the commands of its creator, within the limitations of its physiology.

A familiar can receive telepathic communications from its creator at any time and will follow any instructions given by its creator.

The familiar can only communicate as a creature of its type normally would. Telepathically, the creator is able only to detect the familiar’s emotions.

A magician can use a Full Action to see, hear, feel, taste, and touch through his or her familiar’s point of view. Doing this makes the magician entirely oblivious to his or her own senses. This link can be severed with the use of another Full Action.

A magician may only have one familiar at a time. If the familiar is slain, so long as at least 50% of its corpse can be recovered, it can be revived into the same form. Alternatively, a new familiar can be made from a different corpse.

If a magician’s familiar dies, he or she can instantly sense that the creature has died.

If the magician dies, the familiar dies instantly. It shrivels back into the corpse it had been before this Spell was cast on it.

Unless slain or killed because its creator has died, a familiar never ages and never becomes diseased or ill (though it can be afflicted by poisons).

If the magician casts this Spell again, touching his or her existing familiar, the familiar dies and shrivels back into the corpse it had been before this Spell was cast. This takes only 1 minute.

Miracle: This Spell is always cast as a Miracle costing 1 Action Point, unless the magician casts this Spell on his or her existing familiar to cause it to shrivel back up into a corpse (in which case it is not a Miracle and costs 0 Action Points).

Far Sight

Level: 3

Skill: Weirding

Time: 1 hour

Range: See below

The magician views a target person, place, or object at the present time by gazing into a pool of water, the surface of a calm lake, stream, or pond, or into a bowl filled with clean water.

The Level for this Spell (for purposes of determining if the magician can cast the Spell; not for learning the Spell) is adjusted based on the relationship between the magician and the intended target.

Relationship Level
Intimate friend or family member +0
Acquaintance +1
Never met one another +2

If the magician and the target have never met, the magician must have some physical token of the target in hand while casting the Spell (a lock of hair, a fingernail, a closely treasured item, etc.).

For the remainder of the current scene, the magician can perceive the target creature or location at the present time through a hazy, dreamlike vision seen on the surface of the water.

These visions give the magician glimpses of the target and its surroundings both visually and aurally.

While in the state of receiving these visions, the magician is only vaguely aware of his or her current surroundings and can do nothing else aside from receive the visions.

After this Spell is cast, the magician may not again attempt to cast this Spell until the next sunrise.

Feign Death

Level: 1

Skill: Alchemy

Time: Full Action

Range: Touch

The magician touches a willing living creature (including himself or herself) and places that creature into a deathlike state.

The creature appears to all observers as dead. Not even magic can detect this deceit. Any observer is not able to determine the apparent cause of death.

While in this state, the target cannot move, speak, take any actions, and is not aware of its surroundings.

The Spell lasts until the third sunrise or until the magician wishes the Spell to end prematurely. This Spell can also be ended if the Wake Spell is cast on the target.

If the magician has cast the Spell on himself or herself, ending this Spell prematurely is the only decision he or she can make in this deathlike state.

Any target in this deathlike state does not require food or drink and does not breathe. However, when the Spell ends after lasting a duration of 1 day or more, the target is famished and thirsty and immediately requires air to breathe, livable temperatures, etc.

If a target’s body in this deathlike state would be harmed in such a way as to kill it, the Spell ends prematurely, and the target is killed and does not wake from this state.

Miracle: At the time of casting, the magician may choose to make this Spell last until the fourth, fifth, sixth, or seventh sunrise, instead. This Miracle costs 1 Action Point.

Ferocity

Level: 2

Skill: Alchemy

Time: Full Action

Range: Touch

The magician touches a single living, non-intelligent animal and turns it into a ferocious beast.

A target of this Spell cannot resist its effects.

The target animal adds +2D to all its Physique Group Skill rolls and its Movement score is increased by 4.

While affected by this Spell, the animal bites, claws, or attacks any nearby creatures—except the magician—in any way that it can. The animal is immune to any Spell or effect that would allow a Willpower Skill roll to resist, cannot take Fear damage, and does not suffer penalties from Fear damage.

This Spell ends at the start of the next Scene or until the animal sustains 1 Wound damage or is knocked unconscious.

Miracle: This Spell can affect a single living intelligent creature (including sentient ones like humans). The target may make a Willpower Skill roll with a Target Number equal to the magician’s Alchemy Skill Level. If the roll is successful, the Spell does not affect the target.

An affected target makes lethal attacks against anyone or anything within its reach with whatever means it has available.

The magician may target himself or herself with this Miracle.

A target of this Miracle cannot cast Spells while under its influence.

This Miracle otherwise functions the same as the non-Miracle version of this Spell and costs 1 Action Point.

Firmness

Level: 1

Skill: Alchemy

Time: Full Action

Range: Self

The magician closes his or her eyes, clasps his or her hands into fists, and stands firm in the face of danger.

Until the start of the next Scene or until the magician uses a Free Action to end this Spell prematurely, the magician has Armor 4. The magician’s other sources of Armor are ignored and he or she may not apply his or her Parry.

If the magician must make a Stamina or Willpower Skill roll, no roll is made and his or her result is treated as his or her Alchemy Skill Level +1 (to a maximum result of 6).

Additionally, the magician is considered to weigh ten times as much for purposes of determining if he or she can be moved, pushed, shoved, or uprooted from his or her current position.

Any Spell cast on the magician, includes the magician as one of its targets, or that affects an area that covers the area where the magician is standing, has its Level increased by 2.

This Spell ends prematurely if the magician opens his or her eyes, opens his or her fists, moves from his or her position, or takes any action (including casting another Spell).

Foresight

Level: 4

Skill: Weirding

Time: 1 hour

Range: See below

The magician views the future of a target person, place, or object by gazing into a pool of water, the surface of a calm lake, stream, or pond, or into a bowl filled with clean water.

When casting this Spell, the magician must touch the target person or object, or must reside within the target place.

The Level for this Spell (for purposes of determining if the magician can cast the Spell) is adjusted based on the time distance between the present and future time to be seen by magic.

Distance into Future Level
Up to 10 years +0
10 to 50 years +1
50 to 100 years +2

For the remainder of the current scene, the magician can perceive the future of the target through a hazy, dreamlike vision on the surface of the water.

These visions give the magician glimpses of the target and its surroundings both visually and aurally.

While in the state of receiving these visions, the magician is only vaguely aware of his or her current surroundings and can do nothing else aside from receive the visions.

The information gleaned through these visions is accurate, if sometimes vague, given the present state of the world and course of events.

After this Spell is cast, the magician may not again attempt to cast this Spell until the next sunrise.

Forge of Restoration

Level: 4

Skill: Alchemy

Time: 3 hours

Range: Touch

The magician fully restores a destroyed metallic object to its former wholeness.

This Spell can affect any metallic object or the metallic part of a multi-material object—a coin, ax or spear head, knife, sword, silver platter, an iron belt buckle, suit of armor, helm, etc.—that has been broken or destroyed.

The magician must have in his or her possession at least 70% of the object or metallic part of the object for the Spell to work. If the magician has anything less than 100% of the object or metallic part of the object, he or she must have additional bits of metal to add for this Spell to take effect.

The magician places what remains of the object or metallic part of the object (along with any required additional metal) into a forge. The magician must tend to the forge for the entire casting time of this Spell.

After the casting time for this Spell, the object emerges in whole form, just as it had been before it was destroyed. The object is completely cleaned, bears no patina, rust, gouges, scratches, or signs of wear, and gleams brightly.

This Spell can restore an object of any age in any condition to its previous splendor without fail.

This Spell can also restore any magical qualities of the object so long as the magician is able to cast any Spells that the object possessed or have sufficient Spell Levels to craft a Legendary Item of the required rarity. If the magician doesn’t meet these requirements, the object is still restored, but lacks these additional qualities.

Fount of Knowledge

Level: 5

Skill: Weirding

Time: 1 minute

Range: Self

The magician accesses a deep pool of knowledge to gain fantastic insight.

When a magician learns this Spell, he or she gains 7 “Knowledge” points.

Each time that the magician casts this Spell, 1 Knowledge point is expended.

When all the magician’s Knowledge Points are expended, this Spell can no longer be cast by that magician.

When this Spell is cast, the magician chooses 1 Physique Group, Intellect Group, or Charisma Group Skill to be the target of this Spell.

The magician’s Skill Level is changed to 5 for the chosen Skill.

A magician cannot cast this Spell more than once at a time.

The effects of this Spell end at the start of the next scene.

Guardianship

Level: 4

Skill: Sorcery

Time: 1 minute

Range: Touch

The magician forms a bond with a material object that allows that object to reappear within his or her possession if lost.

While casting this Spell, the magician targets one object that he or she holds that weighs no more than 1 pound per his or her Sorcery Skill level.

If that object is lost or stolen, the object reappears within two Scenes of the adventure in a place that the magician happens upon.

Example: Bertoz casts the Guardianship Spell on his longsword.

While crossing a ravine alongside a narrow path hugging a cliff face, Bertoz’s longsword slips from his grasp and falls into the ravine below. Bertoz regains his footing and continues his way, leaving the sword many hundreds of yards below in the ravine.

In a later Scene, Bertoz enters a wooded glade and takes a seat on a fallen log to rest.

A silvery flash of light catches his eye. Bertoz looks up and planted in the ground under the forest canopy is his lost longsword.

Bertoz pulls the sword free of the earth and inspects it: he assures himself that it is his as it bears the personal runic markings he made on the blade when he forged it years ago.

The gamemaster is at liberty to decide when and how the object reappears and is discovered by the magician.

A magician may only cast this Spell once at any given time. If the magician has already cast this Spell on an object and casts this Spell again, the effects on the first object end immediately and the new casting affects the second object only.

If an object affected by this Spell is lost or stolen and later recovered by the magician, the Spell ends. The magician may cast this Spell again on that same object, allowing him or her to recover the object once again if it is again lost or stolen.

This Spell does not prevent an object from being destroyed.

Guide

Level: 1

Skill: Weirding

Time: 1 minute

Range: Self

The magician creates a special bond with a location and can always find his or her way back to it.

When this Spell is cast, the magician targets the location where he or she currently resides.

At any time, no matter how far away the magician is, he or she knows how far away the target location is and can use this Spell’s effects to find his or her way back without fail.

The effects of this Spell persist until the magician casts this Spell again; a new casting of this Spell end the bond between the magician and the old target location and forms a bond between the magician and the new target location.

Harm Sense

Level: 1

Skill: Weirding

Time: Full Action

Range: Self

The magician senses danger moments before it strikes.

While this Spell is active, the magician’s gains +1 Parry and he or she applies his or her Parry against both Melee and Ranged Skill attacks.

This Spell ends at the start of the next Scene.

Hallucination

Level: 3

Skill: Sorcery

Time: Full Action

Range: Personal

The magician creates a hallucination in the mind of up to one target per his or her Sorcery Skill Level within range.

When casting this Spell, the magician defines the nature of the hallucination in detail. All affected targets will experience the same hallucination.

A targeted creature may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If a target succeeds at this roll, it is unaffected by this Spell.

If the nature of the hallucination is impossible or very highly improbably (such as the hallucination of a dragon in a world where such things do not exist), all targets gain a +2D bonus to their Willpower rolls.

This Spell cannot create a hallucination that is patently impossible or logically absurd.

Affected targets experience the hallucination until the start of the next Scene or until the magician uses a Full Action to end the Spell prematurely.

Health

Level: 3

Skill: Alchemy

Time: 1 minute

Range: Self

The magician imbues himself or herself with incredible health.

The magician is granted “Health” Points based on his or her Alchemy Skill Level:

Alchemy Skill Level Health Points
3 or 4 1
5 or 6 2
7+ 3

When the magician sustains Wound damage, he or she first loses any available Health Points instead (1 Health Point = 1 Wound Point).

This Spell ends at the next sunrise. When the Spell ends, any unused Health Points disappear.

A magician can only benefit from one casting of this Spell at a time.

Heighten Senses

Level: 1

Skill: Weirding

Time: Full Action

Range: Self

The magician’s senses are greatly enhanced through magic.

The magician adds a +1D bonus to his or her Perception Skill rolls for each of his or her Weirding Skill Levels.

If the magician makes a Perception Skill roll that scores 2 or more results higher than the required Target Number for the attempt, the magician can sense minute details otherwise undetectable to normal observation. He or she can hear crawling insects, see the patterns of snowflakes, feel fingerprints on objects, taste the mineral contents of liquids, smell scents left in a place days ago, and other such incredible feats of the five senses.

This Spell ends at the start of the next Scene.

Hide from Magic

Level: 4

Skill: Alchemy

Time: 1 hour

Range: Self

The magician protects himself or herself from being detected by Weirding Spells.

While this Spell is active, the magician cannot be detected by the following Spells, provided his or her Alchemy Skill Level is equal to or greater than the opposing magician’s Weirding Skill Level: Death Sense, Far Sight, Foresight, Hindsight, Know Other, Life Sense, Magic Sense, Read Blood, Read Dreams, Sense Concealment, Sense Creature, Sense Desires and Fears, Share Senses, and Telepathy.

Any attempt to sense the magician, his or her magical properties, known Spells, or Magic Group Skill Levels via these Spells fails. The opposing magician that casts one of the Spells is given no result or information about the magician that casts the Hide from Magic Spell.

This Spell ends at the next sunrise.

Hindsight

Level: 2

Skill: Weirding

Time: 1 hour

Range: Variable

The magician views the past of a target person, place, or object by gazing into a pool of water, the surface of a calm lake, stream, or pond, or into a bowl filled with clean water.

When casting this Spell, the magician must touch the target person or object, or must reside within the target place.

The Level for this Spell (for purposes of determining if the magician can cast the Spell) is adjusted based on the time distance between the present and past time to be seen by magic.

Distance into Future Level
Up to 10 years +0
10 to 50 years +1
50 to 100 years +2

For the remainder of the current Scene, the magician can perceive the past of the target through a hazy, dreamlike vision on the surface of the water.

These visions give the magician glimpses of the target and its surroundings both visually and aurally.

While in the state of receiving these visions, the magician is only vaguely aware of his or her current surroundings and can do nothing else aside from receive the visions.

The information gleaned through these visions is accurate, if sometimes vague, and portray a genuine representation of past events and states of being.

After this Spell is cast, the magician may not again attempt to cast this Spell until the next sunrise.

Inscribe Magic

Level: 4

Skill: Alchemy

Time: See below

Range: Touch

The magician records Spells into a fixed medium that can be accessed by others.

When this Spell is cast, the magician chooses one Spell he or she knows to be the target.

The casting time for this Spell is 2 hours per the target Spell’s Level. During this time, the magician must fully concentrate on inscribing the Spell onto parchment, paper, wood, or stone and must have the needed tools to do so.

Magic formulae created by this Spell appear as complex runes and bizarre illustrations that cannot be interpreted by the untrained reader.

When completed, the magic formulae is the equivalent of one page in length per Level of the target Spell.

Another magician may spend 1 day per Level of the target Spell studying the formulae. If the Spell is of a Level that the other magician can cast (e.g. he or she has the required Magic Group Skill and Level) he or she may spend 2 Experience Points per Level of the Spell to learn it instantly.

Only a magician with Alchemy 1, Sorcery 1, and Weirding 1 can read these magic formulae. If the target Spell is of a Level higher than the magician who reads the formulae can cast, he or she interprets nothing about the Spell and the formulae appear as gibberish to him or her.

Miracle: This Spell is always cast as a miracle. This Spell costs 1 Action Point per Level of the target Spell.

Know Other

Level: 2

Skill: Weirding

Time: 1 minute

Range: Sight

The magician gleans information about another person within range.

When this Spell is cast, the magician must spend the entire casting time watching the target.

At the end of the casting time, the magician discerns the following about the target:

  • Name (true name and aliases)
  • Age
  • Homeland
  • Title or rank (if any)
  • Profession

Life Sense

Level: 1

Skill: Weirding

Time: Full Action

Range: Personal

The magician detects the presence of other living beings.

The magician can instantly determine the total number of living creatures, their relative size, and approximate direction and distance from the magician within his or her Personal Spell Range.

The effects of this Spell end at the start of the next Scene or when the magician uses a Full Action to end it prematurely.

Madness

Level: 3

Skill: Sorcery

Time: Full Action

Range: Personal

The magician inflicts insanity upon several living targets within range.

This Spell can target two living creatures per the magician’s Sorcery Skill Level.

A target of this Spell may make a Willpower Skill roll (with a +2D bonus) with a Target Number equal to the magician’s Sorcery Level. If the roll is successful, the target is unaffected by this Spell.

An affected target is stricken with insanity.

An insane target cannot take actions or move as normal, but instead acts randomly and incoherently.

The gamemaster may roll a die for each affected target: if evens, that target acts insanely buts doesn’t hurt itself in any way; if odds, that target acts insanely in such a way as to cause some harm to itself.

The gamemaster is given wide latitude to interpret the effects of this Spell.

This Spell ends at the start of the next Scene.

Magic Sense

Level: 2

Skill: Weirding

Time: Full Action

Range: Personal

The magician detects the presence of magic power.

The magician can instantly determine the total number of living creatures with 1 Level or more in any Magic Skills or any magically enchanted object or structure, their relative size, and approximate direction and distance from the magician within his or her Personal Spell Range.

This Spell ends at the start of the next Scene or when the magician uses a Full Action to end it prematurely.

Magic Shield

Level: 5

Skill: Sorcery

Time: Full Action

Range: Self

The magician is immune to any Spell effects from Level 1 or Level 2 Spells.

If the magician were affected by a Level 1 or Level 2 Spell, he or she may choose to negate all its effects on him or her.

A negated Spell does not require that the magician make a Stamina or Willpower Skill roll to resist it: the magician automatically succeeds such rolls.

This Spell ends at the start of the next Scene.

Natural Insight

Level: 1

Skill: Weirding

Time: 1 minute

Range: Self

The magician gleans a wide variety of small details about the natural environment around him or her.

To cast this Spell, the magician must be outdoors during the entire casting time.

While this Spell is in effect, the magician can discern the temperature, wind direction, his or her direction of travel or facing, and elevation and can predict the weather with perfect accuracy leading up to the next sunrise.

The effects of this Spell end prematurely if the magician leaves the outdoors or becomes unconscious (including through sleep). Otherwise, this Spell ends at the next sunrise.

Nightmare

Level: 2

Skill: Weirding

Time: 1 hour

Range: Touch

The magician instills nightmares in a living target while it sleeps.

The target experiences horrible, mind-rending nightmares that cause it to thrash and shout in its sleep.

A target cannot be affected by more than one Nightmare Spell at a time (any attempts beyond the first automatically fail).

Targets cannot resist the effects of this Spell.

After the target wakes, the target is haunted by the nightmares it experienced during its last sleep and all dice results of 3 on its Skill rolls count as failures.

This Spell ends the next time the target sleeps.

Obscure

Skill: Alchemy

Level: 2

Time: Full round

Range: Touch

The magician touches a single object weighing no more than five times his or her Alchemy Skill Level. Any attempt for another creature to locate or perceive the object, even when in plain sight, requires a Perception Skill roll equal to the magician’s Alchemy Skill Level.

The effects of this Spell end at the next sunrise.

Oracle

Level: 6

Skill: Weirding

Time: 1 minute

Range: See below

The magician opens himself or herself to the raw predictive energies of magic and allows them to speak through him or her.

To cast this Spell, another living creature must ask the magician a specific question about the future and the magician must agree to cast this Spell as a means to answer that question by way of magic.

When casting this Spell, the magician loses all control of himself or herself and is unaware of his or her surroundings. The magician may seize or convulse, tremble, get goosebumps, sweat heavily, and have his or her hair stand on end.

The gamemaster determines the form of the answer to the question. The gamemaster will speak the words that come through the magician’s mouth in response.

Wide latitude is given to the gamemaster in deciding what these words are, but they will speak the truth of future events pertaining to the question, if possible, given the current state of the world and events.  The prediction uttered by the magician is perfectly accurate given the circumstances.

A response from this Spell is limited to 100 words or less.

Example: Ardric asks: “Will the king of the realm die from his wounds?”

Bertoz casts this Spell in response and then lapses into a delirious state.

Bertoz utters the following prediction:

“The king will lay in bed with his wounds for five days. On the sixth day he will rise from bed only to give his last will and testament to his heirs, and on the sixth night he will die.”

After the magician utters the response, the Spell ends. The magician is not aware of what was uttered.

Events can be changed between the time the prediction is uttered and the time the events in question would take place so that the outcome may be altered.

If no substantial changes to current events take place, the prediction will come true as spoken by the magician.

Overgrowth

Level: 2

Skill: Alchemy

Time: 1 hour

Range: Sight

The magician causes plant life in the surrounding area to spring up.

For this Spell to work, several conditions must be met:

  • Living, natural plants exist in the area where the Spell is cast.
  • The season permits the plants to grow (e.g. late spring, summer, early fall).
  • The plants affected by this Spell have not been affected by magic in the last year.

If any of the above conditions are not met, this Spell fails if cast.

The magician can target all plant life within the area of his or her sight.

The affected plants gradually begin to grow. Trees grow more leaves, grasses grow thicker and higher, crops bear more grain, vines lengthen, more fruit or vegetables sprout, and colors and scents become more vibrant.

These changes take place slowly over the course of one week after the Spell is cast and the effects last on these plants until winter.

Paralysis

Level: 3

Skill: Sorcery

Time: Full Action

Range: Personal

The magician paralyzes up to one living target within range for each of his or her Sorcery Skill Levels.

A target of this Spell may make a Stamina Skill roll (with a +1D bonus) with a Target Number equal to the magician’s Sorcery Skill Level. If a target succeeds at this roll, it is not affected by this Spell.

An affected target is frozen in place. It cannot move or take any action. It also cannot apply its Parry against attacks.

This Spell ends on any affected target after 5 rounds per difference between the target’s Stamina Skill roll successes and the magician’s Sorcery Skill Level.

Perfect Recollection

Level: 1

Skill: Weirding

Time: 10 minutes

Range: Touch

The magician commits very precise details to memory.

To cast this Spell, the magician must spend the entire casting time focused on the target material to be remembered.

For each of the magician’s Weirding Levels, the magician may commit to memory 1 page of text, 1 minute of speech or song, 1 route on a map, or 1 person’s face.

For the rest of the magician’s life he or she may perfectly recall the items committed to memory with this Spell.

Phantasm

Level: 4

Skill: Sorcery

Time: 1 minute

Range: Personal

The magician creates an enduring illusion in the mind of a single living target that haunts the target for the rest of its life.

A target of this Spell may make a Willpower Skill roll (with a +1D bonus) with a Target Number equal to the magician’s Sorcery Skill Level. If the roll is successful, the target is not affected by the Spell.

The magician instills in the target’s mind an impending sense of dread and fear. The target, at random times, experiences fleeting visions of “something” stalking nearby and gets a sensation that “someone” is watching it.

While affected by this Spell, the target has only 2 Fear Levels. The uppermost Fear Level (with a penalty of 0D) is permanently filled in and cannot be restored.

Additionally, each night that the target sleeps, 1D is rolled: on the result of a 1 or 2, the target is afflicted by the Nightmare Spell during the subsequent day (even if the magician doesn’t know this Spell). The nightmares feature the target being chased by a shadowy, elusive phantasm.

A target can only be affected by one Phantasm Spell at a time. An additional casting of this Spell on a target already affected by it fails automatically.

On each anniversary of the day that this Spell was cast, an afflicted target may make a new Willpower roll (also applying a +1D bonus) against the magician’s Sorcery Skill Level at the time the Spell was cast on that target.

If this roll succeeds, the Spell ends for the target. Additionally, if the magician that cast this Spell dies, this Spell ends immediately.

Miracle: This Spell is always cast as a miracle costing 3 Action Points.

Preservation

Level: 2

Skill: Alchemy

Time: 1 minute

Range: Touch

The magician preserves organic matter and protects it from rot or decay. A single corpse or collection of vegetable matter (weighing no more than 50 pounds per Alchemy Skill Level) is affected.

While the subject of this Spell is under its influence, it ceases to rot or decompose through mundane (non-magical) means. Its state remains the same as the time when the Spell was cast upon it (including the current number of days since a once-living subject died).

A single subject may only be affected by one casting of this Spell at a time. If another Preservation Spell would be cast on the same subject it fails automatically.

This Spell ends at sunrise of the thirty-first day after it is cast.

Purify/Putrefy

Level: 1

Skill: Alchemy

Time: 1 hour

Range: Touch

The magician purifies food and drink, making it safe to consume, or makes safe food and drink unsafe to consume.

Casting this Spell gives the magician 1 “Purify/Putrefy” point per Alchemy Skill Level.

A Purify/Putrefy point may be used in one of the following ways:

  • Purify or putrefy up to 1 gallon of liquid.
  • Purify or putrefy up to 1 pound of food.

All Purify/Putrefy points must be spent while this Spell is cast; any remaining, unused points, are immediately lost.

Purified food or drink will not make any creature that consumes it sick and any poisons contained in the purified food or drink are neutralized.

Putrefied food or drink will make any creature that consumes it sick: a creature that consumes this food or drink must make an Easy (1) Stamina Skill roll or take 1 Wound damage.

Purified food and drink will continue to decompose normally (over hours or days as based on the environment and storage methods used); this Spell does not preserve the food and drink indefinitely.

Read Blood

Level: 3

Skill: Alchemy

Time: 10 minutes

Range: Touch

The magician studies a sample of a creature’s blood and can discern details about it.

A smattering of blood on a floor, wall, or other surface, or a small pool of blood is sufficient for the casting of this Spell.

If a pool of blood is mixed with the blood of more than one creature, this Spell fails after being cast and the magician receives no information about any creature.

Additionally, this Spell fails if the blood has been dried out (usually if the blood is older than 2 hours).

The magician can determine the following about the creature:

  • Species
  • Age
  • Gender
  • Height
  • Weight
  • Profession (if any)
  • Where the creature lives (if it has a home)
  • Total combined Magic Group Skill Levels
  • Current emotional state

This information comes to the magician over the course of the casting time.

After this Spell is cast, the target of the Spell becomes familiar enough to the magician for the magician to use Spells that require that the magician and target have met before (such as Far Sight, Foresight, and Hindsight). Henceforth, the magician is considered to know the target as if they had met and fulfilled all requirements for such Spells.

Read Dreams

Level: 2

Skill: Weirding

Time: 1 hour

Range: Touch

The magician reads the dreams of a living, sleeping target that he or she touches.

The magician must lay hands on the sleeping target during the entire casting time for this Spell. During this time, the magician perceives the target’s dreams: he or she can see, hear, touch, taste, smell, and feel all the emotions and pains of the target’s dreams, just as if the magician were experiencing the dream directly.

These dream visions come to the magician over the course of the casting of this Spell during which time the magician is numb to his or her own senses.

The target is not aware of the magician’s perception of his or her dreams and the magician can in no way interfere in the target’s dreams.

If the magician wishes, he or she may bestow 1 “Dream” point to the target.

The target may use a Dream Point to do one of the following:

  • Treat one dice result on a roll the magician makes as a success (limit once per roll).
  • Treat one dice result on a roll against the magician as a failure (limit once per roll).

An unused Dream Point disappears the next time the target sleeps.

Miracle: The magician can project himself or herself into the target’s dreams.

The magician and target may interact, and both are able to act willfully and independently of each other inside the dream until the casting time for this Spell ends.

The dream may end abruptly, at the gamemaster’s discretion, if harm inside the dream would befall either the magician or target (no actual harm, apart from possibly 1 Fear damage, occurs to either party).

This Miracle costs 1 Action Point.

Read Object

Level: 2

Skill: Weirding

Time: 1 minute

Range: Touch

The magician reads the history of a single object that he or she touches. The target object cannot weigh more than 10 pounds per the magician’s Weirding Skill Level and must be held by the magician during the entire casting time of this Spell.

During the casting time of this Spell, the magician receives glimpses—sights, sounds, and emotions—from the target object’s history. He or she can sense what the object has been through, how it was used, who used it and for what purpose, how long the object has existed, etc.

The information the magician gleans from this Spell spans as far back as the entire history of the object since its creation.

The non-Miracle version of this Spell fails automatically if the target object is magical in nature.

Miracle: This Spell can affect a magical object. The Miracle costs 1 Action Point.

Repel

Level: 2

Skill: Sorcery

Time: 1 hour

Range: See below

The magician cordons off a section of ground that keeps living creatures away.

Casting this Spell requires that the magician create a symbolic barrier around the area to be affected. The area cannot have a radius larger than the magician’s Personal Spell Range.

A barrier may be created by either drawing a line in the dirt, sand, or snow with a staff, stick, wand, weapon, or the magician’s hands or feet, or by sprinkling raw earth, sand, or small stones around the area to be affected.

While this Spell persists, no wild animals will approach the barrier within 100 yards.

Any intelligent creature will suffer a -2D penalty to any roll made to notice or find the area affected by the barrier.

Passersby who fail an attempt to locate the affected area merely pass it by, outside of its boundaries, as if inclined to look elsewhere.

This Spell lasts until the next sunrise.

Restore

Level: 2

Skill: Sorcery

Time: 1 minute

Range: Touch

The magician removes the effects of a harmful Spell on himself or a living creature he or she touches.

When cast, this Spell can end the effects of one of the following Spells: Cloud Mind, Dumbfound, Ferocity, Hallucination, Nightmare, and Paralysis.

Runes

Level: 4

Skill: Alchemy

Time: 3 days

Range: Touch

The magician inscribes magic runes onto an object, imbuing that object with magic power.

The target object of this Spell may be any weapon, suit or armor, tool, household item, furniture, jewelry, or any other thing permitted by the gamemaster that weighs less than 50 pounds.

The magician spends the casting time for this Spell etching symbols into the object that provide for one of the following effects:

  • A weapon adds +1D Weapon Dice (swords, axes, and spears only).
  • A suit of armor provides +1 Armor.
  • A shield provides +1 Parry.
  • A tool or other object provides a +1D bonus to rolls made to use the tool as intended.
  • Jewelry can never rust, tarnish, or collect debris or patina. Additionally, it is beautified, adding +25% to its value.

All objects affected by this Spell become magical and can only be destroyed by magic means.

An object may only be affected by this Spell once and its effects are permanent.

Miracle: This Spell is always cast as a Miracle costing 3 Action Points.

Second Life

Level: 6

Skill: Alchemy

Time: 1 day

Range: Touch (another; not self)

The magician restores life to a creature that has died within the last seven days.

The magician must spend the entire casting time with the target creature’s corpse.

After the Spell is cast, a single dice roll is made with 1D per the magician’s combined Alchemy and Willpower Skill Levels.

If the roll achieves 6 or more successes, the creature returns to life at its last Wound Level.

If the creature’s body would not allow it to survive upon revival, the roll will automatically fail (for instance, if the creature’s head has been severed from its body, its internal organs are removed, etc.).

Besides any major impediments to the creature’s physiology, if the creature is revived it no longer suffers from the diseases, illnesses, or injuries it had at death, but remains generally battered and unwell.

A single creature may only have this Spell cast on it (regardless of its success) once in its existence. Any other attempts fail automatically.

Miracle: This Spell is always cast as a Miracle costing 3 Action Points.

Sense Concealment

Level: 2

Skill: Weirding

Time: Full Action

Range: Personal

The magician senses concealed objects or passages within range.

While this Spell is active, the magician can see any object, passageway, weapon, or creature that is concealed from sight.

This includes any traps, hidden tunnels, secret compartments, false walls, floors, ceilings, concealed weapons, persons hiding behind cover, or other purposeful deceits of this kind.

This Spell cannot detect any accidental concealments or concealments that are the result of nature, the passage of time, the accumulation of debris, or other incidental circumstances.

This Spell allows the magician to detect concealments through as much as 12 inches of solid matter per Weirding Skill Level (or 1 inch of metal per Weirding Skill Level).

This Spell can only detect a concealed creature if the magician’s Weirding Skill Level is equal to or greater than the concealed creature’s Alchemy Skill Level.

Any passage, object, or person detected by this Spell appears to the magician as if outlined in a thin silvery light that he or she can see through other solid objects and living things.

This Spell ends at the start of the next Scene.

Sense Creature

Level: 2

Skill: Weirding

Time: Full Action

Range: See below

The magician immediately senses the location of a single living target that he or she knows.

When this Spell is cast, the magician targets one living creature that he or she has met in person and at a minimum spent at least one hour with and must have touched one another (such as handshake) at least once.

The magician knows the direction and distance (measured in yards or miles) between him or her and the target and the magician can tell if the target has sustained any Wounds, Fatigue, or Fear (but not how much damage of these types).

This Spell ends at the start of the next Scene.

Sense Desires and Fears

Level: 2

Skill: Weirding

Time: Full Action

Range: Personal

The magician gleans a target’s desires and fears.

After casting this Spell on a living, intelligent creature, the magician immediately senses the following:

  • The creature’s current motivation(s) in the Scene.
  • The creature’s current apprehensions, fears, reservations, or anxieties in the current Scene.

The gamemaster describes what exactly is gleaned from this Spell.

The effects of this Spell end after it is cast.

Sense Passage

Skill: Weirding

Level: 2

Time: Full round

Range: Self

The magician senses the passage of other creatures since the last sunrise.

The magician can see the faint outline of footprints, swept dust, fingerprints, and other minute traces of other beings that have been through the area. The magician senses these traces of passage in faint hues of red and blue: more recent disturbances appear more red and older ones appear blue with variations in between.

The magician cannot determine the exact personal identity of any creature that left such traces but is able to tell the general direction of travel, number of creatures, elapsed time since these creatures moved through the area, and mode of travel (bipedal, quadrupedal, wagon, horse, etc.).

The magician’s senses via this Spell last until the start of the next Scene.

Serenity

Level: 1

Skill: Alchemy

Time: Full Action

Range: Self

The magician feels a sense of total inner calm.

The magician benefits from a +3D bonus to all his or her Willpower Skill rolls.

This Spell lasts until the start of the next Scene.

Shadow Walk

Level: 2

Skill: Sorcery

Time: Full Action

Range: Self

The magician melds into nearby shadows. His or her form seems to disappear leaving only his or her shadow cast on the ground.

As long as the time of day or current level of light within the area is sufficiently dark (late afternoon, evening, night, dusk, or dawn) the magician is considered to have a Stealth Skill roll result equal to his or her Sorcery Skill Level +1. This works equally well indoors under candlelight, torchlight, or similar conditions.

This Spell ends when another creature detects the magician with the Perception Skill, when daybreak comes or light is shone directly upon the magician, when the magician is wounded, or at the start of the next Scene (whichever occurs first).

The magician may use a Full Action to end this Spell prematurely.

Shape Fire

Level: 1

Skill: Alchemy

Time: Full Action

Range: Personal

The magician can manipulate a fire that already exists or create and manipulate a new fire.

This Spell can target an existing fire within the magician’s Personal Spell Range or create a new fire within the same range provided the target location for the fire contains enough flammable material (straw, dry clothing, lamp oil, etc.).

A targeted fire that already exists cannot exceed a volume of 25 cubic yards per Alchemy Skill Level (thus, a magician with Alchemy 3 could affect a fire up to 75 cubic yards in volume). If the fire is larger than this, this Spell only affects a portion of it up to that size.

Creating a new fire adds +1 Level to this Spell (for purposing of determining if it can be cast, not learning the Spell). If a new fire is created, the flames spring to life immediately after the Spell is cast.

While this Spell is active, the magician can use a Free Action once per round on his or her turn to do one of the following:

  • Increase intensity: the flames deal +1D damage per turn.
  • Decrease intensity: the flames deal -1D damage per turn.
  • Widen flame: the area affected by the fire is increased by 10%, provided there is enough flammable material for the flames to feed on.
  • Narrow flame: the area affected by the fire is decreased by 10%.

Fires deal 2D Wound damage to anything they touch each round.

A fire’s damage cannot exceed 4D per round and if a fire’s damage is reduced to 0D per round, the fire dies.

The Spell ends when the flames are extinguished or at the next sunrise (whichever comes first).

If the Spell ends because the next sunrise arrives, but the flames created or manipulated by this Spell still burn, the magician may cast this Spell again to regain control of them.

Shape Fog/Mist/Smoke

Level: 1

Skill: Alchemy

Time: 1 minute

Range: Sight

The magician can manipulate a fog, mist, or smoke that already exists or create it where none is present.

This Spell can target existing fog, mist, or smoke within the magician’s sight or create new fog, mist, or smoke within sight if the environmental conditions allow for it (enough moisture in the air, nearby body of water, nearby fire for smoke, etc.).

Targeted fog, mist, or smoke that already exists cannot exceed a volume greater than 100 cubic yards per Alchemy Skill Level (thus, a magician with Alchemy 3 could affect fog, mist, or smoke up to 300 cubic yards in volume). If the existing fog, mist, or smoke is larger than this, this Spell only affects a portion of it up to that size.

Creating new fog, mist, or smoke adds +1 Level to this Spell (for purposing of determining if it can be cast, not learning the Spell). If new fog, mist, or smoke is created, the area where the fog, mist, or smoke will be created slowly fills in and settles over the course of the next round.

While this Spell is active, the magician can use a Free Action once per round on his or her turn to do one of the following:

  • Increase intensity: penalty increased by 1D.
  • Decrease intensity: penalty decreased by 1D.
  • Widen: the area affected by the fog, mist, or smoke is increased by 10%, provided there is enough natural substrate to support it.
  • Narrow: the area affected by the fog, mist, or smoke is decreased by 10%.

Fog, mist, or smoke naturally applies a -1D penalty to all Skill rolls that rely on sight made within the area.

If fog, mist, or smoke’s penalty is reduced to 0D, it is completely dissipated. Fog, mist, or smoke’s penalty cannot exceed -2D.

The Spell ends when the fog, mist, or smoke are dissipated or until the next sunrise (whichever comes first). If the Spell ends because the next sunrise arrives, but the fog, mist, or smoke created or manipulated by this Spell still exist, the magician may cast this Spell again to regain control of it.

Shape Memory

Level: 2

Skill: Sorcery

Time: 1 minute

Range: Touch

The magician shapes the memory of another intelligent living being by conversing with it over the casting time of this Spell.

The magician describes to the gamemaster what memory of the target’s will be shaped and how it will be altered. The magician must also describe to the target—who must share a mutually understood language with the magician—his or her new memory.

An affected memory must be a singular event or aspect of the target’s life: a childhood trauma, a wedding day, where the target lives, etc.

A target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the target succeeds at this roll, it is unaffected by this Spell.

Targets of this Spell receive a +1D bonus to their Willpower Skill rolls made to resist it.

An affected target’s memory is shaped as willed by the magician. The target is oblivious to this change in its memory and lives the rest of its life genuinely recalling the memory as it now exists in its mind.

Shape Metal

Level: 3

Skill: Alchemy

Time: Full-around action

Range: Touch

The magician touches a single metal object weighing no more than 5lb. per the magician’s Alchemy Skill Level.

With this Spell, the magician may accomplish one of the following:

  • The target object is totally cleaned of all dirt, debris, and surface scratches or becomes heavily dirtied, stained, and/or covered in patina.
  • The target object rusts or warps, giving it a -1D penalty to any roll made to use it.
  • The object begins to melt; anything that touches it takes 1D Wound damage per Combat Round and contact with flammable materials makes those materials burn. If the object melts for half a minute or more, it is warped (-1D to all rolls made to use it); if the object melts for a minute or more it is permanently destroyed and reduced to a molten lump of metal.
  • The object shatters: everything within 3 yards of the object takes 2D Wound damage and the object is permanently destroyed.

A magic object (such as one affected by the Bestow, Cursed Blade, Inscribe Magic, Runes, Sigils, Unliving Sight [Miracle version only], Talisman, or Ward [Miracle version only] Spells) is immune to these effects.

Shape Stone

Level: 3

Skill: Alchemy

Time: 1 minute

Range: Touch

The magician touches a single stone or rock surface with a volume no greater than 10 cubic yards per the magician’s Alchemy Skill Level (thus, a magician with Alchemy 3 could affect a stone or rock area up to 30 cubic yards in volume).

With this Spell, the magician may accomplish one of the following:

  • Cracks begin to form and chips of stone or rock fall from the surface or cracks and chips on a stone or rock surface are restored. This does not affect the Structure of the target.
  • The stone or rock either restores 1 Structure point or loses 1 Structure point as it is made whole or begins to crumble.
  • The stone or rock is made to look like another type of stone or rock; for instance, granite is made to look like marble (this use of the Spell has Level +1 for purposes of determining if it can be cast).

Any effects of this Spell take place gradually over the course of the next day.

Magic stone or rock (such as stone or rock affected by the Bestow, Consecrate, Inscribe Magic, Runes, Sigils, Unliving Sight [Miracle version only], Talisman, or Ward [Miracle version only] Spells) is immune to these effects.

Shape Water

Level: 2

Skill: Alchemy

Time: Full Action

Range: Sight

The magician alters the natural properties of a single body of water within his or her sight.

With this Spell, the magician may accomplish one of the following:

  • The flow of a brook, creek, or stream is either increased or decreased (by up to 25%).
  • Small waves or ripples are created on the surface of a body of water or such waters are calmed.
  • The surface of a body of water becomes clouded with sand, silt, or mud, turning transparent waters opaque or opaque waters are turned clear as sand, silt, or mud settles on the bed of the body of water.
  • The flow of a river is either increased or decreased (by up to 25%) or violent waves appear on the surface of the water or such waters are calmed (this use of the Spell has Level +1 for purposes of determining if it can be cast).
  • Violent waves are created on the surface of a body of water or such waters are calmed (this use of the Spell has Level +1 for purposes of determining if it can be cast).

Any changes brought about by this Spell take place slowly over the course of 10 minutes.

This Spell, and its effects, last until the start of the next Scene (where the conditions revert to the way they were before the magician cast this Spell) or until another magician, effect, or natural environmental changes alter it.

Shape Wind

Level: 1

Skill: Alchemy

Time: Full Action

The magician alters the natural properties of wind or creates wind where none exists within the area of his or her sight.

With this Spell, the magician may accomplish one of the following:

  • Summon a breeze or strong wind where none exists or extinguish an existing breeze or strong wind.
  • Summon a gale where none exists or diminish a gale to nothing (this use of the Spell has Level +1 for purposes of determining if it can be cast).
  • Summon a hurricane or tornado where none exists or totally calm a hurricane or tornado (this use of the Spell has Level +2 for purposes of determining if it can be cast).

This Spell, and its effects, last until the start of the next Scene (where the conditions revert to the way they were before the magician cast this Spell) or until another magician, effect, or natural environmental changes alter it.

Shape Wood

Level: 1

Skill: Alchemy

Time: 1 minute

Range: Touch

The magician touches a single wooden object or tree weighing no more than 250lb. per the magician’s Alchemy Skill Level.

With this Spell, the magician may accomplish one of the following:

  • The target object is totally cleaned of all dirt, debris, and surface scratches or becomes heavily dirtied, stained, and/or covered in vines or moss (if the target is a tree).
  • The target object’s shape or appearance change slightly as willed by the magician; a target tree’s branches, or roots may be bent, twisted, or their directions changed.
  • The target object becomes warped in shape, giving it a -1D penalty to any roll made to use it. A target tree merely changes in appearance.
  • The target object begins to rot, giving it a -2D penalty to any roll made to use it. A target tree loses 1 Structure point, which cannot be recovered.
  • The object shatters: everything within 3 yards of the object takes 2D Wound damage and the object is permanently destroyed (this use of the Spell has Level +1 for purposes of determining if it can be cast).

A magic object or tree (such as one affected by the Bestow, Consecrate, Inscribe Magic, Runes, Sigils, Unliving Sight [Miracle version only], Talisman, or Ward [Miracle version only] Spells) is immune to these effects.

Share Memory

Level: 2

Skill: Weirding

Time: 1 minute

Range: Touch

The magician touches another living target and the two can share memories with one another.

The target of this Spell must be willing to accept its effects; if the target resists the Spell, the Spell fails to manifest.

During the casting time of this Spell, provided the target wills to participate, the magician and target can explicitly share memories with one another.

This may take one of the following forms:

  • The magician projects one or more memories into the target.
  • The magician perceives one or more memories of the target.

The memories shared by either party must be volunteered by that party. Neither party can change or manipulate the shared memories: memories are always depicted in a truthful way.

The recipient of a memory senses all aspects of it: sight, sound, smell, taste, touch, pain, and emotion. The memories are as real and vivid as if the perceiver was there at that point of time experiencing the events.

While this Spell is active, both parties are numb of their own senses and surroundings and sense and experience only the content of the shared memories.

The memories shared flash by as slowly or as quickly as necessary, extending over the one minute of casting time for this Spell. After 1 minute, the Spell ends abruptly, even if in the middle of a passing memory.

Miracle: This Spell’s casting time—and thus the length of time for viewing memories—extends to 10 minutes. This Miracle costs 1 Action Point.

Share Senses

Level: 2

Skill: Weirding

Time: Full Action

Range: See below

The magician and a single living target link senses.

The magician must know the target personally; the two must have met in person and at a minimum spent at least one hour together and must have touched one another (such as handshake) at least once.

The target of this Spell must also be willing to accept its effects. When the Spell is cast, the target feels a slight tingling behind his or her eyes: the target can fight off this sensation until it disappears (ending the Spell immediately) or allow it to persist (allowing the Spell to function).

While this Spell is active, either party can close his or her eyes, making him or her numb to his or her own senses and surroundings, but perceiving the senses (sight, sound, taste, smell, and touch) of the other as if perceived by his or her own body. A party to this Spell can also feel the others pain, both internal and external, but that pain has no effect on the one that does not actually suffer it.

This Spell does not allow either party to read one another’s thoughts, sense one another’s emotions, or communicate telepathically.

If, by chance, both parties try to perceive one another’s senses simultaneously, both parties’ sense nothing but blackness, silence, and numbness.

Both parties to this Spell can end its effects immediately as a Free Action.

This Spell also ends immediately if either party falls unconscious, falls asleep, becomes enchanted by magic, or dies.

If this Spell is not ended by one of these means, it ends at the start of the next Scene.

Share Knowledge

Level: 4

Skill: Weirding

Time: 1 minute

Range: Touch

The magician imparts his or her knowledge about a subject into another living, intelligent creature or may receive such knowledge from that creature.

For this Spell to work, both the magician and target must be willing to accept its effects. If either party is unwilling, the Spell has no effect when cast.

The magician decides what type of knowledge is to be shared. This knowledge can take the form of a single subject matter (law, commerce, art, music, botany, geography, etc.). The magician also decides which party (the magician or the target) will share knowledge with whom.

The recipient may make Academics and Trade Skill rolls using the other party’s Academics and Trade Skill Levels for any purpose that the gamemaster decides relates to the imparted subject matter. In effect, both parties know the same things about the subject matter.

Due to the melding of knowledge, the recipient of the shared knowledge may always use the highest Academics and Trade Skill Levels (either his or her own or the other party’s) and always adds a +1D bonus to Academics and Trade Skill rolls made while this Spell persists.

This Spell ends at the next sunrise.

Shatter

Level: 2

Skill: Sorcery

Time: Full Action

Range: Personal

The magician destroys a single inanimate object.

The target object cannot weigh more than 5 pounds per Level the magician possesses in the Sorcery Skill.

If the object is held or worn by a living creature, that living creature may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level; if the living creature’s Willpower roll succeeds, this Spell fails to affect the target object.

An affected object explodes, splintering into tiny fragments. Everything within 2 yards of the shattered object takes 1D Wound damage.

Magic objects (such as those affected by the Bestow, Cursed Blade, Inscribe Magic, Runes, Sigils, Unliving Sight [Miracle version only], Talisman, or Ward [Miracle version only] Spells) and Legendary Items are immune to this Spell.

Shed

Level: 3

Skill: Alchemy

Time: Full Action

Range: Self

The magician ends the effects of a harmful Spell on himself or herself.

When cast, this Spell ends all the following Spells that affect the magician: Cloud Mind, Compel, Covet, Dumbfound, Enchant, Ferocity, Hallucination, Madness, Nightmare, Paralysis, or Transfix.

Miracle: This Spell may be cast as a Miracle costing 3 Action Points to end one of the following Spells instead: Death Pact or Phantasm.

Sigils

Level: 4

Skill: Weirding

Time: See below

Range: Touch

The magician scribes a secretive text onto paper or parchment, wood, or stone.

Casting this Spell allows the magician to secretly inscribe up to 100 words per his or her Weirding Skill Level on paper or parchment, 50 words per Weirding Level in wood, and 25 words per Weirding Level in stone.

This Spell takes 10 minutes to cast for each 100 words written on paper or parchment or 1 hour to cast for each 50 words written on wood, or 2 hours to cast for each 25 words writing in stone.

When this Spell is cast, the magician may designate up to one living creature that he or she knows personally (that he or she has met in person and at a minimum spent at least one hour together and must have touched one another, such as handshake at least once). This designated creature can also see the writing clearly.

When another living creature inspects the parchment, wood, or stone it does not see the writing left by the magician. Only the magician and any designees can see the writing.

If other writing or markings are placed over the magic writing created by this Spell, the magician and any of his or her designated parties can still read the secret text.

If the parchment or wood or stone surface that this Spell affects is torn, broken, burnt, destroyed, or otherwise damaged, the writing disappears and neither the magician nor any designated party can see it.

Sleep

Level: 2

Skill: Alchemy

Time: Full Action

Range: Personal

The magician targets up to 1 awake, living creature within his or her Personal Spell Range per his or her Alchemy Skill Level.

A target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Alchemy Skill Level. If the roll is successful, the target is unaffected by this Spell.

An affected target falls into a deep sleep. In this state, nothing will wake the creature.

The effects of this Spell end at the next sunrise. Alternatively, a creature that takes 1 or more Wound damage is awakened immediately.

Miracle: The duration of the magic sleep is extended until either the seventh sunrise after the Spell is cast or when an affected target takes 1 or more Wound damage (1 Action Point) or until this Spell is ended by the effects of a Wake Spell (3 Action Points). For the latter Miracle (lasting until ended by a Wake Spell), Wound damage will not wake an affected target.

Smite

Level: 4

Skill: Sorcery

Time: Full Action

Range: Touch (see below)

The magician attempts to slay a single target with a physical strike.

To cast this Spell, the magician must be capable of striking his or her living target with a weapon of some kind (a staff, sword, etc.).

The target of this Spell may make a single dice roll combining its Stamina and Willpower Skills with a Target Number equal to the magician’s Sorcery Skill Level. If the target succeeds at this roll, it is not affected by this Spell.

An affected target is killed, immediately.

Succor

Level: 2

Skill: Alchemy

Time: Full Round

Range: Touch

The magician calms himself or herself or another living creature.

The target of this Spell immediately restores all Fear damage.

Summon Flock

Level: 4

Skill: Sorcery

Time: 1 minute

Range: Sight

The magician summons a flock of birds to gather within his or her sight.

For this Spell to work, several conditions must be met:

  • Natural birds must exist in the area where the Spell is cast.
  • The season permits the birds to gather in the area.
  • The birds summoned by this Spell have not been summoned by magic in the last seven days.

If any of the above conditions are not met, this Spell fails if cast.

Birds that can be summoned by this Spell include such species as crows, doves, pigeons, vultures, and the various types of songbirds.

All birds summoned by this Spell must be of the same species. The magician specifies which species will be summoned by this Spell and at the gamemaster’s discretion, those within the local area appear if they can.

This Spell usually summons between 500 to 1,000 birds.

The summoned birds gradually begin to gather around the target area over the course of 10 minutes.

The summoned birds remain in the area until at least sundown and carry out their normal activities until then. At sundown, the birds gradually begin to disperse, returning to other areas, over the course of 1 hour.

Summon Pack

Level: 4

Skill: Sorcery

Time: 1 minute

Range: Sight

The magician summons a pack of canines within his or her sight.

For this Spell to work, several conditions must be met:

  • Natural canines must exist in the area where the Spell is cast.
  • The season permits the canines to gather in the area.
  • The canines summoned by this Spell have not been summoned by magic in the last seven days.

If any of the above conditions are not met, this Spell fails if cast.

Canines that can be summoned by this Spell include such species as domestic and stray dogs, coyotes, and wolves.

All canines summoned by this Spell must be of the same species. The magician specifies which species will be summoned by this Spell and at the gamemaster’s discretion, those within the local area appear if they can.

This Spell usually summons between 25 and 50 canines.

The summoned canines gradually begin to gather around the target area over the course of 10 minutes.

The summoned canines remain in the area until at least the next sunrise and carry out their normal activities until then.

At sunrise, the canines gradually begin to disperse, returning to other areas, over the course of 1 hour.

Summon Swarm

Level: 4

Skill: Sorcery

Time: 1 minute

Range: Sight

The magician summons a swarm of insects or tiny creatures from the surrounding countryside to afflict an area.

For this Spell to work, several conditions must be met:

  • Natural insects or tiny creatures exist in the area where the Spell is cast.
  • The season permits the insects or tiny creatures to move and gather in the area (late spring, summer, and early fall).
  • The insects or tiny creatures summoned by this Spell have not been summoned by magic in the last seven days.

If any of the above conditions are not met, this Spell fails if cast.

Possible insects or tiny creatures summoned include grasshoppers, crickets, flies, locusts, toads, frogs, small lizards, small snakes, chipmunks, squirrels, or small fish or crayfish (if summoned in a body of water.

All insects or tiny creatures summoned by this Spell must be of the same species and the magician chooses an applicable species at the time of casting.

The summoned insects or tiny creatures gradually begin to swarm a target area, filling in by the many hundreds of thousands (for tiny creatures) or millions (for insects). The affected area reaches its maximum population within 1 hour after the Spell is cast. The affected area is as large as the magician’s sight allows.

The summoned insects or tiny creatures remain in area until at least the next sunrise and carry out their normal activities until that time.

At the next sunrise, the insects or tiny creatures gradually begin to disperse, returning to other areas, over the course of 1 hour.

Suppression

Level: 4

Skill: Alchemy

Time: Full Action

Range: Sight

The magician suppresses the effects of Legendary Items within his or her sight.

All Legendary Items or items affected by Spells (such as the Bestow, Cursed Blade, Inscribe Magic, Runes, Sigils, Unliving Sight, Talisman, or Ward) are suppressed if the magician can see the item or the bearer of the item (even if the magician doesn’t know the items are there or that they have these qualities) and any item carried by someone who can see the magician.

This Spell affects only Legendary Items of “Rare” or “Extraordinary” rarity and items carried by those who have an Alchemy Level equal to or less than the magician.

All such items carried by the magician are also affected.

Once an item is affected by this Spell (because the magician sees it, the magician sees the bearer of the item, or the bearer of the item sees the magician) it remains affected even if the magician looks away.

This Spell ends at the start of the next Scene.

Surge of Strength

Level: 1

Skill: Alchemy

Time: Full Action

Range: Self

The magician feels a surge of power coursing through his or her body.

Until the start of the next Scene, the magician gains a +1D bonus to all Physique Group Skills.

Talisman

Level: 5

Skill: Alchemy

Time: 7 days

Range: Touch

The magician imbues a single object with magic energy to create a lasting symbol of power.

This Spell can imbue a wearable or handheld object with lasting magic effects. Common talismans include rings, necklaces, bracelets, brooches, bowls, goblets, knives, swords, and bows.

After the Spell is cast upon the object, the magician chooses one of the following effects:

Talisman Effects
Power The magician chooses one of his or her Magic Group Skills (for which he or she has at least 3 Skill Levels). The magician’s chosen Skill Level is increased by 1 (this effect allows the magician to exceed Level 6 for that Skill).
Stillness When the magician makes a Willpower Skill roll, he or she automatically adds +1 success to his or her roll. Additionally, the magician suffers no penalties from lost Fear Levels and when he or she mediates to remove Spell Burn, he or she removes 1 additional point of Spell Burn.
Vitality The magician is immune to illness, disease, and poison. Any illnesses, diseases, or poisons are immediately cured. Additionally, the magician does not make Stamina Skill rolls to recover lost Wounds, but instead, automatically restores 1 lost Wound point per day of dedicated rest.

The magician benefits from the chosen effect while wearing or holding the talisman.

The effects of this Spell are permanent. Each talisman may only have one of the qualities listed above.

A magician may only have one talisman at a time. The magician may safely cast this Spell again on his or her talisman, taking only 3 days, to remove its effects (after which point, he or she may create a new talisman).

If a magician’s talisman is destroyed, the magician permanently loses 1 Alchemy Skill Level and immediately sustains 2 Wounds, 2 Fatigue, and 2 Fear damage.

Talismans are magically sturdy and nearly impossible to destroy unless through magic means. Talismans have 7 Armor.

Telepathy

Level: 3

Skill: Weirding

Time: 1 minute

Range: See below

The magician establishes a connection between his or her mind and the mind of another living creature.

The magician can target any creature that meets one of the following requirements:

  • The magician must know the target personally; the two must have met in person and at a minimum spent at least one hour together and must have touched one another (such as handshake) at least once.
  • The magician must have a token of the target in hand while casting the Spell (a lock of hair, a fingernail, a closely held personal item, etc.).

Additionally, the target must be within 1 mile per Weirding Skill Level from the magician.

If the Spell is cast successfully, the magician may communicate directly with the target, silently. Only the magician and the target can hear the conversation between them.

The link between the magician and target lasts until the start of the next Scene or when the magician ends the Spell early.

A target of this Spell can attempt to end the Spell early by making a Willpower Skill roll with a Target Number equal to the magician’s Weirding Skill Level. If this roll is successful, the Spell ends immediately. A target may only attempt this roll once per established telepathic link.

The magician may only attempt to establish a telepathic link once per Scene.

Temporal Shift

Level: 2

Skill: Weirding

Time: Full Action

Range: Self

The magician moves more quickly than other things around him or her.

After this Spell is cast, the magician’s Movement score is increased by 6.

While this Spell is in effect, the magician may take one additional Partial Action each round.

This Spell ends at the start of the next Scene.

Tidal Wave

Level: 6

Skill: Sorcery

Time: 10 minutes

Range: Sight

The magician conjures a tidal wave that engulfs a piece of seaside land.

For this Spell to work, the magician must have the sea and land within his or her sight.

A tidal wave measuring 100 feet in height forms on the sea and comes crashing into the land. The formation of the wave, its rise and approach, and the impact on the land takes course slowly over the time this Spell is cast.

After the wave hits shore, everything on the land that the magician can see is flooded under 10 feet of water. Buildings and structures are automatically dealt 2 Structure damage (ignoring Armor) and living creatures and objects are dealt 2D Wound damage (ignoring Armor and Parry) as the waters throw them around.

The tidal waves recedes and leaves the land dry—if not soggy and debris-strewn—10 minutes after it hits the land.

Miracle: This Spell is always cast as a Miracle.

The preceding version of the Spell costs 3 Action Points.

This Spell can also create a tidal wave that is 150 feet high and that floods the land under 15 feet of water. This larger wave deals 3 Structure damage (ignoring Armor) to buildings and structures and living creatures and objects are dealt 3D Wound damage (ignoring Armor and Parry) instead.

This improved Miracle costs 5 Action Points.

Transfer Essence

Level: 2

Skill: Sorcery

Time: 1 minute

Range: Touch

The magician transfers magic energy between two living targets. The targets may be two distinct creatures, apart from the magician, or another living creature and the magician himself or herself. The magician must touch any target of this Spell throughout its casting.

This Spell can accomplish one of the following effects (if all parties are willing):

  • One target loses 1 or more Spell Burn and the other gains a similar amount of Spell Burn.
  • One target loses 1 or more Action Points and the other gains a similar amount of Action Points.

An unwilling target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the roll is successful, the Spell has no effect.

All parties must have at least 1 Skill Level in a Magic Group Skill or this Spell has no effect.

This Spell cannot rearrange any party’s Spell Burn is such a way that a party would be left with 7 or more Spell Burn. It also cannot transfer more than 3 Action Points at a time.

Transfer Life

Level: 3

Skill: Sorcery

Time: 1 minute

Range: Touch

The magician transfers life energy between two living targets. The targets may be two distinct creatures, apart from the magician, or another living creature and the magician himself or herself. The magician must touch any target of this Spell throughout its casting.

This Spell can accomplish one of the following effects (if all parties are willing):

  • One restores 1 Wound damage, and the target sustains 1 Wound damage.
  • One target restores 1 or more Fatigue damage, and the other target restores a similar amount of Fatigue damage.

An unwilling target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the roll is successful, the Spell has no effect.

This Spell cannot transfer Wounds in such a way to kill any target. It can transfer Fatigue in such a way to knock a target unconscious.

Transfix

Level: 1

Skill: Sorcery

Time: Full Action

Range: Personal

The magician forces another creature to become fascinated by a nearby creature or object.

This Spell may target one living creature to be transfixed and one living creature or object to be transfixed upon.

Both targets must be within the magician’s Personal Spell Range and both must be within this range relative to one another.

The living target may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level; if the roll is successful the target in not affected by this Spell.

An affected living target becomes immediately fascinated by the transfixed upon target; it ceases what it’s doing and approaches it but stops short of touching or affecting it in any way.

The transfixed target doesn’t take any actions besides marveling at the transfixed upon target and is mostly numb to sensing its other surroundings.

This Spell ends at the start of the next Scene or ends prematurely if the transfixed target, transfixed upon target, or other living creature or object nearby is harmed in any way.

Tremor Sense

Level: 1

Skill: Weirding

Time: Full Action

Range: See below

The magician can feel vibrations through the ground.

While this Spell is active, the magician can sense the movement of any creature or object weighing 50 pounds or more (or a closely moving group weighing at least that much) within 100 yards distance per the magician’s Weirding Skill Level.

The magician knows the direction and speed of travel as well as the number of objects or creatures and their combined weight. The magician cannot tell how far away the objects or creatures are, only their number, weight, and direction of travel.

To sense tremors via this Spell, the magician must have both of his or her feet on the ground, floor, or other surface through which the tremors are sensed.

The effects of this Spell end at the start of the next Scene.

Trick

Level: 1

Skill: Sorcery

Time: Full Action

Range: Personal

The magician causes another target living being within range to experience a brief hallucination.

The hallucination may be a sound, a fleeting image, the sensation of wind, moisture, or change in temperature or humidity, or a smell.

The target may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If the target succeeds at this roll, it is unaffected by the hallucination.

An affected target believes the hallucination.

True Arrow

Level: 2

Skill: Weirding

Time: Full Action

Range: Personal

The magician fires a projectile with uncanny accuracy.

This Spell allows the magician to fire a bow, crossbow, or sling or throw a dart, javelin, spear, knife, hand ax, or rock with magical force.

When this Spell is cast, the magician makes a roll using 1D per Level he or she possess in the Weirding Skill. Weapon Dice for the weapon used are also added.

The roll treats results of 3, 4, 5, and 6 as successes.

Example: Bertoz picks up a javelin and casts the True Arrow Spell on it.

Bertoz has Weirding 3 and the javelin has 1D Weapon Dice.

Bertoz rolls 4D for the True Arrow attack.

The results of the roll are 2 (failure), 3 (1 success), 3 (1 success), and 5 (1 successes).

The roll achieves 3 successes.

Armor and Cover Dice, or any other penalties or bonuses that apply to Ranged Skill rolls also apply to the roll made for this Spell.

A weapon (or piece of ammunition) used by this Spell is immediately destroyed upon impact.

True Sight

Level: 2

Skill: Weirding

Time: Full Action

Range: Self

While under the influence of this Spell, the magician can see through all magic illusions and transmutations, and mundane (non-magical) disguises without fail.

This Spell allows the magician to see through the following Spells and perceive the real state of any concealment, deception, hallucination, or altered mental state created by those Spells: Cloud Mind, Compel, Covet, False Visage, False Wholeness, Hallucination, Madness, Phantasm, Shadow Walk, Sleep, Trick, or Transfix.

This Spell ends at the start of the next Scene.

Truth Sense

Level: 2

Skill: Weirding

Time: 1 minute

Range: Self

This Spell allows the magician to detect all lies and falsehoods spoken by others (so long as the magician can comprehend the language spoken).

If another person lies to the magician, the magician knows that that person is lying, but does not glean anything about what the truth is, or how far off the lie is from the truth.

This Spell ends at the start of the next Scene.

Unliving Sight

Level: 2

Skill: Weirding

Time: 1 minute

Range: Touch (object)

The magician enchants a single object with magic senses. The target object cannot weigh more than 5 pounds per the magician’s Weirding Skill Level.

While this Spell lasts, the magician can use a Full Action to sense through the object: the magician can hear, see, and smell as though through the object’s point of view and can feel the sensations of the air around the object, anything the object rests upon, or anything that touches the object. The magician, however, does not feel any pain or other types of sensations through the object.

While perceiving through the target object, the magician is numb to his or her own senses.

This Spell’s effects work even if the magician and the object are separated by any distance.

The Spell lasts until the next sunrise. The Spell ends early if the magician falls unconscious, dies, or the object is broken.

Miracle: The effects of this Spell are made permanent. This Miracle costs 4 Action Points.

A single Magician may only have 1 such enchanted object at a time.

Casting this Spell again on a new object ends the old Spell and only affects the newly targeted object.

Vigor

Level: 2

Skill: Alchemy

Time: 1 minute

Range: Self

The magician imbues himself or herself with incredible endurance.

The magician is granted “Vigor” Points based on his or her Alchemy Skill Level:

Alchemy Skill Level Vigor Points
2 or 3 1
4 or 5 2
6+ 3

When the magician would sustain Fatigue damage, he or she first loses any available Vigor Points instead (1 Vigor Point = 1 Fatigue Point).

This Spell ends at the next sunrise. When the Spell ends, any unused Vigor Points disappear.

A magician can only benefit from one casting of this Spell at a time.

Wake

Level: 1

Skill: Alchemy

Time: Full Action

Range: Touch

When casting this Spell, the magician may realize one of the following effects:

  • End the effects of a Feign Death or Sleep Spell on the touched subject.
  • Protect the touched subject (including the magician himself or herself) from the effects of a Sleep Spell until the next sunrise.
  • Remove the effects of lack of sleep from the touched subject (including the magician himself or herself) until the next sunrise.

Ward

Level: 1

Skill: Weirding

Time: 1 minute

Range: Touch

The magician touches a single target object, portal (doorway, window, gate, etc.), or column, pole, fence, or other similar part of a structure.

While under the effects of this Spell, if a living being passes within 10 feet of the enchanted object or structure, the magician immediately becomes aware of it. The magician knows how close a living creature has come to the enchanted object or structure, how many living creatures are within range, and how long they remain there.

This Spell transmits information from the target object to the magician over any distance.

If a magician has this Spell cast upon more than one target object or structure, the magician knows which target object or structure is sending him or her the information.

The effects of this Spell end after the third sunrise after its casting.

Miracle: The effects of this Spell are made permanent at the cost of 3 Action Points.

Weaken Essence

Level: 1

Skill: Sorcery

Time: Full Round

Range: Personal

The magician weakens the magic essence of another magician within range.

A target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level; if that roll is successful, the target is unaffected.

An affected target gains 1 point of Spell Burn, plus 1 point of Spell Burn for each of the magician’s Magic Group Skill Levels that are higher than the target’s Magic Group Skill Levels.

Example: Bertoz casts the Weaken Essence Spell on an enemy magician.

Bertoz has Alchemy 3, Sorcery 2, and Weirding 2.

The enemy magician has Alchemy 2, Sorcery 2, and Weirding 1.

If the enemy magician is affected by this Spell, he or she will gain 3 Spell Burn (3 = 1 + 1 for having lower Alchemy than Bertoz + 1 for having lower Weirding than Bertoz).

This Spell cannot increase a target’s Spell Burn beyond 7 points.

This Spell has no effect on a living creature that does not possess at least 1 Level in a Magic Group Skill.

Weather Summon

Level: 5

Skill: Sorcery

Time: 1 minute

Range: Sight

The magician can manipulate existing weather conditions or create entirely new ones.

When casting this Spell, the magician may realize one of the following effects:

  • Change clear skies to cloudy skies or change cloudy skies to clear skies.
  • Change cloudy skies to rain or rain to cloudy skies.
  • Change cloudy skies to snow or snow to cloudy skies (season permitting).
  • Change a thunderstorm to rain or rain to thunderstorm.
  • Change rain to snow or snow to rain (season permitting).

The area affected by this Spell has a maximum extent limited by the land the magician can see (standing on high ground, like a mountaintop, allows the magician to affect the entire area within his or her view).

The effects of the Spell take place gradually, over the course of 10 minutes.

If the weather change would be unlikely given the geographical environment or current season (for example, summoning rain in a desert, snow in a jungle, or a blizzard during summer), the Spell cannot take effect.

The effects of this Spell last until the natural environment would change them.

Miracle: At the expense of 2 Action Points, one of the following more powerful effects may take place:

  • Change clear skies to cloudy skies, rain, snow, wind, or thunderstorm.
  • Change cloudy skies, rain, snow, wind, or thunderstorm to clear skies.
  • Change snow to a blizzard or blizzard to snow.
  • Change rain to hurricane or hurricane to rain.

These effects are still limited by the natural possibilities of the geographical area.

Whisper

Level: 1

Skill: Weirding

Time: Full Action

Range: See below

The magician whispers a short phrase that is heard in the mind of another living creature.

This Spell can target one of two types of living creatures:

  • Any living creature that the magician can see.
  • Any living creature, anywhere, that the magician has met in person and at a minimum spent at least has one hour with that creature and must have touched one another (such as handshake) at least once.

The magician uses the casting time of this Spell to whisper a single phrase of up to 10 words that is instantaneously heard within the mind of the target.

The target is unable to respond in any way and this Spell does not create a magic link between the magician’s mind and the target’s mind.

Wind Walk

Level: 1

Skill: Alchemy

Time: Full Action

Range: Self

The magician’s Movement score increases by 8.

This Spell ends at the start of the next Scene or when the magician is wounded.

The magician may use a Full Action to end the effects of this Spell prematurely.

Word of Power

Level: 3

Skill: Sorcery

Time: Full Action

Range: See below

The magician speaks a single powerful magic word that affects all those who hear it.

The magician may speak one of the following words for this Spell:

Word Effects
Halt An affected creature cannot move toward the magician.
Flee An affected creature moves away from the magician as fast as it can (targets gain +1D to their Willpower Skill rolls to resist this Spell).
Suffer An affected creature writhes in agony and loses 1 Wound Level (targets gain +2D to their Willpower Skill rolls to resist this Spell).

A creature that hears the word of power may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level. If this roll succeeds, that target is not affected by this Spell.

Creatures that cannot hear the magician’s word of power are completely unaffected by this Spell (no Willpower Skill roll is needed to resist its effects). The magician is never affected by the effects of this Spell if he or she casts it.

If the “Flee” or “Halt” options for this Spell are chosen, this Spell’s effects on the targets end at the start of the next Scene. The effects of the “Suffer” option are instantaneous and the targets suffer the effects only once.

Zeal

Level: 5

Skill: Alchemy

Time: Full Action

Range: Self

The magician imbues himself or herself with a surge of strength at the cost of long-term delirium.

The magician gains a +1D bonus to all Skill rolls he or she makes and reduces any penalties he or she receives to any Skill rolls he or she makes by up to 1D (to a minimum penalty of 0D).

These effects last until the next sunrise.

After these beneficial effects end, the Spell persists, however, the magician is afflicted by a state of delirium.

In this state, the magician feels dizziness and treats all results of 6 on all dice he or she uses for Skill rolls as failures.

This Spell ends completely—along with the delirium—on the second sunrise after it is cast.

A magician may not cast this Spell while its effects persist (either under the zeal state or the delirium state).