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Spells allow an ordinary person to do extraordinary things. They are useful for healing, attack, defense,
solving problems, overcoming obstacles, and revealing that which is hidden. Though a spellcaster is not as
deadly as a trained warrior, he is extremely useful to any adventuring party. Sorcerers and wizards learn
spells by memorizing the proper incantations and gestures. Bards learn to sing and play mystical songs.
All of them use magic to perform miracles through mind over matter.
Optional Rules: Allow players to spend 10 XP to invent a new spell for their character.
Reduce the MP cost of a spell by one (minimum 1) if the player roleplays a magic spell with an interesting visual
and audible effect.
Click the plus (+) symbol to expand each list of spells.
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Sorcerers and wizards learn incantations. Only Low Magic incantations can be selected at character creation.
These spells have a limited range. They can only affect targets within line of sight. The center of an area
effect incantation must also be within line of sight. The caster can choose the radius of an area affect spell
when it is cast. The minimum radius is his own hex, while the maximum radius is 5 hexes. A character must be
able to speak to cast spells. He must also have one hand free to cast High Magic incantations.
|
Spell |
MP |
Dur. |
Description |
Arcane Senses |
2 |
1 hr |
Gives a target the ability to see magic, and a +1 bonus to the Arcane skill. |
Ascending Rope |
2 |
10 min |
Causes a rope to straighten, become inflexible, and stand up vertically with one
end touching the ground. |
Aspect of the Owl |
1 |
1 hr |
Allows the target to see normally in weak moonlight or better. |
Aspect of the Stag |
1 |
1 hr |
Gives the target x2 ground movement speed. |
Aspect of the Wolf |
2 |
1 hr |
Gives the target a +3 bonus to tracking and hunting. |
Beast Claws |
2 |
1 hr |
Causes the target to grow sharp claws with an AV equal to Punch+1 that inflict 1 damage. |
Cure Ailment |
1 |
Instant |
Cures colds, flu, rashes, allergies and other minor illnesses suffered by the
target. |
Cure Poison |
2 |
Instant |
Cures all poisons, venoms and toxins affecting the target. |
Delouse |
1 |
Instant |
Kills all insects and parasites biting or infesting the target. |
Descend |
1 |
1 hr |
All party members in range fall too slowly to be harmed. |
Druid's Cudgel |
2 |
10 min |
Doubles the damage of a blunt weapon when used on wood. |
Fire Orb |
2 |
Instant |
Creates a tangible orb of fire which the caster can throw at a target.
AV 3, 2 damage. |
Frost Orb |
2 |
Instant |
Creates a tangible orb of frigid air which the caster can throw at a target.
AV 4, 1 damage. |
Gloom |
1 |
* |
Covers an area in thick fog causing a -3 PER penalty, in a radius of 1 hex
per round of concentration. The fog disperses normally. |
Hawk Sight |
1 |
1 hr |
Grants a target the ability to see 3 times as far as normal. |
Heal Wounds |
2 |
Instant |
Restores 1d6/2 health points (round up) and cures stun. |
Mend Item |
1 |
Instant |
Fixes minor damage in an inanimate item, such as rust, cracks, tears, stains,
or fraying. |
Mystic Orb |
2 |
Instant |
Creates a tangible orb of magic energy which the caster can throw at a target
that ignores all armor. AV 2, 1 damage. |
Obscure |
2 |
1 hr |
Gives the target a +2 bonus to stealth. |
Otter Kin |
2 |
1 hr |
Gives the target a +5 bonus to swimming. |
Shocking Blow |
2 |
10 min |
Gives the caster's unarmed strikes a chance to stun the target with an AV of 5
for 3 points of stun. The target can save versus stun to resist the effects. |
Solar Water |
1 |
1 day |
Imbues water with the faint glow of sunlight, making it harmful to vampires
and other sunlight-allergic creatures. AV 8, 1 damage per cup. |
Squirrel Kin |
2 |
1 hr |
Gives the target a +3 bonus to jumping and climbing. The target can leap
Body feet horizontal, and ½ Body vertical |
Swift Strike |
1 |
1 hr |
Increases the range of a bow or crossbow by 50%. |
Torch Glow |
1 |
1 hr |
Causes an inanimate item to glow with torch brightness. |
|
Spell |
MP |
Dur. |
Description |
Arcane Armor |
4 |
10 min |
An invisible barrier forms around the caster, adding 3 DV. |
Aspect of the Bear |
3 |
10 min |
Gives the target +1 Body, which also increases health points and physical
saving throws. |
Celerity |
4 |
1 min |
Allows the target to move twice as fast, and take 2 actions in 1 round. |
Cure Disease |
2 |
Instant |
Cures all diseases and related symptoms affecting the target. |
Dismiss Magic |
4 |
Instant |
Ends a spell's duration by touching the creature, item or area affected by it. |
Enlarge Beast |
2 |
10 min |
Causes an animal to increase in size and strength by 50%. |
Fairy Flight |
3 |
1 min |
Allows the caster to levitate, moving up to 1 hex per round and carrying no more
than Mind x 50 lbs. |
Fire Bolt |
3 |
Instant |
Shoots a bolt of fire from the caster's hand at a target. AV 4, 5 damage, ignites
flammable materials. |
Frost Bolt |
3 |
Instant |
Shoots a bolt of frigid air from the caster's hand at a target. AV 6, 3 damage. |
Heal Injury |
3 |
Instant |
Restores 2d6 (drop the lowest) health points and cures stun. |
Iron Cloak |
3 |
10 min |
Makes a cloak immune to cutting or puncture, reducing the damage of bladed
attacks by 50%. |
Mystic Bolt |
3 |
Instant |
Shoots a bolt of magic energy from the caster's hand which ignores armor.
AV 4, 2 damage. |
Quench Fire |
1 |
Instant |
Extinguishes one fire no larger than a bonfire, or multiple flames no larger
than a torch. |
Regenerate |
6 |
Instant |
Restores 3d6 health points, regenerates lost tissue, and removes all scars. This
spell can only be used once per target, per year. |
Reveal Traps |
2 |
1 hr |
Gives the target a +3 bonus to the underworld skill when detecting traps. |
Shadow Walk |
2 |
1 hr |
Grants a +5 bonus to stealth for the caster only. |
Staff of Might |
3 |
10 min |
Increases the AV of blunt weapons by 1. |
Vorpal Edge |
3 |
10 min |
Increases the AV of a bladed weapon by 1. |
Zone of Silence |
2 |
1 min |
Nullifies sound in an area from any source. This prevents spellcasting. |
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Bards learn mystical music. Only Low Magic songs can be selected at character creation. These spells
have a limited range. They can only affect targets within range of hearing. Songs with an area of
effect are always centered around the caster. He can choose the radius of an area affect spell when it
is cast. The minimum radius is his own hex, while the maximum radius is 5 hexes. The caster must be
able to speak. He must also have both hands free to play an instrument while casting a High Magic song.
|
Spell |
MP |
Dur. |
Description |
Aria of Purity |
1 |
Instant |
Makes all food and water in range safe for consumption. |
Battle March |
2 |
10 min |
Grants all allies in range a +1 saving throw versus fear, a +1 initiative,
and prevents them from being surprised. |
Cacophony |
1 |
1 hr |
Repels small insects and animals from the area. |
Chant of Stealth |
2 |
1 hr |
Grants a +1 stealth bonus to all allies in range. |
Discordant Tune |
1 |
8 hrs |
Causes a loud alarm sound to be heard if a creature enters the area of effect. |
Familiar Refrain |
2 |
1 min |
Improves the caster's focus, granting a +5 Mind bonus when attempting to
remember something. |
Flight of Fancy |
3 |
1 min |
Causes a creature or item to appear within range. It does not move or make any
sound. The caster must be familiar with the item. Viewers can make a saving throw versus
illusion to realize that it's fake. |
Gypsy Folksong |
1 |
1 hr |
Allows the caster to know whether anyone in range is currently feeling extremely
hostile or plans violence. |
Hero's Anthem |
2 |
1 hr |
Grants a +3 bonus to leadership and diplomacy. |
Palaver Chant |
1 |
1 hr |
Allows the caster to understand the spoken words of any creature within range. |
Requiem |
1 |
1 hr |
Allows all ghosts/spirits in range to be seen and heard by those present. |
Siren's Voice |
2 |
1 hr |
Grants a +5 bonus to carousing and a +2 bonus to acting. |
Song of Air |
2 |
1 min |
All allies in range become immune to discomfort or damage from cold. |
Song of Fire |
2 |
1 min |
All allies in range become immune to discomfort or damage from heat. |
Song of Stone |
3 |
1 min |
All allies in range are granted tougher skin, adding 1 DV. |
Song of War |
2 |
1 hr |
Gives all allies in range a +5 bonus to save versus fear. |
Song of Water |
2 |
1 hr |
All allies in range gain the ability to breathe underwater. |
Soothing Lyrics |
2 |
10 min |
Causes all non-sentient animals within range to remain calm unless harmed,
with no saving throw. |
Storm Shanty |
1 |
1 hr |
Protects an area from strong winds, rain, hail, fog, lightning and other aspects
of bad weather. |
Trackless March |
1 |
1 hr |
Prevents all creatures in range from leaving footprints. |
Twilight Aria |
1 |
1 hr |
Causes the area to shine with candle light. |
Undine's Melody |
2 |
10 min |
Allows all allies in range to walk on water as though it were solid earth,
however a Body check may be required to avoid tripping or falling due to waves. |
Whispering Wind |
2 |
Instant |
Sends a quiet, verbal message to one target the caster is familiar with.
The target must be within 10 miles. The message takes 1 minute per mile to arrive. |
|
Spell |
MP |
Dur. |
Description |
Dirge of Defeat |
4 |
1 rnd |
Causes all enemies in range to save versus fear or retreat at the end of the round. |
Dreamer's Melody |
4 |
1 min |
Causes an illusionary creature or item to appear within range, doing whatever
the caster desires. The caster must be familiar with both the creature or item, and the
action it is performing. The illusion can make sounds up to 100 decibels. Viewers can make
a saving throw versus illusion to realize that it's fake. |
Fool's Ditty |
4 |
1 min |
Brings bad luck to all enemies within range, causing a -1 penalty on all dice rolls. |
Loyal Harp |
3 |
1 hr |
Allows the caster to play a musical instrument without touching it. |
Madrigal of Magic |
3 |
1 min |
All creatures within the area of effect gain a +2 saving throw versus spells and magic. |
Serenade of Torment |
3 |
1 min |
All creatures in range must save versus pain or suffer a -1 penalty on attacks
and physical skills. |
Song of Iron |
5 |
1 min |
All allies in range are granted tougher skin, adding 2 DV. |
Song of Orpheus |
4 |
10 min |
Causes all creatures in range to perceive the caster as a normal part of their
surroundings and beneath notice, so long as he takes no threatening or highly unusual
actions. Non-sentient creatures do not get a saving throw. |
Summer Ballad |
3 |
1 rnd |
Rains tiny balls of fire down on everything in a 3 hex radius for 1 round.
AV 4, 2 damage, ignites flammable materials. |
Sword Toccata |
3 |
1 min |
Increases the armor DV of all allies in range by 2 against bladed weapons. |
Thief's Lullaby |
3 |
Instant |
Causes all creatures in range to save versus sleep or fall asleep. Affected
creatures awaken normally. |
Winter Ballad |
3 |
1 rnd |
Rains hailstones down on everything in a 3 hex radius for 1 round.
AV 4, 1 damage. |
Words of Power |
6 |
Instant |
Restores the magic points of all allies in range to their base value. |
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Each race has a small number of unusual (read: generally useless) spells that they can cast.
Characters of any class can learn these spells through book learning, persistent experimentation,
or simple observation. Each spell has different verbal, somatic and material requirements. They
cost no experience points to learn and drain no magic points when cast.
|
Spell |
Race |
Effect |
Requirements |
Aura of Fury |
Dwarf |
Causes enemies in hearing range to become extremely angry. |
Shout stinging invectives and creative expletives. |
Deathwish |
Dwarf |
Convinces enemies within line of sight that the caster is insane and
intends to hack them to pieces regardless of personal risk. |
Charge enemies while waving a weapon wildly, with face red and
neck veins bulging. |
Dispel Fear |
Dwarf |
Gives courage to allies within hearing range. |
Shout a unique, violent battle cry accompanied by a display of
battle prowess. |
Enrage Dragon |
Dwarf |
Causes dragons within hearing range to become enraged and attack. |
Shout an effective insult, such as "Move off, you moon-brained,
eel-skinned bull's pizzle!" |
Feign Madness |
Dwarf |
Causes enemies within visual range to underestimate the caster. |
Take a deep swig of frothing swill, allowing froth to settle on beard. Chant
incomprehensible rhymes, stopping occasionally to give a one-eyed stare. |
Grimthor's Clenched Teeth |
Dwarf |
Makes the caster appear tough and impervious to pain. |
Grind teeth together in a grimace that resembles ferocity more than agony. |
Summon Beer |
Dwarf |
Causes a frothing mug or tankard of local beer to appear in front of the caster. |
Shout "Wench! Bring me a beer!" in an appropriate environment, such as
a tavern. |
Befuddle Foe |
Elf |
Causes enemies to pause for a round, staring perplexed at the caster. |
Speak the mesmerizing words of a difficult riddle, such as "What do I
have that I want to share, but in sharing cannot keep?", or "What have I got
in my pocket?" |
Charm Friends |
Elf |
Causes friends to become allies and party members. |
Appeal to nobler motives, throw down a challenge, and finally,
exaggerate the amount of wealth and fame to be gained by going along on the
adventure. |
Hold Self |
Elf |
Causes the caster to become motionless. |
Hold very still. Close eyes and plug ears to avoid noticing anything
alarming. |
Know Direction |
Elf |
Allows the caster to know which direction he is facing. |
Take a compass out and look at it. The fancy needle points North.
If no compass is available, wait for the sun to rise, indicating East. |
Speak With Monsters |
Elf |
Allows the caster to avoid combat for an extra round or two. |
Squeak, warble, growl, or otherwise imitate the creature's
vocalizations. |
Un-magic Missile |
Elf |
Pierces the enemy with a mundane sharp, pointy object. |
Shout "Look, gold coins!", then shoot an arrow or bolt when
the enemy pokes his head up from behind cover. |
Wall of Horse |
Elf |
Provides horizontal cover for the caster. |
Dismount. Stand beside horse, on side opposite from incoming attacks. |
Appraise Enemy |
Human |
Determines whether a foe is more, less, or equally powerful. |
Look the target up and down, taking note of armor, weapons, tattoos
and overall amount of body hair. |
Detect Party |
Human |
Locates allied party members (also attracts enemies and monsters). |
Repeatedly shout the arcane phrase, "Hei gize, ware'yat?"
at the loudest possible volume. |
Jed's Assertive Finger |
Human |
Expresses the caster's deep and abiding disdain for the target. |
Show target the back of your hand, make a fist, then extend the middle
digit. |
Lower Inhibitions |
Human |
Removes unwanted shyness, modesty and civility from the caster. |
Rapidly drink a pint of potent alcohol. (Most effective on an empty
stomach.) |
Minor Remedy |
Human |
Cures all wounds that caused less than 1 health point of damage. |
Apply an antiseptic to the wound and cover with a clean bandage. |
Personal Illusion |
Human |
Change's the caster's appearance. |
Apply a costume, wig and make-up. Walk and speak differently. |
Summon Reaper |
Human |
Causes a Grim Reaper to arrive at (or very near) the caster's location. |
Turn to a nearby humanoid and slay them. |
Augment Bard |
Orc |
Increases the volume of a bard's music. |
Loudly accompany the bard by singing "la la la" for elf bards,
"barrum barrum" for dwarf bards, "do re mi" for human bards, or
"loot pillage burn" for orc bards. |
Detect Dead |
Orc |
Determines if nearby bodies are alive, dead or undead. |
Use a long stick with a pointy end to sharply jab the suspected corpse.
A body that shouts in pain or curses is alive, a body that groans and stumbles toward
the caster is undead, and a body that doesn't even flinch is just plain dead. |
Dispel Darkness |
Orc |
Creates light in a small area directly around the caster. |
Strike two spark-producing materials together near a flammable substance. |
Limited Wash |
Orc |
Reduces the caster's body odor. |
Stand in or under a stream of moving water and count to ten. |
Sedating Fist |
Orc |
Causes a target to fall unconscious. May also decrease the target's Mind attribute. |
With great speed, apply a fist to the target's head, aiming for the chin. |
Shocking Grasp |
Orc |
Zaps a target with a small electrical charge. |
Rub animal fur wrist band against hair or wool cloak. Touch target. |
Stinking Cloud |
Orc |
Creates a volume of choking vapors directly around (mostly behind) the caster. |
Prepare in advance by eating a large quantity of beans, radishes or rutabagas.
At the appropriate moment, clench stomach and bowel muscles. |
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