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  1. Notes

3.1 Arcane Magic

Core Rule System

Arcane Magic

In order to cast an Arcane spell, the caster must be able to make a Spellcraft test. Which means not only must they know the skill that is unlocked from the Wizardry Talent Tree but they must also be able to incant and gesticulate in order to cast the spell.

Power – when casting a spell this requires a cost, Power is used to fuel all spells. For each Tier beyond 8 the cost and additional +2 per Tier.

Tier

Power

1

1

2

3

3

5

4

7

5

9

6

11

7

13

8

15

 

Modifiers - some spells can be affected by circumstances and impact the Spellcraft test. All penalties are cumulative.

Condition

Penalty

Fatigue

See condition penalty

Caster is gagged or silence

failure

Caster is prone

-20%

Caster on unstable footing

-20%

Partially obscured target

-20%

Heavily obscured target

-60%

 

Critical Success – A critical success means the caster has been able to control the flow of magic particularly effectively.  The cost of the spell is reduced by 1 Tier and any Resistance tests have a -10% penalty. On a roll of 01 the spell is maximised

Fumble – on a Spellcraft test of roll or 96-00 a fumble occurs. Power is still used and then an affect occurs, roll on the appropriate table for the outcome.

Ending Spells – as a single Combat Action, a caster can dismiss any Permanent spell(s) he has cast. Ceasing to cast a Concentration spell is immediate and not a Combat Action. If a character is rendered unconscious or receives a Critical Wound then a Spell that that he has cast will end.

Recovery – a caster automatically regains his Power equal to his Recovery per hour of full rest.

Casting at a higher Tier level – when casting a spell at a higher tier the d

Learning New Spells - Each tier of Spell has a Power cost plus also to learn a new spell requires downtime and a monetary cost in materials. If a scroll or book is available to “copy” from then

Time

Cost

1 day

50

3 days

100

5 days

200

7 days

400

9 days

800

11 days

1600

13 days

3200

15 days

6400

 

 

Tier 1

Tier 2

Tier 3

Tier 4

Arcane Hand*

Arcane Shield

Animate corpse

Befuddle

Arcane Missile

Bestial Enhancement

Babel

Charm

Countermagic*

Blade Sharp

Constitution

Dimension Door

Detection

Bludgeon

Countermagic Shield*

Emotion

Dispel Magic*

Commune with Beasts

Cover of Night

Fanaticism

Extinguish*

Co-ordination

Darkness

Haven

Fire Arrow

Dragon Breath

Demoralize

Lightning Bolt

Floating disk

Fireblade

Disruption

Mage Lock*

Golden Tongue

Frostbite

Dullblade

Mirror Image

Good Fortune

Glamour

Fate

Pact

Ignite

Heal*

Fireblast

 

Illusion*

Levitate

Hold Portal

 

Light

Multimissile

Knock

 

Mobility

Natures Stride

Protection

 

Protection from Elements*

Pierce

Repair

 

Stealth *

Shimmer

Second Sight

 

Telekinesis*

Sleep*

Thunders Voice

 

Telepathy*

Slow*

Truth

 

Thaumaturgy

Speed Dart

Undead Bane

 

Water Breath

Strength

Versatility

 

 

Tongues

 

 

 

Warmth

 

 

 

Winters Stride

 

 

 

 

 

 

Tier 5

Tier 6

Tier 7

Tier 8

Conjure Elemental

Aportation

Polymorph Other

Cloudkill

Ethereal Stalker

 

 

Hand of Death

Fireball

 

 

Storm

Invisibility

 

 

 

Root

 

 

 

Wall

 

 

 

 


 

Animate Corpse

Casting Time 5 minutes, Ranged 60‘, Duration: permanent

This spell allows the caster to the dead rise from dead bodies within range. These animated undead creatures will obey the Caster until they are destroyed by a Priest or a Dispel Magic spell. For each Mind modifier of the spell, one undead per Mind modifier may be controlled. Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. See Bestiary for Putrid Corpse statistics.

 

Aportation

Casting Time 3 rounds, Duration 10

This spell allows the caster to instantaneously translocate to a location within line of sight, the destination must be visible to the caster. For each additional 3 power spent and additional person may be translocated. Magical Barriers will prevent travel.

 

Arcane Hand

Casting Time Instant, Ranged 10’, Duration 1 Minute

This spell allows the caster to create ghostly land that can be used for fine manipulation or move something up to a pound in weight, up to a range of 10’ (2squares).

For each increase in Tier an extra option can be added to the effect.

Pair of hands, Double weight, +10’ range, extra minute.

Therefor a pair of hands, able to lift 2lbs up to 20’ away for 2 minutes would cost 9 power.

 

Arcane Missile

Casting Time Instant, Ranged, Resist - Evade

A vortex of eldritch energy forms in the casters hand, when directed at a target it streaks with a line of sight up to 60 feet away causing 3D6 magical damage.

 

Arcane Shield

Casting Time 1, Duration 1 hour, Trigger (Attack)

A crystal-like globe appears around the caster fading from sight after a moment. If a physical attack occurs, then the shield reacts with a flash and reduces the damage by 2D6.

 

Babel

Casting Time 1, Duration 1 minute, Ranged, Resist (Concentration)

If this spell is successful, it garbles the language of the affected creature. The target can still think and, for the most part, act normally, but anything it says comes out as gibberish.

 

Befuddle

Casting Time 1, Duration 5 rounds, Ranged, Resist (Concentration)

The affected target may not cast spells and may only take non‐offensive actions. The target may run if it so chooses and may Evade and parry normally in combat, though it may not make any attacks unless it is attacked first. Other creatures (such as spirits or magical beasts like dragons) are not affected by this spell.

 

Bestial Enhancement

Casting Time 2, Duration 10 rounds, Touch

The target’s Brawl attacks are considered natural weapons, it increases the chance to hit with the target’s natural weapons by +10% and they deal 4D6 points of damage. This damage is magical and will affect creatures that can only be hurt by magic.

 

Bladesharp

Casting Time 2, Duration 10 rounds, Touch

This spell can be cast on any weapon with a blade. It increases the chance to hit with the weapon by +10% and deals 1D6 points of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The weapon’s base damage remains non‐magical. A weapon under the effects of Bladesharp cannot benefit from Fireblade.

 

Bludgeon

Casting Time 2, Duration 10 rounds, Touch

This spell can be cast on any crushing or smashing weapon, such as a warhammer, shield or wraps. It increases the chance to hit with the weapon by +10% and +1D6 extra damage. This extra damage is magical and will affect creatures who can only be hurt by magic. The weapon’s base damage remains non‐magical.

 

Charm

Casting Time 1, Ranged, Duration: See below

This spell will only affect humanoids and certain other creatures. The victim is allowed an opposed Concentration test. If the Test is successful, the spell has no effect. If it is failed, the victim will believe that the Caster is its “best friend,” and will try to defend the Caster against any threat, whether real or imagined. The victim is “Charmed.” As a general rule, the “persons” affected by this spell are all creatures which look similar to humans in various ways. It will not affect animals, magical creatures (such as living statues), or human‐like creatures larger than ogres. If the Caster can speak a language that the Charmed victim understands, the Caster may give orders to the victim. These orders should sound like suggestions, as if ‘just between friends.” These orders will usually be obeyed, but orders that are contrary to the victim’s nature (alignment and habits) may be resisted. A victim will refuse to obey if ordered to kill itself. A Charm may last for months. The victim may make another Saving Throw every day. If you are Charmed, your DM will tell you when to make the new Concentration test. The Charm is automatically broken if the Caster attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the Caster’s allies.

 

Cloudkill

Casting Time 1, Ranged, Duration: 6 rounds

This spell creates a circular cloud of poisonous vapour, 30‘diameter and 20’ tall, which appears next to the Caster. It moves away at the rate 20‘per round in any one direction (with the wind, if any; otherwise, in the direction chosen by the caster). This cloud is heavier than air and will sink when possible (going down holes, sliding downhill, etc.). The cloud will be destroyed if it hits trees or other thick vegetation’. If cast in a small area (such as in a 10’ tall dungeon corridor), the cloud may be of smaller than normal size. All living creatures within the cloud take 3D6 points of damage per round. If the victim takes a Critical Wound whilst inside the cloud they must make an opposed Endurance test or be killed by the vapours.

 

Commune with Beasts

Casting Time 5, Duration 1 minute, Ranged 20’

This spell allows the caster to commune with a single natural beast for up to one minute, questions must be kept simple or the animal will be confused, its answers will be basic and sometimes vague due to the beast low cognitive ability.

 

Conjure Elemental

Casting Time 2, Ranged, Duration: Concentration

This spell allows the caster to summon any one elemental of a Tier up to the casters Mind modifier rank. Only one of each type of elemental (earth, air, fire, water) may be summoned in one day. The elemental will perform any tasks within its power (carrying, attacking, etc.) as long as the caster maintains control by concentrating. The caster cannot fight, cast other spells, or move over half normal speed, or the control is lost. If control is lost, it cannot be regained. An uncontrolled elemental will try to slay its summoner, and may attack anyone in its path while pursuing him. A controlled elemental may be returned to its home plane simply by concentration. An uncontrolled

elemental may also be sent back by the use of a Dispel Magic.

 

Constitution

Casting Time 2, Instant, Touch, Trigger

This spell will restore one level of Fatigue the target is currently suffering from. The target can only benefit from this once per hour.

 

Co‐ordination

Casting Time 2, Duration 20 minutes, Touch

The target’s Prowess score increases by +4. A target cannot benefit from more than attribute increase at a time.

 

Countermagic

Casting Time 1, Instant, Ranged

Countermagic is only ever used as a Reaction, and only when another spell is cast within Countermagic’s Range that the character wishes to counter. A successful Countermagic disrupts the other spell and nullifies it. The Countermagic’s Power must equal or exceed the target spells Tier, the target spell is countered. Cost is equal to the Power of the spell countered.

 

Countermagic Shield

Casting Time 3, Duration 10 rounds, Ranged

Once cast on a subject, the Countermagic Shield will attempt to block the effects of any spells cast at the target. It will not have any effect on spells that are already affecting a character. The effects of Countermagic Shield depend on the relative Power of both itself and the incoming spell – see the Countermagic Shield Results table for more details.

Countermagic Shield Results

Incoming Spell’s Power is. . . Effect

2 or more points weaker than Countermagic Shield’s Power Incoming spell eliminated and Countermagic Shield remains.

Equal to or within 1 point of Countermagic Shield’s Power Both incoming spell and Countermagic Shield eliminated.

2 or more points stronger than Countermagic Shield’s Power Countermagic Shield eliminated and incoming spell takes effect.

 

Cover of Night

Casting Time 1, Duration 5 rounds, Touch

This spell grants the target a +25% bonus on all Stealth tests and also provides them with the benefit of being partially obscured.

 

Darkness

Area 5, Casting Time 2, Duration 5 rounds, Ranged

Light sources within this area shed no light and normal sight ceases to function. Other senses such as a bat’s sonar function normally.

 

Demoralise

Casting Time 1, Duration 5 rounds, Ranged, Resist (Concentration)

The target of this spell has all Weapon skills halved and may not cast offensive spells. If this spell takes effect before combat begins, the target will try to avoid fighting and will either run or surrender. The effects of this spell are automatically cancelled by the Fanaticism spell

and vice versa.

 

Detection

Casting Time 1, Concentration, Ranged

This is actually several spells, though they all operate in a similar fashion, the Detect X must be chosen when learning the spell. Which allow the caster locate the closest target of the spell within its range. This effect is stopped by a thick substance such as metal, earth or stone that is at least one metre thick. It is also blocked by Countermagic Shield, though the caster will know the target is  somewhere within range (though not its precise location) and that it is being protected by Countermagic Shield. The separate Detect spells are listed below.

Detect Enemy: Gives the location of one creature who intends to harm the caster.

Detect Magic: Gives the location of the nearest magic item, magical creature or active spell.

Detect Species: Each Detect Species spell will give the location of the nearest creature of the specified species.

Detect Substance: Each Detect Substance spell will give the location of the nearest substance of the specified type. Examples of this spell include Detect Coal, Detect Gold and Detect Wood.

 

Dimension Door

Casting Time 1, Ranged: 10’, Duration: 1 round

This spell will transport one creature within 10’ of the caster, to a place up to 360’ away. The caster picks the desired destination. If the location is not known, distances not exceeding a total of 360’ may be given (for example, 200’ west, 60’ south, 100’ down). If this would cause the recipient to arrive at a location occupied by a solid object, the spell has no effect. An unwilling recipient may make an opposed Concentration test to avoid the effect.

 

Dispel Magic

Casting Time 2, Instant, Ranged

This spell will attack and eliminate other spells. Dispel Magic will eliminate a Tier of spells equal to its own Tier, starting with the most powerful affecting the target. If it fails to eliminate any spell (because the spell’s Power is too high), then its effects immediately end and no more spells will be eliminated. A spell cannot be partially eliminated, so a target under the effects of a spell whose Power is higher than that of Dispel Magic will not have any spells currently affecting it eliminated.

 

Disruption

Casting Time 1, Instant, 30’ Ranged, Resist ‐ Endurance

Disruption literally pulls a target’s body apart. The target will suffer 2D6 points of damage, ignoring any armour points. If a target is killed then all that remains is a bloody mess of body parts

 

Dragon Breath

Casting Time 1, Instant, Ranged 30’, Resist ‐ Evade

With this spell, the caster spits a stream of fire at his target. If the fire is not Evaded, it inflicts 5D6 points of heat damage. Armour is effective against this damage and it counts as both magical and fire damage. The target must in in a clear line of sight to be struck, if not it will hit the obstruction.

 

Dullblade

Casting Time 1, Duration 10, Ranged

This spell can be cast on any weapon but will not affect unarmed attacks or natural weaponry. It reduces the damage dealt by the target weapon by 2D6.

 

Emotion

Casting Time 2, Duration 5, Ranged, Resist ‐ Concentration

If the caster is able to affect the target with this spell, he can cause the target to feel whatever emotion he desires.

 

Ethereal Stalker

Casting Time 2, Duration: Until mission is accomplished

This spell summons an Ethereal, which will perform one task for the caster. The creature will serve whatever the time or distance involved, until the task is completed or until the creature is slain. A dispel magic spell will force the creature to return to its home plane.

 

Extinguish

Casting Time 1, Instant, Ranged

This spell instantly puts out fires. At Tier 1, it can extinguish a Flame, Tier 2 a Small Fire, Tier 3 a Large Fire and Tier 4 will put out a house fire, etc.

 

Fanaticism

Casting Time 1, Instant, Duration 5 rounds, Ranged

The target of this spell will have all close combat Weapon skills increased by +30% but may not attempt to parry or cast spells. The target will also have its Evade skill halved. The effects of this spell are automatically cancelled by the Demoralise spell and vice versa.

 

Fate

Casting Time 2, Instant, Touch, Resist (Concentration)

This spell allows the caster to influence fate, either for the good or ill of the target. The caster can increase or decrease the target’s next skill test by +20%. Only the next skill test made after the spell’s casting is affected.

 

Fireball

Casting Time 1, Instant, Ranged, Resist ‐ Evade

This spell causes and explosion of fire, heat and smoke to a 30’ diameter area, everyone caught in it will take 1D6x10 damage ignoring armour.

 

Firearrow

Casting Time 1, Touch, Trigger

Casting this spell on a missile weapon will cause its ammunition to burst into flame when it is fired and strikes a target. When it hits a target, the missile will magical fire damage instead of its normal damage. A missile under the effects of Firearrow cannot benefit from Multimissile or Speedart.

 

Fireblade

Casting Time 1, Duration 5 rounds, Touch

For the duration of the spell, this weapon will deal an additional +2D6 magical fire damage in addition to its normal damage. A weapon under the effects of Fireblade cannot benefit from Bladesharp.

 

Fireblast

Casting Time 1, Instant, Ranged, Resist ‐ Evade

The caster can summon a ball of fire from the air around him. The ball must strike a target in clear line of sight. Fireblast inflicts 5D6 points of magical fire damage. Armour applies

 

Floating Disc

Casting Time 1, Duration 60 minutes

This spell creates an invisible magical horizontal platform about the size and shape of a small round shield. It can carry up to 500 pounds. It cannot be created in a place occupied by a creature or object. The floating disc is created at the height of the Caster’s waist, and will always remain at that height. It will automatically follow the Caster, remaining within 6’ at all times. It can never be used as a weapon, because it has no solid existence and moves slowly. When the duration ends, the floating disc will disappear, suddenly dropping anything upon it.

 

Frostbite

Casting Time 1, Instant, Ranged, Resist ‐ Endurance

This attack spell allows the caster to freeze his opponent, dealing 3D6 and halves movement for 3 rounds. Magical effects that protect against cold damage can block this effect, but mundane items are ineffective. Ignores armour.

 

Glamour

Casting Time 2, Duration 20 minutes, Touch

The target’s Social score increases by +4. A target cannot benefit from more than one of these attribute bonuses at a time.

 

Golden Tongue

Casting Time 2, Duration 10 rounds, Touch

The touched creature gains a bonus to any opposed Appraisal, Persuasion or Trade tests equal to +20% This bonus only applies when a character is using Persuasion, Appraise and Trade when evaluating, buying or selling goods or equipment.

 

Good Fortune

Casting Time 2, Concentration, Touch

For as long as the caster maintains concentration, every target gains a +10% bonus to any skill tests he is called upon to make. One additional person can target by the spell per additional Power spent. This cost Power per round to fuel.

 

Hand of Death

Casting Time 1, Duration 3 rounds, Resist (Endurance), Touch, Trigger

If he succeeds in casting the spell, his hand is charged with the spell. The Duration of the spell refers to the amount of time the hand may remain ‘charged’ before the spell simply expires. Once the effect has been unleashed, the wielder’s hand is no longer charged. However, the Power cost is always paid at the initial casting. Touching an unsuspecting target, or succeeding at a Brawl against a wary target, releases the spell’s effect. If the Endurance test to resist the effect is failed, enough damage is caused to cause a Critical Wound. If the Endurance test is a success, the target only loses a single health point. If the target has already suffered a Critical Wound then they will die immediately. Armour does not protect against this.

 

Haven

Casting Time 5, Duration 8 hours

The caster performs a ritual that creates a haven for the caster. A barrier of 30’ diameter barrier mute’s audio, visual and olfactory. It creates and illusion that hides the area from all external viewers, however if someone walks into the camp the illusion is shattered. The camp repels biting insects, leeches and other pests. It also protects against rain, wind and the temperature is comfortable.

 

Heal

Casting Time 1, Instant, Touch

This powerful spell instantly heals 1D6 Health per Tier it is cast at. Heal is a Tier 1 spell and can be cast up to a maximum Tier equal to the casters Mind Modifier score. However, the target must still be functional to be healed – Heal will not reattach a severed limb. Only a Tier 5 Heal can heal a Critical Wound suffered by the recipient. The target cannot receive more than 1 Heal per hour.

 

Hold Portal

Casting Time 1, Range: 10’, Duration: 10 minutes

This spell will magically hold shut or open any “portal” ‐ for example, a door or gate. A Knock spell will open the Hold Portal. Any creature may make an opposed Athletics test vs the Mage’s Spell casting at ‐20% to break open a held portal in one round’s time, but the portal will relock if allowed to close within the duration of the spell.

 

Illusion (Motion)

Duration 10, Ranged

This spell is used to animate an illusion and move it as the caster desires. Each Tier of Power equates to a speed of 10’ for the illusion – thus a caster would need a Tier 3 Illusion (Motion) spell to approximate the speed of an average human.

 

Illusion (Odour)

Duration 10, Ranged

This spell reproduces a single scent. If the spell is of at least Tier 4, the caster can create an odour so foul it is incapacitating to those who smell it. Characters smelling the odour must make an Endurance test or suffer a –10% penalty to all skill tests until the spell ends or the character gets away from the smell.

 

Illusion (Sight)

Duration 10, Ranged

This spell creates the visual component of an illusion. Each Tier will cover 4 points of Body – thus a Tier 4 Illusion (Sight) spell would create a Body 16 illusion.

 

Illusion (Sound)

Duration 10, Ranged

This spell creates the sound component of an illusion. The caster must specify the nature and duration of the sound at the time of casting. If the spell is of at least Tier 4, the caster can create a sound so loud it is incapacitating to those who hear it. Characters within two metres of the spell must make an Endurance test or suffer a –10% penalty to all skill tests until the spell ends or the character gets away from the sound. If the caster wishes to change the sound, he must cast the spell again.

 

Illusion (Substance)

Duration 10, Ranged

This spell adds one Body (about 7kg or 15lbs) of substance to an illusion for each Tier. For purposes of sustaining physical damage, an illusion has one Health per Body point. An illusion with substance can be used to deal damage. An illusion of Body 1 to 3 inflicts 2D6 damage, an illusion of Body 4 to 6 inflicts 3D6 damage, an illusion of Body 7 to 9 inflicts 4D6 damage and an illusion of Body 10 or more inflicts 5D6 damage. For an illusion with substance to do damage, it must either be combined with Motion or the target must somehow strike himself with the illusion – walking into an illusory wall of fire, for instance.

 

Illusion (Taste)

Duration 10, Ranged

This illusion creates a single taste covering as much as one pound of material.

 

Notes:‐

If an illusion is cast on a moving object, it will move with the object. An illusion of sound can be used to cover or mask noise and an illusion of taste can be used to conceal the acrid tang of poison and so on. The Illusion Strength table shows some standards for sense‐related illusions.

 

Illusion Strength               Odour                   Taste                     Sound

1                                             Rose                      Water                   Whisper

2                                             Smoke                 Banana                 Conversation

3                                             Perfume              Lemon                 Shout

4                                             Ammonia             Whisky                 Explosion

Illusions are an exception to the rule that only one spell can be cast during a given Combat Round. A caster may cast as many Illusion spells as he wishes simultaneously.

 

Ignite

Casting Time 1, Instant, Ranged

Ignite will set fire to anything flammable within range, creating a Flame. Skin or flesh cannot be ignited and if the target is attached to a living being (such as hair, fur or clothes) then the spell gains the Resist (Endurance) trait.

 

Invisibility

Casting Time 2, Duration 10 rounds, Touch

The target of the spell is turned invisible; this includes anything worn or carried at the time. If the target picks anything up then that object will appear to float. If the target causes any harm to an opponent, then the spell is broken. A perception test at ‐60% is required to try to ascertain the location of the invisible person as is trying to attack an invisible opponent.

 

Knock

Casting Time 1, Range: 30’, Duration: See below

This spell will open any type of lock. Any normal or magically locked door (by a Hold Portal or Mage Lock spell), and any secret door, may be opened when found (but a secret door must be found before it can be Knocked open). Any locking magic will remain, however, and will take affect once again when the door is closed. This spell will also cause a gate to open, even if stuck, and will cause any treasure chest to open easily. It will also cause a barred door to open, magically forcing the bar to fall to the floor. If a door is locked and barred, both will be opened.

 

Levitate

Casting Time 2, Touch, Concentration

The target of the spell receives the ability to travel in the vertical plane either up or down at a speed of 10’ per round. Each round cost the Tier in Power.

 

Light

Casting Time 1, Duration 1 hour, Ranged 30’

This spell creates a ball of pall white light to appear and shed light across a 30’ area. The area is considered to be illuminated. Note that only the specified area is illuminated – everything outside the area of effect is not. This spell creates raw light, not a flame and makes no shadows.

 

Lightning Bolt

Casting Time 1, Instant, Ranged, Resist (Evade)

The caster can summon a lightning bolt from the heavens regardless of the weather. The bolt must strike a target outdoors in plain view. A Lightning Bolt inflicts 6D6 points of damage ignoring any armour points.

 

Mage Lock

Casting Time 1, Ranged: 10’, Duration: Permanent Touch

This spell is a more powerful version of a Hold Portal spell. It will work on any lock, not merely doors, and will last forever (or until magically dispelled). However, a Knock spell can be used to open the Mage Lock but costs a Tier higher than the Tier that Mage Lock was cast. A Mage locked door may be opened easily by the Caster casting the Mage Lock, and also by any magic‐using character or creature with a greater Power than the caster. Any such opening does not remove the magic, and the lock will relock when allowed to close (just as the Hold Portal spell). Mage Lock is a minimum of a Tier 4 spell

 

Mirror Image

Casting Time, Duration: 6 turns

With this spell, the Caster creates 1D4 additional images which look and act exactly the same as the Caster. The images appear and remain next to the Caster, moving if the Caster moves, talking if the Caster talks, and so forth. The Caster need not concentrate; the images will remain until the duration ends, or until hit. The images are not real, and cannot actually do anything. Any successful attack on the Caster will strike an image instead, which will merely cause that images to disappear (regardless of the actual damage).

 

Mobility

Casting Time 2, Duration 1 minute, Touch

The target’s Movement score is increased by 10’.

 

Multimissile

Casting Time 1, Duration 5 rounds, Touch, Trigger

A missile weapon is charged with the spell. The weapon will then enchant any missile fired from it within the Duration. A missile under the effects of Multimissile cannot benefit from Firearrow or Speedart. When the Multimissile‐enchanted missile is fired, it receives a +10% to weapon tests and adds +2D6 damage. Magical missiles created through Multimissile are magical and will affect creatures that can only be hurt by magic.

 

Natures Stride

Casting Time 1, Duration 1 hour

This spell allows the caster to move through even the most tangled, thorny brush as if he were on an open road. For each additional Tier spent, he may bring one person with him.

 

Pact

Casting Time 5, Instant, Touch

This spell creates a pact between two parties; each one is bound by the terms and agreements of the pact. If either one of the party or both break the pack then the spell is triggered. The breaker will instantly suffer 2D6 wounds of damage, the stench of rotten eggs (this cannot be masked) and a tattoo of “CHEAT” will appear on his forehead (this cannot be hidden; it will glow though anything placed in front of it). The other party will instantly know the pact has been broken and the location to where the pact breaker is. The stench and tattoo effect is permanent unless dispelled by a Dispel Magic at twice the normal requirement.

 

Pierce

Casting Time 2, Instant, Touch

This spell can be cast on any weapon with a blade or point. it halves the armour rating when it strikes an armoured location. Pierce can go bypass magical armour as easily as normal armour.

 

Polymorph Other

Casting Time 1, Ranged: Touch, Duration: Permanent until dispelled

This spell changes the victim into another living creature. The new form may have no more than twice the amount of Health as the original, or the spell will fail. Health remains the same. Unlike the polymorph self spell, the recipient actually becomes the new creature, gaining any and all special abilities of the new form, plus its tendencies and behaviour. For example, a hobgoblin polymorphed into a mule will think and act like a mule. This spell cannot create a duplicate of a specific individual, only a race or monster type. For example, a creature polymorphed into a “Warrior” will indeed become a human, but not necessarily a Warrior. The victim of this spell may make an opposed Concentration Saving Throw to avoid the effect. The effect lasts until dispelled, or until the creature dies.

 

Polymorph Self

Casting Time 1, Duration: 1 hour

This spell allows the caster to change shape, taking the physical form of another living creature. The Health of the new form must be equal to or less than the Health of the caster. The caster’s AR Class, Health, Skill rolls, and Saving Throws do not change. Special abilities and special immunities of the new form are not gained, but physical abilities are acquired. For example, a Caster polymorphed into a frost giant has the strength of a frost giant and the ability to hurl boulders, but not immunity from cold. A Caster polymorphed into a dragon could fly but would not be able to use any breath weapons or spells. Spells cannot be cast while polymorphed into a different form. The spell lasts for the given duration, or until dispelled, or until the caster is killed. This spell will not enable the caster to take the form of a specific individual (see polymorph other). Dispel Magic will instantly end this but must be cast at 1 Tier higher.

 

Protection

Casting Time 1, Duration 15 minutes

This spell adds a magical layer, +1D6 armour points is added to the target. This stacks with any existing armour and is treated in the same way.

 

Repair

Casting Time 1, Instant, Touch

This spell will repair 1D6 structural points to any one non‐living target or 1 SI to a weapon or a pip to an armour. The marks of repair will remain visible, unless an appropriate Craft test is made at the time of casting.

 

Root

Casting Time 1, Instant, Range 60’

This spell causes roots or vines to rise up from the surrounds that wrap themselves around anyone caught in that 20’ area preventing any further movement. An Evade test and the ability to move far enough to is required to escape the area of the spell. Only Movement is affect no the targets ability to use weapons, abilities or spells.

 

Second Sight

Casting Time 2, Duration 5, Ranged 30’

This spell grants the caster the ability to see anything that is blocked normal vision, Second Sight allows the caster to gauge the Power of every creature and magic item within range. The caster will know if each aura created by Power is less than his own Power, within three points of his own Power or greater than his own Power. Additionally, Second Sight provides a +15% bonus on Perception tests to notice hidden magical items or hiding people. Second Sight will also reveal invisible entities; though only a hazy image will show (treat such targets as partially obscured).

 

Shadow

Casting Time 1, Duration 5 rounds, Touch

This spell grants the target a +10% bonus on all Stealth tests per Tier and also provides them with the benefit of being partially obscured.

 

Shimmer

Casting Time 1, Duration 5 rounds, Range ‐ Touch

Causing the target’s image to blur and distort, this spell causes the target’s Evade skill to increase by +20%.

 

Sleep

Casting Time 1, Duration 1, Ranged 30’, Resist – Concentration

The caster causes the recipient to fall into a deep slumber, for each additional Tier it is cast at it can affect an additional target. The target can be woken if disturbed by a loud noise or jostling. The duration is equal to the Attribute modifier x 5 minutes. This is an opposed test for the target to make a Concentration test vs the casters Spellcraft test.

 

Slow

Casting Time 1, Duration 5, Ranged 30’, Resist (Endurance)

For each Tier this spell is cast at the target’s Movement score will be decreased by -5’. A target’s Movement can be reduced to 0, rendering the target immobile (but not paralysed).

Speed Dart

Casting Time 1, Touch, Trigger

Cast on a thrown weapon, this spell is triggered when it is launched. It increases the chance to hit with the weapon by +20% and deals +2D6 of extra damage. A weapon under the effects of Speed Dart cannot benefit from Firearrow or Multimissile.

 

Spider Climb

Casting Time 1, Duration 5 rounds, Touch

For the duration of the spell, the recipient may move at his full movement rate on any solid surface.

 

Strength

Casting Time 2, Duration 5, Touch

The target’s Body score increases by +4. A target cannot have its Body increased more than once at a time.

 

Storm

Casting Time 1 minute, Duration 5 minutes, Area: 100’ diameter

When this spell is cast a huge black cloud forms, the wind blows a hurricane, and rain lashes all within the area of effect. Lightning strikes all who are caught within its confines. For each round that anyone remains in the confines they will take 6D6 wounds, suffer ‐10’ to Move and take a fatigue level.

 

Telekinesis

Casting Time 1, Ranged, Duration: Concentration

This spell enables the Caster to move an object simply by concentrating. The caster may move the object in any direction, at a rate of up to 20’ per round. An unwilling victim may make an opposed Evade test to avoid the effect. If a target is held by someone, the holder gets an Athletics test with a ‐10% penalty. If the object is carried but not held, the owner may grab for the departing object, making a test with a ‐20% penalty. The caster must concentrate while moving objects, and the objects will fall if disturbed. Default range is 20’ the Tier cost increases for each additional 20’ beyond the first.

Tier

Wt

1

2lbs

2

10lbs

3

50lbs

4

200lbs

5

500lbs

6

1000lbs

7

2000lbs

 

Telepathy

Casting Time 1, Duration 5 rounds, Ranged 30’

This spell can affect one target for every additional Tier. It allows telepathy between the caster and any target, though targets will not have telepathy with one another. The words transmitted by telepathy will be heard directly in the head of the recipient, in the same language in which it would have been spoken. Range can be increased by an additional 30’ per Tier.

 

Tongues

Casting Time 1, Duration 1 minute

The caster is able to understand and speak any language spoken to him for the duration of the spell. This does not include the written word.

Thaumaturgy

Casting Time 1, Duration: varies, Ranged 30’

You manifest a minor wonder, a sign of supernatural power, within range.          

You can create one of the following effects within range.
Your voice is amplified so that you can be heard within 300’.       

You can cause flames to flicker and change colour. This lasts for 6 rounds
You can create a noise such as a slam of a door, the cry of a bird, voices around the corner.          

You can cause an unlocked door or window to fly open or slam shut.       

You can change your eye colour or pupil shape. This lasts for 5 minutes.

 
Thunder’s Voice
Casting Time 1, Duration 6 rounds, Touch
The target has +10% added to its Persuasion skill. The target’s voice may clearly be heard at up to 1320’.


Truth

Casting Time 2, Concentration, Touch

The target must speak the truth as he knows it while under the effect of this spell, or he will be burned by any metal in contact with his flesh (causing 1D6 of damage per round on the stricken location). This spell may not be resisted, but it will be obvious to the spellcaster if his Truth spell has been resisted.

 

Undead Bane

Casting Time 2, Duration 10, Area 30’, Resist (Concentration)

Any undead attempting to enter the protected area must resist the spell in order to do so. Undead within the zone at the time of its creation must resist it or be compelled to leave as quickly as possible, if it cannot leave it becomes paralysed. Weak undead cannot enter the area.

 

Versatility

Casting Time 2, Touch

The target may attempt any skill test with a bonus of +40%. Versatility may affect any skill, with the exception of Spellcasting. Power cost is per use.

 

Wall

Casting Time 2, Duration 10 minutes, Touch (stationary)

When cast a barrier of eldritch energy is formed that shimmers like malformed glass distorting that can be seen through it. For each additional Tier after the initial, a barrier 10’ x 10’ with 50 Structure and an AR of 3D6 is formed it can be shaped to fit whatever space up to the maximum area of the Tierr cast. Once in place it cannot be moved. It can be dismissed by the caster at any time. It will prevent any spell passing through it.

 

Warmth

Casting Time 1, Duration 30 minutes, Touch

The target suffers no penalties to Fatigue tests from a cold environment while this spell is functioning. Warmth also damage from cold by -1d^ (magical or mundane).

 

Water Breath

Casting Time 2, Duration 5 minutes, Touch

This spell allows the target to breathe water for the duration of the effect. Water Breath has no effect on the target’s ability to breathe air.

 

Winters Stride

Casting Time 1, Duration 60 minutes

This spell allows the caster to move through even the deepest, heaviest snow drifts and across as if he were on an open road. For each additional Tier increase, he may bring one person with him.