Warhammer Fantasy Spell Conversions Casting Spells Casting a spell requires a Channeling Proficiency check (see below) with a target number of 2 + 2* the spell's level. Characters without the Magic the Magic Acuity Proficiency Acuity Proficiency may still cast spells, but their Channeling skill is treated as one Grade lower than it is. If they only have Grade I a nd lack Magic Acuity, Acuity, they roll 2d20 and take the lo west as normal, but both dice count for Mishaps. There are three ways to cast spells: Unfettered: This is the default form described above. Fettered: The spell is cast more safely, but with less power. The caster's Channeling skill is tr eated as one Grade lower than normal, but no Mishap is possible. Only 1 st, 2nd, and 3 rd Level spells may be cast Fettered. Push: The caster may temporarily cast spells of a higher level than their usual maximum, up to three levels higher. However, for every Level above the character's normal maximum, the character adds a Chaos Die to Die to their Channeling Proficiency check—an additional d20 which does not contribute to casting spells, but does contribute to the possibility of a Mishap. Every spell has an ingredient . Ingredients are not necessary to cast a spell, but if the caster has them, they provide a +1 bonus to the Channeling Proficiency check to cast the spell per 2 spell levels, (+2 at 3 rd or 4th, etc.). An ingredient is only good for one casting of a spell. •
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Modified/New Modified/New Disciplines points x grade. grade. The Aethyric Attunement: 2 skill points character has a greater attunement to the Winds of Magic than most. They gain a +1 bonus per Grade to casting spells up to 6th Level or to using the Magic Acuity proficiency. proficiency.
spell. Characters are not limited limited to learning spells of their Magic Rating or lower. Wizard: 10 skill points. points . The character is a wizard, one of those born with the ability to manipulate the Winds of Magic. Purchasing Wizard automatically includes a Magic Rating of 1.
Modified/New Skills Channeling: 3 skill points per grade (Intellect). This is the proficiency used to actually cast spells. A character character with Channeling can weave the Winds of Magic safel y, creating the effects known as spells. Magic Acuity: Modified . Magic Acuity, called Witchsight by wizards, allows the character to see the Winds of Magic. Magical items can b e detected, active spells identified, and even wizards can be found out through the use of this proficiency. proficiency.
Learning New Spells Most wizards focus on a single category of magic, known as their Lore. Lore. This approach is safer, as it minimizes the chance of accidentally using Dark Magic, but it is limiting. When creating a wizard, if you pick a Lore, you are forever locked into that lore. Casting any other spells requires the use of the Dark the Dark Magic Discipline Magic Discipline even if you aren't Pushing the spell. If you prefer, you may be a hedge wizard . Hedge wizards add a Chaos Die to all their spells and may not raise their Magic Rating above Grade III, but they may select any spells they want from any Lore.
Mishaps
Whenever a spell is cast, if any of the dice come up 1, then a Mishap occurs, even if the spell is successful. Check WFRP 2nd ed pg 143, but 143, but treat a single 1 as a double, two points. The character can utilize Dhar , 2s as a triple, and so on. If you do not have access to Dark Magic: 3 skill points. WFRP , Wolph42 Wolph42 created an advanced and unified version the corrupt mixture of the eight Winds of Magic, to fuel of the chart, available at “Advanced Tzeentch Curse” their spells. They may Push up to six levels higher than found here: http://www.strike-to-stun.net/downloads they can normally cast, but every level above the normal maximum adds two Chaos Dice. In addition, the character may simply use Dark Magic to cast a spell, gaining a +3 bonus to the roll. Some spells require Dark Magic to cast, All spells of 7 th and 8 th Level, and some below, below, are Rituals are Rituals in which case they auto matically receive an extra Chaos — great great works of magic that require much more power than Die even if the caster decides not to Push. lesser spells, but have correspondingly greater effects. Where ingredients are optional for lesser spells, they are points. The character has a po werful Meditation: 5 skill points. required for rituals, and provide no bonus if used. In ability to concentrate and focus e ven when the Winds of addition, each ritual has consequences for failure in Magic are difficult to manipulate. They may apply the th th addition to any that caused by a Mishap. Aethyric Attunement Discipline to rituals of the 7 and 8
Rituals
Levels. Magic Rating: 2 x grade skill points. The caster gains in power, allowing them to safely cast spells of higher potency. potency. Every time Magic Rating is purchased, the character automatically gains two spells of the new level. The maximum Grade is V. New Spell: 1 skill point x level . The character learns a new
Conversion Notes This document is designed for the Wayfarers ayfarers RPG, RPG, but converting to standard OGL games is relatively easy. easy. Magic Rating is the highest level of spell that the caster can use, Endurance is Constitution, Presence is Charisma or Wisdom (as determined by context), Resistance rolls are Saving Throws of the appropriate type, and so on.
Spell Lists Common Spells First Level Aethyric Armor Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient : A link of chainmail You weave the Winds of Magic into armor around yourself, providing p rotection equivalent to chainmail. You You cannot cast the spell if you are wearing any armor, and if you don armor it ends immediately.
Aethyric Shield Range: Range: Self Duration: Duration: 1 minute/Magic Rating Casting Time: Time: -1 Area of Effect : Self Resistance: Resistance: N/A Ingredient : A metal rivet You weave the Winds of Magic into a tight ball around your hand, and may fight as though you had a shield in your off-hand. You You may maintain the shield after the duration expires by making a successful Channeling Proficiency check of 8 for each round of additional duration.
Amusements Range: Range: Self Duration: Duration: 1 minute/Magic Rating Casting Time: Time: -1 Area of Effect : Self Resistance: Resistance: N/A Ingredient : A pair of leather gloves For the spell's duration, you may perform harmless but amusing tricks: pulling coins out of people's ears, making scarves disappear or reappear, pulling animals out of hats, and so on. Nothing produced by this spell l asts beyond the spell's duration.
Booming Voice
Ingredient: A drop of butter Unless the target successfully resists the spell, they will drop anything they are carrying.
Enchant Hat Range: Range: Self Duration: Duration: 1 hour Casting Time: Time: 1 round Area of Effect : Self Resistance: Resistance: Mental 10 Ingredient : A peacock feather Your wizard's hat becomes a beacon of style and fashion, causing awe in those who see it. Other wizards with lesser hats who fail the Resistance check suffer a -1 penalty to Intimidate, Leadership, Persuasion, or similar proficiencies. If two wizards both have enchanted enchanted hats, the one who rolled highest on the Channeling Proficiency check has the most impressive hat and the other suffers the penalty. penalty. The lesser wizard may recast Enchant recast Enchant Hat to to make an even more impressive hat, if they desire. Enchanted hats have no effect on the public other than to point out that the wearer is obviously a wizard.
Ghost Step Range: Self Duration: 30 minutes/Magic Rating Casting Time: 1 minute Area of Effect: Self Resistance: Resistance: N/A Ingredient : A pinch of sand For as long as the spell lasts , you don't leave any visible tracks. Anyone trying to track you suffers a -4 penalty on their Tracking checks. You You can still be tracked by scent.
Glorious Passage Range: Range: Self Duration: Duration: 1 minute/Magic Rating Casting Time: Time: -1 Area of Effect : Self Resistance: Resistance: N/A Ingredient : A golden chain You blast your presence into the aethyr, alerting everyone around you that you are a wizard. Anyone with Witchsight will see a brilliant glow of your dominant Wind around you, and non-wizards will feel that respect should be paid. Shopkeepers will bow, crowds will part, animals will shy away, away, and so on. Mechanically, Mechanically, it provides a +1 bonus to the use of appropriate proficiencies, such as Animal Handling, Leadership, Persuasion, and so on.
Range: Self Duration: One speech Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient : A bull's horn Glowing Light Your voice grows i n volume such that you can be clearly Range: Touch heard up to 500 yards away while still not deafening Duration: 1 hour/Magic Rating anyone close by. The spell lasts until you finish speaking. Casting Time: 1 round Pausing for breath does not end it, but finishing the speech Area of Effect: One item does. Resistance: N/A Ingredient : A drop of lamp oil (+1) Drop For as long as you hold it, or until the duration expires, one Range: 20 yards item in your grasp will glow with light equivalent to a Duration: Instant lantern. Casting Time: -2 Area of Effect: One target Gust Resistance: Mental 8 Range: 5 yard radius
Duration: Instant Casting Time: -2 Area of Effect: Area around you Resistance: Resistance: N/A Ingredient : A bird's feather A small wind blows through the area around the caster. While strong enough to put out candles and blow papers around, it has no other effect.
Ill-Fortune Range: Touch Duration: 1 day Casting Time: 5 minutes Area of Effect: One object Resistance: Resistance: Mental 7 Ingredient : A crude doll of the target You enchant an object so that its bearer suffers a string of bad luck. For as long as they carry it, or until the duration expires, the bearer has a -1 penalty on all rolls.
Illuminate Script Range: Range: Touch Duration: Duration: One hour/Magic Rating Casting Time: Time: 2 rounds Area of Effect : One manuscript Resistance: Resistance: N/A Ingredient : A drop of ink When casting the spell, the wizard touches a single piece of paper or other material no larger than one foot square. The writing begins to glow with a silvery light, making it readable even in pitch darkness and correcting for any degradation or illegibility, illegibility, though it will not translate ciphers or foreign languages. The light is aethyric in nature and provides no other illumination.
Life Bond Range: Range: Touch Duration: Duration: 1 day/Magic Casting Time: Time: -1 Area of Effect : One target Resistance: Resistance: Physical 9 Ingredient : The The ta target's ha hair, na nails, skin, or or bl blood For the duration of the spell, if t he target ever drops to 0 health points, you immediately know. If they are within 1 mile of you, you know what direction they're in.
Magic Dart Range: 10 yards/Magic Rating Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: N/A Ingredient : A small dart A bolt of energy flashes out and strikes a single target for 1d4 damage, +1/Magic Rating. This spell may look like a blast of flame, claw marks suddenly appearing, a bolt bolt of lightning, or something else, but it tends to match your dominant Wind.
Magic Flame Range: Duration: Casting Time: Area of Effect: Resistance: Resistance:
Self Special -1 Self N/A
Ingredient : A piece of flint A bluish-white flame springs forth from the your palm, providing light equivalent to a torch. It may also be used used to kindle flammable objects. It lasts until you close your hand or cast another spell.
Move Range: 10 yards/Magic Rating Duration: Instant Casting Time: -1 Area of Effect: 1/2 pound/Magic Rating Resistance: N/A Ingredient : A small fan You use magical force to manipulate light objects. One object within the spell's range may be moved a distance equal to half the spell's range. In addition, one unlocked door or chest in the spell's range may be opened or closed.
Protection From Rain Range: Self Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect: Self Resistance: Resistance: N/A Ingredient : A freshly-plucked leaf Even in the heaviest do wnpour, you and all your belongings remain completely dry. dry.
Roll the Bones Range: Range: Touch Duration: Duration: 1 hour/Magic Casting Time: Time: 2 rounds Area of Effect : One target Resistance: Resistance: N/A Ingredient : The bo bones of of an an an animal de dead fo for a year Sometimes, instead of trying to force the Winds of Magic into a particular configuration, its better to just let t hem decide. This spell offers a random effect. Roll 1d10 and consult the results below: 1. The tar target get thin thinks ks they they are are a toad toad.. They They crou crouch ch down, seek out swamps to lie in and flies to eat, etc. 2. The The targ target et bec becom omes es stin stinki king ng drun drunk k 3. The tar target get's 's eyes eyes glowin glowing g with with eldritc eldritch h light. light. 4. The The targ target et gai gains ns +1 +1 Stre Streng ngth th.. 5. The The targ target et gai gains ns +1 +1 Endu Enduran rance ce 6. The The targ target et gai gains ns +1 +1 Agil Agilit ity y 7. The tar target get gain gainss 5 tempo temporary rary health health poin points. ts. 8. The tar target get's 's move movemen mentt rate rate increa increases ses by by 3. 9. The target target may reroll reroll a sing single le roll roll.. 10. The target target gains the Magic Magic Acuity Acuity Proficiency Proficiency,, or increases it by one grade if they already possess it.
Shock Range: Touch Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: Physical 8 Ingredient : A small pin You zap a single target with energy, energy, stunning them for 1 round/Magic Rating unless a Resistance roll is made.
Sounds Range: 10 yards/Magic Rating Duration: 1 round Casting Time: -2 Area of Effect: Special Resistance: Resistance: None Ingredients: Ingredients: A tiny bell You can create a phantom so und that emanates from the target location. The sound can be as soft as a whisper or as loud as a roar, but it cannot form words at all.
Casting Time: 1 round Area of Effect: One target Resistance: Resistance: None Ingredient : A small bell The target is marked with an invisible symbol of their expulsion from the community. community. While only those with Witchsight can detect the mark, everyone feels unconsciously repelled by the target: their Presence suffers a -4 penalty for the spell's duration.
Bind
Speedy Slumber
Range: 20 yard Duration: 1 minute/Magic Rating Range: Range: Self Casting Time: -3 Duration: Duration: One night Area of Effect: One target Casting Time: Time: 2 rounds Resistance: Resistance: Physical 11 Area of Effect : Self Ingredient : A bit of rope Resistance: Resistance: N/A You bind a single target with magic, causing them to drop Ingredient : A sunflower This spell must be cast while lying down, and for it to take whatever they are carrying and be unable to move their hands. The target may make a new Resistance check every effect, you must fall asleep within one hour. Thereafter, round to break the spell.
Vazila
Range: 100 yards Duration: 1 hour/Magic Rating Casting Time: -2 Area of Effect: One mount Resistance: N/A Ingredient : A horseshoe You are immediately mentally alerted if anyone tries to steal your mount.
Second Level Aethyric Might Range: Range: Self Duration: Duration: 1 minute/Magic Rating Casting Time: Time: -2 Area of Effect : Self Resistance: Resistance: N/A Ingredient : A staff of oak You bolster your strength with the Winds of Magic, allowing you to move far more than you otherwise could. You gain a bonus to your Strength equal to your Magic Rating for the purpose of pushing, pulling, lifting, bending, or breaking things. Using the force properly requires your full concentration, and it cannot be used in combat.
Alacritous Acceleration Range: Range: Self Duration: Duration: Instant Casting Time: Time: -1 Area of Effect : Self Resistance: Resistance: Special Ingredient : A bee's stinger You ride the Winds of Magic away from danger d anger.. After the casting of the spell, you may immediately move your full movement rate. If you are in melee combat, this movement does not provoke any attacks. After the spell is finished, however, you must make a Physical Resistance c heck of 11 or be stunned for 1 round. Every additional time this spell is cast in a day, the target number of the check increases by 1.
Anathema Range: Duration:
Touch 1 hour/Magic Rating
Blessed Weapon Range: Touch Duration: 30 minutes/Magic Rating Casting Time: 3 rounds Area of Effect: One weapon or 5 items of ammunition Resistance: Resistance: N/A Ingredient : A dab of holy water You can enchant one weapon or 5 pieces of ammunition with magical energy. energy. The weapons gain no bonus to hit or damage, but they can hit creatures immune to normal weapons.
Climb Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient : A bit of glue (+1) Your hands and feet become sticky, giving you a +4/+20% bonus to any climbing attempts.
Death's Revelation Range: Range: Touch Duration: Duration: Instant Casting Time: Time: 1 round Area of Effect : One corpse Resistance: Resistance: None Ingredient : A magnifying glass You can learn the exact cause of death and the length of time a target has been dead. If the skull is present and intact, you also learn t heir name, race, nationality, and title (if any).
Dormancy Range: 30 yards Duration: 1 round Casting Time: 2 rounds Area of Effect: One magical item Resistance: Resistance: None Ingredient : A shard of obsidian You suppress the Winds of Magic around an item, causing it to cease functioning for the spell's duration. You You must
make a separate Channeling proficiency check at -1 (-2 if the item is held by another creature) to succeed at this spell. The target number depends on the type of item.
The Forest Provides Range: Self Duration: Special Casting Time: 10 minutes Area of Effect : Self Resistance: N/A Ingredient : A dowsing rod You cast this spell after spending 10 minutes searching a natural area, and subsequently find any natural ingredient for a 1st or 2nd Level spell. Any crafted object cannot be found, but the terrain doesn't matter—you could find a blooming rose in a desert, or a pine needle on a tropical island.
The Hearth Within Range: Self Duration: 1 hour/Magic Rating Casting Time: -2 Area of Effect : Self Resistance: N/A Ingredient : A pinch of ash Similar Protection From Rain, this spell protects you and your gear from the effects of cold weather for the spell's duration. If it rains, you will be rained on, but your gear will dry extremely quickly.
Hold Range: 20 yards Duration: 1 round/Magic Rating Casting Time: -2 Area of Effect : One target Resistance: Mental 11 Ingredient : A link of chain You erect a barrier around a single target, forcing them to stay in place for the spell's duration. The target may move freely within a 2-yard radius of the place they were when the spell was cast, but may not travel further until it expires.
Magic Alarm
chest or breaking down the door.
Marsh Lights Range: 100 yards Duration: 1 hour Casting Time: 1 round Area of Effect: Special Resistance: N/A Ingredient : A firefly This spell creates a number of flickering lights that suggest torches or lanterns. After appearing, they can be sent off separately in different directions. Controlling them requires your full concentration, but they'll stay in place and glow for the full duration if not concentrated on.
Preserve Range: Touch Duration: 1 year/Magic Rating Casting Time: 1 minute Area of Effect : One gallon jar Resistance: N/A Ingredient : A drop of blood in a wax seal You can preserve all perishable items sealed in a glass jar of no more than one gallon to stay fresh for the spell's duration. Opening the jar ends the spell immediately.
Riddlewood Range: 20 yards Duration: 1d10 rounds Casting Time: -1 Area of Effect : One target Resistance: Mental 11 Ingredient : A handful of pollen One target becomes confused about their location for the spell's duration. If trying to find t heir way to place out of their line of sight or that they don 't know extremely well, they must make a Wilderness Lore Proficiency check of 10 or wander randomly, and must make another such check when the spell ends to keep their bearings.
Silence Range: 30 yards Duration: 1 round/Magic Rating Casting Time: -2 Area of Effect: One target Resistance: Mental 11 Ingredient : A gag You place a gag of magic into a single target's mouth unless they make a successful Resistance check. Otherwise, they cannot speak or even grunt.
Range: Touch Duration: Indefinite Casting Time: 1 minute Area of Effect: 2 yard radius Resistance: N/A Ingredient : A brass bell You create latent magic in a spot that will mentally alert Sleep you whenever any creature comes within the area of effect. Range: Touch This will wake you up if you are sleeping. The Magic Duration: 1 round/Magic Rating Alarm lasts until triggered or until you cast another one. Casting Time: -2 Area of Effect: One target Magic Lock Range: Touch Resistance: Mental 9 Duration: 1 week Ingredient: A piece of down Casting Time: 1 minute You cause one target to fall into a deep slumber for the Area of Effect: 1 lock spell's duration unless they make a Resistance check. . Resistance: N/A Sleeping characters are helpless. Ingredient : A small key Strengthened Resolve A single lock or bolt is enchanted so that it cannot be Range: Touch picked or forced open during the spell's duration. Magic Duration: 1 minute/Magic Rating Lock does not prevent anyone from smashing open the Casting Time: -2
Area of Effect: One target Resistance: N/A Ingredient : A lord's crest or symbol The target gains a +2 bonus on their next Mental Resistance check.
Tremor Range: 5 yard radius Duration: Instant Casting Time: -2 Area of Effect : All within range Resistance: Physical 11 Ingredient : A bit of crushed stone The ground around you shakes. Any creature standing in the radius who fails their Resistance check falls to the ground.
Ventriloquism Range: 20 yards Duration: Instant Casting Time: -2 Area of Effect : One target Resistance: N/A Ingredient : A pipe You may make your voice appear to come from any place, object, or creature within the spell's range, and may say up to 13 words.
Witchsmeller Range: Line of Sight Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A pendulum made of warpstone Usually, wizards can easily detect each other through Witchsight, but sometimes wizards hide, either physically or using magic. Witchsmeller grants a +4 bonus to any attempt to detect other wizards, either through magic or by using the Magic Acuity Proficiency. You can also detect the residual use of magic up to an hour after the spell was cast.
Third Level Aethyric Nimbus Range: Self Duration: 1 hour/Magic Rating Casting Time: 10 minutes Area of Effect : Self Resistance: N/A Ingredient : A cloak worn by an official The normal magical nimbus around any wizard is enhanced and expanded, reaching an extra d10 inches per point of Magic Rating in all directions. Anything completely encompassed by the aura counts as you for the purposes of any magic you cast. In addition, it vastly increases the wizard's senses, allowing them to know everything that happens within the radius. Mechanically, they gain a +4 bonus to detect any attempt to shadow them or pick their pocket.
Dampen Range: Duration: Casting Time:
Self One minute -3
Area of Effect : Self Resistance: N/A Ingredient : A shard of gromril While the Winds of Magic are usually wild and unpredictable, an experienced wizard can calm them for a moment. The next spell cast after this one and within the duration either has a Chaos Die removed or, if there are no Chaos Dice left, a single 1 may be ignored. Dampen cannot affect itself.
Disrupt Range: 40 yards Duration: 1 round/Magic Rating Casting Time: -3 Area of Effect : One target Resistance: Mental 12 Ingredient : A rune-carved oaken staff You cause the Winds of Magic to grow turbulent around a single target, who suffers a penalty on their Channeling Proficiency checks equal to your Magic Rating.
Dispel Range: 10 yards Duration: Instant Casting Time: -4 Area of Effect: One spell Resistance: N/A Ingredient : A small silver hammer You cause a single active spell in range to end prematurely. The caster makes a Channeling Proficiency check with a target number of 4 + twice the level of the spell (+2 for a potion, +1-10 for a magical item). Success causes the spell to end or strips the target item of its magic.
Ghost Shield Range: 4 yards Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect: Self Resistance: None Ingredient : A circle of salt You form a barrier around yourself that repels spirits. Any creature on the Ethereal Plane, or immaterial creatures like ghosts, must move away from you on their next action and cannot approach while the spell las ts. However, if you move, the spell ends immediately.
Guard Form Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : Self Resistance: N/A Ingredient : A sprig of witchbane You weave the Winds of Magic into a barrier around you to repel mutation. You gain a +2 bonus on any roll to resist the changing of your physical form.
Repel the Unclean Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient:
Self 1 round/Magic Rating -4 Self Mental 12 A sprig of witchbane
You surround yourself with a shimmering barrier of blue energy that repels creatures with Chaos mutations. Such creatures must pass a Resistance check to attack, and even if they succeed, they suffer a -2 penalty on their attack rolls.
Sanctuary Range: Touch Duration: 1 hour/Magic Casting Time: 1 round Area of Effect: One room Resistance: Mental 10 Ingredient: A lock You cast this on a room you are inside, and anyone who wishes to enter must pass a Resistance check to do so. It does not prevent spells or missiles being fired into the room, and if you leave the room the spell instantly ends.
road. Repeated casting of this spell cannot increase the distance you travel in a day.
Tap Range: Touch Duration: 1 round Casting Time: 10 minutes Area of Effect: Self Resistance: N/A Ingredient : A vial of blessed water You draw on the magic from a place of power, like a standing stone, a sacred forest grove, or a cave grotto. You may roll an extra die that isn't subject to Mishaps to cast your next spell if you cast it immediately after using Tap.
Vow
Range: Touch Duration: Special Casting Time: One minute Side-Step Range: 10 yards Area of Effect: One promise or agreement Duration: Instant Resistance: None Casting Time: -3 Ingredient : The written text of the oath Area of Effect: Self You cast this spell as the target is s wearing to perform Resistance: N/A some deed. They must swear to do so of their own free will Ingredient: A grasshopper and knowing what they are doing, though they do not need You vanish into the Ethereal Plane and reappear anywhere to know Vow is being cast. Once affected by Vow, if the in the spell's range. Every time you cast this spell, there's is target ever breaks their promise, they immediately lose a a 5% chance that it goes awry and deposits you anywhere point of Endurance. Note that failing to do something is within 1 mile, or within 10 miles if a Mishap occurs during the same as not doing it for the Vow. the casting.
Skywalk Range: Self Duration: Instant Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient : An eagle's feather You briefly walk on the air, for a single round moving up to triple your normal movement and then returning to the ground. You can reach a height of up to 6 yards to bypass obstacles.
Suppress Mutation
Fourth Level
Aethyric Surge Range: Self Duration: 1 minute Casting Time: 1 round Area of Effect : Self Resistance: N/A Ingredient : A shard of pure mithril By calling on and focusing the Winds of Magic, you may increase the power of the next spell you cast. Choose one of the following effects. The target suffers a -2 to any Resistance check. The spell lasts twice as long The spell affects twice the number of targets or twice the area. The spell does +1 damage per die. The spell's range is doubled. Any spell empowered by an Aethyric Surge adds two extra Chaos Dice to its casting roll. • •
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -3 Area of Effect : One target Resistance: Physical 12 Ingredient : A healing potion One target you touch has a single mutation suppressed for the duration of the spell. The target may make a Resistance Glamour Range: Self check if they are unwilling. The spell has no effects on Duration: 1 hour/Magic Rating supernatural creatures such as demons or chimaera. Casting Time: 1 round The Sure-Footed Stride Area of Effect: Self Range: Self Resistance: N/A Duration: 10 minutes/Magic Rating Ingredient : A winter rose Casting Time: -3 Your magic conceals any deformities of appearance, Area of Effect : Self causing you to appear as an attractive version of yourself Resistance: N/A no older than your mid-twenties. Every round you are Ingredient : A bronze horseshoe significantly jostled, the spell has a 60% chance of ending, The Winds of Magic simultaneously buoy you up and hold -5% per Grade of Magic Rating. you securely to the earth. For the spell's duration, you may Link travel through any terrain as though it were a well-paved Range: 20 yards •
• •
Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect: One target Resistance: Mental 13 Ingredient : A fine silver chain You form a magical link to a target who shares your Lore, allowing you to cast spells with greater efficiency. You gain +1 to your Casting Rolls for every additional person who forms part of the link. You must cast the spell separately for each person you wish to include.
Vortex Range: 10 yard radius Duration: 1d10 rounds Casting Time: -3 Area of Effect : Spellcasters Resistance: None Ingredient : A shard from a standing stone You drain the Winds of Ma gic out of an area into yourself. For the spell's duration, anyone else in the radius attempting to cast a spell treats their Magic Rating as though it were 1 grade lower. If this reduces their Magic Rating to 0, they may no longer cast spells. This spell, and any other spell you cast during its duration, have two additional Chaos Dice.
Fifth Level The Foretelling Ritual
Ingredients:
An ancient deck of cards or dice, something personal from the target, and a lamp with the hair of pegasus soaked in the blood of a wyvern. Casting Time: 2 hours Conditions: The spell must be cast in a building you own, in your home country, with no one else present other than the target. Consequences: If the ritual is failed, you see something truly horrific and your Intellect is reduced to 3 for a week. This spell allows you to see the past and the future of the target reflected in the roll of the dice or the lay of the cards. Major events in past and future are clearest. You can see 1d6 past events or 1d3 future events. The Foretelling may only be cast once per year per target.
Great Spell of Unbinding Ritual
Ingredients:
within 100 yards, forces other undead to make a Mental Resistance check of 15 or be destroyed as well, and does 1d10 damage to vampires or more powerful undead per round. Any undead who enter the area of the spell are immediately subject to its effects, even if they previously resisted the spell and fled the area. The Great Spell of Unbinding begins 30 minutes into the reading of the words, and for the remaining 30 minutes of t he casting time or until you stop reading, it re mains in effect.
Sixth Level The Enchantment of the Wizard's Staff Ritual
Ingredients:
A rune-carved staff, a smelter full of liquid obsidian heated over a magical flame, a pint of the caster's blood. Casting Time: 4 hours Conditions: The spell must be cast on the longest day of the year in a place of power, such as on a ley line or in a sacred grove Consequences: If the ritual is failed, you never regain your blood. Your Endurance is permanently decreased by 1. This ritual creates a wizard's staff, one of the most o bvious signs of a wizard's craft. As the spell is cast, the tips of the staff are dipped in obsidian and then the runes are rubbed in your blood. While holding the staff, you gain +1 on all Channeling Proficiency checks, +2 on all attempts to dispel the magic of others, and may treat anyone in contact with the staff as a valid target for touch spells.
Inescapable Bindings of Duty Ritual
Ingredients:
A sheet of parchment made from the skin of a stillborn lamb and bearing the words of the oath written in the blood of a judge, a drop of the oathbreaker's blood, and a vial of the breath of one wronged by the breaking of the oath. Casting Time: 4 hours Conditions: The ritual must be cast within one mile of the oathbreaker, who must not s peak for the entirety of the casting Consequences: If you fail, you must carry out the oath yourself By casting this spell, you compel someone who has sworn an oath and broken it, or who intends to break it, to carry out both the letter and spirit of the oath. I t doesn't matter whether the oath was made in jest, under compulsion, while drunk, or any other mitigating circumstances. If the ritual is successful, the target will try to carry out the oath to the extent of literally killing themselves. They still retain their faculties and may plan the best way to accomplish it. If the oath is to kill someone, for example, they do not need to suicidally charge the person in a public space.
The written words of unbinding in gold ink on paper, written with pen made of bone Casting Time: 1 hour, but see below Conditions: If you do not have the Dark Magic talent, you must make a Physical Resistance check of 14 or you acquire a Necromantic Side Effect. Consequences: If the ritual is failed, the undead you are attempting to destroy are instead Seventh Level bolstered with Dhar , healing them of all The Awakening of the Slumbering Earth wounds and driving them into a killing Dragon frenzy. Ritual The anathema to all necromancers, the Great Spell of Ingredients: A dragon's tooth, a diamond worth at Unbinding immediately destroys all unintelligent undead least 500g, and a gong blessed by a
dying priest. 8 hours You must be naked and painted with woad. Consequences: If the ritual is failed, you are swallowed by the earth and slain. You call on the power of nature to create a devastating earthquake that can affect an area up to the size of a small village anywhere within 3 miles. The earthquake lasts for one minute and will utterly destroy all but the strongest buildings. Casting Time: Conditions:
The Dance Without End
it is possible for some of your assistants to fail and lead part of the army astray. You impossibly quicken the tr avel of a body of soldiers. In one night, they, you, and all your assistants traveling with you, can traverse any distance at all to arrive at dawn at your destination. Your destination may be any place that it would be possible to travel to on foot. For example, the destination could not be across an ocean, but if there was a land round to circumvent the ocean, then it would be legal, no matter how long it would normally take. However, inside a castle at siege would not be legal, because there is no way to simply walk there.
The total number of soldiers that may be transported is equal to your Magic Rating multiplied by all the Magic Ingredients: A masterfully crafted lute strung with Ratings of the wizards who are assisting you. From the unicorn hair, five gallons of blood from agile dancers, and a pair of dancing shoes perspective of those affected, they march all night through an impenetrable fog, arriving exhausted. You and your made by the finest cobbler in the land assistants do not count against the amount of s oldiers who Casting Time: 4 hours can be transported, nor do the mounts of cavalry, but at Conditions: You must have the Artistic Ability least half of those who travel must be soldiers. (Dance) Proficiency to cast this ritual Consequences: If you fail, you are affected by the ritual, The Wizard's Secluded Sanctum though it does not spread. Ritual You cause one individual, who must be held immobile Ingredients: A map of the room drawn in liquid gold, during the ritual's casting, to dance without end until they wax from a candle that has burned for an die. Anyone who sees the dancing individual must make a entire year, a cask of wine per room, and Mental Resistance check of 15 or begin dancing one of the caster's bones. themselves. Those who dance must make a Physical Casting Time: Dawn to dusk Resistance check every hour. It begins at 8, but every hour Conditions: The spell must be cast in a building that passes it rises by 1. Failure results in horrific death— owned by the caster and free of malign even those who are injured or have broken limbs are influence. forced to continue to dance until death. Victims can Consequences: If the ritual is failed, you gain a perform any other actions they wish, including fighting or hideous mutation reflecting the building talking, as long as they continue dancing. Typically such (such as stony skin for a stone room) actions have a minimum penalty o f -2, however. You concentrate from dawn to dusk and then spill the Ritual
Golem Ritual
Ingredients:
The statue or construct you wish to animate, a spirit under your control, a fist-sized gemstone or chunk of crystal Casting Time: 4 hours Conditions: You must have the appropriate Trade proficiency to build the golem or have it created by a master craftsman. Consequences: If the ritual is failed, the golem animates and immediately attacks you. This spell forces a spirit into an artificial body, animating it to do your bidding. The golem will carry out all commands unfailingly until destroyed, even if the command takes millennia to perform.
casks of wine in each of the rooms of the building to be enchanted. From then on, you gain +1 to all Channeling Proficiency checks to cast spells inside the building and anyone attempting to scry or cast spells on you from outside suffers a -1 penalty. In addition, you have the equivalent of the Magic Alarm and Move spells permanently active for every space of the building.
Eighth Level The Beastly Transformation of the Omnipotent Tchar Ritual
Ingredients:
The head of a beastman shaman, a thimble full of warpstone, and a male and female human sacrifice. The two sacrifices cannot have eaten for at The Impossible March of the Damned Soldier least one week. Ritual Casting Time: 4 hours Ingredients: The boots of 100 soldiers, one coin from Four other spellcasters must chant in the wages of all soldiers who will travel, Conditions: unison for the duration of the ritual. The an eagle's wing, and an order for moon must be full and the spell must end deployment written on flawless at midnight. parchment in the commander's blood Consequences: If the ritual is failed, you and your Casting Time: Dusk until dawn assistants are affected by it instead. Conditions: You must have other wizards aid you in If the ritual is successful cast, every human with a the ritual's casting Presence of 13 or less transforms into a hideous beastman Consequences: If the ritual is failed, your destination is completely random. Even if you succeed, for 24 hours and goes on a rampage of killing and
destruction. When the spell ends, they return to their human form, but with full memory of their actions.
spell is broken immediately if you attack the animal.
The Reaping of the Pus Blooms
Range: Self Duration: Special Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A rodent's tail You transform into a mouse. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Ritual
Ingredients:
The whole and unhewn corpse of a plague demon, a forty-pound candle made with the drippings of a dozen men killed by Neiglish Rot, water collected from three fetid swamps at least a thousand miles from each other, and the hand of a man surgeon. Casting Time: 4 hours Conditions: You must have been infected with and survived Neiglish Rot previously Consequences: You are infected with Neiglish Rot, but automatically fail your Physical Resistance checks This ritual infects everyone within a mile with Neiglish Rot if they fail a Physical Resistance check of 15. If infected, every day they must take another check or they lose 1 point of the Strength, Endurance, and Agility. If any attribute reaches zero, death swiftly follows.
The Rite of Barren Blood Ritual
Ingredients:
A drop of blood taken from a male of the line since the previous sunset, a fist-sized chunk of warpstone, a solid silver goblet worth 100g, and a stillborn goat. Casting Time: 8 hours Conditions: No member of the lineage to be affected may be expecting a child Consequences: If the ritual is failed, your own lineage is affected by the curse You identify a lineage by the ingredients you use to cast the spell. If successful, the target, all their siblings, their parents, their parents' siblings, and all of the descendants of all the above-named relatives are permanently rendered sterile. As a option, you may affect only the males or females.
The Lore of Beasts “...which utilizes the Amber Wind, called Ghur , whose color is Amber, whose Lore is that of the Beasts, whose rune is the Arrow, and whose practitioners are called Shamans.” – From The Founding of the Eight Orders, credited to Teclis
Form of the Scurrying Rodent
Winter Coat Range: Self Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : Hair from a wolf You grow thick hair all over your body. You become immune to natural cold, i ncluding the cold of arctic water, but your bizarre appearance causes you to suffer a -2 penalty to Presence for the spell's duration.
Second Level The Beast Broken Range: 20 yards Duration: Indefinite Casting Time: -2 Area of Effect : One animal Resistance: Mental 11 Ingredient : A bridle You break the spirit of a domestic animal ( horses, dogs, birds, etc.) within the spell's range. If it fails its Resistance roll, it will behave meekly towards humans, elves, dwarves, etc., though it will be understandably wary towards orcs, trolls, or other monsters.
The Beast Made Well Range: Touch Duration: Instant Casting Time: 1 round Area of Effect : One animal Resistance: None Ingredient : A bit of salve You touch a single animal and heal it for 2d6 health points. Only natural animals may be affected. Any magical animal, including familiars, is not a valid target.
Claws of Fury
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Calm the Wild Beast Area of Effect : Self Range: 30 yards Resistance: N/A Duration: 1 hour/Magic Rating Ingredient : A cat's claw Casting Time: -1 Your fingernails turn into razor-sharp claws. You may Area of Effect : One animal attack twice per round (or one more time per round if you Resistance: Mental 10 already had multiple attacks) for 1d8 damage and gain a Ingredient : A lump of sugar You speak soothing words and calm a single animal within +2 bonus to hit. You may not wield weapons while the spell is in effect. the spell's range unless it makes a Resistance check. You may approach and touch it without fear of harm, and if a mount, you gain a +2 bonus to any rolls for riding it. The
First Level
Cruelty's Desserts
The Boar's Hide
Range: Touch Duration: 1 lunar month Casting Time: 5 minutes Area of Effect : Special Resistance: None Ingredient : A bit of bat guano You cast this spell while touching a particular animal, wild or domestic, and for the spell's duration, anyway who harms or is cruel to the animal suffers a -2 penalty to their Presence until the spell ends.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect : Self Resistance: N/A Ingredient : A cured strip of boar's hide For the duration of the spell, you are immune to critical hits and take 1 less damage from any source. Ho wever, you suffer a -2 penalty to your Agility due to your new hide's rigidity.
Form of the Soaring Raven
Crow's Feast
Range: Self Duration: Special Casting Time: 1 round Area of Effect : Self Resistance: N/A Ingredient : A wolf's paw You transform into a raven. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Range: 50 yards Duration: Instant Casting Time: -3 Area of Effect : 10 yard radius Resistance: Physical 13 Ingredient : A caged crow You summon a group of aethyrical crows with iron-shod beaks and blood-dripping feathers who furiously peck at your enemies. Everyone within the spell's area of effect takes 2d10 damage, or half that with a successful Resistance check. After the crows perform their attack, they scatter and vanish as quickly as they appeared.
Form of the Slippy Fish Range: Self Duration: Special Casting Time: -2 Area of Effect : Self Resistance: N/A Ingredient : A fish's head You transform into a trout. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Musk Spray Range: 5 yards Duration: One day/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: Mental 13 Ingredient : A scent gland You shoot a foul-smelling spray of musk at the target, coating them in a distinctive scent. Any attempt to track them gains a +4 bonus, and predatory animals will treat the target as though it was part of another animal's territory and avoid it. Only the most belligerent of animals will act differently, and even then they must pass a Resistance check. Objects may also be marked by this spell.
Eyes of the Pack Range: Touch Duration: 15 minutes/Magic Rating Casting Time: -2 Area of Effect : One target Resistance: None Ingredient : A wolf pelt The target of this spell can see through your eyes for the duration of this spell, no matter where they are. They may switch between their own eyes and theirs at any time. However, seeing through the eyes of a wizard is dangerous, and if you trigger a Mishap when someone is viewing through your eyes, they must make a Mental Resistance check of 14 or be stunned for 1d6 rounds.
Form of the Ravening Wolf
Third Level
Range: Self Duration: Special Casting Time: 2 rounds Area of Effect : Self Resistance: N/A Ingredient : A wolf's paw You transform into a wolf. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
The Beast Unbroken
Fury of the Mother Bear
Range: 40 yards Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : One animal Resistance: None Ingredient : A broken bridle You cause one domesticated animal to revert to its natural state. Dogs will growl and snap at their masters, horses will throw their riders, and hawks will escape as soon as their jesses are loosed. Any attempt to control the animal with an Animal Handling Proficiency suffers a -4 penalty.
Range: 50 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : One animal Resistance: None Ingredient : A bear pelt You cause one wild animal to unnaturally attack the next target they meet without heed for its own survival or any wounds they take. The animal will fight to the death and will never retreat for the spell's duration.
Leatherbane Range: Touch Duration: Instant Casting Time: -3 Area of Effect : One target Resistance: Physical 13 Ingredient : A vial of powdered bull's horn You touch a single target and, if they fail their Resistance check, all leather goods and gear they are carrying immediately turns to dust.
The Master's Voice Range: 30 yards Duration: 1 round Casting Time: -3 Area of Effect : One animal Resistance: Mental 13 Ingredient : A miniature whip made of animal hair You command one animal within the spell's range. If it fails its Resistance check, it will act according to your commands the following round.
Duration: Special Casting Time: -4 Area of Effect : Special Resistance: None Ingredient : A hunting horn This spell summons the creatures of the wild to come to your side. Choose a type of animal, and after you cast the spell a number of those animals will make their way to your location. The animals will not attack you, but they will not obey you without further magic. The creature must be native to the area where the spell is cast. Roll 1d10 and consult the following table: Roll
Time
Eagles or Wolves
Large Prey Animals
Reptiles,Birds, Small Prey or Mice Animals
1-3
2
1
2
4
6
4-7
3
2
3
5
8
8-10
4
3
4
6
10
Cowering Beasts
Range: 50 yards Duration: Instant Casting Time: -4 The Ox Stands Area of Effect : 4 enemies/Magic Rating Range: 50 yard radius Resistance: Mental 14 Duration: One battle Ingredient : The hair of a cringing dog Casting Time: -3 You rebuke your foes in a thundering voice, comparing Area of Effect : All your allies them to mangy animals unworthy of facing you. Anyone in Resistance: None the area of effect who fails to pass a Resistance check Ingredient : An ox's hoof You let out a mighty roar and fill your allies with courage. cowers in fear, unable to take any action. They may reroll their Resistance check each round until they pass, at which Any fear effects, whether natural or magical, are point the spell has no further effect. immediately ended, and your allies are immune to them for the remainder of the battle. Form of the Puissant Steed
The Talking Beast Range: 30 yards Duration: Special Casting Time: -3 Area of Effect : One target Resistance: N/A Ingredient : A tongue fro m your new animal form If you cast this spell immediately before transforming into an animal form, you may speak while transformed. You may also cast it on an animal and give them the power of speech for 1 minute/Magic Rating.
Range: Self Duration: Special Casting Time: 2 rounds Area of Effect : Self Resistance: N/A Ingredient : Hair from a destrier's mane You transform into a warhorse. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
The Winter's Long Slumber
Range: Touch Duration: Until the next solstice or equinox The Beast Unleashed Casting Time: 2 rounds Range: 15 yard radius Area of Effect : One target Duration: Special Resistance: None Casting Time: 2 rounds Ingredient : A bear's tooth Area of Effect : All your allies You touch a willing character and send them into a deep Resistance: Mental 13 sleep. While the spell lasts, the target doesn't need to eat or Ingredient : A wolf's heart drink and any poison or disease they are suffering from is As soon as the spell is cast, all your allies within the spell's suspended. Natural healing still occurs, however. The area of effect immediately go into a ravening frenzy, target will not awake until the spell ends or you choose to suffering a -1 penalty to hit but gaining a +1 bonus to wake them up. If you cast this spell o n yourself, you may damage and +1 bonus on any Mental Resistance check. set a trigger to awaken when touched by a specific Frenzied characters must attack the nearest target in melee individual, who must be present when you cast the spell. and continuing attacking until all targets are dead or Fifth Level fleeing. Anyone who doesn't wish to frenzy ma y make a Mental Resistance check to overcome the spell. Form of the Raging Bear
Fourth Level
Call the Horde Range:
Special
Range: Duration:
Self Special
Casting Time: 3 rounds Area of Effect : Self Resistance: N/A Ingredient : A bear's claw You transform into a black bear or grizzly bear, as you choose. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Ingredient : A live falcon Large wings grow from your back, allowing you to fly twice as fast as you could normally run.
Sixth Level Glorious Transformation
Range: Touch Duration: 1 year and 1 day Casting Time: 3 rounds Area of Effect : One willing target Lost Cub Resistance: None Range: 1 mile radius Ingredient : A feather from a black swan Duration: 1 hour/Magic Rating You transform a willing target into a beautiful creature, Casting Time: 10 minutes revealing their good-hearted nature. The target becomes in Area of Effect : One target/Magic Rating all ways the resulting creature, losing any memory that Resistance: None they were anything else. Animals such as hunting hounds, Ingredient : A piece of animal dung You wrap yourself in a mantle of Ghur , causing you to give falcons, stags, or swans are common results of this spell. off the smell and cries of a young, abandoned animal. One animal within a mile of dog size or larger will come to you and treat you as though you were one of its young, fighting “…which utilizes the Amethyst Wind, called Shyish, to the death to protect you, bringing you food, taking you whose color is Purple, whose Lore is that of Death, whose back to its lair, and so on. The spell can affect a total rune is the Scythe, and whose practitioners are called number of people equal to your Magic Rating, though Psychopomps.” large number of people to care for might strain the animal's – From The Founding of the Eight Orders, credited to resources. The animal wanders off when the spell ends, or Teclis if you end it.
The Lore of Death
The Repugnant Transformation Range: Touch Duration: Permanent Casting Time: 2 rounds Area of Effect : One target Resistance: Physical 15 Ingredient : The skin of a blue toad Your spell transforms your target into a base version of their original form. They sprout hair all over their body, descend to all forms, lose the capability of speech, and behave in strange ways. Every round, roll 1d10: 1. Target finds something interesting in their nostril and spends the round digging for it. 2. Subject defecates noisily, weeping for the force of the burst. 3. Subject screams loudly and runs in a random direction. 4. Subject cackles and attacks the closest living thing. 5. Subject lets out a lowing noise and attempts to embrace the nearest object. 6. Subject giggles and curls into a ball. 7. Subject dances a jig while holding their hands over their head. 8. Subject acts normally. 9. Subject stands and stares into the distance. 10. Subject brays like a mule. The spell can be reversed by casting it again on the same target, or by a Dispel spell, but is otherwise permanent.
Wings of the Falcon Range: Duration: Casting Time: Area of Effect : Resistance:
Self 1 minute/Magic Rating 2 rounds Self N/A
First Level Charge the Black Gate Range: Self Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect : Self Resistance: N/A Ingredient : A grave marker bearing your name When casting this spell, you become ancient in an instant, aging 20 or 30 years. This is not an illusion, and you suffer the appropriate aging penalties for the spell's duration. You also gain a +4 bonus to Disguise Proficiency checks. You may end the spell early at any time.
Deathmask Range: Touch Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect : One corpse Resistance: None Ingredient : A death mask One corpse you touch is frozen at the moment of death. Blood does not flow, the flesh remains warm, the wounds cease to bleed, and as long as no wounds are visible, the corpse seems merely to be sleeping. It cannot stop or slow death in any way.
Deathsight Range: Self Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect : Self Resistance: N/A Ingredient : A handful of dirt from a grave For the spell's duration, you can see all spirits and souls that are normally invisible. When living beings die, you
can see their souls leaving their bodies.
Still Blood
Glimpse of the Departed
Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect : Self Resistance: N/A Ingredient : A blade as cold as ice You cause your blood to stop flowing and become turgid and blocked like the blood in a corpse. This prevents any injury that might come from bleeding, stops all blood borne poisons for the spell's duration, and reduces all damage you take by 1. You suffer a -2 penalty to your Agility and attack rolls while the spell is in effect.
Range: Self Duration: Instant Casting Time: 10 minutes Area of Effect : Self Resistance: N/A Ingredient : Something belonging to the deceased By concentrating on the Amethyst Wind surrounding a corpse, you gain an image of the deceased's face and learn their name. If you have the Artistic Ability (Drawing) Proficiency, you may make an accurate sketch of the face. For every 5 years the target has been dead, the effective Level of this spell increases by 1. A corpse can only ever be targeted by this spell once.
Swift Passing
Range: Touch Duration: Instant Grief's End Casting Time: -1 Range: Conversational Area of Effect : One target Duration: Special Resistance: None Casting Time: -1 Ingredient : Two brass pennies Area of Effect : One target With but a touch, you sp eed a critically wounded target on Resistance: None to the next world. Swift Passing instantly kills any target at Ingredient : An hourglass You speak comforting words to a single target bereaved by 0 Health Points or less. Souls dispatched in this way are immune to any other spells of the Lore of Death, but the the passing of a blood relative or a close friend, and they are comforted. Any effects of fear, characteristic penalties, body may still be brought back with Necromancy. or madness or insanity caused by the death are eliminated. Tomb Robber's Curse Range: Special Second Level Duration: 1 year Casting Time: 1 minute Death's Messenger Area of Effect : One gravesite Range: Self Resistance: None Duration: 1 minute/Magic Rating Ingredient: Dirt from a violated grave Casting Time: -2 You cast this spell in the presence of a corpse or at a tomb Area of Effect : Self or gravesite. Anyone who desecrates the dead body o r site Resistance: N/A any time over the next year suffers the curse—a -2 penalty Ingredient : A sharp knife to their Intellect and Presence for 1 week. You surround yourself in a nimbus of Shyish, providing you with an aura o f menace. You gain a +2 bonus to Third Level Intimidate Proficiency checks.
Only the Coals
Acceptance of Death
Range: 15 yards Duration: Instant Casting Time: -2 Area of Effect : One fueled item Resistance: None Ingredient : A jewel ground to dust When casting this spell, the caster targets a single item no larger than twice their size, and all of the items fuel (coal, ink, gunpowder, etc.) is instantly consumed. The item does not operate any faster than normal, and it only consumes the fuel that is currently being used in the item.
Range: 15 yard radius Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect : All your allies Resistance: None Ingredient : A coffin nail You cast this spell and your allies put aside their fear. Everyone in the area of effect when the spell is cast is immune to natural or magical fear during the spell's duration.
Reaping Scythe
Range: 15 yards Duration: Special Casting Time: -3 Area of Effect : One target Resistance: Mental 13 Ingredient : A human skull. You conjure forth a cloud of the purple wind to swirl around one unintelligent undead, such as zombies or skeletons, or ethereal undead, such as spectres, ghosts, etc. If the target fails its Resistance check, it suffers a -2 penalty to hit and automatically acts last in the round. It
Range: Self Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A miniature iron scythe A scythe of amethyst energy appears in your hands. The scythe counts as a +2 magic weapon.
Death's Release
continues making checks until it passes, at which point the overcome the spell's effects. spell ends. Ethereal undead who fail three tests in a row, or Fourth Level unintelligent undead who fail a single test, are instantly destroyed. Death's Door Range: 30 yard radius Deathwish Duration: 1 minute/Magic Rating Range: 30 yards Casting Time: 1 round Duration: 1 minute/Magic Rating Area of Effect : All your allies Casting Time: -3 Resistance: None Area of Effect : One target in battle Ingredient : A vial of embalming fluid. Resistance: Mental 13 You use your mastery of magic to delay death itself. While Ingredient : A noose that has killed 12 people the spell is in effect, any of your allies in the radius who If the target fails their Resistance check, they believe that this battle is their last and fights without regard for life and are reduced to 0 Health Points may take one more action limb. They suffer a -8 penalty to their Dodge, do not use a before succumbing. shield or parry, and do not retreat.
Final Words
Limbwither
Range: 15 yards Duration: Instant Casting Time: 1 round Area of Effect : One recently slain target Resistance: None Ingredient : A piece of vellum If cast within one minute of the target's death, you may ask them one question. The target is not compelled to answer truthfully, or indeed to answer at all. Final Words cannot be cast on creatures without souls, such as most undead.
Range: 30 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : One target Resistance: Physical 12 Ingredient : A cold iron nail You deaden one limb—arm or leg—of a single target within the spell's range. You may choose which limb to affect, and if the target fails their Resistance check, the limb becomes completely useless for the spell's duration.
The Icy Grip of Death
Range: 50 yards Duration: Special Range: 50 yard radius Casting Time: -4 Duration: 1 minute/Magic Rating Area of Effect : 10 yard radius Casting Time: 1 minute Resistance: Physical 14 Area of Effect : Self Ingredient : A thorny rose stem Resistance: None When you cast this spell, the Amethyst Wind whips around Ingredient : A shovel that has dug a dozen graves and freezes your foes in their tracks. Anyone who fails the You become aware of all deaths that have taken place within the spell's area of effect within a number of months Resistance check is stunned, unable to move or act. They equal to your Magic Rating. You can determine the species may recheck once per round, and the spell lasts for each target until they have made their Resistance check. of the deceased, but no other details.
Shyish Uncovered
Tide of Years
Knocks of the Departed
Range: Special Range: Touch Duration: One question Duration: Instant Casting Time: One round Casting Time: -2 Area of Effect : One spirit Area of Effect : One item Resistance: None Resistance: None Ingredient : A scrap of the deceased's clothing Ingredient : A small hourglass You may ask one question of a spirit, as long as it is a You cause a single item, about the size of a standard chest question that may be answered in a number of knocks, or less, to age and crumble into dust. Master work items lose all bonuses and degrade into common gear. It does not such as, “How many people were in the room when you were stabbed?” or yes/no questions, in which case the work on any living matter. spirit knocks once for yes or twice for no. This spell must Ward Against Abomination be cast near the deceased’s body or in the presence of a Range: 4 yard radius/Magic Rating living relative or descendant of the deceased. Duration: Special Name the Blade Casting Time: -2 Range: Touch Area of Effect : Undead Duration: 1 minute/Magic Rating Resistance: Mental 14 Casting Time: 1 round Ingredient : A bit of stone or wood from a cemetery Area of Effect : One weapon touched fence Resistance: None After casting this spell, until you move, no undead can Ingredient : The tooth of a vampire approach within the spell's area of affect. Unintelligent You name an individual and to uch a blade, nominating that undead are automatically affected and refuse to approach weapon as the bringer of that individual's death. The name —intelligent undead may make a Resistance check to does not have to be the name they are born with, but it
must be a name by which they are widely known. For the spell's duration, the weapon does double damage to its named target.
Steal Life Range: 15 yards Duration: Instant Casting Time: -2 Area of Effect : One target Resistance: Physical 15 Ingredient : A vial of blood You drain the life from a single target, doing 3d6 damage, or half that if the target makes a successful Resistance check. You are healed for an amount equal to the damage that you do. Steal Life has no effect on undead or extra planar creatures.
Taste of Death Range: 30 yards Duration: 1d10 rounds Casting Time: -4 Area of Effect : One target Resistance: Mental 15 Ingredient : A dead mouse If the target fails their Resistance check, they experience their own death and feel the shock of it on their body. They fall unconscious for the spell's duration or until a successful Healing Proficiency check is made.
Fifth Level The Animus Imprisoned Range: Touch Duration: Indefinite Casting Time: 2 rounds Area of Effect : One target Resistance: Mental 17 Ingredient : The rib of a dead jailer You imprison the soul of your target, sealing it into a glass jar or vessel. While the soul is imprisoned, the target is in a nearly catatonic state—they will shuffle about if prompted, but will take no other action and must be fed and cared for if they are to survive. If the vessel is opened in the target's presence, the soul returns to them. If the vessel is opened elsewhere, the soul wanders lost and alone, doomed to become a ghost. The body remains alive, but will not recover without truly herculean magical effort. Anyone with the Magic Acuity Proficiency within 5 miles of this spell is immediately aware of its casting.
Grim Harvest Range: 15 yard radius Duration: 1 round/Magic Rating Casting Time: -5 Area of Effect : All living creatures Resistance: None Ingredient : A piece of crumbled headstone You create a conduit of Shyish that connects all creatures in the area of effect. Any creature that dies gives you some of their life force, restoring 2d4 Health Points to you.
Youth's Bane Range: Duration: Casting Time: Area of Effect :
15 yards Instant -5 One target
Resistance: Physical 15 Ingredient : Ivy from the grave of a priest You cause one target within the spell's range to instantly age 1d10 years if they fail their Resistance check. It can affect animals as well, but any creature that normally does not age is immune. Unliving items also cannot be affected.
Sixth Level Life's End Range: 15 yards Duration: Instant Casting Time: -6 Area of Effect : One target Resistance: Physical 16 Ingredient : The eye of a beheaded murderer You call down a lethal wind of Shyish around a single target, driving their soul from their body. If they fail their Resistance check, they are instantly sl ain. Anyone with the Magic Acuity Proficiency within 5 miles this spell is immediately aware of its casting.
Wind of Death Range: 50 yards Duration: Instant Casting Time: -6 Area of Effect : 15 yard radius Resistance: Physical 17 Ingredient : An amethyst worth 50g You call down a blast of Amethyst energy that roars through the target area. All creatures with automatically take 4d8 damage, or half damage with a successful Resistance check. Anyone with the Magic Acuity Proficiency within 5 miles of this sp ell is immediately aware of its casting.
The Lore of Fire “…which utilizes the Bright Wind, called Aqshy, whose color is Red, whose Lore is that of Fire, whose rune is the Key of Secrets, and whose practitioners are called Pyromancers.” – From The Founding of the Eight Orders, credited to Teclis
First Level Cauterize Range: Touch Duration: Instant Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A piece of charcoal You lay your hands on an open wound and sear it shut. This cures 1 Health Point of damage and prevents any further damage from blood loss. It can also be used for branding.
Fires of U'Zhul Range: Duration: Casting Time: Area of Effect : Resistance:
40 yards Instant -1 One target None
Ingredient : A match You hurl a bolt of flame at a single target, doing 2d4 damage +1/Magic Rating.
used to ignite flammable objects, though it requires such undignified motions that few wizards will use it for that purpose. You are immune to the crown's flames.
Flashcook
Inextinguishable Flame
Range: Touch Duration: Instant Casting Time: -1 Area of Effect : One quart/serving Resistance: N/A Ingredient : A metal fork You may either instantly cook one serving or food or instantly bring one quart of liquid to a roiling boil.
Range: 15 yards Duration: Special Casting Time: -1 Area of Effect : One fire, campfire or smaller Resistance: None Ingredient : A bellows You render a single fire impervious to being smothered by wind or water. The spell lasts for one day if you have Magic Rating Grade I, one week if you have Grade II, one month if you have Grade III, one year if you have Grade IV and indefinitely if you have Grade V. In addition, the fire consumes no fuel during the spell's d uration.
Leaping Flames Range: 30 yards Duration: Instant Casting Time: -1 Area of Effect : One fire Resistance: Mental 8 Ingredient : A mouthful of wine You cause any one fire in range to suddenly flare up, gaining in height, brightness, and intensity. The fire may also leap up to 2 yards in any d irection and begin other fires. Anyone who fails a Resistance check is stunned for a round due to shock.
Passion Reborn Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Touch Special -1 Two targets None A coal from a fire that has burned all night If any point, a passion existed between the two people you touch when the spell is cast, no matter how small, their passion reignites as though they were new lovers all over again. You cannot be one of the targets of this spell.
Second Level Choleric Range: 15 yards Duration: Special Casting Time: -1 Area of Effect : One target Resistance: Mental 12 Ingredient : A thimbleful of bile One target in the spell's range must make a Resistance check or they will immediately fly into a rage and attack another character you designate. Every round, the target may make another Resistance check to shrug off the spell.
Crown of Fire
Ignite Range: 50 yards Duration: Instant Casting Time: -2 Area of Effect : One object or creature Resistance: Physical 12 Ingredient : A ball of wax You point at a single flammable target within range and kindle it alight. If a creature, a successful Resistance check allows them to snuff the flames as they begin, but otherwise the target bursts into flames and takes normal damage for fire. The target may repeat their Resistance check each round to successfully put the flame out.
Tame the Dragon Range: 40 yards Duration: Instant Casting Time: -3 Area of Effect : One bonfire-sized fire Resistance: None Ingredient: A stopper from a wine-vat You draw the energy of the Bright Wind into yourself, extinguishing one fire within the spell's range. Larger fires may be reduced in size, but the fire may flare up again if flammable material is nearby. You suffer the effects of the Choleric spell the round after casting this spell.
Taste of Fire Range: Touch Duration: Indefinite Casting Time: -2 Area of Effect : One meal Resistance: N/A Ingredient : A peppercorn You infuse a single batch of food or drink with fiery potency. Food becomes extremely spicy, and beverages gain the effects of alcohol, or become even more alcoholic if already alcoholic (beer has the effects of spirits, etc.). You are automatically inured to the possible gastronomic effects of the spice, but others who consume the food or drink are not protected in any way.
Range: Self Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect : Special Resistance: Mental 12 Ingredient : A gold coin Third Level You spin Aqshy into a brilliant flaming crown floating above your head. During the spell's duration, you gain a +4 The Captivating Flame bonus to all Intimidate Proficiency checks, and anyone Range: 30 yards who attempts to attack you must succeed in a Resistance Duration: 1 round/Magic Rating check or take a different attack. The crown may also be Casting Time: 1 round
Area of Effect : One target/Magic Rating Resistance: Mental 14 Ingredient : A ball of sulfur on a chain. You cast this spell on any fire source within range, and those who look into the flames become enthralled by it. If they fail a Resistance check, they will simply stare at the flames. If attacked, anyone affected may defend themselves normally. The area of effect rises with your Magic Rating, but is also limited by the size of the fire. A torch can only captivate one target, while a brazier or small fire can captivate two. Larger fires have no limitations.
Curtain of Flame Range: 20 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : 5 yards tall x 15 yards long Resistance: None Ingredient : A scrap of fire-singed tapestry You summon a curtain of flame anywhere within the spell's radius. Like its name, the flames appear as a curtain —they hang downward from a single axis, though they may be bent in any direction or follow any curves you choose. Anyone passing through the curtain suffers 2d4+1/Magic Rating damage, and attempts to fire missile weapons or observe through the curtain suffer a -4 penalty. The curtain billows in strong wind, which may blow it into nearby creatures or start fires at the GM's discretion.
Fireball Range: 50 yards Duration: Instant Casting Time: -2 Area of Effect : One target/Magic Rating Resistance: Physical 13 Ingredient : A ball of sulphur You create a number of balls of flame and hurl them one or more enemies. Each ball does 2d4 damage, or half damage on a successful save.
Flaming Sword of Rhuin Range: Self Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A torch A sword made of pure flame appears in your grasp. It may appear as any kind of sword you wish, but regardless it does 2d4+2 damage and is capable of harming creatures immune to normal weapons. You also gain an extra attack per round while using the sword. You may maintain the sword after the duration expires by making a successful Channeling Proficiency check of 12 for each round of additional duration.
Oil and Water Range: Touch Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect : One gallon of water Resistance: N/A Ingredient : A taper that has burned for 13 days. You turn one gallon of water into a highly flammable oil. It may be cast on a receptacle or not wet ground, where it
covers an area four yards square. A single spark is enough to ignore the oil.
Shield of Aqshy Range: Self Duration: 2 minutes/Magic Rating Casting Time: -3 Area of Effect : Self Resistance: N/A Ingredient : An iron amulet You shield yourself again fire damage. All fire damage against you is reduced by 2 points per Grade of your Magic Rating.
Stoveskin Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : Self Resistance: Physical 15 Ingredient: The tail of a salamand er Your skin becomes red-hot like a fiery stove. Anyone attacking to grapple, grab, or restrain you automatically takes 1d4+2 fire damage and must make a Physical Resistance check or their attempt fails as they recoil in pain. The heat does not damage anything you are holding or carrying during the casting of the spell, but th at does not apply to anything you pick up during its duration. Stoveskin offers you no resistance to fire.
Fourth Level Bloodfire Range: Self Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect : Self Resistance: N/A Ingredient : The hand of a man burned to death The blood in your veins kindles to fla me. If you are attacked by any cutting or slashing weapon, you take one additional point of damage, but your attacker takes 1d6+3 damage from the burning blood. This damage ignores armor.
Consuming Wrath Range: 15 yards Duration: Special Casting Time: -4 Area of Effect : One target Resistance: Mental 15 Ingredient : A lock of red hair The target of this spell becomes overwhelmed with rage. If they fail their Resistance check, they will fly into a rage and attack the nearest target, whether friend or enemy. Such is their wrath that they gain +2 to hit and damage and 1d4 armor. The target may reroll their Resistance check each round.
Hearts of Fire Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
30 yard radius 5 minutes/Magic Rating 2 rounds All your allies None A vial with mixed blood and oil
You fan the flames of courage in the hearts of your allies. All of your allies within the spell's area of effect gain a +4 bonus to resist any fear effect. If they leave the radius, they immediately lose this bonus.
Passion Unbound Range: Touch Duration: 15 minutes/Magic Rating Casting Time: 2 rounds Area of Effect : One target Resistance: Mental 16 Ingredient : A drop of blood from a nymph If the target of this spell fails their Resistance check, they fall madly in love with the next living thing they see. For the duration of the spell, they will act completely lovestruck, but it ends their emotions return to normal and they retain full memory of their actions.
Ruin and Destruction Range: Touch Duration: Instant Casting Time: 2 rounds Area of Effect : 15 pounds/Magic Rating Resistance: None Ingredient : A white-hot piece of coal You cause a non-living item to immediately be destroyed as though by fire. The spell is instantaneous, but it has no more effect than leaving the item in a fire would—paper will be instantly destroyed, but a sword will be mostly unharmed even if the scabbard is burned away. The object is cold when the spell ends.
Fifth Level Aqshy's Aegis Range: Self Duration: 1 minute/Magic Rating Casting Time: 2 rounds Area of Effect : Special Resistance: None Ingredient : A miniature shield of gold You and anyone who holds your hands, and anyone who holds their hands, etc., become completely immune to damage caused by nature fire or magical fire caused by spells of 5th Level or less. If the chain is interrupted for any reason, anyone no longer connected to you loses this immediately.
Boiling Blood Range: Touch Duration: 1 round/Magic Rating Casting Time: -5 Area of Effect : One target Resistance: Physical 16 Ingredient : An ogre's spleen You cause a single target's blood to boil, doing 2d6 damage per round for each round of the spell's duration. In addition, while under the spell's effects the target suffers a -4 penalty to all Perception or Search Proficiency checks. If the target is killed by Boiling Blood , they explode in a fountain of superheated blood, doing 2d6 damage to all targets within 2 yards.
Fiery Blast Range: Duration:
100 yards Instant
Casting Time: -6 Area of Effect : 1d10 targets Resistance: Physical 15 Ingredient : A dagger of thrice-forged steel You create a variable number of flaming blasts and hurl them towards one or more opponents. Each individual blast does 2d6 damage, or half damage on a successful Resistance check. The minimum number of blasts is equal to your Magic Rating.
Kindred of the Hearth Range: Touch Duration: 1 round/Magic Rating Casting Time: 1 round Area of Effect : One fire Resistance: None Ingredient : The caul of a new-born baby You place your hands into a campfire-sized fire or larger, taking 1d10 fire damage, and use your hands to sculpt a small figure out of the flames. The figure causes fear in all who see it (Mental Resistance check of 14) and does 1d8+1/Magic Rating fire damage with its flaming arms. It has a Movement Rate of 6, but may not move more than 10 yards from the flame that gave it birth. You must dedicate all of your concentration to controlling the creature.
Sixth Level Breathe Fire Range: 10 yards Duration: Instant Casting Time: -6 Area of Effect : 10 yard cone. Resistance: Physical 16 Ingredient : A dragon's scale You take a deep breath and, like a dragon, breathe a cone of flame. The fire does 6d6 damage to everyone in the area of effect, or half damage to those who make a Resistance check.
Burning Vengeance Range: Indefinite Duration: Special Casting Time: 1 minute Area of Effect : One target Resistance: Mental 17 Ingredient : Three drops of the target's blood You cause the target of t he spell to have a burning desire for vengeance against another. You must name both the target of the spell and the target of their vengeance during the casting, and if they fail a Resistance check, they become obsessed with getting revenge on the named character for a year and a day. Every month, the target may make another Resistance check, but all subsequent checks are 20.
The Lore of the Heavens “…which utilizes the Celestial Wind, called Azyr , whose color is Blue, whose Lore is that of the Heavens, whose rune is the Comet of Power, and whose practitioners are called Astromancers.” – From The Founding of the Eight Orders, credited to Teclis
First Level Azyr Illuminated Range: Touch Duration: Instant Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A drop of quicksilver You foresee the target's starsi gn and learn a little of their fate. This provides a +2 bonus on Intimidate Proficiency checks. You can also see if the target is cursed or if any portents lie on them.
Map of the Heavens Range: Self Duration: Special Casting Time: 1 round Area of Effect : Self Resistance: N/A Ingredient : A star map You gain a +4 bonus to all attempts to navigate or find your way until the next sunrise or until you successfully make a test. The bonus only applies while you are able to see the sky.
Omen Range: Self Duration: Instant Casting Time: 1 minute Area of Effect : Self Resistance: N/A Ingredient : A small animal's liver You attempt to determine whether a single action is favorable or unfavorable. After casting the spell, the GM makes an Intellect check of 10 for you. If successful, then you learn whether one course of action is favorable or not to the best of the GM's planning ability. If unsuccessful, you misread the Omen and believe a favorable result is unfavorable (or vice versa).
Polish, Clean, and Gleam
your questions, but does provide insight into the customs and behavior of birds, such as why a flock is behaving in a particular way or why an aerie might have been abandoned.
First Portent of Amul Range: Self Duration: 1 round Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A piece of glass You read the signs in the sky, and they give you information on what to do. The round after you cast this spell, you may reroll any one roll of your choice. Attack rolls, damage rolls, Proficiency checks, and Ability checks are all fair game.
Lens on the Sky Range: Self Duration: Indefinite Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A pinch of sand You create a lens in the air that magnifies objects in the distance. You gain a +4 bonus to discern distant objects or people, or +2 to see through clouds or fog. The spell lasts until you dismiss it or until you sleep.
Lightning Bolt Range: 40 yards Duration: Instant Casting Time: -1 Area of Effect : One target Resistance: Physical 12 Ingredient : A tuning fork You hurl a bolt of lightning at a single target, doing 2d8 damage, or half that to anyone who makes their Resistance check.
See the Oncoming Blow
Range: Self Range: Touch Duration: 1 minute/Magic Rating Duration: Instant Casting Time: -1 Casting Time: -1 Area of Effect : Self Area of Effect : One perception-related item Resistance: N/A Resistance: N/A Ingredient : The eye of an owl Ingredient : A clean rag When you cast this spell, one piece of equipment related to Once during the spell's duration, you may increase your Dodge by 5 for one attack. You may do this after the perception, such as a window, a glass, a telescope, a attacker makes their attack roll. mirror, etc., is cleaned to spotlessness. This spell is far more effective than any human cleaner could b e, and when Starless Night it is cast, the object is effectively restored to like new. Range: Special Duration: 1 minute/Magic Rating Second Level Casting Time: 2 rounds Area of Effect : 100 yards square Birdspeak Resistance: None Range: Self Ingredient : A falcon's hood Duration: 1 minute/Magic Rating The sky above grows dark as the stars dim and clouds Casting Time: 1 round cover the moon. All vision in the area is treated as pitch Area of Effect : Self darkness unless light sources are present, and even light Resistance: N/A sources seem dimmed by the magic (treat as one category Ingredient : A bird's tongue lower). It has no effect if cast indoors or underground. You can speak and understand any bird for the spell's duration. It does not force birds to talk to you or answer
Third Level
use them at any time in the next hour.
Clear Sky
Wind Blast
Range: Special Duration: Instant Casting Time: 1 round Area of Effect : Special Resistance: None Ingredient : Bottled breath from an eagle You clear a single cloud out of the sky, or if the sky is completely overcast, you open a shaft 100 yards in diameter. Clouds continue to blow as normal, so ho w long the clear space lasts depends on the weather. It can also stop rain, subject to the above limitations.
Fate's Whisper Range: 30 yards Duration: Instant Casting Time: -3 Area of Effect : One target Resistance: None Ingredient : A compass You cast this spell on a single humanoid target in the spell's range and discern something about their behavior, which must take the form of a yes or no question. Examples include, “Is he about to die?” “Will she draw that sword if the fight starts?” or “Is he going to steal something?” The question must be about the future.
Fortuitous Object Range: Self Duration: Until the following sunrise Casting Time: 1 minute Area of Effect : Self Resistance: None Ingredient : A thread of pure silk If, while the spell is operating, you need a particular object that is the size of a sword or smaller and of no special provenance, such as a spool of thread, a rope, a dagger, a cloak, or something similar, you find one. Fortuitous Object cannot find any specific object, only finds a single object, and cannot be recast until the duration expires. Furthermore, if the object-finding is used, you lose another object of approximately the same weight, size, and value.
Fortune's Renewal Range: Touch Duration: 1 day Casting Time: 1 round Area of Effect : One target Resistance: None Ingredient : A rabbit's foot The movement of the heavens provides insight to those who can see. The target of this spell may reroll any two dice rolls during the spell's duration. It cannot be cast on any one target more than once per 24 hours.
Second Portent of Amul Range: Self Duration: 1 hour Casting Time: -3 Area of Effect : Self Resistance: N/A Ingredient : A piece of stained glass. As First Portent of Amul , but you get two rerolls and may
Range: 50 yards Duration: 1 round/Magic Casting Time: -2 Area of Effect : 10 yard radius Resistance: Physical 13 Ingredient : An animal bladder You call down raging winds from the sky that roar through the area of effect. Anyone who fails their Resistance check is knocked prone and stunned for one round. Any attempt to use missile weapons in the targeted area automatically fails, and anyone who enters it must make a Physical Resistance check or be affected the same way as the initial targets.
Fourth Level Curse Range: 30 yards Duration: 1day Casting Time: -2 Area of Effect : One target Resistance: None Ingredient : A broken mirror You curse a single target, and for the spell's duration, all of their own attacks and Proficiency checks suffer a -2 penalty, and any tests or attacks targeting them gain a +1 bonus. This spell does not stack.
The Enemy Foreseen Range: Self Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect : Self Resistance: None Ingredient : A shield that saved a life in battle If an enemy or group of enemies would gain s urprise on the wizard while this spell is in effect, the wizard is forewarned a number of rounds in advance equal to their Magic Rating.
Premonition Range: Self Duration: 1 day Casting Time: -2 Area of Effect : Self Resistance: N/A Ingredient : A rabbit's foot You may reroll one failed Proficiency or Ability check made during the spell's duration. You may not be the target of more than one Premonition spell at a time.
Project Spirit Range: Special Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect : Self Resistance: N/A Ingredient : A pinch of horseradish You cast loose your spirit so it slips free of your mortal flesh. While in spirit form, you are invisible bu t may see and hear normally. You can go anywhere, but are still limited by the laws of the moral world; you cannot fly or walk through walls and cannot manipulate solid objects.
You must return and re-enter your body before the spell ends, or you are hurled back to your body and take 2d8 damage.
The Third Portent of Amul Range: Self Duration: 1 day Casting Time: 2 rounds Area of Effect : Self Resistance: N/A Ingredient : A drop of your own blood You read the signs of danger and lean how to avoid them. Once during the spell's duration, you may force any one attack against you to reroll the damage and choose which result you prefer. You cannot be the target of more than one Third Portent of Amul at once.
Wings of Heaven Range: Self Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect : Self Resistance: N/A Ingredient : A dove's feather The winds lift you up, allowing you to fl y as fast as you can normally move.
Witchling Star
or specific (“My boots with the mudstains on the left sides”). When the spell is cast, you immediately get a sense of the direction of the item in question, though you get no sense of distance. If looking for a general item, Finding Divination points toward the closest example; to look for a specific thing, you must have either seen it in person or had it described in great detail. It also does not respect the difficult of reaching the target, and will happily point to water across a giant chasm if that's the closest source.
Lightning Storm Range: 60 yards Duration: Instant Casting Time: -5 Area of Effect : 10 yard radius Resistance: Physical 16 Ingredient : A weather vane You conjure up a supernatural storm that strikes all those in the area of effect with lightning. All targets affected take 4d6 damage, or half that for those who make a successful Resistance check.
Starshine Range: 50 yard radius Duration: 1 minute/Magic Rating Casting Time: 2 rounds Area of Effect : All illusions or concealment Resistance: None Ingredient : A star chart Light shines down from the stars, illuminating the area around you and revealing all that is hidden. Darkness is banished, the invisible is made visible, secret doors or chambers are discovered, and illusions are revealed.
Range: Special Duration: Until sunrise Casting Time: 10 minutes Area of Effect : The Witchling Star Resistance: None Ingredient : A cracked mirror If cast at night, this spell causes the Witchling Star to grow much brighter than normal and flicker with an eldritch Sixth Level light to everyone within 1 mile of you at the time of Broken Constellation casting. Anyone familiar with the star's dark reputation 30 yards suffers a -2 penalty to Resistance checks against fear and a Range: Duration: 1 hour/Magic Rating similar penalty to resist intimidation or threats referencing Casting Time: -4 the star. Area of Effect : One target Fifth Level Resistance: Mental 16 Ingredient : A belonging of the target Crowning Fate If the target fails their Resistance check, they are Range: Touch abandoned by the stars to suffer the vagaries of fate. Their Duration: Instant dice rolls are all made without bonus from any source. Casting Time: 1 minute Spells, magic items, and circumstances cannot provide any Area of Effect : One target bonuses, though penalties do apply. Resistance: None Ingredient : A ball of pure crystal Fate of Doom You gain insight into the crowning fate of the person. This Range: Indefinite typically takes the form of a god, a magical Wind, or a Duration: 1 week constellation. The vision is always true, but can be Casting Time: 1 hour symbolic and hard to interpret. Some people also lack a Area of Effect : One target crowning fate at any given time. Resistance: Mental 19 Ingredient : The noose of a hanged man Finding Divination Before this spell can be used, you need to acquire a lock of Range: Self hair or drop of blood fro m the target. If the target fails their Duration: Instant Resistance check, for the spell's duration all damaging Casting Time: 1 round attacks and spells used on the character do maximum Area of Effect : Self damage, and all of their tests suffer a -2 bonus. Anyone Resistance: N/A with the Magic Acuity Proficiency within 5 miles of this Ingredient : A chipped lens spell is immediately aware of its casting. You follow signs in the stars to find the location of an object. If can either be general (“A source of clean water”)
Signs in the Stars
Resistance: N/A Ingredient : A fallen tree branch Range: Special You listen to the subtle sounds of earth and branch, giving Duration: Special you a +4 bonus to tests to track or gain information about Casting Time: 2 rounds those who have recently passed through a natural Area of Effect : Special wilderness area. You may continue to follow the trail until Resistance: N/A it crosses a man-made road or enters a cultivated or Ingredient : A vial of ink made from eagle's blood You reach out to the Blue Wind and write a message i n the inhabited area. stars. It cannot be complicated or more than a sentence, Second Level and frequently a code is the best way (“one if by land a nd two if by sea,” for example). The intended recipient of this Bend With the Wind message must make a successful Arcane Knowledge Range: Self Proficiency check of 15 to decipher the message, but Duration: 1 minute/Magic Rating anyone with the Arcane Knowledge Proficiency may roll a Casting Time: -1 check of 10 to determine a message exists, but without Area of Effect : Self prior knowledge, they will have difficulty deciphering it. Resistance: N/A There does exist a common code among the Celestial Ingredient : A stick of willow Order, and by placing the message in certain ways near Your spine becomes as supple as the branch of a willow certain constellations, messages can be relayed for any tree. You gain a +4 bonus on checks that require flexibility, knowledgeable wizard to decipher. such as escaping bonds or wriggling through tight spaces, may jump 1 additional yard when trying to jump, and may fall up to 10 feet without injury.
The Lore of Life
“…which utilizes the Jade Wind, called Ghyran, whose color is Green, whose Lore is that of Life, whose rune is the Coil of Life, and whose practitioners are called Druids.” – From The Founding of the Eight Orders, credited to Teclis
First Level Arms of the Forest Range: Touch Duration: Until sunrise Casting Time: 1 minute Area of Effect : One tree Resistance: None Ingredient : A bird's nest You touch a tree or other large plant, causing its branches and limbs to bend and twist into a natural dwelling for up to 10 people. This may be a tree-house in the branches of the tree, a domed shelter on the ground, or anything in between. The shelter keeps out almost all rain and cold, and counts as thick wood for any attempt to break in. Lighting a fire within immediately ends the spell.
Ferment Range: Touch Duration: 1 day Casting Time: -1 Area of Effect : A dozen gallons of liquid Resistance: N/A Ingredient : A drop of pure water from a spring You convert enough liquid to sustain dozen people for a day, no matter how fouled or brackish, into a mildly fermented beverage of your choice (ale, mead, beer, etc.). If not drunk, it reverts back to its previous state at the end of the spell's duration.
Track's Tale Told Range: Duration: Casting Time: Area of Effect :
Self Special 1 round Self
Curse of Thorns Range: 40 yards Duration: 1d10 rounds Casting Time: -1 Area of Effect : One target Resistance: Physical 12 Ingredient : A thorn You cause thorns to grow inside the body of a single character. They must make a successful Resistance check each round of the spell's duration, or they take 1 damage and suffer a -4 penalty on all their rolls due to intense main.
Earth Blood Range: Self Duration: Instant Casting Time: 1-10 rounds Area of Effect : Self Resistance: N/A Ingredient : A dagger You absorb energy from the earth beneath your feet to heal yourself. You heal a number of Health Points equal to t he number of rounds spent casting this spell. You cannot cast it on others.
Fat of the Land Range: Touch Duration: 1 week Casting Time: 1 minute Area of Effect : One target Resistance: None Ingredient : A handful of animal feed The target of this spell is sustained by the power of Ghryan and does not need to eat for the spell's duration. They still need to drink as nor mal.
Four Seasons in One Day Range: Duration: Casting Time: Area of Effect : Resistance:
Touch 1 minute/Magic Rating -3 One target Mental 14
Ingredient : A pendulum If the target of this spell fails their Resistance check, they undergo the brightness of spring, the fire of s ummer, the sadness of autumn, and the chill of winter all during the spell's duration. For the first half of the spell, the target gains a +2 bonus to Agility but suffers a -2 penalty to Presence, and for the second half they suffer a -2 penalty to Agility, Presence, and attack rolls.
Hale and Hearty Range: Touch Duration: 1 day Casting Time: -2 Area of Effect : One target Resistance: None Ingredient : A budding flower The target of this spell gains a +2 bonus to resist the effects of poison, disease, or alcohol. It does not stack.
Tree-Dweller's Step Range: Touch Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A bit of sap You imbue one target with great ability to climb and traverse natural obstacles, gaining a +4 bonus to any such tests.
The Wilds Undisturbed Range: Touch Duration: Special Casting Time: 1 round Area of Effect : One target Resistance: None Ingredient : Moss undisturbed for a decade You move through wild lands as though traveling t hrough the best-maintained road. “Wild lands” includes any generally uninhabited wilderness. You may cast this spell on other targets to bring them on your travels, and it lasts until you cross a man-made road or reach a cultivated or settled area.
Third Level Driftwood Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A piece of driftwood The target of this spell becomes as buoyant as driftwood. They gain a +6 bonus to any attempts to s wim, and their buoyancy is such that they cannot drown from failing any such test. Anyone trying to hold so meone under the water suffers a -4 penalty on their grappling check.
Earth Gate Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
50 yards Instant 1 round Self N/A An iron key
You disappear down into the earth and reappear at any point in the spell's range. Both your departure point and the point of your reemergence must be areas of natural earth.
Father of Thorns Range: 60 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : 15 yard radius Resistance: N/A Ingredient : A thorn that has ripped flesh A riot of thorn bushes bursts forth fro m any area of natural earth in the spell's range. Anyone inside the thorns may only move at half their normal speed, and attempting to move at all automatically does 1 d4+1 damage.
Leaf Fall Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : Self Resistance: N/A Ingredient : An oak leaf You are surrounded by a whirling vortex of leaves that provides protection against ranged attacks. Anyone who attacks you suffers a -4 penalty, though you are not affected.
Life Force Range: Touch Duration: Special Casting Time: -3 Area of Effect : One target Resistance: None Ingredient : A leaf from an evergreen The target of this spell gains a +4 bonus to any test to avoid losing a limb. It lasts until triggered or for one day.
River's Whisper Range: Touch Duration: 1 minute/Magic Rating Casting Time: 1 minute Area of Effect : One river Resistance: None Ingredient : A flagon of wine You commune with the spirit of a river, allowing you to ask questions about anything that happened within the last 24 hours and up to 1 mile up or downstream. Answers are general—you could learn that a boat with ten humans sailed down the river, but not the boat's name or how the humans were dressed.
Summer Heat Range: 50 yards Duration: 1d10 rounds Casting Time: -2 Area of Effect : 5 yard radius Resistance: None Ingredient : A vial of sweat from an honest man You cause a small area to burn with the heat of summer. Anyone in the target area suffers a -4 penalty to all actions for the spell's duration.
Wind's Whisper Range:
Self
Duration: 10 minutes/Magic Rating Casting Time: 1 minute Area of Effect : Self Resistance: N/A Ingredient : A sheaf of corn For the duration of the spell, anyone within 500 yards can hear anything you say. Shouts will be heard as shouts and whispers as whispers, but everyone hears you as though you were standing next to them.
Fourth Level Ghryan Revealed Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
15 yard radius 1 round/Magic 2 rounds Living things N/A A sunflower (summer) or edelweiss (winter) For the duration of the spell, you can sense all living things around you in the area of effect. You can distinguish between plant, animal, and different races, but nothing more. Walls of wood are no barrier, but walls of stone each requiring a Channeling Proficiency check of 13 to see through. Walls of metal, or any magical barrier, is opaque.
Spring Bloom Range: Touch Duration: Special Casting Time: 10 minutes Area of Effect : One target or one farmer's field Resistance: None Ingredient : A handful of natural fertilizer You concentrate the power of life into one area or being. An area the size of a farmer's field will burst with life, guaranteeing an abundant harvest, or a single target will automatically conceive (or cause conception) or a child, presuming the normal conditions are met.
Strength of the Earth Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Self 1 round/Magic Rating -4 Self N/A A piece of peat buried underground for over a century This spell can only be cast on bare earth, in bare feet. You draw on the strength of the earth, gaining a +2 bonus to Strength and Endurance and a +4 bonus to avoid being knocked down. If you move for any reason, the spell ends.
Trees' Rustle Range: Touch Duration: 1 hour Casting Time: 1 hour Area of Effect : One tree Resistance: None Ingredient : A handful of moist earth While sitting in the boughs of a tr ee, you converse with it, gaining knowledge of what it has seen and heard. Trees will not lie, but they are not very intelligent, and can have a hard time interpreting the dealings of those who walk on two legs. They may also ask favors before parting with
information. If the tree is part of a grove or forest, it may have information about what other trees nearby know. Though the spell lasts an hour, trees speak slowly and this is only the equivalent of a few minutes of conversation.
Vital Growth Range: Touch Duration: Special Casting Time: 2+ rounds Area of Effect : One living plant or seed Resistance: None Ingredient : A living sprout You channel the power of Ghryan to give great vitality to plant growth. After casting for an intial round, even additional round you spend casting ages the plant one day. You may cast as long as you want, but it is possible to age a plant to the point of death with this spell. Plants can only grow in areas that would normally support them.
The Wood Reborn Range: Touch Duration: 15 minutes/Magic Rating Casting Time: -4 Area of Effect : One wooden object Resistance: None Ingredient : A seed from a tree in a magical forest Any object you touch becomes as soft as a newly-grown twig. Wooden weapons bend when they hit people, doors can be pushed around locks, chairs and tables no longer hold weight, and wooden cage bars may be bent easily to escape.
Wood Shape Range: Touch Duration: 1 hour/Magic Casting Time: 1 round Area of Effect : One target Resistance: None Ingredient : A strip of bark You turn a willing target into the shape of a tree. The type of tree depends on the heart of the person: a sor rowful woman might turn into a weeping willow, while a cruel man might become a twisted black oak. The target is vulnerable to the normal sorts of things that can kill trees.
Fifth Level Flesh of Clay Range: Self Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect : Self Resistance: N/A Ingredient : A small clay sculpture of you Your flesh hardens and gains the consistency of clay. You gain a +6 bonus to Strength and armor equivalent to Splint Mail, but suffer a -6 penalty to Agility and your movement is halved.
Geyser Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
30 yards Special -5 5 yard radius Physical 14 A dowsing rod blessed by a priest
You summon a massive geyser of water to shoot up from Ingredient : A small mirror the ground. Anyone in the area of e ffect takes 2d8 damage, You create an incredibly bright explosion of light. Anyone are knocked 5 yards in the direction of your choice by the looking into it when the spell is cast s uffers a -2 penalty to rushing water and, and if they fail a Resistance check, are hit and to their Agility for the spell's duration. stunned for 1d10 rounds. After the geyser erupts, a pool of Demonward fresh water remains for the next hour. Range: 5 yard radius Duration: Special Winter Frost Range: 50 yards Casting Time: -1 Duration: 1 minute/Magic Rating Area of Effect : Demons Casting Time: -5 Resistance: Mental 10 Area of Effect : 15 yard radius Ingredient : A main-gauche Resistance: Physical 16 After you cast this spell, for as long as you do not move, Ingredient : A vial of melted snow from a mountain no demon can enter the spell's radius unless it s ucceeds on peak a Mental Resistance check. You coat an entire area with a thick layer of frost. Anyone Driving Intent affected takes 3d6 damage and, if they fail a Resistance Range: Touch check, is coated in solid ice and unable to act at all for a Duration: 1 hour/Magic Rating single round. Movement is halved in the area of effect. Casting Time: -1 Area of Effect : One target Sixth Level Resistance: None Cure Blight Ingredient : A lodestone Range: Self While under the effects of this spell, the target gains a +4 Duration: Instant bonus to resist all attempts to change their mind or alter Casting Time: 10 minutes their purpose, whether mundane or magical. However, they Area of Effect : One square mile or 4 people/Magic must not lie or act deceitfully or the spell ins tantly ends. Rating Pierce the Veil Resistance: None Range: Self Ingredient : A vial of water from a sacred pond Duration: 1 minute/Magic Rating You may cleanse an area of up to one square mile of Casting Time: -1 blight, saving all the plants therein and making them Area of Effect : Self immune to the same blight for one season. Alternatively, N/A you may cure a number of targets suffering from disease of Resistance: Ingredient: The wings of a bat their afflictions. You can see perfectly clearly in darkness or through anything else that might obscure your vision, including haze, smoke, fog, and so on. In the case of magicallycreated obscurement, your Channeling Proficiency check “… which utilizes the Light Wind, called Hysh, whose must beat their own. Your eyes shine with white light color is White, whose Lore is that of L ight, and whose while the spell is in effect. rune is the Serpent of Light, and whose practitioners are
The Lore of Light
called Hierophants.” – From The Founding of the Eight Orders, credited to Teclis
First Level Cleansing Glow
Second Level Clarity Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect : One creature Resistance: None Ingredient : A clear glass bead You touch a single target and reduce one penalty they are suffering to Intellect or Presence by up to 2 points (e.g. remove 2 points of penalties). You may cast this spell multiple times to affect multiple attributes, but cannot stack its effects on the same attribute.
Range: Touch Duration: Instant Casting Time: -1 Area of Effect : One item or person Resistance: None Ingredient : A bit of soap A cleansing glow passes over a si ngle object or creature, removing dirt, tarnish, dust, spots, bad smells, and so on. Spoiled food or drink can be restored to edibility, and even Healing of Hysh tastiness if it was tasty in the first place. Range: Touch Duration: Instant Dazzling Brightness Casting Time: 1 round Range: 40 yards Area of Effect : One target Duration: 1d10 rounds Resistance: None Casting Time: -1 Ingredient : A clear glass bead Area of Effect : 5 yard radius Your touch heals the targeted character for a number of Resistance: None Health Points equal to yo ur Magic Rating. You may cast
this spell on yourself.
Third Level
Infusion of Light
Banish
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A piece of quartz The creature or object you touch begins glowing with an almost-blinding light. Any attempts at stealth or concealment automatically fail, and the light provides light as though a bonfire. It also glo ws in the Aethyr, so the Magic Acuity Proficiency may be used to fi nd the target of this spell.
Perfect Comprehension Range: Self Duration: 1 minute/Magic Rating Casting Time: 3 rounds Area of Effect : Self Resistance: N/A Ingredient : A candle blessed by a priest While the spell is in effect, you can understand any language or method of communication, whether written, spoken, or signed. Particularly occult or ancient languages may be immune, at the GM's discretion. Perfect Comprehension does not allow you to communicate in the language yourself, only to understand it.
Radiant Gaze
Range: 30 yards Duration: Instant Casting Time: -3 Area of Effect : One demonic target Resistance: Mental 13 Ingredient : An oak wand You wrap a demon within the spell's range in an envelope of Hysh, attempting to expel it from the mortal plane. Both you and the demon must make a Mental Resistance check. If you succeed and the demon fails, it is forcibly ejected with a shrieking wail. If the demon succeeds and you fail, it remains and the spell ends. If both succeed or fail, you are locked in magical combat and the struggle continues.
Bar the Gate Range: 50 yard radius Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect : All chaos wizards Resistance: Mental 14 Ingredient : A drop of mercury For the spell's duration, any wizard with Lore of Chaos or any of its derivations suffers a penalty to all their Channeling Proficiency checks equal to your Magic Rating.
Enlightenment
Range: 15 yards Duration: Instant Casting Time: -2 Area of Effect : One target Resistance: None Ingredient : A lens You focus the White Wind into your gaze and sear a single target for 3d6 damage.
Range: Touch Duration: 1 minute/Magic Rating Casting Time: 1 minute Area of Effect : One target/Magic Rating Resistance: None Ingredient : A lens For the duration of the spell, you and the targets you touch gain a +2 bonus to rolls involving lore, scholarship, or languages.
Radiant Weapon
Illuminate the Edifice
Range: Touch Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : One weapon Resistance: N/A Ingredient : A silver charm You temporarily enchant a sin gle melee weapon with the power of Hysh. For the spell's duration, the weapon counts as magical and gains a +3 bonus to damage against demons. Because of the weapon's bright glow, the wielder automatically fails any Stealth Proficiency checks they attempt.
Shimmering Cloak Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A candle You are surrounded by a glow of light that reduces any damage done to you by mundane missile attacks by your Magic Rating. You automatically fail any Stealth Proficiency checks you attempt while the spell is in affect.
Range: Touch Duration: Special Casting Time: -3 Area of Effect : Special Resistance: None Ingredient : An unburned wax candle You cause the interior areas of a building to shine with daylight. At Magic Rating Grade I, you can affect a hovelsized building, at Grade II a moderate-sized house, at Grade III a large manor, and at Grade IV a building of any size as long as it is contiguous. The light shines in any area of the building bounded by a man-made roof and walls on all sides. The spell lasts as long as you remain in contact with or inside the building.
Light of Purity Range: Touch Duration: Special Casting Time: 2 rounds Area of Effect : Special Resistance: None Ingredient : A blessed wax candle In casting this spell, you light a fire of any size from candle to campfire. All those within the area illuminated
by the fire are immune to any normal disease and gain a +4 bonus to resist any magical diseases. The fire can fed on additional fuel as normal, and even split by kindling a new fire from part of the old one. These “child” fires have the same effects as their parents. The spell lasts until all fires have burned out.
Resistance: None Ingredient : A garnet worth 30g You cause an area around you to shine with clear daylight. Everything within the area of effect is illuminated as though sunlight was shining on it. This does affect creatures with a vulnerability to sunlight.
Radiant Sentinel
Inspiration
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : Self Resistance: N/A Ingredient : A buckler You create a ball of glowing light about the size of a human head that orbits around you and deflects attacks. Treat the ball as a kite shield, except it requires no concentration on your part to protect you.
Range: Self Duration: Special Casting Time: 1 minute Area of Effect : Self Resistance: N/A Ingredient : A page from a book You open your mind to Hysh and allow it guide your thoughts toward solving a vexing mental problem. After the spell ends, you can make a single check to solve a mental test (deciphering a short document, solving a math problem, a short research session) with a +6 bonus.
Fourth Level Bright Bastion Range: Self Duration: 15 minutes/Magic Rating Casting Time: -4 Area of Effect : 2 yard radius/Magic Rating Resistance: Mental 14 Ingredient : A polished silver shield You create a spherical barrier around yourself, denying entrance to all. Anyone who attempts to enter must succeed on a Resistance check or they are hurled backward and take 1d10 damage, or double damage if a demon. They may try again next round, if they like. If cast i nside a building or interior space, you may adjust the barrier to fight the space.
Eyes of Truth Range: 50 yard radius Duration: 1 round/Magic Rating Casting Time: -4 Area of Effect : Self Resistance: N/A Ingredient : A glass sphere You eyes shine with a white glow, and for the spell's duration, you can see through illusions, magical and mundane darkness, invisibility, and disguises within the spell's area of effect.
Ill-Bane Range: 10 yards Duration: Instant Casting Time: 1 round Area of Effect : One target/Magic Rating Resistance: None Ingredient : A poultice You use the power of Hysh to remove diseases or poisons in a number of targets equal to your Magic Rating. If the spell is cast, any targets may either have one poison cured or have the duration of any disease cut in half. I t requires two castings to achieve both effects.
Illuminate the Fold Range: Duration: Casting Time: Area of Effect :
6 yard radius 1 hour/Magic Rating -3 Area around you
The Power of Truth Range: Touch Duration: One speech Casting Time: 2 rounds Area of Effect : One target Resistance: None Ingredient : A blank sheet of vellum As long as the target of this spell speaks honestly and forthrightly, they gain a +6 bonus on any Inspire or Persuasion Proficiency checks for the duration of their speech. There are no obvious effects of the spell—the target doesn't glow, their words are not louder than normal, etc.—so there is no way for observers to tell if the target is speaking truthfully.
Fifth Level Blinding Light Range: 50 yards Duration: 1d10 rounds Casting Time: -5 Area of Effect : 20 yard radius Resistance: Physical 15 Ingredient : A polished mithril disc You create an explosion of blinding light in the target area. Anyone who fails their Resistance check are blinded for the spell's duration, suffering all the normal effects of blindness.
Light's Demand Range: 30 yards Duration: Special Casting Time: 2 rounds Area of Effect : Cone, 5 yards at the far end. Resistance: Mental 13+ Ingredient : A flawless mirror You extend your hands ( or the mirror) and a brilliant shaft of light explodes forth. Any demon caught in the light must pass a Resistance check of 13 + your M agic Rating or be unable to move at all during the spell's duration. At the cost of 1 Health Point, you can extend the spell's duration for an additional round.
Purity of Purpose Range: Duration:
Self 1 hour/Magic Rating
Casting Time: 3 rounds Area of Effect : Self Resistance: N/A Ingredient : A lodestone Choose a single proficiency you possess. The next time you make a check on that proficiency within the spell's duration, you automatically succeed. This cannot affect any check where you are actively opposed by another, and only one casting may affect you at a time.
Sixth Level
Duration: Instant Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A pair of calipers If this spell is successful, you make a Perception Proficiency check of 5. If successful, you can determine the target's current state of health, its strongest physical attribute, and roughly how its prowess compares to your own. If you beat the check by 5, you also learn one special ability (such as fiery breath, spellcasting, etc.).
Boon of Hysh
Find the Weakness
Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Touch Instant 2 rounds One target None A lock of hair from when the target was well You wrap a single target in a wellspring of Hysh, curing all maladies that afflict them. All Health Points are restored, diseases and poisons are purged, and so on.
Demonbane Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient:
Range: Touch Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: None Ingredient : A rusted hinge The target becomes an expert in finding the weaknesses in their enemies' defenses. They gain a +1 bonus to hit, and may spend a round aiming to gain a +5 bonus to their next attack.
Guard of Steel
50 yards Instant 2 rounds 15 yard radius Mental 17 A wand made from a lightning-struck oak You rend the fabric of the aethyr and cast a group of demons back to whence they came. Any demon in the area of effect who fails the Resistance check is banished immediately.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A steel ball You summon shimmering orbs of steel that rotate around your body and protect you from incoming attacks. Any attack made against you during the spell's duration suffers a -2 penalty.
Pillar of Radiance
Range: Touch Duration: Permanent Casting Time: 1 round Area of Effect : One metallic surface Resistance: N/A Ingredient : A chisel By passing your hand over a metallic surface, you can cause an inscription to appear graven into the object. The inscription may be of any length that will reasonably fit and it appears in your own handwriting.
Range: 50 yards Duration: Instant Casting Time: -6 Area of Effect : 15 yard radius Resistance: Physical 16 Ingredient : A diamond worth 100g You concentrate the energy of Hysh into an enormous beam of burning light that blazes down from the heavens and strikes your foes. Anyone in the area of effect takes 4d8 damage (half on a successful Resistance check) and suffers the effects of Dazzling Brightness. Anyone with the Magic Acuity Proficiency within 5 miles of this spell is immediately aware of its casting.
Inscription
Stoke the Forge
Range: 10 yards Duration: 15 minutes/Magic Rating Casting Time: -1 Area of Effect : One fire Resistance: None “…which utilizes the Gold Wind, called Chamon, whose Ingredient : A breath of hot air color is Yellow, whose Lore is that of Metal, whose rune is You cause an already-burning fire in a fireplace, forge, or the Soaring Eagle, and whose practitioners are called other man-made structure to burn as hot as possible. The Alchemists.” fire does not consume any fuel for the spell's duration. – From The Founding of the Eight Orders, credited to Understanding the Mechanism Teclis Range: Touch Duration: Instant First Level Casting Time: 1 minute Area of Effect : One mechanical object Anatomical Evaluation Resistance: None Range: 30 yards
The Lore of Metal
Ingredient : A draftsman's quill When casting this spell, you examine one piece of mechanical equipment that has more than one moving part and gain complete insight into its operation and its purpose. During the casting, a ghostly image of the component parts appears in the air in front you. I f you need to repair, sabotage, modify, use, or replicate the device, you gain a +4 bonus on any rolls to do so.
Second Level Fault of Form
Area of Effect : One limb Resistance: None Ingredient : A copper rod You can only cast this spell after a limb has been destroyed or removed. It places a metal stump over the end of the limb, molding perfectly to what remains and never becoming infected. The stump may be up to a foot long and molded into any shape you desire, but may not be mechanical.
Tale of Metal
Range: 30 yards Duration: 1d10 rounds Casting Time: -1 Area of Effect : One weapon Resistance: None Ingredient : A metal file You subtly alter a weapon within the spell's range, causing it to lose any benefits from superior craftsmanship and inflicting a -2 penalty on any rolls to hit.
Range: Touch Duration: Instant Casting Time: 2 rounds Area of Effect : One metal object Resistance: None Ingredient : A lens You touch a metal object and look into its past, seeing the circumstances of its forging and creation as though you were there. You may recall a fact about this vision later with an Intellect check of 10.
Guard of Gold
Third Level
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A gold ball One of your limbs becomes coated in a thick golden coating. For the spell's duration, the targeted limb is completely immune to all damage.
Law of Form Range: Touch Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect : One object Resistance: None Ingredient : An iron rod You transmute a solid, inanimate object and harden it like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Any attempt to break it suffers a -5 penalty and it takes half damage from all attacks. It is possible to use this spell to make a robe as strong as a suit of plate armor, but the weight change means that the robe becomes as encumbering as a suit of plate armor as well.
Law of Logic Range: 15 yards Duration: 5 minutes Casting Time: 1 minute Area of Effect : One target Resistance: N/A Ingredient : A blank piece of paper You increase your target's faculties of logic to aid one Proficiency or attribute check. You must cast this spell before the task to be performed, which must take place entirely during the spell's duration. The target gains a +4 bonus on the relevant test.
Metal for Flesh Range: Duration: Casting Time:
Touch Instant 1 minute
Armor of Lead Range: 50 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : 10 yard radius Resistance: None Ingredient : A miniature helmet of lead You increase the weight of the armor of everyone in the spell's effect. Their Armor Impedance is increased by 2 and they suffer a -2 penalty to all attacks while the spell lasts.
Armor of Tin Range: 50 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : 15 yard radius Resistance: None Ingredient : A tin solider You cause the armor of everyone in the area of effect to become soft, supple, and flimsy. Anyone wearing metal armor treats their armor as two categories less protective than it is: plate mail becomes chain mail, field plate becomes splint mail, and so on. It only affects metallic armor.
Law of Age Range: 15 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : One object Resistance: None Ingredient : A fossilized bone You cause a solid, inanimate object to become brittle, making it easier to damage. Its weight and feel is unchanged. For the spell's duration, any attacks against the object do double damage and any attempt to break it through force (kicking down a door, etc.) receives a +5 bonus.
The Metal Mended Range:
Touch
Duration: Instant Casting Time: 2 rounds Area of Effect : One metal object Resistance: None Ingredient : A brass rod You repair a broken metal object. You cannot change the type of metal, nor the overall shape of the object, and you do not need every single piece, but at least three quarters of the object must remain. It must have been whole at one time—you cannot use The Metal Mended to hurry a crafting project to completion.
Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Rigidity of Body and Mind
The Law of Fluid
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect : Self Resistance: N/A Ingredient : A small steel disc Your flesh and mind gain the properties of metal, granting you the equivalent of leather armor and providing a +2 bonus to your Mental Resistance checks. You also find your mind becomes more set in its ways and difficult to change.
Range: Touch Duration: Instant Casting Time: -4 Area of Effect : One pint of fluid Resistance: N/A Ingredient : A pinch of sulfur You cause up to a pint of fluid to become an extremely powerful acid. Anyone splashed by the acid takes 2d4 damage, and after 2d6 rounds, their armor is corroded and reduced in effect by one step. If this reduces the protection to 0, the armor is destro yed. A pint is enough to burn through a metal bar, a steel shackle, a thick chain, or an iron lock.
Secret Rune Range: Touch Duration: Special Casting Time: 1 round Area of Effect : One metallic surface Resistance: None Ingredient : A vial of gold-infused ink This spell is similar to Inscription, but the message recorded can only be viewed by another casting of Secret Rune. Secret Rune may be repeatedly cast to make the message appear and disappear.
Silver Arrows of Arha Range: 50 yards Duration: Instant Casting Time: -2 Area of Effect : One to Magic Rating enemies Resistance: None Ingredient : A silver arrowhead You create a number of silver arrows equal to your Magic Rating and hurl them at one or more enemies, doing 1d8+2 damage per arrow. The arrows disappear after inflicting damage.
Fourth Level Fool's Gold Range: Touch Duration: 1 hour/Magic Rating Casting Time: -4 Area of Effect : One object Resistance: N/A Ingredient : A petrified flower You temporarily alter an inanimate object to make it appear more valuable than it is. Copper coins become gold, a rusty sword becomes a blade worthy of a king, and a walking stick becomes a carved and enameled cane. The object's value increases by a minimum of 10x.
The Knot Untied Range:
Self
Instant 1 minute Self N/A A piece of paper covered in guilded writing If you cast this spell when facing a catch-22, impasse, puzzle, trap, or mystery that can be solved solely through inspiration or deduction. If the spell is successful, you learn a piece of information which can push you toward the puzzle's solution.
Transformation of Metal Range: Touch Duration: Permanent Casting Time: 1 minute Area of Effect : One metal object Resistance: None Ingredient : A charm shaped like a hammer and anvil You transform one metallic object into another one. This does not change the type of metal, only its shape. You could turn swords to plowshares, or gold thread to coins, but not lead to gold. The amount by which your Channeling Proficiency beats the target number determines the craftsmanship of the new item. You may not cast Transformation of Metal on magical items.
Transmutation of Fluid Range: 30 yards Duration: Instant Casting Time: -4 Area of Effect : 20 gallons x Magic Rating Resistance: None Ingredient : A mouthful of near-boiling water You cause an amount of liquid in your line of sight to instantly boil away into steam. The steam is hot, but not enough to cause any da mage.
Trial and Error Range: 15 yard radius Duration: 1 round Casting Time: -4 Area of Effect : Your allies Resistance: None Ingredient : An empty glass vial You use the power of Chamon to guide your allies within the area of effect. Until the beginning of your next turn, every character may reroll any one roll of their choice. The second roll is final.
Consequences:
Fifth Level Breach the Unknown
If you fail the casting roll, it goes arwy— see below for specific effects. You permanently substitute your body parts with a replacement of gold. There are three version, depending on the part you wish to replace. Replacing a finger or toe requires 2000 gold and is cast as a 3 rd Level spell, replacing a hand, foot, ear, or nose requires 4000 gold and is cast as a 5th Level spell, and replacing an arm, leg, head, heart, or lungs requires 6000 gold and is cast as a 7 th Level spell. The ritual is always learned as 7 th Level.
Range: Touch Duration: Instant Casting Time: 1 minute Area of Effect : One object Resistance: N/A Ingredient : A dram of ruby sulphur extract When you cast this spell, you unlock all the secrets of the object, such as the material composition and any special properties it may possess. In the case of potions or magical Gilded body parts function exactly the same as part they replacing, including sense of touch or hearing. Specific items, you learn one fact about it for every 2 points by parts also provide extra effects. The effects of a failed which you beat the target number to cast Breach the ritual are in parentheses: Unknown. If the item is cursed, tainted, or otherwise baneful, you learn those facts last. Finger : Cosmetic only (Cosmetic only) Toe: Cosmetic only (Cosmetic only) Enchant Item Hand : You gain a +1 bonus per hand to tasks Range: Touch requiring manual dexterity (you suffer a -1 Duration: 1 hour/Magic Rating penalty to same). Casting Time: 1 minute Foot : You gain a +1 bonus to resist fatigue of Area of Effect : One item traveling (you suffer a -1 penalty to same) Resistance: N/A Ear : You gain +1 bonus to tests to hear things per Ingredient : A griffon's feather ear (you suffer a -1 penalty to same) You can temporarily enchant an i tem to give you a +1 Nose: You gain a +2 bonus to tests to smell things bonus to one of your attributes or type of rolls. Form must (you suffer a -2 penalty to same) follow function. A pair of boots could provide +1 Agility, a Arm: You gain +1 Strength and reduce all damage brooch could provide +1 Presence, and a sword might done to you by 1 per arm (you suffer -1 Strength provide +1 to hit, for example. per arm) Transmutation of the Unstable Mind Leg : Your movement rate increases by 1 and you Range: Touch reduce all damage done to you by 1 per leg (your Duration: Permanent movement rate is reduced by 1 per leg) Casting Time: 10 minutes Head : You get the benefits of two ears and a nose Area of Effect : One insane target and also get a +1 bonus to all Mental Resistance Resistance: None checks (you die) Ingredient : A page from a book written by a madman Heart : You no longer suffer emotional pain and You attempt to transform a sick mind into an unstable one. gain a +2 bonus to resist persuasion, i ntimidation, This spell may be used to cure madness, insanity, or other fear, and any attempt to sway your emotions (you mental ailments. If the spell is successfully cast, make die) another Channeling Proficiency check, with the target Lungs: You no longer need to breath (breathing number determined by the degree of insanity. A success causes horrible pain, giving you a -2 penalty on cures the malady, while a failure makes it worse. You all actions) cannot cast this spell on yourself. Successfully performing the ritual on a body part that was previously the subject of a failed ritual overwrites the Sixth Level failure with the bonuses from a success. • • •
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Law of Gold
The Lore of Shadow
Range: 30 yards Duration: 1d10 rounds “…which utilizes the Grey Wind, called Ulgu, and whose Casting Time: -6 color is Grey, whose Lore is that of the Shadows, and Area of Effect : One magical item whose rune is the Sword of Judgement, and whose Resistance: None practitioners are called Shadowmancers.” Ingredient : A small golden sheath worth 75g – From The Founding of the Eight Orders, credited to You enshroud a single magic item in winds of Chamon, Teclis suppressing its powers. It loses all magical abilities for the spell's duration.
First Level
Seventh Level The Body Guilded Ritual
Ingredients: Casting Time: Conditions:
False Promise
Range: Duration: Casting Time: Fire kindled from a volcano, blessed Area of Effect : jeweler's tools, and at least 2000g of gold Resistance: 12 hours Ingredient : None
15 yards 15 minutes/Magic Rating -1 One target None A pair of rose-tinted glasses
For the spell's duration, one target becomes excessively optimistic and sees the world and surroundings in the best possible light. All attempts to fool or trick the target using mundane methods gain a +4 bonus for the spell's duration.
Mutable Visage Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: Physical 11 Ingredient : A pinch of cosmetics You make your target subtly more or less attractive, but in a way that has an obvious effect on social situations. The effect is either a +2 or -2 adjustment to Presence (your choice) for the spell's duration. The target may make a successful Resistance check to avoid the spell.
Shadowcloak Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A piece of charcoal You cloak yourself in shadows, making it easier to hide. You gain a +4 bonus on all Stealth Pr oficiency checks.
Second Level Bewilder Range: 30 yards Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: Mental 12 Ingredient : A splash of ale The target of your spell is assaulted with bizarre sensations and feelings, making their actions random. Every round of the spell, they must roll percentile dice and consult the following table: 01-20 Befuddled: The target automatically acts last in the round 21-40 Wander : The target runs in a random direction as determined by the GM. 41-60 Attack !: The target attacks the nearest character with all their might. If no one is within range, they charge the nearest character. 61-80 Do nothing : The target stands stupefied for the round. 81-100 Curl into a ball : The target curls into the fetal position and counts as prone and helpless. •
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Doppelganger Range: Self Duration: 10 minutes/Magic Rating Casting Time: 2 rounds Area of Effect : Self Resistance: N/A Ingredient : A lock of hair from the target race You take on the appearance, including clothing, armor, and so on, of any other living humanoid creature under ten feet in height. The spell does not disguise your voice or smell, only your appearance. If you want to disguise yourself as a specific member of the race, you may do so with a
successful Disguise Proficiency check, otherwise you look like an undistinguished member of the race.
Eye of the Beholder Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect : One chest-sized object or smaller Resistance: None Ingredient : A monstrous eyeball You make an item the size of a chest or smaller appear to be either worthless or valuable. Worthless items appear threadbare, rusted, cracked, or simply badly made, while valuable items appear to have excellent crafts manship and fine decorations. Anyone attempting to get an accurate value of the item suffers a -5 penalty.
Mindhole Range: 50 yards Duration: Special Casting Time: -1 Area of Effect : One target Resistance: Mental 12 Ingredient : Fingernail clippings from the target You cause one target within the spell's range to completely forget you exist. If they fail their resistance roll, the y lose all memory of you and your activities within a maximum of the last week. They can still notice you as normal going forward.
Phantom Foe Range: 50 yards Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: Special Ingredient : A small firework One target, who is watching a battle but not taking part, can see and hear enemies in the opposite direction from the caster approaching them to attack. If actually hit by an attack, the target may make a M ental Resistance check of 12 to see through the illusion.
Shadowhound Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Self Until sunrise 1 round One shadow N/A Clippings from the claws of a faithful hound You call forth a shadowy hound who will do g your footsteps and obey your commands. The hound has statistics of a normal dog, except it gains a +6 bonus to any Stealth checks and vanishes if it moves more than 50 yards from you. Some Shadowmancers summon shadowcats, shadowmonkeys, or even stranger things.
Take No Heed Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Self 5 minutes/Magic Rating -1 Self Mental 12 A pinch of nothing in particular
You become very easy to ignore. Anyone who wants to approach and interact with you must succeed on a Mental Resistance check to do so, even if they have already done so recently. Even those who succeed on this check must make another check to remember any details other than your existence. The spell specifically affects its targets so they attribute its effects to distraction, bad memory, and the like.
Third Level Burning Shadows Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
20 yard radius Instant -3 All shadows None A dose of black lotus harvested in shadow You cause the shadows around you to burn like acid, doing 1d6+1 damage to all targets on which a shadow from any light source more powerful than a torch falls at the moment you cast the spell. Darkness is not a shadow, nor is simply being indoors.
Cloak Activity Range: Self Duration: 1d10 rounds Casting Time: -1 Area of Effect : Self Resistance: Mental 13 Ingredient : A sketch of your action You cloak your activities i n an illusion of you performing some other task. You can appear to be reading a book while you're actually searching through the desk, or merely standing in place while stabbing someone in the back. Anyone affected by your action may make a Resistance check to notice in time to react to it. If s uccessfully cast, Cloak Activity also disguises the casting of the spell itself.
Deep Pockets Range: Touch Duration: 1 hour/Magic Rating Casting Time: -3 Area of Effect : One object Resistance: None Ingredient : A black kerchief The spell is cast on an object of s word-size or less. For the spell's duration, you may carry that object without any outside evidence. If the object is used in any fashion it instantly becomes visible, but otherwise it cannot be detected without using magic. You may only carry one such object at a time, or on a sack with the spell cast on it that carries a few pounds worth of items.
Face of the Stranger Range: Touch Duration: Until sunrise Casting Time: -3 Area of Effect : One target Resistance: Special Ingredient : An item belonging to the target For the spell's duration, the target becomes a stranger to even their closest friends, though not more than 13 people will be affected. Even the target's own spouse will insist
that they do not know them, but anyone presented with sufficiently compelling evidence may make a Mental Resistance check of 13 to shake off the spell. However, even if the spell fails, the target's friends will realize some sort of witchery is at work.
Pall of Darkness Range: 50 yards Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : 5 yard radius Resistance: None Ingredient : The eye of a newt You create a swirl of impenetrable darkness within the area of effect, causing the usual penalties for darkness to all those within. Even those who infrared vision cannot see through it.
Shadow of Death Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Self 1 minute/Magic Rating -3 Self Mental 13 A shred o f cloth from the robes of a wight You use the power of illusion to make yourself look fearsome. Anyone who fails their Mental Resistance check is stricken with fear and suffers a -2 penalty on all actions when in your presence.
Shadowsteed Range: Special Duration: Special Casting Time: 1 round Area of Effect : Special Resistance: N/A Ingredient : A chip from a horse's hoof You call forth a dark and shadowy steed who will bear you, or someone else you indicate, without tiring and at great speed until they dismount or until dawn. The horse has a normal horse's statistics, but also has the Stealth Proficiency at Grade IV and may gallop at top speed for the spell's entire duration.
Throttling Range: 10 yards Duration: Special Casting Time: -3 Area of Effect : One target Resistance: Physical 13 Ingredient : A garrotte used to strangle someone You send inky ropes of darkness to strange any one target within the spell's range. You can move while the spell is in effect, but you must maintain your concentration to on it (preventing other attacks, spells, etc.) or the spell ends immediately. If the target succeeds on their Resistance check but the spell is maintained, they must make it again with a -1 penalty the following round, and -2 the ro und after that, and so on until it is failed, at which point they begin to take normal damage for aspyxiation.
Fourth Level Black Horrors Range:
30 yards
Duration: 1 hour/Magic Rating Casting Time: -4 Area of Effect : One patch of shadow Resistance: Mental 15 Ingredient : A hair from a vampire Choose one area of shadow in range, no more than 4 yards square. The affected area appears to writhe and convulse with creatures so hideous as to defy description. Anyone who attempts to enter or cross the space must make a successful Resistance check or be unable to enter.
Blur the Image Range: Touch Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect : One target Resistance: None Ingredient : A caterpillar For the duration of the spell, the target cannot distinguish a particular item or creature from any other of its type. The object must be of the type specified: all swords could be made indistinguishable, for example, but a sword will not be mistaken for an axe or a human for an elf. Likewise, a forged letter of marque could appear the same as all genuine ones, but not as a letter of recommendation or a blank sheet of paper.
Mockery of Death Range: Touch Duration: 1 day/Magic Rating Casting Time: 1 round Area of Effect : One target Resistance: Physical 14 Ingredient : A corpse shroud buried at least a year You cause someone to appear and behave as though dead to all sight and inspection. The target can still sense their environment, including sight if their eyes are open, but they cannot move or act in any way. However, they still require air and the other essentials of life. An unwilling target may make a Resistance check to avoid the spell.
Shroud of Invisibility Range: Self Duration: 1d10 rounds Casting Time: -4 Area of Effect : Self Resistance: N/A Ingredient : A gossamer shroud You shroud yourself with magic and vanish from sight for the spell's duration. While you are invisible, you cannot be targeted with range attacks, and any melee attacks you make gain a +4 bonus. Anyone with 3 yards of you may make a Perception Proficiency check of 14 to spot you, at which point you can be attacked at a -5 penalty.
Wandering Shadow Range: Self Duration: 1 minute/Magic Rating Casting Time: -5 Area of Effect : Self Resistance: Special Ingredient : A model of the caster The caster's shadow detaches from their body and may travel independently anywhere there is a light source capable of casting a shado w. The caster shares the
shadow's senses automatically, but must concentrate to move it. It cannot be used to target spells or interact with the physical world in any way, though anyway who sees it must make a Mental Resistance check of 14 or suffer a -1 penalty to their actions from fear. During the spell's duration, you cast no shadow.
Fifth Level Dread Aspect Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Self 1 minute/Magic Rating -3 Any who view you Mental 15 A shred o f cloth from the robes of a wight Your make yourself look like a horrific creature of nightmare. Anyone who looks at you and fails their Resistance check will run screaming in terror.
Shadow Knives Range: 30 yards Duration: Instant Casting Time: -2 Area of Effect : One or more targets Resistance: None Ingredient : A cold iron knife You summon up a number of shadowy daggers equal to your Magic Rating and throw them at one or more targets, doing 1d10+2 damage per target. Shadow Knives ignore all non-magical armor.
Shadowbridge Range: 5 yards Duration: 1 minute/Magic Rating Casting Time: -5 Area of Effect : 15 yards by 2 yard span Resistance: N/A Ingredient : A silken thread You create a bridge made of the substance of shadow across a chasm. It cannot be larger than the area of effect, requires an anchor at either side, and is no stro nger than the substance that supports it at either end. You may dismiss the Shadowbridge at will.
Shadowleap Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
30 yards x Magic Rating Instant -5 Self N/A Soot from a chimney which has burned all night You may step into a shadow no smaller than 2 yards across and reappear in any other shadow in the spell's range. If the destination shadow is smaller than 2 yards across, the spell simply fails. When you travel, roll a Channeling Proficiency check of 11. If you fail, consult the following chart: 9-10: You arrive upside down, and must spend an action righting yourself 7-8: You land in the wrong shadow 1d6 x 10 yards away from your destination 5-6: You lose time in the shadow, arriving 2d10 •
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rounds after you left, though it seems You create an illusion in the target area that appears nearly instantaneous to you perfect, complete with accurate sights, sounds, and smells. 3-4: All your belongings other than the clothes on It can look like anything you desire. Anyone who has your back vanish in transit reason to suspect its illusory nature may roll a Mental 1-2: You take 2d8 damage from the shadows. Resistance check; success means they see through the illusion. You must give the illusion your full concentration Substance of Shadow and are only able to move while maintaining it. You may Range: Touch maintain the illusion after the duration expires by making a Duration: Special successful Channeling Proficiency check of 15 for each Casting Time: 1 round round of additional duration. Area of Effect : One item or creature Resistance: None Universal Confusion Ingredient : A perfectly round piece of velvet cloth Range: 30 yards You transform a single creature or object up to the size of Duration: 1 round/Magic Rating an armoire into shadow. The target becomes invisible, Casting Time: -3 silent, and partially insubstantial—others cannot affect the Area of Effect : 15 yard radius target physically, but the target can still physically affect Resistance: Mental 16 anything it normally could. The spell lasts as long as t he Ingredient : The eyes of a chimaera target remains entirely in shadows. Darkness or being This is a more potent version of Bewilder that can affect indoors does not constitute shadow for the p urpose of this multiple targets at once. spell. •
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Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Sixth Level Illusion Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
50 yards 1 round/Magic Rating 2 rounds 10 yard radius Mental 16
Dark Magic The following Lores all require use of the Dark Magic Discipline merely to cast. As such, they cannot benefit from Dark Magic's benefit to casting Unfettered spells, but they do still all require an extra Chaos Die included in the total whenever they are cast. Both the Lore of Necromancy and the Lore of Nagash deal with the undead. The Lore of Necromancy is typically known by mortal necromancers and those who learn from plundered tomes, whereas the Lore of Nagash is typically known by vampires, liches, mummies, and those mortal servants they deign to teach the secrets of undeath. A mishap on two dice or more when casting a spell from the Lore of Nagash or the Lore of Necromancy produces a side effect in addition to the normal mishap. See WFRP Page 159, or The Dark Path page 7.
Lore of Chaos “Woe, O world! The Age of Mortals is coming to an end. Time passes into oblivion, and t he stars lapse in the sky. The dreadful breed of night is crawling out of darkness, to take possession of the world. Fools! Seek refuge in faith or madness, for there's no longer any other place to hide. The Reign of Chaos has begun.” – Ergrimm van Horstmann
Lore of Misfortune Lore of Nagash
"In that dread desert, beneath the moon´s pale gaze, dead men walk. They haunt the shifting dunes of the breathless, windless night, brandish weapons of bronze in mocking challenge and bitter resentment of the life they no longer possess. And sometimes, in ghastly dry voices, like the rustling of sun-baked reeds, they whisper the one word In order to give Chaos as many spells as the other they remember from life. The Name of the one who cursed expanded Lores, the various Lores from the Tome of them to their existence, more than death but less than life. Corruption have all been combined here. For those who wish to separate them out, spells from the Lores of Nurgle, They whisper the name, Nagash." – From the Nehekharan Book of the Dead , translated by Slaanesh, and Tzeentch have the appropriate letter after Mannfred von Carstein them to aid sorting. The Lore of Nagash is ill-suited for the living. If any living wizard casts a spell from this Lore, they automatically take damage equal to the spell's Level .
First Level Command Corpse Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
You automatically detect the presence of all corpses, buried or otherwise, within the spell's range.
Sense Undead
Range: 20 yards radius Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : All undead Resistance: None Ingredient: A pair of eyes For the spell's duration, you can sense the presence of any undead within the spell's range. Three feet of stone or one "Awake O Dead, for there can be no rest for ye beneath the foot of metal can block the spell, however. earth. Let the splintered bones burrow from the grave pall. Second Level Let cold fingers grip time-worn blades, and unseeing eyes survey the fields of slaughter. For your time has come once Embalm more. And the dead shall walk." Range: Touch – Motto of the Sylvania Press Duration: Instant Casting Time: 1 round First Level Area of Effect : One undead target Resistance: N/A Eyes of the Nocturnal Ingredient : A vial of embalming fluid Range: Self You heal a single corporeal undead of 2d6 damage. You Duration: 1 hour/Magic Rating may not cast this spell on yourself even if you are undead. Casting Time: -1
Lore of Necromancy
Area of Effect : Self Resistance: N/A Ingredient : The eye of a rate This spell grants you infrared vision t o 60 feet for the spell's duration. If you already have infrared vision, it adds 60 feet to its range.
Grave Dust Range: 15 yards Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect : One target Resistance: Physical 10 Ingredient : Dirt from a grave With a wave of your hand, you send a blast of tainted dirt into the face of a single opponent. They are blinded for the spell's duration unless they make a successful Resistance check.
Haunting Breeze Range: 15 yard radius Duration: Instant Casting Time: -1 Area of Effect : All within the range Resistance: None Ingredient: A raven's feather With a simple exhalation, you cause a chill breeze to sweep through the target area. The breeze does not cause any supernatural fear, but it will certainly unsettle those who feel its icy touch. The breeze is powerful enough to make flames flicker and scatter loose papers, but no more than that.
Locate Corpse Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
30 yard radius Instant 1 round All corpses None A finger bone
Face of Death Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect : Self Resistance: Mental 12 Ingredient : A skull You transform your face into a hideous leering skull. Those who fail a Resistance check are stricken with fear, suffering a -2 penalty to any test while in your presence.
Feign Death Range: Self Duration: 1 day/Magic Rating Casting Time: -2 Area of Effect : Self Resistance: None Ingredient : A vial of poison You enter a deep hibernation and appear dead. While the spell is active, you do not need to eat, drink, or breath, are cold to the touch, and anyone who examines you with mundane methods will determine that you are dead. You may delay the activation of the spell by up to 1 minute after its casting, the better to convincingly fake your death.
Ghostly Apparition Range: 100 yards Duration: 1 hour Casting Time: 1 round Area of Effect : Special Resistance: Mental 8 Ingredient : Hair from a corpse This spell is exactly like Marsh Lights, except you can create the ghostly image of a humanoid. Anyone who sees the spectral image and fails a Resistance check suffers a -2 penalty to all tests while in its vicinity.
Reanimate Range: Duration:
12 yard radius Indefinite
Casting Time: 1 round per body Area of Effect : Magic Rating in corpses Resistance: None Ingredient : Dust from a grave You reanimate the dead, creating a number of skeletons and zombies from existing corpses equal to your Magic Rating.
Wraith Touch
You touch your target and destro y their flesh. The target takes 4d4 damage, or half on a successful Resistance check.
Invigorating Vitae Range: Touch Duration: Instant Casting Time: 2 rounds Area of Effect : One corpse Resistance: None Ingredient : The teeth of a vampire You drink the blood of a corpse to heal your own wounds. The corpse must be freshly dead (within the last hour), and if so, you heal 2d6 Health Points.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect : Self Resistance: N/A Ingredient : A severed hand Rigor Mortis Your hands become sheathed in a writhing nimbus of Range: 15 yards Dhar , and anyone you touch loses 1 point of Strength. Duration: 1 round/Magic Rating Those reduced to 0 Strength die. Those who survive regain Casting Time: -1 their Strength at a rate of 1 point per hour. It only affects Area of Effect : One target the living. Resistance: Physical 12 Ingredient : Shackles from a dead prisoner Third Level You cause a single target's limbs to stiffen under the Among weight of death. If the target fails a Resistance check, they Range: Self suffer a -3 penalty to attack rolls and Dodge, can only Duration: 1 hour/Magic Rating make one attack per round, and has their movement rate Casting Time: -3 halved. Area of Effect : Self Tomb Rot Resistance: Mental 14 Range: Touch Ingredient : A burnt holy doctrine Duration: Special After you cast this spell, undead will treat you as one of Casting Time: -3 their own, and unless you make an offensive action against them they will pay you no mind. Unintelligent undead are Area of Effect : One target Physical 13 automatically affected, but intelligent undead may make a Resistance: Ingredient : Bandages from a mummy Resistance check to break the sp ell. You touch a single target and channel the energy of Dhar Blood Bridge into them, inflicting a single Health Point of damage. In Range: 30 yards addition, if the target fails their Resistance check, they are Duration: Instant afflicted with tomb rot. Treat tomb rot as a disease that Casting Time: -1 requires another Resistance check every day or it lowers Area of Effect : One target Strength, Agility, and Endurance by 1 each. If Strength or Resistance: None Agility reaches 0, the target is bedridden and unable to Ingredient : A blood-soaked cloth. move. If Endurance reaches 0, the target dies. Tomb Rot You draw the blood from a single creature in the spell's runs its course after 10 days. Lost attributes return at the range. It automatically loses a number of Health Points rate of one point each per day. equal to your Magic Rating, and you gain that many Fourth Level Health Points.
Extend Control
Call of Vanhel
Range: Half a mile Duration: 1 hour/Magic Rating Casting Time: 3 rounds Area of Effect : Your controlled undead Resistance: None Ingredient : The brain of a wizard For the duration of the spell, you may give o rders to any of your controlled undead within the spell's radius as though you were physically present.
Range: Line of sight Duration: Instant Casting Time: -4 Area of Effect : 1d10 controlled undead Resistance: None Ingredient : A small silver trumpet You invigorate undead under your control. 1d10 skeletons or zombies may immediately act as soon as you cast this spell. This action is in additional to any regular action they get during the round.
Hand of Dust Range: Duration: Casting Time: Area of Effect : Resistance: Ingredient :
Touch Instant -2 One target Physical 13 The hand of a murderer
Control Undead Range: Duration: Casting Time: Area of Effect : Resistance:
30 1 day -2 One undead creature Mental 15
Ingredient : Wood from a desecrated coffin You target one undead creature of similar or lesser power to a wraith. If it fails is Resistance check, it comes under your control for 24 hours.
Corpse Flesh Range: Self Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect : Self Resistance: N/A Ingredient : A piece of flesh from a wight Your flesh becomes as cold and unyielding as the grave. You reduce all damage dealt to you by your Magic Rating.
within the spell's range.
Spell of Awakening Range: Touch Duration: Indefinite Casting Time: 1 minute Area of Effect : One corpse Resistance: None Ingredient : A circlet of iron quenched in blood You raise a single corpse as a wight. The corpse must have have been higher than first level in life, and must have been subject to a Bind Spirit spell.
Spirit Speak
Range: Touch Maintain Control Duration: Instant Range: Touch Casting Time: 1 round Duration: Permanent Area of Effect : One recently slain target Casting Time: 1 minute Resistance: None Area of Effect : 1 undead/Magic Rating Ingredient : A stick of incense Resistance: None If cast within one minute of the target's death, you may Ingredient : The essence of a vampire hold a conversation with their spirit. The target is not You can enchant mindless undead to remain under your compelled to answer truthfully, or indeed to ans wer at all, control even when you are not nearby. After casting this and is likely to be quite confused due to their death, spell, you give the targeted undead their orders, and they possibly requiring a Persuasion Proficiency check to learn will follow them until you countermand them or until more anything useful. powerful magic releases them.
Wail of the Banshee
Spirit Form Range: Self Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect : Self Resistance: None Ingredient : A piece of gossamer When you cast Spirit Form, you enter an ethereal state similar to a ghost. You can become visible or invisible at will, but you cannot attack or affect the world with spells and are otherwise immune to most attacks. You may cancel the spell at any time.
Fifth Level Bind Spirit Range: Touch Duration: Indefinite Casting Time: 2 rounds Area of Effect : One body Resistance: Mental 15 Ingredient : Burial wrappings If cast within 1 minute of a target's death, you can bind their spirit within their body if they fail their Resistance check. This is mainly useful for animating more powerful undead, as a body without a spirit simply becomes a skeleton or a zombie. Casting Reanimate or Raise the Dead on a corpse that has had this spel l cast on them creates a wight that immediately attacks you.
Raise the Dead Range: 30 yard radius Duration: Indefinite Casting Time: 1 minute Area of Effect : All undead Resistance: None Ingredient : Dust from a mummy This spell is similar to Reanimate, but it raises 3d6 corpses
Range: 10 yard radius Duration: Instant Casting Time: -4 Area of Effect : All living creatures Resistance: Mental 15 Ingredient : The tongue of an orphan You throw back your head and let out a hideous howl of pure evil, doing 2d6 damage to everyone in the spell's range and causing those who fail their Resistance check to run screaming in terror.
Sixth Level Aura of Decay Ritual
Ingredients:
The powdered bones of a great warrior and the remains or slag of a masterwork weapon. Casting Time: 1 hour Conditions: The ritual must be cast in a graveyard at sunset, and no weapons may be within 20 yards of you. Consequences: If the ritual is failed, all non-magical items weighing 30 pounds or less within 50 yards are turned to dust. If the ritual is successful cast, any mundane weapon that strikes you instantly crumbles to dust before it can do any damage. The ritual does not protect you against blessed or magic weapons, and gigantic weapons s uch as catapult boulders are too powerful to be affected. It lasts until the next sunset.
Banish Undead Range: Duration: Casting Time: Area of Effect : Resistance:
50 yard radius Instant -5 All undead None
Ingredient : A vial of blessed water All undead within the spell's radius immediately suffer 4d8 damage. Skeletons and zombies are instantly destroyed.
You must perform the ritual at a graveyard, battlefield, or other site containing at least 100 corpses. During the ritual, an individual dedicated to Crippling Stare destroying the undead must be tortured Range: 15 yards and slain at the site. Duration: Special Consequences: If the ritual is failed, your body is Casting Time: 2 rounds wracked with dark energy, causing you Area of Effect : One target to gain the appearance of a corpse and Resistance: Physical 17 reducing your Presence and Endurance Ingredient : The broken bone of a priest by 6 for one week. You turn your terrible gaze onto a single target and blast You call forth a mixture of skeletons and zombies that them with withering energy. If the target fails their burst forth from the ground. A number of undead equal to Resistance check, they suffer a -6 penalty to Strength and three times your Intellect are summoned. They are not Endurance, a -6 penalty to hit and to Dodge, and take 1d6 controlled normally; instead, you give them a single damage. The spell lasts as long as you maintain command and they will carry it out until the next sunrise, concentration, and continues inflicting damage. Even if the at which point they collapse into dust. target succeeds on their Resistance check, they still suffer a -3 penalty to Strength, Endurance, to hit and Dodge. Drain Life
Curse of Undeath
Conditions:
Ritual
Range: 10 yards Duration: Special Casting Time: 2 rounds Area of Effect : One target Resistance: Mental 18 Ingredient : The hand of a powerful undead creature If the target fails their Resistance check, they are afflicted with a horrifying curse. They lose 1 Strength every round, and if their Strength reaches zero, they become a zombie under your control. The curse can only be halted by dispelling the spell or if you will it —killing you will not stop it, only create an uncontrolled zombie.
Ingredients: Casting Time: Conditions:
Spell of Awakening
Request of the Undying
Range: Touch Duration: Indefinite Casting Time: 1 minute Area of Effect : One corpse Resistance: None Ingredient : The blood of a knight or crusader You raise a single corpse as a wraith. The corpse must have been higher than first level in life, and must have had a Magic Rating of 1 or higher.
A living person of the same race as you. 2 hours You must cast this spell during the new moon. Consequences: If the ritual is failed, you immediately age ten years. During the casting of this spell, you sla y the target and steal some of their life energy. If you make a Physical Resistance check of 3, you become five years younger. However, every time you cast this ritual, the Physical Resistance check increases by 1, and failing it counts as failing the ritual.
Ritual
Ingredients:
A fresh brain of an intelligent creature, the birth name of the target undead, some object important to the target undead in life Casting Time: 2 hours Conditions: The spell must be cast in a graveyard when the moon is full. The target must be under your control when the spell is cast. Spiritual Curse Consequences: If the ritual is failed, the target undead Ritual immediately becomes hostile and attacks. Ingredients: An ounce of Warpstone dust, a humanoid This ritual allows you to give a complex and involved target of the spell, the target's birth name. command to an undead creature, who will obey regardless Casting Time: 1 hours of its difficulty or the risk to themselves. Intelligent Conditions: None undead may make a Mental Resistance check of 17 to Consequences: If the ritual is failed, you suffer a resist the spell, but unintelligent undead are automatically backlash of Dhar , doing 2d10 damage. affected. The command will be followed strictly according As the ritual nears completion, the target is slain and must to its wording, and if it ever becomes impossible, the make a Mental Resistance check of 16. If they fail, they undead will wait in place until conditions improve to the become a ghost, spectre, or similar incorporeal undead and point where the task can be completed. Intelligent undead immediately come under your control. You may see may make another Mental Resistance check every 24 through the spirit's eyes and direct its actions as long as it hours to break out of an impossible task. remains with 50 yards of you. When the request is completed or if the Resistance check is made, unintelligent undead instantly crumble to dust, Seventh Level and intelligent undead a re free to seek revenge. You Army of the Dead immediately become aware of where the target was when Ritual the spell broke and whether they completed the task or not. Ingredients: None Very powerful undead such as vampires or liches are Casting Time: 1 hour
immune to this spell.
Sanctum Ritual
Ingredients:
Three pounds of Warpstone and the blood of an innocent per acre. Casting Time: 1 hour per acre to prepare plus 6 hours to cast the ritual. Conditions: The ritual may affect up to 1 square mile which you must have controlled for at least a year. You must outline the area in blood, stand in the center, and cast the spell on the Warpstone. Consequences: If the ritual is failed, the Warpstone explodes, with the appropriate deleterious effects on you. You cause Dhar to pool into an area you have designated as your lair, granting you granting control over your Necromancy. While in your Sanctum, you may see through the eyes of and control every undead minion, and undead will not go uncontrolled or crumble as long as they remain within no matter how far away you are. In addition, all undead gain +1 to hit and damage.
age ten years. During the casting of this spell, you sla y the target and steal some of their life energy. If you make a Physical Resistance check of 3, you become five years younger. However, every time you cast this ritual, the Physical Resistance check increases by 1, and failing it counts as failing the ritual.
Awakening of the Ancient King Ritual
Ingredients:
A blade carved from bone, magical plate armor, Casting Time: 8 hours Conditions: The ritual may only be performed in a desecrated temple at midnight during a new moon. The corpse must have their spirit bound to their body and must have been higher than first level in life. Consequences: If the ritual is failed, all undead you control break free and immediately attempt to hunt you down regardless of distance. You raise the body of a mighty warrior into an undead In addition, you gain a +3 bonus to cast a ny spells from the champion (use the Skeletal Warrior stats, but without a circlet or magic resistance). You may see through its eyes Lore of Necromancy or the Lore of Nagash, and all spells from other Lores add a Chaos Die to their pools. However, and control the champion when it is within 5 miles of you, and it may control any lesser undead within 50 yards of it if a Mishap ever occurs, including on your spells, roll as though you were there personally. twice and pick the worse result.
Renewal of the Damned Anyone attempting to enter your Sanctum uninvited will immediately sense that they are in an unholy place steeped Ritual Ingredients: The first breath of a newborn, the last in evil, and must make a Mental Resistance check of 16 breath of a dying man, a gallon of your not to flee immediately. own blood, and a prepared Sanctum Eighth Level Casting Time: From sunrise to sunset Conditions: You must have prepared a location in Abu Dalzim's Soul Transfer your Sanctum to act as the focal point of Ritual the spell. If you are not undead, you take Ingredients: A black diamond, a gallon of your own 2d10 damage and suffer a Necromantic blood, and a living member of your own Side Effect when the spell ends. race Consequences: If the ritual is failed, your Presence is Casting Time: 6 hours permanently reduced by 1. Conditions: None You bind your spirit into your Sanctum, allowing you to Consequences: If the ritual is failed, your soul is trapped survive being slain. When you die, your spirit is outside of your body. You may make a immediately transported to your Sanctum to await reunion single Mental Resistance check of 20 to with your body. You cannot cast spells or affect the reunite your soul and body. If you fail, physical world during this process, but you can give you become a wraith commands to any undead under your control. If your body This ritual allows you to expel the soul of your target and is brought into the Sanctum, you reunite with it over the replace it with your own. The victim must succeed on a course of several days. The only death Renewal of the Mental Resistance check of 18 or your soul will replace Damned cannot protect you from is death from old age or them. If they succeed on another Mental Resistance check an affect that traps or destroys the soul. of 15, their soul lingers on as a ghost, but otherwise it Spell of Unlife contains on to whatever re ward awaits it. You gain the Ritual Strength, Agility, and Endurance of your new body and Five living beings prepared according to keep your own Intellect and Presence. You do not gain any Ingredients: ancient burial rites who are slain during of the skills or knowledge of your target. the casting of the spell. Army of the Dead Casting Time: 12 hours Ritual Conditions: You must cast this spell during the new Ingredients: A living person of the same race as you. moon on the midwinter solstice, and you Casting Time: 2 hours or the target must be prepared according Conditions: You must cast this spell during the new to ancient burial rites. moon. Consequences: If the ritual is failed, the target dies and Consequences: If the ritual is failed, you immediately