Spells

Many spells, especially the more unique ones, will be known only by a single order or individual researcher. The order or individual sorceror is likely to jealously guard their personal spells. Trading of spells between orders might occur, but is likely to be the subject of long negotiation and treaty ceremonies. Spells that are known only by their original researcher might be given to the order that the researcher belongs to, or it might be kept private until the researcher’s death, when the order searches their lost member’s spell books. In the case of unaffiliated sorcerors who die, original spells might be lost for years until an adventurer recovers the lost spell books. Such lost spellbooks are likely to be the stuff of legend among sorcerors.

Of course, any individual sorceror may choose to share their private spells with any other sorceror. Orders and guilds are unlikely to condone such actions with respect to spells that are unique to the order. Depending on the importance of the spell, sharing may be forbidden on penalty of death--or worse. Sorcerors have strange imaginations. Orders might consider private spells of members which have not yet been shared with the order to still be subject to their rules on sharing or trading spells.

Formulas: words, gestures, and ingredients

Spells require the recitation or performance of a specific spell formula on the part of the caster. These formulae can generally be constructed from words, gestures, and ingredients.

When a formula requires words, the words must be pronounced clearly and said firmly and at a conversational loudness. They may not be whispered, for example.

When a formula requires gestures, the gestures will require freedom of movement of arms, hands, and fingers. Some spells will specify gestures that require further freedom of movement.

Spells which require ingredients usually result in the destruction of those ingredients. Unless otherwise noted, ingredients may only be used once for any spell which requires them.

Reverse spells

Some spells can be cast in two forms: a normal form, and a “reversed” form. For example, Light may also be cast as Darkness. Often, the reversed form will require different ingredients than the normal form.

Spells which have a “reverse” may be cast as either form, assuming that the sorcerer has the appropriate spell components at the time of casting.

Duration

Some spells last for as long as the caster concentrates. Spells whose duration is “concentration” remain in effect for as long as the caster maintains concentration on it. See the main rules for what it means to be concentrating.

Generally, any spell with a non-permanent duration may be ended at any time by the caster.

Range

Spells with a range of “self” may only be cast upon the caster or the caster’s familiar. Spells with a range of “touch” require that the caster touch the spell recipient. In combat, a successful attack roll is required, and the target is allowed an Evasion roll.

Reactions

For most spells with a reaction listed, the target is allowed a reaction as long as the target is conscious. The target can choose to forego the reaction. If the reaction is listed with “active”, this means that the recipient must choose to attempt to resist, or no reaction is allowed.

Physical reactions are generally at a severe penalty if the target is unconscious. Any reactions against physical effects are at a penalty of six when the target is sleeping, or ten when the character is unconscious.

If the spell’s target is an item another creature is carrying, that creature is generally allowed an Evasion roll to keep the item safe.

Levels of Magic

There are up to eighteen levels of spells, possibly more in some campaigns. Spells in other games that run from levels one to nine may often be used with Gods & Monsters by doubling their spell level and then possibly subtracting one.

First Level

Angular Reformation

Aura of Confidence/Desperation

Charisma

Clean Slate

Control Mist

Enlarge/Shrink

Eternal Flame

Eyetrick

Fan of Flame

Farseeing

Fire Darts

Flash

Fool’s Magic

Ghost Lights

Ghost Walkers

Guardian

Hair

Indestructible Object

Inscription

Leaping

Light/Darkness

Mage Bolt

Rainbow Fan

Secret Message

See Whole

Sense Magical Aura

Shield

Slow Fall/Quickfall

Suggestion

Understand/Confuse Languages

Ventriloquism

Second Level

Animal Undead

Armor

Crawl

Dancing Wood

Dead Night

Delay Passage

Dreams

Drowsiness

Ephemeral Backdrop

Fan Flames/Dampen Flames

Fan of Frost

Fast Friend

Illusory Self

Last Sight

Magic Table

Minor Phantasm

Sand Blast

Sensory Assurance

Shadows

Sleep

Slipknot

Slippery Surface

Smoky Stairs

Strength/Weakness

Sulfuric Spray

Third Level

Aura of Innocence/Guilt

Bar Passage

Cleanse/Soil

Dark Bubble

Dream Omen

Fire Blast

Group Suggestion

Hide Item

Immovable Object

Intelligence/Stupidity

Lesser Ball of Fire

Levitate

Locate Origin

Mend Wounds

Mnemonic Transferal

Mutual Understanding/Confusion

Open

Secret Conference

Silence

Sleepfall

Sleepwalking

Spell Shade

Unravel Bonds

Fourth Level

Agility/Clumsiness

Animate Corpses

Diagnose Disease

Elemental Ward

Ephemeral Stage

Find Item

Glue

Invisibility

Lost Corner

Magic Box

Personal Alteration

Stinging Guardian

Sulfuric Burst

Wave Action

Fifth Level

Aura of Nobility/Depravity

Bottle of Dreams

Dispel Magic

Endurance/Sickly

Ephemeral Reflection

Fighting Prowess

Find Location

Flame Ward/Inflame

Great Ball of Fire

Illusory Transport

Lasting Suggestion

Magic Door

Seek Item

Shade Effects

Snap Trick

Veil

Sixth Level

Angular Path

Clear Portal

Cold Flame

Demonic Clarity

Dreamwalk

Find Magic

Raise Undead

Tracer

Wraithshape

Seventh Level

Aura of Invincibility/Weakness

Dampen Magic

Dweomerburst

Enchanted Weapon

Ephemeral Play

Illusory Terrain

Magic Transport

Protection from Dispel

Eighth Level

Delay Spell

Dreamhold

Ghostshape

Magic Hole

Reverse Spell

Spell Key

Ninth Level

Escape

Ethereal Wall

Magic Portal

Spell Loop

Tenth Level

Great Balls of Fire

Teleport

Undead Guardians

Eleventh Level

Astral Wall

Bestow Spell

Duality

Twelfth Level

Contingency

Ghost Ship

Promise

Fourteenth Level

Target Contingency

Sixteenth Level

Area Contingency

Permanent Enchantment

Teleportal

Schools of Magic

Conjuration

Angular Reformation

Cold Flame

Dark Bubble

Ephemeral Backdrop

Ephemeral Play

Ephemeral Reflection

Ephemeral Stage

Eternal Flame

Fan of Flame

Fan of Frost

Fire Darts

Flash

Great Ball of Fire

Great Balls of Fire

Lesser Ball of Fire

Light/Darkness

Mage Bolt

Sand Blast

Shadows

Sulfuric Burst

Sulfuric Spray

Divination

Clear Portal

Diagnose Disease

Dream Omen

Find Item

Find Location

Find Magic

Guardian

Hide Item

Last Sight

Locate Origin

See Whole

Seek Item

Sense Magical Aura

Tracer

Understand/Confuse Languages

Mental

Aura of Confidence/Desperation

Aura of Innocence/Guilt

Aura of Invincibility/Weakness

Aura of Nobility/Depravity

Charisma

Demonic Clarity

Dreams

Drowsiness

Eyetrick

Fast Friend

Illusory Self

Illusory Terrain

Illusory Transport

Intelligence/Stupidity

Minor Phantasm

Mutual Understanding/Confusion

Promise

Rainbow Fan

Secret Conference

Sensory Assurance

Sleep

Sleepfall

Sleepwalking

Suggestion

Understand/Confuse Languages

Wave Action

Metamagic

Area Contingency

Bestow Spell

Contingency

Dampen Magic

Delay Spell

Dispel Magic

Dweomerburst

Fool’s Magic

Inscription

Mnemonic Transferal

Permanent Enchantment

Protection from Dispel

Reverse Spell

Sense Magical Aura

Shade Effects

Spell Key

Spell Loop

Spell Shade

Target Contingency

Summoning

Angular Path

Animal Undead

Animate Corpses

Armor

Astral Wall

Bar Passage

Bottle of Dreams

Cleanse/Soil

Dancing Wood

Delay Passage

Dreamhold

Dreamwalk

Duality

Elemental Ward

Enchanted Weapon

Escape

Ethereal Wall

Flame Ward/Inflame

Ghost Lights

Ghost Walkers

Guardian

Last Sight

Lost Corner

Magic Box

Magic Door

Magic Hole

Magic Portal

Magic Table

Magic Transport

Raise Undead

Secret Message

Shield

Snap Trick

Stinging Guardian

Teleport

Teleportal

Undead Guardians

Veil

Ventriloquism

Transmutation

Agility/Clumsiness

Clean Slate

Crawl

Control Mist

Dancing Wood

Dead Night

Endurance/Sickly

Enlarge/Shrink

Fan Flames/Dampen Flames

Farseeing

Fighting Prowess

Fire Blast

Ghostshape

Ghost Ship

Glue

Hair

Immovable Object

Indestructible Object

Invisibility

Leaping

Levitate

Mend Wounds

Open

Personal Alteration

Silence

Slipknot

Slippery Surface

Slow Fall/Quickfall

Smoky Stairs

Spell Shade

Strength/Weakness

Unravel Bonds

Wraithshape

First Level

Angular Reformation

Range:

12 yards per level

Formula:

words, gestures

Duration:

10 minutes per level

Casting Time:

1

Area of Effect:

twice level yards radius

Reaction:

None

Schools:

Conjuration

Angular Reformation modifies shadows and corners to make an area or distance appear larger or smaller. Within the area of effect, any line can be modified upwards by 50% per level, or downwards by one plus .25 per level.

A fourth level sorceror could make a 10 by 10 by 10 room appear to be 40 by 40 by 40, or could make it appear 5 by 5 by 5 (ten divided by 2).

If targets wander around the room, a Perception roll at a bonus of six will tell them that something is wrong. If they specifically try to measure things out, they will realize that the visible dimensions are incorrect.

Aura of Confidence

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

brass ring

Duration:

two minutes per level

Casting Time:

1

Area of Effect:

level yard radius

Reaction:

Evasion

Schools:

Mental

Reverse:

Aura of Desperation

The target exudes confidence, as if they could do anything. Those under the spell’s effect (a Willpower roll is allowed) are likely to let the character take control of whatever enterprise is at hand. Anyone (other than the target) attempting a skill while within the area of effect is at a penalty of one; there isn’t much point in their trying hard when an expert is available.

The reverse, Aura of Desperation, makes those under the spell’s effect feel the target is floundering, desperate, not capable of much of anything at all. Any success the target does have is luck at best, and probably not reliable. The target will have a penalty of 1 to any skill roll for the spell’s duration. The ingredients for the reverse is a tarnished brass ring.

Unwilling targets are allowed an Evasion roll to avoid the effects of the spell.

Charisma

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

silver ring, worn by target

Duration:

ten minutes per level

Casting Time:

1 round

Area of Effect:

1 creature

Reaction:

Willpower

Schools:

Mental

Reverse:

Antisocial

The target’s charisma will increase by 1 per casting level.

The reverse, Antisocial will reduce the target’s charisma by 1 per level. Charisma cannot be reduced to zero. Charismas lower than 3 are non-sentient and will find it difficult to perceive any social cues or have any self-will.

Clean Slate

Range:

Touch

Formula:

words, gestures

Duration:

instantaneous

Casting Time:

1

Area of Effect:

1 paper, glyph, or sigil

Reaction:

Special

Schools:

Transmutation

Clean Slate completely erases text, writings, or drawings from the target paper. Up to level normal-sized pages may be erased. If the target is not paper, only a single glyph or sigil may be erased. If the document is an inscribed spell or magical sign, the caster must make a Perception roll to successfully clean the target.

Control Mist

Range:

three yards per level

Formula:

gestures

Duration:

concentration

Casting Time:

1

Area of Effect:

5 yard diameter per level

Reaction:

None

Schools:

Transmutation

The sorceror may control the movement of mist or vapor within the area of effect. If the sorceror chooses to disperse mist, it will take one round to completely disperse. If the sorceror chooses to move the mist, it can move six yards per round. The spell can affect fog, water mist, cloud, visible gases, and any other visible, vaporous, otherwise uncontrolled manifestation.

Enlarge

Range:

Level yards

Formula:

words, gestures, ingredients

Ingredients:

bull’s horn powder

Duration:

five minutes per level

Casting Time:

1

Area of Effect:

1 object/creature

Reaction:

Fortitude

Schools:

Transmutation

Reverse:

Shrink

Enlarge or Shrink multiplies or divides the size of the target by one plus an additional 25% (.25) per level. At fourth level, the target’s size and mass will double (or half). The target’s mass before casting cannot exceed one hundred pounds per level. All of the target must be within range.

Eternal Flame

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

Charcoal and pointed object

Duration:

one hour per level

Casting Time:

1 round

Area of Effect:

1 item

Reaction:

None

Schools:

Conjuration

Eternal Flame creates a tiny, non-consuming flame (about the size of a small, modern match) which cannot be extinguished. It may be completely encased and will continue burning for the spell’s duration. The spell must be cast on the point of a pointed object made of a flammable material. The object does not burn, however, and is not consumed by the spell.

Eyetrick

Range:

3 yards per level

Formula:

words, gestures

Duration:

Instantaneous

Casting Time:

1

Area of Effect:

1 creature

Reaction:

None

Schools:

Mental

The Eyetrick causes the victim to “see”, for a split second, an obstacle, attack, or other surprising thing that requires immediate action. The split-second illusion can be anything that could occur out of the corner of the victim’s eyes. Overly complex illusions will simply not register, and thus will have no effect. The illusion will cause no damage directly. It can distract the victim, or cause the victim to trip while avoiding imaginary dangers. The illusion can cause a defense penalty of up to 2 vs. a single attack (depending on the distraction) as well as a penalty of 2 to hit on whatever attack, action, or attempt is in progress, or require an Evasion roll to avoid tripping (for an obstacle). Distractions or obstacles might include a surprise attack, a child, a spider, a hole in the ground, a rope, a small animal, a large stone, something rolling by or flying by, for example.

Fan of Flame

Range:

Self

Formula:

words, gestures, ingredients

Ingredients:

Any spark or flame

Duration:

1 round

Casting Time:

1

Area of Effect:

1 yard long, 120 degree arc

Reaction:

None

Schools:

Conjuration

The Fan of Flame fans out from the caster’s outstretched fingers, and causes a point of damage per level to anyone who is in the spell’s area of effect.

Flammable items will need to make reactions or catch fire.

Farseeing

Range:

Touch

Formula:

words, gestures

Duration:

10 minutes

Casting Time:

1 round

Area of Effect:

One creature

Reaction:

None

Schools:

Transmutation

Farseeing gives the target keen vision. Things are seen as if they were only one third the distance, and the target receives a bonus of 2 to ranged combat rolls, though this bonus cannot be greater than the penalty due to range.

The target also receives a bonus of 2 to Perception rolls.

Fire Darts

Range:

60 yards

Formula:

words, gestures, ingredients

Ingredients:

spark

Duration:

Instant

Casting Time:

1

Area of Effect:

Special

Reaction:

None

Schools:

Conjuration

Fire Darts shoots a single fire dart for each level of the sorceror from the sorceror’s fingers. The dart causes one survival point loss and will ignite any flammable object it hits. It will hit any object it is aimed at.

Flash

Range:

40 yards

Formula:

words

Duration:

Three rounds

Casting Time:

1

Area of Effect:

One creature

Reaction:

Evasion

Schools:

Conjuration

Flash creates a bright flash of light that blinds the target for one round. The target’s vision is degraded for another two rounds afterwards, giving them a penalty of 2 to attack rolls and other rolls requiring sight.

The penalty only applies to creatures that use sight for seeing and attacking.

Fool’s Magic

Range:

Touch

Formula:

words, gestures

Duration:

1 day per level

Casting Time:

1

Area of Effect:

One object or creature

Reaction:

Evasion

Schools:

Metamagic

Fool’s Magic places a magical aura on an object or creature (creatures are allowed an Evasion roll). Anything that detects magic will detect the Fool’s Magic spell.

The target may not exceed level cubic feet in volume.

Ghost Lights

Range:

7 plus 4 yards per level

Formula:

words, gestures, ingredients

Ingredients:

Phosphorus or firefly

Duration:

1 minute per level

Casting Time:

1

Area of Effect:

Special

Reaction:

None

Schools:

Summoning

Ghost Lights create a vaguely man-sized blob of white, gauzy light, which can be shaped by the caster. Ghost lights give off light as a torch, and may be broken into one piece for every three points of the caster’s intelligence.

Ghost Walkers

Range:

50 plus 5 yards per level

Formula:

words, gestures, ingredients

Ingredients:

Rusty bar or cricket

Duration:

1 minute per level

Casting Time:

1

Area of Effect:

Special

Reaction:

Perception (Active)

Schools:

Summoning

Ghost Walkers creates the noise of something moving, either walking, crawling, slithering, running, or otherwise moving. The sound is as if up to four medium creatures per level of the sorceror are moving. The caster can choose how they sound, whether the creatures are hooved, booted, slippered, barefoot, etc., and whether they are running, walking, flying, or crawling, or something else.

If a hearer chooses to “disbelieve” the sound, a successful reaction roll means that they recognize that there is something not quite right about the sound.

Guardian

Range:

Level yards

Formula:

words, gestures, ingredients

Ingredients:

dog’s tooth

Duration:

3 plus level hours

Casting Time:

2 rounds

Area of Effect:

Three yard radius per level

Reaction:

None

Schools:

Summoning

Guardian gives out a loud noise of the sorceror’s choice when any creature enters the warded area or touches the warded location. The sorceror may create a password for the guardian, and any creature which speaks the password may pass without incurring the guard noise.

The noise can be heard for up to twenty yards in open area, less if there are intervening walls or other obstacles. It lasts for one minute, then stops making the noise but continues guarding the location.

Hair

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

razor and oil

Duration:

Permanent

Casting Time:

2 rounds

Area of Effect:

Special

Reaction:

Fortitude

Schools:

Transmutation

Hair increases or decreases the length of the target’s facial hair to any natural length. The caster may control whether beard, head, mustache, or any combination grow or fall. The spell may be cast on any Medium sized or smaller creature at first level, on any Large sized or smaller creature at third level, and any Huge sized or smaller creature at seventh level.

Indestructible Object

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

tree sap (or brackish water)

Duration:

ten minutes per level

Casting Time:

1 round

Area of Effect:

one object

Reaction:

None

Schools:

Transmutation

Reverse:

Brittle Object

The Indestructible Object gains a bonus of the casting level to reactions against breaking or other destruction, as well as a bonus of level to defense. The effects of age are reduced by a factor of level times 10 for the duration of the spell (though this will likely only be useful for permanent durations). The object may be up to level feet in diameter and weight up to level times five pounds.

The reverse, Brittle Object, applies a penalty of level to reactions for breakage or destruction.

Inscription

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

precious metal or gem

Duration:

Instantaneous

Casting Time:

30 minutes per spell level

Area of Effect:

One spell of up to level

Reaction:

None

Schools:

Metamagic

Inscription prepares a spell for impression on the sorceror’s mind. Usually, this takes the form of writing the spell in a spellbook, but different cultures may use different forms of inscribed spells. The precious metal is used in the construction of the inscription (for example, inlaid into the pages of the spellbook). It takes 30 minutes per level of the spell being inscribed to inscribe a spell, and the precious metal or other material must be worth 50 monetary units per level of the spell.

Inscribed spells may only be used by the sorceror who inscribed it. However, other sorcerors may, if they gain access to the inscription, copy it to their own “spellbook” through use of “Inscription” if they understand the spell.

Leaping

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

Leg of leaping insect

Duration:

1 round per level

Casting Time:

1

Area of Effect:

Creature touched

Reaction:

Fortitude

Schools:

Transmutation

Leaping allows the target to leap great distances, even in confined spaces. The creature may leap ten yards plus one yard per level of the caster, horizontally, and one third that vertically. When jumping horizontally, the target requires vertical clearance of only a yard plus a tenth the distance jumped.

Light

Range:

Level times 20 yards

Formula:

words, gestures, ingredients

Ingredients:

spark

Duration:

1 hour plus 10 minutes per level

Casting Time:

1

Area of Effect:

10 plus level yards radius

Reaction:

Evasion

Schools:

Conjuration

Reverse:

Darkness

Light and Darkness may be cast on a location or on a target creature or object. Creatures are allowed an Evasion roll. If the light or darkness is attached to something that moves, the spell’s effect moves also. If the sorceror attempts to attach this spell to a creature and that creature makes its reaction roll, the spell takes effect just beyond the target creature.

Light is reasonably bright and uniform within the area of effect, as of a very good lantern. It extends evenly in all directions from the center of effect. Light falls off as quickly as a normal lantern outside of the area of effect, creating a sort of light “bubble” on that area. Darkness is near pitch black in the area of effect. Creatures within the darkness cannot see out of the darkness. The darkness affects normal sight only.

Mage Bolt

Range:

20 plus 10 yards per level

Formula:

words, gestures, ingredients

Ingredients:

tiny carved arrows

Duration:

1 round per level

Casting Time:

1

Area of Effect:

creatures in 3 yard radius

Reaction:

None

Schools:

Conjuration

Mage Bolt creates a bolt of energy that causes a d4+1 survival point loss in the target creature. The caster gains an extra bolt at third level and every two levels thereafter. The bolts may be sent out all at once to any targets in the area of effect, or may be sent out one at a time. The caster can “hold” the bolts for as long as the spell’s duration, and may even cast other spells in between sending out bolts.

Rainbow Fan

Range:

Self

Formula:

words, gestures, ingredients

Ingredients:

prism

Duration:

Instant

Casting Time:

1

Area of Effect:

One creature per odd level

Reaction:

Perception

Schools:

Mental

Rainbow Fan creates a brilliant, rainbow-like fan of intense color that causes affected creatures to become stunned for a short period of time. The caster can affect up to one target, plus one target at third level and every odd level thereafter. The area of effect is a cone a half yard wide at the caster, and half level yards wide, level yards away from the caster. Those within the cone (up to the maximum) are allowed a Perception roll to avoid the stunning effects of the rainbow. Targets whose level is lower than the casting level are not allowed a Perception roll: they are automatically affected.

Affected targets are stunned for 2d4 rounds if their levels are less than or equal to the caster’s; for 1d4 rounds if their level is within one or two of the caster’s; and for one round if they are three or more levels higher than the caster.

If there are more than the maximum number of targets in the cone of effect, the first targets, up to the maximum, are affected. Blind or otherwise unseeing targets are unaffected by the Rainbow Fan.

Secret Message

Range:

25 plus 25 yards per level

Formula:

words, gestures

Duration:

1 round per level

Casting Time:

1

Area of Effect:

One creature

Reaction:

Evasion

Schools:

Summoning

Secret Message gives the caster and target the ability to converse in whispers; there must be an unobstructed line-of-sight path between the caster and target. Only the intended recipient may hear the message on the recipient’s end. Whether anyone hears it on the speaker’s end depends on how loudly the message was spoken.

See Whole

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

paste

Duration:

1 second per level

Casting Time:

1 minute

Area of Effect:

1 yard radius per level

Schools:

Divination

See Whole shows the caster a fleeting image of the entirety of a piece of a broken object, as it appeared when it was last whole. The object, when whole, must be containable in a sphere of less than 1 yard radius per casting level. The object’s pieces must, for the most part, be contained in a sphere of less than 2 yards radius per casting level. The state of degradation does not matter; all that matters is that at least three quarters of the object must be available and some small amount must be identifiable by the caster as part of the whole.

Sense Magical Aura

Range:

Self

Formula:

words, gestures

Duration:

1 minute per level

Casting Time:

1

Area of Effect:

Level feet wide, level times 10 yards long

Reaction:

None

Schools:

Divination, Metamagic

This allows the caster to detect if an object or person in range is magical. The caster is allowed a Perception roll to determine the school of magic if they concentrate for a minute on any one item.

Shield

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

tiny bone disc

Duration:

5 rounds per level

Casting Time:

1

Area of Effect:

One creature

Reaction:

None

Schools:

Summoning

The “shield” provides full frontal protection from spell level 1 magicks such as mage bolt or fire dart. It provides a bonus of 1 to all reactions from frontal attacks, a bonus of six to defense against hand-thrown weapons, a bonus of five against propelled weapons, and a bonus of four to defense against melee or other weapons. All shield benefits apply only to attacks that arrive from the front of the spell’s recipient.

Slow Fall

Range:

10 yards per level

Formula:

words, ingredients

Ingredients:

feather or down

Duration:

1 round per level

Casting Time:

1

Area of Effect:

One creature or object

Reaction:

Fortitude

Schools:

Transmutation

Reverse:

Quickfall

Slow Fall reduces the speed of falling to one yard per second, and no survival points are lost on impact. The spell’s duration lasts for up to one round per level; it does not affect the target’s movement on the ground. If the spell’s duration runs out before the target hits ground, the distance fallen is measured from the point that the spell ran out.

Quickfall increases the speed that the target falls during the duration of the spell. Damage from falling is as if the height were twice what it would have been at the point the spell was cast, and maximum damage is doubled.

Suggestion

Range:

Level yards

Formula:

words, gestures

Duration:

level minutes

Casting Time:

1

Area of Effect:

One creature

Reaction:

Willpower

Schools:

Mental

Suggestion causes the victim to internalize a suggestion of the caster. Suggestions may not have a reasonable chance of death or harm to the target; such suggestions always fail. Suggestions must be basically reasonable, something that the target might remotely consider doing. The suggestion must be able to be made in ten seconds.

The suggestion must be spoken by the caster in a language that the target understands. The victim must be able to hear the suggestion. If the victim falls prey to the suggestion, they do not remember the caster making the suggestion.

Hostile creatures gain a bonus of up to three on their reaction. Extremely reasonable suggestions result in a penalty of up to two on the reaction.

Understand Languages

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

ginger or mandrake root

Duration:

5 minutes per level

Casting Time:

1 round

Area of Effect:

One creature or writing

Reaction:

Willpower

Schools:

Mental, Divination

Reverse:

Confuse Languages

Understand Languages gives the sorceror the ability to understand the target’s speech or one piece of writing.

Confuse Languages makes the target creature or piece of writing incomprehensible to anyone. Speaking sounds like babble, and writing looks like random scratchings.

Ventriloquism

Range:

Four yards per level

Formula:

words, ingredients

Ingredients:

beak of a crow or parrot

Duration:

1 minute per level

Casting Time:

1

Area of Effect:

One creature, object, or place

Reaction:

Evasion

Schools:

Summoning

Ventriloquism makes the caster’s voice come from the target. Ventriloquists can also make their voice sound like the other creature, to the extent that the caster knows the correct language and at a volume and kind of sound the caster could speak. Listeners are allowed a Perception roll to recognize that the voice has been faked.

Second Level

Animal Undead

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

animal blood or dung

Duration:

Concentration

Casting Time:

2 rounds

Area of Effect:

Special

Reaction:

None

Schools:

Summoning

The sorceror may animate a single kind of animal corpse, up to twice level corpses for small creatures, four times level corpses of tiny creatures, level corpses of medium-sized creatures, and nothing larger than that. Tiny undead animals have one level and d4 survival points, small undead one level and d6 survival points, and medium undead two levels and 2d6 survival points. The undead creatures have the same claw and bite attacks that they had when alive, but none of their organic abilities such as poison. Flying creatures may fly, even if they have no skin.

Prophets who can turn undead gain a bonus of two to rolls to turn these undead.

Armor

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

tiny metal disc

Duration:

six hours per level over one

Casting Time:

1 minute

Area of Effect:

One creature

Reaction:

None

Schools:

Summoning

The “armor” provides all-round protection from physical attack, or magical attacks that do physical damage and require an attack roll. It is not cumulative with existing armor, normal or magical, but otherwise provides a bonus of five to defense, including to reactions.

When defensible attacks get past the armor, this hastens the armor’s demise. After more than three plus twice level points of damage get past the armor, the magic is destroyed.

Crawl

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

spider legs

Duration:

one minute per level

Casting Time:

1

Area of Effect:

Creature touched

Reaction:

Fortitude

Schools:

Transmutation

Crawl allows the target to crawl up and down walls like an insect. The target may even crawl upside down on ceilings. Movement while crawling is halved, but in any case cannot be greater than twice casting level. Also, the target’s carry and lift ratings are halved while crawling.

While crawling, the target’s hands and feet must actually touch the surface to be crawled. No gloves, shoes, or armor may be worn, for example.

Dancing Wood

Range:

Level yards

Formula:

words, gestures, ingredients

Ingredients:

two ash leaves

Duration:

Concentration, Special

Casting Time:

10

Area of Effect:

Special

Reaction:

None

Schools:

Summoning, Transmutation

Through this spell, the sorceror grants suppleness to any item made of wood. The item can bend jerkily under the control of the caster. If the form of the wooden item allows it, the item can grab, attack, or even walk.

Items can attack as a sorceror of half the casting level. They do damage according to their form. An arrow does damage as an arrow, a club-like form as a club, a quarterstaff as a staff. The item’s defense is the same as its inanimate form, with a bonus of two.

The sorceror may animate up to level minus one targets. The sorceror may animate either living wood or unliving wood, but not both. Living wood (such as trees) must be less than level yards tall and less than level yards in radius. Unliving wood must be less than level times ten pounds each, and must each fit within a box half level yards to a side.

Rooted plants may not uproot themselves, and items may not change their basic shape. An arrow could not walk, but could move like a snake.

Dead Night

Range:

Level times 10 yards

Formula:

words, gestures, ingredients

Ingredients:

obsidian shard

Duration:

20 minutes per level

Casting Time:

1

Area of Effect:

level plus 5 yard radius

Reaction:

Evasion

Schools:

Transmutation

Dead Night may be cast on a location or on a target creature or object. Creatures are allowed an Evasion roll. If the Night is attached to something that moves, the darkness moves also. If the sorceror attempts to attach this spell to a creature and that creature makes its reaction roll, the spell takes effect just beyond the target creature.

The darkness of Dead Night is pitch black, and blocks all forms of vision: normal, underground, and night vision.

Delay Passage

Range:

5 yards per level

Formula:

words, gestures

Duration:

2 rounds per level

Casting Time:

1

Area of Effect:

1 door

Reaction:

None

Schools:

Summoning

Delay Passage magically locks doors, chests, windows, anything that can be opened. Such items will be openable or passable only through breaking the item or through magical means, such as dispelling the magic.

The door cannot be larger than two yards radius per level.

Dreams

Range:

Level yards

Formula:

words, gestures, ingredients

Ingredients:

eagle’s feather

Duration:

Special

Casting Time:

1 round

Area of Effect:

1 creature per level

Reaction:

Willpower

Schools:

Mental

The caster can cause a specific description to enter an already sleeping creature’s dreams. The caster may use one word per level to describe the thing that will be a part of their dream. The creatures must know what the words mean for it to enter their dream. A first level caster might say “Jessup”, and if the target knows either a person or thing named “Jessup”, this “Jessup” will become in some way a part of their dreams for that night. A third level caster might have three targets dream of a blond female elf, or a giant war machine. In the latter case, the targets might all dream of different kinds of giant war machines, but (as long as they understand the caster’s language) they will all dream of something that could be a giant war machine.

Drowsiness

Range:

Twice level yards

Formula:

words, gestures, ingredients

Ingredients:

beach or desert sand

Duration:

1 minute per level

Casting Time:

4

Area of Effect:

1 creature

Reaction:

Willpower

Schools:

Mental

For the duration of the spell, the target is drowsy and feels the need to sleep. Even during combat the target is likely to nod off, although there will be a bonus of 2 to reactions. Each minute of the spell’s duration, the target is allowed a Willpower roll to avoid falling asleep. Once asleep, the target is unlikely to awaken during the spell’s duration, although loud noises or rough motion may allow the target a Perception roll, at a penalty of from one to five. After the spell’s duration ends, sleep is as normal.

Ephemeral Backdrop

Range:

10 yards per level

Formula:

words, gestures, ingredients

Ingredients:

prism

Duration:

2 minutes per level

Casting Time:

5

Area of Effect:

level yards diameter

Reaction:

None

Schools:

Conjuration

Ephemeral Backdrop creates a flat but extremely realistic “painting of light”. The “painting” does not respond in any way to surrounding events, such as light sources. It is, however, otherwise extremely convincing, and may portray any scene that the caster remembers or could reasonably imagine. The scene will be completely static: no motion is allowed.

The backdrop is extremely thin. If viewed from behind, the image is reversed.

Fan Flames

Range:

5 yards per level

Formula:

words, gestures, ingredients

Ingredients:

Fire, flame or spark

Duration:

2 rounds per level

Casting Time:

1

Area of Effect:

3 yard radius per level

Reaction:

None

Schools:

Transmutation

Reverse:

Dampen Fire

Fan Flames causes all fires within the radius of the spell to drastically increase in intensity, providing double the light and heat without causing the fuel to burn any quicker. Fires burn brighter and hotter, and coals or embers burst into flame.

Dampen Fire reduces the intensity of any fires in the radius to mere coals or embers. Dampen Fire can also, after one round, put out all fires in the area of effect, although since that removes the spell’s ingredient it also ends the spell’s duration.

The sorceror may control the intensity of effect in either version of the spell.

Fan of Frost

Range:

Self

Formula:

words, gestures, ingredients

Ingredients:

Drop of once-frozen water

Duration:

1 round

Casting Time:

2

Area of Effect:

2 yards long, 120 degree arc

Reaction:

None

Schools:

Conjuration

The Fan of Frost fans bitter white cold from the caster’s outstretched fingers. The Frost causes a point of damage per level of the caster to anyone who is in the spell’s area of effect.

Items affected by the frost may break more easily for the next round: any reactions against breaking, fracturing, or otherwise cracking are made at a penalty of half the level of the Fan of Frost.

The Frost can also freeze over the top of water, creating an 8th inch of ice for every level of the Frost.

Fast Friend

Range:

10 yards

Formula:

words, gestures, ingredients

Ingredients:

Concentrated Sugar

Duration:

Special

Casting Time:

5

Area of Effect:

One person

Reaction:

Willpower

Schools:

Mental

Fast Friend causes the target to believe that the caster is their best friend, someone they would do anything for. Additional reactions are allowed if the caster asks them to do something really stupid that makes it plain they are not really friends. They are also allowed another roll after a number of days equal to the caster’s level, plus the number their reaction roll was missed by. This latter roll may be repeated. The victim of this spell must be an intelligent person, such as a human, an elf, a goblin, a dwarf, etc.

Illusory Self

Range:

Self

Formula:

words, gestures, ingredients

Ingredients:

miniature mask

Duration:

2d6+twice level minutes

Casting Time:

2

Area of Effect:

Caster

Reaction:

None

Schools:

Mental

Illusory Self alters the appearance of the caster. The caster’s basic form remains the same, but the caster can make themselves appear shorter or taller by up to six inches plus one inch per level. They can appear fatter or thinner in a similar manner. They can alter their own appearance considerably, within the constraints of a human-like creature: a human sorceror could appear as an armored Orc or a green-clad Elf, for example.

The spell alters only appearance. The caster gains no special abilities, and it is the caster’s responsibility to mimic any mannerisms. Failure on those points may grant reaction rolls to see through the illusion. If the caster’s gear and clothing do not match the illusory gear and clothing, touching the caster may also grant a reaction roll.

Last Sight

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

Prism (reusable)

Duration:

Instantaneous

Casting Time:

1 round

Area of Effect:

Corpse

Reaction:

None

Schools:

Divination, Summoning

Last Sight shows the sorceror what the corpse saw in the level seconds before dying.

Sight attacks that affected the victim, such as a gorgon’s gaze, may affect the sorceror. A reaction roll is required, at a bonus of 4.

Magic Table

Range:

Caster

Formula:

words, gestures, ingredients

Ingredients:

mule’s hair

Duration:

20 minutes per level

Casting Time:

1 round

Area of Effect:

4 yards per level

Reaction:

None

Schools:

Summoning

Magic Table creates a magical, moving table anywhere within the area of effect. The Table will follow the caster anywhere. It is one yard in diameter and will carry 100 pounds per level. The table is slightly concave; if items roll, they will roll to the center of the table. The table always remains horizontal, and can move along with the caster at a movement rate of up to level plus 5. It will move with the caster automatically at the distance at which it was created, but can be commanded to move anywhere the caster desires in the area of effect. The table’s surface will remain at about mid-level to the caster at all times.

When the spell’s duration expires, the table lowers itself to the ground (over a round) and disappears. If the caster moves too fast for the table and the table thus leaves the area of effect, the table disappears immediately, tumbling everything it carried to the ground.

Minor Phantasm

Range:

40 plus 10 yards per level

Formula:

words, gestures, ingredients

Ingredients:

Colored chalk

Duration:

Concentration

Casting Time:

1

Area of Effect:

3, +2 per level , yards radius

Reaction:

Perception (active)

Schools:

Mental

A Minor Phantasm attacks the victims’ minds through visual illusions. It relies on the victims’ minds for the other senses. The sorceror will be most successful at creating illusions of things they have studied extensively. The sorcerer must make a Learning roll to create a well-designed illusion; on a failed Learning roll, the victims automatically receive an initial reaction to see the illusory nature of the phantasm. The sorcerer receives a bonus of 4 to this roll if they have studied the proposed illusion extensively; a bonus of 2 if they have studied it generally or have seen it recently, and a penalty of 2 if they have never seen the thing they’re creating.

If any of the victims strike the illusion they receive an automatic reaction roll at a bonus of 4, unless the sorceror successfully has the illusion react believably. This requires an Evasion roll by the caster. Merely touching the phantasm does not generate a reaction roll, as the victim’s mind creates the appropriate tactile feel.

All victims must be within the area of effect of the spell. The spell affects any number of victims, as long as they are within the spell’s area of effect. The phantasm can cause damage as normal for phantasms.

Victims who “see through” the illusion still see the visual effects, but the illusion then has no audible, tactile, or other sensory effects. The phantasm does not throw off light: light must already be present for the potential victims to see it and trigger the rest of the sensory effects.

Sand Blast

Range:

5 yards per level

Formula:

words, gestures, ingredients

Ingredients:

pinch of sand

Duration:

1 round

Casting Time:

1

Area of Effect:

level feet diameter, level yards long

Reaction:

Evasion

Schools:

Conjuration

Sand Blast creates a blast of sand that reduces visibility to nil for the spell’s duration. Anyone in the area of effect must make an Evasion roll or be blinded for d4 rounds after the spell ends.

Sensory Assurance

Range:

Level yards

Formula:

words, gestures, ingredients

Ingredients:

paper chain

Duration:

one minute per level

Casting Time:

2

Area of Effect:

one yard per level radius

Reaction:

Perception

Schools:

Mental

Reverse:

Sensory Uncertainty

The character under the influence of Sensory Assurance will take at face value that whatever they perceive is how they perceive it. They will believe that sleight of hand tricks are real, and that ventriloquist’s dummies really are speaking. The character will ignore less direct evidence to the contrary.

Sensory Assurance is also useful when used along with visual spells such as Angular Reformation and Ephemeral Backdrop.

When someone under the power of sensory assurance tries to physically test their perceptions, another reaction roll is allowed to realize something is wrong.

The reverse, Sensory Uncertainty, causes victims to mistrust everything they see. Distances are uncertain, familiar faces might well be someone else, and everything must be taken cautiously and with care.

Shadows

Range:

Touch

Formula:

words, gestures, ingredients

Ingredients:

black greasepaint

Duration:

30 minutes per level

Casting Time:

1 round

Area of Effect:

One creature

Reaction:

Evasion

Schools:

Conjuration

Shadows causes natural shadows to form in such a way as to hide the target creature. The shadowed creature gains a bonus of the casting level to any attempts at hiding or sneaking; chances of seeing the shadowed creature are penalized by the same amount.

There must already be a reasonable amount of shadows in the area for this spell to be effective. If there are only a small number of shadows, the bonus is halved, and if there are no shadows, the spell has no effect on perception or hiding.

Sleep

Range:

15 yards per level

Formula:

words, gestures, ingredients

Ingredients:

pinch of eye sand

Duration:

4 rounds per level

Casting Time:

2

Area of Effect:

5 yard radius

Reaction:

Willpower

Schools:

Mental

Sleep causes a number of creatures in the area of effect to go to a magical sleep for the duration of the spell. (They may remain asleep afterwards, depending on conditions.) The player rolls 3d6. This is the number of levels of creatures, starting with the lowest levels, that are affected. Each potential creature is allowed a Willpower roll.

The player may (before rolling the dice) reduce the number of levels affected and apply this as a penalty to all remaining reactions against the Sleep spell. If the reduction is 3 or more, it is possible for zero levels (and thus zero creatures) to be affected.

The spell cannot affect any targets of higher level than the spell was cast at. Sleep must be targeted on a creature, though it can affect other creatures that the sorceror cannot see and does not know about.

Slipknot

Range:

Level yards

Formula:

words, gestures, ingredients

Ingredients:

Knot tied in a shoelace knot

Duration:

Instantaneous

Casting Time:

1 round

Area of Effect:

One knot