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.
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.
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.
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.
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.
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.
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.
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
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
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
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
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
Angular Path
Clear Portal
Cold Flame
Demonic Clarity
Dreamwalk
Find Magic
Raise Undead
Tracer
Wraithshape
Aura of Invincibility/Weakness
Dampen Magic
Dweomerburst
Enchanted Weapon
Ephemeral Play
Illusory Terrain
Magic Transport
Protection from Dispel
Delay Spell
Dreamhold
Ghostshape
Magic Hole
Reverse Spell
Spell Key
Escape
Ethereal Wall
Magic Portal
Spell Loop
Great Balls of Fire
Teleport
Undead Guardians
Astral Wall
Bestow Spell
Duality
Contingency
Ghost Ship
Promise
Target Contingency
Area Contingency
Permanent Enchantment
Teleportal
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
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
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
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
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
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
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Range: |
10 yards per level |
|
Formula: |
words, ingredients |
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Ingredients: |
feather or down |
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Duration: |
1 round per level |
|
Casting Time: |
1 |
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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.
|
Range: |
Level yards |
|
Formula: |
words, gestures |
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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.
|
Range: |
Touch |
|
Formula: |
words, gestures, ingredients |
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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.
|
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 |
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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.
|
Range: |
Touch |
|
Formula: |
words, gestures, ingredients |
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Ingredients: |
animal blood or dung |
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Duration: |
Concentration |
|
Casting Time: |
2 rounds |
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Area of Effect: |
Special |
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Reaction: |
None |
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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.
|
Range: |
Touch |
|
Formula: |
words, gestures, ingredients |
|
Ingredients: |
tiny metal disc |
|
Duration: |
six hours per level over one |
|
Casting Time: |
1 minute |
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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.
|
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.
|
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.
|
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 |
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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.
|
Range: |
5 yards per level |
|
Formula: |
words, gestures |
|
Duration: |
2 rounds per level |
|
Casting Time: |
1 |
|
Area of Effect: |
1 door |
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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.
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Range: |
Level yards |
|
Formula: |
words, gestures, ingredients |
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Ingredients: |
eagle’s feather |
|
Duration: |
Special |
|
Casting Time: |
1 round |
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Area of Effect: |
1 creature per level |
|
Reaction: |
Willpower |
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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.
|
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.
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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.
|
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.
|
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.
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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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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 |
|
|