Spells of the First Circle
PROTECTION FROM HARM: When this Spell is cast the caster must touch the recipient (themself or another). The receipient is covered in a magic shimmering that will last for 1 hour or absorb 10 Health Points of damage before disapearing.
BLESS\CURSE: Both of these Spells have a range of 20 metres and last for 1 hour. Bless reduces the Difficulty of Combat Rolls, by 1 Level, where as Curse increases them by 1 for one target creature.
SPEAK WITH ANIMALS: This Spell allows the caster to communicate with any normal or giant animal type within 20 metres for up to 5 minutes.
SPEAK WITH PLANTS: This Spell allows the caster to communicate with any plant or plant-like monster within 20 metres for up to 5 minutes.
SPEAK WITH DEAD: This Spell enables the caster to communicate with any dead body within 20 metres for a duration of up to 5 minutes. The deceased only knows information up to it`s death, any other information is mere speculation.
LESSER ILLUSION: With this Spell the caster can create a non-moving image the size of a giant up to 40 metres away. The Spell will last for 10 minutes.
LIGHT/DARKNESS: The Light Spell can be cast on an object or creature and will shed light up to a 10 metre radius that will last up to 1 hour. The Darkness Spell is exactly the same, except that the area will be filled with murky darkness. All creatures including the caster are considered BLIND in the area of effect, (even creatures with the Darksight* Special Skill).
FLAME BLADE: When the caster touches a weapon, it becomes enveloped in magical fire. The weapon will be enchanted for 10 minutes adding +3 to the weapons OFFENSIVE value and enabling it to harm enchanted creatures.
HEAL MINOR WOUNDS: This spell heals minor cuts, abrasions, swelling, sprains and bruising When caster touches the recipient they re-gain 6 lost Health Points.
NOURISH: This Spell creates enough food for 4 people to have a meal each.
FEAR/BRAVERY: Both Spells have a range of 5 metres and a duration of 10 minutes. When the Fear Spell is cast is causes to recipient to flee in wild terror from the caster for the duration of the Spell. When the Bravery Spell is cast on a creature becomes brave and is not effected by normal or magic fear.
OPEN/LOCK: With the Open Spell the caster may open any one door, chest, lock, etc. within 5 metres and also cancels out a Lock Spell. The Lock Spell will lock any one door, lock, chest, window, etc. within 5 metres of the caster. The Lock Spell can be removed by an Open Spell or opened normally by the caster of the Lock Spell.
FOG: This Spell causes a thick super natural fog that hinders sight to spring up around the caster in a 20 metre radius for 10 minutes. The caster can see normally in the fog, but other creatures add 2 Levels of Difficulty to Actions taken in the fog.
MAGE FLAME: This Spell causes a bolt of flame to leap from the caster`s hand up to a target 40 metres away. The Mage Flame has an OFFENSIVE value of d6+6.
FLAME FINGERS: This Spell causes a burst of flame to leap from the caster`s out-stretched fingers affecting all targets within 5 metres in front of the caster. The magical flame has an OFFENSIVE value of d3+4.
PSYCHIC BLAST: This Spell causes all creatures, whether friend or foe within 5 metres of the caster to be struck by a wave of pain with an OFFENSIVE value of d6+2. Armour does not count in defence for this Spell and creatures with no mind cannot be affected.
TONGUES: This Spell allows a caster to comprehend and speak any written or spoken language within 10 metres. The Spell lasts for 10 minutes.
CAT EYES: The caster of this Spell must touch the recipient to grant them Legendary (Rank 12) DARK SIGHT. The Spell alters the recipient`s pupils to slits and lasts for 12 hours.
SLOW POISON: The caster must touch the recipient to double the amount of time a poisoned creature has to live.
DETECT MAGIC: All enchanted creatures and items within 20 metres of the caster glow blue. The caster also knows what the type of magic, creature or Spell effect it is. The duration of the Spell is 10 minutes and the area of effect moves with the caster.
QUENCH: This spell creates a magical spring from the ground, wall or an item that will pour forth 40 gulps of water.
VENTRILOQUISM: The caster cups their hand to the side their mouth and may create a loud noise (heard up to 30 metres away) and make it appear to come from a different place to where the caster is. The duration lasts for one 10 minutes. Some examples are, monster noises, bushes rustling, water splashing, bird sounds, animal growls, boots marching, music, singing, screams, laughing, whispering, ghostly wails, etc.
WARP WOOD: This Spell will warp, twist and break any wooden item up to the size of a door making it useless.
HEAT METAL: This Spell can be cast up to 10 metres away and heats up metal to searing temperature (OFFENSIVE value of 8). The item affected can be up to the size of a suit of Plate Mail Armour. The spell lasts for 1-3 Combat Rounds.
CLAIRVOYANCE: With this Spell the caster may see through the eyes of another creature within 50 metres of the caster. The Spell lasts for 10 minutes.
WIZARD EYE: When this Spell is cast an invisible eye is created through which the caster may see. It is the size of a real eye and has perfect Dark Sight. The Wizard Eye floats through the air at 5 metres per combat round, but will not go through solid objects or move more than 100 metres away from the caster. The Spell will last for 10 minutes and the caster must concentrate (without moving) to see through the eye.
STARRY ORB: When this Spell is cast it creates a scintillating sphere of hypnotising colours up to 10 metres away from the caster. Any creature within 5 metres of the Starry Orb will be hypnotised and unable to act for the next 1-3 Combat Rounds. This spell does not affect undead or "blind" creatures.
RAISE SKELETON: The necromantic Spell is used to raise and control any one skeleton with 20 metres of the caster. It should be remembered that undead don’t really think for themselves, so any instructions given to a Skeleton must be very explicit if they are not to be misinterpreted.
RAISE ZOMBIE: This Spell of the Necromantic School is used to breathe life back into a corpse, forcing it to return to life as a Zombie, under the control of the caster. The caster may raise one body within 20 metres.
SUMMON HAWK: This Spell summons the aid of a Hawk under the control of the caster. The caster may communicate with the Hawk.
SUMMON DEMONIC SERVANT: When this Spell is cast a condemned soul of the underworld is forced to do the casters bidding, until it is destroyed or until 12 hours have past.
SUMMON IMP: When this Spell is cast an Imp from the Nether regions is forced to do the casters bidding until it is slain, or for a period of 6 hours.
SENTRY: Using this Spell the caster can create an invisible magical Sentry for up to 12 hours that can be placed up to 10 metres from the caster. The Spell can be cast on a place, door, chest, book, a purse or any other similar object. Should anything the caster would regard as, well, trouble come within 50 metres of the Sentry, the caster will be alerted.
FIRE TRAP: This devious little Spell can be cast on any object or item that can open or shut, such as a door, chest, bottle, book, purse, etc. The trap is permanent until set off, when opened, causing a small fiery explosion (Offensive d6+6) in a 5 metre radius. The object that it was cast on is unaffected by the explosion. The caster of the Spell may open the Fire Trapped object as often as he wants without setting off the Spell.
PROTECTION FROM DEMONS: When this Spell is cast a protective circle is marked on the floor in a 5 metre diameter. Any super-natural being can not attack any creature within the circle. The Spells magic will last for 1 hour.
ELEMENTAL SHIELDING: The caster places this magical protection on themself. The caster must select wich element - Fire, Frost (including water, cold and ice), Stone (including Earth and physical attacks) or Air (including electrical and lightning), Arcane (Magical spell energy) or Divine (Divine spell energy). The caster receives only half damage (after defense reductions) from the element type for 1 hour.
BLESS\CURSE: Both of these Spells have a range of 20 metres and last for 1 hour. Bless reduces the Difficulty of Combat Rolls, by 1 Level, where as Curse increases them by 1 for one target creature.
SPEAK WITH ANIMALS: This Spell allows the caster to communicate with any normal or giant animal type within 20 metres for up to 5 minutes.
SPEAK WITH PLANTS: This Spell allows the caster to communicate with any plant or plant-like monster within 20 metres for up to 5 minutes.
SPEAK WITH DEAD: This Spell enables the caster to communicate with any dead body within 20 metres for a duration of up to 5 minutes. The deceased only knows information up to it`s death, any other information is mere speculation.
LESSER ILLUSION: With this Spell the caster can create a non-moving image the size of a giant up to 40 metres away. The Spell will last for 10 minutes.
LIGHT/DARKNESS: The Light Spell can be cast on an object or creature and will shed light up to a 10 metre radius that will last up to 1 hour. The Darkness Spell is exactly the same, except that the area will be filled with murky darkness. All creatures including the caster are considered BLIND in the area of effect, (even creatures with the Darksight* Special Skill).
FLAME BLADE: When the caster touches a weapon, it becomes enveloped in magical fire. The weapon will be enchanted for 10 minutes adding +3 to the weapons OFFENSIVE value and enabling it to harm enchanted creatures.
HEAL MINOR WOUNDS: This spell heals minor cuts, abrasions, swelling, sprains and bruising When caster touches the recipient they re-gain 6 lost Health Points.
NOURISH: This Spell creates enough food for 4 people to have a meal each.
FEAR/BRAVERY: Both Spells have a range of 5 metres and a duration of 10 minutes. When the Fear Spell is cast is causes to recipient to flee in wild terror from the caster for the duration of the Spell. When the Bravery Spell is cast on a creature becomes brave and is not effected by normal or magic fear.
OPEN/LOCK: With the Open Spell the caster may open any one door, chest, lock, etc. within 5 metres and also cancels out a Lock Spell. The Lock Spell will lock any one door, lock, chest, window, etc. within 5 metres of the caster. The Lock Spell can be removed by an Open Spell or opened normally by the caster of the Lock Spell.
FOG: This Spell causes a thick super natural fog that hinders sight to spring up around the caster in a 20 metre radius for 10 minutes. The caster can see normally in the fog, but other creatures add 2 Levels of Difficulty to Actions taken in the fog.
MAGE FLAME: This Spell causes a bolt of flame to leap from the caster`s hand up to a target 40 metres away. The Mage Flame has an OFFENSIVE value of d6+6.
FLAME FINGERS: This Spell causes a burst of flame to leap from the caster`s out-stretched fingers affecting all targets within 5 metres in front of the caster. The magical flame has an OFFENSIVE value of d3+4.
PSYCHIC BLAST: This Spell causes all creatures, whether friend or foe within 5 metres of the caster to be struck by a wave of pain with an OFFENSIVE value of d6+2. Armour does not count in defence for this Spell and creatures with no mind cannot be affected.
TONGUES: This Spell allows a caster to comprehend and speak any written or spoken language within 10 metres. The Spell lasts for 10 minutes.
CAT EYES: The caster of this Spell must touch the recipient to grant them Legendary (Rank 12) DARK SIGHT. The Spell alters the recipient`s pupils to slits and lasts for 12 hours.
SLOW POISON: The caster must touch the recipient to double the amount of time a poisoned creature has to live.
DETECT MAGIC: All enchanted creatures and items within 20 metres of the caster glow blue. The caster also knows what the type of magic, creature or Spell effect it is. The duration of the Spell is 10 minutes and the area of effect moves with the caster.
QUENCH: This spell creates a magical spring from the ground, wall or an item that will pour forth 40 gulps of water.
VENTRILOQUISM: The caster cups their hand to the side their mouth and may create a loud noise (heard up to 30 metres away) and make it appear to come from a different place to where the caster is. The duration lasts for one 10 minutes. Some examples are, monster noises, bushes rustling, water splashing, bird sounds, animal growls, boots marching, music, singing, screams, laughing, whispering, ghostly wails, etc.
WARP WOOD: This Spell will warp, twist and break any wooden item up to the size of a door making it useless.
HEAT METAL: This Spell can be cast up to 10 metres away and heats up metal to searing temperature (OFFENSIVE value of 8). The item affected can be up to the size of a suit of Plate Mail Armour. The spell lasts for 1-3 Combat Rounds.
CLAIRVOYANCE: With this Spell the caster may see through the eyes of another creature within 50 metres of the caster. The Spell lasts for 10 minutes.
WIZARD EYE: When this Spell is cast an invisible eye is created through which the caster may see. It is the size of a real eye and has perfect Dark Sight. The Wizard Eye floats through the air at 5 metres per combat round, but will not go through solid objects or move more than 100 metres away from the caster. The Spell will last for 10 minutes and the caster must concentrate (without moving) to see through the eye.
STARRY ORB: When this Spell is cast it creates a scintillating sphere of hypnotising colours up to 10 metres away from the caster. Any creature within 5 metres of the Starry Orb will be hypnotised and unable to act for the next 1-3 Combat Rounds. This spell does not affect undead or "blind" creatures.
RAISE SKELETON: The necromantic Spell is used to raise and control any one skeleton with 20 metres of the caster. It should be remembered that undead don’t really think for themselves, so any instructions given to a Skeleton must be very explicit if they are not to be misinterpreted.
RAISE ZOMBIE: This Spell of the Necromantic School is used to breathe life back into a corpse, forcing it to return to life as a Zombie, under the control of the caster. The caster may raise one body within 20 metres.
SUMMON HAWK: This Spell summons the aid of a Hawk under the control of the caster. The caster may communicate with the Hawk.
SUMMON DEMONIC SERVANT: When this Spell is cast a condemned soul of the underworld is forced to do the casters bidding, until it is destroyed or until 12 hours have past.
SUMMON IMP: When this Spell is cast an Imp from the Nether regions is forced to do the casters bidding until it is slain, or for a period of 6 hours.
SENTRY: Using this Spell the caster can create an invisible magical Sentry for up to 12 hours that can be placed up to 10 metres from the caster. The Spell can be cast on a place, door, chest, book, a purse or any other similar object. Should anything the caster would regard as, well, trouble come within 50 metres of the Sentry, the caster will be alerted.
FIRE TRAP: This devious little Spell can be cast on any object or item that can open or shut, such as a door, chest, bottle, book, purse, etc. The trap is permanent until set off, when opened, causing a small fiery explosion (Offensive d6+6) in a 5 metre radius. The object that it was cast on is unaffected by the explosion. The caster of the Spell may open the Fire Trapped object as often as he wants without setting off the Spell.
PROTECTION FROM DEMONS: When this Spell is cast a protective circle is marked on the floor in a 5 metre diameter. Any super-natural being can not attack any creature within the circle. The Spells magic will last for 1 hour.
ELEMENTAL SHIELDING: The caster places this magical protection on themself. The caster must select wich element - Fire, Frost (including water, cold and ice), Stone (including Earth and physical attacks) or Air (including electrical and lightning), Arcane (Magical spell energy) or Divine (Divine spell energy). The caster receives only half damage (after defense reductions) from the element type for 1 hour.