Spells of the Second Circle
HEAL MODERATE WOUNDS: This spell heals moderate cuts, abrasions, swelling, sprains and bruising. Fractures and bleeding can also be cured. When caster touches the recipient they re-gain 6 lost Health Points + 1 point per success over target number of the spell check.
STRENGTH/WEAKNESS: This spell has a range of 10 metres and can affect only one creature. The Strength Spell will add 3 Levels to the recipient`s Might Skill, whilst Weakness will deduct 3 Levels to the victim`s Might Skill (Minimum Level 0). Both Spells last for 10 minutes.
PRISMATIC BOLT: With this Spell the castes creates a bolt of arcane energy (Offensive 2d6+8) that with hit a target up to 60 metres away.
FROST BOLT: This Spell causes a bolt of ice to leap from the caster`s hand up to a target 40 metres away. The Frost Bolt has an OFFENSIVE value of d6+6 and the victim will become semi frozen for 5 minutes, halving their movement unless they pass a moderate (3) Endrance Heroic Roll.
SLEEP: This Spell puts any one creature into a profound slumber. The target must be within 20 metres of the caster. A creature affected by this Spell will be unconscious for D6x10 minutes. A slap, kick or injury will wake the character.
HOLD OFF THE DEAD: This protective Spell will form a magical barrier in a 5 metres radius around the caster that lasts for 10 minutes. Undead creatures may not pass through the barrier.
COMMAND: This Spell places one creature, within 10 metres, under the control of the caster for one hour. The Spell will be broken if the target is asked to perform a suicidal action.
INVISIBILITY: The caster must touch the recipient for the Spell to work. When cast the recipient becomes undetectable to normal vision. The Spell will last for 12 hours or until the recipient casts a spell or attacks a creature.
WALL OF FIRE: With this Spell the caster may create a immovable Wall of Fire in a circle or 5 metres radius that will last for D6x10 minutes. The Spell may be cast on any object or creature within 20 metres of the caster. The caster may even cast the wall around themselves to form a protective barrier. Any creature (including the caster) passing through the Wall of Fire may be injured by the flames (Offensive 16).
CONFUSION: This Spell will cause all creatures within a 10 metre diameter area to be overcome with Confusion and unable to act for 1-6 (d6) Combat Rounds. The Spell may be cast up to 30 metres away from the caster. Undead are not affected by this spell.
RAISE GHOUL: When this Spell is cast on a dead body with 10 metres of the caster a Ghoul is raised under the caster`s control.
LEVITATE: With this Spell the caster may move vertically at the rate of 5 metres per Combat Round for a period of 20 minutes.
HASTE/SLOW: This Spell may be cast on one creature up to 20 metres from the caster. The Haste Spell will increase a creature`s Agility Skill by 3 Levels. The reverse Spell, Slow will cause a creature to lose 3 Levels from its Agility Skill (Minimum of level 0). The Spell will last for 10 minutes.
SILENCE: This caster may place this Spell on one creature, object or place within 20 metres. No sound is created in the area or can be heard outside. The Spells effects last for 20 minutes.
DETECT INVISIBLE: This Spell enables the recipient to see invisible creatures or objects for a period of 30 minutes. The caster must touch the recipient of the Spell.
BREATHE WATER: This Spell enables the recipient to breathe water as if it were air. The Spell lasts for 12 hours and does not affect normal breathing. The caster must touch the recipient of the Spell.
FREEZE FOE: This Spell may be cast on one creature up to 30 metres from the caster. The creature will be frozen alive for d6 hours. While frozen the creature cannot be harmed by any means.
SUMMON HORSE: This Spell summons a Horse under the control of the caster for one day.
ESP: With this Spell the caster may read any one creatures thoughts within 10 metres. The Spell lasts for 1 minute.
MIND MASK: This Spell will grant the caster immunity from magical Spells such as Command, Sleep, ESP, Confusion and Starry Orb.
MIRROR IMAGE: With this Spell the caster creates 1-6 (d6) additional images which look and act exactly like her. The images appear and remain next to (within 1 metre of) the caster, moving if the caster moves, talking if the caster talks, and so forth. The caster need not concentrate; the images will remain for 1 hour or until they are hit. The images are not real, and cannot actually do anything. Any successful attack on the caster will strike an image instead, which will merely cause that image to disappear; this continues until all the images are dispelled. If the caster is caught in the effect of an area type of attack, such as a Fire Globe Spell, all images will disappear and the caster will be affected by the Spell.
ENTANGLE: This Spell causes vines to erupt from the ground and en-capture all creatures in a 5 metre radius circle, placed within 15 metres of the caster. Each round each creature that is entangled may make a Moderate Strength Check to free itself from the grasp of the vines. It will take one Combat Round to cut a creature free with an edged weapon. The Spell will last for 5 minutes.
MYSTIC SHIELD: This Spell causes an invisible barrier to form around the caster. The magical Shield will add 3 Levels to the casters Magic Resistance Skill against magical attacks and spells directed at them. The Spell will last for 1 hour.
CURE POISON: With this Spell the caster must touch the recipient to remove any poison from his system. If a character is poisoned and dies, then if this Spell is cast within 5 minutes the poisoned character will be revived and unpoisoned.
CAUSE/CURE DISEASE: The Cause Disease Spell may be cast on any one creature within 10 metres of the caster. The horrid rotting Disease will reduce the victims Endurance by 1 Level per day, until the victim has no Endurance left and dies. The Disease also stops any natural healing from occurring. The Cure Disease Spell will cure any one creature of the effects of Disease (Including any lost Endurance points).
TOXIC CLOUD: This Spell creates a cloud of stinking gases of 5 metres radius in front of the caster. Any creature in the cloud must pass an Endurance Check or be overcome by the fumes and unable to act for 1-6 (d6) Rounds of Combat.
SUMMON WOLF: With this Spell the caster summons a Wolf to do his bidding for 6 hours or until the wolf is slain.
SUMMON FIEND: When this Spell is cast a Fiend is bought from the depths of the Abyss to serve the caster for 12 hours or until it is killed.
LIGHTNING TRAP: This Spell must be cast on a door, chest, book, bottle or other similar object. The Spell is permanent until set off. The Spell is set off when the object is opened causing an explosion of energy (Offensive d6+9) in a 5 metre radius around the object. The object is not affected by the blast and the caster may open and close the object without setting off the Spell.
PRISON OF VINES: The caster summons thick vines to erupt from the ground up to 20 metres away to entange and immobilize a single creature for up to 10 minutes. When the spell is first cast, an oppossed test against the victims Magic Resistance is made to see if they avoid the spell. If the spell caster succeeds the victim will be immobilised by the magical vines unless they spend an action and successfully pass a Difficult (12) Might Test to break free, one attempt can be made per round of combat.
STRENGTH/WEAKNESS: This spell has a range of 10 metres and can affect only one creature. The Strength Spell will add 3 Levels to the recipient`s Might Skill, whilst Weakness will deduct 3 Levels to the victim`s Might Skill (Minimum Level 0). Both Spells last for 10 minutes.
PRISMATIC BOLT: With this Spell the castes creates a bolt of arcane energy (Offensive 2d6+8) that with hit a target up to 60 metres away.
FROST BOLT: This Spell causes a bolt of ice to leap from the caster`s hand up to a target 40 metres away. The Frost Bolt has an OFFENSIVE value of d6+6 and the victim will become semi frozen for 5 minutes, halving their movement unless they pass a moderate (3) Endrance Heroic Roll.
SLEEP: This Spell puts any one creature into a profound slumber. The target must be within 20 metres of the caster. A creature affected by this Spell will be unconscious for D6x10 minutes. A slap, kick or injury will wake the character.
HOLD OFF THE DEAD: This protective Spell will form a magical barrier in a 5 metres radius around the caster that lasts for 10 minutes. Undead creatures may not pass through the barrier.
COMMAND: This Spell places one creature, within 10 metres, under the control of the caster for one hour. The Spell will be broken if the target is asked to perform a suicidal action.
INVISIBILITY: The caster must touch the recipient for the Spell to work. When cast the recipient becomes undetectable to normal vision. The Spell will last for 12 hours or until the recipient casts a spell or attacks a creature.
WALL OF FIRE: With this Spell the caster may create a immovable Wall of Fire in a circle or 5 metres radius that will last for D6x10 minutes. The Spell may be cast on any object or creature within 20 metres of the caster. The caster may even cast the wall around themselves to form a protective barrier. Any creature (including the caster) passing through the Wall of Fire may be injured by the flames (Offensive 16).
CONFUSION: This Spell will cause all creatures within a 10 metre diameter area to be overcome with Confusion and unable to act for 1-6 (d6) Combat Rounds. The Spell may be cast up to 30 metres away from the caster. Undead are not affected by this spell.
RAISE GHOUL: When this Spell is cast on a dead body with 10 metres of the caster a Ghoul is raised under the caster`s control.
LEVITATE: With this Spell the caster may move vertically at the rate of 5 metres per Combat Round for a period of 20 minutes.
HASTE/SLOW: This Spell may be cast on one creature up to 20 metres from the caster. The Haste Spell will increase a creature`s Agility Skill by 3 Levels. The reverse Spell, Slow will cause a creature to lose 3 Levels from its Agility Skill (Minimum of level 0). The Spell will last for 10 minutes.
SILENCE: This caster may place this Spell on one creature, object or place within 20 metres. No sound is created in the area or can be heard outside. The Spells effects last for 20 minutes.
DETECT INVISIBLE: This Spell enables the recipient to see invisible creatures or objects for a period of 30 minutes. The caster must touch the recipient of the Spell.
BREATHE WATER: This Spell enables the recipient to breathe water as if it were air. The Spell lasts for 12 hours and does not affect normal breathing. The caster must touch the recipient of the Spell.
FREEZE FOE: This Spell may be cast on one creature up to 30 metres from the caster. The creature will be frozen alive for d6 hours. While frozen the creature cannot be harmed by any means.
SUMMON HORSE: This Spell summons a Horse under the control of the caster for one day.
ESP: With this Spell the caster may read any one creatures thoughts within 10 metres. The Spell lasts for 1 minute.
MIND MASK: This Spell will grant the caster immunity from magical Spells such as Command, Sleep, ESP, Confusion and Starry Orb.
MIRROR IMAGE: With this Spell the caster creates 1-6 (d6) additional images which look and act exactly like her. The images appear and remain next to (within 1 metre of) the caster, moving if the caster moves, talking if the caster talks, and so forth. The caster need not concentrate; the images will remain for 1 hour or until they are hit. The images are not real, and cannot actually do anything. Any successful attack on the caster will strike an image instead, which will merely cause that image to disappear; this continues until all the images are dispelled. If the caster is caught in the effect of an area type of attack, such as a Fire Globe Spell, all images will disappear and the caster will be affected by the Spell.
ENTANGLE: This Spell causes vines to erupt from the ground and en-capture all creatures in a 5 metre radius circle, placed within 15 metres of the caster. Each round each creature that is entangled may make a Moderate Strength Check to free itself from the grasp of the vines. It will take one Combat Round to cut a creature free with an edged weapon. The Spell will last for 5 minutes.
MYSTIC SHIELD: This Spell causes an invisible barrier to form around the caster. The magical Shield will add 3 Levels to the casters Magic Resistance Skill against magical attacks and spells directed at them. The Spell will last for 1 hour.
CURE POISON: With this Spell the caster must touch the recipient to remove any poison from his system. If a character is poisoned and dies, then if this Spell is cast within 5 minutes the poisoned character will be revived and unpoisoned.
CAUSE/CURE DISEASE: The Cause Disease Spell may be cast on any one creature within 10 metres of the caster. The horrid rotting Disease will reduce the victims Endurance by 1 Level per day, until the victim has no Endurance left and dies. The Disease also stops any natural healing from occurring. The Cure Disease Spell will cure any one creature of the effects of Disease (Including any lost Endurance points).
TOXIC CLOUD: This Spell creates a cloud of stinking gases of 5 metres radius in front of the caster. Any creature in the cloud must pass an Endurance Check or be overcome by the fumes and unable to act for 1-6 (d6) Rounds of Combat.
SUMMON WOLF: With this Spell the caster summons a Wolf to do his bidding for 6 hours or until the wolf is slain.
SUMMON FIEND: When this Spell is cast a Fiend is bought from the depths of the Abyss to serve the caster for 12 hours or until it is killed.
LIGHTNING TRAP: This Spell must be cast on a door, chest, book, bottle or other similar object. The Spell is permanent until set off. The Spell is set off when the object is opened causing an explosion of energy (Offensive d6+9) in a 5 metre radius around the object. The object is not affected by the blast and the caster may open and close the object without setting off the Spell.
PRISON OF VINES: The caster summons thick vines to erupt from the ground up to 20 metres away to entange and immobilize a single creature for up to 10 minutes. When the spell is first cast, an oppossed test against the victims Magic Resistance is made to see if they avoid the spell. If the spell caster succeeds the victim will be immobilised by the magical vines unless they spend an action and successfully pass a Difficult (12) Might Test to break free, one attempt can be made per round of combat.