warhammer->wayfarers spells conversion

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Warhammer Fantasy Spell Conversions Casting Spells Casting a spell requires a Channeling Proficiency check (see below) with a target number of 2 + 2* the spell's “evel. Characters without the Magic Acuity Proficiency may still cast spells, but their Channeling skill is treated as one Grade lower than it is. If they only have Grade I and lack Magic Acuity, they roll 2d20 and take the lowest as normal, but both dice count for Mishaps. There are three ways to cast spells: Unfettered: This is the default form described above. Fettered: The spell is cast more safely, but with less power. The caster's Channeling skill is treated as one Grade lower than normal, but no Mishap is possible. Only 1 st , 2 nd , and 3 rd Level spells may be cast Fettered. Push: The caster may temporarily cast spells of a higher level than their usual maximum, up to three levels higher. However, for every Level above the character's normal maximum, the character adds a Chaos Die to their Channeling Proficiency check—an additional d20 which does not contribute to casting spells, but does contribute to the possibility of a Mishap. Every spell has an ingredient. Ingredients are not necessary to cast a spell, but if the caster has them, they provide a +1 bonus to the Channeling Proficiency check to cast the spell per 2 spell levels, (+2 at 3 rd or 4 th , etc.). An ingredient is only good for one casting of a spell. Modified/New Disciplines Aethyric Attunement : 2 skill points x grade. The character has a greater attunement to the Winds of Magic than most. They gain a +1 bonus per Grade to casting spells up to 6 th Level or to using the Magic Acuity proficiency. Dark Magic: 4 skill points. The character can utilize Dhar , the corrupt mixture of the eight Winds of Magic, to fuel their spells. They may Push up to six levels higher than they can normally cast, but every level above the normal maximum adds two Chaos Dice. Some spells require Dark Magic to cast, in which case they automatically receive an extra Chaos Die even if the caster decides not to Push. Meditation: 5 skill points. The character has a powerful ability to concentrate and focus even when the Winds of Magic are difficult to manipulate. They may apply the Aethyric Attunement Discipline to rituals of the 7 th and 8 th Levels. Magic Rating: 2 x grade skill points. The caster gains in power, allowing them to safely cast spells of higher potency. Every time Magic Rating is purchased, the character automatically gains two spells of the new level. The maximum Grade is V. New Spell: 1 skill point x level. The character learns a new spell. Characters are not limited to learning spells of their Magic Rating or lower. Wizard: 10 skill points. The character is a wizard, one of those born with the ability to manipulate the Winds of Magic. Purchasing Wizard automatically includes a Magic Rating of 1. Modified/New Skills Channeling: 3 skill points per grade (Intellect). This is the proficiency used to actually cast spells. A character with Channeling can weave the Winds of Magic safely, creating the effects known as spells. Magic Acuity: Modified. Magic Acuity, called Witchsight by wizards, allows the character to see the Winds of Magic. Magical items can be detected, active spells identified, and even wizards can be found out through the use of this proficiency. Learning New Spells Most wizards focus on a single category of magic, known as their Lore. This approach is safer, as it minimizes the chance of accidentally using Dark Magic, but it is limiting. When creating a wizard, if you pick a Lore, you are forever locked into that lore. Casting any other spells requires the use of the Dark Magic Discipline even if you aren't Pushing the spell. If you prefer, you may be a hedge wizard. Hedge wizards add a Chaos Die to all their spells and may not raise their Magic Rating above Grade III, but they may select any spells they want from any Lore. Mishaps Whenever a spell is cast, if any of the dice come up 1, then a Mishap occurs, even if the spell is successful. Check WFRP 2nd ed pg 143, but treat a single 1 as a double, two 2s as a triple, and so on. If you do not have access to WFRP , Wolph42 created an advanced and unified version of the chart, available at “Advanced Tzeentch Curse” found here: http://www.strike-to-stun.net/downloads Rituals All spells of 7 th and 8 th Level, and some below, are Rituals great works of magic that require much more power than lesser spells, but have correspondingly greater effects. Where ingredients are optional for lesser spells, they are required for rituals, and provide no bonus if used. In addition, each ritual has consequences for failure in addition to any that caused by a Mishap. Conversion Notes This document is designed for the Wayfarers RPG, but converting to standard OGL games is relatively easy. Magic Rating is the highest level of spell that the caster can use, Endurance is Constitution, Presence is Charisma or Wisdom (as determined by context), Resistance rolls are Saving Throws of the appropriate type, and so on.

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A conversion of WFRP 2e spells and Lores to the Wayfarers RPG system

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Warhammer Fantasy Spell ConversionsCasting SpellsCasting a spell requires a Channeling Proficiency check(see below) with a target number of 2 + 2* the spell's“evel. Characters without the Magic Acuity Proficiencymay still cast spells, but their Channeling skill is treated asone Grade lower than it is. If they only have Grade I andlack Magic Acuity, they roll 2d20 and take the lowest asnormal, but both dice count for Mishaps.There are three ways to cast spells:• Unfettered: This is the default form described

above.• Fettered: The spell is cast more safely, but with

less power. The caster's Channeling skill is treatedas one Grade lower than normal, but no Mishap ispossible. Only 1st, 2nd, and 3rd Level spells may becast Fettered.

• Push: The caster may temporarily cast spells of ahigher level than their usual maximum, up tothree levels higher. However, for every Levelabove the character's normal maximum, thecharacter adds a Chaos Die to their ChannelingProficiency check—an additional d20 which doesnot contribute to casting spells, but doescontribute to the possibility of a Mishap.

Every spell has an ingredient. Ingredients are notnecessary to cast a spell, but if the caster has them, theyprovide a +1 bonus to the Channeling Proficiency check tocast the spell per 2 spell levels, (+2 at 3rd or 4th, etc.). Aningredient is only good for one casting of a spell.

Modified/New DisciplinesAethyric Attunement: 2 skill points x grade. Thecharacter has a greater attunement to the Winds of Magicthan most. They gain a +1 bonus per Grade to castingspells up to 6th Level or to using the Magic Acuityproficiency.Dark Magic: 4 skill points. The character can utilize Dhar,the corrupt mixture of the eight Winds of Magic, to fueltheir spells. They may Push up to six levels higher thanthey can normally cast, but every level above the normalmaximum adds two Chaos Dice. Some spells require DarkMagic to cast, in which case they automatically receive anextra Chaos Die even if the caster decides not to Push.Meditation: 5 skill points. The character has a powerfulability to concentrate and focus even when the Winds ofMagic are difficult to manipulate. They may apply theAethyric Attunement Discipline to rituals of the 7th and 8th

Levels.Magic Rating: 2 x grade skill points. The caster gains inpower, allowing them to safely cast spells of higherpotency. Every time Magic Rating is purchased, thecharacter automatically gains two spells of the new level.The maximum Grade is V.New Spell: 1 skill point x level. The character learns a newspell. Characters are not limited to learning spells of their

Magic Rating or lower.Wizard: 10 skill points. The character is a wizard, one ofthose born with the ability to manipulate the Winds ofMagic. Purchasing Wizard automatically includes a MagicRating of 1.

Modified/New SkillsChanneling: 3 skill points per grade (Intellect). This is theproficiency used to actually cast spells. A character withChanneling can weave the Winds of Magic safely, creatingthe effects known as spells.Magic Acuity: Modified. Magic Acuity, called Witchsightby wizards, allows the character to see the Winds ofMagic. Magical items can be detected, active spellsidentified, and even wizards can be found out through theuse of this proficiency.

Learning New SpellsMost wizards focus on a single category of magic, knownas their Lore. This approach is safer, as it minimizes thechance of accidentally using Dark Magic, but it is limiting.When creating a wizard, if you pick a Lore, you areforever locked into that lore. Casting any other spellsrequires the use of the Dark Magic Discipline even if youaren't Pushing the spell.If you prefer, you may be a hedge wizard. Hedge wizardsadd a Chaos Die to all their spells and may not raise theirMagic Rating above Grade III, but they may select anyspells they want from any Lore.

MishapsWhenever a spell is cast, if any of the dice come up 1, thena Mishap occurs, even if the spell is successful. CheckWFRP 2nd ed pg 143, but treat a single 1 as a double, two2s as a triple, and so on. If you do not have access toWFRP, Wolph42 created an advanced and unified versionof the chart, available at “Advanced Tzeentch Curse”found here: http://www.strike-to-stun.net/downloads

RitualsAll spells of 7th and 8th Level, and some below, are Rituals—great works of magic that require much more power thanlesser spells, but have correspondingly greater effects.Where ingredients are optional for lesser spells, they arerequired for rituals, and provide no bonus if used. Inaddition, each ritual has consequences for failure inaddition to any that caused by a Mishap.

Conversion NotesThis document is designed for the Wayfarers RPG, butconverting to standard OGL games is relatively easy.Magic Rating is the highest level of spell that the castercan use, Endurance is Constitution, Presence is Charismaor Wisdom (as determined by context), Resistance rolls areSaving Throws of the appropriate type, and so on.

Spell ListsCommon SpellsFirst LevelAethyric ArmorRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A link of chainmailYou weave the Winds of Magic into armor aroundyourself, providing protection equivalent to chainmail. Youcannot cast the spell if you are wearing any armor, and ifyou don armor it ends immediately.

Aethyric ShieldRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A metal rivetYou weave the Winds of Magic into a tight ball aroundyour hand, and may fight as though you had a shield inyour off-hand. You may maintain the shield after theduration expires by making a successful ChannelingProficiency check of 8 for each round of additionalduration.AmusementsRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A pair of leather glovesFor the spell's duration, you may perform harmless butamusing tricks: pulling coins out of people's ears, makingscarves disappear or reappear, pulling animals out of hats,and so on. Nothing produced by this spell lasts beyond thespell's duration.

Booming VoiceRange: SelfDuration: One speechCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A bull's hornYour voice grows in volume such that you can be clearlyheard up to 500 yards away while still not deafeninganyone close by. The spell lasts until you finish speaking.Pausing for breath does not end it, but finishing the speechdoes.DropRange: 20 yardsDuration: InstantCasting Time: -2Area of Effect: One targetResistance: Mental 8

Ingredient: A drop of butterUnless the target successfully resists the spell, they willdrop anything they are carrying.Enchant HatRange: SelfDuration: 1 hourCasting Time: 1 roundArea of Effect: SelfResistance: Mental 10Ingredient: A peacock featherYour wizard's hat becomes a beacon of style and fashion,causing awe in those who see it. Other wizards with lesserhats who fail the Resistance check suffer a -1 penalty toIntimidate, Leadership, Persuasion, or similarproficiencies. If two wizards both have enchanted hats, theone who rolled highest on the Channeling Proficiencycheck has the most impressive hat and the other suffers thepenalty. The lesser wizard may recast Enchant Hat tomake an even more impressive hat, if they desire.Enchanted hats have no effect on the public other than topoint out that the wearer is obviously a wizard.Ghost StepRange: SelfDuration: 30 minutes/Magic RatingCasting Time: 1 minuteArea of Effect: SelfResistance: N/AIngredient: A pinch of sandFor as long as the spell lasts, you don't leave any visibletracks. Anyone trying to track you suffers a -4 penalty ontheir Tracking checks. You can still be tracked by scent.Glorious PassageRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A golden chainYou blast your presence into the aethyr, alerting everyonearound you that you are a wizard. Anyone with Witchsightwill see a brilliant glow of your dominant Wind aroundyou, and non-wizards will feel that respect should be paid.Shopkeepers will bow, crowds will part, animals will shyaway, and so on. Mechanically, it provides a +1 bonus tothe use of appropriate proficiencies, such as AnimalHandling, Leadership, Persuasion, and so on.Glowing LightRange: TouchDuration: 1 hour/Magic RatingCasting Time: 1 roundArea of Effect: One itemResistance: N/AIngredient: A drop of lamp oil (+1)For as long as you hold it, or until the duration expires, oneitem in your grasp will glow with light equivalent to alantern.GustRange: Self

Duration: InstantCasting Time: -2Area of Effect: 5 yard radiusResistance: N/AIngredient: A bird's featherA small wind blows through the area around the caster.While strong enough to put out candles and blow papersaround, it has no other effect.Ill-FortuneRange: TouchDuration: 1 dayCasting Time: 5 minutesArea of Effect: One objectResistance: Mental 7Ingredient: A crude doll of the targetYou enchant an object so that its bearer suffers a string ofbad luck. For as long as they carry it, or until the durationexpires, the bearer has a -1 penalty on all rolls.Illuminate ScriptRange: TouchDuration: One hour/Magic RatingCasting Time: 2 roundsArea of Effect: One manuscriptResistance: N/AIngredient: A drop of inkWhen casting the spell, the wizard touches a single pieceof paper or other material no larger than one foot square.The writing begins to glow with a silvery light, making itreadable even in pitch darkness and correcting for anydegradation or illegibility, though it will not translateciphers or foreign languages. The light is aethyric in natureand provides no other illumination.Life BondRange: TouchDuration: 1 day/MagicCasting Time: -1Area of Effect: One targetResistance: Physical 9Ingredient: The target's hair, nails, skin, or bloodFor the duration of the spell, if the target ever drops to 0health points, you immediately know. If they are within 1mile of you, you know what direction they're in.Magic DartRange: 10 yards/Magic RatingDuration: InstantCasting Time: -1Area of Effect: One targetResistance: N/AIngredient: A small dartA bolt of energy flashes out and strikes a single target for1d4 damage, +1/Magic Rating. This spell may look like ablast of flame, claw marks suddenly appearing, a bolt oflightning, or something else, but it tends to match yourdominant Wind.

Magic FlameRange: SelfDuration: SpecialCasting Time: -1Area of Effect: SelfResistance: N/A

Ingredient: A piece of flintA bluish-white flame springs forth from the your palm,providing light equivalent to a torch. It may also be used tokindle flammable objects. It lasts until you close your handor cast another spell.

MoveRange: 10 yards/Magic RatingDuration: InstantCasting Time: -1Area of Effect: 1/2 pound/Magic RatingResistance: N/AIngredient: A small fanYou use magical force to manipulate light objects. Oneobject within the spell's range may be moved a distanceequal to half the spell's range. In addition, one unlockeddoor or chest in the spell's range may be opened or closed.Protection From RainRange: SelfDuration: 1 hour/Magic RatingCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A freshly-plucked leafEven in the heaviest downpour, you and all yourbelongings remain completely dry.

Roll the BonesRange: TouchDuration: 1 hour/MagicCasting Time: 2 roundsArea of Effect: One targetResistance: N/AIngredient: The bones of an animal dead for a yearSometimes, instead of trying to force the Winds of Magicinto a particular configuration, its better to just let themdecide. This spell offers a random effect. Roll 1d10 andconsult the results below:

1. The target thinks they are a toad. They crouchdown, seek out swamps to lie in and flies to eat,etc.

2. The target becomes stinking drunk3. The target's eyes glowing with eldritch light.4. The target gains +1 Strength.5. The target gains +1 Endurance6. The target gains +1 Agility7. The target gains 5 temporary health points.8. The target's movement rate increases by 3.9. The target may reroll a single roll.10. The target gains the Magic Acuity Proficiency, or

increases it by one grade if they already possessit.

ShockRange: TouchDuration: InstantCasting Time: -1Area of Effect: One targetResistance: Physical 8Ingredient: A small pinYou zap a single target with energy, stunning them for 1round/Magic Rating unless a Resistance roll is made.

SoundsRange: 10 yards/Magic RatingDuration: 1 roundCasting Time: -2Area of Effect: N/AResistance: N/AIngredients: A tiny bellYou can create a phantom sound that emanates from thetarget location. The sound can be as soft as a whisper or asloud as a roar, but it cannot form words at all.

Speedy SlumberRange: SelfDuration: One nightCasting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: A sunflowerThis spell must be cast while lying down, and for it to takeeffect, you must fall asleep within one hour. Thereafter,VazilaRange: 100 yardsDuration: 1 hour/Magic RatingCasting Time: -2Area of Effect: One mountResistance: N/AIngredient: A horseshoeYou are immediately mentally alerted if anyone tries tosteal your mount.

Second LevelAethyric MightRange: SelfDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: SelfResistance: N/AIngredient: A staff of oakYou bolster your strength with the Winds of Magic,allowing you to move far more than you otherwise could.You gain a bonus to your Strength equal to your MagicRating for the purpose of pushing, pulling, lifting, bending,or breaking things. Using the force properly requires yourfull concentration, and it cannot be used in combat.Alacritous AccelerationRange: SelfDuration: InstantCasting Time: -1Area of Effect: SelfResistance: SpecialIngredient: A bee's stingerYou ride the Winds of Magic away from danger. After thecasting of the spell, you may immediately move your fullmovement rate. If you are in melee combat, this movementdoes not provoke any attacks. After the spell is finished,however, you must make a Physical Resistance check of11 or be stunned for 1 round. Every additional time thisspell is cast in a day, the target number of the checkincreases by 1.AnathemaRange: TouchDuration: 1 hour/Magic Rating

Casting Time: 1 roundArea of Effect: One targetResistance: NoneIngredient: A small bellThe target is marked with an invisible symbol of theirexpulsion from the community. While only those withWitchsight can detect the mark, everyone feelsunconsciously repelled by the target: their Presence suffersa -4 penalty for the spell's duration.

BindRange: 20 yardDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: One targetResistance: Physical 11Ingredient: A bit of ropeYou bind a single target with magic, causing them to dropwhatever they are carrying and be unable to move theirhands. The target may make a new Resistance check everyround to break the spell.Blessed WeaponRange: TouchDuration: 30 minutes/Magic RatingCasting Time: 3 roundsArea of Effect: One weapon or 5 items of ammunitionResistance: N/AIngredient: A dab of holy waterYou can enchant one weapon or 5 pieces of ammunitionwith magical energy. The weapons gain no bonus to hit ordamage, but they can hit creatures immune to normalweapons.ClimbRange: SelfDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: SelfResistance: N/AIngredient: A bit of glue (+1)Your hands and feet become sticky, giving you a +4/+20%bonus to any climbing attempts.

DormancyRange: 30 yardsDuration: 1 roundCasting Time: 2 roundsArea of Effect: One magical itemResistance: NoneIngredient: A shard of obsidianYou suppress the Winds of Magic around an item, causingit to cease functioning for the spell's duration. You mustmake a separate Channeling proficiency check at -1 (-2 ifthe item is held by another creature) to succeed at thisspell. The target number depends on the type of item.The Forest ProvidesRange: SelfDuration: SpecialCasting Time: 10 minutesArea of Effect: SelfResistance: N/AIngredient: A dowsing rodYou cast this spell after spending 10 minutes searching a

natural area, and subsequently find any natural ingredientfor a 1st or 2nd Level spell. Any crafted object cannot befound, but the terrain doesn't matter—you could find ablooming rose in a desert, or a pine needle on a tropicalisland.

The Hearth WithinRange: SelfDuration: 1 hour/Magic RatingCasting Time: -2Area of Effect: SelfResistance: N/AIngredient: A pinch of ashSimilar Protection From Rain, this spell protects you andyour gear from the effects of cold weather for the spell'sduration. If it rains, you will be rained on, but your gearwill dry extremely quickly.HoldRange: 20 yardsDuration: 1 round/Magic RatingCasting Time: -2Area of Effect: One targetResistance: Mental 11Ingredient: A link of chainYou erect a barrier around a single target, forcing them tostay in place for the spell's duration. The target may movefreely within a 2-yard radius of the place they were whenthe spell was cast, but may not travel further until itexpires.Magic AlarmRange: TouchDuration: IndefiniteCasting Time: 1 minuteArea of Effect: 2 yardsResistance: N/AIngredient: A brass bellYou create latent magic in a spot that will mentally alertyou whenever any creature comes within the area of effect.This will wake you up if you are sleeping. The MagicAlarm lasts until triggered or until you cast another one.Magic LockRange: TouchDuration: 1 weekCasting Time: 1 minuteArea of Effect: 1 lockResistance: N/AIngredient: A small keyA single lock or bolt is enchanted so that it cannot bepicked or forced open during the spell's duration. MagicLock does not prevent anyone from smashing open thechest or breaking down the door.

Marsh LightsRange: 100 yardsDuration: 1 hourCasting Time: 1 roundArea of Effect: SpecialResistance: N/AIngredient: A fireflyThis spell creates a number of flickering lights that suggesttorches or lanterns. After appearing, they can be sent offseparately in different directions. Controlling them

requires your full concentration, but they'll stay in placeand glow for the full duration if not concentrated on.RiddlewoodRange: 20 yardsDuration: 1d10 roundsCasting Time: -1Area of Effect: One targetResistance: Mental 11Ingredient: A handful of pollenOne target becomes confused about their location for thespell's duration. If trying to find their way to place out oftheir line of sight or that they don't know extremely well,they must make a Wilderness Lore Proficiency check of 10or wander randomly, and must make another such checkwhen the spell ends to keep their bearings.

SilenceRange: 30 yardsDuration: 1 round/Magic RatingCasting Time: -2Area of Effect: One targetResistance: Mental 11Ingredient: A gagYou place a gag of magic into a single target's mouthunless they make a successful Resistance check.Otherwise, they cannot speak or even grunt.

SleepRange: TouchDuration: 1 round/Magic RatingCasting Time: -2Area of Effect: One targetResistance: Mental 9Ingredient: A piece of downYou cause one target to fall into a deep slumber for thespell's duration unless they make a Resistance check. .Sleeping characters are helpless.Strengthened ResolveRange: TouchDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: One targetResistance: N/AIngredient: A lord's crest or symbolThe target gains a +2 bonus on their next MentalResistance check.TremorRange: SelfDuration: InstantCasting Time: -2Area of Effect: 5 yard radiusResistance: Physical 11Ingredient: A bit of crushed stoneThe ground around you shakes. Any creature standing inthe radius who fails their Resistance check falls to theground.VentriloquismRange: 20 yardsDuration: InstantCasting Time: -2Area of Effect: One targetResistance: N/A

Ingredient: A pipeYou may make your voice appear to come from any place,object, or creature within the spell's range, and may say upto 13 words.WitchsmellerRange: Line of SightDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A pendulum made of warpstoneUsually, wizards can easily detect each other throughWitchsight, but sometimes wizards hide, either physicallyor using magic. Witchsmeller grants a +4 bonus to anyattempt to detect other wizards, either through magic or byusing the Magic Acuity Proficiency. You can also detectthe residual use of magic up to an hour after the spell wascast.

Third LevelAethyric NimbusRange: SelfDuration: 1 hour/Magic RatingCasting Time: 10 minutesArea of Effect: SelfResistance: N/AIngredient: A cloak worn by an officialThe normal magical nimbus around any wizard isenhanced and expanded, reaching an extra d10 inches perpoint of Magic Rating in all directions. Anythingcompletely encompassed by the aura counts as you for thepurposes of any magic you cast. In addition, it vastlyincreases the wizard's senses, allowing them to knoweverything that happens within the radius. Mechanically,they gain a +4 bonus to detect any attempt to shadow themor pick their pocket.DampenRange: SelfDuration: One minuteCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: A shard of gromrilWhile the Winds of Magic are usually wild andunpredictable, an experienced wizard can calm them for amoment. The next spell cast after this one and within theduration either has a Chaos Die removed or, if there are noChaos Dice left, a single 1 may be ignored. Dampencannot affect itself.DisruptRange: 40 yardsDuration: 1 round/Magic RatingCasting Time: -3Area of Effect: One targetResistance: Mental 12Ingredient: A rune-carved oaken staffYou cause the Winds of Magic to grow turbulent around asingle target, who suffers a penalty on their ChannelingProficiency checks equal to your Magic Rating.

DispelRange: 10 yards

Duration: InstantCasting Time: -4Area of Effect: One spellResistance: N/AIngredient: A small silver hammerYou cause a single active spell in range to end prematurely.The caster makes a Channeling Proficiency check with atarget number of 5 + the level of the spell (+1 for a potion,+1-5 for a magical item). Success causes the spell to end orstrips the target item of its magic.Ghost ShieldRange: 4 yardsDuration: 1 hour/Magic RatingCasting Time: 2 roundsArea of Effect: SelfResistance: NoneIngredient: A circle of saltYou form a barrier around yourself that repels spirits. Anycreature on the Ethereal Plane, or immaterial creatures likeghosts, must move away from you on their next action andcannot approach while the spell lasts. However, if youmove, the spell ends immediately.Guard FormRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: A sprig of witchbaneYou weave the Winds of Magic into a barrier around youto repel mutation. You gain a +2 bonus on any roll to resistthe changing of your physical form.Repel the UncleanRange: SelfDuration: 1 round/Magic RatingCasting Time: -4Area of Effect: SelfResistance: Mental 12Ingredient: A sprig of witchbaneYou surround yourself with a shimmering barrier of blueenergy that repels creatures with Chaos mutations. Suchcreatures must pass a Resistance check to attack, and evenif they succeed, they suffer a -2 penalty on their attackrolls.

SanctuaryRange: TouchDuration: 1 hour/MagicCasting Time: 1 roundArea of Effect: One roomResistance: Mental 10Ingredient: A lockYou cast this on a room you are inside, and anyone whowishes to enter must pass a Resistance check to do so. Itdoes not prevent spells or missiles being fired into theroom, and if you leave the room the spell instantly ends.Side-StepRange: 10 yardsDuration: InstantCasting Time: -3Area of Effect: Self

Resistance: N/AIngredient: A grasshopperYou vanish into the Ethereal Plane and reappear anywherein the spell's range. Every time you cast this spell, there's isa 5% chance that it goes awry and deposits you anywherewithin 1 mile, or within 10 miles if a Mishap occurs duringthe casting.SkywalkRange: SelfDuration: InstantCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: An eagle's featherYou briefly walk on the air, for a single round moving upto triple your normal movement and then returning to theground. You can reach a height of up to 6 yards to bypassobstacles.Suppress MutationRange: TouchDuration: 1 hour/Magic RatingCasting Time: -3Area of Effect: One targetResistance: Physical 12Ingredient: A healing potionOne target you touch has a single mutation suppressed forthe duration of the spell. The target may make a Resistancecheck if they are unwilling. The spell has no effects onsupernatural creatures such as demons or chimaera.

The Sure-Footed StrideRange: SelfDuration: 10 minutes/Magic RatingCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: A bronze horseshoeThe Winds of Magic simultaneously buoy you up and holdyou securely to the earth. For the spell's duration, you maytravel through any terrain as though it were a well-pavedroad. Repeated casting of this spell cannot increase thedistance you travel in a day.TapRange: TouchDuration: 1 roundCasting Time: 10 minutesArea of Effect: SelfResistance: N/AIngredient: A vial of blessed waterYou draw on the magic from a place of power, like astanding stone, a sacred forest grove, or a cave grotto. Youmay roll an extra die that isn't subject to Mishaps to castyour next spell if you cast it immediately after using Tap.VowRange: TouchDuration: SpecialCasting Time: One minuteArea of Effect: One promise or agreementResistance: NoneIngredient: The written text of the oathYou cast this spell as the target is swearing to perform

some deed. They must swear to do so of their own free willand knowing what they are doing, though they do not needto know Vow is being cast. Once affected by Vow, if thetarget ever breaks their promise, they immediately lose apoint of Endurance. Note that failing to do something isthe same as not doing it for the Vow.

Fourth LevelAethyric SurgeRange: SelfDuration: 1 minuteCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A shard of pure mithrilBy calling on and focusing the Winds of Magic, you mayincrease the power of the next spell you cast. Choose oneof the following effects.• The target suffers a -2 to any Resistance check.• The spell lasts twice as long• The spell affects twice the number of targets or

twice the area.• The spell does +1 damage per die.• The spell's range is doubled.

Any spell empowered by an Aethyric Surge adds two extraChaos Dice to its casting roll.GlamourRange: SelfDuration: 1 hour/Magic RatingCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A winter roseYour magic conceals any deformities of appearance,causing you to appear as an attractive version of yourselfno older than your mid-twenties. Every round you aresignificantly jostled, the spell has a 60% chance of ending,-5% per Grade of Magic Rating.LinkRange: 20 yardsDuration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: One targetResistance: Mental 13Ingredient: A fine silver chainYou form a magical link to a target who shares your Lore,allowing you to cast spells with greater efficiency. Yougain +1 to your Casting Rolls for every additional personwho forms part of the link. You must cast the spellseparately for each person you wish to include.

VortexRange: SelfDuration: 1d10 roundsCasting Time: -3Area of Effect: 10 yard radiusResistance: NoneIngredient: A shard from a standing stoneYou drain the Winds of Magic out of an area into yourself.For the spell's duration, anyone else in the radiusattempting to cast a spell treats their Magic Rating asthough it were 1 grade lower. If this reduces their Magic

Rating to 0, they may no longer cast spells. This spell, andany other spell you cast during its duration, have twoadditional Chaos Dice.

Fifth LevelThe ForetellingRitualIngredients: An ancient deck of cards or dice,

something personal from the target, and alamp with the hair of pegasus soaked inthe blood of a wyvern.

Casting Time: 2 hoursConditions: The spell must be cast in a building

you own, in your home country, with noone else present other than the target.

Consequences: If the ritual is failed, you seesomething truly horrific and yourIntellect is reduced to 3 for a week.

This spell allows you to see the past and the future of thetarget reflected in the roll of the dice or the lay of thecards. Major events in past and future are clearest. You cansee 1d6 past events or 1d3 future events. The Foretellingmay only be cast once per year per target.

Sixth LevelThe Enchantment of the Wizard's StaffRitualIngredients: A rune-carved staff, a smelter full of

liquid obsidian heated over a magicalflame, a pint of the caster's blood.

Casting Time: 4 hoursConditions: The spell must be cast on the longest day

of the year in a place of power, such ason a ley line or in a sacred grove

Consequences: If the ritual is failed, you never regainyour blood. Your Endurance ispermanently decreased by 1.

This ritual creates a wizard's staff, one of the most obvioussigns of a wizard's craft. As the spell is cast, the tips of thestaff are dipped in obsidian and then the runes are rubbedin your blood. While holding the staff, you gain +1 on allChanneling Proficiency checks, +2 on all attempts todispel the magic of others, and may treat anyone in contactwith the staff as a valid target for touch spells.Inescapable Bindings of DutyRitualIngredients: A sheet of parchment made from the skin

of a stillborn lamb and bearing the wordsof the oath written in the blood of ajudge, a drop of the oathbreaker's blood,and a vial of the breath of one wrongedby the breaking of the oath.

Casting Time: 4 hoursConditions: The ritual must be cast within one mile

of the oathbreaker, who must not speakfor the entirety of the casting

Consequences: If you fail, you must carry out the oathyourself

By casting this spell, you compel someone who has swornan oath and broken it, or who intends to break it, to carryout both the letter and spirit of the oath. It doesn't matterwhether the oath was made in jest, under compulsion,

while drunk, or any other mitigating circumstances. If theritual is successful, the target will try to carry out the oathto the extent of literally killing themselves. They stillretain their faculties and may plan the best way toaccomplish it. If the oath is to kill someone, for example,they do not need to suicidally charge the person in a publicspace.

Seventh LevelThe Awakening of the Slumbering Earth

DragonRitualIngredients: A dragon's tooth, a diamond worth at

least 500g, and a gong blessed by adying priest.

Casting Time: 8 hoursConditions: You must be naked and painted with

woad.Consequences: If the ritual is failed, you are swallowed

by the earth and slain.You call on the power of nature to create a devastatingearthquake that can affect an area up to the size of a smallvillage anywhere within 3 miles. The earthquake lasts forone minute and will utterly destroy all but the strongestbuildings.The Dance Without EndRitualIngredients: A masterfully crafted lute strung with

unicorn hair, five gallons of blood fromagile dancers, and a pair of dancing shoesmade by the finest cobbler in the land

Casting Time: 4 hoursConditions: You must have the Artistic Ability

(Dance) Proficiency to cast this ritualConsequences: If you fail, you are affected by the ritual,

though it does not spread.You cause one individual, who must be held immobileduring the ritual's casting, to dance without end until theydie. Anyone who sees the dancing individual must make aMental Resistance check of 15 or begin dancingthemselves. Those who dance must make a PhysicalResistance check every hour. It begins at 8, but every hourthat passes it rises by 1. Failure results in horrific death—even those who are injured or have broken limbs areforced to continue to dance until death. Victims canperform any other actions they wish, including fighting ortalking, as long as they continue dancing. Typically suchactions have a minimum penalty of -2, however.The Impossible March of the Damned SoldierRitualIngredients: The boots of 100 soldiers, one coin from

the wages of all soldiers who will travel,an eagle's wing, and an order fordeployment written on flawlessparchment in the commander's blood

Casting Time: Dusk until dawnConditions: You must have other wizards aid you in

the ritual's castingConsequences: If the ritual is failed, your destination is

completely random. Even if you succeed,it is possible for some of your assistants

to fail and lead part of the army astray.You impossibly quicken the travel of a body of soldiers. Inone night, they, you, and all your assistants traveling withyou, can traverse any distance at all to arrive at dawn atyour destination. Your destination may be any place that itwould be possible to travel to on foot. For example, thedestination could not be across an ocean, but if there was aland round to circumvent the ocean, then it would be legal,no matter how long it would normally take. However,inside a castle at siege would not be legal, because there isno way to simply walk there.The total number of soldiers that may be transported isequal to your Magic Rating multiplied by all the MagicRatings of the wizards who are assisting you. From theperspective of those affected, they march all night throughan impenetrable fog, arriving exhausted. You and yourassistants do not count against the amount of soldiers whocan be transported, nor do the mounts of cavalry, but atleast half of those who travel must be soldiers.The Wizard's Secluded SanctumRitualIngredients: A map of the room drawn in liquid gold,

wax from a candle that has burned for anentire year, a cask of wine per room, andone of the caster's bones.

Casting Time: Dawn to duskConditions: The spell must be cast in a building

owned by the caster and free of maligninfluence.

Consequences: If the ritual is failed, you gain ahideous mutation reflecting the building(such as stony skin for a stone room)

You concentrate from dawn to dusk and then spill thecasks of wine in each of the rooms of the building to beenchanted. From then on, you gain +1 to all ChannelingProficiency checks to cast spells inside the building andanyone attempting to scry or cast spells on you fromoutside suffers a -1 penalty. In addition, you have theequivalent of the Magic Alarm and Move spellspermanently active for every space of the building.

Eighth LevelThe Beastly Transformation of the Omnipotent

TcharRitualIngredients: The head of a beastman shaman, a

thimble full of warpstone, and a maleand female human sacrifice. The twosacrifices cannot have eaten for atleast one week.

Casting Time: 4 hoursConditions: Four other spellcasters must chant in

unison for the duration of the ritual. Themoon must be full and the spell must endat midnight.

Consequences: If the ritual is failed, you and yourassistants are affected by it instead.

If the ritual is successful cast, every human with aPresence of 13 or less transforms into a hideous beastmanfor 24 hours and goes on a rampage of killing anddestruction. When the spell ends, they return to their

human form, but with full memory of their actions.

The Reaping of the Pus BloomsRitualIngredients: The whole and unhewn corpse of a

plague demon, a forty-pound candlemade with the drippings of a dozen menkilled by Neiglish Rot, water collectedfrom three fetid swamps at least athousand miles from each other, and thehand of a man surgeon.

Casting Time: 4 hoursConditions: You must have been infected with and

survived Neiglish Rot previouslyConsequences: You are infected with Neiglish Rot, but

automatically fail your PhysicalResistance checks

This ritual infects everyone within a mile with NeiglishRot if they fail a Physical Resistance check of 15. Ifinfected, every day they must take another check or theylose 1 point of the Strength, Endurance, and Agility. If anyattribute reaches zero, death swiftly follows.

The Rite of Barren BloodRitualIngredients: A drop of blood taken from a male of

the line since the previous sunset, afist-sized chunk of warpstone, a solidsilver goblet worth 100g, and a stillborngoat.

Casting Time: 8 hoursConditions: No member of the lineage to be affected

may be expecting a childConsequences: If the ritual is failed, your own lineage

is affected by the curseYou identify a lineage by the ingredients you use to castthe spell. If successful, the target, all their siblings, theirparents, their parents' siblings, and all of the descendantsof all the above-named relatives are permanently renderedsterile. As a option, you may affect only the males orfemales.

The Lore of Beasts“...which utilizes the Amber Wind, called Ghur, whosecolor is Amber, whose Lore is that of the Beasts, whoserune is the Arrow, and whose practitioners are calledShamans.”– From The Founding of the Eight Orders, credited toTeclis

First LevelCalm the Wild BeastRange: 30 yardsDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One animalResistance: Mental 10Ingredient: A lump of sugarYou speak soothing words and calm a single animal withinthe spell's range unless it makes a Resistance check. Youmay approach and touch it without fear of harm, and if amount, you gain a +2 bonus to any rolls for riding it. Thespell is broken immediately if you attack the animal.

Form of the Scurrying RodentRange: SelfDuration: SpecialCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A rodent's tailYou transform into a mouse. You retain your mentalfaculties, but you have the physical statistics of your newform. The spell ends when you voluntarily end it or whenyour Health Points drop to 0.Winter CoatRange: SelfDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: Hair from a wolfYou grow thick hair all over your body. You becomeimmune to natural cold, including the cold of arctic water,but your bizarre appearance causes you to suffer a -2penalty to Presence for the spell's duration.

Second LevelThe Beast BrokenRange: 20 yardsDuration: IndefiniteCasting Time: -2Area of Effect: One animalResistance: Mental 11Ingredient: A bridleYou break the spirit of a domestic animal (horses, dogs,birds, etc.) within the spell's range. If it fails its Resistanceroll, it will behave meekly towards humans, elves,dwarves, etc., though it will be understandably warytowards orcs, trolls, or other monsters.

The Beast Made WellRange: TouchDuration: InstantCasting Time: 1 roundArea of Effect: One animalResistance: NoneIngredient: A bit of salveYou touch a single animal and heal it for 2d6 health points.Only natural animals may be affected. Any magicalanimal, including familiars, is not a valid target.

Claws of FuryRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A cat's clawYour fingernails turn into razor-sharp claws. You mayattack twice per round (or one more time per round if youalready had multiple attacks) for 1d8 damage and gain a+2 bonus to hit. You may not wield weapons while thespell is in effect.Cruelty's DessertsRange: TouchDuration: 1 lunar month

Casting Time: 5 minutesArea of Effect: SpecialResistance: NoneIngredient: A bit of bat guanoYou cast this spell while touching a particular animal, wildor domestic, and for the spell's duration, anyway whoharms or is cruel to the animal suffers a -2 penalty to theirPresence until the spell ends.Form of the Soaring RavenRange: SelfDuration: SpecialCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A wolf's pawYou transform into a raven. You retain your mentalfaculties, but you have the physical statistics of your newform. The spell ends when you voluntarily end it or whenyour Health Points drop to 0.

Form of the Slippy FishRange: SelfDuration: SpecialCasting Time: -2Area of Effect: SelfResistance: N/AIngredient: A fish's headYou transform into a trout. You retain your mentalfaculties, but you have the physical statistics of your newform. The spell ends when you voluntarily end it or whenyour Health Points drop to 0.Musk SprayRange: 5 yardsDuration: One day/Magic RatingCasting Time: -1Area of Effect: One targetResistance: Mental 13Ingredient: A scent glandYou shoot a foul-smelling spray of musk at the target,coating them in a distinctive scent. Any attempt to trackthem gains a +4 bonus, and predatory animals will treat thetarget as though it was part of another animal's territoryand avoid it. Only the most belligerent of animals will actdifferently, and even then they must pass a Resistancecheck. Objects may also be marked by this spell.

Third LevelThe Beast UnbrokenRange: 40 yardsDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: One animalResistance: NoneIngredient: A broken bridleYou cause one domesticated animal to revert to its naturalstate. Dogs will growl and snap at their masters, horseswill throw their riders, and hawks will escape as soon astheir jesses are loosed. Any attempt to control the animalwith an Animal Handling Proficiency suffers a -4 penalty.The Boar's HideRange: SelfDuration: 1 minute/Magic Rating

Casting Time: -2Area of Effect: SelfResistance: N/AIngredient: A cured strip of boar's hideFor the duration of the spell, you are immune to criticalhits and take 1 less damage from any source. However,you suffer a -2 penalty to your Agility due to your newhide's rigidity.Crow's FeastRange: 50 yardsDuration: InstantCasting Time: -3Area of Effect: 10 yard radiusResistance: Physical 13Ingredient: A caged crowYou summon a group of aethyrical crows with iron-shodbeaks and blood-dripping feathers who furiously peck atyour enemies. Everyone within the spell's area of effecttakes 2d10 damage, or half that with a successfulResistance check. After the crows perform their attack,they scatter and vanish as quickly as they appeared.Eyes of the PackRange: TouchDuration: 15 minutes/Magic RatingCasting Time: -2Area of Effect: One targetResistance: NoneIngredient: A wolf peltThe target of this spell can see through your eyes for theduration of this spell, no matter where they are. They mayswitch between their own eyes and theirs at any time.However, seeing through the eyes of a wizard isdangerous, and if you trigger a Mishap when someone isviewing through your eyes, they must make a MentalResistance check of 14 or be stunned for 1d6 rounds.Form of the Ravening WolfRange: SelfDuration: SpecialCasting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: A wolf's pawYou transform into a wolf. You retain your mentalfaculties, but you have the physical statistics of your newform. The spell ends when you voluntarily end it or whenyour Health Points drop to 0.Fury of the Mother BearRange: 50 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: One animalResistance: NoneIngredient: A bear peltYou cause one wild animal to unnaturally attack the nexttarget they meet without heed for its own survival or anywounds they take. The animal will fight to the death andwill never retreat for the spell's duration.LeatherbaneRange: TouchDuration: Instant

Casting Time: -3Area of Effect: One targetResistance: Physical 13Ingredient: A vial of powdered bull's hornYou touch a single target and, if they fail their Resistancecheck, all leather goods and gear they are carryingimmediately turns to dust.The Master's VoiceRange: 30 yardsDuration: 1 roundCasting Time: -3Area of Effect: One animalResistance: Mental 13Ingredient: A miniature whip made of animal hairYou command one animal within the spell's range. If itfails its Resistance check, it will act according to yourcommands the following round.The Ox StandsRange: SelfDuration: One battleCasting Time: -3Area of Effect: 50 yards radiusResistance: NoneIngredient: An ox's hoofYou let out a mighty roar and fill your allies with courage.Any fear effects, whether natural or magical, areimmediately ended, and your allies are immune to them forthe remainder of the battle.The Talking BeastRange: 30 yardsDuration: SpecialCasting Time: -3Area of Effect: One targetResistance: N/AIngredient: A tongue from your new animal formIf you cast this spell immediately before transforming intoan animal form, you may speak while transformed. Youmay also cast it on an animal and give them the power ofspeech for 1 minute/Magic Rating.

Fourth LevelThe Beast UnleashedRange: SelfDuration: SpecialCasting Time: 2 roundsArea of Effect: 15 yard radiusResistance: Mental 13Ingredient: A wolf's heartAs soon as the spell is cast, all your allies within the spell'sarea of effect immediately go into a ravening frenzy,suffering a -1 penalty to hit but gaining a +1 bonus todamage and +1 bonus on any Mental Resistance check.Frenzied characters must attack the nearest target in meleeand continuing attacking until all targets are dead orfleeing. Anyone who doesn't wish to frenzy may make aMental Resistance check to overcome the spell.Call the HordeRange: SpecialDuration: SpecialCasting Time: -4Area of Effect: Special

Resistance: NoneIngredient: A hunting hornThis spell summons the creatures of the wild to come toyour side. Choose a type of animal, and after you cast thespell a number of those animals will make their way toyour location. The animals will not attack you, but theywill not obey you without further magic. The creature mustbe native to the area where the spell is cast. Roll 1d10 andconsult the following table:Roll Time Eagles or

WolvesLarge PreyAnimals

Reptiles,Birds,or Mice

Small PreyAnimals

1-3 2 1 2 4 6

4-7 3 2 3 5 8

8-10 4 3 4 6 10

Cowering BeastsRange: 50 yardsDuration: InstantCasting Time: -4Area of Effect: 4 enemies/Magic RatingResistance: Mental 14Ingredient: The hair of a cringing dogYou rebuke your foes in a thundering voice, comparingthem to mangy animals unworthy of facing you. Anyone inthe area of effect who fails to pass a Resistance checkcowers in fear, unable to take any action. They may rerolltheir Resistance check each round until they pass, at whichpoint the spell has no further effect.Form of the Puissant SteedRange: SelfDuration: SpecialCasting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: Hair from a destrier's maneYou transform into a warhorse. You retain your mentalfaculties, but you have the physical statistics of your newform. The spell ends when you voluntarily end it or whenyour Health Points drop to 0.The Winter's Long SlumberRange: TouchDuration: Until the next solstice or equinoxCasting Time: 2 roundsArea of Effect: One targetResistance: NoneIngredient: A bear's toothYou touch a willing character and send them into a deepsleep. While the spell lasts, the target doesn't need to eat ordrink and any poison or disease they are suffering from issuspended. Natural healing still occurs, however. Thetarget will not awake until the spell ends or you choose towake them up. If you cast this spell on yourself, you mayset a trigger to awaken when touched by a specificindividual, who must be present when you cast the spell.

Fifth LevelForm of the Raging BearRange: SelfDuration: SpecialCasting Time: 3 roundsArea of Effect: SelfResistance: N/A

Ingredient: A bear's clawYou transform into a black bear or grizzly bear, as youchoose. You retain your mental faculties, but you have thephysical statistics of your new form. The spell ends whenyou voluntarily end it or when your Health Points drop to0.Lost CubRange: 1 mile radiusDuration: 1 hour/Magic RatingCasting Time: 10 minutesArea of Effect: One target/Magic RatingResistance: NoneIngredient: A piece of animal dungYou wrap yourself in a mantle of Ghur, causing you to giveoff the smell and cries of a young, abandoned animal. Oneanimal within a mile of dog size or larger will come to youand treat you as though you were one of its young, fightingto the death to protect you, bringing you food, taking youback to its lair, and so on. The spell can affect a totalnumber of people equal to your Magic Rating, thoughlarge number of people to care for might strain the animal'sresources. The animal wanders off when the spell ends, orif you end it.

The Repugnant TransformationRange: TouchDuration: PermanentCasting Time: 2 roundsArea of Effect: One targetResistance: Physical 15Ingredient: The skin of a blue toadYour spell transforms your target into a base version oftheir original form. They sprout hair all over their body,descend to all forms, lose the capability of speech, andbehave in strange ways. Every round, roll 1d10:

1. Target finds something interesting in their nostriland spends the round digging for it.

2. Subject defecates noisily, weeping for the force ofthe burst.

3. Subject screams loudly and runs in a randomdirection.

4. Subject cackles and attacks the closest livingthing.

5. Subject lets out a lowing noise and attempts toembrace the nearest object.

6. Subject giggles and curls into a ball.7. Subject dances a jig while holding their hands

over their head.8. Subject acts normally.9. Subject stands and stares into the distance.10. Subject brays like a mule.

The spell can be reversed by casting it again on the sametarget, or by a Dispel spell, but is otherwise permanent.Wings of the FalconRange: SelfDuration: 1 minute/Magic RatingCasting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: A live falconLarge wings grow from your back, allowing you to flytwice as fast as you could normally run.

Sixth LevelGlorious TransformationRange: TouchDuration: 1 year and 1 dayCasting Time: 3 roundsArea of Effect: One willing targetResistance: NoneIngredient: A feather from a black swanYou transform a willing target into a beautiful creature,revealing their good-hearted nature. The target becomes inall ways the resulting creature, losing any memory thatthey were anything else. Animals such as hunting hounds,falcons, stags, or swans are common results of this spell.

The Lore of Death“…which utilizes the Amethyst Wind, called Shyish,whose color is Purple, whose Lore is that of Death, whoserune is the Scythe, and whose practitioners are calledPsychopomps.”– From The Founding of the Eight Orders, credited toTeclis

First LevelCharge the Black GateRange: SelfDuration: 1 hour/Magic RatingCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A grave marker bearing your nameWhen casting this spell, you become ancient in an instant,aging 20 or 30 years. This is not an illusion, and you sufferthe appropriate aging penalties for the spell's duration. Youalso gain a +4 bonus to Disguise Proficiency checks. Youmay end the spell early at any time.DeathmaskRange: TouchDuration: 1 hour/Magic RatingCasting Time: 2 roundsArea of Effect: One corpseResistance: NoneIngredient: A death maskOne corpse you touch is frozen at the moment of death.Blood does not flow, the flesh remains warm, the woundscease to bleed, and as long as no wounds are visible, thecorpse seems merely to be sleeping. It cannot stop or slowdeath in any way.

DeathsightRange: SelfDuration: 1 hour/Magic RatingCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A handful of dirt from a graveFor the spell's duration, you can see all spirits and soulsthat are normally invisible. When living beings die, youcan see their souls leaving their bodies.

Glimpse of the DepartedRange: Self

Duration: InstantCasting Time: 10 minutesArea of Effect: SelfResistance: N/AIngredient: Something belonging to the deceasedBy concentrating on the Amethyst Wind surrounding acorpse, you gain an image of the deceased's face and learntheir name. If you have the Artistic Ability (Drawing)Proficiency, you may make an accurate sketch of the face.For every 5 years the target has been dead, the effectiveLevel of this spell increases by 1. A corpse can only everbe targeted by this spell once.Grief's EndRange: ConversationalDuration: SpecialCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: An hourglassYou speak comforting words to a single target bereaved bythe passing of a blood relative or a close friend, and theyare comforted. Any effects of fear, characteristic penalties,or madness or insanity caused by the death are eliminated.

Second LevelDeath's MessengerRange: SelfDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: SelfResistance: N/AIngredient: A sharp knifeYou surround yourself in a nimbus of Shyish, providingyou with an aura of menace. You gain a +2 bonus toIntimidate Proficiency checks.Only the CoalsRange: 15 yardsDuration: InstantCasting Time: -2Area of Effect: One fueled itemResistance: NoneIngredient: A jewel ground to dustWhen casting this spell, the caster targets a single item nolarger than twice their size, and all of the items fuel (coal,ink, gunpowder, etc.) is instantly consumed. The item doesnot operate any faster than normal, and it only consumesthe fuel that is currently being used in the item.Reaping ScytheRange: SelfDuration: 1 round/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A miniature iron scytheA scythe of amethyst energy appears in your hands. Thescythe counts as a +2 magic weapon.Still BloodRange: SelfDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: Self

Resistance: N/AIngredient: A blade as cold as iceYou cause your blood to stop flowing and become turgidand blocked, as though in a corpse. This prevents anyinjury that might come from bleeding, stops all blood-borne poisons for the spell's duration, and reduces alldamage you take by 1. You suffer a -2 penalty to yourAgility and attack rolls while the spell is in effect.Swift PassingRange: TouchDuration: InstantCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: Two brass penniesWith but a touch, you speed a critically wounded target onto the next world. Swift Passing instantly kills any target at0 Health Points or less. Souls dispatched in this way areimmune to any other spells of the Lore of Death, but thebody may still be brought back with Necromancy.Tomb Robber's CurseRange: SpecialDuration: 1 yearCasting Time: 1 minuteArea of Effect: One gravesiteResistance: NoneIngredient: Dirt from a violated graveYou cast this spell in the presence of a corpse or at a tombor gravesite. Anyone who desecrates the dead body or siteany time over the next year suffers the curse—a -2 penaltyto their Intellect and Presence for 1 week.

Third LevelAcceptance of DeathRange: SelfDuration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: 15 yard radiusResistance: NoneIngredient: A coffin nailYou cast this spell and your allies put aside their fear.Everyone in the area of effect when the spell is cast isimmune to natural or magical fear during the spell'sduration.

Death's ReleaseRange: 15 yardsDuration: SpecialCasting Time: -3Area of Effect: One targetResistance: Mental 13Ingredient: A human skull.You conjure forth a cloud of the purple wind to swirlaround one unintelligent undead, such as zombies orskeletons, or ethereal undead, such as spectres, ghosts, etc.If the target fails its Resistance check, it suffers a -2penalty to hit and automatically acts last in the round. Itcontinues making checks until it passes, at which point thespell ends. Ethereal undead who fail three tests in a row, orunintelligent undead who fail a single test, are instantlydestroyed.

DeathwishRange: 30 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: One target in battleResistance: Mental 13Ingredient: A noose that has killed 12 peopleIf the target fails their Resistance check, they believe thatthis battle is their last and fights without regard for life andlimb. They suffer a -8 penalty to their Dodge, do not use ashield or parry, and do not retreat.LimbwitherRange: 30 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: One targetResistance: Physical 12Ingredient: A cold iron nailYou deaden one limb—arm or leg—of a single targetwithin the spell's range. You may choose which limb toaffect, and if the target fails their Resistance check, thelimb becomes completely useless for the spell's duration.Shyish UncoveredRange: SelfDuration: 1 minute/Magic RatingCasting Time: 1 minuteArea of Effect: 50 yard radiusResistance: NoneIngredient: A shovel that has dug a dozen gravesYou become aware of all deaths that have taken placewithin the spell's area of effect within a number of monthsequal to your Magic Rating. You can determine the speciesof the deceased, but no other details.Tide of YearsRange: TouchDuration: InstantCasting Time: -2Area of Effect: One itemResistance: NoneIngredient: A small hourglassYou cause a single item, about the size of a standard chestor less, to age and crumble into dust. Masterwork itemslose all bonuses and degrade into common gear. It does notwork on any living matter.Ward Against AbominationRange: SelfDuration: SpecialCasting Time: -2Area of Effect: 4 yards/Magic RatingResistance: Mental 14Ingredient: A bit of stone or wood from a cemetery

fenceAfter casting this spell, until you move, no undead canapproach within the spell's area of affect. Unintelligentundead are automatically affected and refuse to approach—intelligent undead may make a Resistance check toovercome the spell's effects.

Fourth LevelDeath's DoorRange: Self

Duration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: 30 yard radiusResistance: NoneIngredient: A vial of embalming fluid.You use your mastery of magic to delay death itself. Whilethe spell is in effect, any of your allies in the radius whoare reduced to 0 Health Points may take one more actionbefore succumbing.

Final WordsRange: 15 yardsDuration: InstantCasting Time: 1 roundArea of Effect: One recently slain targetResistance: NoneIngredient: A piece of vellumIf cast within one minute of the target's death, you may askthem one question. The target is not compelled to answertruthfully, or indeed to answer at all. Final Words cannotbe cast on creatures without souls, such as most undead.The Icy Grip of DeathRange: 50 yardsDuration: SpecialCasting Time: -4Area of Effect: 10 yard radiusResistance: Physical 14Ingredient: A thorny rose stemWhen you cast this spell, the Amethyst Wind whips aroundand freezes your foes in their tracks. Anyone who fails theResistance check is stunned, unable to move or act. Theymay recheck once per round.Knocks of the DepartedRange: SpecialDuration: One questionCasting Time: One roundArea of Effect: One spiritResistance: NoneIngredient: A scrap of the deceased's clothingYou may ask one question of a spirit, as long as it is aquestion that may be answered in a number of knocks,such as, “How many people were in the room when youwere stabbed?” or yes/no questions, in which case thespirit knocks once for yes or twice for no. This spell mustbe cast near the deceased’s body or in the presence of aliving relative or descendant of the deceased.Name the BladeRange: TouchDuration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: One weapon touchedResistance: NoneIngredient: The tooth of a vampireYou name an individual and touch a blade, nominating thatweapon as the bringer of that individual's death. The namedoes not have to be the name they are born with, but itmust be a name by which they are widely known. For thespell's duration, the weapon does double damage to itsnamed target.

Steal LifeRange: 15 yards

Duration: InstantCasting Time: -2Area of Effect: One targetResistance: Physical 15Ingredient: A vial of bloodYou drain the life from a single target, doing 3d6 damage,or half that if the target makes a successful Resistancecheck. You are healed for an amount equal to the damagethat you do. Steal Life has no effect on undead or extra-planar creatures.Taste of DeathRange: 30 yardsDuration: 1d10 roundsCasting Time: -4Area of Effect: One targetResistance: Mental 15Ingredient: A dead mouseIf the target fails their Resistance check, they experiencetheir own death and feel the shock of it on their body. Theyfall unconscious for the spell's duration or until asuccessful Healing Proficiency check is made.

Fifth LevelThe Animus ImprisonedRange: TouchDuration: IndefiniteCasting Time: 2 roundsArea of Effect: One targetResistance: Mental 17Ingredient: The rib of a dead jailerYou imprison the soul of your target, sealing it into a glassjar or vessel. While the soul is imprisoned, the target is in anearly catatonic state—they will shuffle about if prompted,but will take no other action and must be fed and cared forif they are to survive. If the vessel is opened in the target'spresence, the soul returns to them. If the vessel is openedelsewhere, the soul wanders lost and alone, doomed tobecome a ghost. The body remains alive, but will notrecover without truly herculean magical effort. Anyonewith the Magic Acuity Proficiency within 5 miles of thisspell is immediately aware of its casting.Grim HarvestRange: SelfDuration: 1 round/Magic RatingCasting Time: -5Area of Effect: 15 yard radiusResistance: N/AIngredient: A piece of crumbled headstoneYou create a conduit of Shyish that connects all creaturesin the area of effect. Any creature that dies gives you someof their life force, restoring 2d4 Health Points to you.Youth's BaneRange: 15 yardsDuration: InstantCasting Time: -5Area of Effect: One targetResistance: Physical 15Ingredient: Ivy from the grave of a priestYou cause one target within the spell's range to instantlyage 1d10 years if they fail their Resistance check. It canaffect animals as well, but any creature that normally does

not age is immune. Unliving items also cannot be affected.

Sixth LevelLife's EndRange: 15 yardsDuration: InstantCasting Time: -6Area of Effect: One targetResistance: Physical 16Ingredient: The eye of a beheaded murdererYou call down a lethal wind of Shyish around a singletarget, driving their soul from their body. If they fail theirResistance check, they are instantly slain. Anyone with theMagic Acuity Proficiency within 5 miles this spell isimmediately aware of its casting.Wind of DeathRange: 50 yardsDuration: InstantCasting Time: -6Area of Effect: 15 yard radiusResistance: NoneIngredient: An amethyst worth 50gYou call down a blast of Amethyst energy that roarsthrough the target area. All creatures with automaticallytake 4d8 damage. Anyone with the Magic AcuityProficiency within 5 miles of this spell is immediatelyaware of its casting.

The Lore of Fire“…which utilizes the Bright Wind, called Aqshy, whosecolor is Red, whose Lore is that of Fire, whose rune is theKey of Secrets, and whose practitioners are calledPyromancers.”– From The Founding of the Eight Orders, credited toTeclis

First LevelCauterizeRange: TouchDuration: InstantCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A piece of charcoalYou lay your hands on an open wound and sear it shut.This cures 1 Health Point of damage and prevents anyfurther damage from blood loss. It can also be used forbranding.Fires of U'ZhulRange: 40 yardsDuration: InstantCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A matchYou hurl a bolt of flame at a single target, doing 2d4damage +1/Magic Rating.FlashcookRange: TouchDuration: Instant

Casting Time: -1Area of Effect: One quart/servingResistance: N/AIngredient: A metal forkYou may either instantly cook one serving or food orinstantly bring one quart of liquid to a roiling boil.Leaping FlamesRange: 30 yardsDuration: InstantCasting Time: -1Area of Effect: One fireResistance: Mental 8Ingredient: A mouthful of wineYou cause any one fire in range to suddenly flare up,gaining in height, brightness, and intensity. The fire mayalso leap up to 2 yards in any direction and begin otherfires. Anyone who fails a Resistance check is stunned for around due to shock.Passion RebornRange: TouchDuration: SpecialCasting Time: -1Area of Effect: Two targetsResistance: NoneIngredient: A coal from a fire that has burned all

nightIf any point, a passion existed between the two people youtouch when the spell is cast, no matter how small, theirpassion reignites as though they were new lovers all overagain. You cannot be one of the targets of this spell.

Second LevelCholericRange: 15 yardsDuration: SpecialCasting Time: -1Area of Effect: One targetResistance: Mental 12Ingredient: A thimbleful of bileOne target in the spell's range must make a Resistancecheck or they will immediately fly into a rage and attackanother character you designate. Every round, the targetmay make another Resistance check to shrug off the spell.Crown of FireRange: SelfDuration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: SpecialResistance: Mental 12Ingredient: A gold coinYou spin Aqshy into a brilliant flaming crown floatingabove your head. During the spell's duration, you gain a +4bonus to all Intimidate Proficiency checks, and anyonewho attempts to attack you must succeed in a Resistancecheck or take a different attack. The crown may also beused to ignite flammable objects, though it requires suchundignified motions that few wizards will use it for thatpurpose. You are immune to the crown's flames.Inextinguishable FlameRange: 15 yardsDuration: Special

Casting Time: -1Area of Effect: One fire, campfire or smallerResistance: NoneIngredient: A bellowsYou render a single fire impervious to being smothered bywind or water. The spell lasts for one day if you haveMagic Rating Grade I, one week if you have Grade II, onemonth if you have Grade III, one year if you have GradeIV and indefinitely if you have Grade V. In addition, thefire consumes no fuel during the spell's duration.IgniteRange: 50 yardsDuration: InstantCasting Time: -2Area of Effect: One object or creatureResistance: Physical 12Ingredient: A ball of waxYou point at a single flammable target within range andkindle it alight. If a creature, a successful Resistance checkallows them to snuff the flames as they begin, butotherwise the target bursts into flames and takes normaldamage for fire. The target may repeat their Resistancecheck each round to successfully put the flame out.

Tame the DragonRange: 40 yardsDuration: InstantCasting Time: -3Area of Effect: One bonfire-sized fireResistance: NoneIngredient: A stopper from a wine-vatYou draw the energy of the Bright Wind into yourself,extinguishing one fire within the spell's range. Larger firesmay be reduced in size, but the fire may flare up again ifflammable material is nearby. You suffer the effects of theCholeric spell the round after casting this spell.Taste of FireRange: TouchDuration: IndefiniteCasting Time: -2Area of Effect: One mealResistance: N/AIngredient: A peppercornYou infuse a single batch of food or drink with fierypotency. Food becomes extremely spicy, and beveragesgain the effects of alcohol, or become even more alcoholicif already alcoholic (beer has the effects of spirits, etc.).You are automatically inured to the possible gastronomiceffects of the spice, but others who consume the food ordrink are not protected in any way.

Third LevelThe Captivating FlameRange: 30 yardsDuration: 1 round/Magic RatingCasting Time: 1 roundArea of Effect: One target/Magic RatingResistance: Mental 14Ingredient: A ball of sulfur on a chain.You cast this spell on any fire source within range, andthose who look into the flames become enthralled by it. Ifthey fail a Resistance check, they will simply stare at the

flames. If attacked, anyone affected may defendthemselves normally. The area of effect rises with yourMagic Rating, but is also limited by the size of the fire. Atorch can only captivate one target, while a brazier or smallfire can captivate two. Larger fires have no limitations.

Curtain of FlameRange: 20 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: 5 yards tall x 15 yards longResistance: NoneIngredient: A scrap of fire-singed tapestryYou summon a curtain of flame anywhere within thespell's radius. Like its name, the flames appear as a curtain—they hang downward from a single axis, though theymay be bent in any direction or follow any curves youchoose. Anyone passing through the curtain suffers2d4+1/Magic Rating damage, and attempts to fire missileweapons or observe through the curtain suffer a -4 penalty.The curtain billows in strong wind, which may blow it intonearby creatures or start fires at the GM's discretion.FireballRange: 50 yardsDuration: InstantCasting Time: -2Area of Effect: One target/Magic RatingResistance: Physical 13Ingredient: A ball of sulphurYou create a number of balls of flame and hurl them one ormore enemies. Each ball does 2d4 damage, or 1d4 on asuccessful save.Flaming Sword of RhuinRange: SelfDuration: 1 round/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A torchA sword made of pure flame appears in your grasp. It mayappear as any kind of sword you wish, but regardless itdoes 2d4+2 damage and is capable of harming creaturesimmune to normal weapons. You also gain an extra attackper round while using the sword. You may maintain thesword after the duration expires by making a successfulChanneling Proficiency check of 12 for each round ofadditional duration.Oil and WaterRange: TouchDuration: 1 hour/Magic RatingCasting Time: 1 roundArea of Effect: One gallon of waterResistance: N/AIngredient: A taper that has burned for 13 days.You turn one gallon of water into a highly flammable oil. Itmay be cast on a receptacle or not wet ground, where itcovers an area four yards square. A single spark is enoughto ignore the oil.Shield of AqshyRange: SelfDuration: 2 minutes/Magic Rating

Casting Time: -3Area of Effect: SelfResistance: N/AIngredient: An iron amuletYou shield yourself again fire damage. All fire damageagainst you is reduced by 2 points per Grade of yourMagic Rating.StoveskinRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: SelfResistance: Physical 15Ingredient: The tail of a salamanderYour skin becomes red-hot like a fiery stove. Anyoneattacking to grapple, grab, or restrain you automaticallytakes 1d4+2 fire damage and must make a PhysicalResistance check or their attempt fails as they recoil inpain. The heat does not damage anything you are holdingor carrying during the casting of the spell, but that does notapply to anything you pick up during its duration.Stoveskin offers you no resistance to fire.

Fourth LevelBloodfireRange: SelfDuration: 1 minute/Magic RatingCasting Time: -4Area of Effect: SelfResistance: N/AIngredient: The hand of a man burned to deathThe blood in your veins kindles to flame. If you areattacked by any cutting or slashing weapon, you take oneadditional point of damage, but your attacker takes 1d6+3damage from the burning blood. This damage ignoresarmor.Consuming WrathRange: 15 yardsDuration: SpecialCasting Time: -4Area of Effect: One targetResistance: Mental 15Ingredient: A lock of red hairThe target of this spell becomes overwhelmed with rage. Ifthey fail their Resistance check, they will fly into a rageand attack the nearest target, whether friend or enemy.Such is their wrath that they gain +2 to hit and damage and1d4 armor. The target may reroll their Resistance checkeach round.Hearts of FireRange: SelfDuration: 5 minutes/Magic RatingCasting Time: 2 roundsArea of Effect: 30 yard radiusResistance: NoneIngredient: A vial with mixed blood and oilYou fan the flames of courage in the hearts of your allies.All of your allies within the spell's area of effect gain a +4bonus to resist any fear effect. If they leave the radius, theyimmediately lose this bonus.

Passion UnboundRange: TouchDuration: 15 minutes/Magic RatingCasting Time: 2 roundsArea of Effect: One targetResistance: Mental 16Ingredient: A drop of blood from a nymphIf the target of this spell fails their Resistance check, theyfall madly in love with the next living thing they see. Forthe duration of the spell, they will act completelylovestruck, but it ends their emotions return to normal andthey retain full memory of their actions.Ruin and DestructionRange: TouchDuration: InstantCasting Time: 2 roundsArea of Effect: 15 pounds/Magic RatingResistance: NoneIngredient: A white-hot piece of coalYou cause a non-living item to immediately be destroyedas though by fire. The spell is instantaneous, but it has nomore effect than leaving the item in a fire would—paperwill be instantly destroyed, but a sword will be mostlyunharmed even if the scabbard is burned away. The objectis cold when the spell ends.

Fifth LevelAqshy's AegisRange: SelfDuration: 1 minute/Magic RatingCasting Time: 2 roundsArea of Effect: SpecialResistance: NoneIngredient: A miniature shield of goldYou and anyone who holds your hands, and anyone whoholds their hands, etc., become completely immune todamage caused by nature fire or magical fire caused byspells of 5th Level or less. If the chain is interrupted for anyreason, anyone no longer connected to you loses thisimmediately.

Boiling BloodRange: TouchDuration: 1 round/Magic RatingCasting Time: -5Area of Effect: One targetResistance: Physical 16Ingredient: An ogre's spleenYou cause a single target's blood to boil, doing 2d6damage per round for each round of the spell's duration. Inaddition, while under the spell's effects the target suffers a-4 penalty to all Perception or Search Proficiency checks.If the target is killed by Boiling Blood, they explode in afountain of superheated blood, doing 2d6 damage to alltargets within 2 yards.

Fiery BlastRange: 100 yardsDuration: InstantCasting Time: -6Area of Effect: 1d10 targetsResistance: Physical 15Ingredient: A dagger of thrice-forged steel

You create a variable number of flaming blasts and hurlthem towards one or more opponents. Each individualblast does 2d6 damage, or 1d6 on a successful Resistancecheck. The minimum number of blasts is equal to yourMagic Rating.

Kindred of the HearthRange: TouchDuration: 1 round/Magic RatingCasting Time: 1 roundArea of Effect: One fireResistance: NoneIngredient: The caul of a new-born babyYou place your hands into a campfire-sized fire or larger,taking 1d10 fire damage, and use your hands to sculpt asmall figure out of the flames. The figure causes fear in allwho see it (Mental Resistance check of 14) and does1d8+1/Magic Rating fire damage with its flaming arms. Ithas a Movement Rate of 6, but may not move more than10 yards from the flame that gave it birth. You mustdedicate all of your concentration to controlling thecreature.

Sixth LevelBreathe FireRange: 10 yardsDuration: InstantCasting Time: -6Area of Effect: 10 yard cone.Resistance: Physical 16Ingredient: A dragon's scaleYou take a deep breath and, like a dragon, breathe a coneof flame. The fire does 6d6 damage to everyone in the areaof effect, or 3d6 damage to those who make a Resistancecheck.

Burning VengeanceRange: IndefiniteDuration: SpecialCasting Time: 1 minuteArea of Effect: One targetResistance: Mental 17Ingredient: Three drops of the target's bloodYou cause the target of the spell to have a burning desirefor vengeance against another. You must name both thetarget of the spell and the target of their vengeance duringthe casting, and if they fail a Resistance check, theybecome obsessed with getting revenge on the namedcharacter for a year and a day. Every month, the target maymake another Resistance check, but all subsequent checksare 20.

The Lore of the Heavens“…which utilizes the Celestial Wind, called Azyr, whosecolor is Blue, whose Lore is that of the Heavens, whoserune is the Comet of Power, and whose practitioners arecalled Astromancers.”– From The Founding of the Eight Orders, credited toTeclis

First LevelAzyr IlluminatedRange: TouchDuration: InstantCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A drop of quicksilverYou foresee the target's starsign and learn a little of theirfate. This provides a +2 bonus on Intimidate Proficiencychecks. You can also see if the target is cursed or if anyportents lie on them.Map of the HeavensRange: SelfDuration: SpecialCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A star mapYou gain a +4 bonus to all attempts to navigate or findyour way until the next sunrise or until you successfullymake a test. The bonus only applies while you are able tosee the sky.OmenRange: SelfDuration: InstantCasting Time: 1 minuteArea of Effect: SelfResistance: N/AIngredient: A small animal's liverYou attempt to determine whether a single action isfavorable or unfavorable. After casting the spell, the GMmakes an Intellect check of 10 for you. If successful, thenyou learn whether one course of action is favorable or notto the best of the GM's planning ability. If unsuccessful,you misread the Omen and believe a favorable result isunfavorable (or vice versa).Polish, Clean, and GleamRange: TouchDuration: InstantCasting Time: -1Area of Effect: One perception-related itemResistance: N/AIngredient: A clean ragWhen you cast this spell, one piece of equipment related toperception, such as a window, a glass, a telescope, amirror, etc., is cleaned to spotlessness. This spell is farmore effective than any human cleaner could be, and whenit is cast, the object is effectively restored to like new.

Second LevelBirdspeakRange: SelfDuration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A bird's tongueYou can speak and understand any bird for the spell'sduration. It does not force birds to talk to you or answer

your questions, but does provide insight into the customsand behavior of birds, such as why a flock is behaving in aparticular way or why an aerie might have beenabandoned.First Portent of AmulRange: SelfDuration: 1 roundCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A piece of glassYou read the signs in the sky, and they give youinformation on what to do. The round after you cast thisspell, you may reroll any one roll of your choice. Attackrolls, damage rolls, Proficiency checks, and Ability checksare all fair game.Lens on the SkyRange: SelfDuration: IndefiniteCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A pinch of sandYou create a lens in the air that magnifies objects in thedistance. You gain a +4 bonus to discern distant objects orpeople, or +2 to see through clouds or fog. The spell lastsuntil you dismiss it or until you sleep.Lightning BoltRange: 40 yardsDuration: InstantCasting Time: -1Area of Effect: One targetResistance: Physical 12Ingredient: A tuning forkYou hurl a bolt of lightning at a single target, doing 2d8damage, or 1d8 to anyone who makes their Resistancecheck.See the Oncoming BlowRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: The eye of an owlOnce during the spell's duration, you may increase yourDodge by 5 for one attack. You may do this after theattacker makes their attack roll.Starless NightRange: SpecialDuration: 1 minute/Magic RatingCasting Time: 2 roundsArea of Effect: 100 yards squareResistance: NoneIngredient: A falcon's hoodThe sky above grows dark as the stars dim and cloudscover the moon. All vision in the area is treated as pitchdarkness unless light sources are present, and even lightsources seem dimmed by the magic (treat as one categorylower). It has no effect if cast indoors or underground.

Third LevelClear SkyRange: SpecialDuration: InstantCasting Time: 1 roundArea of Effect: SpecialResistance: NoneIngredient: Bottled breath from an eagleYou clear a single cloud out of the sky, or if the sky iscompletely overcast, you open a shaft 100 yards indiameter. Clouds continue to blow as normal, so how longthe clear space lasts depends on the weather. It can alsostop rain, subject to the above limitations.Fate's WhisperRange: 30 yardsDuration: InstantCasting Time: -3Area of Effect: One targetResistance: NoneIngredient: A compassYou cast this spell on a single humanoid target in thespell's range and discern something about their behavior,which must take the form of a yes or no question.Examples include, “Is he about to die?” “Will she drawthat sword if the fight starts?” or “Is he going to stealsomething?” The question must be about the future.Fortuitous ObjectRange: SelfDuration: Until the following sunriseCasting Time: 1 minuteArea of Effect: SelfResistance: NoneIngredient: A thread of pure silkIf, while the spell is operating, you need a particular objectthat is the size of a sword or smaller and of no specialprovenance, such as a spool of thread, a rope, a dagger, acloak, or something similar, you find one. FortuitousObject cannot find any specific object, only finds a singleobject, and cannot be recast until the duration expires.Furthermore, if the object-finding is used, you lose anotherobject of approximately the same weight, size, and value.Fortune's RenewalRange: TouchDuration: 1 dayCasting Time: 1 roundArea of Effect: One targetResistance: NoneIngredient: A rabbit's footThe movement of the heavens provides insight to thosewho can see. The target of this spell may reroll any twodice rolls during the spell's duration. It cannot be cast onany one target more than once per 24 hours.Second Portent of AmulRange: SelfDuration: 1 hourCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: A piece of stained glass.As First Portent of Amul, but you get two rerolls and may

use them at any time in the next hour.

Wind BlastRange: 50 yardsDuration: 1 round/MagicCasting Time: -2Area of Effect: 10 yard radiusResistance: Physical 13Ingredient: An animal bladderYou call down raging winds from the sky that roar throughthe area of effect. Anyone who fails their Resistance checkis knocked prone and stunned for one round. Any attemptto use missile weapons in the targeted area automaticallyfails, and anyone who enters it must make a PhysicalResistance check or be affected the same way as the initialtargets.

Fourth LevelCurseRange: 30 yardsDuration: 1dayCasting Time: -2Area of Effect: One targetResistance: NoneIngredient: A broken mirrorYou curse a single target, and for the spell's duration, all oftheir own attacks and Proficiency checks suffer a -2penalty, and any tests or attacks targeting them gain a +1bonus. This spell does not stack.The Enemy ForeseenRange: SelfDuration: 1 minute/Magic RatingCasting Time: -4Area of Effect: SelfResistance: NoneIngredient: A shield that saved a life in battleIf an enemy or group of enemies would gain surprise onthe wizard while this spell is in effect, the wizard isforewarned a number of rounds in advance equal to theirMagic Rating.PremonitionRange: SelfDuration: 1 dayCasting Time: -2Area of Effect: SelfResistance: N/AIngredient: A rabbit's footYou may reroll one failed Proficiency or Ability checkmade during the spell's duration. You may not be the targetof more than one Premonition spell at a time.Project SpiritRange: SpecialDuration: 1 hour/Magic RatingCasting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: A pinch of horseradishYou cast loose your spirit so it slips free of your mortalflesh. While in spirit form, you are invisible but may seeand hear normally. You can go anywhere, but are stilllimited by the laws of the moral world; you cannot fly orwalk through walls and cannot manipulate solid objects.

You must return and re-enter your body before the spellends, or you are hurled back to your body and take 2d8damage.The Third Portent of AmulRange: SelfDuration: 1 dayCasting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: A drop of your own bloodYou read the signs of danger and lean how to avoid them.Once during the spell's duration, you may force any oneattack against you to reroll the damage and choose whichresult you prefer. You cannot be the target of more thanone Third Portent of Amul at once.

Wings of HeavenRange: SelfDuration: 1 minute/Magic RatingCasting Time: -4Area of Effect: SelfResistance: N/AIngredient: A dove's featherThe winds lift you up, allowing you to fly as fast as youcan normally move.Witchling StarRange: SpecialDuration: Until sunriseCasting Time: 10 minutesArea of Effect: The Witchling StarResistance: NoneIngredient: A cracked mirrorIf cast at night, this spell causes the Witchling Star to growmuch brighter than normal and flicker with an eldritchlight to everyone within 1 mile of you at the time ofcasting. Anyone familiar with the star's dark reputationsuffers a -2 penalty to Resistance checks against fear and asimilar penalty to resist intimidation or threats referencingthe star.

Fifth LevelCrowning FateRange: TouchDuration: InstantCasting Time: 1 minuteArea of Effect: One targetResistance: NoneIngredient: A ball of pure crystalYou gain insight into the crowning fate of the person. Thistypically takes the form of a god, a magical Wind, or aconstellation. The vision is always true, but can besymbolic and hard to interpret. Some people also lack acrowning fate at any given time.Finding DivinationRange: SelfDuration: InstantCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A chipped lensYou follow signs in the stars to find the location of anobject. If can either be general (“A source of clean water”)

or specific (“My boots with the mudstains on the leftsides”). When the spell is cast, you immediately get asense of the direction of the item in question, though youget no sense of distance. If looking for a general item,Finding Divination points toward the closest example; tolook for a specific thing, you must have either seen it inperson or had it described in great detail. It also does notrespect the difficult of reaching the target, and will happilypoint to water across a giant chasm if that's the closestsource.Lightning StormRange: 60 yardsDuration: InstantCasting Time: -5Area of Effect: 10 yard radiusResistance: Physical 16Ingredient: A weather vaneYou conjure up a supernatural storm that strikes all thosein the area of effect with lightning. All targets affected take4d6 damage, or 2d6 for those who make a successfulResistance check.StarshineRange: SelfDuration: 1 minute/Magic RatingCasting Time: 2 roundsArea of Effect: 50 yard radiusResistance: NoneIngredient: A star chartLight shines down from the stars, illuminating the areaaround you and revealing all that is hidden. Darkness isbanished, the invisible is made visible, secret doors orchambers are discovered, and illusions are revealed.

Sixth LevelBroken ConstellationRange: 30 yardsDuration: 1 hour/Magic RatingCasting Time: -4Area of Effect: One targetResistance: Mental 16Ingredient: A belonging of the targetIf the target fails their Resistance check, they areabandoned by the stars to suffer the vagaries of fate. Theirdice rolls are all made without bonus from any source.Spells, magic items, and circumstances cannot provide anybonuses, though penalties do apply.Fate of DoomRange: IndefiniteDuration: 1 weekCasting Time: 1 hourArea of Effect: One targetResistance: Mental 19Ingredient: The noose of a hanged manBefore this spell can be used, you need to acquire a lock ofhair or drop of blood from the target. If the target fails theirResistance check, for the spell's duration all damagingattacks and spells used on the character do maximumdamage, and all of their tests suffer a -2 bonus. Anyonewith the Magic Acuity Proficiency within 5 miles of thisspell is immediately aware of its casting.

Signs in the StarsRange: SpecialDuration: SpecialCasting Time: 2 roundsArea of Effect: SpecialResistance: N/AIngredient: A vial of ink made from eagle's bloodYou reach out to the Blue Wind and write a message in thestars. It cannot be complicated or more than a sentence,and frequently a code is the best way (“one if by land andtwo if by sea,” for example). The intended recipient of thismessage must make a successful Arcane KnowledgeProficiency check of 15 to decipher the message, butanyone with the Arcane Knowledge Proficiency may roll acheck of 10 to determine a message exists, but withoutprior knowledge, they will have difficulty deciphering it.There does exist a common code among the CelestialOrder, and by placing the message in certain ways nearcertain constellations, messages can be relayed for anyknowledgeable wizard to decipher.

The Lore of Life“…which utilizes the Jade Wind, called Ghyran, whosecolor is Green, whose Lore is that of Life, whose rune isthe Coil of Life, and whose practitioners are calledDruids.”– From The Founding of the Eight Orders, credited toTeclis

First LevelArms of the ForestRange: TouchDuration: Until sunriseCasting Time: 1 minuteArea of Effect: One treeResistance: NoneIngredient: A bird's nestYou touch a tree or other large plant, causing its branchesand limbs to bend and twist into a natural dwelling for upto 10 people. This may be a tree-house in the branches ofthe tree, a domed shelter on the ground, or anything inbetween. The shelter keeps out almost all rain and cold,and counts as thick wood for any attempt to break in.Lighting a fire within immediately ends the spell.

FermentRange: TouchDuration: 1 dayCasting Time: -1Area of Effect: A dozen gallons of liquidResistance: N/AIngredient: A drop of pure water from a springYou convert enough liquid to sustain dozen people for aday, no matter how fouled or brackish, into a mildlyfermented beverage of your choice (ale, mead, beer, etc.).If not drunk, it reverts back to its previous state at the endof the spell's duration.Track's Tale ToldRange: SelfDuration: SpecialCasting Time: 1 roundArea of Effect: Self

Resistance: N/AIngredient: A fallen tree branchYou listen to the subtle sounds of earth and branch, givingyou a +4 bonus to tests to track or gain information aboutthose who have recently passed through a naturalwilderness area. You may continue to follow the trail untilit crosses a man-made road or enters a cultivated orinhabited area.

Second LevelBend With the WindRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A stick of willowYour spine becomes as supple as the branch of a willowtree. You gain a +4 bonus on checks that require flexibility,such as escaping bonds or wriggling through tight spaces,may jump 1 additional yard when trying to jump, and mayfall up to 10 feet without injury.Curse of ThornsRange: 40 yardsDuration: 1d10 roundsCasting Time: -1Area of Effect: One targetResistance: Physical 12Ingredient: A thornYou cause thorns to grow inside the body of a singlecharacter. They must make a successful Resistance checkeach round of the spell's duration, or they take 1 damageand suffer a -4 penalty on all their rolls due to intensemain.

Earth BloodRange: SelfDuration: InstantCasting Time: 1-10 roundsArea of Effect: SelfResistance: N/AIngredient: A daggerYou absorb energy from the earth beneath your feet to healyourself. You heal a number of Health Points equal to thenumber of rounds spent casting this spell. You cannot castit on others.Fat of the LandRange: TouchDuration: 1 weekCasting Time: 1 minuteArea of Effect: One targetResistance: NoneIngredient: A handful of animal feedThe target of this spell is sustained by the power ofGhryan and does not need to eat for the spell's duration.They still need to drink as normal.

Four Seasons in One DayRange: TouchDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: One targetResistance: Mental 14

Ingredient: A pendulumIf the target of this spell fails their Resistance check, theyundergo the brightness of spring, the fire of summer, thesadness of autumn, and the chill of winter all during thespell's duration. For the first half of the spell, the targetgains a +2 bonus to Agility but suffers a -2 penalty toPresence, and for the second half they suffer a -2 penaltyto Agility, Presence, and attack rolls.Hale and HeartyRange: TouchDuration: 1 dayCasting Time: -2Area of Effect: One targetResistance: NoneIngredient: A budding flowerThe target of this spell gains a +2 bonus to resist theeffects of poison, disease, or alcohol. It does not stack.Tree-Dweller's StepRange: TouchDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A bit of sapYou imbue one target with great ability to climb andtraverse natural obstacles, gaining a +4 bonus to any suchtests.The Wilds UndisturbedRange: TouchDuration: SpecialCasting Time: 1 roundArea of Effect: One targetResistance: NoneIngredient: Moss undisturbed for a decadeYou move through wild lands as though traveling throughthe best-maintained road. “Wild lands” includes anygenerally uninhabited wilderness. You may cast this spellon other targets to bring them on your travels, and it lastsuntil you cross a man-made road or reach a cultivated orsettled area.

Third LevelDriftwoodRange: TouchDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A piece of driftwoodThe target of this spell becomes as buoyant as driftwood.They gain a +6 bonus to any attempts to swim, and theirbuoyancy is such that they cannot drown from failing anysuch test. Anyone trying to hold someone under the watersuffers a -4 penalty on their grappling check.Earth GateRange: 50 yardsDuration: InstantCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: An iron key

You disappear down into the earth and reappear at anypoint in the spell's range. Both your departure point andthe point of your reemergence must be areas of naturalearth.Father of ThornsRange: 60 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: 15 yard radiusResistance: N/AIngredient: A thorn that has ripped fleshA riot of thorn bushes bursts forth from any area of naturalearth in the spell's range. Anyone inside the thorns mayonly move at half their normal speed, and attempting tomove at all automatically does 1d4+1 damage.

Leaf FallRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: An oak leafYou are surrounded by a whirling vortex of leaves thatprovides protection against ranged attacks. Anyone whoattacks you suffers a -4 penalty, though you are notaffected.Life ForceRange: TouchDuration: SpecialCasting Time: -3Area of Effect: One targetResistance: NoneIngredient: A leaf from an evergreenThe target of this spell gains a +4 bonus to any test toavoid losing a limb. It lasts until triggered or for one day.River's WhisperRange: TouchDuration: 1 minute/Magic RatingCasting Time: 1 minuteArea of Effect: One riverResistance: NoneIngredient: A flagon of wineYou commune with the spirit of a river, allowing you toask questions about anything that happened within the last24 hours and up to 1 mile up or downstream. Answers aregeneral—you could learn that a boat with ten humanssailed down the river, but not the boat's name or how thehumans were dressed.Summer HeatRange: 50 yardsDuration: 1d10 roundsCasting Time: -2Area of Effect: 5 yard radiusResistance: NoneIngredient: A vial of sweat from an honest manYou cause a small area to burn with the heat of summer.Anyone in the target area suffers a -4 penalty to all actionsfor the spell's duration.Wind's WhisperRange: Self

Duration: 10 minutes/Magic RatingCasting Time: 1 minuteArea of Effect: SelfResistance: N/AIngredient: A sheaf of cornFor the duration of the spell, anyone within 500 yards canhear anything you say. Shouts will be heard as shouts andwhispers as whispers, but everyone hears you as thoughyou were standing next to them.

Fourth LevelGhryan RevealedRange: SelfDuration: 1 round/MagicCasting Time: 2 roundsArea of Effect: 15 yards radiusResistance: N/AIngredient: A sunflower (summer) or edelweiss

(winter)For the duration of the spell, you can sense all living thingsaround you in the area of effect. You can distinguishbetween plant, animal, and different races, but nothingmore. Walls of wood are no barrier, but walls of stone eachrequiring a Channeling Proficiency check of 13 to seethrough. Walls of metal, or any magical barrier, is opaque.Spring BloomRange: TouchDuration: SpecialCasting Time: 10 minutesArea of Effect: One target or one farmer's fieldResistance: NoneIngredient: A handful of natural fertilizerYou concentrate the power of life into one area or being.An area the size of a farmer's field will burst with life,guaranteeing an abundant harvest, or a single target willautomatically conceive (or cause conception) or a child,presuming the normal conditions are met.Strength of the EarthRange: SelfDuration: 1 round/Magic RatingCasting Time: -4Area of Effect: SelfResistance: N/AIngredient: A piece of peat buried underground for

over a centuryThis spell can only be cast on bare earth, in bare feet. Youdraw on the strength of the earth, gaining a +2 bonus toStrength and Endurance and a +4 bonus to avoid beingknocked down. If you move for any reason, the spell ends.Trees' RustleRange: TouchDuration: 1 hourCasting Time: 1 hourArea of Effect: One treeResistance: NoneIngredient: A handful of moist earthWhile sitting in the boughs of a tree, you converse with it,gaining knowledge of what it has seen and heard. Treeswill not lie, but they are not very intelligent, and can havea hard time interpreting the dealings of those who walk ontwo legs. They may also ask favors before parting with

information. If the tree is part of a grove or forest, it mayhave information about what other trees nearby know.Though the spell lasts an hour, trees speak slowly and thisis only the equivalent of a few minutes of conversation.Vital GrowthRange: TouchDuration: SpecialCasting Time: 2+ roundsArea of Effect: One living plant or seedResistance: NoneIngredient: A living sproutYou channel the power of Ghryan to give great vitality toplant growth. After casting for an intial round, evenadditional round you spend casting ages the plant one day.You may cast as long as you want, but it is possible to agea plant to the point of death with this spell. Plants can onlygrow in areas that would normally support them.The Wood RebornRange: TouchDuration: 15 minutes/Magic RatingCasting Time: -4Area of Effect: One wooden objectResistance: NoneIngredient: A seed from a tree in a magical forestAny object you touch becomes as soft as a newly-growntwig. Wooden weapons bend when they hit people, doorscan be pushed around locks, chairs and tables no longerhold weight, and wooden cage bars may be bent easily toescape.

Wood ShapeRange: TouchDuration: 1 hour/MagicCasting Time: 1 roundArea of Effect: One targetResistance: NoneIngredient: A strip of barkYou turn a willing target into the shape of a tree. The typeof tree depends on the heart of the person: a sorrowfulwoman might turn into a weeping willow, while a cruelman might become a twisted black oak. The target isvulnerable to the normal sorts of things that can kill trees.

Fifth LevelFlesh of ClayRange: SelfDuration: 1 minute/Magic RatingCasting Time: 1 roundArea of Effect: SelfResistance: N/AIngredient: A small clay sculpture of youYour flesh hardens and gains the consistency of clay. Yougain a +6 bonus to Strength and armor equivalent to SplintMail, but suffer a -6 penalty to Agility and your movementis halved.GeyserRange: 30 yardsDuration: SpecialCasting Time: -5Area of Effect: 5 yard radiusResistance: Physical 14Ingredient: A dowsing rod blessed by a priest

You summon a massive geyser of water to shoot up fromthe ground. Anyone in the area of effect takes 2d8 damage,are knocked 5 yards in the direction of your choice by therushing water and, and if they fail a Resistance check, arestunned for 1d10 rounds. After the geyser erupts, a pool offresh water remains for the next hour.Winter FrostRange: 50 yardsDuration: 1 minute/Magic RatingCasting Time: -5Area of Effect: 15 yard radiusResistance: Mental 16Ingredient: A vial of melted snow from a mountain

peakYou coat an entire area with a thick layer of frost. Anyoneaffected takes 4d6 damage and, if they fail a Resistancecheck, is coated in solid ice and unable to act at all for asingle round. Movement is halved in the area of effect.

Sixth LevelCure BlightRange: SelfDuration: InstantCasting Time: 10 minutesArea of Effect: One square mile or 4 people/MagicRatingResistance: NoneIngredient: A vial of water from a sacred pondYou may cleanse an area of up to one square mile ofblight, saving all the plants therein and making themimmune to the same blight for one season. Alternatively,you may cure a number of targets suffering from disease oftheir afflictions.

The Lore of Light“… which utilizes the Light Wind, called Hysh, whosecolor is White, whose Lore is that of Light, and whoserune is the Serpent of Light, and whose practitioners arecalled Hierophants.”– From The Founding of the Eight Orders, credited toTeclis

First LevelCleansing GlowRange: TouchDuration: InstantCasting Time: -1Area of Effect: One item or personResistance: NoneIngredient: A bit of soapA cleansing glow passes over a single object or creature,removing dirt, tarnish, dust, spots, bad smells, and so on.Spoiled food or drink can be restored to edibility, and eventastiness if it was tasty in the first place.Dazzling BrightnessRange: 40 yardsDuration: 1d10 roundsCasting Time: -1Area of Effect: 5 yard radiusResistance: None

Ingredient: A small mirrorYou create an incredibly bright explosion of light. Anyonelooking into it when the spell is cast suffers a -2 penalty tohit and to their Agility for the spell's duration.DemonwardRange: SelfDuration: SpecialCasting Time: -1Area of Effect: 5 yard radiusResistance: Mental 10Ingredient: A main-gaucheAfter you cast this spell, for as long as you do not move,no demon can enter the spell's radius unless it succeeds ona Mental Resistance check.Driving IntentRange: TouchDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A lodestoneWhile under the effects of this spell, the target gains a +4bonus to resist all attempts to change their mind or altertheir purpose, whether mundane or magical. However,they must not lie or act deceitfully or the spell instantlyends.Pierce the VeilRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: The wings of a batYou can see perfectly clearly in darkness or throughanything else that might obscure your vision, includinghaze, smoke, fog, and so on. In the case of magically-created obscurement, your Channeling Proficiency checkmust beat their own. Your eyes shine with white lightwhile the spell is in effect.

Second LevelClarityRange: TouchDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One creatureResistance: NoneIngredient: A clear glass beadYou touch a single target and reduce one penalty they aresuffering to Intellect or Presence by up to 2 points (e.g.remove 2 points of penalties). You may cast this spellmultiple times to affect multiple attributes, but cannotstack its effects on the same attribute.Healing of HyshRange: TouchDuration: InstantCasting Time: 1 roundArea of Effect: One targetResistance: NoneIngredient: A clear glass beadYour touch heals the targeted character for a number of

Health Points equal to your Magic Rating. You may castthis spell on yourself.Infusion of LightRange: TouchDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A piece of quartzThe creature or object you touch begins glowing with analmost-blinding light. Any attempts at stealth orconcealment automatically fail, and the light provides lightas though a bonfire. It also glows in the Aethyr, so theMagic Acuity Proficiency may be used to find the target ofthis spell.

Perfect ComprehensionRange: SelfDuration: 1 minute/Magic RatingCasting Time: 3 roundsArea of Effect: SelfResistance: N/AIngredient: A candle blessed by a priestWhile the spell is in effect, you can understand anylanguage or method of communication, whether written,spoken, or signed. Particularly occult or ancient languagesmay be immune, at the GM's discretion. PerfectComprehension does not allow you to communicate in thelanguage yourself, only to understand it.Radiant GazeRange: 15 yardsDuration: InstantCasting Time: -2Area of Effect: One targetResistance: NoneIngredient: A lensYou focus the White Wind into your gaze and sear a singletarget for 3d6 damage.Radiant WeaponRange: TouchDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: One weaponResistance: N/AIngredient: A silver charmYou temporarily enchant a single melee weapon with thepower of Hysh. For the spell's duration, the weapon countsas magical and gains a +3 bonus to damage againstdemons. Because of the weapon's bright glow, the wielderautomatically fails any Stealth Proficiency checks theyattempt.

Shimmering CloakRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A candleYou are surrounded by a glow of light that reduces anydamage done to you by mundane missile attacks by yourMagic Rating. You automatically fail any Stealth

Proficiency checks you attempt while the spell is in affect.

Third LevelBanishRange: 30 yardsDuration: InstantCasting Time: -3Area of Effect: One demonic targetResistance: Mental 13Ingredient: An oak wandYou wrap a demon within the spell's range in an envelopeof Hysh, attempting to expel it from the mortal plane. Bothyou and the demon must make a Mental Resistance check.If you succeed and the demon fails, it is forcibly ejectedwith a shrieking wail. If the demon succeeds and you fail,it remains and the spell ends. If both succeed or fail, youare locked in magical combat and the struggle continues.Bar the GateRange: SelfDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: 50 yard radiusResistance: Mental 14Ingredient: A drop of mercuryFor the spell's duration, any wizard with Lore of Chaos orany of its derivations suffers a penalty to all theirChanneling Proficiency checks equal to your MagicRating.EnlightenmentRange: TouchDuration: 1 minute/Magic RatingCasting Time: 1 minuteArea of Effect: One target/Magic RatingResistance: NoneIngredient: A lensFor the duration of the spell, you and the targets you touchgain a +2 bonus to rolls involving lore, scholarship, orlanguages.Illuminate the EdificeRange: TouchDuration: SpecialCasting Time: -3Area of Effect: SpecialResistance: NoneIngredient: An unburned wax candleYou cause the interior areas of a building to shine withdaylight. At Magic Rating Grade I, you can affect a hovel-sized building, at Grade II a moderate-sized house, atGrade III a large manor, and at Grade IV a building of anysize as long as it is contiguous. The light shines in any areaof the building bounded by a man-made roof and walls onall sides. The spell lasts as long as you remain in contactwith or inside the building.Light of PurityRange: TouchDuration: SpecialCasting Time: 2 roundsArea of Effect: SpecialResistance: NoneIngredient: A blessed wax candleIn casting this spell, you light a fire of any size from

candle to campfire. All those within the area illuminatedby the fire are immune to any normal disease and gain a +4bonus to resist any magical diseases. The fire can fed onadditional fuel as normal, and even split by kindling a newfire from part of the old one. These “child” fires have thesame effects as their parents. The spell lasts until all fireshave burned out.Radiant SentinelRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: A bucklerYou create a ball of glowing light about the size of ahuman head that orbits around you and deflects attacks.Treat the ball as a kite shield, except it requires noconcentration on your part to protect you.

Fourth LevelBright BastionRange: SelfDuration: 15 minutes/Magic RatingCasting Time: -4Area of Effect: 2 yard radius/Magic RatingResistance: Mental 14Ingredient: A polished silver shieldYou create a spherical barrier around yourself, denyingentrance to all. Anyone who attempts to enter mustsucceed on a Resistance check or they are hurled backwardand take 1d10 damage, or double damage if a demon. Theymay try again next round, if they like. If cast inside abuilding or interior space, you may adjust the barrier tofight the space.

Eyes of TruthRange: SelfDuration: 1 round/Magic RatingCasting Time: -4Area of Effect: 50 yard radiusResistance: N/AIngredient: A glass sphereYou eyes shine with a white glow, and for the spell'sduration, you can see through illusions, magical andmundane darkness, invisibility, and disguises within thespell's area of effect.Ill-BaneRange: 10 yardsDuration: InstantCasting Time: 1 roundArea of Effect: One target/Magic RatingResistance: NoneIngredient: A poulticeYou use the power of Hysh to remove diseases or poisonsin a number of targets equal to your Magic Rating. If thespell is cast, any targets may either have one poison curedor have the duration of any disease cut in half. It requirestwo castings to achieve both effects.Illuminate the FoldRange: SelfDuration: 1 hour/Magic RatingCasting Time: -3

Area of Effect: 6 yard radiusResistance: NoneIngredient: A garnet worth 30gYou cause an area around you to shine with clear daylight.Everything within the area of effect is illuminated asthough sunlight was shining on it. This does affectcreatures with a vulnerability to sunlight.InspirationRange: SelfDuration:Casting Time: 1 minuteArea of Effect: SelfResistance: N/AIngredient: A page from a bookYou open your mind to Hysh and allow it guide yourthoughts toward solving a vexing mental problem. Afterthe spell ends, you can make a single check to solve amental test (deciphering a short document, solving a mathproblem, a short research session) with a +6 bonus.

The Power of TruthRange: TouchDuration: One speechCasting Time: 2 roundsArea of Effect: One targetResistance: NoneIngredient: A blank sheet of vellumAs long as the target of this spell speaks honestly andforthrightly, they gain a +6 bonus on any Inspire orPersuasion Proficiency checks for the duration of theirspeech. There are no obvious effects of the spell—thetarget doesn't glow, their words are not louder than normal,etc.—so there is no way for observers to tell if the target isspeaking truthfully.

Fifth LevelBlinding LightRange: 50 yardsDuration: 1d10 roundsCasting Time: -5Area of Effect: 20 yard radiusResistance: Physical 15Ingredient: A polished mithril discYou create an explosion of blinding light in the target area.Anyone who fails their Resistance check are blinded forthe spell's duration, suffering all the normal effects ofblindness.Light's DemandRange: 30 yardsDuration: SpecialCasting Time: 2 roundsArea of Effect: Cone, 5 yards at the far end.Resistance: Mental 13+Ingredient: A flawless mirrorYou extend your hands (or the mirror) and a brilliant shaftof light explodes forth. Any demon caught in the lightmust pass a Resistance check of 13 + your Magic Ratingor be unable to move at all during the spell's duration. Atthe cost of 1 Health Point, you can extend the spell'sduration for an additional round.

Purity of PurposeRange: Self

Duration: 1 hour/Magic RatingCasting Time: 3 roundsArea of Effect: SelfResistance: N/AIngredient: A lodestoneChoose a single proficiency you possess. The next timeyou make a check on that proficiency within the spell'sduration, you automatically succeed. This cannot affectany check where you are actively opposed by another, andonly one casting may affect you at a time.

Sixth LevelBoon of HyshRange: TouchDuration: InstantCasting Time: 2 roundsArea of Effect: One targetResistance: NoneIngredient: A lock of hair from when the target was

wellYou wrap a single target in a wellspring of Hysh, curing allmaladies that afflict them. All Health Points are restored,diseases and poisons are purged, and so on.DemonbaneRange: 50 yardsDuration: InstantCasting Time: 2 roundsArea of Effect: 15 yard radiusResistance: Mental 17Ingredient: A wand made from a lightning-struck

oakYou rend the fabric of the aethyr and cast a group ofdemons back to whence they came. Any demon in the areaof effect who fails the Resistance check is banishedimmediately.Pillar of RadianceRange: 50 yardsDuration: InstantCasting Time: -6Area of Effect: 15 yard radiusResistance: Physical 16Ingredient: A diamond worth 100gYou concentrate the energy of Hysh into an enormousbeam of burning light that blazes down from the heavensand strikes your foes. Anyone in the area of effect takes4d8 damage (2d8 on a successful Resistance check) andsuffers the effects of Dazzling Brightness. Anyone with theMagic Acuity Proficiency within 5 miles of this spell isimmediately aware of its casting.

The Lore of Metal“…which utilizes the Gold Wind, called Chamon, whosecolor is Yellow, whose Lore is that of Metal, whose rune isthe Soaring Eagle, and whose practitioners are calledAlchemists.”– From The Founding of the Eight Orders, credited toTeclis

First LevelAnatomical EvaluationRange: 30 yardsDuration: InstantCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A pair of calipersIf this spell is successful, you make a PerceptionProficiency check of 5. If successful, you can determinethe target's current state of health, its strongest physicalattribute, and roughly how its prowess compares to yourown. If you beat the check by 5, you also learn one specialability (such as fiery breath, spellcasting, etc.).Find the WeaknessRange: TouchDuration: 1 round/Magic RatingCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A rusted hingeThe target becomes an expert in finding the weaknesses intheir enemies' defenses. They gain a +1 bonus to hit, andmay spend a round aiming to gain a +5 bonus to their nextattack.

Guard of SteelRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A steel ballYou summon shimmering orbs of steel that rotate aroundyour body and protect you from incoming attacks. Anyattack made against you during the spell's duration suffersa -2 penalty.

InscriptionRange: TouchDuration: PermanentCasting Time: 1 roundArea of Effect: One metallic surfaceResistance: N/AIngredient: A chiselBy passing your hand over a metallic surface, you cancause an inscription to appear graven into the object. Theinscription may be of any length that will reasonably fitand it appears in your own handwriting.Stoke the ForgeRange: 10 yardsDuration: 15 minutes/Magic RatingCasting Time: -1Area of Effect: One fireResistance: NoneIngredient: A breath of hot airYou cause an already-burning fire in a fireplace, forge, orother man-made structure to burn as hot as possible. Thefire does not consume any fuel for the spell's duration.Understanding the MechanismRange: TouchDuration: Instant

Casting Time: 1 minuteArea of Effect: One mechanical objectResistance: NoneIngredient: A draftsman's quillWhen casting this spell, you examine one piece ofmechanical equipment that has more than one moving partand gain complete insight into its operation and itspurpose. During the casting, a ghostly image of thecomponent parts appears in the air in front you. If youneed to repair, sabotage, modify, use, or replicate thedevice, you gain a +4 bonus on any rolls to do so.

Second LevelFault of FormRange: 30 yardsDuration: 1d10 roundsCasting Time: -1Area of Effect: One weaponResistance: NoneIngredient: A metal fileYou subtly alter a weapon within the spell's range, causingit to lose any benefits from superior craftsmanship andinflicting a -2 penalty on any rolls to hit.Guard of GoldRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A gold ballOne of your limbs becomes coated in a thick goldencoating. For the spell's duration, the targeted limb iscompletely immune to all damage.Law of FormRange: TouchDuration: 1 minute/Magic RatingCasting Time: -2Area of Effect: One objectResistance: NoneIngredient: An iron rodYou transmute a solid, inanimate object and harden it likesteel. It gains the weight and feel of solid metal, though itsappearance remains unchanged. Any attempt to break itsuffers a -5 penalty and it takes half damage from allattacks. It is possible to use this spell to make a robe asstrong as a suit of plate armor, but the weight changemeans that the robe becomes as encumbering as a suit ofplate armor as well.

Law of LogicRange: 15 yardsDuration: 5 minutesCasting Time: 1 minuteArea of Effect: One targetResistance: N/AIngredient: A blank piece of paperYou increase your target's faculties of logic to aid oneProficiency or attribute check. You must cast this spellbefore the task to be performed, which must take placeentirely during the spell's duration. The target gains a +4bonus on the relevant test.

Metal for FleshRange: TouchDuration: InstantCasting Time: 1 minuteArea of Effect: One limbResistance: NoneIngredient: A copper rodYou can only cast this spell after a limb has been destroyedor removed. It places a metal stump over the end of thelimb, molding perfectly to what remains and neverbecoming infected. The stump may be up to a foot longand molded into any shape you desire, but may not bemechanical.Tale of MetalRange: TouchDuration: InstantCasting Time: 2 roundsArea of Effect: One metal objectResistance: NoneIngredient: A lensYou touch a metal object and look into its past, seeing thecircumstances of its forging and creation as though youwere there. You may recall a fact about this vision laterwith an Intellect check of 10.

Third LevelArmor of LeadRange: 50 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: 10 yard radiusResistance: NoneIngredient: A miniature helmet of leadYou increase the weight of the armor of everyone in thespell's effect. Their Armor Impedance is increased by 2and they suffer a -2 penalty to all attacks while the spelllasts.Armor of TinRange: 50 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: 15 yard radiusResistance: NoneIngredient: A tin soliderYou cause the armor of everyone in the area of effect tobecome soft, supple, and flimsy. Anyone wearing metalarmor treats their armor as two categories less protectivethan it is: plate mail becomes chain mail, field platebecomes splint mail, and so on. It only affects metallicarmor.

Law of AgeRange: 15 yardsDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: One objectResistance: NoneIngredient: A fossilized boneYou cause a solid, inanimate object to become brittle,making it easier to damage. Its weight and feel isunchanged. For the spell's duration, any attacks against theobject do double damage and any attempt to break it

through force (kicking down a door, etc.) receives a +5bonus.The Metal MendedRange: TouchDuration: InstantCasting Time: 2 roundsArea of Effect: One metal objectResistance: NoneIngredient: A brass rodYou repair a broken metal object. You cannot change thetype of metal, nor the overall shape of the object, and youdo not need every single piece, but at least three quartersof the object must remain. It must have been whole at onetime—you cannot use The Metal Mended to hurry acrafting project to completion.

Rigidity of Body and MindRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: SelfResistance: N/AIngredient: A small steel discYour flesh and mind gain the properties of metal, grantingyou the equivalent of leather armor and providing a +2bonus to your Mental Resistance checks. You also findyour mind becomes more set in its ways and difficult tochange.Secret RuneRange: TouchDuration: SpecialCasting Time: 1 roundArea of Effect: One metallic surfaceResistance: NoneIngredient: A vial of gold-infused inkThis spell is similar to Inscription, but the messagerecorded can only be viewed by another casting of SecretRune. Secret Rune may be repeatedly cast to make themessage appear and disappear.Silver Arrows of ArhaRange: 50 yardsDuration: InstantCasting Time: -2Area of Effect: One to Magic Rating enemiesResistance: NoneIngredient: A silver arrowheadYou create a number of silver arrows equal to your MagicRating and hurl them at one or more enemies, doing 1d8+2damage per arrow. The arrows disappear after inflictingdamage.

Fourth LevelFool's GoldRange: TouchDuration: 1 hour/Magic RatingCasting Time: -4Area of Effect: One objectResistance: N/AIngredient: A petrified flowerYou temporarily alter an inanimate object to make itappear more valuable than it is. Copper coins becomegold, a rusty sword becomes a blade worthy of a king, and

a walking stick becomes a carved and enameled cane. Theobject's value increases by a minimum of 10x.The Knot UntiedRange: SelfDuration: InstantCasting Time: 1 minuteArea of Effect: SelfResistance: N/AIngredient: A piece of paper covered in guilded

writingIf you cast this spell when facing a catch-22, impasse,puzzle, trap, or mystery that can be solved solely throughinspiration or deduction. If the spell is successful, youlearn a piece of information which can push you towardthe puzzle's solution.

The Law of FluidRange: TouchDuration: InstantCasting Time: -4Area of Effect: One pint of fluidResistance: N/AIngredient: A pinch of sulfurYou cause up to a pint of fluid to become an extremelypowerful acid. Anyone splashed by the acid takes 2d4damage, and after 2d6 rounds, their armor is corroded andreduced in effect by one step. If this reduces the protectionto 0, the armor is destroyed. A pint is enough to burnthrough a metal bar, a steel shackle, a thick chain, or aniron lock.

Transformation of MetalRange: TouchDuration: PermanentCasting Time: 1 minuteArea of Effect: One metal objectResistance: NoneIngredient: A charm shaped like a hammer and anvilYou transform one metallic object into another one. Thisdoes not change the type of metal, only its shape. Youcould turn swords to plowshares, or gold thread to coins,but not lead to gold. The amount by which yourChanneling Proficiency beats the target number determinesthe craftsmanship of the new item. You may not castTransformation of Metal on magical items.Transmutation of FluidRange: 30 yardsDuration: InstantCasting Time: -4Area of Effect: 20 gallons x Magic RatingResistance: NoneIngredient: A mouthful of near-boiling waterYou cause an amount of liquid in your line of sight toinstantly boil away into steam. The steam is hot, but notenough to cause any damage.Trial and ErrorRange: SelfDuration: 1 roundCasting Time: -4Area of Effect: 15 yard radiusResistance: NoneIngredient: An empty glass vial

You use the power of Chamon to guide your allies withinthe area of effect. Until the beginning of your next turn,every character may reroll any one roll of their choice. Thesecond roll is final.

Fifth LevelBreach the UnknownRange: TouchDuration: InstantCasting Time: 1 minuteArea of Effect: One objectResistance: N/AIngredient: A dram of ruby sulphur extractWhen you cast this spell, you unlock all the secrets of theobject, such as the material composition and any specialproperties it may possess. In the case of potions or magicalitems, you learn one fact about it for every 2 points bywhich you beat the target number to cast Breach theUnknown. If the item is cursed, tainted, or otherwisebaneful, you learn those facts last.

Enchant ItemRange: TouchDuration: 1 hour/Magic RatingCasting Time: 1 minuteArea of Effect: One itemResistance: N/AIngredient: A griffon's featherYou can temporarily enchant an item to give you a +1bonus to one of your attributes or type of rolls. Form mustfollow function. A pair of boots could provide +1 Agility, abrooch could provide +1 Presence, and a sword mightprovide +1 to hit, for example.Transmutation of the Unstable MindRange: TouchDuration: PermanentCasting Time: 10 minutesArea of Effect: One insane targetResistance: NoneIngredient: A page from a book written by a madmanYou attempt to transform a sick mind into an unstable one.This spell may be used to cure madness, insanity, or othermental ailments. If the spell is successfully cast, makeanother Channeling Proficiency check, with the targetnumber determined by the degree of insanity. A successcures the malady, while a failure makes it worse. Youcannot cast this spell on yourself.

Sixth LevelLaw of GoldRange: 30 yardsDuration: 1d10 roundsCasting Time: -6Area of Effect: One magical itemResistance: NoneIngredient: A small golden sheath worth 75gYou enshroud a single magic item in winds of Chamon,suppressing its powers. It loses all magical abilities for thespell's duration.

Seventh LevelThe Body GuildedRitualIngredients: Fire kindled from a volcano, blessed

jeweler's tools, and at least 2000g of goldCasting Time: 12 hoursConditions: NoneConsequences: If you fail the casting roll, it goes arwy—

see below for specific effects.You permanently substitute your body parts with areplacement of gold. There are three version, depending onthe part you wish to replace. Replacing a finger or toerequires 2000 gold and is cast as a 3rd Level spell,replacing a hand, foot, ear, or nose requires 4000 gold andis cast as a 5th Level spell, and replacing an arm, leg, head,heart, or lungs requires 6000 gold and is cast as a 7th Levelspell. The ritual is always learned as 7th Level.Gilded body parts function exactly the same as part theyreplacing, including sense of touch or hearing. Specificparts also provide extra effects. The effects of a failedritual are in parentheses:

• Finger: Cosmetic only (Cosmetic only)• Toe: Cosmetic only (Cosmetic only)• Hand: You gain a +1 bonus per hand to tasks

requiring manual dexterity (you suffer a -1penalty to same).

• Foot: You gain a +1 bonus to resist fatigue oftraveling (you suffer a -1 penalty to same)

• Ear: You gain +1 bonus to tests to hear things perear (you suffer a -1 penalty to same)

• Nose: You gain a +2 bonus to tests to smell things(you suffer a -2 penalty to same)

• Arm: You gain +1 Strength and reduce all damagedone to you by 1 per arm (you suffer -1 Strengthper arm)

• Leg: Your movement rate increases by 1 and youreduce all damage done to you by 1 per leg (yourmovement rate is reduced by 1 per leg)

• Head: You get the benefits of two ears and a noseand also get a +1 bonus to all Mental Resistancechecks (you die)

• Heart: You no longer suffer emotional pain andgain a +2 bonus to resist persuasion, intimidation,and any attempt to sway your emotions (you die)

• Lungs: You no longer need to breath (breathingcauses horrible pain, giving you a -2 penalty onall actions)

Successfully performing the ritual on a body part that waspreviously the subject of a failed ritual overwrites thefailure with the bonuses from a success.

The Lore of Shadow“…which utilizes the Grey Wind, called Ulgu, and whosecolor is Grey, whose Lore is that of the Shadows, andwhose rune is the Sword of Judgement, and whosepractitioners are called Shadowmancers.”– From The Founding of the Eight Orders, credited toTeclis

First LevelFalse PromiseRange: 15 yardsDuration: 15 minutes/Magic RatingCasting Time: -1Area of Effect: One targetResistance: NoneIngredient: A pair of rose-tinted glassesFor the spell's duration, one target becomes excessivelyoptimistic and sees the world and surroundings in the bestpossible light. All attempts to fool or trick the target usingmundane methods gain a +4 bonus for the spell's duration.Mutable VisageRange: TouchDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One targetResistance: Physical 11Ingredient: A pinch of cosmeticsYou make your target subtly more or less attractive, but ina way that has an obvious effect on social situations. Theeffect is either a +2 or -2 adjustment to Presence (yourchoice) for the spell's duration. The target may make asuccessful Resistance check to avoid the spell.ShadowcloakRange: SelfDuration: 1 minute/Magic RatingCasting Time: -1Area of Effect: SelfResistance: N/AIngredient: A piece of charcoalYou cloak yourself in shadows, making it easier to hide.You gain a +4 bonus on all Stealth Proficiency checks.

Second LevelBewilderRange: 30 yardsDuration: 1 round/Magic RatingCasting Time: -1Area of Effect: One targetResistance: Mental 12Ingredient: A splash of aleThe target of your spell is assaulted with bizarre sensationsand feelings, making their actions random. Every round ofthe spell, they must roll percentile dice and consult thefollowing table:• 01-20 Befuddled: The target automatically acts

last in the round• 21-40 Wander: The target runs in a random

direction as determined by the GM.• 41-60 Attack!: The target attacks the nearest

character with all their might. If no one is withinrange, they charge the nearest character.

• 61-80 Do nothing: The target stands stupefied forthe round.

• 81-100 Curl into a ball: The target curls into thefetal position and counts as prone and helpless.

DoppelgangerRange: SelfDuration: 10 minutes/Magic Rating

Casting Time: 2 roundsArea of Effect: SelfResistance: N/AIngredient: A lock of hair from the target raceYou take on the appearance, including clothing, armor, andso on, of any other living humanoid creature under ten feetin height. The spell does not disguise your voice or smell,only your appearance. If you want to disguise yourself as aspecific member of the race, you may do so with asuccessful Disguise Proficiency check, otherwise you looklike an undistinguished member of the race.Eye of the BeholderRange: TouchDuration: 1 hour/Magic RatingCasting Time: -1Area of Effect: One chest-sized object or smallerResistance: NoneIngredient: A monstrous eyeballYou make an item the size of a chest or smaller appear tobe either worthless or valuable. Worthless items appearthreadbare, rusted, cracked, or simply badly made, whilevaluable items appear to have excellent craftsmanship andfine decorations. Anyone attempting to get an accuratevalue of the item suffers a -5 penalty.MindholeRange: 50 yardsDuration: SpecialCasting Time: -1Area of Effect: One targetResistance: Mental 12Ingredient: Fingernail clippings from the targetYou cause one target within the spell's range to completelyforget you exist. If they fail their resistance roll, they loseall memory of you and your activities within a maximumof the last week. They can still notice you as normal goingforward.Phantom FoeRange: 50 yardsDuration: 1 round/Magic RatingCasting Time: -1Area of Effect: One targetResistance: SpecialIngredient: A small fireworkOne target, who is watching a battle but not taking part,can see and hear enemies in the opposite direction from thecaster approaching them to attack. If actually hit by anattack, the target may make a Mental Resistance check of12 to see through the illusion.

ShadowhoundRange: SelfDuration: Until sunriseCasting Time: 1 roundArea of Effect: One shadowResistance: N/AIngredient: Clippings from the claws of a faithful

houndYou call forth a shadowy hound who will dog yourfootsteps and obey your commands. The hound hasstatistics of a normal dog, except it gains a +6 bonus to anyStealth checks and vanishes if it moves more than 50 yardsfrom you. Some Shadowmancers summon shadowcats,

shadowmonkeys, or even stranger things.

Take No HeedRange: SelfDuration: 5 minutes/Magic RatingCasting Time: -1Area of Effect: SelfResistance: Mental 12Ingredient: A pinch of nothing in particularYou become very easy to ignore. Anyone who wants toapproach and interact with you must succeed on a MentalResistance check to do so, even if they have already doneso recently. Even those who succeed on this check mustmake another check to remember any details other thanyour existence. The spell specifically affects its targets sothey attribute its effects to distraction, bad memory, andthe like.

Third LevelBurning ShadowsRange: SelfDuration: InstantCasting Time: -3Area of Effect: 20 yard radiusResistance: NoneIngredient: A dose of black lotus harvested in

shadowYou cause the shadows around you to burn like acid, doing1d6+1 damage to all targets on which a shadow from anylight source more powerful than a torch falls at themoment you cast the spell. Darkness is not a shadow, noris simply being indoors.Cloak ActivityRange: SelfDuration: 1d10 roundsCasting Time: -1Area of Effect: SelfResistance: Mental 13Ingredient: A sketch of your actionYou cloak your activities in an illusion of you performingsome other task. You can appear to be reading a bookwhile you're actually searching through the desk, or merelystanding in place while stabbing someone in the back.Anyone affected by your action may make a Resistancecheck to notice in time to react to it. If successfully cast,Cloak Activity also disguises the casting of the spell itself.Deep PocketsRange: TouchDuration: 1 hour/Magic RatingCasting Time: -3Area of Effect: One objectResistance: NoneIngredient: A black kerchiefThe spell is cast on an object of sword-size or less. For thespell's duration, you may carry that object without anyoutside evidence. If the object is used in any fashion itinstantly becomes visible, but otherwise it cannot bedetected without using magic. You may only carry onesuch object at a time, or on a sack with the spell cast on itthat carries a few pounds worth of items.

Face of the StrangerRange: Touch

Duration: Until sunriseCasting Time: -3Area of Effect: One targetResistance: SpecialIngredient: An item belonging to the targetFor the spell's duration, the target becomes a stranger toeven their closest friends, though not more than 13 peoplewill be affected. Even the target's own spouse will insistthat they do not know them, but anyone presented withsufficiently compelling evidence may make a MentalResistance check of 13 to shake off the spell. However,even if the spell fails, the target's friends will realize somesort of witchery is at work.

Pall of DarknessRange: 50 yardsDuration: 1 round/Magic RatingCasting Time: -1Area of Effect: 5 yard radiusResistance: NoneIngredient: The eye of a newtYou create a swirl of impenetrable darkness within the areaof effect, causing the usual penalties for darkness to allthose within. Even those who infrared vision cannot seethrough it.Shadow of DeathRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: SelfResistance: Mental 13Ingredient: A shred of cloth from the robes of a

wightYou use the power of illusion to make yourself lookfearsome. Anyone who fails their Mental Resistance checkis stricken with fear and suffers a -2 penalty on all actionswhen in your presence.ShadowsteedRange: SpecialDuration: SpecialCasting Time: 1 roundArea of Effect: SpecialResistance: N/AIngredient: A chip from a horse's hoofYou call forth a dark and shadowy steed who will bearyou, or someone else you indicate, without tiring and atgreat speed until they dismount or until dawn. The horsehas a normal horse's statistics, but also has the StealthProficiency at Grade IV and may gallop at top speed forthe spell's entire duration.ThrottlingRange: 10 yardsDuration: SpecialCasting Time: -3Area of Effect: One targetResistance: Physical 13Ingredient: A garrotte used to strangle someoneYou send inky ropes of darkness to strange any one targetwithin the spell's range. You can move while the spell is ineffect, but you must maintain your concentration to on it(preventing other attacks, spells, etc.) or the spell endsimmediately. If the target succeeds on their Resistance

check but the spell is maintained, they must make it againwith a -1 penalty the following round, and -2 the roundafter that, and so on until it is failed, at which point theybegin to take normal damage for aspyxiation.

Fourth LevelBlack HorrorsRange: 30 yardsDuration: 1 hour/Magic RatingCasting Time: -4Area of Effect: One patch of shadowResistance: Mental 15Ingredient: A hair from a vampireChoose one area of shadow in range, no more than 4 yardssquare. The affected area appears to writhe and convulsewith creatures so hideous as to defy description. Anyonewho attempts to enter or cross the space must make asuccessful Resistance check or be unable to enter.Blur the ImageRange: TouchDuration: 1 minute/Magic RatingCasting Time: -4Area of Effect: One targetResistance: NoneIngredient: A caterpillarFor the duration of the spell, the target cannot distinguish aparticular item or creature from any other of its type. Theobject must be of the type specified: all swords could bemade indistinguishable, for example, but a sword will notbe mistaken for an axe or a human for an elf. Likewise, aforged letter of marque could appear the same as allgenuine ones, but not as a letter of recommendation or ablank sheet of paper.Mockery of DeathRange: TouchDuration: 1 day/Magic RatingCasting Time: 1 roundArea of Effect: One targetResistance: Physical 14Ingredient: A corpse shroud buried at least a yearYou cause someone to appear and behave as though deadto all sight and inspection. The target can still sense theirenvironment, including sight if their eyes are open, butthey cannot move or act in any way. However, they stillrequire air and the other essentials of life. An unwillingtarget may make a Resistance check to avoid the spell.Shroud of InvisibilityRange: SelfDuration: 1d10 roundsCasting Time: -4Area of Effect: SelfResistance: N/AIngredient: A gossamer shroudYou shroud yourself with magic and vanish from sight forthe spell's duration. While you are invisible, you cannot betargeted with range attacks, and any melee attacks youmake gain a +4 bonus. Anyone with 3 yards of you maymake a Perception Proficiency check of 14 to spot you, atwhich point you can be attacked at a -5 penalty.

Wandering ShadowRange: Self

Duration: 1 minute/Magic RatingCasting Time: -5Area of Effect: SelfResistance: SpecialIngredient: A model of the casterThe caster's shadow detaches from their body and maytravel independently anywhere there is a light sourcecapable of casting a shadow. The caster shares theshadow's senses automatically, but must concentrate tomove it. It cannot be used to target spells or interact withthe physical world in any way, though anyway who sees itmust make a Mental Resistance check of 14 or suffer a -1penalty to their actions from fear. During the spell'sduration, you cast no shadow.

Fifth LevelDread AspectRange: SelfDuration: 1 minute/Magic RatingCasting Time: -3Area of Effect: Any who view youResistance: Mental 15Ingredient: A shred of cloth from the robes of a

wightYour make yourself look like a horrific creature ofnightmare. Anyone who looks at you and fails theirResistance check will run screaming in terror.Shadow KnivesRange: 30 yardsDuration: InstantCasting Time: -2Area of Effect: One or more targetsResistance: NoneIngredient: A cold iron knifeYou summon up a number of shadowy daggers equal toyour Magic Rating and throw them at one or more targets,doing 1d10+2 damage per target. Shadow Knives ignore allnon-magical armor.

ShadowbridgeRange: 5 yardsDuration: 1 minute/Magic RatingCasting Time: -5Area of Effect: 15 yards by 2 yard spanResistance: N/AIngredient: A silken threadYou create a bridge made of the substance of shadowacross a chasm. It cannot be larger than the area of effect,requires an anchor at either side, and is no stronger thanthe substance that supports it at either end. You maydismiss the Shadowbridge at will.ShadowleapRange: 30 yards x Magic RatingDuration: InstantCasting Time: -5Area of Effect: SelfResistance: N/AIngredient: Soot from a chimney which has burned

all nightYou may step into a shadow no smaller than 2 yards acrossand reappear in any other shadow in the spell's range. Ifthe destination shadow is smaller than 2 yards across, the

spell simply fails. When you travel, roll a ChannelingProficiency check of 11. If you fail, consult the followingchart:• 9-10: You arrive upside down, and must spend an

action righting yourself• 7-8: You land in the wrong shadow 1d6 x 10

yards away from your destination• 5-6: You lose time in the shadow, arriving 2d10

rounds after you left, though it seemsinstantaneous to you

• 3-4: All your belongings other than the clothes onyour back vanish in transit

• 1-2: You take 2d8 damage from the shadows.Substance of ShadowRange: TouchDuration: SpecialCasting Time: 1 roundArea of Effect: One item or creatureResistance: NoneIngredient: A perfectly round piece of velvet clothYou transform a single creature or object up to the size ofan armoire into shadow. The target becomes invisible,silent, and partially insubstantial—others cannot affect thetarget physically, but the target can still physically affectanything it normally could. The spell lasts as long as thetarget remains entirely in shadows. Darkness or beingindoors does not constitute shadow for the purpose of thisspell.

Sixth LevelIllusionRange: 50 yardsDuration: 1 round/Magic RatingCasting Time: 2 roundsArea of Effect: 10 yard radiusResistance: Mental 16Ingredient:You create an illusion in the target area that appears nearlyperfect, complete with accurate sights, sounds, and smells.It can look like anything you desire. Anyone who hasreason to suspect its illusory nature may roll a MentalResistance check; success means they see through theillusion. You must give the illusion your full concentrationand are only able to move while maintaining it. You maymaintain the illusion after the duration expires by making asuccessful Channeling Proficiency check of 15 for eachround of additional duration.Universal ConfusionRange: 30 yardsDuration: 1 round/Magic RatingCasting Time: -3Area of Effect: 15 yard radiusResistance: Mental 16Ingredient: The eyes of a chimaeraThis is a more potent version of Bewilder that can affectmultiple targets at once.

Range:Duration:Casting Time:Area of Effect:

Resistance:Ingredient:

SourcesWarhammer Fantasy Roleplay by Chris Pramas et al.Realms of Sorcery by T.S. Luikart, Chris Pramas, Robert J. Schwalb, Marijan von Staufer, and Jeff TidballTome of Salvation by Eric Cagle, David Chart, Andrew Kenrick, and Andrew LawTome of Corruption by Robert J. Schwalb et al.Realm of the Ice Queen by David Chart, Steven Darlington, Andy Law, and Graham McNeillEtceteronomicon by Steve DarlingtonYe Addendonomicon by Steve Darlington