Spellbook

Spell Circles:

Spells

Keep in mind that most Priests have a fixed spell list (your Icon’s name will show up in the Sphere tab). Magic-Users can learn any spell they find a teacher for. Priests do not need a teacher, but must meditate at a sufficiently large temple to gain access to a new spell circle.

With a Teacher: You need to spend a week training the new spell.

Without a Teacher: You need to spend 1 week per spell circle studying (no adventuring), and must pay the cost for ressources (see below) that increases with the power of the spell. You must also have access to a written form of the spell that is to be learned (spell book or scroll)

Fees: 1st - 100gp, 2nd - 400gp, 3rd - 1’000gp, 4th - 2’000gp, 5th - 4’000gp, 6th - 10’000, 7th - 50’000

The grand list of spells

Spell Circle/No.1234567
1Touch of heatMartial TranceBoiling BloodMolten ScourgeFlame StrikeSkull TrapProtection from Magic
2Blade FistsFire FloodElemental WardConflagrationBurning AdrenalineDelayed Blast FireballMantle
3FirecallRiddle of SteelFireballSteelskinPreservationGlobe of InvulnerabilityGate
4SanctuaryRites of the SunMiniature MeteorsNeutralize PoisonRomance of the Dragon BreathsDeath SpellThe Black Blade of Disaster
5Touch of LightDestroy Undeadcure diseaseDeath WardLower ResistanceHoly WordMaze
6LightRebuke the NightContinual LightSunraySpark of LifeBlood ResurrectionFreedom
7Detect EvilHold PersonInflict QualmsHeroismHealDawnHorrid Wilting
8Mace of StunningPeacebondProtection from Evil 10’ radiusWeapon of OldCrushing Fist of MitraCall Meteor
9ShieldBarkskinInvisibility Purgeremove CurseBlue Fire ShieldBerserker Spirit (Tenser’s Transformation)Limited Wish
10True StrikeElectrifying MantleWind WallRed Fire ShieldDragon CallGreat Resilient SphereSummon Fiend
11FogJumpDispel MagicWind of GloryBreach ShieldGreat HastePierce Shield
12Infernal HealingMirror ImageLightning BoltResilient SphereCommandWarding WhipDancing Sword
13Orb of ChaosAcid ArrowDire Charm PersonCall HeroChaosSunfireRestoration
14Protection FieldInvisibilityInvisibility 5mGreat InvisibilityCloudkillMisleadPhantasm of the Self (project image)
15Detect MagicGhoul TouchHastePolymorphPermanencyContingencyEarthquake
16Read MagicKnockFire BoltSecret WordDeathrayReverse ChannelingNon-Detection
17Comprehend LanguagesResist FearResist MagicStoneskinTrue SightSpell Deflection-
18Protection from PetrificationStrengthArtificial LifeBestow MisfortuneLower ResistanceMagical Gag (power word: silence)-
19Unseen ServantWebArmorPyrokinesisHold MonsterChain Lightning-
20SleepLuckSlowBanishCone of ColdDeath Spell-

Spell descriptions

Example spell

Sphere: Where this spell comes from. If a cleric’s god’s name stands here, that cleric can potentially use it given that he is sufficiently powerful.

Circle: the spell’s circle. You can always substitute a higher level spell slot for a lower circle spell.

Range: Touch: you need to be in melee with the target and you need to succeed in an attack against AC9, The Caster: you can only target yourself, otherwise this is just a distance between the caster and the target.

Duration: The time before the spell ends. If no value is given, the spell is permanent until dispelled. for reference, 1 round = 1 minute, 1 turn = 10 minutes. If a spell ends immediately when it’s complete, the duration is Instantaneous

Casting Time: This is important. Before initiative is rolled, you have to declare the use of a spell. The spell comes into effect at the described time. Instant: The spell goes at any time the caster chooses, first come, first serve. Your Turn: the spell goes when you could do an action. End of Turn: The spell goes when all parties have acted. A specific time, e.g. 5 rounds, can also be given. In such a case, the spell behaves like an “End of Turn” one in regards to casting time.

Area of effect: usually given in a radius, or if targeting is limited, it is stated here who is targetable.

Saving Throw: This indicates wether there is a chance to save against the saving throw (Yes/No) and if so, what a successful saving throw’s effect is. Negates: a successful saving throw means the spell has no effect. Halves: the effects still apply, but any damage and/or duration is halved.

Then a description follows

1st circle

Touch of Heat

Sphere: Evocation Armok, Fire

Circle: 1

Range: Touch

Duration: Instantaneous

Casting time: your turn

Area of Effect: 1 individual

Saving Throw: No

This spell infuses the target either with new energy, restoring 1d6+1 Hit Points, or hurts it with searing pain, dealing 1d6+1 fire damage and causing second degree burns. The heat can also be used to heat other objects, such as a cooking pot.

Blade Fists

Sphere: Alteration, Armok, Metals

Circle: 1

Range: The Caster

Duration: 1 round/level

Casting Time: Instant

Area of Effect: n/a

Save: No

Your forearms extend and mold into blades of divine metal. During this transformation, your drop everything held in your hands. Each blade enables you to make an attack, giving 2 armed people 2 attacks per round. The blades penetrate nullify physical resistance and can even cut through stone. Since you no longer have hands, you cannot grasp anything or wield object.

Firecall

Sphere: Fire, Armok, Evocation

Circle: 1

Range: 60m visual range

Duration: Instantaneous

Casting Time: your turn

Area of Effect: 30cm radius around the target, which must be on the ground or another surface

Save: Negates

This spell conjures a pillar of fire. First the ground blackens, the air gets hot, giving any would be targets a chance to jump away. Then a burst of flame erupts, burning anyone standing in the area of effect for 2d8 fire damage.

Sanctuary

Sphere: Elrath, Light, Protection

Circle: 1

Range: 10m, visual range

Duration: 1 turn

Casting time: your turn

Area of Effect: 1 individual

Save: No

This spell protects the target in a sphere of light. Anyone attempting to strike or shoot at the target with a weapon or touch them with a spell, must save vs. spell or the attack fails. Note that this does not include spells fired from range (like magic-missile) nor does it protect the target from area of effect attacks (such as the blast of a Fireball or other kind of explosion). Undead are especially repulsed by the spell and must make their save at -4.

Touch of Light

Sphere: Elrath, Light, Sun

Circle: 1

Range: Touch

Duration: Instantaneous

Casting Time: Your turn

Area of Effect: 1 individual

Save: No

This spell can either invigorate a target with new strenth, restoring 1d6+1 Hit Points, or smite it with magic for 1d6+1 fire damage. Undead are especially vulnerable to this specific spell and suffer double the damage if it is used on them.

Light

Sphere: Elrath, Light, Sun

Circle: 1

Range: 120m

Duration: 1 turn / level

Casting Time: your turn

Area of Effect: any surface, object or individual

Save: Negates

This spell causes an object or a surface area of the approximate surface area of 30cm x 30cm. If a creature fails the saving throw, it is blinded, its eyes becoming milky white with a faint glow. A blinded creature incurs -4 on melee attacks and cannot attack or use spells at range. A Light spell can dispel magical darkness created by the Darkness spell and removes blindness caused by such a spell. All Undead are immune to a Light spell’s blindness and will instead be illuminated as if they were a lifeless object.

Detect Evil

Sphere: Divination, Mitra, Law

Circle: 1

Range: The caster

Duration: 1 turn

Casting Time: your turn

Area of Effect: visual range of the caster up to 200m

Save: No

The caster’s eyes take on a purple glow, and any creature’s body that means him harm (read: that is attacking or about to attack or contemplating attacking) and is in his field of vision, begins to glow faintly purple all over its body. This glow recedes a moment later after the caster’s gaze has shifted from the creature. This glow can be seen by anyone.

Mace of Stunning

Sphere: Conjuration, Mitra

Circle: 1

Range: the caster

Duration: 1 turn

Area of Effect: 1 blunt weapon

Save: No

You can enchant a mace or other blunt weapon that you are wielding to stun a target upon a hit. The stun lasts for one round and the target cannot act, except to defent themselves. Other people cannot use the stunning quality of the mace. The enchantment lasts for 1 Turn.

Shield

Sphere: Abjuration, Protection, Mitra

Circle: 1

Range: The caster

Duration: 1 turn / level

Casting Time: your turn

Area of Effect: -

Save: No

The spell erects a barrier close to the caster’s skin, that protects him like a suit of chainmail, effectively providing an AC of 5. If the caster then dons a suit of armor, or is already wearing one, he takes on that armor’s AC, as long as it is equal or better than the Shield spell’s AC. The barrier weighs nothing and does not restrict the caster’s movements. When hit by a Magic Missile, the spell absorbs one such missile and is immediately dispelled, possibly letting through further Magic Missiles.

True strike

Sphere: Enchantment, Ylath

Circle: 1

Range: Touch

Duration: 2 rounds

Casting Time: Instant

Area of Effect: 1 individual

Save: No

The subject of this spell gains a bonus of +20 to their next attack roll. After the attack is made the spell ends, regardless of the outcome.

Fog

Sphere: Air, Water, Ylath, Conjuration

Circle: 1

Range: The Caster

Duration: 1 hour / level

Casting Time: End of Turn

Area of Effect: one 20m x 20m x 20m Cube / level

Save: No

The caster conjures a cloud of thick fog from his mouth, ears and nostrils. The caster can direct the cloud and any fog part of the cloud to any position he can see, even have it flow through cracks and gaps, but he cannot compress the fog in any way. Neither the fog nor the water it is composed of is magical in nature and one 20m x 20m x 20m segment of fog consists of about 0.4 liters of liquid water.

Infernal Healing

Sphere: Underworld, Norno, Necromancy, Chaos

Circle: 1

Range: Touch

Duration: 3 turns

Casting Time: instant

Area of Effect: 1 injected individual

Save: No

The caster injects a living creature with a needle that has been dipped in holy water. Through calling upon the underworld, the holy water is turned into demons’ blood. Once the demons’ blood has been injected, it rejuvinates the creature. While the spell lasts, the creature regains 1 Hit Point each round. While the demons’ blood is active, the creature is seen as ‘tainted’ by demons, who will have a generally favourable opinion towards it.

Orb of Chaos

Sphere: Evocation, Chaos

Circle: 1

Range: 30 meters

Duration: Special

Casting Time: Instant

Area of Effect: 1 individual or object

Save: Negates

The Orb of Chaos spell creates a sphere which the caster throws at an enemy, no to hit roll is necessary. Effects of the orb depend on a dice roll and the caster’s level. At 1st to 4th level, roll a 1d4 and the die’s result on the table below is that orb’s effect. At 5th to 8th level, roll a d6. At 9th or above, roll 1d8. The respective die’s result is also the damage dealt to the target.

ResultEffect
1No further effect
2Blinds the target for 1 round
3Burns the target for an additional 1d8 fire damage
4Blinds the target for 1 turn
5Stuns the Target for 3 rounds
6Deals 1d8 strength damage
7Turns the target into stone
8Kills the target instantly

Protection Field

Sphere: Abjuration, Protection

Circle: 1

Range: Touch

Duration: 1 turn

Casting Time: your turn

Area of Effect: 1 individual or object

Save: No

This spell creates a barrier around the target. When the spell comes into effect, the caster specifies a cosmic affiliation, such as a specific Deity or Jötun or Demons in general. Alternatively they can choose between Law and Chaos. Once the choice has been made, it cannot be altered. Servants of the specific power cannot physically penetrate the barrier with their hands or other appendages. Contact with weapons or other implements is not affected. The barrier has no effect, as long as the protected is forcing the barrier onto someone.

Detect Magic

Sphere: Divination, Mera

Circle: 1

Range: The caster

Duration: Instantaneous

Casting Time: Instant

Area of Effect: 30m radius around the caster

Save: No

The spell causes every magical object or creature in the area of effect to glow blue for a short time.

Comprehend Languages

Sphere: Divination, Mera

Circle: 1

Range: Touch

Duration: 1 turn / level

Casting Time: your turn

Area of Effect: 1 individual

Save: No

The creature is able to understand any spoken language for the duration of the spell.

Protection from Petrification

Sphere: Abjuration

Circle: 1

Range: Touch

Duration: 1 hour / level

Casting Time: your turn

Area of Effect: 1 individual

Save: No

This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. Exceptions to this are the Flesh to Stone and Orb of Chaos spells.

Sleep

Sphere: Enchantment

Circle: 1

Range: The caster

Duration: 1 turn

Casting Time: your turn

Area of effect: 100m radius around the caster

Save: No

Sleep puts 2d8 Hit Dice of enemies to sleep. The spell only affects creatures that have at most 4+1 Hit dice and affects the weaker creatures first (in terms of Hit Dice).

Unseen Servant

Sphere: Conjuration

Circle: 1

Range: 10 meters

Duration: 1 turn / level

Casting Time: 2 rounds

Area of Effect: -

Save: No

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It is very weak and can lift at most 10 kilograms (and only exert the same amount of force, not enough to trigger most traps) and drag only a single item. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. This servant cannot fly, climb, or even swim (though it can walk on water).

6HP, AC9, MV2, ML12, F0, cannot attack, 0XP

2nd circle

Martial Trance

Sphere: Blood, Armok, Alteration

Circle: 2

Range: Self

Duration: 1 turn

Casting Time: Your turn

Area of Effect: 20m radius

Save: No

All creatures affected gain +1 to hit, +2 to damage and 3 hit points. After 10 of activity they will be fatigued and take -2 to hit and -2 to damage (minimum 1) until they rest for 10 minutes. Spell affects the caster’s party and allies they choose.

Fire Flood

Sphere: Evocation, Armok, Fire

Circle: 2

Range: Self

Duration: Instantaneous

Casting Time: Your turn

Area of Effect: 3m radius

Saving Throw: halves

The Spell causes a concentric wave of flames to erupt from where the caster is standing. The wave is 3 meters high and travels for 3 meters, effectively burning everyone standing close to the caster. Everyone so burned takes 1d8 fire damage. The damage increases to 2d8 at 5th level and 3d8 at 10th level.

Riddle of Steel

Sphere: Armok, Metals, Alteration

Circle: 2

Range: Touch

Duration: 12 turns

Casting Time: End of Turn

Area of Effect: 1 touched weapon

Saving Throw: -

A weapon is enchanted to overcome physical damage resistance, negating it. Physical damage immunity is reduced to physical damage resistance whenever the weapon hits. The Weapon must be entirely made out of metal. Arrow- and boltheads can be enchanted one at a time.

Rites of the Sun

Sphere: Elrath, Law, Light, Protection, Alteration, Abjuration

Circle: 2

Range: Self

Duration: 12 turns

Casting Time: Your turn

Area of Effect: Allies in 20m radius

Saving Throw: special

This spell confers the blessing of Elrath upon the caster’s allies. They gain +1 to hit and +1 to damage on their attacks. For the duration of the spell they are also surrounded by a shimmering, visible light effect. Any undead creature striking at someone so protected must save vs. spell to overcome the holy aura. A failed saving throw indicates that the undead is dazzled and frightened by the light and the attack fails.

Rebuke the Night

Sphere: Elrath, Law, Enchantment

Circle: 2

Range: 50m

Duration: Instantaneous

Casting Time: Your Turn

Area of Effect: 50m radius

Saving Throw: special

This spell compells 2d8 Hit Dice worth of Night Creatures to run away and disappear from whence they came. If channeled unto a single night creature it must save vs. spell at +4 or be destroyed.

Destroy Undead

Sphere: Elrath, Necromancy

Circle: 2

Range: Self

Duration: Instantaneous

Casting Time: your turn

Area of Effect: 50m radius in visual range

Saving Throw: Special

This spell destroys 1 Hit Die worth of undead around the caster for every level they have. If channeled onto a single undead it must save vs. death or be destroyed. The target of such a channeling recieves a bonus of +1 for every level it is above in level compared to the caster.

Hold Person

Sphere: Mitra, Enchantment

Circle: 2

Range: 20m

Duration: 1 turn/level

Casting Time: Your Turn

Area of Effect: 3m radius

Saving Throw: negates

The spell paralyzes 1d4 targets. The targets must either be humanoids no bigger than Ogres or monsters that have less than 4 Hit dice. A 7th level fighter could for example be affected, but a 8 Hit Dice Giant could not.

Peacebond

Sphere: Law, Mitra, Conjuration

Circle: 2

Duration: 1 round

Casting Time: Instant

Area of Effect: 50m radius

Saving Throw: No

When this spell takes effect, no weapon may be drawn, readied properly for the duration of the spell. A purple bond that repells the user’s hands lays on the handles and blades. Already drawn or readied weapons become dull, too heavy or misfire if used.

Barkskin

Sphere: Jura, Nature, Alteration

Circle: 2

Range: Touch

Duration: 1 turn

Casting Time: Your turn

Area of Effect: 1 creature

Saving Throw: -

The Skin of the affected creature becomes as hard as bark. If the target is unarmored, its regular AC improves to 6 (before factoring in shield and dexterity bonuses). In addition, all saving throws that concern the skin, e.g. the poisonous sting of a giant scorpion, recieve a bonus of +1.

Electrifying Mantle

Sphere: Ylath, Lightning, Evocation, Alteration

Circe: 2

Range: Self

Duration: 1 turn

Casting Time: your turn

Area of effect: the caster

Saving Throw: special

Electricity sparkles over the caster. The electricity does not harm the caster. Anyone trying to strike or touch the caster must save vs. spell or take 1d8 lightning damage.

Jump

Sphere: Ylath, Alteration

Circle: 2

Range: Touch

Duration: 1 turn/level

Casting Time: Instant

Area of effect: 1 creature

Saving Throw: -

For the duration of the spell, the affected creature can jump 10 meters up from standing and jump 10m across from standing. A running start only increases the jump’s range by the distance that the creature could normaly achieve by such a feat. Leaping in this way confers a movement rate of 30 on the ground, which is faster than a speedy horse even. Keep in mind that this spell does not slow one when falling from the 10 meters that it allows one to jump into the air!

Mirror Image

Sphere: Illusion, Malassa

Circle: 2

Range: Self

Duration 1 turn/level

Casting Time: instant

Area of effect: the caster

Saving Throw: -

This spell appears to create a clone of the caster for every level they have, so called mirror images which are in fact illusions that cannot manipulate the world around them. The mirror images perform the same action that the caster does and are visually indistinguishable from the caster as well as from eachother, though they always detect as magical while the caster might not. The mirror images are always close by the caster and for any attackers, be it melee, ranged or touch attacks, there is a chance to miss the caster equal to 100 divided by the number of mirror images (the caster counts as a mirror image in this regard). When such a “miss” occurs, the attacker has instead struck a mirror image which automatically stops existing. The mirror images disappear at the end of the spell’s duration.

Acid Arrow

Sphere: Conjuration

Circle: 2

Range: 30m, visual

Duration: 1 round + 1 round/4 levels (round down)

Casting Time: Your turn

Area of Effect: 1 target

Saving Throw: No

This spell conjures an arrow composed of acid that is already in flight towards the target. The arrow unerringly finds the target and deals 1d8 acid damage every round for the duration of the spell.

Invisibility

Sphere: Illusion, Malassa

Circle: 2

Range: Touch

Duration: 1 round/level

Casting Time: Your turn

Area of Effect: 1 target creature or object.

Saving Throw: -

The target becomes invisible for the duration of the spell. Whenever an invisible creature does anything besides moving around, e.g. touching something, attacking, casting a spell, the invisibility is broken and only returns on the begin of the creature’s next turn. Invisible creatures can still be detected through dwarven heat vision, insofar they are warm blooded. The spell does not cancel out any noise made by the creature or the things on its person. Smells emenating from the creature can still be percieved as well. Invisible objects do not break invisibility when they are touched, but behave similarly to creatures.

Resist Fear

Sphere: Enchantment, Abjuration

Circle: 2

Range: 5m

Duration: 1 turn/level

Casting Time: Instant

Area of Effect: 10m radius

Saving Throw: No

This spell protects the affected creatures from magical and supernatural fear such as the kind that Night Creatures and Undead can cause. Any existing fear effect is removed and replaced by Resist Fear. This spell does not increase the morale of the affected creatures in any way.

Strength

Sphere: Alteration

Circle: 2

Range: touch

Duration: 1 turn

Casting Time: End of Turn

Area of Effect: 1 target

Saving Throw: Yes

This spell imbues the target with almost superhuman strength, setting its strength ability score to 18. If the target has more than 18 strength already, it is reduced to 18. As a rule of thumb, creatures that have no ability scores (i.e. Monsters) instead recieve +2 to hit and +2 to damage. Giants and other big creatures on the other hand are weakened by this spell, recieving -2 to hit and -2 to damage.

Web

Sphere: Conjuration

Circle: 2

Range: 20m

Duration: 4 Hours

Casting Time: End of Turn

Area of Effect: 1 target

Saving Throw: No

Web creates a many-layered mass of strong, sticky strands. Creatures caught within a web become entangled among the gluey fibers. Entangled creatures canÊt move, but can break loose depending on their strength. Any being with strength in a human range can break free of the webs in 2d4 turns. Creatures of higher strength or magically augmented strength above 18 can break free in 4 rounds. The strands of a web spell are flammable. All creatures within flaming webs take 1d6 points of fire damage from the flames for 2 rounds. After this time surviving creatures are free of the webs.

Luck

Sphere: Alteration

Circle: 2

Range: touch

Duration: 1 turn/level

Casting Time: instant

Area of Effect: 1 target

Saving Throw: No

The target is imbued with luck, granting +1 to any rolls made for the duration.

Ghoul touch

Sphere: Necromancy, Undead

Circle: 2

Range: Touch

Duration: 5 rounds

Casting Time: Instant

Area of Effect: The caster

Saving Throw: Negates

Description: When the caster completes this spell, a red glow encompasses his hand. When the wizard makes a successful melee attack against a creature, that creature is paralyzed as if touched by a ghoul. The touched creature must make a saving throw vs. spell or be paralyzed for 5 rounds.

Knock

Sphere: Alteration

Level: 2

Range: Visual range of caster

Duration: Instant

Casting Time: Instant

Area of Effect: 1 Object

Saving Throw: None

The knock spell opens locked, held or wizard-locked doors. It opens secret doors, as well as locked boxes or chests. It does not raise barred gates or similar impediments. The size of the door is irrelevant.

3rd Circle

Boiling Blood

Sphere: Evocation, Alteration, Armok

Circle: 3

Range: 30 meters

Duration: 1 round/level

Casting Time: Your Turn

Area of Effect: 1 target

Saving Throw: Negates

The target’s blood begins to heat up rapidly, eventually reaching the boiling point. Each round the target suffers 1d6 points of fire damage (but does not erupt in flames). Everytime the target falls to 5 or fewer Hit points the boiling point is reached and a save vs. death must be made or the target dies.

Fireball

Sphere: Evocation, Armok

Circle: 3

Range: 50 meters

Duration: Instantaneous

Casting Time: End of Turn

Area of Effect: 10m radius

Saving Throw: halves

The caster shoots a flaming sphere of fire that unerringly finds its target in a straight line. Upon contact, the sphere explodes in a fiery explosion dealing 1d6 fire damage per level of the caster and possibly ingiting nearby flammables. This spell does not work underwater.

Cure Disease

Sphere: Ylath, Necromancy

Circle: 3

Range: touch

Duration: Instantaneous

Casting Time: Your Turn

Area of Effect: 1 target

Saving Throw: No

This spell cures the target of all their acquired diseases. The spell does not cure heriditary syndromes or disorders. Green Slime is immediately destroyed by this spell.

Miniature Meteors

Sphere: Conjuration

Circle: 3

Range: the caster

Duration: 1 hour

Casting Time: Your Turn

Area of Effect: -

Saving Throw: No

The caster conjures flaming missiles into their hands. The number of missiles so conjured is one per level of experience. The caster is considered proficient with these particular missiles and the missiles deal 1d8 fire damage on a hit. The caster can throw up to 3 missiles per round, but cannot use their hands if they haven’t expended all their missiles. It is possible to empty the missiles out of one’s hands in a round by targeting the ground (and setting it on fire). In melee, the caster can use the missiles as flaming punches, dealing 1d8 fire damage on top of the regular unarmed strike damage.

Continual Light

Sphere: Elrath, Conjuration, Evocation

Circle: 3

Range: 50 meters

Duration: Permanent

Casting Time: Your Turn

Area of Effect: 1 target

Saving Throw: Yes, negates

This spell causes a lifeless object or a surface area of the approximate surface area of 30cm x 30cm to glow with a bright light. If a creature fails the saving throw, it is blinded, its eyes becoming milky white with a faint glow. A blinded creature incurs -4 on melee attacks and cannot attack or use spells at range. A Continual Light spell can dispel magical darkness created by the Darkness or Continual Darkness spell and removes blindness caused by such spells. All Undead are immune to a Continual Light spell’s blindness and will instead be illuminated as if they were a lifeless object. Unlike Light, Continual Light is permanent until dispelled.

Inflict Qualms

Sphere: Mitra, Enchantment

Circle: 3

Range: 100m

Duration: 3 rounds

Casting Time: End of Turn

Area of Effect: 1 target

Saving throw: Yes, negates

The target is suddendly stricken by qualms about their current course of action. If a save vs. Spell is failed, the target is affected skips their turn. Each round a new save vs. spell is allowed to act again. Undead or mindless creatures are immune to this spell.

Protection from evil 10’ radius

Sphere: Mitra, Abjuration

Circle: 3

Range: 10 meters

Duration: 1 turn

Casting Time: Instant

Area of Effect: 3m radius

Saving Throw: No

This spell erects a barrier against summoned creatures as well as Angels and Demons. The protected individuals are invisible and undetectable to such creatures unless the protected make a hostile move against the Angels or Demons. Summoned Creatures, Angels and Demons are also unable to touch or target so protected individuals with spells directly except when using weapons or other implements.

Invisibility Purge

Sphere: Mera, Abjuration

Circle: 3

Range: 10 meters

Duration: Instantaneous

Casting Time: Your Turn

Area of Effect: 5m radius

Saving Throw: No

This spell removes all instances of magical invisibility in the area of effect. Such effects include but are not limited to: Invisibility, great invisibility, Mislead. This spell does not dispel Illusions or Phantasms.

Windwall

Sphere: Ylath, Evocation

Circle: 3

Range: the caster

Duration: 1 round/level

Casting Time: End of Turn

Area of effect: 3m radius around the caster

Saving Throw: No

A small whirlwind begins to rage around the caster. The winds are so strong, that missiles are deflected if their target is standing within the Windwall. Gases are dispersed and have no effect on anyone within the Windwall. Small and/or light creatures have trouble moving inside a Windwall.

Dispel Magic

Lightning Bolt

1d6 lightning damage per level

Dire Charm Person

save at -4

Invisibility 5m radius

Haste

2/1 attacks and actions, double speed

Slow

1/2 attacks and actions, half speed

Resist Magic

Elemental Ward

Sphere: Abjuration

Circle: 3

Range: Touch

Duration: 1 hour/level

Casting Time: End of Turn

Area of Effect: 1 Individual

Saving Throw: No

This spell creates a barrier around the target. The barrier grants immunity to negative effects (such as damage) of an element of the caster’s choice. The elements are: Fire, Cold, Acid, and Lightning.

Artificial Life

Sphere: Creation, life, Golems

Circle: 3

Range: Touch

Duration: -

Casting Time: 1 Turn / HD to be animated

Area of Effect: 1 Object

Save: No

This spell can give life to a preconstructed Golem. The Materials to build any golem are equal in worth to its XP value. The caster must have at least as many Hit Dice (HD) or levels as the golem he’s trying to animate, or they will go berserk once animated. Golems have a habit of obeying commands verbatim, for good and for worse.

Straw: 1HD, AC9, MV12, ML12, 1d6, XP 19
Wood: 2HD, AC7, MV12, ML12, 1d8, XP 47
Clay: 3HD, AC6, MV12, ML12, 1d10, XP 95
Flesh: 5HD, AC5, MV12, ML12, 2d6, XP 650
Bone: 8HD, AC2, MV12, ML12, 4× 1d6, XP 2560
Stone: 9HD, AC1, MV12, ML12, 3d6, XP 2400
Brass: 10HD, AC0, MV12, ML12, 3d10, XP 3100, Splash
Iron: 11HD, AC0, MV12, ML12, 2× 2d6, XP 4400, Gas Generation

Brass Golems splash when struck in melee. The attacker must save vs. death or suffer 2d8 fire damage from molten brass splashing over them. Iron Golems produce gas inside them and can release it 3× every 24 hours, the type of which must be specified at creation. A guardian golem is usually given sleeping gas, to imprison the sleeping interlopers and question them, while a war golem will produce deadly poison gas (save or die)

Fire Bolt

Sphere: Fire, Armok

Level: 3

Range: 200m within Visual range

Duration: 1 round

Casting Time: 3

Area of Effect: Special

Saving Throw: Halves

This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage, plus 4d8 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. spell. The caster receives one bolt for every five experience levels beyond 5th (two bolts at 10th level, three at 15th level, etc.). All of the bolts will streak towards the target of the spell.

Armor

Sphere: (Conjuration/Summoning)

Level: 3

Range: 0

Duration: 5 turns

Casting Time: Instant

Area of Effect: The caster

Saving Throw: None

By means of this spell, the wizard creates a magical field of force that serves as if it were masterwork plate armor (AC 2). It is cumulative with Dexterity and, in the case of Battlemages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. Armor absorbs up to 3 magic missiles and is then dispelled. It lasts until successfully dispelled or until the duration runs out.

4th Circle

Weapon of Old

1 turn/level

conjures a weapon with a +3 to hit and +3 to damage bonus. Anyone is able to effectively wield this weapon.

Heroism

Enchantment

1 round/level

save negates

Imbues all allies (or enemies) with Heroism. Creatures with none or animal level intelligence are immune to the effects of Heroism. Creatures under the influence of a Heroism spell cannot retreat and will fight to the death. They also act uncontrollable in combat and will attack any enemies in sight immediately in the following order of preference and to the best of their abilities

1Powerful monsters (dragons, demons, giants etc.) serving enemy leaders, then the leaders themselves
2Commanders of great renown and enemy standards and banners
3Nobles and their retinues
4Cavalry
5Elite Footmen
6camp and headquarters
7Footmen
8Other

Such attacks will be made at full speed, regardless of army cohesion, intervening allies or other such considerations.

6th Circle

Dawn

Sphere: Elrath, Evocation, Conjuration

Circle: 6

Range: 60m

Duration 12 hours

Casting Time: 2 rounds

Area of Effect: 500 meter radius

Save: special

A lightsource of the intensity of the sun erupts nearby. The Caster and their nearby allies (living only), Elrath Priests and Crusaders are immune to all of the following effects: Undead must save vs. Death or be destroyed with undead of 4HD or lower being automatically destroyed. On a successful save, they still take 6d8 damage. Living creatures must save vs. spell or be blinded for 6 turns. Every creature, wether living or undead, takes 1 damage per round as long as they are affected.

7th Circle

Mantle

Casting Time: instant

Duration: 4 rounds

Area of Effect: the caster

When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with the very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.