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.

Without a Teacher: You need to spend 1 week per spell circle studying (no adventuring), and must pay a fee (see below) that increases with the power of the spell.

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

8th and 9th can only be obtained through special means

Ye Grandee List of spells

Spell Circle/No.123456789
1Touch of heatMartial TranceBurning BloodMolten ScourgeFlame StrikeSkull TrapProtection from MagicAlter RealityWish
2Blade FistsFire FloodFire WardConflagrationBurning AdrenalineDelayed Blast FireballMantleWail of the Bavan CeAbsolute Immunity
3FirecallRiddle of SteelFireballSteelskinPreservationGlobe of InvulnerabilityGateHorrid WiltingInstant Channeling
4SanctuaryHymn of LightRebuke the nightNeutralize PoisonRomance of the Dragon BreathsDeath Spell-Power WordMaximize Channeling
5Touch of LightDestroy Undeadcure diseaseDeath WardLower ResistanceHoly Word-MazeThe Black Blade of Disaster
6LightRebuke the NightContinual LightSunraySpark of LifeBlood Resurrection--Chain Channeling
7Detect EvilHold PersonInflict QualmsTonguesHeal---Freedom
8Mace of StunningPeacebondProtection from Evil 10’ radiusWeapon of Old----Spell Strike
9Shield-Invisibility Purgeremove CurseBlue Fire Shield----
10True StrikeFogWind WallRed Fire Shield----
11FogJumpDispel MagicWind of Glory-----
12Infernal Healing-Lightning BoltResilient Sphere-----
13Orb of ChaosImmolationDire Charm Person------
14Protection FieldInvisibilityInvisibility 5mGreat Invisibility-----
15Detect MagicGhoul TouchHastePolymorph-----
16Read MagicKnockFire BoltSecret Word-----
17Comprehend LanguagesResist Fear-Stoneskin-----
18Protection from PetrificationStrength-Bestow Misfortune-----
19Unseen ServantWebArmorPyrokinesis-----
20Sleep-SlowBanish-----
---Artificial Life------
---Invisibility Purge 10m------

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.

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

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 points 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 field plate armor (AC 2). It is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration runs out.

4th Circle

Weapon of Old

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