Warhammer - Wayfarers Spells Conversion
Warhammer - Wayfarers Spells Conversion
Warhammer - Wayfarers Spells Conversion
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. 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 1st, 2nd, and 3rd 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 checkan 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 3rd or 4th, etc.). An ingredient is only good for one casting of a spell.
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.
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.
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 6th Level or to using the Magic Acuity proficiency.
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 Dark Magic: 4 skill points. The character can utilize Dhar, of the chart, available at Advanced Tzeentch Curse the corrupt mixture of the eight Winds of Magic, to fuel found here: http://www.strike-to-stun.net/downloads 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 th th Magic to cast, in which case they automatically receive an All spells of 7 and 8 Level, and some below, are Rituals great works of magic that require much more power than extra Chaos Die even if the caster decides not to Push. lesser spells, but have correspondingly greater effects. Meditation: 5 skill points. The character has a powerful Where ingredients are optional for lesser spells, they are ability to concentrate and focus even when the Winds of required for rituals, and provide no bonus if used. In Magic are difficult to manipulate. They may apply the addition, each ritual has consequences for failure in th th Aethyric Attunement Discipline to rituals of the 7 and 8 addition to any that caused by a Mishap. Levels.
Mishaps
Rituals
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.
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 New Spell: 1 skill point x level. The character learns a new or Wisdom (as determined by context), Resistance rolls are spell. Characters are not limited to learning spells of their Saving Throws of the appropriate type, and so on.
Conversion Notes
Enchant Hat
Aethyric Shield
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A metal rivet You weave the Winds of Magic into a tight ball around your hand, and may fight as though you had a shield in your off-hand. You may maintain the shield after the duration expires by making a successful Channeling Proficiency check of 8 for each round of additional duration.
Range: Self Duration: 1 hour Casting Time: 1 round Area of Effect: Self Resistance: Mental 10 Ingredient: A peacock feather Your wizard's hat becomes a beacon of style and fashion, causing awe in those who see it. Other wizards with lesser hats who fail the Resistance check suffer a -1 penalty to Intimidate, Leadership, Persuasion, or similar proficiencies. If two wizards both have enchanted hats, the one who rolled highest on the Channeling Proficiency check has the most impressive hat and the other suffers the penalty. The lesser wizard may recast Enchant Hat to make an even more impressive hat, if they desire. Enchanted hats have no effect on the public other than to point out that the wearer is obviously a wizard.
Ghost Step
Amusements
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A pair of leather gloves For the spell's duration, you may perform harmless but amusing tricks: pulling coins out of people's ears, making scarves disappear or reappear, pulling animals out of hats, and so on. Nothing produced by this spell lasts beyond the spell's duration.
Range: Self Duration: 30 minutes/Magic Rating Casting Time: 1 minute Area of Effect: Self Resistance: N/A Ingredient: A pinch of sand For as long as the spell lasts, you don't leave any visible tracks. Anyone trying to track you suffers a -4 penalty on their Tracking checks. You can still be tracked by scent.
Glorious Passage
Booming Voice
Range: Self Duration: One speech Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A bull's horn Your voice grows in volume such that you can be clearly heard up to 500 yards away while still not deafening anyone close by. The spell lasts until you finish speaking. Pausing for breath does not end it, but finishing the speech does.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A golden chain You blast your presence into the aethyr, alerting everyone around you that you are a wizard. Anyone with Witchsight will see a brilliant glow of your dominant Wind around you, and non-wizards will feel that respect should be paid. Shopkeepers will bow, crowds will part, animals will shy away, and so on. Mechanically, it provides a +1 bonus to the use of appropriate proficiencies, such as Animal Handling, Leadership, Persuasion, and so on.
Glowing Light
Drop
Range: Touch Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect: One item Resistance: N/A Ingredient: A drop of lamp oil (+1) For as long as you hold it, or until the duration expires, one item in your grasp will glow with light equivalent to a lantern.
Gust
Range:
Self
Duration: Instant Casting Time: -2 Area of Effect: 5 yard radius Resistance: N/A Ingredient: A bird's feather A small wind blows through the area around the caster. While strong enough to put out candles and blow papers around, it has no other effect.
Ingredient: A piece of flint A bluish-white flame springs forth from the your palm, providing light equivalent to a torch. It may also be used to kindle flammable objects. It lasts until you close your hand or cast another spell.
Move
Ill-Fortune
Range: Touch Duration: 1 day Casting Time: 5 minutes Area of Effect: One object Resistance: Mental 7 Ingredient: A crude doll of the target You enchant an object so that its bearer suffers a string of bad luck. For as long as they carry it, or until the duration expires, the bearer has a -1 penalty on all rolls.
Range: 10 yards/Magic Rating Duration: Instant Casting Time: -1 Area of Effect: 1/2 pound/Magic Rating Resistance: N/A Ingredient: A small fan You use magical force to manipulate light objects. One object within the spell's range may be moved a distance equal to half the spell's range. In addition, one unlocked door or chest in the spell's range may be opened or closed.
Illuminate Script
Range: Touch Duration: One hour/Magic Rating Casting Time: 2 rounds Area of Effect: One manuscript Resistance: N/A Ingredient: A drop of ink When casting the spell, the wizard touches a single piece of paper or other material no larger than one foot square. The writing begins to glow with a silvery light, making it readable even in pitch darkness and correcting for any degradation or illegibility, though it will not translate ciphers or foreign languages. The light is aethyric in nature and provides no other illumination.
Range: Self Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A freshly-plucked leaf Even in the heaviest downpour, you and all your belongings remain completely dry.
Life Bond
Range: Touch Duration: 1 day/Magic Casting Time: -1 Area of Effect: One target Resistance: Physical 9 Ingredient: The target's hair, nails, skin, or blood For the duration of the spell, if the target ever drops to 0 health points, you immediately know. If they are within 1 mile of you, you know what direction they're in.
Magic Dart
Range: 10 yards/Magic Rating Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: N/A Ingredient: A small dart A bolt of energy flashes out and strikes a single target for 1d4 damage, +1/Magic Rating. This spell may look like a blast of flame, claw marks suddenly appearing, a bolt of lightning, or something else, but it tends to match your dominant Wind.
Range: Touch Duration: 1 hour/Magic Casting Time: 2 rounds Area of Effect: One target Resistance: N/A Ingredient: The bones of an animal dead for a year Sometimes, instead of trying to force the Winds of Magic into a particular configuration, its better to just let them decide. This spell offers a random effect. Roll 1d10 and consult the results below: 1. The target thinks they are a toad. They crouch down, seek out swamps to lie in and flies to eat, etc. 2. The target becomes stinking drunk 3. The target's eyes glowing with eldritch light. 4. The target gains +1 Strength. 5. The target gains +1 Endurance 6. The target gains +1 Agility 7. 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 possess it.
Shock
Magic Flame
Range: Duration: Casting Time: Area of Effect: Resistance:
Range: Touch Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: Physical 8 Ingredient: A small pin You zap a single target with energy, stunning them for 1 round/Magic Rating unless a Resistance roll is made.
Sounds
Range: 10 yards/Magic Rating Duration: 1 round Casting Time: -2 Area of Effect: N/A Resistance: N/A Ingredients: A tiny bell You can create a phantom sound that emanates from the target location. The sound can be as soft as a whisper or as loud as a roar, but it cannot form words at all.
Casting Time: 1 round Area of Effect: One target Resistance: None Ingredient: A small bell The target is marked with an invisible symbol of their expulsion from the community. While only those with Witchsight can detect the mark, everyone feels unconsciously repelled by the target: their Presence suffers a -4 penalty for the spell's duration.
Speedy Slumber
Bind
Range: Self Duration: One night Casting Time: 2 rounds Area of Effect: Self Resistance: N/A Ingredient: A sunflower This spell must be cast while lying down, and for it to take effect, you must fall asleep within one hour. Thereafter,
Vazila
Range: 20 yard Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: One target Resistance: Physical 11 Ingredient: A bit of rope You bind a single target with magic, causing them to drop whatever they are carrying and be unable to move their hands. The target may make a new Resistance check every round to break the spell.
Range: 100 yards Duration: 1 hour/Magic Rating Casting Time: -2 Area of Effect: One mount Resistance: N/A Ingredient: A horseshoe You are immediately mentally alerted if anyone tries to steal your mount.
Blessed Weapon
Second Level
Aethyric Might
Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A staff of oak You 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 Magic Rating for the purpose of pushing, pulling, lifting, bending, or breaking things. Using the force properly requires your full concentration, and it cannot be used in combat.
Range: Touch Duration: 30 minutes/Magic Rating Casting Time: 3 rounds Area of Effect: One weapon or 5 items of ammunition Resistance: N/A Ingredient: A dab of holy water You can enchant one weapon or 5 pieces of ammunition with magical energy. The weapons gain no bonus to hit or damage, but they can hit creatures immune to normal weapons.
Climb
Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A bit of glue (+1) Your hands and feet become sticky, giving you a +4/+20% bonus to any climbing attempts.
Dormancy
Alacritous Acceleration
Range: Self Duration: Instant Casting Time: -1 Area of Effect: Self Resistance: Special Ingredient: A bee's stinger You ride the Winds of Magic away from danger. After the casting of the spell, you may immediately move your full movement rate. If you are in melee combat, this movement does not provoke any attacks. After the spell is finished, however, you must make a Physical Resistance check of 11 or be stunned for 1 round. Every additional time this spell is cast in a day, the target number of the check increases by 1.
Range: 30 yards Duration: 1 round Casting Time: 2 rounds Area of Effect: One magical item Resistance: None Ingredient: A shard of obsidian You suppress the Winds of Magic around an item, causing it to cease functioning for the spell's duration. You must make a separate Channeling proficiency check at -1 (-2 if the item is held by another creature) to succeed at this spell. The target number depends on the type of item.
Anathema
Range: Duration:
Range: Self Duration: Special Casting Time: 10 minutes Area of Effect: Self Resistance: N/A Ingredient: A dowsing rod You cast this spell after spending 10 minutes searching a
natural area, and subsequently find any natural ingredient for a 1st or 2nd Level spell. Any crafted object cannot be found, but the terrain doesn't matteryou could find a blooming rose in a desert, or a pine needle on a tropical island.
requires your full concentration, but they'll stay in place and glow for the full duration if not concentrated on.
Riddlewood
Range: Self Duration: 1 hour/Magic Rating Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A pinch of ash Similar Protection From Rain, this spell protects you and your gear from the effects of cold weather for the spell's duration. If it rains, you will be rained on, but your gear will dry extremely quickly.
Range: 20 yards Duration: 1d10 rounds Casting Time: -1 Area of Effect: One target Resistance: Mental 11 Ingredient: A handful of pollen One target becomes confused about their location for the spell's duration. If trying to find their way to place out of their line of sight or that they don't know extremely well, they must make a Wilderness Lore Proficiency check of 10 or wander randomly, and must make another such check when the spell ends to keep their bearings.
Hold
Silence
Range: 20 yards Duration: 1 round/Magic Rating Casting Time: -2 Area of Effect: One target Resistance: Mental 11 Ingredient: A link of chain You erect a barrier around a single target, forcing them to stay in place for the spell's duration. The target may move freely within a 2-yard radius of the place they were when the spell was cast, but may not travel further until it expires.
Range: 30 yards Duration: 1 round/Magic Rating Casting Time: -2 Area of Effect: One target Resistance: Mental 11 Ingredient: A gag You place a gag of magic into a single target's mouth unless they make a successful Resistance check. Otherwise, they cannot speak or even grunt.
Sleep
Magic Alarm
Range: Touch Duration: Indefinite Casting Time: 1 minute Area of Effect: 2 yards Resistance: N/A Ingredient: A brass bell You create latent magic in a spot that will mentally alert you whenever any creature comes within the area of effect. This will wake you up if you are sleeping. The Magic Alarm lasts until triggered or until you cast another one.
Range: Touch Duration: 1 round/Magic Rating Casting Time: -2 Area of Effect: One target Resistance: Mental 9 Ingredient: A piece of down You cause one target to fall into a deep slumber for the spell's duration unless they make a Resistance check. . Sleeping characters are helpless.
Strengthened Resolve
Magic Lock
Range: Touch Duration: 1 week Casting Time: 1 minute Area of Effect: 1 lock Resistance: N/A Ingredient: A small key A single lock or bolt is enchanted so that it cannot be picked or forced open during the spell's duration. Magic Lock does not prevent anyone from smashing open the chest or breaking down the door.
Range: Touch Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: One target Resistance: N/A Ingredient: A lord's crest or symbol The target gains a +2 bonus on their next Mental Resistance check.
Tremor
Marsh Lights
Range: 100 yards Duration: 1 hour Casting Time: 1 round Area of Effect: Special Resistance: N/A Ingredient: A firefly This spell creates a number of flickering lights that suggest torches or lanterns. After appearing, they can be sent off separately in different directions. Controlling them
Range: Self Duration: Instant Casting Time: -2 Area of Effect: 5 yard radius Resistance: Physical 11 Ingredient: A bit of crushed stone The ground around you shakes. Any creature standing in the radius who fails their Resistance check falls to the ground.
Ventriloquism
Range: Duration: Casting Time: Area of Effect: Resistance:
Ingredient: A pipe You may make your voice appear to come from any place, object, or creature within the spell's range, and may say up to 13 words.
Witchsmeller
Range: Line of Sight Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A pendulum made of warpstone Usually, wizards can easily detect each other through Witchsight, but sometimes wizards hide, either physically or using magic. Witchsmeller grants a +4 bonus to any attempt to detect other wizards, either through magic or by using the Magic Acuity Proficiency. You can also detect the residual use of magic up to an hour after the spell was cast.
Duration: Instant Casting Time: -4 Area of Effect: One spell Resistance: N/A Ingredient: A small silver hammer You cause a single active spell in range to end prematurely. The caster makes a Channeling Proficiency check with a target number of 5 + the level of the spell (+1 for a potion, +1-5 for a magical item). Success causes the spell to end or strips the target item of its magic.
Ghost Shield
Third Level
Aethyric Nimbus
Range: Self Duration: 1 hour/Magic Rating Casting Time: 10 minutes Area of Effect: Self Resistance: N/A Ingredient: A cloak worn by an official The normal magical nimbus around any wizard is enhanced and expanded, reaching an extra d10 inches per point of Magic Rating in all directions. Anything completely encompassed by the aura counts as you for the purposes of any magic you cast. In addition, it vastly increases the wizard's senses, allowing them to know everything that happens within the radius. Mechanically, they gain a +4 bonus to detect any attempt to shadow them or pick their pocket.
Range: 4 yards Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect: Self Resistance: None Ingredient: A circle of salt You form a barrier around yourself that repels spirits. Any creature on the Ethereal Plane, or immaterial creatures like ghosts, must move away from you on their next action and cannot approach while the spell lasts. However, if you move, the spell ends immediately.
Guard Form
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: A sprig of witchbane You weave the Winds of Magic into a barrier around you to repel mutation. You gain a +2 bonus on any roll to resist the changing of your physical form.
Dampen
Range: Self Duration: One minute Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: A shard of gromril While the Winds of Magic are usually wild and unpredictable, an experienced wizard can calm them for a moment. The next spell cast after this one and within the duration either has a Chaos Die removed or, if there are no Chaos Dice left, a single 1 may be ignored. Dampen cannot affect itself.
Range: Self Duration: 1 round/Magic Rating Casting Time: -4 Area of Effect: Self Resistance: Mental 12 Ingredient: A sprig of witchbane You surround yourself with a shimmering barrier of blue energy that repels creatures with Chaos mutations. Such creatures must pass a Resistance check to attack, and even if they succeed, they suffer a -2 penalty on their attack rolls.
Sanctuary
Disrupt
Range: 40 yards Duration: 1 round/Magic Rating Casting Time: -3 Area of Effect: One target Resistance: Mental 12 Ingredient: A rune-carved oaken staff You cause the Winds of Magic to grow turbulent around a single target, who suffers a penalty on their Channeling Proficiency checks equal to your Magic Rating.
Range: Touch Duration: 1 hour/Magic Casting Time: 1 round Area of Effect: One room Resistance: Mental 10 Ingredient: A lock You cast this on a room you are inside, and anyone who wishes to enter must pass a Resistance check to do so. It does not prevent spells or missiles being fired into the room, and if you leave the room the spell instantly ends.
Side-Step
Dispel
Range:
10 yards
Resistance: N/A Ingredient: A grasshopper You vanish into the Ethereal Plane and reappear anywhere in the spell's range. Every time you cast this spell, there's is a 5% chance that it goes awry and deposits you anywhere within 1 mile, or within 10 miles if a Mishap occurs during the casting.
some deed. They must swear to do so of their own free will and knowing what they are doing, though they do not need to know Vow is being cast. Once affected by Vow, if the target ever breaks their promise, they immediately lose a point of Endurance. Note that failing to do something is the same as not doing it for the Vow.
Skywalk
Fourth Level
Aethyric Surge
Range: Self Duration: 1 minute Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A shard of pure mithril By calling on and focusing the Winds of Magic, you may increase the power of the next spell you cast. Choose one of 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 extra Chaos Dice to its casting roll.
Range: Self Duration: Instant Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: An eagle's feather You briefly walk on the air, for a single round moving up to triple your normal movement and then returning to the ground. You can reach a height of up to 6 yards to bypass obstacles.
Suppress Mutation
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -3 Area of Effect: One target Resistance: Physical 12 Ingredient: A healing potion One target you touch has a single mutation suppressed for the duration of the spell. The target may make a Resistance Glamour check if they are unwilling. The spell has no effects on Range: Self supernatural creatures such as demons or chimaera. Duration: 1 hour/Magic Rating Casting Time: 1 round The Sure-Footed Stride Area of Effect: Self Range: Self Resistance: N/A Duration: 10 minutes/Magic Rating Ingredient : A winter rose Casting Time: -3 Your magic conceals any deformities of appearance, Area of Effect: Self causing you to appear as an attractive version of yourself Resistance: N/A no older than your mid-twenties. Every round you are Ingredient: A bronze horseshoe significantly jostled, the spell has a 60% chance of ending, The Winds of Magic simultaneously buoy you up and hold you securely to the earth. For the spell's duration, you may -5% per Grade of Magic Rating. travel through any terrain as though it were a well-paved Link road. Repeated casting of this spell cannot increase the Range: 20 yards distance you travel in a day. Duration: 1 minute/Magic Rating Casting Time: 1 round Tap Area of Effect: One target Range: Touch Resistance: Mental 13 Duration: 1 round Ingredient : A fine silver chain Casting Time: 10 minutes You form a magical link to a target who shares your Lore, Area of Effect: Self allowing you to cast spells with greater efficiency. You Resistance: N/A gain +1 to your Casting Rolls for every additional person Ingredient: A vial of blessed water who forms part of the link. You must cast the spell You draw on the magic from a place of power, like a standing stone, a sacred forest grove, or a cave grotto. You separately for each person you wish to include. may roll an extra die that isn't subject to Mishaps to cast Vortex your next spell if you cast it immediately after using Tap. Range: Self Duration: 1d10 rounds Vow Casting Time : -3 Range: Touch Area of Effect : 10 yard radius Duration: Special Resistance : None Casting Time: One minute Ingredient : A shard from a standing stone Area of Effect: One promise or agreement You drain the Winds of Magic out of an area into yourself. Resistance: None For the spell's duration, anyone else in the radius Ingredient: The written text of the oath attempting to cast a spell treats their Magic Rating as You cast this spell as the target is swearing to perform though it were 1 grade lower. If this reduces their Magic
Rating to 0, they may no longer cast spells. This spell, and any other spell you cast during its duration, have two additional Chaos Dice.
Fifth Level
The Foretelling Ritual
Ingredients: An ancient deck of cards or dice, something personal from the target, and a lamp with the hair of pegasus soaked in the blood of a wyvern. Casting Time: 2 hours Conditions: The spell must be cast in a building you own, in your home country, with no one else present other than the target. Consequences: If the ritual is failed, you see something truly horrific and your Intellect is reduced to 3 for a week. This spell allows you to see the past and the future of the target reflected in the roll of the dice or the lay of the cards. Major events in past and future are clearest. You can see 1d6 past events or 1d3 future events. The Foretelling may only be cast once per year per target.
while drunk, or any other mitigating circumstances. If the ritual is successful, the target will try to carry out the oath to the extent of literally killing themselves. They still retain their faculties and may plan the best way to accomplish it. If the oath is to kill someone, for example, they do not need to suicidally charge the person in a public space.
Seventh Level
The Awakening of the Slumbering Earth Dragon Ritual
Ingredients:
Sixth Level
The Enchantment of the Wizard's Staff Ritual
Ingredients: A rune-carved staff, a smelter full of liquid obsidian heated over a magical flame, a pint of the caster's blood. Casting Time: 4 hours Conditions: The spell must be cast on the longest day of the year in a place of power, such as on a ley line or in a sacred grove Consequences: If the ritual is failed, you never regain your blood. Your Endurance is permanently decreased by 1. This ritual creates a wizard's staff, one of the most obvious signs of a wizard's craft. As the spell is cast, the tips of the staff are dipped in obsidian and then the runes are rubbed in your blood. While holding the staff, you gain +1 on all Channeling Proficiency checks, +2 on all attempts to dispel the magic of others, and may treat anyone in contact with the staff as a valid target for touch spells.
A dragon's tooth, a diamond worth at least 500g, and a gong blessed by a dying priest. Casting Time: 8 hours Conditions: 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 devastating earthquake that can affect an area up to the size of a small village anywhere within 3 miles. The earthquake lasts for one minute and will utterly destroy all but the strongest buildings.
A masterfully crafted lute strung with unicorn hair, five gallons of blood from agile dancers, and a pair of dancing shoes made by the finest cobbler in the land Casting Time: 4 hours Conditions: You must have the Artistic Ability (Dance) Proficiency to cast this ritual Consequences: If you fail, you are affected by the ritual, though it does not spread. You cause one individual, who must be held immobile during the ritual's casting, to dance without end until they die. Anyone who sees the dancing individual must make a Mental Resistance check of 15 or begin dancing themselves. Those who dance must make a Physical Resistance check every hour. It begins at 8, but every hour that passes it rises by 1. Failure results in horrific death even those who are injured or have broken limbs are forced to continue to dance until death. Victims can Inescapable Bindings of Duty perform any other actions they wish, including fighting or Ritual Ingredients: A sheet of parchment made from the skin talking, as long as they continue dancing. Typically such of a stillborn lamb and bearing the words actions have a minimum penalty of -2, however. of the oath written in the blood of a The Impossible March of the Damned Soldier judge, a drop of the oathbreaker's blood, Ritual and a vial of the breath of one wronged Ingredients: The boots of 100 soldiers, one coin from by the breaking of the oath. the wages of all soldiers who will travel, Casting Time: 4 hours an eagle's wing, and an order for Conditions: The ritual must be cast within one mile deployment written on flawless of the oathbreaker, who must not speak parchment in the commander's blood for the entirety of the casting Casting Time: Dusk until dawn Consequences: If you fail, you must carry out the oath Conditions: You must have other wizards aid you in yourself the ritual's casting By casting this spell, you compel someone who has sworn Consequences: If the ritual is failed, your destination is an oath and broken it, or who intends to break it, to carry completely random. Even if you succeed, out both the letter and spirit of the oath. It doesn't matter it is possible for some of your assistants whether the oath was made in jest, under compulsion,
to fail and lead part of the army astray. You impossibly quicken the travel of a body of soldiers. In one night, they, you, and all your assistants traveling with you, can traverse any distance at all to arrive at dawn at your destination. Your destination may be any place that it would be possible to travel to on foot. For example, the destination could not be across an ocean, but if there was a land 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 is no way to simply walk there. The total number of soldiers that may be transported is equal to your Magic Rating multiplied by all the Magic Ratings of the wizards who are assisting you. From the perspective of those affected, they march all night through an impenetrable fog, arriving exhausted. You and your assistants do not count against the amount of soldiers who can be transported, nor do the mounts of cavalry, but at least half of those who travel must be soldiers.
The whole and unhewn corpse of a plague demon, a forty-pound candle made with the drippings of a dozen men killed by Neiglish Rot, water collected from three fetid swamps at least a thousand miles from each other, and the hand of a man surgeon. Casting Time: 4 hours Conditions: You must have been infected with and survived Neiglish Rot previously Consequences: You are infected with Neiglish Rot, but automatically fail your Physical Resistance checks This ritual infects everyone within a mile with Neiglish Rot if they fail a Physical Resistance check of 15. If infected, every day they must take another check or they lose 1 point of the Strength, Endurance, and Agility. If any attribute reaches zero, death swiftly follows.
A map of the room drawn in liquid gold, wax from a candle that has burned for an entire year, a cask of wine per room, and one of the caster's bones. Casting Time: Dawn to dusk Conditions: The spell must be cast in a building owned by the caster and free of malign influence. Consequences: If the ritual is failed, you gain a hideous mutation reflecting the building (such as stony skin for a stone room) You concentrate from dawn to dusk and then spill the casks of wine in each of the rooms of the building to be enchanted. From then on, you gain +1 to all Channeling Proficiency checks to cast spells inside the building and anyone attempting to scry or cast spells on you from outside suffers a -1 penalty. In addition, you have the equivalent of the Magic Alarm and Move spells permanently active for every space of the building.
A drop of blood taken from a male of the line since the previous sunset, a fist-sized chunk of warpstone, a solid silver goblet worth 100g, and a stillborn goat. Casting Time: 8 hours Conditions: No member of the lineage to be affected may be expecting a child Consequences: If the ritual is failed, your own lineage is affected by the curse You identify a lineage by the ingredients you use to cast the spell. If successful, the target, all their siblings, their parents, their parents' siblings, and all of the descendants of all the above-named relatives are permanently rendered sterile. As a option, you may affect only the males or females.
Eighth Level
The Beastly Transformation of the Omnipotent Tchar Ritual
Ingredients:
The head of a beastman shaman, a thimble full of warpstone, and a male and female human sacrifice. The two sacrifices cannot have eaten for at least one week. Casting Time: 4 hours Conditions: Four other spellcasters must chant in unison for the duration of the ritual. The moon must be full and the spell must end at midnight. Consequences: If the ritual is failed, you and your assistants are affected by it instead. If the ritual is successful cast, every human with a Presence of 13 or less transforms into a hideous beastman for 24 hours and goes on a rampage of killing and destruction. When the spell ends, they return to their
...which utilizes the Amber Wind, called Ghur, whose color is Amber, whose Lore is that of the Beasts, whose rune is the Arrow, and whose practitioners are called Shamans. From The Founding of the Eight Orders, credited to Teclis
First Level
Calm the Wild Beast
Range: 30 yards Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One animal Resistance: Mental 10 Ingredient: A lump of sugar You speak soothing words and calm a single animal within the spell's range unless it makes a Resistance check. You may approach and touch it without fear of harm, and if a mount, you gain a +2 bonus to any rolls for riding it. The spell is broken immediately if you attack the animal.
Range: Self Duration: Special Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A rodent's tail You transform into a mouse. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Casting Time: 5 minutes Area of Effect: Special Resistance: None Ingredient: A bit of bat guano You cast this spell while touching a particular animal, wild or domestic, and for the spell's duration, anyway who harms or is cruel to the animal suffers a -2 penalty to their Presence until the spell ends.
Winter Coat
Range: Self Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: Hair from a wolf You grow thick hair all over your body. You become immune to natural cold, including the cold of arctic water, but your bizarre appearance causes you to suffer a -2 penalty to Presence for the spell's duration.
Range: Self Duration: Special Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A wolf's paw You transform into a raven. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Second Level
The Beast Broken Range: 20 yards Duration: Indefinite Casting Time: -2 Area of Effect: One animal Resistance: Mental 11 Ingredient: A bridle You break the spirit of a domestic animal (horses, dogs, birds, etc.) within the spell's range. If it fails its Resistance roll, it will behave meekly towards humans, elves, dwarves, etc., though it will be understandably wary towards orcs, trolls, or other monsters.
Range: Self Duration: Special Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A fish's head You transform into a trout. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Range: 5 yards Duration: One day/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: Mental 13 The Beast Made Well Ingredient: A scent gland Range: Touch You shoot a foul-smelling spray of musk at the target, Duration: Instant coating them in a distinctive scent. Any attempt to track Casting Time: 1 round them gains a +4 bonus, and predatory animals will treat the Area of Effect: One animal target as though it was part of another animal's territory Resistance: None and avoid it. Only the most belligerent of animals will act Ingredient: A bit of salve differently, and even then they must pass a Resistance You touch a single animal and heal it for 2d6 health points. check. Objects may also be marked by this spell. Only natural animals may be affected. Any magical Third Level animal, including familiars, is not a valid target.
Musk Spray
Claws of Fury
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A cat's claw Your fingernails turn into razor-sharp claws. You may attack twice per round (or one more time per round if you already had multiple attacks) for 1d8 damage and gain a +2 bonus to hit. You may not wield weapons while the spell is in effect.
Range: 40 yards Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: One animal Resistance: None Ingredient: A broken bridle You cause one domesticated animal to revert to its natural state. Dogs will growl and snap at their masters, horses will throw their riders, and hawks will escape as soon as their jesses are loosed. Any attempt to control the animal with an Animal Handling Proficiency suffers a -4 penalty.
Cruelty's Desserts
Range: Duration:
Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A cured strip of boar's hide For the duration of the spell, you are immune to critical hits and take 1 less damage from any source. However, you suffer a -2 penalty to your Agility due to your new hide's rigidity.
Casting Time: -3 Area of Effect: One target Resistance: Physical 13 Ingredient: A vial of powdered bull's horn You touch a single target and, if they fail their Resistance check, all leather goods and gear they are carrying immediately turns to dust.
Crow's Feast
Range: 50 yards Duration: Instant Casting Time: -3 Area of Effect: 10 yard radius Resistance: Physical 13 Ingredient: A caged crow You summon a group of aethyrical crows with iron-shod beaks and blood-dripping feathers who furiously peck at your enemies. Everyone within the spell's area of effect takes 2d10 damage, or half that with a successful Resistance check. After the crows perform their attack, they scatter and vanish as quickly as they appeared.
Range: 30 yards Duration: 1 round Casting Time: -3 Area of Effect: One animal Resistance: Mental 13 Ingredient: A miniature whip made of animal hair You command one animal within the spell's range. If it fails its Resistance check, it will act according to your commands the following round.
The Ox Stands
Range: Touch Duration: 15 minutes/Magic Rating Casting Time: -2 Area of Effect: One target Resistance: None Ingredient: A wolf pelt The target of this spell can see through your eyes for the duration of this spell, no matter where they are. They may switch between their own eyes and theirs at any time. However, seeing through the eyes of a wizard is dangerous, and if you trigger a Mishap when someone is viewing through your eyes, they must make a Mental Resistance check of 14 or be stunned for 1d6 rounds.
Range: Self Duration: One battle Casting Time: -3 Area of Effect: 50 yards radius Resistance: None Ingredient: An ox's hoof You let out a mighty roar and fill your allies with courage. Any fear effects, whether natural or magical, are immediately ended, and your allies are immune to them for the remainder of the battle.
Range: Self Duration: Special Casting Time: 2 rounds Area of Effect: Self Resistance: N/A Ingredient: A wolf's paw You transform into a wolf. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Range: 30 yards Duration: Special Casting Time: -3 Area of Effect: One target Resistance: N/A Ingredient: A tongue from your new animal form If you cast this spell immediately before transforming into an animal form, you may speak while transformed. You may also cast it on an animal and give them the power of speech for 1 minute/Magic Rating.
Fourth Level
The Beast Unleashed
Range: Self Duration: Special Casting Time: 2 rounds Area of Effect: 15 yard radius Resistance: Mental 13 Ingredient: A wolf's heart As soon as the spell is cast, all your allies within the spell's area of effect immediately go into a ravening frenzy, suffering a -1 penalty to hit but gaining a +1 bonus to damage and +1 bonus on any Mental Resistance check. Frenzied characters must attack the nearest target in melee and continuing attacking until all targets are dead or fleeing. Anyone who doesn't wish to frenzy may make a Mental Resistance check to overcome the spell.
Range: 50 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: One animal Resistance: None Ingredient: A bear pelt You cause one wild animal to unnaturally attack the next target they meet without heed for its own survival or any wounds they take. The animal will fight to the death and will never retreat for the spell's duration.
Leatherbane
Range: Duration:
Touch Instant
Resistance: None Ingredient: A hunting horn This spell summons the creatures of the wild to come to your side. Choose a type of animal, and after you cast the spell a number of those animals will make their way to your location. The animals will not attack you, but they will not obey you without further magic. The creature must be native to the area where the spell is cast. Roll 1d10 and consult the following table:
Ingredient: A bear's claw You transform into a black bear or grizzly bear, as you choose. You retain your mental faculties, but you have the physical statistics of your new form. The spell ends when you voluntarily end it or when your Health Points drop to 0.
Range: 1 mile radius Duration: 1 hour/Magic Rating Roll Time Eagles or Large Prey Reptiles,Birds, Small Prey Casting Time : 10 minutes Wolves Animals or Mice Animals Area of Effect: One target/Magic Rating 1-3 2 1 2 4 6 Resistance: None 4-7 3 2 3 5 8 Ingredient: A piece of animal dung 8-10 4 3 4 6 10 You wrap yourself in a mantle of Ghur, causing you to give off the smell and cries of a young, abandoned animal. One Cowering Beasts animal within a mile of dog size or larger will come to you Range: 50 yards and treat you as though you were one of its young, fighting Duration: Instant to the death to protect you, bringing you food, taking you Casting Time: -4 back to its lair, and so on. The spell can affect a total Area of Effect: 4 enemies/Magic Rating number of people equal to your Magic Rating, though Resistance: Mental 14 large number of people to care for might strain the animal's Ingredient: The hair of a cringing dog resources. The animal wanders off when the spell ends, or You rebuke your foes in a thundering voice, comparing them to mangy animals unworthy of facing you. Anyone in if you end it. the area of effect who fails to pass a Resistance check The Repugnant Transformation cowers in fear, unable to take any action. They may reroll Range: Touch their Resistance check each round until they pass, at which Duration: Permanent point the spell has no further effect. Casting Time: 2 rounds Area of Effect: One target Form of the Puissant Steed Resistance: Physical 15 Range: Self Ingredient : The skin of a blue toad Duration: Special Your spell transforms your target into a base version of Casting Time: 2 rounds their original form. They sprout hair all over their body, Area of Effect: Self descend to all forms, lose the capability of speech, and Resistance: N/A behave in strange ways. Every round, roll 1d10: Ingredient: Hair from a destrier's mane 1. Target finds something interesting in their nostril You transform into a warhorse. You retain your mental and spends the round digging for it. faculties, but you have the physical statistics of your new 2. Subject defecates noisily, weeping for the force of form. The spell ends when you voluntarily end it or when the burst. your Health Points drop to 0. 3. Subject screams loudly and runs in a random The Winter's Long Slumber direction. Range: Touch 4. Subject cackles and attacks the closest living Duration: Until the next solstice or equinox thing. Casting Time: 2 rounds 5. Subject lets out a lowing noise and attempts to Area of Effect: One target embrace the nearest object. Resistance: None 6. Subject giggles and curls into a ball. Ingredient: A bear's tooth 7. Subject dances a jig while holding their hands You touch a willing character and send them into a deep over their head. sleep. While the spell lasts, the target doesn't need to eat or 8. Subject acts normally. drink and any poison or disease they are suffering from is 9. Subject stands and stares into the distance. suspended. Natural healing still occurs, however. The 10. Subject brays like a mule. target will not awake until the spell ends or you choose to The spell can be reversed by casting it again on the same wake them up. If you cast this spell on yourself, you may target, or by a Dispel spell, but is otherwise permanent. set a trigger to awaken when touched by a specific Wings of the Falcon individual, who must be present when you cast the spell. Range: Self Duration: 1 minute/Magic Rating Fifth Level Casting Time: 2 rounds Form of the Raging Bear Area of Effect: Self Range: Self Resistance: N/A Duration: Special Ingredient: A live falcon Casting Time: 3 rounds Large wings grow from your back, allowing you to fly Area of Effect: Self twice as fast as you could normally run. Resistance: N/A
Lost Cub
Sixth Level
Glorious Transformation
Range: Touch Duration: 1 year and 1 day Casting Time: 3 rounds Area of Effect: One willing target Resistance: None Ingredient: A feather from a black swan You transform a willing target into a beautiful creature, revealing their good-hearted nature. The target becomes in all ways the resulting creature, losing any memory that they were anything else. Animals such as hunting hounds, falcons, stags, or swans are common results of this spell.
Duration: Instant Casting Time: 10 minutes Area of Effect: Self Resistance: N/A Ingredient: Something belonging to the deceased By concentrating on the Amethyst Wind surrounding a corpse, you gain an image of the deceased's face and learn their 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 effective Level of this spell increases by 1. A corpse can only ever be targeted by this spell once.
Grief's End
which utilizes the Amethyst Wind, called Shyish, whose color is Purple, whose Lore is that of Death, whose rune is the Scythe, and whose practitioners are called Psychopomps. From The Founding of the Eight Orders, credited to Teclis
First Level
Charge the Black Gate
Range: Self Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A grave marker bearing your name When casting this spell, you become ancient in an instant, aging 20 or 30 years. This is not an illusion, and you suffer the appropriate aging penalties for the spell's duration. You also gain a +4 bonus to Disguise Proficiency checks. You may end the spell early at any time.
Range: Conversational Duration: Special Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: An hourglass You speak comforting words to a single target bereaved by the passing of a blood relative or a close friend, and they are comforted. Any effects of fear, characteristic penalties, or madness or insanity caused by the death are eliminated.
Second Level
Death's Messenger
Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A sharp knife You surround yourself in a nimbus of Shyish, providing you with an aura of menace. You gain a +2 bonus to Intimidate Proficiency checks.
Deathmask
Range: Touch Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect: One corpse Resistance: None Ingredient: A death mask One corpse you touch is frozen at the moment of death. Blood does not flow, the flesh remains warm, the wounds cease to bleed, and as long as no wounds are visible, the corpse seems merely to be sleeping. It cannot stop or slow death in any way.
Range: 15 yards Duration: Instant Casting Time: -2 Area of Effect: One fueled item Resistance: None Ingredient: A jewel ground to dust When casting this spell, the caster targets a single item no larger than twice their size, and all of the items fuel (coal, ink, gunpowder, etc.) is instantly consumed. The item does not operate any faster than normal, and it only consumes the fuel that is currently being used in the item.
Deathsight
Reaping Scythe
Range: Self Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A handful of dirt from a grave For the spell's duration, you can see all spirits and souls that are normally invisible. When living beings die, you can see their souls leaving their bodies.
Range: Self Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A miniature iron scythe A scythe of amethyst energy appears in your hands. The scythe counts as a +2 magic weapon.
Still Blood
Resistance: N/A Ingredient: A blade as cold as ice You cause your blood to stop flowing and become turgid and blocked, as though in a corpse. This prevents any injury that might come from bleeding, stops all bloodborne poisons for the spell's duration, and reduces all damage you take by 1. You suffer a -2 penalty to your Agility and attack rolls while the spell is in effect.
Deathwish
Swift Passing
Range: Touch Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: Two brass pennies With but a touch, you speed a critically wounded target on to the next world. Swift Passing instantly kills any target at 0 Health Points or less. Souls dispatched in this way are immune to any other spells of the Lore of Death, but the body may still be brought back with Necromancy.
Range: 30 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: One target in battle Resistance: Mental 13 Ingredient: A noose that has killed 12 people If the target fails their Resistance check, they believe that this battle is their last and fights without regard for life and limb. They suffer a -8 penalty to their Dodge, do not use a shield or parry, and do not retreat.
Limbwither
Range: Special Duration: 1 year Casting Time: 1 minute Area of Effect: One gravesite Resistance: None Ingredient: Dirt from a violated grave You cast this spell in the presence of a corpse or at a tomb or gravesite. Anyone who desecrates the dead body or site any time over the next year suffers the cursea -2 penalty to their Intellect and Presence for 1 week.
Range: 30 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: One target Resistance: Physical 12 Ingredient: A cold iron nail You deaden one limbarm or legof a single target within the spell's range. You may choose which limb to affect, and if the target fails their Resistance check, the limb becomes completely useless for the spell's duration.
Shyish Uncovered
Third Level
Acceptance of Death
Range: Self Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect: 15 yard radius Resistance: None Ingredient: A coffin nail You cast this spell and your allies put aside their fear. Everyone in the area of effect when the spell is cast is immune to natural or magical fear during the spell's duration.
Range: Self Duration: 1 minute/Magic Rating Casting Time: 1 minute Area of Effect: 50 yard radius Resistance: None Ingredient: A shovel that has dug a dozen graves You become aware of all deaths that have taken place within the spell's area of effect within a number of months equal to your Magic Rating. You can determine the species of the deceased, but no other details.
Tide of Years
Range: Touch Duration: Instant Casting Time: -2 Area of Effect: One item Resistance: None Ingredient: A small hourglass You cause a single item, about the size of a standard chest or less, to age and crumble into dust. Masterwork items lose all bonuses and degrade into common gear. It does not work on any living matter.
Death's Release
Range: 15 yards Duration: Special Casting Time: -3 Area of Effect: One target Resistance: Mental 13 Ingredient: A human skull. You conjure forth a cloud of the purple wind to swirl around one unintelligent undead, such as zombies or skeletons, or ethereal undead, such as spectres, ghosts, etc. If the target fails its Resistance check, it suffers a -2 penalty to hit and automatically acts last in the round. It continues making checks until it passes, at which point the spell ends. Ethereal undead who fail three tests in a row, or unintelligent undead who fail a single test, are instantly destroyed.
Self Special -2 4 yards/Magic Rating Mental 14 A bit of stone or wood from a cemetery fence After casting this spell, until you move, no undead can approach within the spell's area of affect. Unintelligent undead are automatically affected and refuse to approach intelligent undead may make a Resistance check to overcome the spell's effects.
Fourth Level
Death's Door
Range: Self
Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect: 30 yard radius Resistance: None Ingredient: A vial of embalming fluid. You use your mastery of magic to delay death itself. While the spell is in effect, any of your allies in the radius who are reduced to 0 Health Points may take one more action before succumbing.
Final Words
Duration: Instant Casting Time: -2 Area of Effect: One target Resistance: Physical 15 Ingredient: A vial of blood You drain the life from a single target, doing 3d6 damage, or half that if the target makes a successful Resistance check. You are healed for an amount equal to the damage that you do. Steal Life has no effect on undead or extraplanar creatures.
Range: 15 yards Duration: Instant Casting Time: 1 round Area of Effect: One recently slain target Resistance: None Ingredient: A piece of vellum If cast within one minute of the target's death, you may ask them one question. The target is not compelled to answer truthfully, or indeed to answer at all. Final Words cannot be cast on creatures without souls, such as most undead.
Taste of Death
Range: 30 yards Duration: 1d10 rounds Casting Time: -4 Area of Effect: One target Resistance: Mental 15 Ingredient: A dead mouse If the target fails their Resistance check, they experience their own death and feel the shock of it on their body. They fall unconscious for the spell's duration or until a successful Healing Proficiency check is made.
Range: 50 yards Duration: Special Casting Time: -4 Area of Effect: 10 yard radius Resistance: Physical 14 Ingredient: A thorny rose stem When you cast this spell, the Amethyst Wind whips around and freezes your foes in their tracks. Anyone who fails the Resistance check is stunned, unable to move or act. They may recheck once per round.
Fifth Level
The Animus Imprisoned
Range: Touch Duration: Indefinite Casting Time: 2 rounds Area of Effect: One target Resistance: Mental 17 Ingredient: The rib of a dead jailer You imprison the soul of your target, sealing it into a glass jar or vessel. While the soul is imprisoned, the target is in a nearly catatonic statethey will shuffle about if prompted, but will take no other action and must be fed and cared for if they are to survive. If the vessel is opened in the target's presence, the soul returns to them. If the vessel is opened elsewhere, the soul wanders lost and alone, doomed to become a ghost. The body remains alive, but will not recover without truly herculean magical effort. Anyone with the Magic Acuity Proficiency within 5 miles of this spell is immediately aware of its casting.
Range: Special Duration: One question Casting Time: One round Area of Effect: One spirit Resistance: None Ingredient: A scrap of the deceased's clothing You may ask one question of a spirit, as long as it is a question that may be answered in a number of knocks, such as, How many people were in the room when you were stabbed? or yes/no questions, in which case the spirit knocks once for yes or twice for no. This spell must be cast near the deceaseds body or in the presence of a living relative or descendant of the deceased.
Grim Harvest
Range: Touch Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect: One weapon touched Resistance: None Ingredient: The tooth of a vampire You name an individual and touch a blade, nominating that weapon as the bringer of that individual's death. The name does not have to be the name they are born with, but it must be a name by which they are widely known. For the spell's duration, the weapon does double damage to its named target.
Range: Self Duration: 1 round/Magic Rating Casting Time: -5 Area of Effect: 15 yard radius Resistance: N/A Ingredient: A piece of crumbled headstone You create a conduit of Shyish that connects all creatures in the area of effect. Any creature that dies gives you some of their life force, restoring 2d4 Health Points to you.
Youth's Bane
Steal Life
Range:
15 yards
Range: 15 yards Duration: Instant Casting Time: -5 Area of Effect: One target Resistance: Physical 15 Ingredient: Ivy from the grave of a priest You cause one target within the spell's range to instantly age 1d10 years if they fail their Resistance check. It can affect animals as well, but any creature that normally does
not age is immune. Unliving items also cannot be affected. Casting Time: -1 Area of Effect: One quart/serving Sixth Level Resistance: N/A Ingredient: A metal fork Life's End You may either instantly cook one serving or food or Range: 15 yards instantly bring one quart of liquid to a roiling boil. Duration: Instant Casting Time: -6 Leaping Flames Area of Effect: One target Range: 30 yards Resistance: Physical 16 Duration: Instant Ingredient: The eye of a beheaded murderer Casting Time: -1 You call down a lethal wind of Shyish around a single Area of Effect: One fire target, driving their soul from their body. If they fail their Resistance: Mental 8 Resistance check, they are instantly slain. Anyone with the Ingredient: A mouthful of wine Magic Acuity Proficiency within 5 miles this spell is You cause any one fire in range to suddenly flare up, immediately aware of its casting. gaining in height, brightness, and intensity. The fire may also leap up to 2 yards in any direction and begin other Wind of Death fires. Anyone who fails a Resistance check is stunned for a Range: 50 yards round due to shock. Duration: Instant Casting Time: -6 Passion Reborn Area of Effect: 15 yard radius Range: Touch Resistance: None Duration: Special Ingredient: An amethyst worth 50g Casting Time: -1 You call down a blast of Amethyst energy that roars Area of Effect: Two targets through the target area. All creatures with automatically Resistance: None take 4d8 damage. Anyone with the Magic Acuity Ingredient: A coal from a fire that has burned all Proficiency within 5 miles of this spell is immediately night aware of its casting. If any point, a passion existed between the two people you touch when the spell is cast, no matter how small, their passion reignites as though they were new lovers all over again. You cannot be one of the targets of this spell. which utilizes the Bright Wind, called Aqshy, whose color is Red, whose Lore is that of Fire, whose rune is the Second Level Key of Secrets, and whose practitioners are called Choleric Pyromancers. Range: 15 yards From The Founding of the Eight Orders, credited to Duration: Special Teclis Casting Time: -1 Area of Effect: One target First Level Resistance: Mental 12 Cauterize Ingredient: A thimbleful of bile Range: Touch One target in the spell's range must make a Resistance Duration: Instant check or they will immediately fly into a rage and attack Casting Time: -1 another character you designate. Every round, the target Area of Effect: One target may make another Resistance check to shrug off the spell. Resistance: None Crown of Fire Ingredient: A piece of charcoal Range: Self You lay your hands on an open wound and sear it shut. Duration : 1 minute/Magic Rating This cures 1 Health Point of damage and prevents any Casting Time : 1 round further damage from blood loss. It can also be used for Area of Effect : Special branding. Resistance: Mental 12 Fires of U'Zhul Ingredient: A gold coin Range: 40 yards You spin Aqshy into a brilliant flaming crown floating Duration: Instant above your head. During the spell's duration, you gain a +4 Casting Time: -1 bonus to all Intimidate Proficiency checks, and anyone Area of Effect: One target who attempts to attack you must succeed in a Resistance Resistance: None check or take a different attack. The crown may also be Ingredient: A match used to ignite flammable objects, though it requires such You hurl a bolt of flame at a single target, doing 2d4 undignified motions that few wizards will use it for that damage +1/Magic Rating. purpose. You are immune to the crown's flames.
Flashcook
Range: Duration:
Touch Instant
Inextinguishable Flame
Range: Duration: 15 yards Special
Casting Time: -1 Area of Effect: One fire, campfire or smaller Resistance: None Ingredient: A bellows You render a single fire impervious to being smothered by wind or water. The spell lasts for one day if you have Magic Rating Grade I, one week if you have Grade II, one month if you have Grade III, one year if you have Grade IV and indefinitely if you have Grade V. In addition, the fire consumes no fuel during the spell's duration.
flames. If attacked, anyone affected may defend themselves normally. The area of effect rises with your Magic Rating, but is also limited by the size of the fire. A torch can only captivate one target, while a brazier or small fire can captivate two. Larger fires have no limitations.
Range: 20 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: 5 yards tall x 15 yards long Ignite Resistance: None Range: 50 yards Ingredient: A scrap of fire-singed tapestry Duration: Instant You summon a curtain of flame anywhere within the Casting Time: -2 spell's radius. Like its name, the flames appear as a curtain Area of Effect: One object or creature they hang downward from a single axis, though they Resistance: Physical 12 may be bent in any direction or follow any curves you Ingredient: A ball of wax choose. Anyone passing through the curtain suffers You point at a single flammable target within range and 2d4+1/Magic Rating damage, and attempts to fire missile kindle it alight. If a creature, a successful Resistance check weapons or observe through the curtain suffer a -4 penalty. allows them to snuff the flames as they begin, but The curtain billows in strong wind, which may blow it into otherwise the target bursts into flames and takes normal nearby creatures or start fires at the GM's discretion. damage for fire. The target may repeat their Resistance Fireball check each round to successfully put the flame out. Range: 50 yards
Curtain of Flame
Range: 40 yards Duration: Instant Casting Time: -3 Area of Effect: One bonfire-sized fire Resistance: None Ingredient: A stopper from a wine-vat You draw the energy of the Bright Wind into yourself, extinguishing one fire within the spell's range. Larger fires may be reduced in size, but the fire may flare up again if flammable material is nearby. You suffer the effects of the Choleric spell the round after casting this spell.
Duration: Instant Casting Time: -2 Area of Effect: One target/Magic Rating Resistance: Physical 13 Ingredient: A ball of sulphur You create a number of balls of flame and hurl them one or more enemies. Each ball does 2d4 damage, or 1d4 on a successful save.
Taste of Fire
Range: Touch Duration: Indefinite Casting Time: -2 Area of Effect: One meal Resistance: N/A Ingredient: A peppercorn You infuse a single batch of food or drink with fiery potency. Food becomes extremely spicy, and beverages gain the effects of alcohol, or become even more alcoholic if already alcoholic (beer has the effects of spirits, etc.). You are automatically inured to the possible gastronomic effects of the spice, but others who consume the food or drink are not protected in any way.
Range: Self Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A torch A sword made of pure flame appears in your grasp. It may appear as any kind of sword you wish, but regardless it does 2d4+2 damage and is capable of harming creatures immune to normal weapons. You also gain an extra attack per round while using the sword. You may maintain the sword after the duration expires by making a successful Channeling Proficiency check of 12 for each round of additional duration.
Third Level
The Captivating Flame
Range: 30 yards Duration: 1 round/Magic Rating Casting Time: 1 round Area of Effect: One target/Magic Rating Resistance: Mental 14 Ingredient: A ball of sulfur on a chain. You cast this spell on any fire source within range, and those who look into the flames become enthralled by it. If they fail a Resistance check, they will simply stare at the
Range: Touch Duration: 1 hour/Magic Rating Casting Time: 1 round Area of Effect: One gallon of water Resistance: N/A Ingredient: A taper that has burned for 13 days. You turn one gallon of water into a highly flammable oil. It may be cast on a receptacle or not wet ground, where it covers an area four yards square. A single spark is enough to ignore the oil.
Shield of Aqshy
Range: Duration:
Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: An iron amulet You shield yourself again fire damage. All fire damage against you is reduced by 2 points per Grade of your Magic Rating.
Passion Unbound
Stoveskin
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: Self Resistance: Physical 15 Ingredient: The tail of a salamander Your skin becomes red-hot like a fiery stove. Anyone attacking to grapple, grab, or restrain you automatically takes 1d4+2 fire damage and must make a Physical Resistance check or their attempt fails as they recoil in pain. The heat does not damage anything you are holding or carrying during the casting of the spell, but that does not apply to anything you pick up during its duration. Stoveskin offers you no resistance to fire.
Range: Touch Duration: 15 minutes/Magic Rating Casting Time: 2 rounds Area of Effect: One target Resistance: Mental 16 Ingredient: A drop of blood from a nymph If the target of this spell fails their Resistance check, they fall madly in love with the next living thing they see. For the duration of the spell, they will act completely lovestruck, but it ends their emotions return to normal and they retain full memory of their actions.
Fourth Level
Bloodfire
Range: Self Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect: Self Resistance: N/A Ingredient: The hand of a man burned to death The blood in your veins kindles to flame. If you are attacked by any cutting or slashing weapon, you take one additional point of damage, but your attacker takes 1d6+3 damage from the burning blood. This damage ignores armor.
Range: Touch Duration: Instant Casting Time: 2 rounds Area of Effect: 15 pounds/Magic Rating Resistance: None Ingredient: A white-hot piece of coal You cause a non-living item to immediately be destroyed as though by fire. The spell is instantaneous, but it has no more effect than leaving the item in a fire wouldpaper will be instantly destroyed, but a sword will be mostly unharmed even if the scabbard is burned away. The object is cold when the spell ends.
Fifth Level
Aqshy's Aegis
Range: Self Duration: 1 minute/Magic Rating Casting Time: 2 rounds Area of Effect: Special Resistance: None Ingredient: A miniature shield of gold You and anyone who holds your hands, and anyone who holds their hands, etc., become completely immune to damage caused by nature fire or magical fire caused by spells of 5th Level or less. If the chain is interrupted for any reason, anyone no longer connected to you loses this immediately.
Consuming Wrath
Range: 15 yards Duration: Special Casting Time: -4 Area of Effect: One target Resistance: Mental 15 Ingredient: A lock of red hair The target of this spell becomes overwhelmed with rage. If they fail their Resistance check, they will fly into a rage and attack the nearest target, whether friend or enemy. Such is their wrath that they gain +2 to hit and damage and 1d4 armor. The target may reroll their Resistance check each round.
Boiling Blood
Hearts of Fire
Range: Self Duration: 5 minutes/Magic Rating Casting Time: 2 rounds Area of Effect: 30 yard radius Resistance: None Ingredient: A vial with mixed blood and oil You fan the flames of courage in the hearts of your allies. All of your allies within the spell's area of effect gain a +4 bonus to resist any fear effect. If they leave the radius, they immediately lose this bonus.
Range: Touch Duration: 1 round/Magic Rating Casting Time: -5 Area of Effect: One target Resistance: Physical 16 Ingredient: An ogre's spleen You cause a single target's blood to boil, doing 2d6 damage per round for each round of the spell's duration. In addition, 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 a fountain of superheated blood, doing 2d6 damage to all targets within 2 yards.
Fiery Blast
You create a variable number of flaming blasts and hurl them towards one or more opponents. Each individual blast does 2d6 damage, or 1d6 on a successful Resistance check. The minimum number of blasts is equal to your Magic Rating.
First Level
Azyr Illuminated
Range: Touch Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A drop of quicksilver You foresee the target's starsign and learn a little of their fate. This provides a +2 bonus on Intimidate Proficiency checks. You can also see if the target is cursed or if any portents lie on them.
Range: Touch Duration: 1 round/Magic Rating Casting Time: 1 round Area of Effect: One fire Resistance: None Ingredient: The caul of a new-born baby You place your hands into a campfire-sized fire or larger, taking 1d10 fire damage, and use your hands to sculpt a small figure out of the flames. The figure causes fear in all who see it (Mental Resistance check of 14) and does 1d8+1/Magic Rating fire damage with its flaming arms. It has a Movement Rate of 6, but may not move more than 10 yards from the flame that gave it birth. You must dedicate all of your concentration to controlling the creature.
Sixth Level
Breathe Fire
Range: 10 yards Duration: Instant Casting Time: -6 Area of Effect: 10 yard cone. Resistance: Physical 16 Ingredient: A dragon's scale You take a deep breath and, like a dragon, breathe a cone of flame. The fire does 6d6 damage to everyone in the area of effect, or 3d6 damage to those who make a Resistance check.
Range: Self Duration: Special Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A star map You gain a +4 bonus to all attempts to navigate or find your way until the next sunrise or until you successfully make a test. The bonus only applies while you are able to see the sky.
Omen
Burning Vengeance
Range: Indefinite Duration: Special Casting Time: 1 minute Area of Effect: One target Resistance: Mental 17 Ingredient: Three drops of the target's blood You cause the target of the spell to have a burning desire for vengeance against another. You must name both the target of the spell and the target of their vengeance during the casting, and if they fail a Resistance check, they become obsessed with getting revenge on the named character for a year and a day. Every month, the target may make another Resistance check, but all subsequent checks are 20.
Range: Self Duration: Instant Casting Time: 1 minute Area of Effect: Self Resistance: N/A Ingredient: A small animal's liver You attempt to determine whether a single action is favorable or unfavorable. After casting the spell, the GM makes an Intellect check of 10 for you. If successful, then you learn whether one course of action is favorable or not to the best of the GM's planning ability. If unsuccessful, you misread the Omen and believe a favorable result is unfavorable (or vice versa).
Range: Touch Duration: Instant Casting Time: -1 Area of Effect: One perception-related item Resistance: N/A Ingredient: A clean rag When you cast this spell, one piece of equipment related to perception, such as a window, a glass, a telescope, a mirror, etc., is cleaned to spotlessness. This spell is far more effective than any human cleaner could be, and when it is cast, the object is effectively restored to like new.
which utilizes the Celestial Wind, called Azyr, whose color is Blue, whose Lore is that of the Heavens, whose rune is the Comet of Power, and whose practitioners are called Astromancers. From The Founding of the Eight Orders, credited to Teclis
Second Level
Birdspeak
Range: Self Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A bird's tongue You can speak and understand any bird for the spell's duration. It does not force birds to talk to you or answer
your questions, but does provide insight into the customs and behavior of birds, such as why a flock is behaving in a particular way or why an aerie might have been abandoned.
Third Level
Clear Sky
Range: Special Duration: Instant Casting Time: 1 round Area of Effect: Special Resistance: None Ingredient: Bottled breath from an eagle You clear a single cloud out of the sky, or if the sky is completely overcast, you open a shaft 100 yards in diameter. Clouds continue to blow as normal, so how long the clear space lasts depends on the weather. It can also stop rain, subject to the above limitations.
Range: Self Duration: 1 round Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A piece of glass You read the signs in the sky, and they give you information on what to do. The round after you cast this spell, you may reroll any one roll of your choice. Attack rolls, damage rolls, Proficiency checks, and Ability checks are all fair game.
Fate's Whisper
Range: Self Duration: Indefinite Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A pinch of sand You create a lens in the air that magnifies objects in the distance. You gain a +4 bonus to discern distant objects or people, or +2 to see through clouds or fog. The spell lasts until you dismiss it or until you sleep.
Range: 30 yards Duration: Instant Casting Time: -3 Area of Effect: One target Resistance: None Ingredient: A compass You cast this spell on a single humanoid target in the spell'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 draw that sword if the fight starts? or Is he going to steal something? The question must be about the future.
Lightning Bolt
Fortuitous Object
Range: 40 yards Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: Physical 12 Ingredient: A tuning fork You hurl a bolt of lightning at a single target, doing 2d8 damage, or 1d8 to anyone who makes their Resistance check.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: The eye of an owl Once during the spell's duration, you may increase your Dodge by 5 for one attack. You may do this after the attacker makes their attack roll.
Range: Self Duration: Until the following sunrise Casting Time: 1 minute Area of Effect: Self Resistance: None Ingredient: A thread of pure silk If, while the spell is operating, you need a particular object that is the size of a sword or smaller and of no special provenance, such as a spool of thread, a rope, a dagger, a cloak, or something similar, you find one. Fortuitous Object cannot find any specific object, only finds a single object, and cannot be recast until the duration expires. Furthermore, if the object-finding is used, you lose another object of approximately the same weight, size, and value.
Fortune's Renewal
Starless Night
Range: Special Duration: 1 minute/Magic Rating Casting Time: 2 rounds Area of Effect: 100 yards square Resistance: None Ingredient: A falcon's hood The sky above grows dark as the stars dim and clouds cover the moon. All vision in the area is treated as pitch darkness unless light sources are present, and even light sources seem dimmed by the magic (treat as one category lower). It has no effect if cast indoors or underground.
Range: Touch Duration: 1 day Casting Time: 1 round Area of Effect: One target Resistance: None Ingredient: A rabbit's foot The movement of the heavens provides insight to those who can see. The target of this spell may reroll any two dice rolls during the spell's duration. It cannot be cast on any one target more than once per 24 hours.
Range: Self Duration: 1 hour Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: A piece of stained glass. As First Portent of Amul, but you get two rerolls and may
Wind Blast
Range: 50 yards Duration: 1 round/Magic Casting Time: -2 Area of Effect: 10 yard radius Resistance: Physical 13 Ingredient: An animal bladder You call down raging winds from the sky that roar through the area of effect. Anyone who fails their Resistance check is knocked prone and stunned for one round. Any attempt to use missile weapons in the targeted area automatically fails, and anyone who enters it must make a Physical Resistance check or be affected the same way as the initial targets.
You must return and re-enter your body before the spell ends, or you are hurled back to your body and take 2d8 damage.
Range: Self Duration: 1 day Casting Time: 2 rounds Area of Effect: Self Resistance: N/A Ingredient: A drop of your own blood You read the signs of danger and lean how to avoid them. Once during the spell's duration, you may force any one attack against you to reroll the damage and choose which result you prefer. You cannot be the target of more than one Third Portent of Amul at once.
Fourth Level
Curse
Wings of Heaven
Range: 30 yards Duration: 1day Casting Time: -2 Area of Effect: One target Resistance: None Ingredient: A broken mirror You curse a single target, and for the spell's duration, all of Witchling Star their own attacks and Proficiency checks suffer a -2 Range: Special penalty, and any tests or attacks targeting them gain a +1 Duration : Until sunrise bonus. This spell does not stack. Casting Time: 10 minutes The Enemy Foreseen Area of Effect: The Witchling Star Range: Self Resistance: None Duration: 1 minute/Magic Rating Ingredient: A cracked mirror Casting Time: -4 If cast at night, this spell causes the Witchling Star to grow Area of Effect: Self much brighter than normal and flicker with an eldritch Resistance: None light to everyone within 1 mile of you at the time of Ingredient: A shield that saved a life in battle casting. Anyone familiar with the star's dark reputation If an enemy or group of enemies would gain surprise on suffers a -2 penalty to Resistance checks against fear and a the wizard while this spell is in effect, the wizard is similar penalty to resist intimidation or threats referencing forewarned a number of rounds in advance equal to their the star. Magic Rating.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect: Self Resistance: N/A Ingredient: A dove's feather The winds lift you up, allowing you to fly as fast as you can normally move.
Premonition
Fifth Level
Range: Self Duration: 1 day Casting Time: -2 Area of Effect: Self Resistance: N/A Ingredient: A rabbit's foot You may reroll one failed Proficiency or Ability check made during the spell's duration. You may not be the target of more than one Premonition spell at a time.
Crowning Fate
Project Spirit
Range: Special Duration: 1 hour/Magic Rating Casting Time: 2 rounds Area of Effect: Self Resistance: N/A Ingredient: A pinch of horseradish You cast loose your spirit so it slips free of your mortal flesh. While in spirit form, you are invisible but may see and hear normally. You can go anywhere, but are still limited by the laws of the moral world; you cannot fly or walk through walls and cannot manipulate solid objects.
Range: Touch Duration: Instant Casting Time: 1 minute Area of Effect: One target Resistance: None Ingredient: A ball of pure crystal You gain insight into the crowning fate of the person. This typically takes the form of a god, a magical Wind, or a constellation. The vision is always true, but can be symbolic and hard to interpret. Some people also lack a crowning fate at any given time.
Finding Divination
Range: Self Duration: Instant Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A chipped lens You follow signs in the stars to find the location of an object. If can either be general (A source of clean water)
or specific (My boots with the mudstains on the left sides). When the spell is cast, you immediately get a sense of the direction of the item in question, though you get no sense of distance. If looking for a general item, Finding Divination points toward the closest example; to look for a specific thing, you must have either seen it in person or had it described in great detail. It also does not respect the difficult of reaching the target, and will happily point to water across a giant chasm if that's the closest source.
Range: Special Duration: Special Casting Time: 2 rounds Area of Effect: Special Resistance: N/A Ingredient: A vial of ink made from eagle's blood You reach out to the Blue Wind and write a message in the stars. It cannot be complicated or more than a sentence, and frequently a code is the best way (one if by land and two if by sea, for example). The intended recipient of this Lightning Storm message must make a successful Arcane Knowledge Range: 60 yards Proficiency check of 15 to decipher the message, but Duration: Instant anyone with the Arcane Knowledge Proficiency may roll a Casting Time: -5 check of 10 to determine a message exists, but without Area of Effect: 10 yard radius prior knowledge, they will have difficulty deciphering it. Resistance: Physical 16 There does exist a common code among the Celestial Ingredient: A weather vane Order, and by placing the message in certain ways near You conjure up a supernatural storm that strikes all those in the area of effect with lightning. All targets affected take certain constellations, messages can be relayed for any knowledgeable wizard to decipher. 4d6 damage, or 2d6 for those who make a successful Resistance check.
Starshine
Range: Self Duration: 1 minute/Magic Rating Casting Time: 2 rounds Area of Effect: 50 yard radius Resistance: None Ingredient: A star chart Light shines down from the stars, illuminating the area around you and revealing all that is hidden. Darkness is banished, the invisible is made visible, secret doors or chambers are discovered, and illusions are revealed.
which utilizes the Jade Wind, called Ghyran, whose color is Green, whose Lore is that of Life, whose rune is the Coil of Life, and whose practitioners are called Druids. From The Founding of the Eight Orders, credited to Teclis
First Level
Arms of the Forest
Range: Touch Duration: Until sunrise Casting Time: 1 minute Area of Effect: One tree Resistance: None Ingredient: A bird's nest You touch a tree or other large plant, causing its branches and limbs to bend and twist into a natural dwelling for up to 10 people. This may be a tree-house in the branches of the tree, a domed shelter on the ground, or anything in between. 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.
Sixth Level
Broken Constellation
Range: 30 yards Duration: 1 hour/Magic Rating Casting Time: -4 Area of Effect: One target Resistance: Mental 16 Ingredient: A belonging of the target If the target fails their Resistance check, they are abandoned by the stars to suffer the vagaries of fate. Their dice rolls are all made without bonus from any source. Spells, magic items, and circumstances cannot provide any Ferment bonuses, though penalties do apply. Range: Touch Fate of Doom Duration: 1 day Range: Indefinite Casting Time: -1 Duration: 1 week Area of Effect: A dozen gallons of liquid Casting Time: 1 hour Resistance: N/A Area of Effect: One target Ingredient: A drop of pure water from a spring Resistance: Mental 19 You convert enough liquid to sustain dozen people for a Ingredient: The noose of a hanged man day, no matter how fouled or brackish, into a mildly Before this spell can be used, you need to acquire a lock of fermented beverage of your choice (ale, mead, beer, etc.). hair or drop of blood from the target. If the target fails their If not drunk, it reverts back to its previous state at the end Resistance check, for the spell's duration all damaging of the spell's duration. attacks and spells used on the character do maximum Track's Tale Told damage, and all of their tests suffer a -2 bonus. Anyone Range: Self with the Magic Acuity Proficiency within 5 miles of this Duration: Special spell is immediately aware of its casting. Casting Time: 1 round Area of Effect: Self
Resistance: N/A Ingredient: A fallen tree branch You listen to the subtle sounds of earth and branch, giving you a +4 bonus to tests to track or gain information about those who have recently passed through a natural wilderness area. You may continue to follow the trail until it crosses a man-made road or enters a cultivated or inhabited area.
Ingredient: A pendulum If the target of this spell fails their Resistance check, they undergo the brightness of spring, the fire of summer, the sadness of autumn, and the chill of winter all during the spell's duration. For the first half of the spell, the target gains a +2 bonus to Agility but suffers a -2 penalty to Presence, and for the second half they suffer a -2 penalty to Agility, Presence, and attack rolls.
Second Level
Bend With the Wind
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A stick of willow Your spine becomes as supple as the branch of a willow tree. 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 may fall up to 10 feet without injury.
Range: Touch Duration: 1 day Casting Time: -2 Area of Effect: One target Resistance: None Ingredient: A budding flower The target of this spell gains a +2 bonus to resist the effects of poison, disease, or alcohol. It does not stack.
Tree-Dweller's Step
Curse of Thorns
Range: 40 yards Duration: 1d10 rounds Casting Time: -1 Area of Effect: One target Resistance: Physical 12 Ingredient: A thorn You cause thorns to grow inside the body of a single character. They must make a successful Resistance check each round of the spell's duration, or they take 1 damage and suffer a -4 penalty on all their rolls due to intense main.
Range: Touch Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A bit of sap You imbue one target with great ability to climb and traverse natural obstacles, gaining a +4 bonus to any such tests.
Earth Blood
Range: Self Duration: Instant Casting Time: 1-10 rounds Area of Effect: Self Resistance: N/A Ingredient: A dagger You absorb energy from the earth beneath your feet to heal yourself. You heal a number of Health Points equal to the number of rounds spent casting this spell. You cannot cast it on others.
Range: Touch Duration: Special Casting Time: 1 round Area of Effect: One target Resistance: None Ingredient: Moss undisturbed for a decade You move through wild lands as though traveling through the best-maintained road. Wild lands includes any generally uninhabited wilderness. You may cast this spell on other targets to bring them on your travels, and it lasts until you cross a man-made road or reach a cultivated or settled area.
Third Level
Driftwood
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A piece of driftwood The target of this spell becomes as buoyant as driftwood. They gain a +6 bonus to any attempts to swim, and their buoyancy is such that they cannot drown from failing any such test. Anyone trying to hold someone under the water suffers a -4 penalty on their grappling check.
Range: Touch Duration: 1 week Casting Time: 1 minute Area of Effect: One target Resistance: None Ingredient: A handful of animal feed The target of this spell is sustained by the power of Ghryan and does not need to eat for the spell's duration. They still need to drink as normal.
Earth Gate
You disappear down into the earth and reappear at any point in the spell's range. Both your departure point and the point of your reemergence must be areas of natural earth.
Father of Thorns
Range: 60 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: 15 yard radius Resistance: N/A Ingredient: A thorn that has ripped flesh A riot of thorn bushes bursts forth from any area of natural earth in the spell's range. Anyone inside the thorns may only move at half their normal speed, and attempting to move at all automatically does 1d4+1 damage.
Duration: 10 minutes/Magic Rating Casting Time: 1 minute Area of Effect: Self Resistance: N/A Ingredient: A sheaf of corn For the duration of the spell, anyone within 500 yards can hear anything you say. Shouts will be heard as shouts and whispers as whispers, but everyone hears you as though you were standing next to them.
Fourth Level
Ghryan Revealed
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient: Self 1 round/Magic 2 rounds 15 yards radius N/A A sunflower (summer) or edelweiss (winter) For the duration of the spell, you can sense all living things around you in the area of effect. You can distinguish between plant, animal, and different races, but nothing more. Walls of wood are no barrier, but walls of stone each requiring a Channeling Proficiency check of 13 to see through. Walls of metal, or any magical barrier, is opaque.
Leaf Fall
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: An oak leaf You are surrounded by a whirling vortex of leaves that provides protection against ranged attacks. Anyone who attacks you suffers a -4 penalty, though you are not affected.
Spring Bloom
Life Force
Range: Touch Duration: Special Casting Time: -3 Area of Effect: One target Resistance: None Ingredient: A leaf from an evergreen The target of this spell gains a +4 bonus to any test to avoid losing a limb. It lasts until triggered or for one day.
River's Whisper
Range: Touch Duration: 1 minute/Magic Rating Casting Time: 1 minute Area of Effect: One river Resistance: None Ingredient: A flagon of wine You commune with the spirit of a river, allowing you to ask questions about anything that happened within the last 24 hours and up to 1 mile up or downstream. Answers are generalyou could learn that a boat with ten humans sailed down the river, but not the boat's name or how the humans were dressed.
Range: Touch Duration: Special Casting Time: 10 minutes Area of Effect: One target or one farmer's field Resistance: None Ingredient: A handful of natural fertilizer You 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 will automatically conceive (or cause conception) or a child, presuming the normal conditions are met.
Summer Heat
Self 1 round/Magic Rating -4 Self N/A A piece of peat buried underground for over a century This spell can only be cast on bare earth, in bare feet. You draw on the strength of the earth, gaining a +2 bonus to Strength and Endurance and a +4 bonus to avoid being knocked down. If you move for any reason, the spell ends.
Range: 50 yards Duration: 1d10 rounds Casting Time: -2 Area of Effect: 5 yard radius Resistance: None Ingredient: A vial of sweat from an honest man You cause a small area to burn with the heat of summer. Anyone in the target area suffers a -4 penalty to all actions for the spell's duration.
Trees' Rustle
Wind's Whisper
Range:
Self
Range: Touch Duration: 1 hour Casting Time: 1 hour Area of Effect: One tree Resistance: None Ingredient: A handful of moist earth While sitting in the boughs of a tree, you converse with it, gaining knowledge of what it has seen and heard. Trees will not lie, but they are not very intelligent, and can have a hard time interpreting the dealings of those who walk on two legs. They may also ask favors before parting with
information. If the tree is part of a grove or forest, it may have information about what other trees nearby know. Though the spell lasts an hour, trees speak slowly and this is only the equivalent of a few minutes of conversation.
Vital Growth
Range: Touch Duration: Special Casting Time: 2+ rounds Area of Effect: One living plant or seed Resistance: None Ingredient: A living sprout You channel the power of Ghryan to give great vitality to plant growth. After casting for an intial round, even additional round you spend casting ages the plant one day. You may cast as long as you want, but it is possible to age a plant to the point of death with this spell. Plants can only grow in areas that would normally support them.
You summon a massive geyser of water to shoot up from the ground. Anyone in the area of effect takes 2d8 damage, are knocked 5 yards in the direction of your choice by the rushing water and, and if they fail a Resistance check, are stunned for 1d10 rounds. After the geyser erupts, a pool of fresh water remains for the next hour.
Winter Frost
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient:
50 yards 1 minute/Magic Rating -5 15 yard radius Mental 16 A vial of melted snow from a mountain peak You coat an entire area with a thick layer of frost. Anyone affected takes 4d6 damage and, if they fail a Resistance check, is coated in solid ice and unable to act at all for a single round. Movement is halved in the area of effect.
Range: Touch Duration: 15 minutes/Magic Rating Casting Time: -4 Area of Effect: One wooden object Resistance: None Ingredient: A seed from a tree in a magical forest Any object you touch becomes as soft as a newly-grown twig. Wooden weapons bend when they hit people, doors can be pushed around locks, chairs and tables no longer hold weight, and wooden cage bars may be bent easily to escape.
Sixth Level
Cure Blight
Range: Self Duration: Instant Casting Time: 10 minutes Area of Effect: One square mile or 4 people/Magic Rating Resistance: None Ingredient: A vial of water from a sacred pond You may cleanse an area of up to one square mile of blight, saving all the plants therein and making them immune to the same blight for one season. Alternatively, you may cure a number of targets suffering from disease of their afflictions.
Wood Shape
Range: Touch Duration: 1 hour/Magic Casting Time: 1 round Area of Effect: One target Resistance: None Ingredient: A strip of bark You turn a willing target into the shape of a tree. The type of tree depends on the heart of the person: a sorrowful woman might turn into a weeping willow, while a cruel man might become a twisted black oak. The target is vulnerable to the normal sorts of things that can kill trees.
which utilizes the Light Wind, called Hysh, whose color is White, whose Lore is that of Light, and whose rune is the Serpent of Light, and whose practitioners are called Hierophants. From The Founding of the Eight Orders, credited to Teclis
Fifth Level
Flesh of Clay
Range: Self Duration: 1 minute/Magic Rating Casting Time: 1 round Area of Effect: Self Resistance: N/A Ingredient: A small clay sculpture of you Your flesh hardens and gains the consistency of clay. You gain a +6 bonus to Strength and armor equivalent to Splint Mail, but suffer a -6 penalty to Agility and your movement is halved.
First Level
Cleansing Glow
Range: Touch Duration: Instant Casting Time: -1 Area of Effect: One item or person Resistance: None Ingredient: A bit of soap A 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 even tastiness if it was tasty in the first place.
Geyser
Dazzling Brightness
Range: Duration: Casting Time: Area of Effect: Resistance:
Ingredient: A small mirror You create an incredibly bright explosion of light. Anyone looking into it when the spell is cast suffers a -2 penalty to hit and to their Agility for the spell's duration.
Health Points equal to your Magic Rating. You may cast this spell on yourself.
Infusion of Light
Demonward
Range: Self Duration: Special Casting Time: -1 Area of Effect: 5 yard radius Resistance: Mental 10 Ingredient: A main-gauche After you cast this spell, for as long as you do not move, no demon can enter the spell's radius unless it succeeds on a Mental Resistance check.
Driving Intent
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A piece of quartz The creature or object you touch begins glowing with an almost-blinding light. Any attempts at stealth or concealment automatically fail, and the light provides light as though a bonfire. It also glows in the Aethyr, so the Magic Acuity Proficiency may be used to find the target of this spell.
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A lodestone While under the effects of this spell, the target gains a +4 bonus to resist all attempts to change their mind or alter their purpose, whether mundane or magical. However, they must not lie or act deceitfully or the spell instantly ends.
Perfect Comprehension
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: The wings of a bat You can see perfectly clearly in darkness or through anything else that might obscure your vision, including haze, smoke, fog, and so on. In the case of magicallycreated obscurement, your Channeling Proficiency check must beat their own. Your eyes shine with white light while the spell is in effect.
Range: Self Duration: 1 minute/Magic Rating Casting Time: 3 rounds Area of Effect: Self Resistance: N/A Ingredient: A candle blessed by a priest While the spell is in effect, you can understand any language or method of communication, whether written, spoken, or signed. Particularly occult or ancient languages may be immune, at the GM's discretion. Perfect Comprehension does not allow you to communicate in the language yourself, only to understand it.
Radiant Gaze
Range: 15 yards Duration: Instant Casting Time: -2 Area of Effect: One target Resistance: None Ingredient: A lens You focus the White Wind into your gaze and sear a single target for 3d6 damage.
Radiant Weapon
Second Level
Clarity
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One creature Resistance: None Ingredient: A clear glass bead You touch a single target and reduce one penalty they are suffering to Intellect or Presence by up to 2 points (e.g. remove 2 points of penalties). You may cast this spell multiple times to affect multiple attributes, but cannot stack its effects on the same attribute.
Range: Touch Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: One weapon Resistance: N/A Ingredient: A silver charm You temporarily enchant a single melee weapon with the power of Hysh. For the spell's duration, the weapon counts as magical and gains a +3 bonus to damage against demons. Because of the weapon's bright glow, the wielder automatically fails any Stealth Proficiency checks they attempt.
Shimmering Cloak
Healing of Hysh
Range: Touch Duration: Instant Casting Time: 1 round Area of Effect: One target Resistance: None Ingredient: A clear glass bead Your touch heals the targeted character for a number of
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A candle You are surrounded by a glow of light that reduces any damage done to you by mundane missile attacks by your Magic Rating. You automatically fail any Stealth
Third Level
Banish
Range: 30 yards Duration: Instant Casting Time: -3 Area of Effect: One demonic target Resistance: Mental 13 Ingredient: An oak wand You wrap a demon within the spell's range in an envelope of Hysh, attempting to expel it from the mortal plane. Both you and the demon must make a Mental Resistance check. If you succeed and the demon fails, it is forcibly ejected with a shrieking wail. If the demon succeeds and you fail, it remains and the spell ends. If both succeed or fail, you are locked in magical combat and the struggle continues.
candle to campfire. All those within the area illuminated by the fire are immune to any normal disease and gain a +4 bonus to resist any magical diseases. The fire can fed on additional fuel as normal, and even split by kindling a new fire from part of the old one. These child fires have the same effects as their parents. The spell lasts until all fires have burned out.
Radiant Sentinel
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: A buckler You create a ball of glowing light about the size of a human head that orbits around you and deflects attacks. Treat the ball as a kite shield, except it requires no concentration on your part to protect you.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: 50 yard radius Resistance: Mental 14 Ingredient: A drop of mercury For the spell's duration, any wizard with Lore of Chaos or any of its derivations suffers a penalty to all their Channeling Proficiency checks equal to your Magic Rating.
Fourth Level
Bright Bastion
Range: Self Duration: 15 minutes/Magic Rating Casting Time: -4 Area of Effect: 2 yard radius/Magic Rating Resistance: Mental 14 Ingredient: A polished silver shield You create a spherical barrier around yourself, denying entrance to all. Anyone who attempts to enter must succeed on a Resistance check or they are hurled backward and take 1d10 damage, or double damage if a demon. They may try again next round, if they like. If cast inside a building or interior space, you may adjust the barrier to fight the space.
Enlightenment
Range: Touch Duration: 1 minute/Magic Rating Casting Time: 1 minute Area of Effect: One target/Magic Rating Resistance: None Ingredient: A lens For the duration of the spell, you and the targets you touch gain a +2 bonus to rolls involving lore, scholarship, or languages.
Eyes of Truth
Range: Touch Duration: Special Casting Time: -3 Area of Effect: Special Resistance: None Ingredient: An unburned wax candle You cause the interior areas of a building to shine with daylight. At Magic Rating Grade I, you can affect a hovelsized building, at Grade II a moderate-sized house, at Grade III a large manor, and at Grade IV a building of any size as long as it is contiguous. The light shines in any area of the building bounded by a man-made roof and walls on all sides. The spell lasts as long as you remain in contact with or inside the building.
Range: Self Duration: 1 round/Magic Rating Casting Time: -4 Area of Effect: 50 yard radius Resistance: N/A Ingredient: A glass sphere You eyes shine with a white glow, and for the spell's duration, you can see through illusions, magical and mundane darkness, invisibility, and disguises within the spell's area of effect.
Ill-Bane
Light of Purity
Range: Touch Duration: Special Casting Time: 2 rounds Area of Effect: Special Resistance: None Ingredient: A blessed wax candle In casting this spell, you light a fire of any size from
Range: 10 yards Duration: Instant Casting Time: 1 round Area of Effect: One target/Magic Rating Resistance: None Ingredient: A poultice You use the power of Hysh to remove diseases or poisons in a number of targets equal to your Magic Rating. If the spell is cast, any targets may either have one poison cured or have the duration of any disease cut in half. It requires two castings to achieve both effects.
Area of Effect: 6 yard radius Resistance: None Ingredient: A garnet worth 30g You cause an area around you to shine with clear daylight. Everything within the area of effect is illuminated as though sunlight was shining on it. This does affect creatures with a vulnerability to sunlight.
Inspiration
Range: Self Duration: Casting Time: 1 minute Area of Effect: Self Resistance: N/A Ingredient: A page from a book You open your mind to Hysh and allow it guide your thoughts toward solving a vexing mental problem. After the spell ends, you can make a single check to solve a mental test (deciphering a short document, solving a math problem, a short research session) with a +6 bonus.
Duration: 1 hour/Magic Rating Casting Time: 3 rounds Area of Effect: Self Resistance: N/A Ingredient: A lodestone Choose a single proficiency you possess. The next time you make a check on that proficiency within the spell's duration, you automatically succeed. This cannot affect any check where you are actively opposed by another, and only one casting may affect you at a time.
Sixth Level
Boon of Hysh
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient: Touch Instant 2 rounds One target None A lock of hair from when the target was well You wrap a single target in a wellspring of Hysh, curing all maladies that afflict them. All Health Points are restored, diseases and poisons are purged, and so on.
Range: Touch Duration: One speech Casting Time: 2 rounds Area of Effect: One target Resistance: None Ingredient: A blank sheet of vellum As long as the target of this spell speaks honestly and forthrightly, they gain a +6 bonus on any Inspire or Persuasion Proficiency checks for the duration of their speech. There are no obvious effects of the spellthe target doesn't glow, their words are not louder than normal, etc.so there is no way for observers to tell if the target is speaking truthfully.
Demonbane
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient:
Fifth Level
Blinding Light
Range: 50 yards Duration: 1d10 rounds Casting Time: -5 Area of Effect: 20 yard radius Resistance: Physical 15 Ingredient: A polished mithril disc You create an explosion of blinding light in the target area. Anyone who fails their Resistance check are blinded for the spell's duration, suffering all the normal effects of blindness.
50 yards Instant 2 rounds 15 yard radius Mental 17 A wand made from a lightning-struck oak You rend the fabric of the aethyr and cast a group of demons back to whence they came. Any demon in the area of effect who fails the Resistance check is banished immediately.
Pillar of Radiance
Light's Demand
Range: 30 yards Duration: Special Casting Time: 2 rounds Area of Effect: Cone, 5 yards at the far end. Resistance: Mental 13+ Ingredient: A flawless mirror You extend your hands (or the mirror) and a brilliant shaft of light explodes forth. Any demon caught in the light must pass a Resistance check of 13 + your Magic Rating or be unable to move at all during the spell's duration. At the cost of 1 Health Point, you can extend the spell's duration for an additional round.
Range: 50 yards Duration: Instant Casting Time: -6 Area of Effect: 15 yard radius Resistance: Physical 16 Ingredient: A diamond worth 100g You concentrate the energy of Hysh into an enormous beam of burning light that blazes down from the heavens and strikes your foes. Anyone in the area of effect takes 4d8 damage (2d8 on a successful Resistance check) and suffers the effects of Dazzling Brightness. Anyone with the Magic Acuity Proficiency within 5 miles of this spell is immediately aware of its casting.
which utilizes the Gold Wind, called Chamon, whose color is Yellow, whose Lore is that of Metal, whose rune is the Soaring Eagle, and whose practitioners are called Alchemists. From The Founding of the Eight Orders, credited to Teclis
Purity of Purpose
Range: Self
First Level
Anatomical Evaluation
Range: 30 yards Duration: Instant Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A pair of calipers If this spell is successful, you make a Perception Proficiency check of 5. If successful, you can determine the target's current state of health, its strongest physical attribute, and roughly how its prowess compares to your own. If you beat the check by 5, you also learn one special ability (such as fiery breath, spellcasting, etc.).
Casting Time: 1 minute Area of Effect: One mechanical object Resistance: None Ingredient: A draftsman's quill When casting this spell, you examine one piece of mechanical equipment that has more than one moving part and gain complete insight into its operation and its purpose. During the casting, a ghostly image of the component parts appears in the air in front you. If you need to repair, sabotage, modify, use, or replicate the device, you gain a +4 bonus on any rolls to do so.
Second Level
Fault of Form
Range: 30 yards Duration: 1d10 rounds Casting Time: -1 Area of Effect: One weapon Resistance: None Ingredient: A metal file You subtly alter a weapon within the spell's range, causing it to lose any benefits from superior craftsmanship and inflicting a -2 penalty on any rolls to hit.
Range: Touch Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A rusted hinge The target becomes an expert in finding the weaknesses in their enemies' defenses. They gain a +1 bonus to hit, and may spend a round aiming to gain a +5 bonus to their next attack.
Guard of Gold
Guard of Steel
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A steel ball You summon shimmering orbs of steel that rotate around your body and protect you from incoming attacks. Any attack made against you during the spell's duration suffers a -2 penalty.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A gold ball One of your limbs becomes coated in a thick golden coating. For the spell's duration, the targeted limb is completely immune to all damage.
Law of Form
Inscription
Range: Touch Duration: Permanent Casting Time: 1 round Area of Effect: One metallic surface Resistance: N/A Ingredient: A chisel By passing your hand over a metallic surface, you can cause an inscription to appear graven into the object. The inscription may be of any length that will reasonably fit and it appears in your own handwriting.
Range: Touch Duration: 1 minute/Magic Rating Casting Time: -2 Area of Effect: One object Resistance: None Ingredient: An iron rod You transmute a solid, inanimate object and harden it like steel. It gains the weight and feel of solid metal, though its appearance remains unchanged. Any attempt to break it suffers a -5 penalty and it takes half damage from all attacks. It is possible to use this spell to make a robe as strong as a suit of plate armor, but the weight change means that the robe becomes as encumbering as a suit of plate armor as well.
Range: 10 yards Duration: 15 minutes/Magic Rating Casting Time: -1 Area of Effect: One fire Resistance: None Ingredient: A breath of hot air You cause an already-burning fire in a fireplace, forge, or other man-made structure to burn as hot as possible. The fire does not consume any fuel for the spell's duration.
Law of Logic
Range: 15 yards Duration: 5 minutes Casting Time: 1 minute Area of Effect: One target Resistance: N/A Ingredient: A blank piece of paper You increase your target's faculties of logic to aid one Proficiency or attribute check. You must cast this spell before the task to be performed, which must take place entirely during the spell's duration. The target gains a +4 bonus on the relevant test.
Range: Touch Duration: Instant Casting Time: 1 minute Area of Effect: One limb Resistance: None Ingredient: A copper rod You can only cast this spell after a limb has been destroyed or removed. It places a metal stump over the end of the limb, molding perfectly to what remains and never becoming infected. The stump may be up to a foot long and molded into any shape you desire, but may not be mechanical.
Tale of Metal
Range: Touch Duration: Instant Casting Time: 2 rounds Area of Effect: One metal object Resistance: None Ingredient: A lens You touch a metal object and look into its past, seeing the circumstances of its forging and creation as though you were there. You may recall a fact about this vision later with an Intellect check of 10.
Range: Touch Duration: Instant Casting Time: 2 rounds Area of Effect: One metal object Resistance: None Ingredient: A brass rod You repair a broken metal object. You cannot change the type of metal, nor the overall shape of the object, and you do not need every single piece, but at least three quarters of the object must remain. It must have been whole at one timeyou cannot use The Metal Mended to hurry a crafting project to completion.
Third Level
Armor of Lead
Range: 50 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: 10 yard radius Resistance: None Ingredient: A miniature helmet of lead You increase the weight of the armor of everyone in the spell's effect. Their Armor Impedance is increased by 2 and they suffer a -2 penalty to all attacks while the spell lasts.
Range: Self Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: Self Resistance: N/A Ingredient: A small steel disc Your flesh and mind gain the properties of metal, granting you the equivalent of leather armor and providing a +2 bonus to your Mental Resistance checks. You also find your mind becomes more set in its ways and difficult to change.
Secret Rune
Armor of Tin
Range: 50 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: 15 yard radius Resistance: None Ingredient: A tin solider You cause the armor of everyone in the area of effect to become soft, supple, and flimsy. Anyone wearing metal armor treats their armor as two categories less protective than it is: plate mail becomes chain mail, field plate becomes splint mail, and so on. It only affects metallic armor.
Range: Touch Duration: Special Casting Time: 1 round Area of Effect: One metallic surface Resistance: None Ingredient: A vial of gold-infused ink This spell is similar to Inscription, but the message recorded can only be viewed by another casting of Secret Rune. Secret Rune may be repeatedly cast to make the message appear and disappear.
Range: 50 yards Duration: Instant Casting Time: -2 Area of Effect: One to Magic Rating enemies Resistance: None Ingredient: A silver arrowhead You create a number of silver arrows equal to your Magic Rating and hurl them at one or more enemies, doing 1d8+2 damage per arrow. The arrows disappear after inflicting damage.
Law of Age
Range: 15 yards Duration: 1 minute/Magic Rating Casting Time: -3 Area of Effect: One object Resistance: None Ingredient: A fossilized bone You cause a solid, inanimate object to become brittle, making it easier to damage. Its weight and feel is unchanged. For the spell's duration, any attacks against the object do double damage and any attempt to break it
Fourth Level
Fool's Gold
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -4 Area of Effect: One object Resistance: N/A Ingredient: A petrified flower You temporarily alter an inanimate object to make it appear more valuable than it is. Copper coins become gold, a rusty sword becomes a blade worthy of a king, and
a walking stick becomes a carved and enameled cane. The object's value increases by a minimum of 10x.
Self Instant 1 minute Self N/A A piece of paper covered in guilded writing If you cast this spell when facing a catch-22, impasse, puzzle, trap, or mystery that can be solved solely through inspiration or deduction. If the spell is successful, you learn a piece of information which can push you toward the puzzle's solution.
You use the power of Chamon to guide your allies within the area of effect. Until the beginning of your next turn, every character may reroll any one roll of their choice. The second roll is final.
Fifth Level
Breach the Unknown
Range: Touch Duration: Instant Casting Time: 1 minute Area of Effect: One object Resistance: N/A Ingredient: A dram of ruby sulphur extract When you cast this spell, you unlock all the secrets of the object, such as the material composition and any special properties it may possess. In the case of potions or magical items, you learn one fact about it for every 2 points by which you beat the target number to cast Breach the Unknown. If the item is cursed, tainted, or otherwise baneful, you learn those facts last.
Range: Touch Duration: Instant Casting Time: -4 Area of Effect: One pint of fluid Resistance: N/A Ingredient: A pinch of sulfur You cause up to a pint of fluid to become an extremely powerful acid. Anyone splashed by the acid takes 2d4 damage, and after 2d6 rounds, their armor is corroded and reduced in effect by one step. If this reduces the protection to 0, the armor is destroyed. A pint is enough to burn through a metal bar, a steel shackle, a thick chain, or an iron lock.
Enchant Item
Transformation of Metal
Range: Touch Duration: Permanent Casting Time: 1 minute Area of Effect: One metal object Resistance: None Ingredient: A charm shaped like a hammer and anvil You transform one metallic object into another one. This does not change the type of metal, only its shape. You could turn swords to plowshares, or gold thread to coins, but not lead to gold. The amount by which your Channeling Proficiency beats the target number determines the craftsmanship of the new item. You may not cast Transformation of Metal on magical items.
Range: Touch Duration: 1 hour/Magic Rating Casting Time: 1 minute Area of Effect: One item Resistance: N/A Ingredient: A griffon's feather You can temporarily enchant an item to give you a +1 bonus to one of your attributes or type of rolls. Form must follow function. A pair of boots could provide +1 Agility, a brooch could provide +1 Presence, and a sword might provide +1 to hit, for example.
Transmutation of Fluid
Range: 30 yards Duration: Instant Casting Time: -4 Area of Effect: 20 gallons x Magic Rating Resistance: None Ingredient: A mouthful of near-boiling water You cause an amount of liquid in your line of sight to instantly boil away into steam. The steam is hot, but not enough to cause any damage.
Range: Touch Duration: Permanent Casting Time: 10 minutes Area of Effect: One insane target Resistance: None Ingredient: A page from a book written by a madman You attempt to transform a sick mind into an unstable one. This spell may be used to cure madness, insanity, or other mental ailments. If the spell is successfully cast, make another Channeling Proficiency check, with the target number determined by the degree of insanity. A success cures the malady, while a failure makes it worse. You cannot cast this spell on yourself.
Sixth Level
Law of Gold
Range: 30 yards Duration: 1d10 rounds Casting Time: -6 Area of Effect: One magical item Resistance: None Ingredient: A small golden sheath worth 75g You enshroud a single magic item in winds of Chamon, suppressing its powers. It loses all magical abilities for the spell's duration.
Seventh Level
The Body Guilded Ritual
Ingredients: Fire kindled from a volcano, blessed jeweler's tools, and at least 2000g of gold Casting Time: 12 hours Conditions: None Consequences: If you fail the casting roll, it goes arwy see below for specific effects. You permanently substitute your body parts with a replacement of gold. There are three version, depending on the part you wish to replace. Replacing a finger or toe requires 2000 gold and is cast as a 3rd Level spell, replacing a hand, foot, ear, or nose requires 4000 gold and is cast as a 5th Level spell, and replacing an arm, leg, head, heart, or lungs requires 6000 gold and is cast as a 7 th Level spell. The ritual is always learned as 7 th Level. Gilded body parts function exactly the same as part they replacing, including sense of touch or hearing. Specific parts also provide extra effects. The effects of a failed ritual 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 -1 penalty to same). Foot: You gain a +1 bonus to resist fatigue of traveling (you suffer a -1 penalty to same) Ear: You gain +1 bonus to tests to hear things per ear (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 damage done to you by 1 per arm (you suffer -1 Strength per arm) Leg: Your movement rate increases by 1 and you reduce all damage done to you by 1 per leg (your movement rate is reduced by 1 per leg) Head: You get the benefits of two ears and a nose and also get a +1 bonus to all Mental Resistance checks (you die) Heart: You no longer suffer emotional pain and gain a +2 bonus to resist persuasion, intimidation, and any attempt to sway your emotions (you die) Lungs: You no longer need to breath (breathing causes horrible pain, giving you a -2 penalty on all actions) Successfully performing the ritual on a body part that was previously the subject of a failed ritual overwrites the failure with the bonuses from a success.
First Level
False Promise
Range: 15 yards Duration: 15 minutes/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: None Ingredient: A pair of rose-tinted glasses For the spell's duration, one target becomes excessively optimistic and sees the world and surroundings in the best possible light. All attempts to fool or trick the target using mundane methods gain a +4 bonus for the spell's duration.
Mutable Visage
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: Physical 11 Ingredient: A pinch of cosmetics You make your target subtly more or less attractive, but in a way that has an obvious effect on social situations. The effect is either a +2 or -2 adjustment to Presence (your choice) for the spell's duration. The target may make a successful Resistance check to avoid the spell.
Shadowcloak
Range: Self Duration: 1 minute/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: N/A Ingredient: A piece of charcoal You cloak yourself in shadows, making it easier to hide. You gain a +4 bonus on all Stealth Proficiency checks.
Second Level
Bewilder
Range: 30 yards Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect: One target Resistance: Mental 12 Ingredient: A splash of ale The target of your spell is assaulted with bizarre sensations and feelings, making their actions random. Every round of the spell, they must roll percentile dice and consult the following 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 within range, they charge the nearest character. 61-80 Do nothing: The target stands stupefied for the round. 81-100 Curl into a ball: The target curls into the fetal position and counts as prone and helpless.
which utilizes the Grey Wind, called Ulgu, and whose color is Grey, whose Lore is that of the Shadows, and whose rune is the Sword of Judgement, and whose practitioners are called Shadowmancers. From The Founding of the Eight Orders, credited to Teclis
Doppelganger
Range: Duration:
Casting Time: 2 rounds Area of Effect: Self Resistance: N/A Ingredient: A lock of hair from the target race You take on the appearance, including clothing, armor, and so on, of any other living humanoid creature under ten feet in height. The spell does not disguise your voice or smell, only your appearance. If you want to disguise yourself as a specific member of the race, you may do so with a successful Disguise Proficiency check, otherwise you look like an undistinguished member of the race.
Take No Heed
Range: Touch Duration: 1 hour/Magic Rating Casting Time: -1 Area of Effect: One chest-sized object or smaller Resistance: None Ingredient: A monstrous eyeball You make an item the size of a chest or smaller appear to be either worthless or valuable. Worthless items appear threadbare, rusted, cracked, or simply badly made, while valuable items appear to have excellent craftsmanship and fine decorations. Anyone attempting to get an accurate value of the item suffers a -5 penalty.
Range: Self Duration: 5 minutes/Magic Rating Casting Time: -1 Area of Effect: Self Resistance: Mental 12 Ingredient: A pinch of nothing in particular You become very easy to ignore. Anyone who wants to approach and interact with you must succeed on a Mental Resistance check to do so, even if they have already done so recently. Even those who succeed on this check must make another check to remember any details other than your existence. The spell specifically affects its targets so they attribute its effects to distraction, bad memory, and the like.
Third Level
Burning Shadows
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient: Self Instant -3 20 yard radius None A dose of black lotus harvested in shadow You cause the shadows around you to burn like acid, doing 1d6+1 damage to all targets on which a shadow from any light source more powerful than a torch falls at the moment you cast the spell. Darkness is not a shadow, nor is simply being indoors.
Mindhole
Range: 50 yards Duration: Special Casting Time: -1 Area of Effect: One target Resistance: Mental 12 Ingredient: Fingernail clippings from the target You cause one target within the spell's range to completely forget you exist. If they fail their resistance roll, they lose all memory of you and your activities within a maximum of the last week. They can still notice you as normal going forward.
Range: Self Duration: 1d10 rounds Casting Time: -1 Area of Effect: Self Resistance: Mental 13 Phantom Foe Ingredient: A sketch of your action Range: 50 yards You cloak your activities in an illusion of you performing Duration: 1 round/Magic Rating some other task. You can appear to be reading a book Casting Time: -1 while you're actually searching through the desk, or merely Area of Effect: One target standing in place while stabbing someone in the back. Resistance: Special Anyone affected by your action may make a Resistance Ingredient: A small firework check to notice in time to react to it. If successfully cast, One target, who is watching a battle but not taking part, can see and hear enemies in the opposite direction from the Cloak Activity also disguises the casting of the spell itself. caster approaching them to attack. If actually hit by an Deep Pockets attack, the target may make a Mental Resistance check of Range: Touch 12 to see through the illusion. Duration: 1 hour/Magic Rating Casting Time: -3 Shadowhound Area of Effect: One object Range: Self Resistance: None Duration: Until sunrise Ingredient : A black kerchief Casting Time: 1 round The spell is cast on an object of sword-size or less. For the Area of Effect: One shadow spell's duration, you may carry that object without any Resistance: N/A outside evidence. If the object is used in any fashion it Ingredient: Clippings from the claws of a faithful instantly becomes visible, but otherwise it cannot be hound detected without using magic. You may only carry one You call forth a shadowy hound who will dog your such object at a time, or on a sack with the spell cast on it footsteps and obey your commands. The hound has statistics of a normal dog, except it gains a +6 bonus to any that carries a few pounds worth of items. Stealth checks and vanishes if it moves more than 50 yards Face of the Stranger from you. Some Shadowmancers summon shadowcats, Range: Touch
Cloak Activity
Duration: Until sunrise Casting Time: -3 Area of Effect: One target Resistance: Special Ingredient: An item belonging to the target For the spell's duration, the target becomes a stranger to even their closest friends, though not more than 13 people will be affected. Even the target's own spouse will insist that they do not know them, but anyone presented with sufficiently compelling evidence may make a Mental Resistance check of 13 to shake off the spell. However, even if the spell fails, the target's friends will realize some sort of witchery is at work.
check but the spell is maintained, they must make it again with a -1 penalty the following round, and -2 the round after that, and so on until it is failed, at which point they begin to take normal damage for aspyxiation.
Fourth Level
Black Horrors
Range: 30 yards Duration: 1 hour/Magic Rating Casting Time: -4 Area of Effect: One patch of shadow Resistance: Mental 15 Ingredient: A hair from a vampire Choose one area of shadow in range, no more than 4 yards square. The affected area appears to writhe and convulse with creatures so hideous as to defy description. Anyone who attempts to enter or cross the space must make a successful Resistance check or be unable to enter.
Pall of Darkness
Range: 50 yards Duration: 1 round/Magic Rating Casting Time: -1 Area of Effect: 5 yard radius Resistance: None Ingredient: The eye of a newt You create a swirl of impenetrable darkness within the area of effect, causing the usual penalties for darkness to all those within. Even those who infrared vision cannot see through it.
Shadow of Death
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient:
Self 1 minute/Magic Rating -3 Self Mental 13 A shred of cloth from the robes of a wight You use the power of illusion to make yourself look fearsome. Anyone who fails their Mental Resistance check is stricken with fear and suffers a -2 penalty on all actions when in your presence.
Range: Touch Duration: 1 minute/Magic Rating Casting Time: -4 Area of Effect: One target Resistance: None Ingredient: A caterpillar For the duration of the spell, the target cannot distinguish a particular item or creature from any other of its type. The object must be of the type specified: all swords could be made indistinguishable, for example, but a sword will not be mistaken for an axe or a human for an elf. Likewise, a forged letter of marque could appear the same as all genuine ones, but not as a letter of recommendation or a blank sheet of paper.
Mockery of Death
Shadowsteed
Range: Special Duration: Special Casting Time: 1 round Area of Effect: Special Resistance: N/A Ingredient: A chip from a horse's hoof You call forth a dark and shadowy steed who will bear you, or someone else you indicate, without tiring and at great speed until they dismount or until dawn. The horse has a normal horse's statistics, but also has the Stealth Proficiency at Grade IV and may gallop at top speed for the spell's entire duration.
Range: Touch Duration: 1 day/Magic Rating Casting Time: 1 round Area of Effect: One target Resistance: Physical 14 Ingredient: A corpse shroud buried at least a year You cause someone to appear and behave as though dead to all sight and inspection. The target can still sense their environment, including sight if their eyes are open, but they cannot move or act in any way. However, they still require air and the other essentials of life. An unwilling target may make a Resistance check to avoid the spell.
Shroud of Invisibility
Throttling
Range: 10 yards Duration: Special Casting Time: -3 Area of Effect: One target Resistance: Physical 13 Ingredient: A garrotte used to strangle someone You send inky ropes of darkness to strange any one target within the spell's range. You can move while the spell is in effect, but you must maintain your concentration to on it (preventing other attacks, spells, etc.) or the spell ends immediately. If the target succeeds on their Resistance
Range: Self Duration: 1d10 rounds Casting Time: -4 Area of Effect: Self Resistance: N/A Ingredient: A gossamer shroud You shroud yourself with magic and vanish from sight for the spell's duration. While you are invisible, you cannot be targeted with range attacks, and any melee attacks you make gain a +4 bonus. Anyone with 3 yards of you may make a Perception Proficiency check of 14 to spot you, at which point you can be attacked at a -5 penalty.
Wandering Shadow
Range: Self
Duration: 1 minute/Magic Rating Casting Time: -5 Area of Effect: Self Resistance: Special Ingredient: A model of the caster The caster's shadow detaches from their body and may travel independently anywhere there is a light source capable of casting a shadow. The caster shares the shadow's senses automatically, but must concentrate to move it. It cannot be used to target spells or interact with the physical world in any way, though anyway who sees it must make a Mental Resistance check of 14 or suffer a -1 penalty to their actions from fear. During the spell's duration, you cast no shadow.
spell simply fails. When you travel, roll a Channeling Proficiency check of 11. If you fail, consult the following chart: 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 seems instantaneous to you 3-4: All your belongings other than the clothes on your back vanish in transit 1-2: You take 2d8 damage from the shadows.
Fifth Level
Dread Aspect
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient: Self 1 minute/Magic Rating -3 Any who view you Mental 15 A shred of cloth from the robes of a wight Your make yourself look like a horrific creature of nightmare. Anyone who looks at you and fails their Resistance check will run screaming in terror.
Substance of Shadow
Shadow Knives
Range: 30 yards Duration: Instant Casting Time: -2 Area of Effect: One or more targets Resistance: None Ingredient: A cold iron knife You summon up a number of shadowy daggers equal to your Magic Rating and throw them at one or more targets, doing 1d10+2 damage per target. Shadow Knives ignore all non-magical armor.
Range: Touch Duration: Special Casting Time: 1 round Area of Effect: One item or creature Resistance: None Ingredient: A perfectly round piece of velvet cloth You transform a single creature or object up to the size of an armoire into shadow. The target becomes invisible, silent, and partially insubstantialothers cannot affect the target physically, but the target can still physically affect anything it normally could. The spell lasts as long as the target remains entirely in shadows. Darkness or being indoors does not constitute shadow for the purpose of this spell.
Sixth Level
Illusion
Range: 50 yards Duration: 1 round/Magic Rating Casting Time: 2 rounds Area of Effect: 10 yard radius Resistance: Mental 16 Ingredient: You create an illusion in the target area that appears nearly perfect, complete with accurate sights, sounds, and smells. It can look like anything you desire. Anyone who has reason to suspect its illusory nature may roll a Mental Resistance check; success means they see through the illusion. You must give the illusion your full concentration and are only able to move while maintaining it. You may maintain the illusion after the duration expires by making a successful Channeling Proficiency check of 15 for each round of additional duration.
Shadowbridge
Range: 5 yards Duration: 1 minute/Magic Rating Casting Time: -5 Area of Effect: 15 yards by 2 yard span Resistance: N/A Ingredient: A silken thread You create a bridge made of the substance of shadow across a chasm. It cannot be larger than the area of effect, requires an anchor at either side, and is no stronger than the substance that supports it at either end. You may dismiss the Shadowbridge at will.
Universal Confusion
Shadowleap
Range: Duration: Casting Time: Area of Effect: Resistance: Ingredient:
30 yards x Magic Rating Instant -5 Self N/A Soot from a chimney which has burned all night You may step into a shadow no smaller than 2 yards across and reappear in any other shadow in the spell's range. If the destination shadow is smaller than 2 yards across, the
Range: 30 yards Duration: 1 round/Magic Rating Casting Time: -3 Area of Effect: 15 yard radius Resistance: Mental 16 Ingredient: The eyes of a chimaera This is a more potent version of Bewilder that can affect multiple targets at once. Range: Duration: Casting Time: Area of Effect:
Resistance: Ingredient:
Sources
Warhammer Fantasy Roleplay by Chris Pramas et al. Realms of Sorcery by T.S. Luikart, Chris Pramas, Robert J. Schwalb, Marijan von Staufer, and Jeff Tidball Tome of Salvation by Eric Cagle, David Chart, Andrew Kenrick, and Andrew Law Tome of Corruption by Robert J. Schwalb et al. Realm of the Ice Queen by David Chart, Steven Darlington, Andy Law, and Graham McNeill Etceteronomicon by Steve Darlington Ye Addendonomicon by Steve Darlington