Summary of Spells

List

Rank

Name

Cost

Diff.

Type

Effect

Page

£

j

Air Magic Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any Apprentice Air spell

209

£

m

Air Magic Master’s Privilege

1

1d12

Defense

Instantly cancel any Journeyman Air spell

213

£

a

Avert Air

1

1d10

Regular

Shield a target from hostile Air Magic.

207

¢

a

Avert Earth

1

1d10

Regular

Shield a target from hostile Earth Magic.

206

¡

a

Avert Fire

1

1d10

Regular

Shield a target from hostile Fire Magic.

208

¤

a

Avert Water

1

1d10

Regular

Shield a target from hostile Water Magic.

209

j

Benediction

2

2d12

Regular

Delay any spell on the target, until they say a prayer.

219

¢

m

Bind Gnome

3

3d12

Delayed

Captures an Earth Elemental into a material object

214

¡

m

Bind Salamander

3

3d12

Delayed

Captures a Fire Elemental into a material object

215

£

m

Bind Sylph

3

3d12

Delayed

Captures an Air Elemental into a material object

213

¤

m

Bind Undine

3

3d12

Delayed

Captures a Water Elemental into a material object

216

K

j

Black Bargain

3

6d6

Regular

Compare your Casting Roll vs. 6d6 to earn Magic Points

308

K

j

Black Magic Journeyman’s Privilege

1

4d6

Defense

Instantly cancel any Black Magic Apprentice spell

308

K

m

Black Magic Master’s Privilege

1

1d12

Defense

Instantly cancel any Black Magic Journeyman spell

310

a

Blind I

3

3d8

Regular

Target must resist Body & Mind vs. 3d8 or be Blinded

224

j

Blind II

3

3d10

Regular

Target must resist Body & Mind vs. 3d10 or be Blinded

227

m

Blind III

3

3d12

Regular

Target must resist Body & Mind vs. 3d12 or be Blinded

230

¢

j

Breaking the Foundations

3

3d8

Regular

Target suffers a –1 Penalty to Soak dice.

210

¢

j

Call Gnome

4

4d12

Regular

Call an Elemental

210

¡

j

Call Salamander

4

4d12

Regular

Call an Elemental

211

£

j

Call Sylph

4

4d12

Regular

Call an Elemental

209

¤

j

Call Undine

4

4d12

Regular

Call an Elemental

212

£

j

Calming the Storm

3

3d8

Regular

Target suffers a –1 Penalty to Initiative Dice.

209

£

m

Chain Lightning

5

5d12

Homing

Damages a Group with hostile lightning

214

m

Circle of Invulnerability

6

6d12

Regular

Guard a Cluster around you from danger

222

a

Circle of Protection

2

2d12

Regular

Guard a Cluster around you from danger

217

j

Circle of Recalcitrance

4

4d12

Regular

Guard a Cluster around you from danger

220

¤

j

Clarity of the Spring

3

3d8

Regular

Target may roll double their Observation dice

212

¤

j

Clouding the Waters

3

3d8

Regular

Target suffers a –1 Penalty to their Observation dice

212

¢

m

Command Gnome

4

4d12

Regular

Force an Earth Elemental to obey your whims

214

¡

m

Command Salamander

4

4d12

Regular

Force a Fire Elemental to obey your whims

215

£

m

Command Sylph

4

4d12

Regular

Force an Air Elemental to obey your whims

213

¤

m

Command Undine

4

4d12

Regular

Force a Water Elemental to obey your whims

216

a

Confuse I

3

3d6

Regular

Group must resist Mind vs. 3d6 or become Confused

225

j

Confuse II

2

2d8

Regular

Group must resist Mind vs. 2d8 or become Confused

227

m

Confuse III

2

2d10

Regular

Group must resist Mind vs. 2d10 or become Confused

230

K

j

Control Undead

4

4d10

Regular

Control a group of Undead creatures

308

¡

j

Cooling the Fires Within

3

3d8

Regular

Target suffers a –1 Penalty to their Resolve dice

211

£

a

Create Air

1

1d10

Regular

Invoke Air from thin air.

207

¢

a

Create Earth

1

1d10

Regular

Invoke earth from thin air.

206

¡

a

Create Fire

1

1d10

Regular

Invoke Fire from thin air.

208

K

j

Create Undead

3

3d12

Delayed

Empowers a skeleton

308

¤

a

Create Water

1

1d10

Regular

Invoke Water from thin air.

208

a

Cure I

5

5d8

Regular

Attempt to cure an affliction with 5d8 effect dice.

218

j

Cure II

4

4d10

Regular

Attempt to cure an affliction with 4d10 effect dice.

220

m

Cure III

3

3d12

Regular

Attempt to cure an affliction with 3d12 effect dice.

222

K

a

Curse I

5

5d8

Regular

Attempt to cause an affliction with 5d8 effect dice.

306

K

j

Curse II

4

4d10

Regular

Attempt to cause an affliction with 4d10 effect dice.

308

K

m

Curse III

3

3d12

Regular

Attempt to cause an affliction with 3d12 effect dice.

310

K

j

Death’s Breath

4

4d6

Regular

Forces the target to suffer Wounds and a Death Test.

309

K

m

Death’s Touch

5

5d6

Regular

Forces the target to suffer Wounds and a Death Test.

310

K

a

Death’s Whisper

3

3d6

Regular

Forces the target to re-roll their last Death Test.

306

j

Delay

3

3d12

Regular

Makes the next spell you cast a “Delayed” one

236

£

a

Destroy Air

1

1d10

Regular

Destroy a small part of Air

206

¢

a

Destroy Earth

1

1d10

Regular

Destroy a small part of earth

206

¡

a

Destroy Fire

1

1d10

Regular

Destroy a small part of Fire

207

¤

a

Destroy Water

1

1d10

Regular

Destroy a small part of Water

208

a

Dispel Magic I

3

3d12

Regular

Stop a spell from working, using 3d12 vs. its Difficulty

234

j

Dispel Magic II

3

3d12

Regular

Stop a spell from working, using 6d12 vs. its Difficulty

236

m

Dispel Magic III

2

2d12

Regular

Stop a spell from working, using 6d12 vs. its Difficulty

239

K

j

Drain the Soul

3

3d10

Regular

Drains Fatigue and Magic Points from the target, restoring the caster.

309

¢

j

Earth Magic Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any Apprentice Earth spell

210

¢

m

Earth Magic Master’s Privilege

1

1d12

Defense

Instantly cancel any Journeyman Earth spell

214

¢

j

Earthquake

4

4d10

Explosion

Hurt a Cluster for 4d10 Exploding Damage

210

¡

j

Fire Ball

4

4d10

Explosion

Hurt a Cluster for 4d10 Exploding Damage

211

¡

j

Fire Magic Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any Apprentice Fire spell

211

¡

m

Fire Magic Master’s Privilege

1

1d12

Defense

Instantly cancel any Journeyman Fire spell

215

a

Flesh Ward I

4

4d4

Regular

Add phantom Hit Points as a 4d4 Damage Roll vs. Body

218

j

Flesh Ward II

4

4d6

Regular

Add phantom Hit Points as a 4d6 Damage Roll vs. Body.

220

m

Flesh Ward III

4

4d8

Regular

Add phantom Hit Points as a 4d8 Damage Roll vs. Body.

222

¤

j

Freeze Arrow

3

3d12

Targeted

Hurls 3d12 damage at Range

212

a

Frightening I

3

3d8

Regular

Group must test Mind & Will vs. 3d8 or suffer Fear/Terror.

225

j

Frightening II

3

3d10

Regular

Group must test Mind & Will vs. 3d10 or suffer Fear/Terror.

227

m

Frightening III

3

3d12

Regular

Group must test Mind & Will vs. 3d12 or suffer Fear/Terror

231

m

Greater Counter-Spell

3

3d12

Defense

Stop a spell from working, using 6d12 vs. its Difficulty

239

m

Greater Eidolon

6

6d8

Synecdoche

Create a magical representation of yourself, at a distance.

240

m

Greater Marionette

4

4d8

Regular

Group saves Mind and Will vs. 4d8 or becomes controlled

231

m

Greater Mesmerism

4

4d12

Regular

Target must test Mind & Will vs. 4d12 or become Mesmerized.

231

K

m

Greater Unmaking

5

5d12

Regular

Effect: Test 5d12 vs. a Group’s Body, Speed, Mind, Will and Race

310

j

Green & Purple Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any Green & Purple Magic Apprentice spell

227

m

Green & Purple Master’s Privilege

1

1d12

Defense

Instantly cancel any Green & Purple Magic Journeyman spell

231

£

j

Haste of the Zephyr

3

3d8

Regular

Target gains double Initiative dice

209

a

Healing I

3

3d4

Regular

Heal a character as a 3d4 “attack” vs. Body.

218

j

Healing II

3

3d6

Regular

Heal a character as a 3d6 “attack” vs. Body.

220

m

Healing III

3

3d8

Regular

Heal a character as a 3d8 “attack” vs. Body.

222

¢

j

Heart of the Mountain

3

3d8

Regular

Target may roll double their Soak dice

211

¤

m

Ice Storm

5

5d12

Homing

Damages a Group with searing blasts of Water

216

K

j

Instrument of Vengeance

3

3d6

Regular

Empowers a weapon with a Black Magic spell

309

j

Ivory Castle

2

2d10

Regular

Target gains extra 2d10 to use to resist Mind-affecting spells

227

m

Ivory Fortress

2

2d12

Regular

Target gains extra 2d12 to use to resist Mind-affecting spells

231

a

Ivory Tower

2

2d8

Regular

Target gains extra 2d8 to use to resist Mind-affecting spells

225

m

Kenning the Faraway Soul

4

4d8

Regular

Your next Green & Purple spell becomes a Synecdoche spell.

232

a

Knock I

3

3d10

Regular

Forces open a portal with 3d10 force.

235

j

Knock II

3

3d12

Regular

Forces open a portal with 3d12 force.

237

m

Knock III

3

3d12

Regular

Forces open a portal with 6d12 force.

240

j

Lazarus Heart

2

2d12

Delayed

Target automatically passes next failed Death Test

221

j

Lesser Counter-Spell

3

3d12

Defense

Stop a spell from working, using 3d12 vs. its Difficulty

237

j

Lesser Eidolon

5

5d8

Synecdoche

Create a magical representation of yourself, at a distance

237

j

Lesser Marionette

5

5d6

Regular

Group tests Mind and Will vs. 5d6 or becomes controlled

227

j

Lesser Mesmerism

3

3d8

Regular

Target must test Mind & Will vs. 3d8 or become Mesmerized.

228

j

Lesser Mind Drain

3

1d12

Regular

Roll a 1d12 Attack vs. Target’s Mind, Draining 1 Level per hit

228

K

j

Lesser Unmaking

5

5d12

Regular

Test 5d12 vs. a single target’s Body, Speed, Mind, Will & Race

309

j

Life’s Breath

3

3d10

Regular

Lets the target re-roll their last Death Test.

221

m

Life’s Touch

4

4d10

Regular

Lets the target re-roll their last Death Test.

222

a

Life’s Whisper

2

2d10

Regular

Lets the target re-roll their last Death Test.

219

a

Light

1

1d6

Regular

Create a magic ball of light.

235

£

j

Lightning Bolt

3

3d12

Targeted

Hurls 3d12 damage at Range

210

a

Locate

3

3d6

Synecdoche

Locate a target using a link

235

j

Lucid Dreaming

5

5d8

Synecdoche

Enter your target’s dreams.

229

¤

j

Maelstrom

4

4d10

Explosion

Hurt a Cluster for 4d10 Exploding Damage

213

a

Mage Lock I

3

3d10

Regular

Magically seals a door or similar portal with 3d10 force.

235

j

Mage Lock II

3

3d12

Regular

Magically seals a door or similar portal with 3d12 force.

237

m

Mage Lock III

3

3d12

Regular

Magically seals a door or similar portal with 6d12 force.

240

m

Mass Mesmerism

4

4d8

Regular

Group must test Mind & Will vs. 4d8 or become Mesmerized.

232

¢

m

Meteor Swarm

5

5d12

Homing

Damages a Group with hostile meteorites.

214

£

a

Mold Air

1

1d10

Regular

Manipulate a bit of Air.

207

¢

a

Mold Earth

1

1d10

Regular

Manipulate a bit of earth.

206

¡

a

Mold Fire

1

1d10

Regular

Manipulate a bit of Fire.

207

¤

a

Mold Water

1

1d10

Regular

Manipulate a bit of Water.

208

a

Paralyze I

5

5d6

Regular

Group saves Mind and Will vs. 5d6 or is paralyzed

225

j

Paralyze II

4

4d8

Regular

Group saves Mind and Will vs. 4d8 or is paralyzed

229

m

Paralyze III

3

3d10

Regular

Group saves Mind and Will vs. 3d10 or is paralyzed

232

¡

j

Pilum of Flame

3

3d12

Targeted

Hurls 3d12 damage at Range.

212

a

Protection from Rain

2

2d8

Regular

No rain or snow falls on the target.

235

j

Protection from Weather

2

2d10

Regular

No rain or snow falls on the target.

238

a

Protection I

2

2d6

Regular

Target gains 2d6 protection

235

j

Protection II

2

2d8

Regular

Target gains 2d8 protection

238

m

Protection III

2

2d10

Regular

Target gains 2d10 protection

241

a

Rage I

2

2d8

Regular

Group must Save Mind vs. 2d8 or become Enraged/Berserk

225

j

Rage II

2

2d10

Regular

Group must Save Mind vs. 2d10 or become Enraged/Berserk

229

m

Rage III

2

2d12

Regular

Group must Save Mind vs. 2d12 or become Enraged/Berserk

232

m

Reflect

3

3d12

Defense

Reflect a spell back at its caster, using 3d12 vs. Difficulty

241

j

Reprisal

3

3d8

Defense

Reverse a Synecdoche to cast a spell back at another wizard.

238

£

a

Scry Air

1

1d10

Regular

Scan Air for information.

206

¢

a

Scry Earth

1

1d10

Regular

Scan Earth for information.

205

¡

a

Scry Fire

1

1d10

Regular

Scan Fire for information.

207

a

Scry Magic I

1

1d10

Regular

Scan for information on magic.

236

j

Scry Magic II

1

2d10

Regular

Scan for information on magic.

238

m

Scry Magic III

1

3d10

Regular

Scan for information on magic.

241

a

Scry Mind

1

1d10

Regular

Scan someone’s spirit for information.

225

  K

a

Scry Spirit

1

1d10

Regular

Scan the spirits for information

219, 307

¤

a

Scry Water

1

1d10

Regular

Scan Water for information.

208

j

Severance

7

7d6

Regular

Remove Synecdoche links from a target.

238

a

Silence I

5

5d8

Regular

Group must roll Body, Speed, Mind, and Will vs. 5d8 or be Silenced.

236

j

Silence II

4

4d10

Regular

Group must test Body, Speed, Mind, and Will vs. 4d10 or be Silenced.

239

m

Silence III

3

3d12

Regular

Group must roll Body, Speed, Mind, and Will vs. 3d12 or be Silenced.

241

a

Sleep I

5

5d6

Regular

Group saves Body, Mind & Will vs. 5d6 or falls asleep

226

j

Sleep II

4

4d8

Regular

Group saves Body, Mind & Will vs. 4d8 or falls asleep

230

m

Sleep III

3

3d10

Regular

Group saves Body, Mind & Will vs. 3d10 or falls asleep

232

K

a

Speak with the Dead

4

4d10

Regular

Return a spirit to a corpse to speak with them

307

K

a

Steal Strength

3

3d6

Regular

Drains Fatigue from the target, restoring the caster.

307

¢

j

Stone Hurlant

3

3d12

Targeted

Hurls 3d12 damage at Range

211

m

Synecdoche

4

4d10

Regular

Next spell becomes a Synecdoche Spell

242

K

m

Tapping the Soul

3

3d10

Regular

Drains Fatigue and Magic Points from the target in a repeated contest.

310

j

Thaumaturgy Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any Thaumaturgy Apprentice Spell

239

m

Thaumaturgy Master’s Privilege

1

1d12

Defense

Instantly cancel any Thaumaturgy Journeyman Spell

242

a

Thought-Reading I

5

5d6

Regular

Roll 5d6 vs. Mind to find a target’s inner thoughts

226

j

Thought-Reading II

4

4d8

Regular

Roll 4d8 vs. Mind to find a target’s inner thoughts

230

m

Thought-Reading III

3

3d10

Regular

Roll 3d10 vs. Mind to find a target’s inner thoughts

232

a

Thought-Sending I

3

3d6

Regular

Speak to your target, via their thoughts.

226

j

Thought-Sending II

2

2d8

Regular

Speak to your target, via their thoughts.

230

m

Thought-Sending III

1

1d10

Regular

Speak to your target, via their thoughts.

233

£

j

Thunder Clap

4

4d10

Explosion

Hurt a Cluster for 4d10 Exploding Damage

210

¡

m

Tongues of Flame

5

5d12

Homing

Damages a Group with searing blasts of fire

215

a

Turn Unholy I

4

4d10

Explosion

Spirit Power for 4d10 Damage on Unholy targets only

219

j

Turn Unholy II

4

4d10

Explosion

Cause 4d10 Damage to a Group of Unholy targets only.

221

m

Turn Unholy III

4

8d10

Explosion

Cause 8d10 Damage to a Group of Unholy targets only.

223

¡

j

Untempered Soul

3

3d8

Regular

Target may roll double their Resolve dice

212

K

m

Vessel of Unlife

4

4d12

Delayed

Bring someone back from the dead as an unholy creature

311

¤

j

Water Magic Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any Apprentice Water spell

213

¤

m

Water Magic Master’s Privilege

1

1d12

Defense

Instantly cancel any Journeyman Water spell

216

j

White Magic Journeyman’s Privilege

1

1d12

Defense

Instantly cancel any White Magic Apprentice spell

221

m

White Magic Master’s Privilege

1

1d12

Defense

Instantly cancel any White Magic Journeyman spell

223

K

a

Wrack

3

3d12

Regular

Target must test Resolve vs. 3d12.

307


Summary of Spell Types

Type

Action Cost

Hits Target…

Defended by…

Notes

Regular

Maneuver

Automatically

Resistance only

Max range 72 paces

Targeted

Maneuver

On a successful To-Hit Roll

Block or Dodge

As a Ranged Attack

Homing

Maneuver

Automatically

include Block or Dodge dice with Soak Dice

Max range 72 paces

Explosion

Maneuver

Automatically

include Dodge dice with Soak Dice

Max range 72 paces

Defense (AKA Reaction)

Defense

Automatically

Resistance only, if appropriate

Cast successfully on Ties on the Casting Test, unlike other spells.

Focus does not reduce Magic Point cost.

Delayed

Maneuver

Varies

Varies

Magic Points spent are not recovered until the Delayed Spell is released.

Cannot be Fast-Cast; Focus does not reduce Magic Point cost.

Synecdoche

Maneuver

Varies

Varies

Has no maximum range; depends on a material “link” to the target

Advanced Combat Maneuvers for Magic Use

Maneuver

Rank of Initiative

Move

Defense

Effect

Cast

Second

Stride

Normal

Cast a spell

Fast-Cast

First

Stride

Normal

Cast a spell at +1 Magic Point Cost

Focus

Third

Stride

Normal

Build up a +1 Bonus for next Round

Concentrate

First

Stride

Normal

Maintain a spell that requires Concentration.