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