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Warhammer Fantasy Spell Conversions

Casting Spells

Casting a spell requires a Channeling Proficiency check


(see below) with a target number of 2 + 2* the spell's level.
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 3 rd or 4th, etc.). An
ingredient is only good for one casting of a spell.

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.

spell. Characters are not limited to learning spells of their


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.

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.

Learning New Spells

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.

Mishaps

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
Dark Magic: 3 skill points. The character can utilize Dhar, 2s as a triple, and so on. If you do not have access to
WFRP, Wolph42 created an advanced and unified version
the corrupt mixture of the eight Winds of Magic, to fuel
of the chart, available at Advanced Tzeentch Curse
their spells. They may Push up to six levels higher than
found here: http://www.strike-to-stun.net/downloads
they can normally cast, but every level above the normal
maximum adds two Chaos Dice. In addition, the character
may simply use Dark Magic to cast a spell, gaining a +3
bonus to the roll. Some spells require Dark Magic to cast, All spells of 7th and 8th Level, and some below, are Rituals
in which case they automatically receive an extra Chaos
great works of magic that require much more power than
Die even if the caster decides not to Push.
lesser spells, but have correspondingly greater effects.
Where ingredients are optional for lesser spells, they are
Meditation: 5 skill points. The character has a powerful
required for rituals, and provide no bonus if used. In
ability to concentrate and focus even when the Winds of
addition, each ritual has consequences for failure in
Magic are difficult to manipulate. They may apply the
Aethyric Attunement Discipline to rituals of the 7th and 8th addition to any that caused by a Mishap.
Levels.

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.

Conversion Notes

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
or Wisdom (as determined by context), Resistance rolls are
New Spell: 1 skill point x level. The character learns a new
Saving Throws of the appropriate type, and so on.

Spell Lists
Common Spells
First Level
Aethyric Armor

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: -1
Area of Effect: Self
Resistance:
N/A
Ingredient:
A link of chainmail
You weave the Winds of Magic into armor around
yourself, providing protection equivalent to chainmail. You
cannot cast the spell if you are wearing any armor, and if
you don armor it ends immediately.

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.

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.

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.

Drop

Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

20 yards
Instant
-2
One target
Mental 8

Ingredient:
A drop of butter
Unless the target successfully resists the spell, they will
drop anything they are carrying.

Enchant Hat

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

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

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

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:

5 yard radius

Duration:
Instant
Casting Time: -2
Area of Effect: Area around you
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.

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.

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.

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.

Magic Flame
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

Self
Special
-1
Self
N/A

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

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.

Protection From Rain

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.

Roll the Bones

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

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: Special
Resistance:
None
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.

Speedy Slumber

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:
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.

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.

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.

Anathema
Range:
Duration:

Touch
1 hour/Magic Rating

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.

Bind

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.

Blessed Weapon

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.

Death's Revelation

Range:
Touch
Duration:
Instant
Casting Time: 1 round
Area of Effect: One corpse
Resistance:
None
Ingredient:
A magnifying glass
You can learn the exact cause of death and the length of
time a target has been dead. If the skull is present and
intact, you also learn their name, race, nationality, and title
(if any).

Dormancy

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.

The Forest Provides

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.

The Hearth Within

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.

Hold

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.

Magic Alarm

Range:
Touch
Duration:
Indefinite
Casting Time: 1 minute
Area of Effect: 2 yard radius
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.

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.

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
requires your full concentration, but they'll stay in place
and glow for the full duration if not concentrated on.

Preserve

Range:
Touch
Duration:
1 year/Magic Rating
Casting Time: 1 minute
Area of Effect: One gallon jar
Resistance:
N/A
Ingredient:
A drop of blood in a wax seal
You can preserve all perishable items sealed in a glass jar
of no more than one gallon to stay fresh for the spell's
duration. Opening the jar ends the spell immediately.

Riddlewood

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.

Silence

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

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
Range:
Duration:
Casting Time:

Touch
1 minute/Magic Rating
-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

Range:
5 yard radius
Duration:
Instant
Casting Time: -2
Area of Effect: All within range
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:
20 yards
Duration:
Instant
Casting Time: -2
Area of Effect: One target
Resistance:
N/A
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.

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.

Dampen

Range:
Duration:
Casting Time:

Self
One minute
-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.

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.

Dispel

Range:
10 yards
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 4 + twice the level of the spell (+2 for a
potion, +1-10 for a magical item). Success causes the spell
to end or strips the target item of its magic.

Ghost Shield

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.

Repel the Unclean


Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Self
1 round/Magic Rating
-4
Self
Mental 12
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

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.

road. Repeated casting of this spell cannot increase the


distance you travel in a day.

Tap

Range:
Touch
Duration:
1 round
Casting Time: 10 minutes
Area of Effect: Self
Resistance:
N/A
Ingredient:
A vial of blessed water
You draw on the magic from a place of power, like a
standing stone, a sacred forest grove, or a cave grotto. You
may roll an extra die that isn't subject to Mishaps to cast
your next spell if you cast it immediately after using Tap.

Vow

Range:
Touch
Duration:
Special
Side-Step
Casting Time: One minute
Range:
10 yards
Area of Effect: One promise or agreement
Duration:
Instant
Resistance:
None
Casting Time: -3
Ingredient:
The written text of the oath
Area of Effect: Self
You cast this spell as the target is swearing to perform
Resistance:
N/A
some deed. They must swear to do so of their own free will
Ingredient:
A grasshopper
and knowing what they are doing, though they do not need
You vanish into the Ethereal Plane and reappear anywhere to know Vow is being cast. Once affected by Vow, if the
in the spell's range. Every time you cast this spell, there's is target ever breaks their promise, they immediately lose a
a 5% chance that it goes awry and deposits you anywhere point of Endurance. Note that failing to do something is
within 1 mile, or within 10 miles if a Mishap occurs during the same as not doing it for the Vow.
the casting.

Skywalk

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

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:
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
Range:
Self
check if they are unwilling. The spell has no effects on
Duration:
1 hour/Magic Rating
supernatural creatures such as demons or chimaera.
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 -5% per Grade of Magic Rating.
you securely to the earth. For the spell's duration, you may
Link
travel through any terrain as though it were a well-paved
Range:
20 yards

Duration:
1 minute/Magic Rating
Casting Time: 1 round
Area of Effect: One target
Resistance:
Mental 13
Ingredient:
A fine silver chain
You form a magical link to a target who shares your Lore,
allowing you to cast spells with greater efficiency. You
gain +1 to your Casting Rolls for every additional person
who forms part of the link. You must cast the spell
separately for each person you wish to include.

Vortex

within 100 yards, forces other undead to make a Mental


Resistance check of 15 or be destroyed as well, and does
1d10 damage to vampires or more powerful undead per
round. Any undead who enter the area of the spell are
immediately subject to its effects, even if they previously
resisted the spell and fled the area. The Great Spell of
Unbinding begins 30 minutes into the reading of the
words, and for the remaining 30 minutes of the casting
time or until you stop reading, it remains in effect.

Sixth Level

Range:
10 yard radius
Duration:
1d10 rounds
Casting Time: -3
Area of Effect: Spellcasters
Resistance:
None
Ingredient:
A shard from a standing stone
You drain the Winds of Magic out of an area into yourself.
For the spell's duration, anyone else in the radius
attempting to cast a spell treats their Magic Rating as
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.

The Enchantment of the Wizard's Staff


Ritual

attempting to destroy are instead


bolstered with Dhar, healing them of all
wounds and driving them into a killing
frenzy.
The anathema to all necromancers, the Great Spell of
Unbinding immediately destroys all unintelligent undead

Seventh Level

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
Fifth Level
staff are dipped in obsidian and then the runes are rubbed
in your blood. While holding the staff, you gain +1 on all
The Foretelling
Channeling Proficiency checks, +2 on all attempts to
Ritual
dispel the magic of others, and may treat anyone in contact
Ingredients:
An ancient deck of cards or dice,
something personal from the target, and a with the staff as a valid target for touch spells.
lamp with the hair of pegasus soaked in
Inescapable Bindings of Duty
the blood of a wyvern.
Ritual
Casting Time: 2 hours
Ingredients:
A sheet of parchment made from the skin
Conditions:
The spell must be cast in a building
of a stillborn lamb and bearing the words
you own, in your home country, with no
of the oath written in the blood of a
one else present other than the target.
judge, a drop of the oathbreaker's blood,
Consequences: If the ritual is failed, you see
and a vial of the breath of one wronged
something truly horrific and your
by the breaking of the oath.
Intellect is reduced to 3 for a week.
Casting Time: 4 hours
This spell allows you to see the past and the future of the
Conditions:
The ritual must be cast within one mile
target reflected in the roll of the dice or the lay of the
of the oathbreaker, who must not speak
cards. Major events in past and future are clearest. You can
for the entirety of the casting
see 1d6 past events or 1d3 future events. The Foretelling
Consequences: If you fail, you must carry out the oath
may only be cast once per year per target.
yourself
By
casting
this
spell,
you compel someone who has sworn
Great Spell of Unbinding
an
oath
and
broken
it,
or who intends to break it, to carry
Ritual
out
both
the
letter
and
spirit of the oath. It doesn't matter
Ingredients:
The written words of unbinding in gold
whether
the
oath
was
made
in jest, under compulsion,
ink on paper, written with pen made of
while
drunk,
or
any
other
mitigating
circumstances. If the
bone
ritual
is
successful,
the
target
will
try
to carry out the oath
Casting Time: 1 hour, but see below
to
the
extent
of
literally
killing
themselves.
They still
Conditions:
If you do not have the Dark Magic talent,
retain
their
faculties
and
may
plan
the
best
way
to
you must make a Physical Resistance
accomplish
it.
If
the
oath
is
to
kill
someone,
for
example,
check of 14 or you acquire a
they
do
not
need
to
suicidally
charge
the
person
in a public
Necromantic Side Effect.
space.
Consequences: If the ritual is failed, the undead you are

The Awakening of the Slumbering Earth


Dragon
Ritual
Ingredients:

A dragon's tooth, a diamond worth at


least 500g, and a gong blessed by a

dying priest.
8 hours
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.
Casting Time:
Conditions:

The Dance Without End


Ritual
Ingredients:

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
perform any other actions they wish, including fighting or
talking, as long as they continue dancing. Typically such
actions have a minimum penalty of -2, however.

Golem
Ritual

Ingredients:

The statue or construct you wish to


animate, a spirit under your control, a
fist-sized gemstone or chunk of crystal
Casting Time: 4 hours
Conditions:
You must have the appropriate Trade
proficiency to build the golem or have
it created by a master craftsman.
Consequences: If the ritual is failed, the golem animates
and immediately attacks you.
This spell forces a spirit into an artificial body, animating
it to do your bidding. The golem will carry out all
commands unfailingly until destroyed, even if the
command takes millennia to perform.

it is possible for some of your assistants


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 Wizard's Secluded Sanctum


Ritual
Ingredients:

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.

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
The Impossible March of the Damned Soldier
least one week.
Ritual
Ingredients:
The boots of 100 soldiers, one coin from Casting Time: 4 hours
Four other spellcasters must chant in
the wages of all soldiers who will travel, Conditions:
unison for the duration of the ritual. The
an eagle's wing, and an order for
moon must be full and the spell must end
deployment written on flawless
at midnight.
parchment in the commander's blood
Consequences:
If the ritual is failed, you and your
Casting Time: Dusk until dawn
assistants are affected by it instead.
Conditions:
You must have other wizards aid you in
If
the
ritual
is
successful
cast, every human with a
the ritual's casting
Presence of 13 or less transforms into a hideous beastman
Consequences: If the ritual is failed, your destination is
completely random. Even if you succeed, for 24 hours and goes on a rampage of killing and

destruction. When the spell ends, they return to their


human form, but with full memory of their actions.

spell is broken immediately if you attack the animal.

The Reaping of the Pus Blooms


Ritual

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.

Ingredients:

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.

The Rite of Barren Blood


Ritual
Ingredients:

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.

The Lore of Beasts

...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

Form of the Scurrying Rodent

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.

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.

The Beast Made Well

Range:
Touch
Duration:
Instant
Casting Time: 1 round
Area of Effect: One animal
Resistance:
None
Ingredient:
A bit of salve
You touch a single animal and heal it for 2d6 health points.
Only natural animals may be affected. Any magical
animal, including familiars, is not a valid target.

Claws of Fury

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: -1
Calm the Wild Beast
Area of Effect: Self
Range:
30 yards
Resistance:
N/A
Duration:
1 hour/Magic Rating
Ingredient:
A cat's claw
Casting Time: -1
Your
fingernails
turn
into razor-sharp claws. You may
Area of Effect: One animal
attack
twice
per
round
(or one more time per round if you
Resistance:
Mental 10
already
had
multiple
attacks)
for 1d8 damage and gain a
Ingredient:
A lump of sugar
You speak soothing words and calm a single animal within +2 bonus to hit. You may not wield weapons while the
spell is in effect.
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

First Level

Cruelty's Desserts

The Boar's Hide

Form of the Soaring Raven

Crow's Feast

Range:
Touch
Duration:
1 lunar month
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.
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.

Form of the Slippy Fish

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.

Musk Spray

Range:
5 yards
Duration:
One day/Magic Rating
Casting Time: -1
Area of Effect: One target
Resistance:
Mental 13
Ingredient:
A scent gland
You shoot a foul-smelling spray of musk at the target,
coating them in a distinctive scent. Any attempt to track
them gains a +4 bonus, and predatory animals will treat the
target as though it was part of another animal's territory
and avoid it. Only the most belligerent of animals will act
differently, and even then they must pass a Resistance
check. Objects may also be marked by this spell.

Third Level
The Beast Unbroken

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.

Range:
Self
Duration:
1 minute/Magic Rating
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.
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.

Eyes of the Pack

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.

Form of the Ravening Wolf

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.

Fury of the Mother Bear

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:
Touch
Duration:
Instant
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.

The Master's Voice

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.

Duration:
Special
Casting Time: -4
Area of Effect: Special
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:
Roll

Time

Eagles or
Wolves

Large Prey
Animals

Reptiles,Birds, Small Prey


or Mice
Animals

1-3

4-7

8-10

10

Cowering Beasts

Range:
50 yards
Duration:
Instant
Casting Time: -4
The Ox Stands
Area of Effect: 4 enemies/Magic Rating
Range:
50 yard radius
Resistance:
Mental 14
Duration:
One battle
Ingredient:
The hair of a cringing dog
Casting Time: -3
You rebuke your foes in a thundering voice, comparing
Area of Effect: All your allies
them to mangy animals unworthy of facing you. Anyone in
Resistance:
None
the area of effect who fails to pass a Resistance check
Ingredient:
An ox's hoof
You let out a mighty roar and fill your allies with courage. cowers in fear, unable to take any action. They may reroll
their Resistance check each round until they pass, at which
Any fear effects, whether natural or magical, are
immediately ended, and your allies are immune to them for point the spell has no further effect.
the remainder of the battle.
Form of the Puissant Steed

The Talking Beast

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.

Range:
Self
Duration:
Special
Casting Time: 2 rounds
Area of Effect: Self
Resistance:
N/A
Ingredient:
Hair from a destrier's mane
You transform into a warhorse. 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.

The Winter's Long Slumber

Range:
Touch
Duration:
Until the next solstice or equinox
The Beast Unleashed
Casting Time: 2 rounds
Range:
15 yard radius
Area of Effect: One target
Duration:
Special
Resistance:
None
Casting Time: 2 rounds
Ingredient:
A bear's tooth
Area of Effect: All your allies
You touch a willing character and send them into a deep
Resistance:
Mental 13
sleep. While the spell lasts, the target doesn't need to eat or
Ingredient:
A wolf's heart
drink and any poison or disease they are suffering from is
As soon as the spell is cast, all your allies within the spell's suspended. Natural healing still occurs, however. The
area of effect immediately go into a ravening frenzy,
target will not awake until the spell ends or you choose to
suffering a -1 penalty to hit but gaining a +1 bonus to
wake them up. If you cast this spell on yourself, you may
damage and +1 bonus on any Mental Resistance check.
set a trigger to awaken when touched by a specific
Frenzied characters must attack the nearest target in melee individual, who must be present when you cast the spell.
and continuing attacking until all targets are dead or
Fifth Level
fleeing. Anyone who doesn't wish to frenzy may make a
Mental Resistance check to overcome the spell.
Form of the Raging Bear

Fourth Level

Call the Horde


Range:

Special

Range:
Duration:

Self
Special

Casting Time: 3 rounds


Area of Effect: Self
Resistance:
N/A
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.

Ingredient:
A live falcon
Large wings grow from your back, allowing you to fly
twice as fast as you could normally run.

Sixth Level
Glorious Transformation

Range:
Touch
Duration:
1 year and 1 day
Casting Time: 3 rounds
Area of Effect: One willing target
Lost Cub
Resistance:
None
Range:
1 mile radius
Ingredient:
A feather from a black swan
Duration:
1 hour/Magic Rating
You
transform
a
willing
target into a beautiful creature,
Casting Time: 10 minutes
revealing
their
good-hearted
nature. The target becomes in
Area of Effect: One target/Magic Rating
all
ways
the
resulting
creature,
losing any memory that
Resistance:
None
they
were
anything
else.
Animals
such as hunting hounds,
Ingredient:
A piece of animal dung
You wrap yourself in a mantle of Ghur, causing you to give falcons, stags, or swans are common results of this spell.
off the smell and cries of a young, abandoned animal. One
animal within a mile of dog size or larger will come to you
and treat you as though you were one of its young, fighting which utilizes the Amethyst Wind, called Shyish,
to the death to protect you, bringing you food, taking you
whose color is Purple, whose Lore is that of Death, whose
back to its lair, and so on. The spell can affect a total
rune is the Scythe, and whose practitioners are called
number of people equal to your Magic Rating, though
Psychopomps.
large number of people to care for might strain the animal's From The Founding of the Eight Orders, credited to
resources. The animal wanders off when the spell ends, or Teclis
if you end it.

The Lore of Death

The Repugnant Transformation

Range:
Touch
Duration:
Permanent
Casting Time: 2 rounds
Area of Effect: One target
Resistance:
Physical 15
Ingredient:
The skin of a blue toad
Your spell transforms your target into a base version of
their original form. They sprout hair all over their body,
descend to all forms, lose the capability of speech, and
behave in strange ways. Every round, roll 1d10:
1. Target finds something interesting in their nostril
and spends the round digging for it.
2. Subject defecates noisily, weeping for the force of
the burst.
3. Subject screams loudly and runs in a random
direction.
4. Subject cackles and attacks the closest living
thing.
5. Subject lets out a lowing noise and attempts to
embrace the nearest object.
6. Subject giggles and curls into a ball.
7. Subject dances a jig while holding their hands
over their head.
8. Subject acts normally.
9. Subject stands and stares into the distance.
10. Subject brays like a mule.
The spell can be reversed by casting it again on the same
target, or by a Dispel spell, but is otherwise permanent.

Wings of the Falcon


Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

Self
1 minute/Magic Rating
2 rounds
Self
N/A

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.

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.

Deathsight

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.

Glimpse of the Departed

Range:
Self
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.

Still Blood

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: -2
Area of Effect: Self
Resistance:
N/A
Ingredient:
A blade as cold as ice
You cause your blood to stop flowing and become turgid
and blocked like the blood 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.

Swift Passing

Range:
Touch
Duration:
Instant
Grief's End
Casting
Time:
-1
Range:
Conversational
Area
of
Effect:
One target
Duration:
Special
Resistance:
None
Casting Time: -1
Ingredient:
Two brass pennies
Area of Effect: One target
With
but
a
touch,
you speed a critically wounded target on
Resistance:
None
to
the
next
world.
Swift Passing instantly kills any target at
Ingredient:
An hourglass
0
Health
Points
or
less. Souls dispatched in this way are
You speak comforting words to a single target bereaved by
immune
to
any
other
spells of the Lore of Death, but the
the passing of a blood relative or a close friend, and they
body
may
still
be
brought
back with Necromancy.
are comforted. Any effects of fear, characteristic penalties,
or madness or insanity caused by the death are eliminated. Tomb Robber's Curse
Range:
Special
Second Level
Duration:
1 year
Casting Time: 1 minute
Death's Messenger
Area of Effect: One gravesite
Range:
Self
Resistance:
None
Duration:
1 minute/Magic Rating
Ingredient:
Dirt from a violated grave
Casting Time: -2
You cast this spell in the presence of a corpse or at a tomb
Area of Effect: Self
or gravesite. Anyone who desecrates the dead body or site
Resistance:
N/A
any time over the next year suffers the cursea -2 penalty
Ingredient:
A sharp knife
to their Intellect and Presence for 1 week.
You surround yourself in a nimbus of Shyish, providing
you with an aura of menace. You gain a +2 bonus to
Third Level
Intimidate Proficiency checks.

Only the Coals

Acceptance of Death

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.

Range:
15 yard radius
Duration:
1 minute/Magic Rating
Casting Time: 1 round
Area of Effect: All your allies
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.

Reaping Scythe

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

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.

Death's Release

continues making checks until it passes, at which point the overcome the spell's effects.
spell ends. Ethereal undead who fail three tests in a row, or
Fourth Level
unintelligent undead who fail a single test, are instantly
destroyed.
Death's Door
Range:
30 yard radius
Deathwish
Duration:
1 minute/Magic Rating
Range:
30 yards
Casting
Time:
1 round
Duration:
1 minute/Magic Rating
Area of Effect: All your allies
Casting Time: -3
Resistance:
None
Area of Effect: One target in battle
Ingredient:
A vial of embalming fluid.
Resistance:
Mental 13
You
use
your
mastery
of magic to delay death itself. While
Ingredient:
A noose that has killed 12 people
the
spell
is
in
effect,
any
of your allies in the radius who
If the target fails their Resistance check, they believe that
are
reduced
to
0
Health
Points
may take one more action
this battle is their last and fights without regard for life and
before
succumbing.
limb. They suffer a -8 penalty to their Dodge, do not use a
shield or parry, and do not retreat.
Final Words
Range:
15 yards
Limbwither
Duration:
Instant
Range:
30 yards
Casting
Time:
1 round
Duration:
1 minute/Magic Rating
Area of Effect: One recently slain target
Casting Time: -3
Resistance:
None
Area of Effect: One target
Ingredient:
A piece of vellum
Resistance:
Physical 12
If
cast
within
one
minute of the target's death, you may ask
Ingredient:
A cold iron nail
them
one
question.
The target is not compelled to answer
You deaden one limbarm or legof a single target
truthfully,
or
indeed
to answer at all. Final Words cannot
within the spell's range. You may choose which limb to
be
cast
on
creatures
without
souls, such as most undead.
affect, and if the target fails their Resistance check, the
limb becomes completely useless for the spell's duration.
The Icy Grip of Death
Range:
50 yards
Shyish Uncovered
Duration:
Special
Range:
50 yard radius
Casting
Time:
-4
Duration:
1 minute/Magic Rating
Area of Effect: 10 yard radius
Casting Time: 1 minute
Resistance:
Physical 14
Area of Effect: Self
Ingredient:
A thorny rose stem
Resistance:
None
When
you
cast
this
spell, the Amethyst Wind whips around
Ingredient:
A shovel that has dug a dozen graves
and
freezes
your
foes
in their tracks. Anyone who fails the
You become aware of all deaths that have taken place
Resistance
check
is
stunned,
unable to move or act. They
within the spell's area of effect within a number of months
may
recheck
once
per
round,
and the spell lasts for each
equal to your Magic Rating. You can determine the species
target
until
they
have
made
their
Resistance check.
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.

Ward Against Abomination


Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

4 yard radius/Magic Rating


Special
-2
Undead
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

Knocks of the Departed

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.

Name the Blade

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.

Steal Life

Range:
15 yards
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.

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.

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.

Grim Harvest

Range:
15 yard radius
Duration:
1 round/Magic Rating
Casting Time: -5
Area of Effect: All living creatures
Resistance:
None
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
Range:
Duration:
Casting Time:
Area of Effect:

15 yards
Instant
-5
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.

Sixth Level
Life's End

Range:
15 yards
Duration:
Instant
Casting Time: -6
Area of Effect: One target
Resistance:
Physical 16
Ingredient:
The eye of a beheaded murderer
You call down a lethal wind of Shyish around a single
target, driving their soul from their body. If they fail their
Resistance check, they are instantly slain. Anyone with the
Magic Acuity Proficiency within 5 miles this spell is
immediately aware of its casting.

Wind of Death

Range:
50 yards
Duration:
Instant
Casting Time: -6
Area of Effect: 15 yard radius
Resistance:
Physical 17
Ingredient:
An amethyst worth 50g
You call down a blast of Amethyst energy that roars
through the target area. All creatures with automatically
take 4d8 damage, or half damage with a successful
Resistance check. Anyone with the Magic Acuity
Proficiency within 5 miles of this spell is immediately
aware of its casting.

The Lore of Fire

which utilizes the Bright Wind, called Aqshy, whose


color is Red, whose Lore is that of Fire, whose rune is the
Key of Secrets, and whose practitioners are called
Pyromancers.
From The Founding of the Eight Orders, credited to
Teclis

First Level
Cauterize

Range:
Touch
Duration:
Instant
Casting Time: -1
Area of Effect: One target
Resistance:
None
Ingredient:
A piece of charcoal
You lay your hands on an open wound and sear it shut.
This cures 1 Health Point of damage and prevents any
further damage from blood loss. It can also be used for
branding.

Fires of U'Zhul
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

40 yards
Instant
-1
One target
None

Ingredient:
A match
You hurl a bolt of flame at a single target, doing 2d4
damage +1/Magic Rating.

used to ignite flammable objects, though it requires such


undignified motions that few wizards will use it for that
purpose. You are immune to the crown's flames.

Flashcook

Inextinguishable Flame

Range:
Touch
Duration:
Instant
Casting Time: -1
Area of Effect: One quart/serving
Resistance:
N/A
Ingredient:
A metal fork
You may either instantly cook one serving or food or
instantly bring one quart of liquid to a roiling boil.

Leaping Flames

Range:
30 yards
Duration:
Instant
Casting Time: -1
Area of Effect: One fire
Resistance:
Mental 8
Ingredient:
A mouthful of wine
You cause any one fire in range to suddenly flare up,
gaining in height, brightness, and intensity. The fire may
also leap up to 2 yards in any direction and begin other
fires. Anyone who fails a Resistance check is stunned for a
round due to shock.

Passion Reborn
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Touch
Special
-1
Two targets
None
A coal from a fire that has burned all
night
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.

Second Level
Choleric

Range:
15 yards
Duration:
Special
Casting Time: -1
Area of Effect: One target
Resistance:
Mental 12
Ingredient:
A thimbleful of bile
One target in the spell's range must make a Resistance
check or they will immediately fly into a rage and attack
another character you designate. Every round, the target
may make another Resistance check to shrug off the spell.

Crown of Fire

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: 1 round
Area of Effect: Special
Resistance:
Mental 12
Ingredient:
A gold coin
You spin Aqshy into a brilliant flaming crown floating
above your head. During the spell's duration, you gain a +4
bonus to all Intimidate Proficiency checks, and anyone
who attempts to attack you must succeed in a Resistance
check or take a different attack. The crown may also be

Range:
15 yards
Duration:
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.

Ignite

Range:
50 yards
Duration:
Instant
Casting Time: -2
Area of Effect: One object or creature
Resistance:
Physical 12
Ingredient:
A ball of wax
You point at a single flammable target within range and
kindle it alight. If a creature, a successful Resistance check
allows them to snuff the flames as they begin, but
otherwise the target bursts into flames and takes normal
damage for fire. The target may repeat their Resistance
check each round to successfully put the flame out.

Tame the Dragon

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.

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.

Third Level
The Captivating Flame
Range:
Duration:
Casting Time:

30 yards
1 round/Magic Rating
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
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.

Curtain of Flame

Range:
20 yards
Duration:
1 minute/Magic Rating
Casting Time: -3
Area of Effect: 5 yards tall x 15 yards long
Resistance:
None
Ingredient:
A scrap of fire-singed tapestry
You summon a curtain of flame anywhere within the
spell's radius. Like its name, the flames appear as a curtain
they hang downward from a single axis, though they
may be bent in any direction or follow any curves you
choose. Anyone passing through the curtain suffers
2d4+1/Magic Rating damage, and attempts to fire missile
weapons or observe through the curtain suffer a -4 penalty.
The curtain billows in strong wind, which may blow it into
nearby creatures or start fires at the GM's discretion.

Fireball

Range:
50 yards
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 half damage
on a successful save.

Flaming Sword of Rhuin

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.

Oil and Water

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:
Self
Duration:
2 minutes/Magic Rating
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.

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.

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.

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.

Hearts of Fire
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

30 yard radius
5 minutes/Magic Rating
2 rounds
All your allies
None
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.

Passion Unbound

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.

Ruin and Destruction

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.

Boiling Blood

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
Range:
Duration:

100 yards
Instant

Casting Time: -6
Area of Effect: 1d10 targets
Resistance:
Physical 15
Ingredient:
A dagger of thrice-forged steel
You create a variable number of flaming blasts and hurl
them towards one or more opponents. Each individual
blast does 2d6 damage, or half damage on a successful
Resistance check. The minimum number of blasts is equal
to your Magic Rating.

Kindred of the Hearth

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 half damage to those who make a Resistance
check.

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.

The Lore of the Heavens

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

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.

Map of the Heavens

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

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).

Polish, Clean, and Gleam

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.

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.

First Portent of Amul

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.

Lens on the Sky

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.

Lightning Bolt

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 half that to anyone who makes their Resistance
check.

See the Oncoming Blow

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.

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.

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.

Fate's Whisper

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.

Fortuitous Object

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

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.

Second Portent of Amul

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

use them at any time in the next hour.

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.

Fourth Level
Curse

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
their own attacks and Proficiency checks suffer a -2
penalty, and any tests or attacks targeting them gain a +1
bonus. This spell does not stack.

The Enemy Foreseen

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: -4
Area of Effect: Self
Resistance:
None
Ingredient:
A shield that saved a life in battle
If an enemy or group of enemies would gain surprise on
the wizard while this spell is in effect, the wizard is
forewarned a number of rounds in advance equal to their
Magic Rating.

Premonition

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.

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.

You must return and re-enter your body before the spell
ends, or you are hurled back to your body and take 2d8
damage.

The Third Portent of Amul

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.

Wings of Heaven

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.

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.

Lightning Storm

Range:
60 yards
Duration:
Instant
Casting Time: -5
Area of Effect: 10 yard radius
Resistance:
Physical 16
Ingredient:
A weather vane
You conjure up a supernatural storm that strikes all those
in the area of effect with lightning. All targets affected take
4d6 damage, or half that for those who make a successful
Resistance check.

Starshine

Range:
50 yard radius
Duration:
1 minute/Magic Rating
Casting
Time:
2 rounds
Witchling Star
Area
of
Effect:
All illusions or concealment
Range:
Special
Resistance:
None
Duration:
Until sunrise
Ingredient:
A star chart
Casting Time: 10 minutes
Light
shines
down
from the stars, illuminating the area
Area of Effect: The Witchling Star
around
you
and
revealing
all that is hidden. Darkness is
Resistance:
None
banished,
the
invisible
is
made
visible, secret doors or
Ingredient:
A cracked mirror
chambers
are
discovered,
and
illusions
are revealed.
If cast at night, this spell causes the Witchling Star to grow
much brighter than normal and flicker with an eldritch
Sixth Level
light to everyone within 1 mile of you at the time of
Broken Constellation
casting. Anyone familiar with the star's dark reputation
30 yards
suffers a -2 penalty to Resistance checks against fear and a Range:
Duration:
1 hour/Magic Rating
similar penalty to resist intimidation or threats referencing
Casting Time: -4
the star.
Area of Effect: One target
Fifth Level
Resistance:
Mental 16
Ingredient:
A belonging of the target
Crowning Fate
If
the
target
fails
their
Resistance check, they are
Range:
Touch
abandoned
by
the
stars
to suffer the vagaries of fate. Their
Duration:
Instant
dice
rolls
are
all
made
without
bonus from any source.
Casting Time: 1 minute
Spells,
magic
items,
and
circumstances
cannot provide any
Area of Effect: One target
bonuses,
though
penalties
do
apply.
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)

Fate of Doom

Range:
Indefinite
Duration:
1 week
Casting Time: 1 hour
Area of Effect: One target
Resistance:
Mental 19
Ingredient:
The noose of a hanged man
Before this spell can be used, you need to acquire a lock of
hair or drop of blood from the target. If the target fails their
Resistance check, for the spell's duration all damaging
attacks and spells used on the character do maximum
damage, and all of their tests suffer a -2 bonus. Anyone
with the Magic Acuity Proficiency within 5 miles of this
spell is immediately aware of its casting.

Signs in the Stars

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
message must make a successful Arcane Knowledge
Proficiency check of 15 to decipher the message, but
anyone with the Arcane Knowledge Proficiency may roll a
check of 10 to determine a message exists, but without
prior knowledge, they will have difficulty deciphering it.
There does exist a common code among the Celestial
Order, and by placing the message in certain ways near
certain constellations, messages can be relayed for any
knowledgeable wizard to decipher.

The Lore of Life

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.

Ferment

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.

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.

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.

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:
1 day
Casting Time: -1
Area of Effect: A dozen gallons of liquid
Resistance:
N/A
Ingredient:
A drop of pure water from a spring
You convert enough liquid to sustain dozen people for a
day, no matter how fouled or brackish, into a mildly
fermented beverage of your choice (ale, mead, beer, etc.).
If not drunk, it reverts back to its previous state at the end
of the spell's duration.

Fat of the Land

Track's Tale Told

Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

Range:
Duration:
Casting Time:
Area of Effect:

Self
Special
1 round
Self

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.

Four Seasons in One Day

Touch
1 minute/Magic Rating
-3
One target
Mental 14

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.

Hale and Hearty

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

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.

The Wilds Undisturbed

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.

Earth Gate

Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

50 yards
Instant
1 round
Self
N/A
An iron key

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.

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.

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.

Summer Heat

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.

Wind's Whisper
Range:

Self

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:

15 yard radius
1 round/Magic
2 rounds
Living things
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.

Spring Bloom

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.

Strength of the Earth


Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

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.

Trees' Rustle

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.

The Wood Reborn

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.

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.

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.

Geyser

Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

30 yards
Special
-5
5 yard radius
Physical 14
A dowsing rod blessed by a priest

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
Physical 16
A vial of melted snow from a mountain
peak
You coat an entire area with a thick layer of frost. Anyone
affected takes 3d6 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.

Sixth Level
Cure Blight

Range:
Duration:
Casting Time:
Area of Effect:

Self
Instant
10 minutes
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.

The Lore of Light

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

First Level
Cleansing Glow

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.

Demonward

Range:
5 yard radius
Duration:
Special
Casting Time: -1
Area of Effect: Demons
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 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.

Pierce the Veil

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.

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:
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 Healing of Hysh
tastiness if it was tasty in the first place.
Range:
Touch
Duration:
Instant
Dazzling Brightness
Casting
Time:
1 round
Range:
40 yards
Area
of
Effect:
One target
Duration:
1d10 rounds
Resistance:
None
Casting Time: -1
Ingredient:
A clear glass bead
Area of Effect: 5 yard radius
Your touch heals the targeted character for a number of
Resistance:
None
Health Points equal to your Magic Rating. You may cast

this spell on yourself.

Infusion of Light

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.

Perfect Comprehension

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

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

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
Proficiency checks you attempt while the spell is in affect.

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.

Bar the Gate

Range:
50 yard radius
Duration:
1 minute/Magic Rating
Casting Time: -2
Area of Effect: All chaos wizards
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.

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.

Illuminate the Edifice

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.

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
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.

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.

Radiant Sentinel

Inspiration

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.

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.

Eyes of Truth

Range:
50 yard radius
Duration:
1 round/Magic Rating
Casting Time: -4
Area of Effect: Self
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

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.

Illuminate the Fold


Range:
Duration:
Casting Time:
Area of Effect:

6 yard radius
1 hour/Magic Rating
-3
Area around you

Range:
Self
Duration:
Special
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.

The Power of Truth

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.

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.

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.

Purity of Purpose
Range:
Duration:

Self
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.

Demonbane
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

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

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 (half 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.

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.).

Find the Weakness

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 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.

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.

Stoke the Forge

Range:
10 yards
Duration:
15 minutes/Magic Rating
Casting Time: -1
Area of Effect: One fire
Resistance:
None
which utilizes the Gold Wind, called Chamon, whose
Ingredient:
A breath of hot air
color is Yellow, whose Lore is that of Metal, whose rune is You cause an already-burning fire in a fireplace, forge, or
the Soaring Eagle, and whose practitioners are called
other man-made structure to burn as hot as possible. The
Alchemists.
fire does not consume any fuel for the spell's duration.
From The Founding of the Eight Orders, credited to
Understanding the Mechanism
Teclis
Range:
Touch
Duration:
Instant
First Level
Casting Time: 1 minute
Area of Effect: One mechanical object
Anatomical Evaluation
Resistance:
None
Range:
30 yards

The Lore of Metal

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.

Guard of Gold

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

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.

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.

Metal for Flesh


Range:
Duration:
Casting Time:

Touch
Instant
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.

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.

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.

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
through force (kicking down a door, etc.) receives a +5
bonus.

The Metal Mended


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.

Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Rigidity of Body and Mind

The Law of Fluid

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

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.

Silver Arrows of Arha

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.

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.

The Knot Untied


Range:

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.
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.

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.

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.

Trial and Error

Range:
15 yard radius
Duration:
1 round
Casting Time: -4
Area of Effect: Your allies
Resistance:
None
Ingredient:
An empty glass vial
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.

Consequences:

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.

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 7th Level
spell. The ritual is always learned as 7th 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)
Enchant Item
Hand: You gain a +1 bonus per hand to tasks
Range:
Touch
requiring manual dexterity (you suffer a -1
Duration:
1 hour/Magic Rating
penalty to same).
Casting Time: 1 minute

Foot: You gain a +1 bonus to resist fatigue of


Area of Effect: One item
traveling (you suffer a -1 penalty to same)
Resistance:
N/A

Ear: You gain +1 bonus to tests to hear things per


Ingredient:
A griffon's feather
ear (you suffer a -1 penalty to same)
You can temporarily enchant an item to give you a +1

Nose: You gain a +2 bonus to tests to smell things


bonus to one of your attributes or type of rolls. Form must
(you suffer a -2 penalty to same)
follow function. A pair of boots could provide +1 Agility, a

Arm: You gain +1 Strength and reduce all damage


brooch could provide +1 Presence, and a sword might
done to you by 1 per arm (you suffer -1 Strength
provide +1 to hit, for example.
per arm)
Transmutation of the Unstable Mind
Leg: Your movement rate increases by 1 and you
Range:
Touch
reduce all damage done to you by 1 per leg (your
Duration:
Permanent
movement rate is reduced by 1 per leg)
Casting Time: 10 minutes
Head: You get the benefits of two ears and a nose
Area of Effect: One insane target
and also get a +1 bonus to all Mental Resistance
Resistance:
None
checks (you die)
Ingredient:
A page from a book written by a madman
Heart: You no longer suffer emotional pain and
You attempt to transform a sick mind into an unstable one.
gain a +2 bonus to resist persuasion, intimidation,
This spell may be used to cure madness, insanity, or other
fear, and any attempt to sway your emotions (you
mental ailments. If the spell is successfully cast, make
die)
another Channeling Proficiency check, with the target
Lungs: You no longer need to breath (breathing
number determined by the degree of insanity. A success
causes horrible pain, giving you a -2 penalty on
cures the malady, while a failure makes it worse. You
all actions)
cannot cast this spell on yourself.
Successfully performing the ritual on a body part that was
previously the subject of a failed ritual overwrites the
Sixth Level
failure with the bonuses from a success.

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

Casting Time:
Conditions:

The Lore of Shadow

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

First Level
False Promise

Range:
Duration:
Casting Time:
Fire kindled from a volcano, blessed
jeweler's tools, and at least 2000g of gold Area of Effect:
Resistance:
12 hours
Ingredient:
None

The Body Guilded


Ritual
Ingredients:

15 yards
15 minutes/Magic Rating
-1
One target
None
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.

Doppelganger

Range:
Self
Duration:
10 minutes/Magic Rating
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.

Eye of the Beholder

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.

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.

Phantom Foe

Range:
50 yards
Duration:
1 round/Magic Rating
Casting Time: -1
Area of Effect: One target
Resistance:
Special
Ingredient:
A small firework
One target, who is watching a battle but not taking part,
can see and hear enemies in the opposite direction from the
caster approaching them to attack. If actually hit by an
attack, the target may make a Mental Resistance check of
12 to see through the illusion.

Shadowhound
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Self
Until sunrise
1 round
One shadow
N/A
Clippings from the claws of a faithful
hound
You call forth a shadowy hound who will dog your
footsteps and obey your commands. The hound has
statistics of a normal dog, except it gains a +6 bonus to any
Stealth checks and vanishes if it moves more than 50 yards
from you. Some Shadowmancers summon shadowcats,
shadowmonkeys, or even stranger things.

Take No Heed
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Self
5 minutes/Magic Rating
-1
Self
Mental 12
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:

20 yard radius
Instant
-3
All shadows
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.

Cloak Activity

Range:
Self
Duration:
1d10 rounds
Casting Time: -1
Area of Effect: Self
Resistance:
Mental 13
Ingredient:
A sketch of your action
You cloak your activities in an illusion of you performing
some other task. You can appear to be reading a book
while you're actually searching through the desk, or merely
standing in place while stabbing someone in the back.
Anyone affected by your action may make a Resistance
check to notice in time to react to it. If successfully cast,
Cloak Activity also disguises the casting of the spell itself.

Deep Pockets

Range:
Touch
Duration:
1 hour/Magic Rating
Casting Time: -3
Area of Effect: One object
Resistance:
None
Ingredient:
A black kerchief
The spell is cast on an object of sword-size or less. For the
spell's duration, you may carry that object without any
outside evidence. If the object is used in any fashion it
instantly becomes visible, but otherwise it cannot be
detected without using magic. You may only carry one
such object at a time, or on a sack with the spell cast on it
that carries a few pounds worth of items.

Face of the Stranger

Range:
Touch
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.

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.

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.

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
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.

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.

Fifth Level
Dread Aspect
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Self
1 minute/Magic Rating
Blur the Image
-3
Range:
Touch
Any who view you
Duration:
1 minute/Magic Rating
Mental 15
Casting Time: -4
A shred of cloth from the robes of a
Area of Effect: One target
wight
Resistance:
None
Your make yourself look like a horrific creature of
Ingredient:
A caterpillar
For the duration of the spell, the target cannot distinguish a nightmare. Anyone who looks at you and fails their
Resistance check will run screaming in terror.
particular item or creature from any other of its type. The
object must be of the type specified: all swords could be
Shadow Knives
made indistinguishable, for example, but a sword will not Range:
30 yards
be mistaken for an axe or a human for an elf. Likewise, a
Duration:
Instant
forged letter of marque could appear the same as all
Casting Time: -2
genuine ones, but not as a letter of recommendation or a
Area of Effect: One or more targets
blank sheet of paper.
Resistance:
None
Ingredient:
A cold iron knife
Mockery of Death
You
summon
up
a
number of shadowy daggers equal to
Range:
Touch
your Magic Rating and throw them at one or more targets,
Duration:
1 day/Magic Rating
doing 1d10+2 damage per target. Shadow Knives ignore all
Casting Time: 1 round
non-magical armor.
Area of Effect: One target
Resistance:
Physical 14
Shadowbridge
Ingredient:
A corpse shroud buried at least a year
Range:
5 yards
You cause someone to appear and behave as though dead
Duration:
1 minute/Magic Rating
to all sight and inspection. The target can still sense their
Casting Time: -5
environment, including sight if their eyes are open, but
Area of Effect: 15 yards by 2 yard span
they cannot move or act in any way. However, they still
Resistance:
N/A
require air and the other essentials of life. An unwilling
Ingredient:
A silken thread
target may make a Resistance check to avoid the spell.
You create a bridge made of the substance of shadow
across a chasm. It cannot be larger than the area of effect,
Shroud of Invisibility
requires an anchor at either side, and is no stronger than
Range:
Self
the substance that supports it at either end. You may
Duration:
1d10 rounds
dismiss the Shadowbridge at will.
Casting Time: -4
Area of Effect: Self
Shadowleap
Resistance:
N/A
Range:
30 yards x Magic Rating
Ingredient:
A gossamer shroud
Duration:
Instant
You shroud yourself with magic and vanish from sight for Casting Time: -5
the spell's duration. While you are invisible, you cannot be Area of Effect: Self
targeted with range attacks, and any melee attacks you
Resistance:
N/A
make gain a +4 bonus. Anyone with 3 yards of you may
Ingredient:
Soot from a chimney which has burned
make a Perception Proficiency check of 14 to spot you, at
all night
which point you can be attacked at a -5 penalty.
You may step into a shadow no smaller than 2 yards across
and reappear in any other shadow in the spell's range. If
Wandering Shadow
the destination shadow is smaller than 2 yards across, the
Range:
Self
spell simply fails. When you travel, roll a Channeling
Duration:
1 minute/Magic Rating
Proficiency check of 11. If you fail, consult the following
Casting Time: -5
chart:
Area of Effect: Self
9-10: You arrive upside down, and must spend an
Resistance:
Special
action righting yourself
Ingredient:
A model of the caster
7-8: You land in the wrong shadow 1d6 x 10
The caster's shadow detaches from their body and may
yards away from your destination
travel independently anywhere there is a light source
5-6: You lose time in the shadow, arriving 2d10
capable of casting a shadow. The caster shares the

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.

Substance of Shadow

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.

Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Universal Confusion

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:

Sixth Level
Illusion

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.

50 yards
1 round/Magic Rating
2 rounds
10 yard radius
Mental 16

Dark Magic

The following Lores all require use of the Dark Magic Discipline merely to cast. As such, they cannot benefit from
Dark Magic's benefit to casting Unfettered spells, but they do still all require an extra Chaos Die included in the total
whenever they are cast.
Both the Lore of Necromancy and the Lore of Nagash deal with the undead. The Lore of Necromancy is typically
known by mortal necromancers and those who learn from plundered tomes, whereas the Lore of Nagash is typically
known by vampires, liches, mummies, and those mortal servants they deign to teach the secrets of undeath.
A mishap on two dice or more when casting a spell from the Lore of Nagash or the Lore of Necromancy produces a side
effect in addition to the normal mishap. See WFRP Page 159, or The Dark Path page 7.

Lore of Chaos

Woe, O world! The Age of Mortals is coming to an end.


Time passes into oblivion, and the stars lapse in the sky.
The dreadful breed of night is crawling out of darkness, to
take possession of the world. Fools! Seek refuge in faith or
madness, for there's no longer any other place to hide. The
Reign of Chaos has begun.
Ergrimm van Horstmann
In order to give Chaos as many spells as the other
expanded Lores, the various Lores from the Tome of
Corruption have all been combined here. For those who
wish to separate them out, spells from the Lores of Nurgle,
Slaanesh, and Tzeentch have the appropriate letter after
them to aid sorting.

Lore of Misfortune
Lore of Nagash

"In that dread desert, beneath the moons pale gaze, dead
men walk. They haunt the shifting dunes of the breathless,
windless night, brandish weapons of bronze in mocking
challenge and bitter resentment of the life they no longer
possess. And sometimes, in ghastly dry voices, like the
rustling of sun-baked reeds, they whisper the one word
they remember from life. The Name of the one who cursed
them to their existence, more than death but less than life.
They whisper the name, Nagash."
From the Nehekharan Book of the Dead, translated by
Mannfred von Carstein
The Lore of Nagash is ill-suited for the living. If any living
wizard casts a spell from this Lore, they automatically take
damage equal to the spell's Level.

First Level
Command Corpse
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

You automatically detect the presence of all corpses,


buried or otherwise, within the spell's range.

Sense Undead

Range:
20 yards radius
Duration:
1 minute/Magic Rating
Casting Time: -1
Area of Effect: All undead
Resistance:
None
Ingredient:
A pair of eyes
For the spell's duration, you can sense the presence of any
undead within the spell's range. Three feet of stone or one
"Awake O Dead, for there can be no rest for ye beneath the foot of metal can block the spell, however.
earth. Let the splintered bones burrow from the grave pall.
Let cold fingers grip time-worn blades, and unseeing eyes Second Level
survey the fields of slaughter. For your time has come once Embalm
more. And the dead shall walk."
Range:
Touch
Motto of the Sylvania Press
Duration:
Instant
Casting Time: 1 round
First Level
Area of Effect: One undead target
Resistance:
N/A
Eyes of the Nocturnal
Ingredient:
A vial of embalming fluid
Range:
Self
You
heal
a
single
corporeal undead of 2d6 damage. You
Duration:
1 hour/Magic Rating
may
not
cast
this
spell
on yourself even if you are undead.
Casting Time: -1
Area of Effect: Self
Face of Death
Resistance:
N/A
Range:
Self
Ingredient:
The eye of a rate
Duration:
1 minute/Magic Rating
This spell grants you infrared vision to 60 feet for the
Casting Time: -2
spell's duration. If you already have infrared vision, it adds Area of Effect: Self
60 feet to its range.
Resistance:
Mental 12
Ingredient:
A skull
Grave Dust
You transform your face into a hideous leering skull.
Range:
15 yards
Those who fail a Resistance check are stricken with fear,
Duration:
1 round/Magic Rating
suffering a -2 penalty to any test while in your presence.
Casting Time: -1
Area of Effect: One target
Feign Death
Resistance:
Physical 10
Range:
Self
Ingredient:
Dirt from a grave
Duration:
1 day/Magic Rating
With a wave of your hand, you send a blast of tainted dirt
Casting Time: -2
into the face of a single opponent. They are blinded for the Area of Effect: Self
spell's duration unless they make a successful Resistance
Resistance:
None
check.
Ingredient:
A vial of poison
You enter a deep hibernation and appear dead. While the
Haunting Breeze
spell is active, you do not need to eat, drink, or breath, are
Range:
15 yard radius
cold to the touch, and anyone who examines you with
Duration:
Instant
mundane methods will determine that you are dead. You
Casting Time: -1
may delay the activation of the spell by up to 1 minute
Area of Effect: All within the range
after its casting, the better to convincingly fake your death.
Resistance:
None
Ingredient:
A raven's feather
Ghostly Apparition
With a simple exhalation, you cause a chill breeze to
Range:
100 yards
sweep through the target area. The breeze does not cause
Duration:
1 hour
any supernatural fear, but it will certainly unsettle those
Casting Time: 1 round
who feel its icy touch. The breeze is powerful enough to
Area of Effect: Special
make flames flicker and scatter loose papers, but no more Resistance:
Mental 8
than that.
Ingredient:
Hair from a corpse
This
spell
is
exactly
like Marsh Lights, except you can
Locate Corpse
create
the
ghostly
image
of a humanoid. Anyone who sees
Range:
30 yard radius
the
spectral
image
and
fails
a Resistance check suffers a -2
Duration:
Instant
penalty
to
all
tests
while
in
its
vicinity.
Casting Time: 1 round
Area of Effect: All corpses
Reanimate
Resistance:
None
Range:
12 yard radius
Ingredient:
A finger bone
Duration:
Indefinite

Lore of Necromancy

Casting Time: 1 round per body


Area of Effect: Magic Rating in corpses
Resistance:
None
Ingredient:
Dust from a grave
You reanimate the dead, creating a number of skeletons
and zombies from existing corpses equal to your Magic
Rating.

Wraith Touch

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: -1
Area of Effect: Self
Resistance:
N/A
Ingredient:
A severed hand
Your hands become sheathed in a writhing nimbus of
Dhar, and anyone you touch loses 1 point of Strength.
Those reduced to 0 Strength die. Those who survive regain
their Strength at a rate of 1 point per hour. It only affects
the living.

Third Level
Among

Range:
Self
Duration:
1 hour/Magic Rating
Casting Time: -3
Area of Effect: Self
Resistance:
Mental 14
Ingredient:
A burnt holy doctrine
After you cast this spell, undead will treat you as one of
their own, and unless you make an offensive action against
them they will pay you no mind. Unintelligent undead are
automatically affected, but intelligent undead may make a
Resistance check to break the spell.

Blood Bridge

Range:
30 yards
Duration:
Instant
Casting Time: -1
Area of Effect: One target
Resistance:
None
Ingredient:
A blood-soaked cloth.
You draw the blood from a single creature in the spell's
range. It automatically loses a number of Health Points
equal to your Magic Rating, and you gain that many
Health Points.

Extend Control

Range:
Half a mile
Duration:
1 hour/Magic Rating
Casting Time: 3 rounds
Area of Effect: Your controlled undead
Resistance:
None
Ingredient:
The brain of a wizard
For the duration of the spell, you may give orders to any of
your controlled undead within the spell's radius as though
you were physically present.

Hand of Dust
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:
Ingredient:

Touch
Instant
-2
One target
Physical 13
The hand of a murderer

You touch your target and destroy their flesh. The target
takes 4d4 damage, or half on a successful Resistance
check.

Invigorating Vitae

Range:
Touch
Duration:
Instant
Casting Time: 2 rounds
Area of Effect: One corpse
Resistance:
None
Ingredient:
The teeth of a vampire
You drink the blood of a corpse to heal your own wounds.
The corpse must be freshly dead (within the last hour), and
if so, you heal 2d6 Health Points.

Rigor Mortis

Range:
15 yards
Duration:
1 round/Magic Rating
Casting Time: -1
Area of Effect: One target
Resistance:
Physical 12
Ingredient:
Shackles from a dead prisoner
You cause a single target's limbs to stiffen under the
weight of death. If the target fails a Resistance check, they
suffer a -3 penalty to attack rolls and Dodge, can only
make one attack per round, and has their movement rate
halved.

Tomb Rot

Range:
Touch
Duration:
Special
Casting Time: -3
Area of Effect: One target
Resistance:
Physical 13
Ingredient:
Bandages from a mummy
You touch a single target and channel the energy of Dhar
into them, inflicting a single Health Point of damage. In
addition, if the target fails their Resistance check, they are
afflicted with tomb rot. Treat tomb rot as a disease that
requires another Resistance check every day or it lowers
Strength, Agility, and Endurance by 1 each. If Strength or
Agility reaches 0, the target is bedridden and unable to
move. If Endurance reaches 0, the target dies. Tomb Rot
runs its course after 10 days. Lost attributes return at the
rate of one point each per day.

Fourth Level
Call of Vanhel

Range:
Line of sight
Duration:
Instant
Casting Time: -4
Area of Effect: 1d10 controlled undead
Resistance:
None
Ingredient:
A small silver trumpet
You invigorate undead under your control. 1d10 skeletons
or zombies may immediately act as soon as you cast this
spell. This action is in additional to any regular action they
get during the round.

Control Undead
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

30
1 day
-2
One undead creature
Mental 15

Ingredient:
Wood from a desecrated coffin
You target one undead creature of similar or lesser power
to a wraith. If it fails is Resistance check, it comes under
your control for 24 hours.

Corpse Flesh

Range:
Self
Duration:
1 minute/Magic Rating
Casting Time: -4
Area of Effect: Self
Resistance:
N/A
Ingredient:
A piece of flesh from a wight
Your flesh becomes as cold and unyielding as the grave.
You reduce all damage dealt to you by your Magic Rating.

within the spell's range.

Spell of Awakening

Range:
Touch
Duration:
Indefinite
Casting Time: 1 minute
Area of Effect: One corpse
Resistance:
None
Ingredient:
A circlet of iron quenched in blood
You raise a single corpse as a wight. The corpse must have
have been higher than first level in life, and must have
been subject to a Bind Spirit spell.

Spirit Speak

Range:
Touch
Duration:
Instant
Range:
Touch
Casting Time: 1 round
Duration:
Permanent
Area of Effect: One recently slain target
Casting Time: 1 minute
Resistance:
None
Area of Effect: 1 undead/Magic Rating
Ingredient:
A stick of incense
Resistance:
None
If cast within one minute of the target's death, you may
Ingredient:
The essence of a vampire
hold a conversation with their spirit. The target is not
You can enchant mindless undead to remain under your
compelled to answer truthfully, or indeed to answer at all,
control even when you are not nearby. After casting this
and is likely to be quite confused due to their death,
spell, you give the targeted undead their orders, and they
possibly requiring a Persuasion Proficiency check to learn
will follow them until you countermand them or until more anything useful.
powerful magic releases them.
Wail of the Banshee

Maintain Control

Spirit Form

Range:
Self
Duration:
1 hour/Magic Rating
Casting Time: 2 rounds
Area of Effect: Self
Resistance:
None
Ingredient:
A piece of gossamer
When you cast Spirit Form, you enter an ethereal state
similar to a ghost. You can become visible or invisible at
will, but you cannot attack or affect the world with spells
and are otherwise immune to most attacks. You may cancel
the spell at any time.

Fifth Level
Bind Spirit

Range:
Touch
Duration:
Indefinite
Casting Time: 2 rounds
Area of Effect: One body
Resistance:
Mental 15
Ingredient:
Burial wrappings
If cast within 1 minute of a target's death, you can bind
their spirit within their body if they fail their Resistance
check. This is mainly useful for animating more powerful
undead, as a body without a spirit simply becomes a
skeleton or a zombie. Casting Reanimate or Raise the
Dead on a corpse that has had this spell cast on them
creates a wight that immediately attacks you.

Raise the Dead

Range:
30 yard radius
Duration:
Indefinite
Casting Time: 1 minute
Area of Effect: All undead
Resistance:
None
Ingredient:
Dust from a mummy
This spell is similar to Reanimate, but it raises 3d6 corpses

Range:
10 yard radius
Duration:
Instant
Casting Time: -4
Area of Effect: All living creatures
Resistance:
Mental 15
Ingredient:
The tongue of an orphan
You throw back your head and let out a hideous howl of
pure evil, doing 2d6 damage to everyone in the spell's
range and causing those who fail their Resistance check to
run screaming in terror.

Sixth Level
Aura of Decay
Ritual
Ingredients:

The powdered bones of a great warrior


and the remains or slag of a masterwork
weapon.
Casting Time: 1 hour
Conditions:
The ritual must be cast in a graveyard
at sunset, and no weapons may be within
20 yards of you.
Consequences: If the ritual is failed, all non-magical
items weighing 30 pounds or less within
50 yards are turned to dust.
If the ritual is successful cast, any mundane weapon that
strikes you instantly crumbles to dust before it can do any
damage. The ritual does not protect you against blessed or
magic weapons, and gigantic weapons such as catapult
boulders are too powerful to be affected. It lasts until the
next sunset.

Banish Undead
Range:
Duration:
Casting Time:
Area of Effect:
Resistance:

50 yard radius
Instant
-5
All undead
None

Ingredient:
A vial of blessed water
Conditions:
All undead within the spell's radius immediately suffer 4d8
damage. Skeletons and zombies are instantly destroyed.

You must perform the ritual at a


graveyard, battlefield, or other site
containing at least 100 corpses. During
the ritual, an individual dedicated to
Crippling Stare
destroying the undead must be tortured
Range:
15 yards
and slain at the site.
Duration:
Special
Consequences:
If the ritual is failed, your body is
Casting Time: 2 rounds
wracked with dark energy, causing you
Area of Effect: One target
to gain the appearance of a corpse and
Resistance:
Physical 17
reducing your Presence and Endurance
Ingredient:
The broken bone of a priest
by 6 for one week.
You turn your terrible gaze onto a single target and blast
You
call
forth
a
mixture
of skeletons and zombies that
them with withering energy. If the target fails their
burst
forth
from
the
ground.
A number of undead equal to
Resistance check, they suffer a -6 penalty to Strength and
three
times
your
Intellect
are
summoned. They are not
Endurance, a -6 penalty to hit and to Dodge, and take 1d6
controlled
normally;
instead,
you give them a single
damage. The spell lasts as long as you maintain
command
and
they
will
carry
it out until the next sunrise,
concentration, and continues inflicting damage. Even if the
at
which
point
they
collapse
into
dust.
target succeeds on their Resistance check, they still suffer
a -3 penalty to Strength, Endurance, to hit and Dodge.
Drain Life

Curse of Undeath

Ritual

Spell of Awakening

Request of the Undying


Ritual

Range:
10 yards
Duration:
Special
Casting Time: 2 rounds
Area of Effect: One target
Resistance:
Mental 18
Ingredient:
The hand of a powerful undead creature
If the target fails their Resistance check, they are afflicted
with a horrifying curse. They lose 1 Strength every round,
and if their Strength reaches zero, they become a zombie
under your control. The curse can only be halted by
dispelling the spell or if you will itkilling you will not
stop it, only create an uncontrolled zombie.
Range:
Touch
Duration:
Indefinite
Casting Time: 1 minute
Area of Effect: One corpse
Resistance:
None
Ingredient:
The blood of a knight or crusader
You raise a single corpse as a wraith. The corpse must
have been higher than first level in life, and must have had
a Magic Rating of 1 or higher.

Ingredients:
Casting Time:
Conditions:

A living person of the same race as you.


2 hours
You must cast this spell during the new
moon.
Consequences: If the ritual is failed, you immediately
age ten years.
During the casting of this spell, you slay the target and
steal some of their life energy. If you make a Physical
Resistance check of 3, you become five years younger.
However, every time you cast this ritual, the Physical
Resistance check increases by 1, and failing it counts as
failing the ritual.

Ingredients:

A fresh brain of an intelligent creature,


the birth name of the target undead, some
object important to the target undead in
life
Casting Time: 2 hours
Conditions:
The spell must be cast in a graveyard
when the moon is full. The target must
be under your control when the spell is
cast.
Spiritual Curse
Consequences: If the ritual is failed, the target undead
Ritual
immediately becomes hostile and attacks.
Ingredients:
An ounce of Warpstone dust, a humanoid This ritual allows you to give a complex and involved
target of the spell, the target's birth name. command to an undead creature, who will obey regardless
Casting Time: 1 hours
of its difficulty or the risk to themselves. Intelligent
Conditions:
None
undead may make a Mental Resistance check of 17 to
Consequences: If the ritual is failed, you suffer a
resist the spell, but unintelligent undead are automatically
backlash of Dhar, doing 2d10 damage.
affected. The command will be followed strictly according
As the ritual nears completion, the target is slain and must to its wording, and if it ever becomes impossible, the
make a Mental Resistance check of 16. If they fail, they
undead will wait in place until conditions improve to the
become a ghost, spectre, or similar incorporeal undead and point where the task can be completed. Intelligent undead
immediately come under your control. You may see
may make another Mental Resistance check every 24
through the spirit's eyes and direct its actions as long as it
hours to break out of an impossible task.
remains with 50 yards of you.
When the request is completed or if the Resistance check
is made, unintelligent undead instantly crumble to dust,
Seventh Level
and intelligent undead are free to seek revenge. You
Army of the Dead
immediately become aware of where the target was when
Ritual
the spell broke and whether they completed the task or not.
Ingredients:
None
Very powerful undead such as vampires or liches are
Casting Time: 1 hour

immune to this spell.

Sanctum
Ritual

Ingredients:

Three pounds of Warpstone and the


blood of an innocent per acre.
Casting Time: 1 hour per acre to prepare plus 6 hours
to cast the ritual.
Conditions:
The ritual may affect up to 1 square mile
which you must have controlled for at
least a year. You must outline the area in
blood, stand in the center, and cast the
spell on the Warpstone.
Consequences: If the ritual is failed, the Warpstone
explodes, with the appropriate
deleterious effects on you.
You cause Dhar to pool into an area you have designated
as your lair, granting you granting control over your
Necromancy. While in your Sanctum, you may see through
the eyes of and control every undead minion, and undead
will not go uncontrolled or crumble as long as they remain
within no matter how far away you are. In addition, all
undead gain +1 to hit and damage.

age ten years.


During the casting of this spell, you slay the target and
steal some of their life energy. If you make a Physical
Resistance check of 3, you become five years younger.
However, every time you cast this ritual, the Physical
Resistance check increases by 1, and failing it counts as
failing the ritual.

Awakening of the Ancient King


Ritual
Ingredients:

A blade carved from bone, magical plate


armor,
Casting Time: 8 hours
Conditions:
The ritual may only be performed in a
desecrated temple at midnight during a
new moon. The corpse must have their
spirit bound to their body and must have
been higher than first level in life.
Consequences: If the ritual is failed, all undead you
control break free and immediately
attempt to hunt you down regardless
of distance.
You raise the body of a mighty warrior into an undead
In addition, you gain a +3 bonus to cast any spells from the champion (use the Skeletal Warrior stats, but without a
Lore of Necromancy or the Lore of Nagash, and all spells circlet or magic resistance). You may see through its eyes
from other Lores add a Chaos Die to their pools. However, and control the champion when it is within 5 miles of you,
and it may control any lesser undead within 50 yards of it
if a Mishap ever occurs, including on your spells, roll
as though you were there personally.
twice and pick the worse result.
Anyone attempting to enter your Sanctum uninvited will
immediately sense that they are in an unholy place steeped
in evil, and must make a Mental Resistance check of 16
not to flee immediately.

Eighth Level
Abu Dalzim's Soul Transfer
Ritual
Ingredients:

Renewal of the Damned


Ritual
Ingredients:

The first breath of a newborn, the last


breath of a dying man, a gallon of your
own blood, and a prepared Sanctum
Casting Time: From sunrise to sunset
Conditions:
You must have prepared a location in
your Sanctum to act as the focal point of
the spell. If you are not undead, you take
2d10 damage and suffer a Necromantic
Side Effect when the spell ends.
Consequences: If the ritual is failed, your Presence is
permanently reduced by 1.
You bind your spirit into your Sanctum, allowing you to
survive being slain. When you die, your spirit is
immediately transported to your Sanctum to await reunion
with your body. You cannot cast spells or affect the
physical world during this process, but you can give
commands to any undead under your control. If your body
is brought into the Sanctum, you reunite with it over the
course of several days. The only death Renewal of the
Damned cannot protect you from is death from old age or
an affect that traps or destroys the soul.

A black diamond, a gallon of your own


blood, and a living member of your own
race
Casting Time: 6 hours
Conditions:
None
Consequences: If the ritual is failed, your soul is trapped
outside of your body. You may make a
single Mental Resistance check of 20 to
reunite your soul and body. If you fail,
you become a wraith
This ritual allows you to expel the soul of your target and
replace it with your own. The victim must succeed on a
Mental Resistance check of 18 or your soul will replace
them. If they succeed on another Mental Resistance check
of 15, their soul lingers on as a ghost, but otherwise it
Spell of Unlife
contains on to whatever reward awaits it. You gain the
Ritual
Strength, Agility, and Endurance of your new body and
Five living beings prepared according to
keep your own Intellect and Presence. You do not gain any Ingredients:
ancient burial rites who are slain during
of the skills or knowledge of your target.
the casting of the spell.
Army of the Dead
Casting Time: 12 hours
Ritual
Conditions:
You must cast this spell during the new
Ingredients:
A living person of the same race as you.
moon on the midwinter solstice, and you
Casting Time: 2 hours
or the target must be prepared according
Conditions:
You must cast this spell during the new
to ancient burial rites.
moon.
Consequences: If the ritual is failed, the target dies and
Consequences: If the ritual is failed, you immediately

becomes a wraith. If you are casting it


for another's benefit, your Magic
Rating is reduced to 0 and returns at one
Grade per month.

Sources

Once the ritual is completed, the target dies and rises


within moments as a lich with all of their memories and
powers intact.

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
The Dark Path by Adam Graham (http://www.liberfanatica.net/The%20Dark%20Path.pdf )