from the imperial library

Upload: higherdepths

Post on 03-Apr-2018

216 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/29/2019 From the Imperial Library

    1/39

    From The ImperIallIbraryN e w o p T I o N s F o r ma g I c I N

    wa r r I o r, ro g u e & ma g e

    b y br I a N br o u s s e a u

    ~ s u p p l e m e N T # 5 ~

  • 7/29/2019 From the Imperial Library

    2/39

    Brian Brousseau

    Michael Wolf

    Andrew Modro

    The Forge Stu-dios, Pawel Dobosz and Maciej Zagorski. Usedwith permission.

    From The Imperial Library is 2010 Brian Brousseau. Some rights reserved.All contents of this document (aside from the artwork) have been licensed under a Creative Com-mons BY~NC~SA 3.0 Germany license.

    For more information check out www.creativecommons.com and www.stargazergames.eu.Warrior, Rogue & Mage is Michael Wolf

    pleaseNoTe: ThIswholebookmaybeFreelycopIedaNdsharedForpersoNaluse!

  • 7/29/2019 From the Imperial Library

    3/39

    In the immortal words of many barbarian he-roes, What sorcery is this? The standard magicsystem in Warrior, Rogue & Mage is fun, quick,

    and simple to use but its also a very bare bonessystem that lacks many spells that are typicalof fantasy adventure and sword and sorceryfiction.

    Some of the basic spells can seem too weak ortoo strong for their Circle and some archetypalpowers of wizards in fiction are missing. Whilethe limited selection of spells in the core War-rior, Rogue & Mage rulebook serve as a goodbasis for adventure, some groups of playersmay want the versatility offered by a broaderrange of powers. Also, some groups may preferto use a more free form magic system with nospell lists at all.

    With these issues in mind, this supplementaims to fill in some of the gaps in the basic spelllist and offer a more complete list of powers aswell as offer options for using magic in otherways (including a free form system). The spell

    lists in this book can replace the list in the corerulebook or be added on top of it. With that

    said, enjoy unleashing the power offered byarcane knowledge against those barbarians atthe gates of your tower. What sorcery is this!

    indeed.

    Chapter One: General Guidelines for Mag-ic explains the benchmarks used for creat-ing the spells in this book and some advicefor how to use them to make new spells.

    Chapter Two: Variant Magical Systems of-fers some ideas for running campaignswith different levels of magic in the world.

    Chapter Three: Spells offers a large selectionof generic spells that can be quickly modifiedto make specific spells for your campaigns.

    Chapter Four: Spellbooks serves asan example of how the plain spellsin Chapter Three can be modified.

    Chapter Five: Talents offers new talents thataffect the way characters interact with magic.

  • 7/29/2019 From the Imperial Library

    4/39

    The following table shows the basic guidelines used to design the spells in this book and should

    serve as a helpful guide to designing new spells for your own campaigns.

    Circle Mana DL Damage Defense Attribute/SkillModifiers

    Summoning

    First 1 5 1D6 (+1) +2 Defense Temporary skillbonus

    Bird, mouse

    Second 2 7 2D6 (+2) +4 HP,+4Def

    Long-term skill ortemporary attributebonus

    Wolf, horse

    Third 4 9 3D6 (+3) +1 Fate(negate hits),+6Def

    Big long-term skillbonus or long-termattribute bonus

    Bear, dire wolf

    Fourth 8 13 4D6 (+4) Negatedamage

    Major transforma-tion, Long-termchange to multiplestats, negate enemybonus (e.g. armorpiercing)

    Drakes, majorelementals

    In the table above, Damage refers to the typical

    amount of damage caused or healed by spellsof that Circle at extremely close range (with-in arms reach of the caster); the added bonusfor enhancements is equal to the spells Circle.Defense gives examples of a typical level ofdefensive protection offered by a spell of thatCircle. Attribute/Skill Modifiers gives examplesof typical bonus ranges to attribute or skill rollsgranted by spells of that Circle. An example ofa small bonus would be +1 or +2 (equivalent to

    a skill) or granting a character an ExceptionalAttribute (rolling an extra die for attribute rollsand taking the best result). An example of a bigbonus would be +4 to +6 to a skill roll or al-lowing the substitution of another (presumablymore advantageous) attribute; for example, the

    Quickness of the Mind spell that allows the

    target to use the Mage attribute for rolls insteadof Rogue. A short-term bonus is usually for oneaction and a long-term bonus lasts for an entireencounter.

    Many attack or healing spells have other ad-vantages such as affecting targets at range, af-fecting multiple targets, affecting an area, add-ing its damage to another attack, or having alingering effect. In these cases, the raw damage

    is usually reduced a step or two to compensate.For example: Frostburn, Ice Dagger, and Vam-piric Touch are First Circle attack spells. Frost-burn does 1D6 damage when the caster touchesan enemy; Ice Dagger only does 1d6-2 dam-age but it works as a ranged attack that keeps

  • 7/29/2019 From the Imperial Library

    5/39

    the caster out of his foes reach; and VampiricTouch does only 1D6/2 damage to a touchedenemy but it also heals the caster by the sameamount.

    If a Defense effect only works against a lim-ited range of attacks, then it may offer the levelof defense benefit usually offered by a highercircle. For example, Deflection is a First Circlespell that offers protection equivalent to a Sec-ond Circle spell but it is limited to only workingagainst ranged attacks.

    Summoning spells are permanent until thesummoned object or creature has its hit pointsreduced to zero or the summoner dispels it atwhich point it vanishes. A spell that conjuressomething temporarily would be built as an-other kind of spell. For example, a spell thatconjures a glowing sword that vanishes afterthe combat encounter would be an attack spell

    of an appropriate Circle for its damage andother advantages (it sets things on fire, dripswith venom, etc.) and limitations (it requiresa Swords skill check to use, etc.). For summon-ing effects, the general rule of thumb is that a

    summoned creature may not have more totalattribute points than the spells Circle multipliedby 5 and no attribute may be higher than theCircle multiplied by 3. Casters control the crea-tures they summon although the control is lim-ited to commands the creatures can understand(you can empathically order a bear to attackyour enemies or bash down a door, but youcant ask him to go and count how many menare standing down by the river because bearsdont understand arithmetic). Casters can con-trol a number of Circles worth of summonedcreatures equal to their Mage attribute at onetime. For example, a caster with a Mage attri-bute of 4 could control a pair of wolves (SecondCircle) or an Earth Elemental (Fourth Circle) but

  • 7/29/2019 From the Imperial Library

    6/39

    would need to dismiss them in order to sum-mon anything else. Items and equipment canalso be summoned, but rarer and more uniqueitems are more difficult to summon (one serv-ing of rations worth one silver piece is easier to

    summon than a silver coin).

    When designing spells, keep the Circles inmind. A spell of a given Circle is roughlyequivalent to a spell of the Circle below withtwo enhancements. For spells that could havea broad range of power from First to Fourth,such as a spell that offers a bonus to a roll forexample, the Circle you choose for the spell willdetermine the minimum level at which it can becast. If you choose to assign a spell to the FirstCircle, it will be possible for any mage to cast itat a weak level or boost it to a higher level byspending more mana. If you assign that samespell to the Fourth Circle, there is no way tocast that spell weakly without learning a differ-ent version of the spell. Also keep in mind thatenhancing First Circle spells is very mana inef-ficient when compared to the other Circles thatcost an even number of mana points: enhancedFirst Circle spells lose more mana due to round-

    ing. If you want to make a low powered spellthat you intend to be enhanced to higher powerlevels, you should make it Second Circle un-less you want that extra versatility to come ata higher cost (or you are playing with the lowmagic Warrior, Rogue & Scholar variant rulesand want it to be available to basic spellcasterswithout the Advanced Spellcaster talent).

    This book contains a variety of spells for allCircles. By selectively eliminating some of

    them, you can add definition and character tothe magic of your world. Perhaps in your cam-paign, there is a Conclave of Ice Wizards whodo nothing halfway so all ice spells are potentThird or Fourth Circle spells while the Union

    of Fire Mages are interested in all flames fromsparks to raging infernos so there are fire spellsof all Circles. Maybe your world has a higherlevel of technology and excellent armor is cheapand plentiful, but healing is very limited so you

    might choose to say that Second and Third Cir-cle healing spells may only be cast as rituals andthere are no Fourth Circle healing spells avail-able. If you want to run a sword and sorcerycampaign where magic is a dark force with nopeaceful applications, you can eliminate every-thing but the attack spells. If you want to haveattack spells that are rare and powerful, thenyou could say that there are no attack spells be-low Fourth Circle. Its up to you. Its your worldso make the magic your own.

  • 7/29/2019 From the Imperial Library

    7/39

    This is the default system of Warrior, Rogue &Mage. Any character with a Mage attributeof 1 or higher has access to spells. Any spellsthat are found or bought can be transcribed ina characters personal spell book for use. In thisvariant, magic is common and is a skill like anyother. Being really good at magic requires skillsand talents but anyone who is even moderatelyclever can learn to do it at a basic level without

    intensive training. The only requirement is themoney to buy a spellbook and spells to tran-scribe into it.

    If you want to run a campaign where magic israrer and requires more dedication than basicliteracy, you can use the Warrior, Rogue & Schol-ar system. The Mage attribute is replaced bythe Scholar attribute. All references to the Mage

    attribute in the core rules will refer to the Schol-ar attribute. This is a purely cosmetic changethat allows characters with no magical abilitiesto still be clever and quick-witted and mentallysharp. If you dont mind non-spellcasting char-acters having a Mage attribute, you are free tocontinue using Mage in this variant for easierreference. In order to cast spells in this variant,a character needs to buy a talent called Spell-caster which gives access to First Circle spells.

    Spell casting works as usual, although newcharacters are limited to First Circle spells whenthey begin their careers. All other talents thataffect your magic abilities (like Blood Mage)need Spellcaster as a prerequisite now. Whenthe character is granted an advancement by the

    GM, he can acquire the Advanced Spellcaster

    talent which grants him access to the remainingspell circles.

    If you like the low level of magic in Warrior,Rogue & Scholar but you want to slow the acqui-sition of magical power even further, you canuse this variant of WR&S that has a step-by-step

    spellcasting advancement. Like Warrior, Rogue& Scholar above, characters must buy talents inorder to have access to spells, but in this vari-ant the Spellcaster and Advanced Spellcastertalents are replaced by the four talents below,which give access to the four spell Circles. Thetalents must be taken in order. If you wish toslow the acquisition of these talents to prevent aspellcaster from skipping through the Circles tooquickly, you can add more prerequisites to them.A good example would be requiring spellcast-

    ers to master more than one spell of one Circlebefore taking the talent to access the next Circle(i.e. a character must have two First Circle spellsbefore accessing the Second Circle, three Sec-ond Circle spells before accessing Third Circlespells, and so on). If you wish to tie the ad-vancement of spellcasters more directly to theirplace and actions in your campaign world (soa character is not just a wizard but a n initi-ate of the Order of the Crimson Tower or a n

    acolyte of the Brotherhood of the Silver Sun ),you can add social or other specific prerequisitesto these talents. To add unique character andflavor to spellcaster characters and give themadditional background ties to the campaignsetting, you could offer a different progression

  • 7/29/2019 From the Imperial Library

    8/39

    of spellcaster talents from each religious order,academic conclave, or crotchety old hermit. Ofcourse, you can just use the four talents with noprerequisites other than taking them in order,but examples of social prerequisites are included

    in the table on the next page for three differentsources of magical training.

    If you want to play a campaign with no spell-casting player characters, you can use the War-rior, Rogue & Scholar variant and disallow theSpellcaster talent. Such a setting could be com-

    pletely devoid of magic and all the monsterswould just be unusual animals. Or you coulduse this option to play a Howardian swordand sorcery setting where all magic is inher-ently tainted and only used by corrupt villains(who are usually weak and have low Warriorattributes). This variant could also be used for asetting where the only magic takes the form ofenchanted weapons and other items that can befound or purchased, but not created by playercharacters.

    In the default Warrior, Rogue & Mage game,casting spells is something that anyone can do.In this variant, it is something that everyonedoes. This variant is useful for settings thathave an intensely animistic world view whereeverything in the physical world is the result

    of the work of spirits rather than natural laws.In a setting like this, a warrior does not usea sword as a tool. His sword is a steel com-panion with its own soul and desires; warriorand blade work together as partners who fight

    against common enemies. If your armor fails toprotect you, it is not because your enemy foundits weak point: it could be because you offendedyour armors spirit and it betrayed you, or per-haps the spirit of your enemys spear outsmarted

    your armors spirit, or perhaps your armors spiritwas just undernourished because you haventgiven it enough prayers and offerings.

    This variant can also be used for more mythicsettings where heroes arent just highly skilled,but are in fact partially divine and the worldalters according to their desires. Such a herodoesnt just slay a drake with his bow becausehe is so accurate that he can put an arrow rightthrough the drakes heart by hitting the one spotwhere a scale is missing from its hide. No, sucha hero slays a drake with a perfect arrow shotbecause the flight of the arrow is guided by allthe heros honor, duty, and love for the peoplehe is defending and the point of the arrow issharpened by the white-hot focus of all the herosrage aimed at the threat to his village and thatrage splits the drakes scaly armor like dry leavesto open a channel for the arrow to reach thebeasts heart.

    In a WWRR&SS game, every character beginswith a free First Circle spell of their choice.Characters with a Warrior attribute of 5 ormore can choose to use Mana Points instead ofHit Points when they take damage. Characterswith a Rogue attribute of 5 or more may spend anumber of mana points up to their Rogue valueto add an equal amount to their Defense scorefor one round. Characters with a Mage scoreof 5 or more may cast spells with one level of

    enhancement at no extra Mana cost (althoughthe DL increases normally). Any character mayspend Mana Points to gain a bonus to an attri-bute or skill roll: 1 MP for each +1 bonus with amaximum bonus on one roll equal to the level of

  • 7/29/2019 From the Imperial Library

    9/39

  • 7/29/2019 From the Imperial Library

    10/39

    the relevant attribute. For example, a characterwith Warrior 4 could spend up to 4 MP for a+4 bonus to any Warrior roll. Damage for spellsor weapons (including unarmed attacks) canalso be boosted in this way and the limit is the

    attribute used to make the attack. Characterswith a Mage score of 0 in this variant can stilluse magic if they have the Blood Mage talentto spend HP for it.

    Some sorcerers in classic fantasy literature (oreven comic books) seem to have an almostinexhaustible supply of very specific spells to

    fit nearly any situation. If you prefer to usethis style of magic in your game, then obvi-ously you dont want to memorize thousandsof slightly different spells with long difficult topronounce names like Crimson Entanglementof Quatzlciterak! This free-form magic vari-ant can be applied to any of the magic levelsdiscussed above, but it works best with oneof the variants that requires an investment onthe part of the spell caster, like Warrior, Rogue

    & Scholar or Warrior, Rogue, & Sorcerers Ap-prentice. In this system, any spellcaster can castany spell they want at any time by inventingit on the spot. The player describes the effectand Circle of the spell and the GM will adjust

    the DL if enhancements are necessary to get thedesired effect. Note that this system is based onresults and not on methods: breaking down adoor by making the caster temporarily strongenough to kick it in is the same Circle and DLas summoning a chaos spirit that is born, wailsa terrifying birth cry that splinters the door intokindling, then dies and fades away to nothing-ness. The DL can also be adjusted downwardby adding inconvenient limitations to the spell.For example, I summon a gremlin from thefairy realm to mangle this trap mechanism so itcant be activated and hurt us. I call the gremlinnamed Looghocker. He does good work but hesreally greedy so I have to give him some of myjewelery or he wont do it. Note that if its notinconvenient, then it doesnt count (you cantsay something like this spell can only be caston one particular day of the year so the DL ismuch lower... luckily, that day is today!)

  • 7/29/2019 From the Imperial Library

    11/39

    The spells in this chapter represent very basicand flavorless magical effects. In the campaignworld, the same spell might be known bymany different names and have many differ-ent appearances despite the fact that they aremechanically the same. For example, PainfulTouch is a spell that allows the caster to touch atarget and do 1d6 damage. In the game world,that spell might be known as Frostburn (thecasters hand is rimed with frost and his touchchills his target with frostbite) or Embergrasp

    (the casters hand blackens and cracks like burn-ing wood and the scorching heat that comesfrom within the glowing cracks burns anyonehe touches). Whether these differences are pure-ly cosmetic or have effects in game (fire effectscan ignite combustibles but creatures of livingfire are immune to fire damage, for example)will be decided by the GM. For examples ofhow to turn these generic spells into more spe-cific and flavorful versions, see Chapter Four:Spellbooks. The spells are listed here with some

    alternate names in parentheses to help inspirenew variations.

    aTTack spellspaINFulTouch (Frostburn, Embergrasp, Shock-touch, Grip of Corrosion, Kiss of Venom)

    Touch attack that causes 1d6 damage. Each levelof enhancement raises the damage by +1.

    paINFulmIssIle (Icedagger, Slingbullet, Spark)A small magic missile that causes 1d6-2 damage(minimum 1) to a target within line of sight.

    Each level of enhancement raises the damageby +1.

    paINFul blasT (Burning Ash, Frostbreath,Sandspray, Acid Cloud)A short ranged blast that strikes up to 2 tar-gets within 3 yards of the caster and each otherfor 1d6/2 damage. Each level of enhancementraises the damage by +1.

    lesserVampIrIcTouch(Caress of Hunger)

    Touch attack that causes 1d6/2 damage andheals the caster by the same amount of damagecaused. Each level of enhancement raises thedamage by +1.

    poIsoN Touch (Wasting Disease, Slowburn,Acid Touch)Touch attack that afflicts target with mild poi-son (1d3 initial damage, 1 damage per rounduntil successful Warrior check vs. DL 7). Eachlevel of enhancement can increase the DL of the

    Warrior check by +1.

    sTuN (Frighten, Stumble, Lost Moment)One character within the casters line of sightmust make a DL 7 Mage roll or lose their nextaction. Each level of enhancement can increasethe DL by +1.

    deFeNsIVe spells

    Soothing Touch (Painease, Calming Touch, Cau-terize)Heals 1d6 HP. Caster must touch the target.Each level of enhancement heals an additionalhit point.

  • 7/29/2019 From the Imperial Library

    12/39

    sooThINgray (Inspire Stamina)Heals one target within the casters line of sightfor 1d6-2 HP (minimum 1). Each level of en-hancement heals 2 additional hit points.

    sooThINgaura (Bond of Brotherhood)Heals up to 2 targets within 3 yards of the cast-er for 1d6/2 damage. Each level of enhancementheals an additional hit point.

    lesser armor (Armor of Faith, Battle Aware-ness Meditation, Stoneskin, Oakflesh)The touched target benefits from a +2 bonus toDefense for one round. Each level of enhance-ment raises the bonus by +1. The spell can besustained until the end of a combat encounterfor 1 additional Mana point.

    lesser deFlecTIoN (Spirit Shroud, GuardianSylphs, Shield of Faith, Cloud of Darkness)The touched target is protected from ranged at-tacks by a shield that has 4 HP. The protectedcharacter will not take damage from ranged at-tacks until the shield is destroyed. Each level ofenhancement raises the shields HP by +4. Anyexcess damage is not transferred if the shield is

    depleted by an attack that deals more damagethan the remaining hit points of the shield. Theshield fades after one hour if it is not depleted;it may be sustained for one mana point per ad-ditional hour.

    uTIlITyspells

    courIer (Whispering Wind, Call the Messen-ger, Telepathic Sending)This spell allows the caster to send a short mes-sage (any speech delivered in one breath) to aspecific person or place within one mile. Eachlevel of enhancement increases the distance byanother mile.

    creaTe Food aNd waTer (Magicians Meal,Wizard Bread)The spell creates one daily ration of food andwater for one person. The food is a bland butnourishing porridge, gruel, or doughy bread.

    With an enhancement, the food can be madeseasoned and flavorful. With two enhance-ments, the food can be made to order in theform of any real meat and vegetables.

    magIclIghT (Torch of Pantel, Coldfire, Eyes ofthe Moon)Caster creates a magic light in the palm of thecasters hand or on the tip of a staff or otherweapon held by the caster that illuminates a10-yard radius, much like a torch. Enhancementcan be used to add one or more of the followingeffects: Ball of light: the light can be moved by a

    thought up to 5 yards away from the caster Colored light: the light shines in a color of

    the casters choice Light beam: the light shines in a tight

    beam which reaches 15 yards Flash: the effect lasts only one round but

    everyone who looks unprotected into the

    flash is blinded for 1d6 roundsThe magic light shines for 1 hour or until dis-pelled by the caster. It can also be sustained for1 additional mana per hour.

    seNse magIc (Arcane Awareness, Detect theCraft)Caster senses the presence of magic in a 3 yardradius. Each level of enhancement adds anotheryard to the radius. This basic detection is in-stantaneous, but the spell can also be sustained

    for a cost of 1 mana per minute. The sensationis vague and only indicates if magical power ispresent, but with an enhancement the Circle(or equivalent) of the magic can be determined.

  • 7/29/2019 From the Imperial Library

    13/39

    lesserTelekINesIs (Mindgrasp, Hand of Thought,Servant of the Breath, Summon Pixies)Caster may remotely move one item withinline of sight and with a mass up to 1kg. Eachenhancement adds another kilogram of weight

    that can be moved. Telekinesis lasts for 1 minuteand can be sustained for 1 additional mana perminute. Objects can be weakly thrown usingMage as an attack roll, but doing so expendsthe energy of the spell. Damage is 1D6/2 (+1 perenhancement).

    mINorsummoNINg(Weak Calling, Raise Sim-ple Creature, Call Vermin)Caster may summon a small creature with upto 5 points in attributes and no attribute higherthan 3.

    mINor creaTIoN (Arcane Fabrication, Spell-weaving, Spellsmith)Caster may summon a single small and com-mon item. The item must be 3 yards or less inits longest dimension, weigh less than 3 kilo-grams, and have a market price of less than 3silver pieces. Examples of such items are 3 yardsof rough cloth, a 3 yard wooden pole, a cross-

    bow bolt, a plain cloth tunic, a simple dagger, arock, etc. Each level of enhancement raises thelength, weight, or value by +1 (yard/kilogram/silver piece). (Optional: The caster may be re-quired to have talent as a Craftsman and makea skill check to increase the silver piece value ofthe created item. Making a fancy dagger withengraved details would require the knowledgeof a blacksmith, making a shirt with interestingembroidery would require the knowledge of atailor, etc.)

    mINor dIVINaTIoN (Gravespeak, Interrogatethe Stones, Echoes of the Past)The caster may use this spell to ask a questionabout the present or the recent past in relation

    to an object or place the caster touches. For ex-ample, if the caster sees that a room has beenrecently disturbed, the spell could be used to askWho was in this room before I came here? orWho pushed over that bookshelf? Some casters

    directly interrogate the inanimate objects theyare curious about, such as asking a smashed ta-ble Who broke your legs? or asking a bloodyknife Who did you hurt? Some variations ofthis spell are used to get information from thedead by questioning their corpses about thingsthey knew or saw in life. Each casting of thisspell allows the asking and answering of onemain information question (who, what, where,when, why, how...) and a few clarifying follow-up questions that can be answered yes or noor not clear. Each level of enhancement allowsquestions about the more distant past but in-formation becomes increasingly vague. Whenusing this spell to question a sentient spirit (suchas a dead person), the object of the spell mayresist answering by making an opposed Mageroll against the caster.

    eNhaNced skIll(Blessing, Inspiration, SharpenTool, Analyze Foe, Blur, Deepshadows)

    Whether its through temporarily conjuring theperfect tool for the job or mystically grantinginsight into the task at hand, this spell allowsthe touched target to make one skill check orattack roll with a +2 bonus. Each level of en-hancement raises the bonus by +1.

    Jump (Blink Teleport, Leap, Burrow, Shadow-step)This spell allows the caster or a touched targetto instantly move to another location within

    5 yards and in line of sight of the caster. Eachlevel of enhancement increases the range by 5yards.

  • 7/29/2019 From the Imperial Library

    14/39

    seNTryward (Faithful Watchdog, Boundary)The caster marks a small area (less than 10 yardsin its longest dimension) such as a small room,a doorway, or a circle on the ground. The casterwill be instantly aware if anyone passes the

    marked boundary unless they make an opposedRogue check against the casters Mage attributeto sneak through. The duration of the spell is12 hours. Each level of enhancement can add 6hours to the duration or add +1 to the DL of thecheck to successfully pass the warded boundary.

    skIm (Lightfoot, Featherfloat, Hover)This spell allows the caster to run across anysurface including water and vertical walls aslong as they dont stop running; the caster willfall after stopping on a surface that cant nor-mally support them. The spell lasts one roundbut can be sustained for one mana per addi-tional round.

    TeNT (Endure Elements, Insect Ward)This spell protects the caster from the effects ofnormal weather for 6 hours: the casters clothingrepels rain, dust, and mud and remains at acomfortable temperature. The caster can even

    lie down on muddy ground without gettingwet or dirty and small insects and vermin wontapproach within one yard. The spell must becast with one level of enhancement to endureextremes of heat or cold (such as in a swelteringsummer heatwave or desert or freezing cold inthe depths of winter).

    dIsguIse (1000 Faces, Flesh-shaping, CostumeChange)The caster can alter their appearance in simple

    ways such as changing skin tone, facial fea-tures, and hair color. Enhancements can beused to make more substantial changes suchas increasing or decreasing apparent weightor height up to 10% or changing the color and

    style of clothing and equipment. Copying aspecific individuals appearance also requires aMage check (in addition to the enhancementsneeded to make appropriate changes) with aDL determined by the GM based on how fa-

    miliar the caster is with the subject to be copied.

    empaThy (Read the Heart, Sense Emotions)The caster becomes more aware of the innerfeelings of others. While the caster can not readthe thoughts of others, their true emotions andattitude are more apparent. This gives the castera +2 bonus on all rolls in social situations likenegotiations or interrogations or interpretingthe gestures of someone from an unfamiliar cul-ture without a common language. With an en-hancement, the caster may also transmit theirown feelings to others; the caster cant lie in thisstate but it can be useful for making someonewho doesnt speak your language understandwhen you try to say things like I dont wantany trouble or Get out of here or Ill kill you.This spell lasts about 30 minutes but it can besustained for 1 mana point for each additional10 minutes.

    aTTack spells

    wouNdINgTouch (Claws of the Beast, Shad-owless Kick, Fist of Fire)Touch attack that causes 2d6 damage. Each levelof enhancement raises the damage by +2.

    wouNdINg mIssIle (Lightning Bolt, Acid Ar-row, Telekinetic Punch)A magic missile that causes 1d6+2 damage toa target within line of sight. Each level of en-hancement raises the damage by +2.

  • 7/29/2019 From the Imperial Library

    15/39

    wouNdINg blasT (Fire Grenade, DaggerWind, Choking Cloud)A short ranged blast that strikes up to 3 targetswithin 5 yards of each other for 1d6 damage.Each level of enhancement raises the damage

    by +2.

    push (Summon Spectral Ram, Bellow)This spell strikes one target within 5 yards ofthe caster. The target must roll an opposed checkof their Warrior attribute against the castersMage attribute. If the caster wins, the target ispushed away from the caster until the target isbeyond the range of the spell. The target willget a favorable circumstance bonus if there issomething sturdy for them to hold when theyresist the push. Each enhancement can add oneyard to the range. If the target strikes an un-yielding object before reaching the full range ofthe spell, they stop and take 1d6 damage.

    VampIrIc Touch (Kiss of the Succubus, Can-nibalize)Touch attack that causes 1d6 damage and healsthe caster by the same amount of damagecaused. Each level of enhancement raises the

    damage by +2.

    spIT VeNom (Corrosive Strike, Wilting Stare)The caster strikes one target up to 5 yards awaywith lethal poison (1d6 initial damage, 2 dam-age per round until successful Warrior check vs.DL 11). Each level of enhancement can increasethe DL of the Warrior check by +1.

    deFeNsIVe spells

    healINgTouch

    Heals 2d6 HP. Caster must touch the target.Each level of enhancement heals 2 additionalhit points.

    healINgray

    Heals one target within the casters line of sightfor 1d6+2 HP. Each level of enhancement heals2 additional hit points.

    healINgauraHeals up to 4 targets within 5 yards of the cast-er for 1d6 damage. Each level of enhancementheals 2 additional hit points.

    armor

    The touched target benefits from a +4 bonus toDefense for one round. Each level of enhance-ment raises the bonus by +2. The spell can besustained until the end of a combat encounterfor 2 additional Mana points.

    deFlecTIoNThe touched target is protected from ranged at-tacks by a shield that has 8 HP. The protectedcharacter will not take damage from ranged at-tacks until the shield is destroyed. Each level ofenhancement raises shields HP by +8.

    uTIlITyspells

    claIrVoyaNceThe caster can enter a trance and mentally proj-ect their senses up to 100 yards from their bodyin any direction. The caster can see and hearnormally (e.g. they are still affected by darkness)and can move their point of view at the paceof a slow walk but cannot pass through a solidbarrier (although it can pass through any open-ing bigger than the casters fist). Enhancementscan be used for the following effects: Increase the range by 100 yards Increase the speed at which the casters point

    of view can move. One enhancement willincrease the speed to a running pace, twois fast enough to follow a galloping horse,three is fast enough to keep up with a swift

  • 7/29/2019 From the Imperial Library

    16/39

    bird. Allow the casters point of view to pass

    through solid barriers. One enhancementwill allow it to pass through curtains, shut-ters, and thin wooden doors. Two enhance-

    ments will allow it to pass through woodor mud walls. Three will allow it to passthrough stone walls. Four enhancementsare needed to pass through metal or otherexceptionally dense materials such as somerare types of wood or stone.

    eNchaNT weapoN

    The caster puts a temporary enchantment ona weapon that grants its wielder +2 on attackrolls and damage. Lasts for one combat encoun-ter. Enhancement can be used to add +2 to theattack bonus, +2 to the damage bonus, or +1to both.

    IdeNTIFymagIc

    Allows the caster to identify one magical prop-erty of an item. Each level of enhancementidentifies one additional property. (Optional:Properties of a magic item may include infor-mation about its history such as its age, creator,

    significant previous users, etc.)

    INcITe rage (Awaken the Slumbering Bear)This spell causes one target to go into a berserk-er frenzy (as the Berserker talent), but the DLof the Mage roll to end the frenzy is the castersMage score +3. Each level of enhancement canraise the DL by +1.

    calm rage (Sooth the Savage Heart)This spell causes one target to suffer a -2 pen-

    alty to attack rolls against anyone who makesno violent motions toward them. Each level ofenhancement can add another -1 to the penalty.If the total penalty causes the target to make anattack roll of 0 or less, it must make a Mage roll

    of DL 7 to attack again unless provoked.

    magIcsIghT

    The target of this spell gains the ability to seewithout penalty through darkness or other vi-

    sion obscuring things like clouds of smoke, dust,fog, etc. The vision extends 10 yards. Each levelof enhancement can extend the range by 5yards.

    TelekINesIsCaster may remotely move one item withinline of sight and with a mass up to 10kg. Eachenhancement adds another 10 kilograms ofweight that can be moved. Telekinesis lasts for1 minute and can be sustained for 1 additionalmana per minute as long as it is used to movethings slowly. If it is used for too many quick,forceful movements like throwing objects theenergy of the spell is spent. Up to 3 objects canbe forcefully thrown using Mage as an attackroll. Damage is 1D6 (+2 per enhancement).

    callobJecT

    The caster may summon a particular object thathas been prepared as the object of this spell in a

    ritual that takes about an hour. The object mustbe small enough and light enough for the casterto hold it off the ground unassisted. When thisspell is cast, the object instantly appears in thecasters grasp if it is within 10 yards of the caster.Each level of enhancement will add 10 yards tothe range.

    summoNINgCaster may summon a creature with up to 10points in attributes and no attribute higher than

    6.

    creaTIoNCaster may spontaneously create a single com-mon item from nearby materials. The item must

  • 7/29/2019 From the Imperial Library

    17/39

    be 10 yards or less in its longest dimension,weigh less than 10 kilograms, and have a mar-ket price of less than 10 silver pieces. Examplesof such items are a 10 yard length of rope orchain, a ladder, a crossbow, a small shield, a

    sword, a square stone block, etc. Each levelof enhancement raises the maximum length,weight, or value by +2 (yard/kilogram/silverpiece). (Optional: The caster may be requiredto have talent as a Craftsman and make a skillcheck to create item. Reforging a pile of daggersinto a sword would require the knowledge of ablacksmith, etc.)

    eNhaNced warrIor(Steely Sinews)This spell allows the touched target to roll anadditional D6 and keep the highest for all War-rior rolls for the duration of one encounter.

    eNhaNced rogue (Quicksilver Nerves)This spell allows the touched target to roll an ad-ditional D6 and keep the highest for all Roguerolls for the duration of one encounter.

    eNhaNced mage (Diamond Mind)This spell allows the touched target to roll an

    additional D6 and keep the highest for all Magerolls for the duration of one encounter.

    wallwalk

    The caster may walk on any solid surface as ifit were horizontal ground for up to 10 minutes.The spell can be sustained for 10 minutes peradditional mana spent.

    leVITaTIoN

    Caster may slowly float up and down for up to

    3 minutes. The spell can be sustained for 1mana per additional minute. This spell providesno horizontal propulsion, but a caster may useother means to float horizontally.

    guardIaN ward

    The caster marks a small area (less than 10yards in its longest dimension) such as a smallroom, a doorway, or a circle on the ground.Anyone passing the marked boundary will be

    challenged by a guardian (a spirit, a summonedcreature, a mechanical construct, or somethingelse depending on the specific variation of thespell). There are three main types of guardianthat the caster may choose. The guardians areextremely dedicated to guarding their area orportal and will not allow anyone to pass themuntil destroyed or outmanoeuvred or overpow-ered. The spell lasts until the guardian is de-stroyed or dismissed by the caster. Warrior Guardian: W8, R4, M1. 25 HP,

    Defense 12. Each round the Warrior Guard-ian can make a melee attack for 1d6+2damage.

    Rogue Guardian: W4, R8, M1. 20 HP, De-fense 14. Each round the Rogue Guardiancan make one ranged attack for 1d6 dam-age or two melee attacks for 1d4-2 damage.

    Mage Guardian: W1, R3, M8. 12 HP, De-fense 9. Each round the Mage Guardiancan use its Mage score to make a ranged or

    melee attack of 1d6 or heal itself for 1d6 HP.

    uNdead ward(Sanctify, Holy Ground, Repelthe Unclean)The caster marks a small area (less than 10 yardsin its longest dimension) such as a small room,a doorway, or a circle on the ground. Any un-dead must beat the caster in an opposed Magecheck in order to pass the marked boundary.Ranged attacks can be used normally across thebarrier. The spell lasts 2 hours. It can be sus-

    tained for 1 mana point per hour.

  • 7/29/2019 From the Imperial Library

    18/39

    aTTack spells

    desTroyINgTouch (Dragon Claw, Immolation,Touch of Decay)Touch attack that causes 3d6 damage. Each levelof enhancement raises the damage by +3.

    desTroyINgmIssIle (Lightning Bolt, Fire Lance)A magic missile that causes 2d6+2 damage toa target within line of sight. Each level of en-hancement raises the damage by +3.

    desTroyINg blasT (Chain Lightning, Firebolt,

    Whirlwind, Storm of Blades)A powerful blast that strikes up to 5 targets inthe casters line of sight and within 5 yards ofeach other for 2d6 damage. Each level of en-hancement raises the damage by +3.

    greaTer VampIrIc Touch (Vampires Embrace,Feast of Ghouls)Touch attack that causes 2d6 damage and healsthe caster by the same amount of damagecaused. Each level of enhancement raises thedamage by +3.

    deFeNsIVe spells

    resTorINgTouch

    Heals 3d6 HP. Caster must touch the target.Each level of enhancement heals 3 additionalhit points.

    resTorINgray

    Heals one target within the casters line of sightfor 2d6+2 HP. Each level of enhancement heals3 additional hit points.

    resTorINgaura

    Heals up to 5 targets within the casters line of

    sight for 2d6 damage. Each level of enhance-ment heals 3 additional hit points.

    FaTe armor (Lucky Charm, 9 Lives, SpectralBodyguard)

    The touched target gains 1 Fate point that mayonly be spent to negate the damage from anattack. Each level of enhancement adds anotherFate point. These Fate points are lost at the endof the combat encounter if they are not spent.

    purIFyVeNom

    This spell allows the caster to replace a touchedpoison victims Warrior check to stop the poisonwith a Mage check by the caster.

    uTIlITyspells

    sTasIs (Petrify, Iceprison, Tomb of Bronze)Touch attack that puts target into stasis. Timestands still for the target; the target cannotmove, attack or be attacked. The spell lasts onehour and each level of enhancement adds oneadditional hour.

    coNceNTraTe (Mental Index, Mind of Steel,

    Focus of the Archmage)For the duration of this spell, the caster maymaintain any number of spells for only a single-1 penalty. The mana costs for sustaining thespells are unaltered. This spell lasts 10 minutesplus 10 additional minutes for each level of en-hancement.

    FINe TelekINesIs (Dancing Blades, Poltergeist Le-gion)Caster may remotely move many items withinline of sight and with a total mass up to 10kg.Each enhancement adds another 10 kilogramsof weight that can be moved. Telekinesis lastsfor 1 minute and can be sustained for 1 addi-tional mana per minute. The caster can make

  • 7/29/2019 From the Imperial Library

    19/39

    quick precise movements with the manipulatedobjects and can even wield weapons in com-bat. In one combat round, the caster may spendthree telekinesis points to represent how thecloud of manipulated objects are being used.

    Each enhancement adds an additional teleki-nesis point. Shield: +1 Defense bonus to one character.

    There is no AP for this shield. Attack: Deal 1d6 damage to one target or

    fire a loaded ranged weapon for its normaldamage. Attacking with a two-handedweapon for 2d6 damage requires 2 points.

    Steps: Form a bridge, ladder, or stairs to al-low one character to move their normalrunning distance while ignoring terrain.They must be on solid ground at the endof their movement because Fine Telekinesiscant bear their weight for an extended time.

    The Shield and Attack effects can be combined:up to three points may be spent for the sameeffect on one target. For example, one charactercan get up to a +3 shield bonus and one enemycan be attacked for 3d6 total damage.

    greaTersummoNINg

    Caster may summon a creature with up to 15points in attributes and no attribute higher than9.

    phaNTom sTeed (Magic Carpet Ride, CloudChariot)This spell creates a magical creature or constructwhich can travel over land and water as fast asa galloping horse. The steed has W5, R5, M0,12HP, and a 1d6 damage melee attack that usesWarrior. The spell cannot be sustained and ends

    after 24 hours or when the steed is destroyed,but it can be cast again immediately.

    raIse wall(Fortress, Masons Secret)This spell creates a thick, sturdy wall out of

    surrounding inanimate materials. Rock, earth,sand, timber, or even snow and ice can bemagically raised and fused into a solid wall.The magic forms the material into a wall butthe qualities of the material dont change (i.e. a

    wall of ice will melt in the spring, a wall ofwooden timber can be burned). The total areaof the wall is 50 square yards. Each level of en-hancement can add another 10 square yards.Because the purpose of the spell is to create abarrier and not simply a slab of material thatcan be used as one, the wall must be formed ina stable position: it can stand freely in a verti-cal position but it can only be formed awayfrom the vertical if it is firmly attached to anexisting structure (such as forming a roof overload-bearing walls or sealing off an opening).It cannot be created in an unstable positionwhere it will immediately fall over or collapse.The wall appears crude and roughly hewn butan additional level of enhancement can be usedto carve or decorate it according to the casterswishes and artistic ability.

    greaTer creaTIoN (Spectral Workshop, FairyForge, Magifacture)

    Caster may spontaneously create a single com-plex item with articulated parts or many simpleitems from nearby materials. The items must allfit inside a cube 10 yards on a side and have atotal market value of less than 100 silver pieces.Examples of complex items include plate armor,rifles, crossbows with cranequin, golem com-ponents, or other things with interlocking ormoving parts. Each level of enhancement raisesthe maximum length by 2 yards, the maximumvalue by 10 silver pieces, or reduces the required

    volume of raw materials by a quarter (the re-mainder will be made up by the magic; 4 en-hancements can eliminate the need for raw ma-terials completely). (Optional: The caster maybe required to have talent as a Craftsman and

  • 7/29/2019 From the Imperial Library

    20/39

    make a skill check to create an item. Reforginga pile of daggers into a sword would require theknowledge of a blacksmith, etc.)

    exchaNge aTTrIbuTe

    This spell allows the caster to reduce one at-tribute by 2 points and increase another by 1point for the duration of one encounter. Eachlevel of enhancement allows another 2 pointsto be exchanged. At the GMs option, this spellmay be split into different version that needto be learned separately. For example, a variantwith 6 versions: Warrior for Rogue: The casters muscles are

    magically guided to work in perfect balanceso power becomes precision.

    Warrior for Mage: The casters mind canni-balizes his physical strength and energy todraw more power for the mental faculties.

    Rogue for Warrior: The casters nerves,joints, and muscles are slightly altered totrade fine control and graceful movementsfor precision for raw power.

    Rogue for Mage: The casters mind with-draws into itself for purely mental pursuitswhich leaves his limbs shaking and trem-

    bling from the diminished guidance fromthe brain.

    Mage for Rogue: A portion of the castersmind is given over to governing the bodysphysical movements which slows andweakens the mind for more abstract pur-suits.

    Mage for Warrior: By tapping into primalforces within, the caster becomes moreanimalistic, less thinking but stronger anddriven by rage and fear and instinct.

    Or a variant with 3 versions: Sacrifice Strength: The caster may trade

    Warrior for either Rogue or Mage. Sacrifice Control: The caster may trade

    Rogue for either Warrior or Mage.

    Sacrifice Thought: The caster may tradeMage for either Warrior or Rogue.

    Or another variant with 3 versions: Feed Strength: The caster may exchange

    another attribute for Warrior.

    Feed Precision: The caster may exchangeanother attribute for Rogue.

    Feed Thought: The caster may exchangeanother attribute for Mage.

    INVIsIbIlITy

    The touched target of this spell becomes com-pletely invisible. Anyone attempting to targetthe invisible character will have a -6 penaltyunless there are circumstances to minimize oreliminate that penalty (e.g. the invisible char-acter is standing in water or mud that showstheir steps, their enemies are trained in fightingwhile blind, etc.). The spell lasts for 30 minutes.spell can be sustained for 10 minutes per addi-tional mana spent.

    magIcsTep

    The caster can teleport up to 10 yards in any di-rection. Each enhancement adds 10 yards to thedistance teleported. No line of sight is needed,

    but the caster must have a clear image of theplace where he wants to teleport to in his mind.

    aIrwalk

    The caster may walk on air as if it were solidground for up to 10 minutes. The spell can besustained for 10 minutes per additional manaspent.

    hazardous ward(Wall of Fire, Blade Barrier,Shrine of Icy Winds, Miasma)

    The caster marks a small area (less than 10 yardsin its longest dimension) such as a small room,a doorway, or a circle on the ground. Anyonepassing the marked boundary will take 3d6damage. The duration of the spell is 12 hours.

  • 7/29/2019 From the Imperial Library

    21/39

    Each level of enhancement can add 6 hours tothe duration or add +3 damage to the ward.

    curse oF wITherINg (Sap Strength, Limbs ofLead)

    A target within line of sight of the caster suffersa -1 penalty to Warrior rolls for the duration ofone encounter. Each level of enhancement in-crease the penalty by an additional -1.

    curseoFTremblINg(Sluggishness, Inflict Trem-ors)A target within line of sight of the caster suffersa -1 penalty to Rogue rolls for the duration ofone encounter. Each level of enhancement in-crease the penalty by an additional -1.

    curse oF coNFusIoN (Inflict Visions, Maze,Hypnotic Chant)A target within line of sight of the caster suffersa -1 penalty to Mage rolls for the duration ofone encounter. Each level of enhancement in-crease the penalty by an additional -1.

    aTTack spells

    aNNIhIlaTINg Touch (Scythe of Death, RipSpirit from Flesh, Freezing Grasp)Touch attack that causes 4d6 damage. Each levelof enhancement raises the damage by +4.

    aNNIhIlaTINgmIssIle(Boulder Cannon, Thun-derbolt, Eruption)

    A magic missile that causes 3d6+2 damage toa target within line of sight. Each level of en-hancement raises the damage by +4.

    aNNIhIlaTINgblasT (Chain Lightning, MeteorStrike, Burning Hail, Rain of Swords)

    A powerful blast that strikes up to 10 targetsin the casters line of sight and within 10 yardsof each other for 3d6 damage. Each level of en-hancement raises the damage by +4.

    maNadraIN (Wizard Death, Energy Drain)This spell causes one target within the castersline of sight to lose Mana points. The targetmust make a DL 11 Mage check or lose 2d6Mana points. Each level of enhancement in-creases the DL by +1.

    ulTImaTe VampIrIc Touch (Reapers Harvest,Consume Life)Touch attack that causes 3d6 damage and healsthe caster by the same amount of damagecaused. Each level of enhancement raises thedamage by +4.

    deFeNsIVe spells

    resurrecTINgTouch

    Heals 4d6 HP. Caster must touch the target.Each level of enhancement heals 4 additionalhit points. This spell can be used on a characterwho died less than an hour before; it can restore

    them to life with 1d6 hit points.

    resurrecTINgray

    Heals one target within the casters line of sightfor 3d6+2 HP. Each level of enhancement heals4 additional hit points. This spell can be usedon a character who died less than 5 minutesbefore; it can restore them to life with 1d6/2hit points.

    resurrecTINgaura

    Heals up to 5 targets within the casters line ofsight and within 10 yards of the caster for 3d6damage. Each level of enhancement heals 4 ad-ditional hit points. This spell can be used oncharacters who died in the preceding round; it

  • 7/29/2019 From the Imperial Library

    22/39

    can restore them to life with 1 hit point.

    mIrrorImage (Doppelgnger, Twin)The caster creates an illusionary duplicate ofthemselves that has the same attributes, skills,

    physical talents, and hit points but no manapoints. The duplicate and the caster must stayadjacent to each other or the duplicate will fadeaway. Any time the caster or the duplicate istargeted by an attack, the caster may make aRogue roll at DL 11 to choose which twin willbe hit: this roll represents the caster and thetwin shuffling back and forth to confuse the en-emy into targeting the casters choice. The mir-ror image has the same equipment as the caster(but all magic items are non-magical copies) andmay attack with the casters skills and weapons,but not spells. The duplicate and the caster maynot attack on the same turn (i.e. the caster stillonly gets one attack, even with two bodies),unless the caster has the Double Attack talentin which case both may make one attack. Thespell lasts one round but may be sustained for 1mana point for each additional round.

    uTIlITyspells

    saNcTuary (Withdraw, Retreat Within, LongMoment)This spell creates a small bubble around thecaster. Time flows differently in this immobilesanctuary: although time appears to pass nor-mally for the caster, only a few seconds passoutside the bubble. While inside the sanctuary,the caster cannot move, attack or be attacked.The caster may only interact with objects thatwere carried when the spell was cast. For ex-ample, the caster could sit down, open a backpack, and read a book, but couldnt take a bookfrom a nearby table. The spell has an appar-ent duration of one hour for the caster and onecombat round for those outside the sanctuary.

    Each level of enhancement adds one additionalhour or allows one additional character who istouching the caster to be included in the spellseffect.

    ulTImaTe summoNINg (Summon Earth Elemen-tal)Caster may summon a creature with up to 20points in attributes.

    apoTheosIs

    This spell allows the caster to use their best at-tribute for any roll for one round. The spell canbe sustained for 1 mana point per round.

    INTaNgIbIlITy (Smokewalker, Form of Shadow)The touched target of this spell becomes almostcompletely intangible to solid matter. They canstill be seen but solid objects smaller than theirbody will pass through it like smoke. They canbe heard but their voices sound like a quietwhisper even when shouting and they makeno more sound when moving than a very softbreeze. They cant casually pass through solidobjects larger than themselves but they cando it with a little concentration. They can slip

    through narrow cracks (such as slipping arounda closed door) with a DL5 Rogue check andthey can pass through solid barriers with a DL7Mage check. The spell lasts 30 minutes andmay be sustained for one mana for each ad-ditional 5 minutes.

    maJordIVINaTIoN (Doom, Sense Fate)This spell allows the caster to determine the cir-cumstances of a future event such as the successof an ally or the defeat of an enemy. When

    casting this spell, the player describes a specificevent that will happen at some future time andspends two of the characters Fate points. TheseFate points cannot be restored until the foretoldevent has happened. This specific event is per-

  • 7/29/2019 From the Imperial Library

    23/39

    ceived by the character as a vision of the future.Although the player has chosen these condi-tions (subject to approval from the GM, whoshould ensure the circumstances are not toovague or too impossibly specific), the character

    has not. From the point of view of the char-acters in the game world, these circumstanceswere always in place and only now were theyrevealed. The circumstances determined by thisspell provide a permanent +4 bonus to actionsthat will lead to the foreseen event or a -4 pen-alty to actions that would prevent the foreseenevent. For example, a character might want todetermine the circumstances under which thefoul icedrake Bangverm will be defeated. Theplayer of the character who casts this spell de-cides that Bangverm will die in a circle of spearsand fire. From that point on, all attacks againstBangverm while it is surrounded by spears andfire will get a +4 bonus and Bangverm willhave a -4 penalty on its actions to avoid beingkilled. It is up to the GM to decide if and whenthe conditions have been fulfilled (Do the spearsneed to be literal spears or can the circle ofspears and fire be a circle of thin stone obeliskswith ritual bonfires? If Bangverm is maimed but

    lives and the common people start calling himThe One-eyed Wyrm, does that count as thedeath of Bangverm?)

    opeN mooNgaTe (Leyline Walker, Sail the

    Dragon Rivers)The caster can open moongates at special places(like stone circles) that allow instant travel overlong distances between them. Moongates startto close slowly after 2 minutes. They cannotbe held open, nor can they be opened morethan once every 6 hours. The caster must havesome way of identifying the destination (forlack of a better word, the caster must know themystical coordinates of the other stone circle).At the basic DL, this spell allows the caster toopen a moongate between two known open-ing points. For one level of enhancement, thecaster may choose a destination that lies on aline between the current location and anotherknown opening point. If attempting to stop onthe line, the actual destination point will be3d6 x10 miles from the chosen destination. Eachadditional enhancement will divide that devia-tion in half.

  • 7/29/2019 From the Imperial Library

    24/39

    This chapter contains examples of how the ge-

    neric spells in Chapter Three can be made morespecific and flavorful.

    The pages of this thick spellbook are plates ofscrimshawed whalebone from the frigid polarseas. The plates are bound together with stripsof leather; the book lacks a cover but is wrappedin a white furred wolf skin. There are rumoredto be multiple copies of this tome passed from

    one shaman to another among the tribes of bar-barians that follow the herds of stone elk andwhales as they migrate along the permafrostcovered borderlands and coasts.

    FIrsT cIrcle

    Frostburn: Touch attack that causes 1d6damage. Enhancement raises the damageby +1.

    Mist Armor: The caster is surrounded byan obscuring cloud of cold fog and ice that

    provides +2 bonus to Defense for one round.Each level of enhancement raises the bonusby +1. The spell can be sustained until theend of a combat encounter for 1 additionalMana point.

    Whispering Wind: As the Courier spell. Coldfire: A flickering blue flame with no

    heat. As the Magic Light spell. Step of Drifting Snow: As the Skim spell. Inner Hearth: As the Tent spell.

    secoNd cIrcle

    Icespear: Ranged attack for 1d6+2 damageto a target within line of sight. Each level ofenhancement raises the damage by +2.

    Awaken the Slumbering Bear: As Incite

    Rage spell.

    Summon Wolf: Caster may summon a wolf(W4, R4, M0. HP8, Def 8. Bite for 1d6 withWarrior).

    ThIrd cIrcle

    Maw of the Icewyrm: A powerful blastthat strikes up to 5 targets in the casters lineof sight and within 5 yards of each otherfor 2d6 damage. Each level of enhancementraises the damage by +3.

    Iceprison: A touched target is sealed in iceas the Stasis spell.

    Doom: As the Curse of Withering spell.

    The Trath Knights are an order of warrior mys-tics who combine magic and might at arms tooppose oppression and tyranny and promotepeace in the Imperium. Though the Imperiumhas fallen and their numbers have dwindled,the Trath Knights are still dedicated to protect-

    ing the weak and ensuring peace. The charac-teristic hum of their rune swords often serves asthe final warning that wrongdoers hear whenthey refuse to cease their evil ways and surren-der themselves to justice. The Trath Knights canbe terribly fierce opponents but their force isalways tempered by mercy: their code demandsthat they check rather than hurt, hurt beforewounding, wound before maiming, and maimbefore killing. They respect all life and all crea-tures that are willing to live in peace becausethey believe that all living things are connectedby and manifestations of the flow ofmagical energy through the world. During thefinal days of the Imperium, the Patriarch of theImperial Faith declared the Trath to be heretical

  • 7/29/2019 From the Imperial Library

    25/39

    because they believed that souls were nothingmore than temporary condensations of this en-ergy flow rather than the orthodox interpreta-tion that says all souls are unique and distinctentities. Today, this is rarely an issue because

    Trath are rarely encountered and in the eyes ofthe common people they are legendary heroesthat are often confused with Paladins of thechurch. The spells used by the Trath Knights arenot often recorded in one spellbook; they areusually taught directly to a knight by a mentoror recorded individually in enchanted tabletsthat magically provide oral instruction in thevoices of the ancient masters who made them.

    FIrsT cIrcle

    Unbalance: As the Stun spell. Battle Awareness Meditation: The casters

    mind is focused so well that they can parryand deflect blows and dodge ranged attacksbefore they are fired. Some knights evenslice arrows and bullets in half with theirswords to avoid injury. As the Lesser Ar-mor spell.

    Mind to Mind: The caster can contact an-other character mind to mind to send them

    a telepathic message. As the Courier spell. Hand of Thought: As Lesser Telekinesis

    spell. Sense Echoes of the Past: The caster reaches

    out with their mind and feels for the traceemotions and memories of past actions thathave caused ripples in the local flow of en-ergy. As Minor Divination.

    Insight: The caster focuses on a task andallows the flow of energy in the world toguide their actions. As Enhanced Skill.

    Telekinetic Leap: The caster uses telekinesisto augment a powerful leap. As the spell.

    Telekinetic Speed: As the Skim spell. Heart to Heart: As the Empathy spell.

    secoNd cIrcle

    Clear the Path: The caster uses a power-ful telekinetic push to force enemies awayfrom them. As the Push spell.

    Nurture Life Force: The caster connects his

    own energy to the life force of a touchedtarget and uses mana to augment the natu-ral rejuvenation of living things. As theHealing Touch spell.

    Sense Motions of the Present: The casterenters a trance and reaches out into theworld with their mind as Clairvoyancespell.

    Augmented Blade: The caster infuses abladed weapon with magic so that it liter-ally glows and hums with power, as En-chant Weapon.

    Sooth the Savage Heart: The caster tele-pathically projects his own inner calm tosooth the anger of another as the CalmRage spell.

    Mind Over Crude Matter: As the Teleki-nesis spell.

    Focused Body: The caster uses minor tele-kinesis to augment their muscles as the En-hanced Warrior spell.

    Focused Reflexes: The caster uses minor pre-cognition to make their actions more preciseand to ensure they are in the right positionat the right time. As the Rogue spell.

    Focused Mind: The caster uses their medita-tive focus to sharpen their thoughts. As theEnhanced Mage spell.

    ThIrd cIrcle

    Ignite Blade: The casters mana infusedweapon temporarily blazes with power al-

    lowing it to slice through almost anything,as Destroying Touch spell.

    Trust in the Flow: The caster allows theflow of magic around and through him toguide fatal blows away from him as the Fate

  • 7/29/2019 From the Imperial Library

    26/39

    Armor spell. Concentrate Fine Telekinesis Mind Trick: With a gesture, the caster be-

    fuddles another character and makes them

    susceptible to confusion as the Curse ofConfusion spell.

    FourTh cIrcle

    Respite: The caster retreats within his ownmind to renew his focus and organize histhoughts as the Sanctuary spell.

    Touch the Flow: The caster opens complete-ly to the flow of magic in the world and be-comes one with the flow so that all actionsbecome equally effortless, as the Apotheosisspell.

    Captain Crane is a legendary figure amonggunmages of the old Imperium. Some say henever really existed and he is just a symbolicfolkloric figure whose name was attached to thedeeds of many, very different people. Regardlessof the truth of the matter, copies of Cranes hand-

    book are highly prized by those who aspire tobe gunmages. The original handbook is said tohave been a training manual for Imperial artil-lerists with many notations and addenda writ-ten in the margins by Captain Orcell Crane.A complete copy is very rare but fragmentscomposed of a single chapter (or in some cases,a few loose pages) can be found in most cit-ies. The original text of the handbook is usefulfor learning the theoretical and practical appli-cations of firearms (from pistols to great can-non), the proper compositions of the powdersused in them, the casting of shot, and geometryfor finding range and elevation. The notes inthe margins (that were supposedly written byCaptain Crane himself in his own copy of the

    handbook) contain information that can be usedto learn the Gunmage talent as well as spells.

    chapTer oNe: powderaNd shoT (Alchemyskill, Firearms skill, First Circle spells)

    Muzzle Flash: With this spell, an emptyfirearm can be made to belch forth a fieryretort to give a nasty surprise to anyonestanding too close. As Painful Blast.

    Powder Smoke: This spell enhances and con-centrates the billowing clouds of smoke thatlinger after shooting a firearm. The magicalcloud makes it difficult for enemies to get aclear line of sight on the caster as they canonly catch quick glimpses of him throughthe smoke. Attacks against the caster arelikely to strike nothing but smoke, leavingthe casters hide intact. As Lesser Armor.

    Arcane Loader: Although this spell is typi-cally used to summon a bullet and a chargeof powder into the breech of an empty fire-arm, it can be used to summon a variety ofsimple tools useful for an artillerist: piecesof fuse, lengths of cord, a knife, a piece offlint, a forked stick to use as a swinefeather,etc. As Minor Creation.

    Steady Hands: This spell was originally de-signed to steady a gunmans aim but it alsofinds use in any application where carefulprecision is a benefit whether that is pick-ing pockets or removing an arrow from awound or sticking a spear into an enemysthroat. As Enhanced Skill.

    Keep the Powder Dry: Some gun mages saythat this is the origin of the spell more com-monly known as Tent.

    chapTerTwo: The useaNd maINTeNaNceoFdragoNs (Second Circle spells) Knockback: This spell allows a small bul-

    let to slam a targets body like a chargingbull and send them flying a short distance

  • 7/29/2019 From the Imperial Library

    27/39

    instead of dropping them in their tracks. AsPush spell.

    Heartseeker Bullet: This spell causes a bulletthat strikes flesh to continue to dig into thefoes body in an effort to reach its heart or

    other vital spot. The bullet continues to dodamage each round as the Spit Venom spell.

    Arcane Spotter: The casters vision scoutsahead of his physical location to better aimindirect artillery fire. This spell also hasmany non-artillery uses as any good spyknows. As Clairvoyance.

    Stabilize Trajectory: Although this spell wasoriginally meant to make firearms more ac-curate and powerful when shooting, it hasbeen discovered that it also adds quite a lotof sting to a stroke with a rifle butt. As En-chant Weapon.

    Clear the Smoke: Although this spell wasdesigned to clarify lines of sight on a smokybattlefield, it has also proven very useful fornight time sniping. As Magic Sight.

    Quick Draw: According to the notes in theHandbook, early gunmages used this spellto ensure that they would also be able to calla pistol or rifle to their hands in an emer-

    gency, but it can be used with any portableobject. As Call Object.

    chapTer Three: The greaT bombards (ThirdCircle spells) Chain Shot: A firearm or cannon shot splits

    and scatters to strike many foes. Typically,this spell is used to allow a Dragon Rifleshot to punch straight through or ricochetfrom one target to another to strike manyfoes at once. However, this spell is also used

    to scatter a large shot in a deadly spray ofshrapnel to cover a wider area. As Destroy-ing Blast.

    Phantom Crew: The caster can load and firean artillery piece single-handedly by using

    this spell to magically perform all the littletasks that go into preparing a cannon orsiege engine for firing. As Fine Telekinesis.

    Fortify Cover: As Raise Wall.

    This spellbook is in the form of a scroll madefrom a single long sheet of snake leather fromthe hide of a monstrous serpent. One end of thescroll is fastened to the inside of a wooden casethat holds the scroll when it is rolled up. A viperskull with fangs extended around the edge ofthe box cover conceals a locking clasp that holdsthe box shut. The scroll contains a selection ofspells transcribed by an unknown author. The

    spells are interspersed with passages extollingthe various virtues of reptiles in general andsnakes in particular. There are no Fourth Circlespells in the Book of Bask but the end of thescroll has been roughly torn, so those spells mayhave been present when the scroll was intact.

    FIrsT cIrcle

    Kiss of Venom: The casters saliva becomesa caustic venom. The venom neutralizesquickly after leaving the casters body, so it

    doesnt continue to burn for long, but onequick kiss is often enough. The caster candeliver the venom with their mouth or spitin their hand and slap their target. As Poi-son Touch.

    Venomous Breath: This spell produces ven-om from the lining of the casters throat andlungs. With a powerful cough, the venomis released in a caustic spray. The cloud ofvenom disperses quickly and doesnt domuch damage, so it is usually only usedto surprise opponents long enough for thecaster to escape or maneuver to a better po-sition. As Painful Blast.

    Eyes in the Grass: This spell summons asmall non-poisonous snake (W1, R3, M0:

  • 7/29/2019 From the Imperial Library

    28/39

    bite with Rogue for 1-2 damage) that obeysthe caster. It cant attack effectively againstanything larger than a mouse, but it cancarry something the size and weight of amouse and it moves quickly for its size. As

    Minor Summoning. Serpent Strike: This spell allows the caster

    to move with the quickness and precisionof a striking serpent. As Enhanced Skill.

    New Skin: The casters skin sloughs off toreveal a new identity underneath. As Dis-guise.

    secoNd cIrcle

    Spit Venom: As standard Spit Venom spell. Scaly Hide: The casters skin becomes thick

    and scaly. As Armor. Sharpen Fang: This spell gives a piercing

    weapon a supernatural sharpness. As En-chant Weapon.

    Hypnotic Dance: The caster stares intentlyand sways rhythmically to lull an enemyinto a stupor. As Calm Rage.

    Eyes of the Serpent: The casters eyes, nos-trils, and tongue transform into those of apit viper. This allows the caster to navigate

    by augmenting normal vision with theability to sense heat, vibration, and scent.As Magic Sight.

    Call Viper: The caster summons a Venom-ous Snake (as per WR&M core rulebook)that obeys the caster. As Summoning.

    Serpent Spine: This spell endows the casterwith sinuous flexibility and lightning re-flexes. As Enhanced Rogue.

    Clarity of Cold Thought: This spell endowsthe caster with the virtue of cold logic free

    of emotional distractions (a frequent themein the Book of Bask). As Enhanced Mage.

    Snake Pit: This spell surrounds a wardedarea with hundreds of snakes of varioussizes. When any intruder approaches, the

    snakes weave their bodies together to createa bipedal humanoid form to challenge theintruder. As Guardian Ward.

    ThIrd cIrcle

    Rebirth: The touched target sheds theirwounded flesh and crawls out of the ruinedmass with a restored body. As RestoringTouch.

    Purify Venom: As the standard spell.

    The red mouNTaIN recordThis set of rectangular ceramic tablets was dis-covered in a cave in a Red Mountain valley.They were stored in an iron-bound wooden

    crate that had rotten and split apart. The tabletsthemselves remained entirely intact. The edgesof the tablets have odd ridges and crenelationsthat allow them to fit together in differentcombinations like puzzle pieces. Some of thesetablets fit together side by side but some cometogether at an angle to create a corner or com-pletely enclosed box. These combinations haverevealed new spells in addition to those record-ed on a single tablet. Thus far, the researchersat the Dark Spire (where the original tablets

    are kept for study) have determined that FirstCircle spells are recorded on individual tablets;Second Circle spells are revealed by connectingtwo or more tablets in a plane (either side byside or top to bottom); Third Circle spells arerevealed around the inside or outside cornerswhere three tablets are connected. The fewFourth Circle spells that have been decipheredwere found spiraling around the edges of boxesformed by four or more tablets arranged like thewalls of a room. No one is quite sure who cre-ated the tablets, but one of the iron bands thatheld the crate together bears the crest of Agric,a master wizard who lived approximately 300years ago in the vicinity of Bekel.

  • 7/29/2019 From the Imperial Library

    29/39

    FIrsT cIrcle

    Fist of Stone: The casters fist becomes ashard as stone and strikes like a mace. AsPainful Touch.

    Sandspray: A stream of sand scours skin

    and flesh from bone. As Painful Blast. Wound Mortar: The caster smears mud and

    clay on a wound and seals it like closing agap in a brick wall. As Soothing Touch.

    Harden Flesh: The targets skin and musclebecomes more durable and develops a gritty,sandy texture. As Lesser Armor.

    Meteor Shield: A cloud of rocks and gravelfrom the ground begins to swirl around thetarget of this spell and intercept attacks. AsLesser Deflection

    Stone Loaf: This spell turns a rock or lumpof clay into a nourishing substance with atexture like hard bread. The flavor remainsunchanged. As Create Food and Water.

    Call Gnomeling: This spell summons a smallmagical creature of stone called a Gnomel-ing that resembles an animated rough-hewn stone figurine about a foot tall (W3,R1, M1, Pinch attack for 1d4-2 damage us-ing Warrior). It is cleverer than an animal

    but it cannot speak, read, or write. It obeysthe caster as best as it can. As Minor Sum-moning.

    Apprentices Forgework: As Minor Cre-ation

    Interrogate the Stones: The caster can ques-tion objects made of earth and stone, in-cluding the ground, to learn about eventsthat have transpired in the vicinity, as Mi-nor Divination.

    Burrow: The caster sinks into the earth and

    erupts from the ground nearby. As Jump.

    secoNd cIrcle

    Harness of Granite: The caster summons astone suit of armor. Although the armor is

    very heavy, it supports its own weight andmoves with the wearer like a second skin,so there is no AP. As Armor.

    Perfect Weapon: This spell enhances metal-lic, wooden, or stone weapons. Edges are

    sharper, as Enchant Weapon. Call Mine Spirit: This spell summons a

    dusty, hunchbacked, rat-like creature skilledat digging. It has a gruff and humorless per-sonality but it shovels very well. W6, R2,M2, and carries lantern and shovel (1d6,uses Warrior). As Summoning.

    Masters Forge. As Creation. Strength of the Earth: This spell empowers

    a creature standing on the ground with thestrength and stability of the earth. As En-hanced Warrior.

    ThIrd cIrcle

    Gravel Storm: With a gesture, the castercalls forth a powerful blast of gravel thatrips flesh to shreds like a blunderbuss. AsDestroying Blast

    Petrify: The target of this spell turns to solidstone. As Stasis.

    Fortress of Earth: As Raise Wall.

    Masters Workshop: As Greater Creation.

    FourTh cIrcle

    Earthquake: This spell opens a small chasmin the earth full of grinding jagged rocksto mangle the casters foes. As AnnihilatingBlast.

    Summon Earth Elemental: This spell callsforth a powerful elemental from the earth todo the casters bidding.

    The locked polished brass cover of this bookfeatures the research notes and spells of MasterTaselnik, a wizard renowned for researchingancient storm magic and using it as a basis to

  • 7/29/2019 From the Imperial Library

    30/39

    develop new spells.

    FIrsT cIrcle

    Shocktouch: Arcs of electricity crawl aroundthe casters hand and arm. As Painful Touch.

    Jolt: A small arc of electricity jumps fromthe caster to the target. Its causes no dam-age but its quite painful and can be verydistracting. As Stun.

    Arc Light: A brilliant arc creates a brightlight. As Magic Light.

    Analyze Charge: This spell allows the cast-er to detect the minor static charges left onthe objects in an area to hear the actionsthat recently transpired near them. As Mi-nor Divination

    Second Circle Lightning Bolt: As Wounding Missile. Charge Weapon: The caster wraps a crack-

    ling sheath of lightning around a weapon.As Enchant Weapon.

    Ride the Lightning: A vertical column oflightning arcs between the ground and thesky and the caster can grab it like a cable tobe lifted off the ground and travel vertically

    along the arc. As Levitation.

    ThIrd cIrcle

    Chain Lightning: The caster throws a boltof lightning that arcs from one target to an-other. As Destroying Blast.

    Arc Ward: This spell protects an area fromintrusion with a fence of arcing lightning.As Hazardous Ward.

    This fine leather book is filled with pressed treeleaves that have been carefully glued to the pa-per pages. The leaves are covered with spellswritten in a flowing script that is difficult toread due to the way the lines of text meander

    along the veins of the leaves. Many pageshave clarifying notes written on the paperpages around the leaves in a much harsher andmore angular style of handwriting.

    FIrsT cIrcle Guardian Sylphs: The caster summons a

    cloud of protective air spirits called sylphsthat flit around the caster and block rangedattacks by sacrificing themselves. As LesserDeflection.

    Whispering Wind: The caster summonsan insubstantial and invisible whorl of airthat can capture one exhaled breath, carry itto a destination, and release that breath torepeat the words that the caster spoke withit. As Courier.

    Servant of the Breath: The caster exhalesforcefully and the breath becomes semi-sub-stantial and functions as a prehensile limbunder the casters control. As Lesser Teleki-nesis.

    Inspiration: The caster summons and in-hales a creative air spirit that aids andguides the caster from within until the cast-er exhales again. As Enhanced Skill.

    Leaf on the Wind: The caster jumps intothe air and is born aloft by focused gustsof wind that extend the range of the jumpfar beyond the normal limits of athleticism.As Jump.

    Feather Strides: The caster floats lightly andbarely touches the ground while runningand can even skip across water with onlya few ripples. As Skim.

    secoNd cIrcle

    Wind Strike: The caster calls forth a power-ful gale to blow foes away. As Push

    Limbs of Air: The caster can exhale a magi-cal breath that mingles and multiplies withthe surrounding air currents to create strong

  • 7/29/2019 From the Imperial Library

    31/39

    motive force to lift and carry objects withinline of sight. As Telekinesis

    Sylph Body: The casters body seems in-substantial and smoky with each blurredmovement; the casters body feels so light

    that every action is smooth, swift, and ef-fortless. As Enhanced Rogue.

    Updraft: The caster is born aloft by a strongfocused updraft. As Levitation.

    ThIrd cIrcle

    Sylph Legion: The caster summons a hordeof martial sylphs that can wield weaponsand bear other objects as the caster directsto destroy enemies and defend allies. AsFine Telekinesis.

    Cloud Steed: As Phantom Steed, but thehorse appears to be made of smoke.

    Cloud Chariot: As Phantom Steed, but in-stead of a horse the spell conjures a chariotcar made of smoke. It doesnt require a packsaddle to carry cargo, but the caster muststand.

    Trod Footless Halls of Air: As Air Walk.

    FourTh cIrcle

    Suffocate: This spell uses air pressure tocause destruction. The target is alternatelysuffocated and crushed by a rapidly ex-panding and contracting vortex of air. AsAnnihilating Missile.

    Crushing Vortex: This spell surrounds upto 10 targets with a raging whirlwind thatfocuses all the power of a storm into a verysmall area to cause incredible devastation.As Annihilating Blast.

    Smokewalker: The caster takes on the ap-

    pearance of smoke. As Intangibility.

    This plain looking book is a collection of firespells from many diverse sources that were

    compiled by a mage using the pseudonym Py-ros. Pyros name is so closely associated with firemagic that many fire-related things are namedwith pyro- as a prefix.

    FIrsT cIrcle Embergrasp: As Painful Touch. Smoldering Touch: As Poison Touch, but the

    spell causes slow smoldering and scorchinginstead of poisoning so it affects flammabletargets rather than living targets (for mostcreatures, this makes no difference).

    Cauterize: A much more painful and scar-ring (but no less effective) version of Sooth-ing Touch.

    Coldfire: As Magic Light, but the light al-ways takes the form of a flame.

    Summon Ash Rat: This spell summons anash rat out of any nearby flame to do asthe caster directs. An ash rat (W2, R3, M0)is a small rat-like creature that smouldersand glows softly like a dying ember. It cansqueeze through small spaces, bite for 1 hitpoint of damage with Rogue, and scorchflammable materials for 1d6/2 damage bygrappling them with Warrior. As Minor

    Summoning.

    secoNd cIrcle

    Flaming Arrow: This spell conjures a flam-ing arrow. As Wounding Missile.

    Burning Aura: The caster is surrounded bya shield of fire that repels attacks as the Ar-mor spell.

    Firebrand: This spell wreathes a weaponwith magical flames, as Enchant Weapon.

    Stoke the Heart: This spell causes a targets

    blood to (figuratively) boil with rage. AsIncite Rage.

    Handforging: This spell allows the caster toforge metal items with bare hands insteadof a forge and tools. The spell can also be

  • 7/29/2019 From the Imperial Library

    32/39

    used to melt or render anything with heatto make a new object (such as making can-dles from wax or fat) or baking as in anoven (for turning flour into bread) or kiln(for turning clay into pottery). As Creation.

    ThIrd cIrcle

    Firebolt: Perhaps the most famous spell fromthe Pyros Folio, this spell causes a scorchingblast of fire. As Destroying Blast

    Render Toxin: This spell magically cooksand breaks down venoms, even those thatare already inside a living victim. As Purifyvenom.

    Summon Firemare: This spell summons acoal-black horse with flaming hooves thathover an inch about the ground. The fire-mare cannot cross smooth water at anyspeed greater than a walk and cannot crossrough water at all; it can travel over mud-dy ground at the same speed as a normalhorse, but it gallops faster than a normalhorse over dry ground. As Phantom Steed.

    Fire Walk: The caster may step into anyflame the size of a large torch and step outof any other flame within 10 yards. As

    Magic Step. Ring of Fire: This spell creates a wall of fire

    to protect an area from intruders or to con-tain prisoners. As Hazardous Ward.

    FourTh cIrcle

    Immolation: With a touch, the caster en-gulfs a target in white-hot flames. As An-nihilating Touch.

    Comet: The caster calls a massive ball of firedown from the sky to devastate an area. As

    Annihilating Blast Kindle the Phoenix: The caster ignites

    a targets body with a touch. The body isconsumed by fire and reduced to ashes inmoments. Before the ashes cool, the target

    reappears in a flash of flames with a newunharmed body. As Resurrecting Touch.

    This handsome book is bound in black leather

    and silver buckles. It contains the spells used bythe foul necromancer, Ral Undre, seventh dukeof Greydrake, in his rise to power and even-tual fall at the hands of Paladins of the Impe-rial Church. After Undres destruction, the bookwas taken back to Chaetril by the Paladins butit disappeared en route. Since then, it has resur-faced in many other cities and spells have beencopied from it and sold by shadier merchants.There are some rumors that say Undre some-

    how managed to survive and that he is tryingto recover his book. Others say that he alreadyfound it and he is the one that is distributingcopies as part of a nefarious plot.

    FIrsT cIrcle

  • 7/29/2019 From the Imperial Library

    33/39

    Boneclaws: This spell causes the bonesof the casters fingers to twist and extendthrough the fingertips as sharp claws. AsPainful Touch

    Frighten: The dark energies of this spell can

    chill the heart and mind of even the bravest.As Stun.

    Deaden Flesh: This spell deadens the nervesand eliminates the sensation of pain. Mi-nor injuries scab over quickly and sealthemselves. As Soothing Touch.

    Spirit Shroud: This spell summons the spir-its of the dead and forces them to defend thecaster. As Lesser Deflection.

    Return the Simple Beast: This spell animatesa small animal as an undead creature (eitherW3/R2/M0 or W2/R3/M0 depending onthe type of animal). As Minor Summoning

    Bonecraft: This spell creates simple itemsfrom bones, leather, hair and other bodyparts. As Minor Creation.

    Gravespeak: This spell allows the caster tointerrogate the spirit of a dead person whenin the presence of the physical remains. AsMinor Divination.

    Shadowstep: This spell allows the caster to

    step into a shadow and emerge from an-other shadow within line of sight. As Jump.

    Ghost Sentry: This spell summons andbinds a ghost to patrol the area indicated bythe caster. The ghost will not stop anyonefrom entering the area, but will report all itsees to the caster. As Sentry Ward.

    Fleshcraft: The caster can mold flesh likeclay. As Disguise.

    secoNd cIrcle

    Reaping Wind: This spell creates a blackcloud that streaks toward its target like acrossbow bolt towing a curtain of darknessin its wake. As Wounding Missile.

    Harvest Feast: This spell allows the caster

    to drain life energy from any living ormagically animated thing within reach. AsVampiric Touch.

    Bone Armor: This spell summons a suit ofmagically animated armor made from the

    bones of many skeletons. The segments ofthe armor move with the caster and some-times move independently to better blockincoming blows. As Armor but the castermust sustain the spell, this variant of thespell cannot be used for only one round.

    Blood Vision: This spell allows the caster tospill some of their blood and use the bloodas a sensory organ: the caster can see andhear from the point of view of their bloodas long as it remains within range of thespell. The blood cannot move under its ownpower and must be carried by somethingor thrown (Undre himself used zombie ratsto carry a vial of his blood, but a group ofthieves in Cemimus have used blood soakedcrossbows bolts to spy on houses they in-tend to rob). As Clairvoyance but the pointof view is fixed to the blood.

    Sepulchral Sight: The casters eye sockets be-come deep pools of darkness that swallow

    all light. As Magic Sight. Restless Bones: This spell can animate a

    human skeleton to serve the caster as anundead laborer or warrior. As Summoning.

    Flesh Puppet: This spell can animate a freshhuman corpse to serve the caster as a zom-bie. As Summoning.

    Tomb Guardian: This spell allows the cast-er to summon a spectral guardian to guarda designated place against intruders. AsGuardian Ward.

    The Masters Chamber: This spell was usedby Undre to prevent undead he didnt con-trol from disturbing him when he was per-forming his dark rituals in Tukrael. As Un-dead Ward.

  • 7/29/2019 From the Imperial Library

    34/39

    ThIrd cIrcle

    Craft Greater Fleshpuppet: This spell givesthe caster the power to merge many deadbodies into one monstrous abomination

    and animate it as a powerful zombie. TheGreater Fleshpuppet has Warrior9, Rogue5,Mage0 and can attack twice with its barehands (damage as a mace) or fight withweapons. Its powerful build gives it +3 todamage when attacking with Warrior.

    Charnel Nightmare: This spell summons adead and rotted horse to serve as the castersstee