Circle 3 Spells
 
Itch
Circle 3 Nethermancer/Illusionist
Threads:
1 Weaving Difficulty: 6/10
Range: 30 Yards Duration: Until scratched.
Effect: -2 Steps.
Casting Difficulty: Spell Defence
 
The itch spell causes the target to itch fiercely in a spot of the caster’s choice. The subject will be at -2 Steps until he takes one full round to scratch (or more, if armour, etc., is in the way). Only one itch spell can affect a target at a time.
 
Circle 4 Spells
 
Clumsiness
Circle 4 Wizard
Threads:
1 Weaving Difficulty: 6/13
Range: 25 Yards Duration: Rank Rounds
Effect: -4 to Dex Step and Physical Defence.
Casting Difficulty: Spell Defence
 
This spell reduces the target’s dexterity step and Physical Defence temporarily by 4 steps. If their dex is reduced to zero or less, then they cannot walk. All abilities based on dex are reduced also.
 
Courage
Circle 4 Illusionist
Threads:
1 Weaving Difficulty: 6/12
Range: 10 Yards Duration: Rank Rounds
Effect: +4 Steps to resist fear.
Casting Difficulty: Spell Defence
 
Courage makes the target more resistant to fear, giving a bonus of +4 steps to any test to resist fear.
 
Draw Water
Circle 4 Elementalist
Threads:
3 Weaving Difficulty: 5/11
Range: Touch Duration: Permanent
Effect: Willforce
Casting Difficulty: Varies
 
The Draw Water spell allows water to be retrieved from the surrounding air. The difficulty for casting this spell depends on the humidity of the atmosphere. The deck of a ship, for instance would be very humid. Whereas a desert would have very little humidity. The target number on the deck of a ship would be 2, in a jungle the target would be 4. The target number in a city, or grass plains would be 6. In a rocky, or mountainous region would be 8, and in a desert the target would be 10
 
Freeze Liquid
Circle 4 Elementalist
Threads: 2
Weaving Difficulty: 5/14
Range: Touch Duration: Rank Days
Effect: freezes Willforce rank in pints.
Casting Difficulty: 2 (Normally)
 
This spell allows liquid to be kept frozen for a number of days equal to the spellcaster’s rank. The liquid will remain frozen until either; the duration expires, or the liquid is heated to its normal boiling point. This spell is usually cast on water, but other liquids may also be frozen. The casting difficulty may vary depending upon the liquids’ spell defence.
 
Life Sense
Circle 4 Nethermancer/Elementalist/Wizard
Threads:
2 Weaving Difficulty: 7/13
Range: 30 Yards Duration: Rank Rounds
Effect: Alerts caster to life in area of effect
Casting Difficulty: Spell Defence
 
Tells the caster if there is any life within a 30 Yard radius centred on the caster. The caster can specify a particular type of life, Elves, Humans, Horrors, Dogs, or All life. The caster makes a Spellcasting test, any specified lifeform with a spell defence less than the result is detected. On a good success, the caster can tell the basic type of life. On an excellent success, the caster can tell the direction of the lifeform, and on an extraordinary success, the caster can determine the approximate distance to the lifeform.
 
Plant Find
Circle 4 Elementalist
Threads:
2 Weaving Difficulty: 5/11
Range: 1000 Yards Duration: Rank Minutes
Effect: Gives direction to plant.
Casting Difficulty: 2 (Normally)
 
The Plant Find spell reveals to the Elementalist the exact direction of a specific type of plant. The Elementalist must know what the plant looks like to find it with this spell. The Elementalist can walk for the duration of the spell in the exact direction of the plant. The spell does not give distance, the caster must use normal methods to spot the plant. If the plant is outside of the range of the spell, then the Elementalist will find nothing.
 
Spasm
Circle 4 Nethermancer
Threads:
2 Weaving Difficulty: 6/12
Range: 15 Yards Duration: 1 Round
Effect: varies.
Casting Difficulty: Spell Defence
 Can be directed against any of the target’s muscles. Directed against a hand, it causes the target to drop whatever he is holding. If cast on a leg, the target must make a Dex roll against the caster’s spell defence or fall over. If this spell is directed against the target’s heart, the caster must achieve an Excellent success or better. If successful, the target must make a toughness roll or take Willforce damage.
 
Weather Prediction
Circle 4 Elementalist
Threads:
2 Weaving Difficulty: 8/16
Range: Self Duration: 1 Round
Effect: Predict Weather
Casting Difficulty: 6
 The caster has a 95% chance of predicting the time, type, severity, and duration of weather, give or take 20 minutes, within a 24-hour period.
 
Circle 5 Spells
 
Air Wall
Circle 5 Elementalist
Threads:
1 Weaving Difficulty: 6/11
Range: 15 Yards Duration: Rank Rounds
Effect: Willforce
Casting Difficulty: 8
 
The Air Wall spell creates a wall of dense churning air up to 10’ x 10’ x 3’ through which no one may pass, unless the can make a strength roll with a target equal to the Willforce Talent Step of the caster. Any attacks made through the wall have a penalty to the attack and damage equal to the Casters Willforce Rank. The wall may not be placed at an angle. The caster may stack several walls on top of each other.
 
 
Create Temporary Weapon
Circle 5 Wizard
Threads:
2 Weaving Difficulty: 6/11
Range: 5 Yards Duration: Rank Rounds
Effect: Willforce
Casting Difficulty: 6
 
This spell can prove a very potent one when cast by a competent wizard. The Wizard raises his hand in the air, grasping a small piece of metal and the brings his hand down as though he were striking something. The metal then grows and becomes a weapon of the casters choice. The damage step of the weapon is equal to the wizards Willforce Rank (not Talent Step).
 
Dexterity
Circle 5 Wizard
Threads:
2 Weaving Difficulty: 6/16
Range: Touch Duration: Rank Rounds
Effect: +3 to Dex Step.
Casting Difficulty: Spell Defence
Raises the target’s dexterity step by 3. Movement is not increased with this spell. All abilities based on dexterity are also increased.
 
Light Barrier
Circle 5 Illusionist/Nethermancer
Threads:
1 Weaving Difficulty: 6/10
Range: 15 Yards Duration: Rank Rounds
Effect: Creates a wall of darkness up to 20’x20’x1’
Casting Difficulty: 4
Light Barrier creates an area up to 20’ x 20’ x 1’, through which light may not pass, not even magical light. This spell blocks only vision, a person could pass through the wall easily (though they may not know that). To cast the spell, the caster covers his left eye with his right hand, then pulls it away sharply, spreading his fingers as wide as he can.
 
Mute
Circle 5 Illusionist
Threads:
1 Weaving Difficulty: 6/12
Range: 5 Yards Duration: Rank Minutes
Effect: ‘Mutes’ one target per rank
Casting Difficulty: Spell Defence
The illusionist holds his finger to his lips in a shushing gesture, then mouths the word ‘silence’. The targets become mute for the duration of the spell. The Illusionist can affect a number of people equal to his rank
 
Night Vision
Circle 5 Illusionist/Nethermancer
Threads:
2 Weaving Difficulty: 6/13
Range: Touch Duration: Rank Hours
Effect: Grants Low-Light Vision.
Casting Difficulty: Spell Defence
The Night Vision spell bestows the elf ability of low-light vision on the target. See ED p.54.
 
Resist Pain
Circle 5 Nethermancer
Threads:
1 Weaving Difficulty: 6/11
Range: Touch Duration: Rank Rounds
Effect: Grants Pain Resistance
Casting Difficulty: Spell Defence
 
Resist Pain allows the target to ignore the effects of any wounds except for those taken by breaking a blood oath. The target is still wounded, and once the spell has ran out the target will feel the wounds again.
 
Circle 6 Spells
 
Animal Telepathy
Circle 6 Elementalist/Nethermancer
Threads:
2 Weaving Difficulty: 8/14
Range: 120 Yards Duration: Rank Minutes
Effect: Communicate with animal.
Casting Difficulty: Spell Defence
The Animal Telepathy spell works only upon non-sentient animals (not monsters). It allows the caster to communicate with the target animal, allowing simple questions to be asked. The answers to these questions will be very basic. The caster may for instance, ask "What do you see?", and the animal seeing a party happening may answer "Big folk, moving., making noise".
 
Enhance Aim
Circle 6 Wizard
Threads:
2 Weaving Difficulty: 7/11
Range: Touch Duration: Rank Rounds
Effect: +½ Rank to targets missile weapons.
Casting Difficulty: Spell Defence
This spell was developed by the Wizard Armon to enhance his archer friends’ ability with missile weapons. The target sees three dots moving slowly around his field of vision. When the target raises his weapon, the dots ‘focus’ on the point at which the weapon is pointing.
 
Find Element
Circle 6 Elementalist
Threads:
4 Weaving Difficulty: 11/19
Range: 1000 Yards Duration: 1 Round
Effect: Give direction and approx. distance to element.
Casting Difficulty: Normally 4
This spell tells the caster the exact direction, and approximate distance to the nearest significant source of the form of element desired. Some possible forms of element are listed below.
This spell cannot find a true element.
 
Element Forms
Wood Trees, Flowers, Grass (No specific Types)
Earth Granite, Gold, Silver, etc.
Air Oxygen, Hydrogen, etc.(Must know types)
Water Ice, Fresh water, Salt water, etc.
Fire Flames, Lava, etc.
 
Love & Hate
Circle 6 Wizard
Threads:
1 Weaving Difficulty: 8/14
Range: 5 Yards Duration: Rank Minutes
Effect: Modify Attitude one level
Casting Difficulty: Spell Defence
 
The Persuasion spell allows the caster to modify the target’s attitude towards another person by one step up or down. e.g. from Neutral to Friendly, or Loyal to friendly. If the target is an enemy of the other person, or awe-struck by them, then their attitude cannot by modified. (see ED p.240). Multiple castings are possible.
 
Obscure Aim
Circle 6 Illusionist
Threads:
2 Weaving Difficulty: 7/11
Range:
25 Yards Duration: Rank Rounds
Effect: -½ Rank from targets missile weapons or Thrown Weapons.
Casting Difficulty: Spell Defence
 
The Windling Illusionist Arlee, an enemy of the Wizard Armon, developed this spell. It creates several multicoloured dots swirling around in front of the target, obscuring his vision. The penalty is equal to ½ the casters Spellcasting rank (Round Up). If this spell is cast on a spellcaster, or anyone using melee weapons then subtract (4) steps from Spellcasting or melee weapons tests.
 
Plant Restore
Circle 6 Elementalist
Threads:
2 Weaving Difficulty: 8/16
Range: Touch Duration: Permanent
Effect: Willforce
Casting Difficulty: 2 (Normally)
 
Plant Restore allows the Elementalist to heal any damage that a plant has taken. The Elementalist rolls the Willforce dice and that is how much damage the plant heals. This spell will not resurrect plants, nor will it heal damage caused by fire.
 
 
Speed Growth
Circle 6 Elementalist
Threads:
3 Weaving Difficulty: 8/18
Range: Touch Duration: Permanent
Effect: Willforce Rank
Casting Difficulty: 2 (Normally)
 
This spell increases the growth rate of one specific plant by a factor of (Characters Willforce Rank). If for example an Elementalist with a Willforce rank of seven were to cast the spell on a fast growing plant which took about twenty-five days to grow, then the plant would now take about eight or nine days. Once the plant has reached its full state of growth, the spell will no longer affect it. Meaning that if you were to cast this spell on a carrot, then it would not rot at a faster rate.
 
Strength of Stone
Circle 6 Elementalist
Threads:
4 Weaving Difficulty: 8/14
Range: Touch Duration: Rank minutes
Effect: +6 Strength Step
Casting Difficulty: 2 x Strength Step Of Character.
 
This spell increases the target characters strength step by 6. The Elementalist creates a cold broth using various edible plants, and powdered granite. The target must then drink the broth.
 
Circle 7 Spells
 
Animal Control
Circle 7 Nethermancer/Elementalist
Threads:
1 Weaving Difficulty: 7/11
Range: 60 Yards Duration: Rank Rounds
Effect: Control Animal
Casting Difficulty: Spell Defence
 
The Animal Control spell allows the caster to dictate the actions of any one creature for the duration of the spell, the creature will follow the caster’s commands to the best of its ability. It will not do anything that would directly threaten its own life (i.e. Walk through fire, jump of a cliff, sit under a falling rock.), but it will attack an opponent. Commanding the creature takes up the caster’s action for the round. Once the spell has worn off, the animal will become confused, and will most likely run off.
 
Detect Lies
Circle 7 Wizard
Threads:
2 Weaving Difficulty: 9/18
Range: 5 Yards Duration: Rank Rounds
Effect: Detects Lies
Casting Difficulty: Spell Defence 
The detect lies spell allows the wizard to determine if a person is lying, it does not allow detection of falsehoods which the target believes to be true. On a result of ones on the Spellcasting test, if the target is lying, the wizard believes it to be true and vice versa.
This spell can be cast on only one target at a time.
 
Heal
Circle 7 Elementalist/Nethermancer
Threads:
4 Weaving Difficulty: 8/15
Range: Touch Duration: Permanent
Effect: Willforce
Casting Difficulty: Spell Defence 
The heal spell will heal a number of damage points equal to the result of the caster’s Willforce test, and one wound. The caster places his hand on the Target’s wounds and closes his eyes.
 
 
Minds’ Ear
Circle 7 Wizard / Nethermancer
Threads:
3 Weaving Difficulty: 9/15
Range: 5 Yards Duration: Rank Minutes
Effect: Hear through Ears of Target
Casting Difficulty: Spell Defence 
This spell enables the caster to hear everything that the target of the spell hears, this does not grant the caster any control over what the target says, or hears. For the duration of the spell, the caster loses the ability to hear sounds around them.
 
Minds’ Eye
Circle 7 Wizard / Nethermancer
Threads:
3 Weaving Difficulty: 9/15
Range: 5 Yards Duration: Rank Minutes
Effect: See Through Eyes of Target
Casting Difficulty: Spell Defence 
This spell enables the caster to see everything that the target sees, and only what the target sees, the caster has no control over the targets actions. This spell does not grant any other sensory input. For the duration of the spell, the caster loses the ability to see anything happening around him.
 
Circle 8 Spells
 
Compel Truth
Circle 8 Wizard
Threads:
2 Weaving Difficulty: 11/19
Range: 5 Yards Duration: Rank Rounds
Effect: Compels target to tell truth
Casting Difficulty: Spell Defence
 This spell must be cast on one target. It compels the target to tell the truth only to the caster. The Wizard may ask one question per round, and the target must answer truthfully. The spell does not force the target to speak, he may choose not to answer the question.
 
Guardian
Circle 8 Nethermancer/Illusionist
Threads:
4 Weaving Difficulty: 9/18
Range: 20 Yards Duration: Rank Rounds
Effect: Willforce+8
Casting Difficulty: 8
 The Guardian spell conjures a stationary entity to attack the caster’s enemies. The guardian will attack everyone within 20 Yards except for the caster, and a number of designated characters up to the spellcaster’s rank. The guardian is not an Illusion, and has the appearance of a dragons head with arms attached, and attacks all enemies with the following statistics:
 
DEX: Rank* STR: Will** TOU: 12
PER: 8 WIL: Will** CHA: 4
 
Initiative:
Rank*             Physical Defence: 9
Number Of Attacks: 3  Spell Defence: SD$
Attack: Rank+2*            Social Defence: 16
Damage: Will**+6         Physical Armour: 12
Number Of Spells: 1     Mystic Armour: 4
Spellcasting: Rank*      Knockdown: N/A
Effect: Will**                  Recovery: 4 (2D10)
 
Death Rating:
68            Combat Movement: 0
Wound Threshold: 14     Full Movement: 0
Unconsciousness Rating: N/A
 
*Rank =caster’s Spellcasting rank.
**Will =caster’s Willforce rank
SD$ =caster’s Spell Defence
The Guardian casts a single target fireball at one enemy once per round using the casters Spellcasting rank to attack, and Willforce to damage.
 
Regeneration
Circle 8 Nethermancer
Threads:
4 Weaving Difficulty: 12/18
Range: Self Duration: Rank Minutes
Effect: Willforce
Casting Difficulty: 12
 Regeneration is a potent spell, which allows the caster to heal damage caused by all forms of attack, except burning. The spell will not resurrect the caster. Once the caster takes damage he will heal damage the following round equal to the result of the Willforce test. The spell requires the horns of a gargoyle to be ground into a paste and eaten.
This spell cannot be force-cast.
 
Circle 9 Spells
 Possession
Circle 9 Nethermancer
Threads:
3 Weaving Difficulty: 12/21
Range: 10 Yards Duration: Rank Minutes
Effect: Caster takes control of target.
Casting Difficulty: Spell Defence (Good Success) 
The caster requires a good success or better to cast this spell, and he must be able to see his target. This spell transfers the caster’s soul into the target’s body and the target’s into the caster’s, the caster’s body however, remains unconscious for the duration of the spell, and must be safeguarded. While in the target’s body, the caster has full access to his own skills, memories and abilities, and the target’s. he takes a penalty of 2 steps when using the target’s abilities.
 
Circle 11 Spells
 Permanent Possession
Circle 11 Nethermancer
Threads:
5 Weaving Difficulty: 16/28
Range: Touch Duration: Permanent
Effect: Caster takes control of target indefinitely.
Casting Difficulty: Spell Defence (Excellent Success)
 Like Possession, but the caster remains in the body of the target until he chooses to leave, or the target achieves a good success on a willpower test against the caster’s spell defence.
 
Circle 12 Spells
 Exchange Bodies
Circle 12 Nethermancer
Threads:
5 Weaving Difficulty: 16/34
Range: Touch Duration: Permanent
Effect: Exchange of Souls
Casting Difficulty: Spell Defence (Extraordinary)
 The caster permanently exchanges bodies with the target. The target may be any living creature. The only way this spell can be reversed is to cast it again. The physical attributes of the body do not transfer (Str, Dex, Tou), but he mental ones do. The target is now in full control of the caster’s body, but not necessarily aware of what has happened, neither one has access to each others’ skills. To cast the spell, the caster must weave one thread every hour, and must remain in contact with the target at all times.



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