The spell can be cast up to 50 meters away from the caster
The caster must touch the target. If in melee, normal to-hit is required, and if it misses, spell is wasted. This roll is done after casting is performed. If the target is willing, the spell hits automatically. Note that creatures with multiple attacks may roll that number of dice to hit the target.
Creates a 20 meter bolt, and all creatures in the path are viable targets. Roll to-hit against each, rolling 2 dice for each, selecting the higher. If the caster has more attacks than 2, he may use these to hit the first target the bolt is aimed at. The bolt can usually bounce from objects to reach its full length. If the lenght is defined, it is that instead of 20 meters.
The bolt can be such that it affects only the first creature it hits.
Creates a temporary magical effect, which can be dispelled before the effect wears off. Otherwise, it lasts about as long as described in the spell, but can vary up to 50% as judged by the GM. Same enchanment is never cumulative, if cast again, only the one with longer duration remains.
Lengths are: XS (extra short): next action, S (short): 1 minute, M (mod.): 10 minutes, L (long): 1 hour, XL (extra long): 6 hours, XXL (extra extra long): 1 day, X (extra): special lenngth
If cast on a creature (or thing) with magic resistance or immunity, check that first. However, such a resistance does nothing extra help as soon as enchantment is in place.
All spells require only one action to be cast, unless the spell is a ritual. These require longer casting time, chants and possible material components. The actual casting time is noted.
The spell creates a wall. If the wall would be broken by some object or creature while being cast, the spell automatically fails. If the wall is solid and prevents moving through it, is is immune to all attacks except physical and polymorph, unless noted otherwise. In addition, piercing attacks cannot harm it. Walls are enchantments and decay like enchantments and can be similarily dispelled. Lengths are as with same spell.
The needed number of magic points is listed in the spell description. If there is 'X', the caster is free to determine value for that, with higher values producing more powerful effects.
Example: Spell has magic point cost 2X+2. If the caster determines X to be 2, he needs 6 magic points for the spell.
Additional spells that prevent teleportation, enforce walls to reject all spells etc. are left out, left to GM judgement. All such spells require ritual, so they are not very practical to adventure party.
||First target hit is blinded for the next action
unless saves at -3, with reversed perception bonuses.
||Senses if the touched item or creature is cursed or
unholy. If cast on creature, also senses if any items worn by the
creature are cursed.
||Enchanted creature can see invisible and detect
illusions for a range of 50m.
||Caster senses all magical auras in close vicinity (within
10 meters and preferably visible), unless hidden somehow.
||The caster stops his falling and is slowed down to descend
of 1 meter each round. The spell automatically dispels when the caster
hits the ground.
||The creature touched may make a jump up to 10 meters or 5
meters upward on its next action.
||Lights up the area around the caster. The area is
illuminated with light equal to cloudy daylight, and covers an area
about 10 meters across.
||Target hit with X magic missiles, each causing 1 magical
damage. Hits automatically.
||Creates a burst of fire, igniting flammable material. If
targeted on a creature, roll to-hit with 4 dice and if hits, deals 1
point of fire damage.
||Target creature becomes immune to fear and if is currently
scared or frightened, that emotion is removed.
||1||ritual 1 min, touch
||Reveals the name of the target item in most cases. No
information about the number of charges, curses or hidden status is
||Creates a shimmering shield, giving the caster
minimum armor of 5.
||Bolt does not bounce. Causes 1 point of physical
damage, but against immobile or rock creations, does 2 points of damage.
||Creature touched must save vs. magical (mind) sleep
at -1 or is put to sleep.
||Creature touched can climb walls and even stick to
ceiling. Max load is X times 20 kg.
||Target hit is burnt with acid causing X points of acid
||Target outer-planar creature is banished to home plane or
ethereal creature forced to semi-material form unless it saves
at -2. Apply +2 to save if X is less than target HD/2, and -2 if
the target is inside a ward it cannot cross. Ethereal creature becomes
only resistant to physical while the enhantment lasts if it fails to
||Target must save vs. magical (mind) fear at -1, or becomes
scared and frightened.
||The caster gains new features and may change his length and
weight a bit. This appearance lasts until spell ends. (Creature
variants usually can change ti simple other creatures)
||Area around the caster is dimmed and all creatures without
night vision need at roll least 4 to hit anything, 5 with ranged
attacks. Does not work in sunshine.
||As level 5 spell Multispell, but only for one enh..
Both multispell and delayspell cannot be in effect at the same time.
||Target can, by closing his eyes and concentrating (requires
an action), detect thoughts within 50 meters of him. No actual
thoughts are read, but the creature gains general idea where other
creatures are and their type. Does not detect mindless
||Target creature must save vs. magical mind at -2 or becomes
stupid and stunned. Stupidity lasts until effect is dispelled.
An affected spellcaster loses d6-1 random spells from memory.
||Target gains resistance against sleep, poison,
fire, cold or lightning, as determined by the caster.
||Target enh. loses its magical aura and possible
visual effects common to protection spells. If the target enchantment
is dispelled, so is this.
||Target creature and his possession and auras become
invisible. This is immediately dispelled if the creature hits (in
melee) anyone, or otherwise interacts with his surroundings.
||Target mechanical lock is unlocked or simple bar
opened. Cannot affect heavy, big bars.
||Target creature levitates until enh. is dispelled.
||Creates duplicate(s) of the caster - one for
2 MP and one extra for each extra 4 MP. Unless the attacker can
see invisible, all attack targets are randomized between these
targets, with equal change to hit each.
||All breathing creatures in the target area with diameter about
5 meter must save vs. poison at -1 each round or are stunned. Enchantment
decays on a d6 roll 4+ at the start of the caster's turn.
||Target gains extra attribute strong.
||2X||ritual 1 min, XL-enh
||The caster draws a ward into ground against certain
outer-planar creature type. It must be made from appropriate materials
and is always a circle, with 3-6 meter diameter. No creature of that
type can cross or affect the ward if it has HD less than equal to X.
Creatures with more HD can make a save at -1 to cross, and only one
test is ever made against certain ward.
||Creates a sticky web of up to 6x3 meters, which must be
from wall to wall. Any creature stumbled into the web is grabbed
with one strong attribute. The wall can be teared with 3x strong
attributes or burnt, althought it does not burn very well.
||Circle of Cold
||The caster enchants himself (test magic resistance
as needed), gains resistance to cold and causes 1 point of cold damage
to all within 5 meters each turn, unless those are resistant (or
immune) to cold.
||The wizard may create a vision from one place to appear in
target liquid surface. For 3 MP, it must be within 50 m,
for 5 MP, within 5 km, and for 10 MP, in same plane of the world.
The caster must have visited the place.
||Teleports one creature common to area near the caster.
The creature behaves normally, and if there is no other creatures
present (within 100 meters or so), the spell fails. Only 10 HD or
smaller creatures are normally conjured. Sometimes conjures d6 small
||Creates a static illusion of an object up to 3 meters each
dimension. Any creature that sees invisible or studies it for longer
time will detect is as illusion.
||Target creature weighting not more than X times 100 kg has
his stomach filled and thirst quenched.
||The caster must phrase a curse to affect the target. If the
target succeeds in save at -1 or the curse is badly phrased, the curse
is transfered on a d6 roll 6 to some item worn or carried by the
target. If directed directly to an item, automatically curses it
unless it has some kind of protection. A black aura surrounds the
target for a while if the spell is successful.
All enchantments in the target are dispelled on a d6 roll
6 (roll for each, at least one enchantment is targeted).
If targeted at specific enchantment, it is automatically dispelled
unless somehow protected or has more magic points on it than used to
cast Dispel Magic. In such a case, the enchantments gains a basic save
the dispel (+1 if it has resistance)
||Target creature scretches in size. Height is increased by
half for each X, and weight accordingly (in power of 3). Thus a 16 MP
enlarge triples the heights of the target (+50%*4). The target gains
strong attribute for each level. Note that items and clothing
does not growth, and the spell fails, if the growth is resisted
with any force (like armor).
||Target creature becomes non-breathing and cannot suffocate
until the enchantment is dispelled.
||Target creature gains +1 attack (if creature has multiple
types of attacks, only with main attack) and +2 move. This extra
attack must be used as an extra, it cannot be used for aiming!
||Target creature is healed X health levels. Cannot raise
above original maximum, but does work in undead creatures.
Check magic resistance first.
||Inflict X points of lightning damage to all targets hit.
||Target creature becomes immune to mind and cannot be
detected with ESP or similar means.
||Target armor piece is morphed to a new size to fit on a
different creature. This spell has 1 in 6 chance to create an
unfitting armor and then 1 in 6 chance to ruin the armor permanently.
Increase the chance for drastic morphs.
||Target creature must save vs. mind at -1
or becomes either scared or paralyzed, as desired by the caster.
||Target creature is released from any paralyzation affecting
him. This includes paralyzation caused by magic or poison.
||Unless target creature saves vs. magic at -2, he loses
all agile-attributes and armor skill levels, having held armor all the
time. In addition, all melee attacks need at least 5 to-hit.
In addition, move is halved.
||Target creature may converse telepathically with any
intelligent creature within 20-50 meters. Subjects are free to
response to any conversation attempts.
||The caster animates a corpse with X HD as a zombie, which
will obey him blindly until destroyed or decays.
||Aura of Fear
||All creatures within 5 meters of the caster must save
vs. (magical mind) fear at -1 each turn or become scared.
||Restores all lost attributes for some effects or
removes one poisoning, blindness, deafness
or disease. Cannot help on curses or permanent damage. Check magic
||The caster is instantly teleported up to 50 meters to known
location or general direction. If would move into air or inside
something solid, the caster is instead teleported to random safe
||Target creature gains a shimmering field and is immune to
fire, cold or lightning, as desired.
||Target enchantment has its duration extended, from minute
to 10 minute, 10 minute to hour or one hour to 6 hours etc. Can only be
done once per enchantment.
||Target location hit bursts into a 5m diameter fireball.
Roll to-hit (with only one die) for each creature in the area; all hit are
damaged for X fire damage. Those mieed are damaged for X/2 (round up)
fire damage. The creature fireball originally hits is automatically hit.
||Target creature can fly up to 30 km/h until enh.
decays. Manouverability is not very great.
||Target creature is paralyzed unless saves vs.
magical paralyzation at -2. Enchanment is dispelled on a d6 roll 1 at the
start of the creature's turn.
||Target creature and his possession and auras become
||Target creature is poluymorphed into a new random creature
unless saves vs. magical polymorph at -2.
||Minor Globe of Invulnerability
||Target creature is surrounded by a shimmering globe, and he
becomes resistant to cold, lightning and fire.
||Removes one curse (phrased at the time of the casting) from
the target creature or an object. Check any magic resistance first.
||Creates an area about 50x50 meters, originally centered on
the caster, on which all the inivisible creatures and illusions are
clearly visible and obious.
||Target creature must save vs. magical mind at -1 or loses his mind,
becoming a vegetable or simply insane until the effect is dispelled or
decays. All actions are handled by the GM.
An affected spellcaster loses d6-1 random spells from memory.
||Target creature gains extra layers of stone skin, which
prevents X physical damage inflicted on target before collapsing.
Add +2 to casting cost if cast on other creature.
||Target creature must save vs. magical mind at -1 or must
perform one action described by the caster during the creature's next
action. Suicidals are saved at +2. Suggest cannot force to use magical
||Wall of Fire
||Creates a wall of blazing flames of up to 6x3 meters. Any
creature passing through suffers 6 points of fire damage, and must
save vs. (fire mind) fear at -1 to even try. The wall cannot be destroyed,
||Target creature must save vs. magical mind at -1 or becomes
submissive and totally friendly to the caster. Target still regards
its friends but if he has to choose, will quite probably turn against
||Creates a greenish cloud with diameter of 5 meters to
target location. All breathing creatures in area take 2 poison damage
||Cone of Cold
||Creates a cone with length of 10 meters, with width 5 meter
in the end. Roll to hit (with one die!) for each creature in area; all
hit are damaged for X cold damage, those missed are damaged for X/2
(round up) cold damage.
||All enchantments on and around the caster within 10 meters
are dispelled unless they save vs. this effect. Those with resistance
gain +1 and permanent effects cannot be affected.
||Reveals the name, charges, any curses, command words,
general use and status of the target item. Hidden features may remain
||5||ritual (1 min), XL-enh
||The caster may group any number of enchantments targeting
himself into a multispell. These spells are determined and 'cast' at
the time of the casting; only one multispell can be in effect. When
the caster desires, all spells in multispell are casted in him, succeeding
automatically, in chosen order. If the caster does not have enough magic points, random
spells fail. If the multispell is dispelled before it triggers, all
prepared spells are lost.
||Opens a magical portal in a wall. This portal is 3x3 meters
and up to 3 meters deep. When decays or dispelled, closes and ejects
||5||bolt, one-hit, ignore armor
||Target hit is permanently polymorphed unless saves
vs. magical polymorph at -2. If polymorphed into an intelligent being, the
target retains all mental stats, skills and memories.
||Power Word, Stun
||Target creature must save vs. magical stun at -4 or becomes
stunned until rolls 4+ on a d6 at the end of his turn.
Creatures add +1 to save for each full 5 health levels left.
||Raise Dead Army
||Raises up to X human or similar corpses as zombies, which
obey the caster blindly.
||With appropriate ritual, the caster calls for certain
outer-planar creature, limited to 2X HD. Summoned creature is not
||Target is hurled with a power of 100 kg per X to some
direction, unless saves vs. magic at -1 per extra power in spell.
If hits something, damaged extra power levels.
The caster and up to 2 other creatures touched are
instantly teleported up to 50 meters, see dimension door spell.
If cast directly on other creature, that creature is teleported
randomly as with a failed dimension door spell. Check magic resistance
||Touch of Death
||The creature touched is immediately slain unless
saves vs. magical death at -2.
||Wall of Ice
||Creates a wall of ice of up to 6x3 meters. No creature
may pass through until it has been dispelled or destroyed. The wall
has armor 5 and 10 health levels, and can be damaged with fire. The
ice directly evoparates, no water is produced.
||Creature gains immune to magic, and cannot be
target of enchantments anymore. This
magic resistance cannot be lowered at will and thus hinders any
healing magic or even useful enchantments. Old enchantments are not
||First target hit is damaged for X lightning damage. After
that, the X is reduced by 1 and the lightning leaps to creature
closest to previous target, ignoring targets already hit. Continue
this until X is 0, the bolt cannot leap over 10 meters.
||d6 times 5 HD of creatures around the caster within 20m
must save vs. magical death at -2 or are immediately slain. Start
from the creatures with the lowest HD.
||Digs a hole in the direction pointed. If cast on earth or
dirt, a hole with 2-3 meter diameter and depth of 10 meters is
created. In a stone, a 3 meter hole. Does not affect metal, wood or
creatures, unless cast from inside. If cast when swallowed, does 10
points of physical damage and ejects the caster.
||Target hit must save vs. magical disintegration at -2 if size less than
an ogre or is turned to dust. If saved or the target is a large one,
inflicts 6 (magical polymorph) disintegration damage.
||Target creature touched is energy drained for X
magical death damage. The caster gains half the damage inflicted. Any exceed
health levels vanish at the next sunrise unless lost before that.
||Target enchantment becomes fastened so that it lasts
until dispelled; it does not decay at own time. However, until the
enchantment is dispelled, the caster has his magic point maximum
reduced by half the magic points (round up) in the original
enchantment. If cast on a creature enchantment, the original subject
may re-save if not willing.
When the spell would become dispelled, the fasten is first dispelled
but the original effect has a save to avoid that dispel. If it
resists, it has full normal duration then.
The caster and all within 3 meters are teleported up to 50 meters
as with dimension door spell. If any creature teleported
from within 10 meters of the caster after his previous turn, the
target location is close to wherever that other creature teleported.
If several creatures did teleport, select random one. If no creature
teleported, target place is random. Those sucked into teleport check
magic resistance (if have) first.
||Globe of Invulnerability
||Target creature is covered in a shimmering field, and he
becomes immune to fire, cold and lightning.
||The caster conjures anything to appear into his
hands or near him. Only items handled previously can be conjured, and
the caster must be 'the owner of the item'. The spell may fail across
planes and especially if some powerful creature now has it.
||First target hit must save vs. (magical polymorph)
petrification at -1, or is instantly turned to stone. Otherwise,
target is inflicted with 2 points of magical polymorph damage.
||The caster creates a portal to target location he has
previously visited and instantly teleports to that location. The
location must be on the same plane and within X times 5 kilometers,
and is never accurate unless opened to Sanctuary. The portal always
opens on a safe ground and cannot be opened to a location the caster
has not seen. The portal is one-way and is closed on a d6 roll 4+ at
the start of the caster's each subsequent turn.
||Power Word, Blind
||Target creature must save vs. magic at -3 or is
blinded until enchantment decays or is dispelled. Creatures add
+1 to save for each full 5 health levels left.
||Rock to Mud
||Target rock formation up to 2-3 cubic meters is softened to
mud. If targeted on harder substance or bigger formation, the spell
may fail. If cast on a rock-creature does 6 points of magical polymorph
||Caster and all items he holds become semi-transparent and
ethereal. While ethereal, the caster can move through walls or
items, but cannot cast spells or use items. If the effect is
dispelled while inside a solid object, death usually occurs.
||Stone to Flesh
||Petrified creature touched is restored to life, but any
damage sustained while petrified now affects the creature. In
addition, if the target would otherwise survive it must still make a
system shock save to remain alive.
Stone-like creatures struck must save vs. magical polymorph at -2 or
lose half their remaining health levels and 2 armor until effect is
||Finger of Death
||Any creature hit must save vs. magical death at -2 or is
||The caster creates a bright shimmering field around
himself. All attacks need '6' to hit him, but likewise he needs '6' to
hit anything, too.
||X attacks, each causing 1 physical and 1 fire
damage if hit. Roll to hit separately for each, using only one
die for each meteor. All targets must be within 10
meters of each other and with no creatures in path to them. No
more than 5 meteors can be fired against a same target.
||Creates an area enchanment of 50x50m area originally
centered on the caster. In this area, no creature can teleport into,
out of it or within it. Those who try inside immediately sense what is
wrong, those trying from outside appear to random location close-by.
||Target magical effect is permanently dispelled. If cast
generally at creature, dispels all normal enchantments on a d6 roll 4+
for each, and on a d6 roll 1 random magical one-use items.
If targeted on a certain magical item or fastened spell,
dispels it automatically, without save from magic resistance.
||7||touch, ritual 1 min, X-enh
||Target enchantment becomes permanent and can only
be dispelled with Negate Magic or similar means. Casting of this spell
requires rare magical ingredients and causes loss of magic points as
6th level spell Fasten.
||Creates a temporary portal between two places. This portal
can be from one plane to another, but can only be opened to plane
where the caster has something. This portal is two-way and very
||Power Word, Kill
||Target creature is immediately slain unless
saves vs. magical death at -3. Creatures add +1 to save for each full
5 health levels left.
||Any creature hit is struck with magical lights, and is
damaged with 2 points of fire, poison and lightning
damage each. In addition, roll d6 for each target: 1-3: nothing else,
4: petrificate 5: insanity 6: teleport. These extra effects are
resistable and cause effects as corresponding level 6, 4 and 5 spells.
||Target creature is either healed half the maximum health
levels or one lost limb or sense is restored. If a lost part is
regenerated, this takes a few minutes. Check any magic resistance first.
||7||ritual 10 min, touch
||The caster creates a new body for a dead creature, and this
body is then inhabitated by the spirit of the fallen. A random
creature is created from the remains of the original creature, with
normal polymorph rules. Reincarnated creature must make a system shock
save to survive the resurrection, and if survives, starts with full
health levels but 0 magic points. The rebirth counter is increased
for both the caster and the subject in any case, and petrified
creatures must be first turned back to flesh.
||The caster transforms into a new form chosen at the time of
the casting. Use normal polymorph rules, with caster able to determine
the new form. Items and clothing does not change.
||Target creature is shown with symbol of Death (save
vs. magical death at -2 or die), Pain (save vs. magic at -4 or hit
only with '6' for next the minute) or Despair (save vs. magical
mind at -4 or became scared for next the minute)
||The touched creature now can control unwilling teleports
as with corresponding ring. Casting cost is 2 for caster itself, 4 for
||Wall of Force
||Creates an invisible wall of up to 6x3 meters. No creature
may pass through until it has been dispelled or destroyed. The wall
has armor 6 and 30 health levels.
||All creatures in target 5m diameter target area must save
vs. mind at -1 or are instantly slain. In any case, all targets
are stunned unless somehow resist the mind effect.
|Banish Evil||ranged (M-enh)||Causes to target unholy creature 2 points of turning damage. In addition, any extra-planar or ethereal unholy creature must make a turning save at -1 or it is banished to home plane or ethereal creature forced to semi-material form, being only resistant to physical while the enchantment lasts.|
|Bless||touch (M/XL-enh)||This miracle can be used either to remove curse (as level 4 spell), make one weapon (or dozen missiles) magical and causing +1 damage to unholy creatures (lasts 10 min), to create holy water from normal water (one potion), or to bless a creature. A blessed creature has attribute holy and has +1 saves (not cumulative with protection devices) and is immune to fear. This lasts 6 hours. If cast on unholy creature, works as miracle Banish Evil but with 6 damage and save with -2, for the next 10 minutes. If cast on already holy person, heals to maximum health levels and blesses as described above.|
|Call Lightning||ranged||Target 5m diameter area is shot by a powerful lightning bolt from the skies. Any creature in area may make an agility save at -1 or is hit by 12 points of lightning damage. Those saving take only 5 points of damage. If not cast outdoors or there is no clouds on the sky, damage is reduced to 5 and 2.|
|Cause Wound||ranged||Target is physically damaged for one health restoration level.|
|Evil Ward||ritual 1 min, XL-enh||As level 2 spell Ward but against all unholy creatures, including undead. X is equal to priest HD/2.|
|Healing Touch||touch||Target hit is restored one health level, as defined in the main system. Does not work in priest itself!|
|Holy Word||-||All creatures within 20 meters and hearing the word are affected. Any unholy creature must save (no type) at -3, or are stunned and damaged for 6 points. All holy creatures are freed from any paralyzation or fear-effect they are under. All other creatures must save at -1 or are stunned.|
|Resurrect||ritual 1 min, touch||Target creature is resurrected back to life. Both the caster and the target gains one rebirth, and the target must immediately make a system shock save to survive the resurrection. Petrified and those without quite intact body are beyond this miracle. Resurrected creature has full health levels and 0 magic points.|
|Turn Undead||ranged||All undead addressed by the priest and within 50m of the priest must save vs. turning, with -1 per 5 levels the priest has, and +1 if the undead has more HD than the priest has, and +2 if the priest has already tried Turn Undead in that encounter. Those which fail make a second save. Those which fail crumble to dust, rest are scared (even if normally immune to that effect) for next the hour. If any undead makes the first save, the priest is stunned for its next action.|