Sorcery Spells

Magicks Fair and Foul

Magical spells all work the same way. The main difference between the different types of spell caster are the spells that he or she chooses to learn. Listed below are some of the more commonly available spells that a spell worker may choose from.

 

Spells are listed with a Magnitude cost. If a spell has a #+ magnitude, it indicates that the spell may be enhanced by spending additional power points at the time of casting. Read the descriptions for details. 

 

Spells marked as Progressive may be bought at varying degrees of power, but must be learned separately.

 

Call Spirits – Duration varies, Magnitude 2, Self Only

Within a few moments of the casting of this spell, any willing spirits in the area will materialize to the vision of the caster only and carry on a conversation with him for as long as it interests them. Spirits may refuse to answer questions if they find them offensive, or if it is about a subject they are not interested in, they will tell the caster so. They may, however, be willing to divulge other things to the caster, for the spirits are often bored and desirous of conversation.

 

Sense Spirits – Duration 15, Magnitude 1, Self only

This allows the caster to determine if any spirits are in the immediate vicinity, and identify what type they are.

 

Spirit Walk – Duration – varies, Magnitude 1+, self only

This spell allows the caster’s spirit to leave his body and travel on the spirit plane. He can spend 5 minutes per magnitude spent, and the spell may be extended by the additional expenditure of 1 power point per 5 minutes. The caster may return to his body at will. If his body is destroyed, the caster may find himself trapped upon the Spirit Plane.

 

Banish Spirits – Duration Instant, Magnitude 1+, Ranged, Resisted (persistence)

There may come a time when the caster encounters wild or malign spirits in his travels that he wishes to force back to the Spirit Plane. If successful, this spell will banish 1 spirit per point of magnitude expended. Banished spirits may not return to the physical world for a full cycle of the moon unless specifically called forth by name.

 

Spirit Ward – Duration 30 x POW Characteristic, Magnitude 1+ resistance (persistence)

This spell creates a spherical area with a radius of 1m per point of Magnitude expended that spirits find difficult to enter. Any spirit with a POW less than the caster’s must resist the spell in order to enter the area. Spirits within the area at the time of casting must resist it or be compelled to leave as quickly as possible. This spell may be maintained at a cost of 1 MP per additional hour

 

Quantify – Instant, Magnitude 1 Self only

This spell allows the caster to instantly know the number of pieces, parts or units that one collection of something has. The caster must specify what is being counted: Sacks of grain a bar floor, coins in a horde, infantry in an army being scouted, etc. The number will be exact and unerring, but will not account for miscalculation due to poorly defined terms for counting.

 

Skill Boon – Instant, Magnitude 1+, Triggered, Self Only

This spell grants the caster a +20% bonus per point of magnitude to his next skill check of a skill specified at the time of casting.

 

Tongue Tied – Duration 30, Magnitude 2  Ranged, Resist (persistence)

If this spell is successful, it garbles the language of the affected creature. The target can still think and, for the most part, act normally but anything it says comes out as gibberish. Thus, a commanding officer would be unable to give orders to his men and a spellcaster would be unable to cast spells

Beast Call – Instant, Magnitude 2, Ranged, Resist (persistence)

The Beast Call serves to attract an animal within range. When the spell is cast, it affects a targeted creature with a fixed INT of 7 or less. If it fails to resist, the creature will be naturally drawn to the place where the spell is cast, whereupon the spell effect terminates. Any barrier, immediate threat or counter control also ends the effects of the spell, leaving the creature to react naturally. For example, the Beast Call spell might cause a horse to turn and walk towards the spell but a single yank of its reins by the rider would end the spell effect. This spell is a potent aid to hunters and herders.

 

Bestial Enhancement – Duration 15, Magnitude 1, Progressive, Touch

This spell causes the creature to become more bestial, augmenting its natural weapons and reflexes. For every point of Magnitude, it increases the target’s chance to hit with natural weapons by +10% and they deal one point of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The base natural weapon damage remains non-magical.

 

Becalm – Instant, Magnitude 1, Touch

This spell gives the target the ability to sleep for exactly 10 hours uninterrupted by bad dreams, pains, aches or even gentle movement. Unless stirred by a loud noise or abrupt physical contact, the target will have a full night’s rest. It should be noted that the spell does not put the target to sleep, merely calms their mind in order to better enjoy their next slumber. This spell is useful to spellcasters who wish to fully regain their Magic Points.

 

Befuddle – Duration 30, Magnitude 2, Ranged, Resist (Persistence)

If successful, this spell confuses an opponent to the extent that it may forget who it is or who its friends are. The affected target may not cast spells and may only take offensive actions. The target may run if it so chooses or Dodge and Parry normally in combat, though it may not make any attacks unless it is attacked first. Spirits and non-corporeal creatures are not affected by this spell.

 

Boon of Lasting Night – Area Special, Duration 10 x POW Characteristic, Magnitude 1, Progressive

If successful, the spell turns the area of effect into a sphere of darkness equal to a moonless night. All non-magical light (including sunlight) passing or present within the boundary is reduced to the equivalent of a candle. This radius of the area is equal to the Magnitude of the spell.

 

Chill – Instant, Magnitude 1, Touch

This spell allows the caster to drastically lower the temperature of any mundane object. With this ability he can speed up the cooling of metal in a forge, make pub drinks cold for his companions, along with several other interesting tricks. It is up to the Games Master to decide the exact effects this would have in a given situation.

 

Clear Path – Duration 30 x POW Characteristic, Magnitude 1

This spell allows the target to move through even the most tangled, thorny brush as if he were on an open road.

 

Improve Characteristic – Duration 15, Magnitude 1, Progressive

For every magnitude of this spell, a characteristic chosen at the time of learning the spell is Temporarily increased by two. The Attribute may not be increased to more than twice it’s original value in this fashion. This spell must be learned separately for each characteristic to be affected.

 

Extinguish – Instant, Magnitude 1, Progressive, Ranged

This spell instantly puts out fires. At Magnitude 1, it can extinguish a Flame, Magnitude 2 a

Small Fire, Magnitude 3 a Large Fire and Magnitude 4 will put out an Inferno  

 

 

 

Restoration – Instant, Magnitude 1+, Touch

For every point of magnitude of the spell, the caster can restore either 1d6 lost hit points instantly, or 1 wound with 10 minutes of concentration. This spell cannot reattach lost limbs or heal maimed ones. Such wounds require stronger magic.

 

Ignite – Instant, Magnitude 1, Ranged, Resist (Resilience)

Ignite sets fire to anything flammable within range, creating a Flame . Living creatures cannot be ignited and if the target is worn or held by a living being (such as clothing) then the wearer/wielder may resist.

 

Light – Area Special, Duration 30 x POW Characteristic, Magnitude 1, Ranged

When cast on an inanimate object, this spell produces a steady radiance which extends 2 yards per point of Magnitude. The area is considered to be illuminated. Note that only the specified area is illuminated – everything outside the area of effect is not affected by the mystical light.

 

Mobility

Duration 30, Magnitude 1, Progressive, Touch

For every point of Magnitude of this spell, the target’s Movement score is increased by one. 

 

Protection – Duration 30, Magnitude 1, Progressive

For every point of Magnitude of this spell, one Armour Point is added to the caster. This stacks with any existing armor and is treated in the same manner.

 

Push/Pull – Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)

This spell allows the caster to move an item of up to 1 SIZ or ENC per point of Magnitude either towards or away from the caster in a straight line, as if pushed suddenly from one direction or the other. The item is not moved with significant enough force to inflict damage unless it is naturally damaging (a bottle of acid, for instance) and the caster has no control over the distance pushed or pulled; as this depends on the location of the item or the surface it rests on. Living creatures targeted by this spell are allowed a Resilience roll to resist.

 

Repair – Instant, Magnitude 1, Progressive, Touch

Every point of Magnitude of this spell repairs 1d3+3 Hit Points of damage to a non-living target. The marks of repair remain visible, probably reducing the target’s market value, unless an appropriate Craft test is made at the time of casting.

 

Slow – Duration 5, Magnitude 1, Progressive, Ranged, Resist (Resilience)

For every point of Magnitude of this spell, the target’s Movement score will be decreased by one. A target’s Movement may not be reduced to below one through use of this spell.

 

Warmth – Duration 30 x POW Characteristic, Magnitude 1, 

This spell keeps the target warm and comfortable in a bitter cold environment. They suffer no penalties to Fatigue tests from a cold environment while this spell is functioning. Warmth also protects the caster from 1d3 points of cold damage (magical or mundane).

 

Water Breath – Duration 10 x POW Characteristic, Magnitude 2,

This spell allows the caster to breathe water for the duration of the effect. Water Breath has no effect on the target’s ability to breathe air.

 

The Hand of Sorcery – Duration 5, ranged, Magnitude 1+

For every point of magnitude, the sorcerer may manipulate up to 5 pounds worth of force. This spell creates a ghostly hand that the sorcerer may control with a thought, using it for fine manipulation, opening or closing doors or containers, bringing him items from shelves, hitting objects or people, etc. The sorcerer may do things with a mere thought, but using the hand and doing other things does count toward multi-action penalties. If the sorcerer is using the Hand to attack the damage is based on the magnitude as originally cast: 1 = 1d3, 2 = 1d6, 3 = 1d8, 4 = 2d6, 5 = 2d8, 6 = 3d6, 7+ = 4d6

 

Countermagic – Instant, Magnitude 1+, Ranged

Countermagic is used to dismiss another spell within range. The targeted spell is nullified if the

Magnitude of the Countermagic equals or exceeds its own. Countermagic can be cast reactively to neutralise offensive spells, by using the Cast Spell Combat Action.

 

Exploring an ancient tomb, Lilina encounters her dreaded enemy, Rhazil the Vivisectionist. On his Strike Rank Rhazil casts a Befuddle spell. Lilina immediately declares that she is using the Cast Spell Combat Action to defend herself. She casts Countermagic 2, which fortunately dismisses Rhazil’s spell before it can hit her.

 

Demoralize – Duration 30, Magnitude 2, Ranged, Resist (Persistence)

The target of this spell will become demoralized, losing all hope of victory and losing faith in its own abilities. When attacking, the target’s weapon skills are halved (before modifiers) and it may not cast offensive spells. However, the target continues to defend at its full skill. If this spell takes effect before combat begins, the target will try to avoid fighting and will either run or surrender. The effects of this spell are automatically canceled by the Fanaticism spell and vice versa.

 

Detect X – Concentration, Magnitude 1, Ranged, Resist (Special)

Detect is several spells, which allow the caster to locate the targets of the spell within its range.

This effect is stopped by dense or thick materials such as metal, or earth and stone at least one metre thick. It is also blocked by Countermagic Shield (or equivalent spells) of a greater Magnitude.

 

Examples of the separate Detect spells are listed here.

• Detect Enemy: Gives the location of creatures who intend to harm the caster. Targets attempting to keep their motivations hidden may resist with Persistence.

• Detect Magic: Gives the location of enchanted items, magical creatures or active spells.

• Detect Species: Each unique Detect Species spell will give the location of members of the specified species. Examples of this spell include Detect Duck, Detect Rhino or Detect Canine.

• Detect Substance: Each unique Detect Substance spell will give the location of substances of the specified type. Examples of this spell include Detect Coal, Detect Gold or Detect Wood.

The Games Master should provide the rough power of the detected subject (‘weak magic’ or ‘rich gold lode’) and require further Magick tests for more detailed information.

 

Disruption – Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)

A particularly grisly offensive spell, Disruption literally pulls a target’s body apart. For each point of Magnitude the target suffers 1D6 points of damage, ignoring any Physical Armor Protection.

 

Mindspeech – Duration 15 x POW Characteristic, Magnitude 1+, Ranged

This spell affects one target for every point of Magnitude. It allows telepathy between the caster and any target, though targets will not have telepathy with one another. The words transmitted by telepathy must be whispered and will be heard directly in the head of the recipient, in the same language in which it was spoken.

 

Second Sight – Duration 60, Magnitude 3, Ranged

Second Sight allows the caster to gauge the POW aura of every creature and magic item within range, which is not blocked from his vision. The caster will know if each aura is less than his own POW, within three points of his own POW or greater than his own POW. Second Sight also reveals invisible entities, such as spirits or ethereal undead, though only a hazy image will show (treat such targets as partially obscured).

 

Magicks Fair and Foul

Magical spells all work the same way. The main difference between the different types of spell caster are the spells that he or she chooses to learn. Listed below are some of the more commonly available spells that a spell worker may choose from.

 

Spells are listed with a Magnitude cost. If a spell has a #+ magnitude, it indicates that the spell may be enhanced by spending additional power points at the time of casting. Read the descriptions for details. 

 

Spells marked as Progressive may be bought at varying degrees of power, but must be learned separately.

 

Call Spirits – Duration varies, Magnitude 2, Self Only

Within a few moments of the casting of this spell, any willing spirits in the area will materialize to the vision of the caster only and carry on a conversation with him for as long as it interests them. Spirits may refuse to answer questions if they find them offensive, or if it is about a subject they are not interested in, they will tell the caster so. They may, however, be willing to divulge other things to the caster, for the spirits are often bored and desirous of conversation.

 

Sense Spirits – Duration 15, Magnitude 1, Self only

This allows the caster to determine if any spirits are in the immediate vicinity, and identify what type they are.

 

Spirit Walk – Duration – varies, Magnitude 1+, self only

This spell allows the caster’s spirit to leave his body and travel on the spirit plane. He can spend 5 minutes per magnitude spent, and the spell may be extended by the additional expenditure of 1 power point per 5 minutes. The caster may return to his body at will. If his body is destroyed, the caster may find himself trapped upon the Spirit Plane.

 

Banish Spirits – Duration Instant, Magnitude 1+, Ranged, Resisted (persistence)

There may come a time when the caster encounters wild or malign spirits in his travels that he wishes to force back to the Spirit Plane. If successful, this spell will banish 1 spirit per point of magnitude expended. Banished spirits may not return to the physical world for a full cycle of the moon unless specifically called forth by name.

 

Spirit Ward – Duration 30 x POW Characteristic, Magnitude 1+ resistance (persistence)

This spell creates a spherical area with a radius of 1m per point of Magnitude expended that spirits find difficult to enter. Any spirit with a POW less than the caster’s must resist the spell in order to enter the area. Spirits within the area at the time of casting must resist it or be compelled to leave as quickly as possible. This spell may be maintained at a cost of 1 MP per additional hour

 

Quantify – Instant, Magnitude 1 Self only

This spell allows the caster to instantly know the number of pieces, parts or units that one collection of something has. The caster must specify what is being counted: Sacks of grain a bar floor, coins in a horde, infantry in an army being scouted, etc. The number will be exact and unerring, but will not account for miscalculation due to poorly defined terms for counting.

 

Skill Boon – Instant, Magnitude 1+, Triggered, Self Only

This spell grants the caster a +20% bonus per point of magnitude to his next skill check of a skill specified at the time of casting.

 

Tongue Tied – Duration 30, Magnitude 2  Ranged, Resist (persistence)

If this spell is successful, it garbles the language of the affected creature. The target can still think and, for the most part, act normally but anything it says comes out as gibberish. Thus, a commanding officer would be unable to give orders to his men and a spellcaster would be unable to cast spells

Beast Call – Instant, Magnitude 2, Ranged, Resist (persistence)

The Beast Call serves to attract an animal within range. When the spell is cast, it affects a targeted creature with a fixed INT of 7 or less. If it fails to resist, the creature will be naturally drawn to the place where the spell is cast, whereupon the spell effect terminates. Any barrier, immediate threat or counter control also ends the effects of the spell, leaving the creature to react naturally. For example, the Beast Call spell might cause a horse to turn and walk towards the spell but a single yank of its reins by the rider would end the spell effect. This spell is a potent aid to hunters and herders.

 

Bestial Enhancement – Duration 15, Magnitude 1, Progressive, Touch

This spell causes the creature to become more bestial, augmenting its natural weapons and reflexes. For every point of Magnitude, it increases the target’s chance to hit with natural weapons by +10% and they deal one point of extra damage. This extra damage is magical and will affect creatures that can only be hurt by magic. The base natural weapon damage remains non-magical.

 

Becalm – Instant, Magnitude 1, Touch

This spell gives the target the ability to sleep for exactly 10 hours uninterrupted by bad dreams, pains, aches or even gentle movement. Unless stirred by a loud noise or abrupt physical contact, the target will have a full night’s rest. It should be noted that the spell does not put the target to sleep, merely calms their mind in order to better enjoy their next slumber. This spell is useful to spellcasters who wish to fully regain their Magic Points.

 

Befuddle – Duration 30, Magnitude 2, Ranged, Resist (Persistence)

If successful, this spell confuses an opponent to the extent that it may forget who it is or who its friends are. The affected target may not cast spells and may only take offensive actions. The target may run if it so chooses or Dodge and Parry normally in combat, though it may not make any attacks unless it is attacked first. Spirits and non-corporeal creatures are not affected by this spell.

 

Boon of Lasting Night – Area Special, Duration 10 x POW Characteristic, Magnitude 1, Progressive

If successful, the spell turns the area of effect into a sphere of darkness equal to a moonless night. All non-magical light (including sunlight) passing or present within the boundary is reduced to the equivalent of a candle. This radius of the area is equal to the Magnitude of the spell.

 

Chill – Instant, Magnitude 1, Touch

This spell allows the caster to drastically lower the temperature of any mundane object. With this ability he can speed up the cooling of metal in a forge, make pub drinks cold for his companions, along with several other interesting tricks. It is up to the Games Master to decide the exact effects this would have in a given situation.

 

Clear Path – Duration 30 x POW Characteristic, Magnitude 1

This spell allows the target to move through even the most tangled, thorny brush as if he were on an open road.

 

Improve Characteristic – Duration 15, Magnitude 1, Progressive

For every magnitude of this spell, a characteristic chosen at the time of learning the spell is Temporarily increased by two. The Attribute may not be increased to more than twice it’s original value in this fashion. This spell must be learned separately for each characteristic to be affected.

 

Extinguish – Instant, Magnitude 1, Progressive, Ranged

This spell instantly puts out fires. At Magnitude 1, it can extinguish a Flame, Magnitude 2 a

Small Fire, Magnitude 3 a Large Fire and Magnitude 4 will put out an Inferno  

 

 

 

Restoration – Instant, Magnitude 1+, Touch

For every point of magnitude of the spell, the caster can restore either 1d6 lost hit points instantly, or 1 wound with 10 minutes of concentration. This spell cannot reattach lost limbs or heal maimed ones. Such wounds require stronger magic.

 

Ignite – Instant, Magnitude 1, Ranged, Resist (Resilience)

Ignite sets fire to anything flammable within range, creating a Flame . Living creatures cannot be ignited and if the target is worn or held by a living being (such as clothing) then the wearer/wielder may resist.

 

Light – Area Special, Duration 30 x POW Characteristic, Magnitude 1, Ranged

When cast on an inanimate object, this spell produces a steady radiance which extends 2 yards per point of Magnitude. The area is considered to be illuminated. Note that only the specified area is illuminated – everything outside the area of effect is not affected by the mystical light.

 

Mobility

Duration 30, Magnitude 1, Progressive, Touch

For every point of Magnitude of this spell, the target’s Movement score is increased by one. 

 

Protection – Duration 30, Magnitude 1, Progressive

For every point of Magnitude of this spell, one Armour Point is added to the caster. This stacks with any existing armor and is treated in the same manner.

 

Push/Pull – Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)

This spell allows the caster to move an item of up to 1 SIZ or ENC per point of Magnitude either towards or away from the caster in a straight line, as if pushed suddenly from one direction or the other. The item is not moved with significant enough force to inflict damage unless it is naturally damaging (a bottle of acid, for instance) and the caster has no control over the distance pushed or pulled; as this depends on the location of the item or the surface it rests on. Living creatures targeted by this spell are allowed a Resilience roll to resist.

 

Repair – Instant, Magnitude 1, Progressive, Touch

Every point of Magnitude of this spell repairs 1d3+3 Hit Points of damage to a non-living target. The marks of repair remain visible, probably reducing the target’s market value, unless an appropriate Craft test is made at the time of casting.

 

Slow – Duration 5, Magnitude 1, Progressive, Ranged, Resist (Resilience)

For every point of Magnitude of this spell, the target’s Movement score will be decreased by one. A target’s Movement may not be reduced to below one through use of this spell.

 

Warmth – Duration 30 x POW Characteristic, Magnitude 1, 

This spell keeps the target warm and comfortable in a bitter cold environment. They suffer no penalties to Fatigue tests from a cold environment while this spell is functioning. Warmth also protects the caster from 1d3 points of cold damage (magical or mundane).

 

Water Breath – Duration 10 x POW Characteristic, Magnitude 2,

This spell allows the caster to breathe water for the duration of the effect. Water Breath has no effect on the target’s ability to breathe air.

 

The Hand of Sorcery – Duration 5, ranged, Magnitude 1+

For every point of magnitude, the sorcerer may manipulate up to 5 pounds worth of force. This spell creates a ghostly hand that the sorcerer may control with a thought, using it for fine manipulation, opening or closing doors or containers, bringing him items from shelves, hitting objects or people, etc. The sorcerer may do things with a mere thought, but using the hand and doing other things does count toward multi-action penalties. If the sorcerer is using the Hand to attack the damage is based on the magnitude as originally cast: 1 = 1d3, 2 = 1d6, 3 = 1d8, 4 = 2d6, 5 = 2d8, 6 = 3d6, 7+ = 4d6

 

Countermagic – Instant, Magnitude 1+, Ranged

Countermagic is used to dismiss another spell within range. The targeted spell is nullified if the

Magnitude of the Countermagic equals or exceeds its own. Countermagic can be cast reactively to neutralise offensive spells, by using the Cast Spell Combat Action.

 

Exploring an ancient tomb, Lilina encounters her dreaded enemy, Rhazil the Vivisectionist. On his Strike Rank Rhazil casts a Befuddle spell. Lilina immediately declares that she is using the Cast Spell Combat Action to defend herself. She casts Countermagic 2, which fortunately dismisses Rhazil’s spell before it can hit her.

 

Demoralize – Duration 30, Magnitude 2, Ranged, Resist (Persistence)

The target of this spell will become demoralized, losing all hope of victory and losing faith in its own abilities. When attacking, the target’s weapon skills are halved (before modifiers) and it may not cast offensive spells. However, the target continues to defend at its full skill. If this spell takes effect before combat begins, the target will try to avoid fighting and will either run or surrender. The effects of this spell are automatically canceled by the Fanaticism spell and vice versa.

 

Detect X – Concentration, Magnitude 1, Ranged, Resist (Special)

Detect is several spells, which allow the caster to locate the targets of the spell within its range.

This effect is stopped by dense or thick materials such as metal, or earth and stone at least one metre thick. It is also blocked by Countermagic Shield (or equivalent spells) of a greater Magnitude.

 

Examples of the separate Detect spells are listed here.

• Detect Enemy: Gives the location of creatures who intend to harm the caster. Targets attempting to keep their motivations hidden may resist with Persistence.

• Detect Magic: Gives the location of enchanted items, magical creatures or active spells.

• Detect Species: Each unique Detect Species spell will give the location of members of the specified species. Examples of this spell include Detect Duck, Detect Rhino or Detect Canine.

• Detect Substance: Each unique Detect Substance spell will give the location of substances of the specified type. Examples of this spell include Detect Coal, Detect Gold or Detect Wood.

The Games Master should provide the rough power of the detected subject (‘weak magic’ or ‘rich gold lode’) and require further Magick tests for more detailed information.

 

Disruption – Instant, Magnitude 1, Progressive, Ranged, Resist (Resilience)

A particularly grisly offensive spell, Disruption literally pulls a target’s body apart. For each point of Magnitude the target suffers 1D6 points of damage, ignoring any Physical Armor Protection.

 

Mindspeech – Duration 15 x POW Characteristic, Magnitude 1+, Ranged

This spell affects one target for every point of Magnitude. It allows telepathy between the caster and any target, though targets will not have telepathy with one another. The words transmitted by telepathy must be whispered and will be heard directly in the head of the recipient, in the same language in which it was spoken.

 

Second Sight – Duration 60, Magnitude 3, Ranged

Second Sight allows the caster to gauge the POW aura of every creature and magic item within range, which is not blocked from his vision. The caster will know if each aura is less than his own POW, within three points of his own POW or greater than his own POW. Second Sight also reveals invisible entities, such as spirits or ethereal undead, though only a hazy image will show (treat such targets as partially obscured).

 

Sorcery Spells

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