LIGHTNING (M):
Does 1 die damage for each ST point the wizard puts into it. Can also be used to blast through solid objects - for instance, a created Wall hex will vanish after taking 5 hits from Lightning, and the remainder (if any) of the lightning force passes straight through. lf a being is killed by magical lightning, all magical items it carried are destroyed.
SUMMON GIANT (C):
Brings a giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3 + 3 damage) to follow wizard's orders. Costs 4 ST, plus 1 for each turn the giant stays. >4-HEX ILLUSION (C):
Lets wizard create any illusion no greater than 4 hexes in size. Cost: 3 ST.
REMOVE THROWN SPELL (T):
Negates the effect of any Thrown-type spell . . . can be used to dissolve an enemy spell, or to eliminate a foe's own magic protection. Has no effect on spells other than Thrown type, on magical items, or on the Spell Shield. Cost: 2 ST.
DISPEL ILLUSIONS (S):
Causes all illusions within 5 megahexes of the wizards own megahex to vanish immediately, regardless of their size and who created them. Cost: 5 ST.
SPELL SHIELD (T):
Prevents any spells (hostile or otherwise) from being cast on its subject - that is, protects against effects of all Special, Missile, and Thrown spells. Does NOT affect spells already cast; does NOT protect against ordinary physical force, including damage done by created beings or things, damage done by weapons (ordinary, magical, or staffs), or the effects of magic ropes and slippery floors. When a spell hits a figure protected by Spell Shield, the wizard casting the spell loses the entire ST cost for that spell, because it succeeded but was nullified. Exception - a wizard casting the Death Spell at a protected figure loses only 1 ST. Cost of the Spell Shield: 3 ST, plus 1 per turn it is maintained.
GLAMOR (T):
This is a special sort of illusion. A Glamor is cast over some living creature to make him appear as other than what he is; it is a magical disguise. A Glamor does NOT give the disguised creature any of the abilities of his disguise, and cannot make him appear to be more than twice his actual size. A Glamor can NOT be penetrated by disbelieving. It lasts until removed by Remove Thrown Spell, until the casting wizard wills it away, or until the englamored one dies. A creature with Mage Sight may have a 4-die roll against IQ, ONCE ONLY, to see through a Glamor when it is first encountered. If successful, this removes the Glamor - but only for him; others will still see the illusion. ST cost to cast a Glamor is 10.
FRESH AIR (T):
The subject of this spell can breathe normally, regardless of where he may be - entombed in rock, underwater, surrounded by noxious gases, etc. The spell magically brings him air from elsewhere. ST cost: 2 to cast, plus 1 per minute to maintain.
WEAPON/ARMOR ENCHANTMENT (T):
This is the simplest spell to enchant objects; with this spell, armor (and shields) can be enchanted to enhance their protective value, and weapons can be enchanted to hit more often and/or do more damage. For details on casting this spell, see CREATING MAGICAL ITEMS. Any suit of armor, or any shield, can be enchanted to stop more blows. Applying this spell at the "lowest level" will produce an item that magically stops 1 extra hit/attack. Applying it in a stronger form will let an item stop 2 hits/attack - and so on, up to 5. Any weapon can be enchanted to do more damage, or to hit more often, or both. Applying the spell "lightly" will give a weapon that does +1 damage, or increases its user's DX by 1, whichever the maker specifies. Stronger applications can give a weapon with damage and DX bonuses totaling up to 5 - never more. An item that is both offensive and defensive (a spike shield or main-gauche, for instance) could have both offensive and defensive bonuses on it - but not totaling more than 5. This spell (in all its forms) is permanent. It MAY be removed by a Remove Thrown Spell - like any other thrown spell . . . but the bonuses on a multiply-enchanted object must be removed one at a time.
TELEPATHY (T):
Lets wizard read mind of one subject. Costs 4 ST to establish, plus 1 per turn it is held. Wizard can ask subject 2 questions per turn, and subject will anwver to the best of his/her know ledge (works best on humanoids, but language is no barrier), Wizard must be in physical contact with subject - so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but they may not know much. It will NOT work on dragons. It may be used to GIVE information rather than take it - but still at only 2 pieces of data per turn. This is the spell the \Vizard`s Guild will use to help a character forget a spell or talent to "make room" for a new one. Used this way, it takes one full day and requires ST equal to 4 times the IQ level of the spell/talent being forgotten. The subject must cooperate completely. It allows the wizard to enter the subject's mind fully. A wizard cannot cast this spell on himself; outside help is always needed to forget.
SUMMON LESSER DEMON (C):
Allows wizard to summon a minor demon, who will perform one service for him, or fight for I2 turns, but will NOT grant a wish. The demon is a l-hex creature with ST 50, DX 13, IQ 16, and infinite MA due to its ability to teleport itself. It may use any weapon. It does 2 dice damage in HTH; its skin stops 3 hits/attack. It takes 5 undisturbed turns to complete the summoning, and if the wizard fails the DX roll at the end of the summoning, the demon will appear anyway - and attack HIM. ST cost to summon a lesser demon is 20. The summoning of demons is more fully explained under SUMMON DEMON. an IQ I7 spell.
EXPLOSIVE GEM (S):
This is a spell for creating a simple kind of magic object. An Explosive Gem may be made to go off when disturbed at all, or to explode only when thrown, at the maker`s pleasure. Its maker may handle it without danger. Explosive gems of 6 dice power or greater also put one die of damage on each figure in a hex adjacent to that in which they explode.
IRON FLESH (T):
Similar to Stone Flesh. but better: lets subject's body stop 6 hits per attack. Costs 1 ST, plus 1 per turn.
TELEPORT (S):
Instantly "blink" wizard to another hex. He may choose any facing he likes in the new hex. He does not have to be able to see the hex he is going to. but if he comes out in a hex with a solid object, he dies - and so does the object, if it was alive. Illusions count as solid; images disappear. Cost: 1 ST for each MEGAHEX distance transported.
SUMMON SMALL DRAGON C):
Brings a small (4-hex) dragon (ST 30, DX 13. IQ 16, MA 6 on ground. 16 in air; breath does 2 dice damage, claw does 2 - 2) to follow wizard`s orders. Costs 5 ST, plus 1 each turn the small dragon stays.
GIANT ROPE (C):
A strong version of the Rope spell. Cast ona creature of ST 20 or more. it has just the same effect that an ordinary Rope spell has on a human. Cast on a weaker creature, it has the effect of two simultaneous Rope spells, which must be removed one at a time. Cost: 5 ST.
7-HEX SHADOW (C):
Like a Shadow spell, but affecting up to 7 connected hexes. Cost: 3 ST.
7-HEX IMAGE (C):
Lets wizard create any image occupying up to 7 connected hexes. Costs 4 ST.
MEGAHEX AVERT (T):
Like an Avert spell, but cast on the occupants of a whole megahex at once . . . that is, any hex and all hexes adjacent to it. If the spell works, every figure in the MH is under an Avert spell, as above. Costs 3 ST to cast, plus 1 each turn the spell is held.
CALLING (S):
The caster of this spell can draw to him the closest being of any kind he specifies, as long as that being is not more than a few kilometers away. The creature "called" will move toward the wizard as fast as it can travel without putting itself in some severe danger. Its reaction when it arrives at the wizard is NOT modified by the spell - so if you call a sabertooth tiger, you'd better be ready to deal with it when it appears! The wizard can call any creature of a type he has encountered before. If no creature of the type called is within range, the GM may, at his discretion, substitute a similar type, especially if the wizard's die roll was good. ST cost: 5.
HAMMERTOUCH (T):
The subject of this spell can "thump" a person, door, or other object with his fist, doing 1die of damage for every point of ST that was put into the spell. The spell lasts 3 turns - so the subject of a 4-point HAMMERTOUCII would be able to deliver three 4-die punches, one on each of the next 3 turns. This spell is useful for HTH combat, or for breaking down doors, but cannot be effectively combined with the Unarmed Combat talents or the MAGIC FIST spell. The subject of the spell will not be hurt, no matter what he hits, unless he rolls a 17 or 18 - then he takes 1 die of damage himself.
UNNOTICEABILITY (T):
As its name implies, this spell makes its subject hard to notice. He is not invisible, so Dark Vision, Mage Sight, etc., are of no help; he is simply very easy to overlook. Anyone who would normally see (hear, smell, etc.) an "unnoticeable" figure must make a 4-die saving roll vs. IQ. Failure to make the roll means that they will never realize he is there. They will not look, walk, or fire missiles in his area unless absolutely necessary. Even if they bump into him, they won't realize he's there if they had missed their IQ roll before. Figures in battle roll one more die to notice; figures with Alertness or Acute Hearing roll one less die for each talent. lf an "unnoticeable" figure attacks someone, the one attacked will notice him. Once you notice an unnoticeable figure, you can see him clearly. but those who have not noticed him must still make a roll to see him, even if you point. They may decide you're insane! ST cost: 3 to cast, plus 1 each turn it is maintained.
PENTAGRAM (C):
Creates a magical barrier which keeps out evil imluences. A pentagram is a five-sided figure, but treat it as covering one megahex. A pentagram will act as a Spell Shield to stop any magical attack from outside the MH. It will also stop images, illusions. and summoned beings. The only thing it will NOT stop is a totally "natural" thing - such as a purely physical attack by a nonmagical crcature. Costs 5 ST to cast, plus 1 for each turn maintained. The catch: (1) lt takes 3 full turns to draw the pentagram; if the wizard is disturbed while drawing it, he loses 1 ST and must start over. (2) When the first attack is made against the pentagram, the wizard who drew it must make a 3-die saving roll against IQ to see if he drew it correctly. If he misses the roll, the pentagram is faulty and offers NO protection. It is also possible to summon a demon INTO a pentagram. lf the pentagram holds, everyone outside its perimeter will be safe.
CREATE GATE (C):
Allows the wizard to make a Gate. The gate will follow whatever rules the wizard specifies at the time he STARTS the gate. Cost to build a Gate is 100 ST: 50 when one end of the gate is set up, and 50 when the other end is set up. Once the gate is finished, the wizard cannot change it unless he knows the Control Gate spell (IQ 18).
ASTRAL PROJECTION (S):
Lets the wizard send his "astral body" to another place while he (apparently) sleeps. The astral body can go anywhere the wizard knows about if he knows (approximately) the path. Distance is no barrier. The astral body can observe events in other places for one hour; at the end of that time, it automatically returns. A wizard cannot take real physical objects (magical or otherwise) with him onto the astral plane. The exception is his staff. If the wizard has a staff, his astral body possesses an "astral stafF" having all the powers given in the STAFF or STAFF OF POWER spell. However, no other spells which may have been cast on his "real" staff carry over into the astral plane - thus, he could not carry a Lightning rod (for instance) with him. An astral body looks like the wizard's real body, and is dressed and armed the same way. A figure in the astral plane may look for traps, read open books, etc., just as though he were there in physical or insubstantial form. A wizard in the astral plane may cast a spell on himself, or on another astral figure, exactly as though he were physically present. However, if an astral figure wishes to cast a spell on any physical person or object, the ST cost is TRIPLED. Furthermore, a wizard in astral form cannot use the CREATE GATE or CONTROL GATE spells at all. Combat between astral beings is handled exactly like combat between "real" creatures, except that (a) there are no physical barriers on the astral plane, and (b) no magical item (except the staff) can be used. Wizards can cast spells at one another, just as though the fight were physical. Other forms of combat also work; two astral figures can battle with weapons or HTH. An astral figure will have astral weapons identical to the "real" ones he was carrying, but they will not have the magic powers (if any) that the real ones did. Nothing in the physical plane, except a Dazzle spell or a Word of Command, can harm an astral body; in fact, an astral body cannot communicate with a physical being except by telepathy (the ST cost for telepathy is the ordinary cost, not the tripled one). Pentagrams, wards, and other magical protections WILL stop an astral body. A physical being cannot observe an astral body in any way except by Mage Sight. DETECT LIFE will detect nothing. DETECT ENEMIES or a WARD spell will warn that something is present, but that's all. An astral body has the ST that its possessor did immediately after the spell was cast to send him onto the astral plane. ST lost by the astral body (due to spells cast, wounds, or anything else) is also lost by the physical one. An astral body cannot draw ST from a strength battery, or from an AID spell cast by a physical being. He can use the DRAIN STRENGTH spell, if he knows it - but only on a willing subject. Death of the astral body kills the physical body, and vice versa. Cost: 10 ST.