| Antidote |
Range: Line of sight
Duration: Instant
Save: None
Mana: 15
This spell may be cast on any one
including yourself, who has suffered damage from any type of poison. The
spell removes the poison and restores all HPs lost through
poison (also includes toxins and venoms).
|
| Aura of protection |
Range: Self or line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 20
Placing the clerical oilcloth on his head, the Wizard pronounces the mystic incantation, and the cloth
expands to cover him from head to toe with a shimmering white aura. This
spell adds +5 to save, dodge and parry against attacks from Undead
creatures and Daemons, and +1 to against all other attacks. |
| Banish Fear |
Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: None
Mana: 10
The Wizard holds up the lit candle
and as he pronounced the incantation his whole hand becomes suffused
with pure while light. Every ally in the Wizard’s line of sight when
the spell is cast becomes completely immune to fear even the magical
type. |
| Benediction |
Range: Line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 10
When raising up a Benediction the
recipient (who must be specified beforehand and may not be yourself)
is blessed and gains double their normal attacks per melee. This
Prayer may also be used to counteract a Curse. |
| Blessed
Meal |
Range: Touch
Duration: +1 day per WIS
Save: None
Mana: 15
This spell prevents the spoilage of food and drink due to time. As well
it changes the aspect of the material so that pests like rats and other
vermin will not consume or even gnaw on the material not even if they
are very hungry. It also prevents magical food from spoiling. |
| Blinding Light |
Range: Line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 20
Holding the candle with both hands,
the Wizard starts to chant. Magically a pure white flame starts burning
with growing intensity, until the light becomes so strong that the
candle cannot be watched directly. This blinding light is an incredible
distraction to all enemies , but allies seem not to be bothered at all
by it. The Blinding Light affects all enemies within the line of sight
of the Wizard, who suffer a –5 penalty to all strikes (both for close
combat and ranged attacks). Moreover the Wizard may not be the target of
any missile fire as it is impossible to aim in his direction. |
| Cleanse |
Range: Line of sight
Duration: Instant
Save: None
Mana: 10
This spell immediately cleans anything it is cast on as if the person
had just had a long soak in a bath. It also removes any leeches or other
infestations on the skin. |
| Cure Undeath |
Range: Touch
Duration: Instant
Save: Standard
Mana: 50
This spell restores back to full humanity anyone who had been magically
or supernaturally altered into a Vampire, Werewolf, Wraith, Zombie, etc. |
| Danger Sense |
Range: Self
Duration: 4 rounds per 5 WIS
Save: None
Mana: 10
The Wizard intones an invocation of warning and protection and his eyes become surrounded with a gentle pale
light. His senses become more and more aware of danger, as if the Wizard
is somehow warned of potential hazards and perils. For the duration of
this spell treat as if the recipient had the Danger Sense power. |
| Dentistry |
Range: Touch
Duration: Instant
Save: Standard
Mana: 10
This spell allows the mage to perform any dental work. He can use this
spell to painlessly clean, remove, repair, improve or straighten teeth. |
| Diagnosis |
Range: Touch
Duration: 1 minute per WIS
Save: N/a
Mana: 5
By carefully laying on hands, the Necromancer can sense the subtle currents of living energy
within an organism. This spell allows the caster to detect any flaws
within this energy flow and use his knowledge of anatomy to diagnose
ailments and internal injuries. |
| Divine
Birth |
Range: Touch
Duration: Instant
Save: None
Mana: 10
This allows anyone in the process of
giving birth to do so successfully. It is
used more when complications have set in. |
| Divine Inspiration |
Range: Self or line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 5
The recipient (who must be
specified beforehand) is imparted with wisdom and may translate any
runes, spells, spell scrolls, etc. |
| Divine Justice |
Range: Line of sight
Duration: Instant
Save: Standard
Mana: 50
One opponent is struck dead by a bolt
of Divine Fire. If the victim saves then loses half his HPs. |
| Divine Protection |
Range: Line of sight
Duration: Until used
Save: None
Mana: 20
The recipient of Protection (who
must be specified beforehand) may negate 1 set of damage that he
took that round. |
| Fertility |
Range: Touch
Duration: Instant
Save: None
Mana: 15
This spell cures any infertility in either gender. |
| Final Rest |
Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: None
Mana: 50
The ritual of the Final Rest was created long time ago to bring peace to the restless undead creatures
and protect the bodies of the recently dead from the corrupting power of
necromantic magic. As the Wizard chants his whole figure starts to glow
dimly, bathing the surrounding area in pale white light. This spell may
be cast during combat and affects all the lesser Undead (skeletons and
zombies) within line of sight of the Wizard killing them instantly.
Other undead creatures behind or otherwise out of sight of the wizard
but within a 3 metre per 5 WIS radius instead suffer 5D6 damage. This spell
may also be cast on a slain comrade, or on any corpse, making it
impossible to raise it as an Undead creature. |
| Group Heal |
Range: Line of sight
Duration: Instant
Save: Standard for half damage
Mana: 50
Huddling in a group the caster
utters the incantation of this powerful spell (to receive benefits from
this spell recipients must be adjacent). All within the group are fully
healed. |
| Heal
Scar |
Range: Touch
Duration: Instant
Save: None
Mana: 5
This instantly removes any scars and restores any CHA which was lost as
a result of it. |
| Heal
Sprain |
Range: Touch
Duration: Instant
Save: None
Mana: 5
This spell heals sprains, torn ligaments, and other minor injuries to
tendons, muscles, and ligaments and immediately cancels their crippling
effects. |
| Healing |
Range: Line of sight
Duration: Instant
Save: None
Mana: 20
The Wizard may choose any ally within line of sight and heal him to full
HPs. |
| Holy
Avatar |
Range: Touch
Duration: 4 rounds per 5 WIS
Save: None
Mana: 50
The use of this spell brings forth very potent energies to the caster's
disposal. It creates an energy duplicate of him with identical attributes,
skills and abilities with the following exceptions; its HPs are +10 per
WIS and thaco +1 per 3 WIS. It can fight independently of the caster or
directly under his control. |
| Holy Cleansing Flame |
Range: Touch
Duration: 4 rounds per 5 WIS
Save: None
Mana: 40
This spell causes one touched sword to
become a magical flaming weapon for the duration of the spell. Inflammable creatures receive
an additional D6 damage
while flammable creatures receive +3D6 damage. Flammable objects struck will be set aflame. The sword of cleansing flame has great power against Daemons and
supernatural beings causing +4D6 damage. Also Daemons and elementals
hit by the cleansing flame must save or be banished instantly. |
| Holy Rain |
Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: Standard for half damage
Mana: 40
When this spell is cast a rain of holy water
comes down over the area designated by the caster. Any evil creatures in the
area of effect take 1 damage per 2 WIS of the caster straight to HPs.
For undead and evil entities the damage is 1 per WIS.
Creatures wounded by the spell cannot regenerate the damage suffered. |
| Hydrate |
Range: Touch
Duration: Instant
Save: Standard
Mana: 15
This fully rehydrates someone who is dehydrated. |
| Immobilize |
Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: Standard
Mana: 30
This spell may be cast on up to 1
enemy per 4 WIS within your line of sight. As long as the spell is in
effect the victim is totally paralysed. |
| Mend Bone |
Range: Line of sight
Duration: Instant
Save: Standard
Mana: 10
With this spell the caster may mend any broken bones. It will be as good
as new when the spell is complete. If interrupted while casting, the
bone will be mended only partly. |
| Pacifism |
Range: Line of sight
Duration: 4 rounds per 5 WIS or until wounded
Save: Standard
Mana: 10
This spell may be cast on anyone calming him. If in battle then the victim may not attack or cast spells
until it is wounded. Outside of battle it dramatically improves a
persons disposition towards the caster. |
| Regenerate |
Range: Touch
Duration: Instant
Save: None
Mana: 50
This spell may be cast on anyone
restoring any lost limbs or organs. |
| Resurrection |
Range: Touch
Duration: Instant
Save: None
Mana: 50
This spell may be cast at any time
once an ally has been slain, even after some time. The Wizard carefully
unfolds the cloth over the dead comrade’s chest, and his chanting
causes it to grow in size until it covers the corpse completely as if it
were a shroud. The restoring properties of the cloth sink slowly into
the body of the fallen Hero: wounds close, breathing starts again, and
after a few moments the eyelids flicker and open. The recently-dead ally
is restored to life at 1 HP. |
| Righteous Anger |
Range: Line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 20
The recipient is filled with a Divine
wrath and gains +5 to hit and +2 to do a critical.
|
| Sanctuary
|
Range: 3 metre radius
Duration: 3 rounds per 5 WIS
Save: None
Mana: 50
A sanctuary is then created that extends for a 3 metre radius of the clergyman. No ally in this
sanctuary is subject to attack or an enemy spell. Allies are unaffected,
and may attack and cast spells as usual. Enemies starting within the
sanctuary are hurled out to the nearest available space and take D6
damage. |
| Sleep of Ages |
Range: Line of sight
Duration: 4 rounds per 5 WIS or until woken
Save: Standard
Mana: 30
By whispering the incantation of this
spell, and waving in a gentle arc his hands filled with burned incense
dust, the Wizard allows the powder to gradually pour from the gaps
between his fingers. He then proceeds to blow the air-borne incense
towards the direction of a 1 opponent per 4 ME. The target falls to the
ground in a deep sleep, and remains asleep permanently until woken. A
sleeping creature can be woken by any comrade next to him, but the waker
must spend a full turn shaking the sleeper into wakefulness and cannot
do anything else at the same time. A sleeping creature can be struck
with a +6 bonus to strike, and the striker adds 2D6. The blow(s) then
wake the sleeper, if the creature is still alive. |
| The Spear of Light |
Range: Line of sight
Duration: Instant
Save: Standard for half damage
Mana: 50
The Wizard flings the dust in the air and his continuous chanting causes it to coalesce into a spear forged of
pure, shimmering light. He then points his finger towards a single
enemy, hurling the spear at it. The Spear of Light may target any enemy
in direct line of sight, regardless of the range. It automatically hits
and causes 5D6 against it as normal. If the target is an Undead creature
or Daemon 10D6 are rolled instead as the forces of light tear them apart. |
| Sphere of Elemental
Protection |
Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: None
Mana: 40
This spell may only be cast upon the
spellcaster. When the spell is cast choose one of the following: air,
earth, fire, or water. Any damage dealt to you from a source of the
element type you choose is negated. |
| Strength of Life |
Range: Line of sight
Duration: Until depleted
Save: None
Mana: 15
The Wizard lights the candle and uses
it to light an incense stick, causing it to burn with a pungent smelling
grey smoke. He then directs this enchanted cloud to envelope a single
hero, assuming the shape of a wispy plate armour with SDC equal to it.
This powerful spell may target any ally in the Wizard’s direct or
partial line of sight and within a 36 metre radius. The wispy armour sits
on top of normal armour with no hindrance and disappears once depleted. |
| Surgery |
Range: Touch
Duration: 1 round per WIS
Save: Standard
Mana: 20
This spell allows the caster to perform surgery via a form of telekinesis
and not require any intrusive cutting open of the skin. As part of the
spell he can see inside the body and will be aware of everything within.
However he will be so focussed on this as to be oblivious to what is going
on around him. Because the patient's body is never opened there is no risk
of post-operative infection for elective surgery and no bleeding. |
| Surgical
Removal |
Range: Touch
Duration: 4 rounds per 5 WIS
Save: Standard
Mana: 20
This spell allows the caster to remove defective organs (or parts of
organ) or large tumours from the subject's body via a form of
teleportation. It also allows him to remove damaged or dysfunctional body
parts (even liposuction). Because the patient's body is never opened there
is no risk of post-operative infection for elective surgery and no
bleeding. |
| Tranquillity |
Range: Touch
Duration: 4 rounds per 5 WIS
Save: None
Mana: 10
This removes any pain from an injured or diseased person. |