Faerie Magicana
Absorb
After Clap
Age Plant
Ambush
Anti Vermin Barrier
The Biting Maelstrom
Blade Dance
Blind Faith
Burnished Gauntlet
The Cape of Thorns
The Cloak of Nature
Commune
Confuse
Create Javelin
Create Swamp
Deadly Nature
Deflective Plates
Disguise
Drain
Eerie Song
Elixir of the Fey
Faerie Conference
Faerie Dust
Feral Savagery
Flitting Shadows
Flock of Doom
Glimmer
Glimmer Bridge
Gossamer Wind
The Green Vapour
Harm
Hedge
The Hunting Spear
Instant Water
Maelstrom
Magic Blade
Marsh Mist
Natural History
Peace
Quickrot
Regeneration
Restore Life
Restore Mind
River Torch
Rot Wood
Ruse
Seer's Eye
Shadow Strike
Shapechange
Shatter
Spirit of Air
Spirit of Balance
Spirit of Earth
Spirit of Fire
Spirit of Fury
Spirit of War
Spirit of Water
Starblades
Stone Speak
Strangle
Summon Faerie Ring
Sunburst
Swarm
Swift Wind
Thorn Storm
Druids and Rangers embrace a vitalistic vision of nature in which the whole world contains an amount of magical fluid that gives life and fertility to everything, and that is present in large amount in the element of water. In fact the Earth is seen as a living being, where the rivers and streams act as the means by which this life-force flows to feed all creatures and plants. They believe that violence is the entity that most interferes with the serenity of life, and for this reason have an unsurpassed arsenal of calming and pacifying spells. Everything must be free to manifest to the full its wish to live, from plants and animals to moulds and fungus. Druids construct circles of stone monoliths in the countryside to channel their magic in yearly rituals they perform to bring fertility to the soil. In fact Faerie magic is tightly linked to the flow of the seasons, as its energy flows freely in spring, only to hide in the deepest recesses of trees during the winter.
| Absorb | Range: Line of sight Duration: 1 day per 5 WIS Save: None Mana: 25 This spell is cast on any one item containing silver. This item will then function temporarily as a "Spell Ring", being able to absorb the effects of one spell cast upon or around the character holding the item. |
| After Clap | Range: Line of sight Duration: See below Save: None Mana: 20 This spell covers each magic user in the spell caster's party with an aura which will double the effect of the next spell cast. |
| Age Plant | Range: Line of sight Duration: Instant Save: None Mana: 15 This spell enables the caster to affect the aging of any plant, seed or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds. The change in age, either forward or backward, is chosen by the mage at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 5 years per WIS of the caster. |
| Ambush | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 5 The caster blends into the shadows and may attack as if invisible next turn. May not be cast on others. |
| Anti Vermin Barrier | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 5 With this spell, the caster creates an invisible force field that repels nonmagical insects, rodents, spiders, snakes, worms, and similar vermin of normal sizes. The area affected is 1 metre radius per WIS. The barrier affects summoned creatures. |
| The Biting Maelstrom | Range: Line of sight Duration: 4 rounds per 5 WIS Save: Standard for half damage Mana: 20 Throwing the fangs and thorns into the air, the Wizard bellows a complicated incantation. In a matter of seconds they start whirling furiously, spinning around in ever-increasing circles as more and more biting shards are magically being created. Soon enough a maelstrom of fangs, talons, claws and thorns hurtles menacingly towards the chosen opponent, biting and cutting through it in a savage surge of violence. This powerful spell distributes 10 points of damage or more (in the case of critical wounds) in the following way. The first target must be in direct line of sight. It will suffer 10D6. This process continues, hitting one enemy after the other over a 36 metre radius. |
| Blade Dance | Range: Line of sight Duration: 4 rounds per 4 WIS Save: None Mana: 15 + 5 This spell, when cast on a weapon, will allow that weapon to attack on it's own. The spell requires at least 15 Mana Points to cast, and may be used indefinitely, provided the caster expends another 5 Mana Points for each additional set of rounds he wants the spell to continue. The blade will attack any one target the caster can "see", or the strongest monster in the room, at the caster's discretion. |
| Blind Faith | Range: Line of sight Duration: 1 round per 4 WIS Save: None Mana: 10 The focus of this chant receives a strange sense of calm and focus. The recipient then gets their bonus to strike and attacks doubled. |
| Burnished Gauntlet | Range: Line of sight Duration: Instant Save: Standard Mana: 2 A burnished gauntlet appears in thin air and may be sent to strike one character the caster can "see". When struck, the victim is knocked out. |
| The Cape of Thorns | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 25 With a sweeping movement of the arm the Wizard envelopes a cape of wickedly barbed thorns around himself. While giving additional protection, the Cape of Thorns also threatens to injure enemies foolish enough to attack the Wizard in close combat. Only the Wizard may be affected by this spell, and the effects last until the end of the next exploration turn. The Cape of Thorns increases the Wizard’s HPs by ten. Moreover for every hand to hand hit against the wizard the attacker automatically suffers D6 damage per 5 WIS as well. Enemies using long weapons aren't affected. |
| The Cloak of Nature | Range: Line of sight Duration: Instant Save: None Mana: 25 The Wizard causes a shallow pool of green water to form under a target model, and starts to recite the incantation. As his voice raises so the sparkling liquid rises, until the target is cloaked in a thin film of translucent protective fluid. This spell may be cast on any ally within 18 metres. Until the end of the combat melee in which the spell was cast the HP is increased by x2. Moreover the target is protected from all kinds of disease and poison. He will not suffer from a disease caused by a monster such as a mummy, he will not be affected by any blade venom, and is also unaffected by poison darts, gas traps, deadly poison (from moulds, mushrooms, pools or other hazards) or spells such as Quickrot. |
| Commune | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 5 Standing perfectly still the Wizard allows his spirit to momentarily leave his body and merge with the surrounding spirits. Returning to consciousness after a few moments he remembers seeing all that lies beyond a closed door. This spell targets a single closed door or unexplored passageway in the Wizard’s line of sight. He will be able to see what is in the room beyond it as if the section had been explored. The wizard is also allowed to roll for each trap within the room in attempting to discover it (adding any bonuses the Wizard may have as usual), notice that no attempt to deactivate any trap may be done at this stage. |
| Confuse | Range: Line of sight Duration: 4 rounds per 5 WIS Save: Standard Mana: 15 This illusionary spell causes all monsters in the same room with the spellcaster to become confused, and will attack whatever is closest to them. |
| Create Javelin | Range: Touch Duration: Instant Save: None Mana: 10 This spell causes any plant touched to stiffen and lose flexibility, and to glow with a green radiance. The Javelin may be hurled by the caster, or anyone she gives it to, at any living target within range. Although it does not hit automatically, the thrower gains +1 to strike. If the missile strikes, it explodes with a bright green flash, causing 1 point of damage per WIS to the target. If it misses, it vanishes at the end of the round after it is thrown, and cannot be reused. |
| Create Swamp | Range: Line of sight Duration: 4 rounds per 2 WIS Save: None Mana: 20 As the Wizard mutters an arcane incantation, he lets a single drop of green water fall onto the ground at his feet. As it touches the flagstones it grows in volume, causing mud to quickly form in the nearby area. Surprisingly enough, in matter of seconds the newly created marsh begins to teem with life, as green algae covers its surface and tiny creatures can be seen crawling and wiggling. By casting this spell the Wizard creates a swamp that covers up to 18 metres. Walking through swamp-covered spaces reduces MR by two thirds rounded down. |
| Deadly Nature | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 30 The caster summons an ethereal fungus on an unoccupied area in sight. The green lifeforms make the 18 metre radius area impassable unless hacked through. If while doing this the fungus touches any exposed skin the victim must save vs. poison or die. |
| Deflective Plates | Range: Line of sight Duration: Instant Save: Standard Mana: 15 Casting of this spell creates any 1 victim's armour to rust and fall apart. |
| Disguise | Range: Line of sight Duration: 4 rounds per 5 WIS Save: Standard to see through illusion Mana: 10 This illusion spell will allow the spellcaster to take on the shape of any humanoid monster or character that the spellcaster has seen. |
| Drain | Range: Touch Duration: Instant Save: None Mana: 10 This chant gives you the power to lay your hands upon a creature and transfer as many of your own HP to him as you desire. |
| Eerie Song | Range: Hearing range of victims Duration: 1 round per 4 WIS Save: Standard Mana: 20 The caster calls for the mournful song of the Lost Faerie. All characters within earshot of the caster will remain rooted to the spot. |
| Elixir of the Fey | Range: Line of sight Duration: Instant Save: None Mana: 40 This spell conjures up a vial of magical liquid that can be used in 2 different ways. When given to a living character, it automatically restores all HPs. When given to a dead character, it will restore them to 1 HP (must have died within last 4 rounds per 5 WIS). |
| Faerie Conference | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 30 This is a very useful spell for a group of adventurers that could end up being divided. It allows the initial caster to evoke a conference in which any person in the initial casting can commune with any other person subject to the same casting via telepathy. However, no person my be farther away than 100 kms per WIS. |
| Faerie Dust | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 25 The caster releases a handful of sparkling magical sand that causes him to become invisible to all creatures for 1D6 turns. The invisibility is complete, and not even the Wizard's "Magical Sight" will reveal the caster. |
| Feral Savagery | Range: Line of sight Duration: Instant Save: None Mana: 10 Chanting in a strange, guttural tongue, the Wizard points towards a single ally within his line of sight. The recipient of this spell becomes temporarily imbued with the ferocious psyche of wild forest animals. Until the target sees no more enemies he will automatically follow the rules for berserkers, and will not be affected by fearsome monsters, though fear-causing spells will work as usual. |
| Flitting Shadows | Range: Line of sight Duration: Instant Save: Standard Mana: 5 The caster summons a horde of flitting shadows to appear in the peripheral vision of a target in the caster's line of sight. The target is thoroughly distracted, and fights that round at -6. |
| Flock of Doom | Range: Line of sight Duration: Instant Save: None Mana: 15 This spell summons up a flock of birds which attack every character in the room with the caster (or within 9mtrs outdoors), doing 5D6 damage (normal dodge, parry, etc allowed). |
| Glimmer | Range: Self Duration: Instant for cancelling magic, 4 rounds per 5 WIS for illumination Save: None Mana: 10 The caster summons a shimmering light that surrounds his/her body, illuminating a radius of 6 metres, and cancels the effect of any darkness magic cast in the vicinity of the caster. |
| Glimmer Bridge | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 2 This spell creates a magical bridge which will suspend no farther than 6 metres. It can be used to freely cross pit traps, etc. The bridge will eventually disintegrate, and anyone standing on the bridge will fall. The bridge can be used by anyone. |
| Gossamer Wind | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 20 The caster causes a soft fluttering wind to blow in one direction that he/she decides. The wind will defeat any missile weapon or spell (except lightning) fired against the direction of the wind (or within 45 degrees of it). |
| The Green Vapour | Range: Line of sight Duration: 4 rounds per 5 WIS Save: Standard for half damage (doesn't apply to equipment) Mana: 20 Dark tendrils of humid green mist congeal in the target area as the Wizard mutters and chants. All creatures enveloped in this enchanted vapour will feel their energies quickly waning, drained away and consumed by the green fog. This highly versatile spell may be used to cover larger or smaller areas, causing considerably less damage the more the vapour is dispersed. Both friend and foe are affected by this spell if they are within the vapour covered area. This must be in the line of sight of the Wizard and may cover a 3 metre radii (causing 5D6), a 6X6 area (causing 3D6), or a 9X9 area (causing 2D6). The Green Vapour remains in the area where it was cast until the combat is over, so it may provoke damage multiple times, or be used as an obstacle to enemy movement (the caster may disperse the vapour whenever he wishes). Moreover concerning ranged attacks the Green Vapour partially blocks line of sight to those in it or behind it. |
| Harm | Range: Line of sight Duration: Instant Save: None Mana: 25 This spell will destroy one regular skeleton, mummy, zombie, or phantom. It will also do 2D6 damage to Medusas and Banshees, and will cause 4D6 damage to a Spectre. |
| Hedge | Range: Line of sight Duration: Until destroyed Save: None Mana: 15 This spell causes a magical hedge to grow from the floor to the ceiling. The hedge can be used to block or surround. The hedge will fill up D10 x3 metre radius and each section is alive. If a character stands adjacent to the hedge, it will attack throwing thorns doing 2D6. Each section of hedge has 20 HPs. A character may not see or pass through a section with a hedge on it until is it destroyed. |
| The Hunting Spear | Range: Line of sight Duration: See below Save: Standard for half damage Mana: 30 Calling loudly upon the most savage and wild forces of nature, the Wizard plucks a glowing barbed spear out of the air and hurls it at an enemy. The Hunting Spear streaks towards its target with deadly accuracy and strikes with the fury of a wild beast. The Wizard selects an enemy model that must be in clear line of sight and within 36 metres. The target will suffer 6D6. Whether the victim is killed or not the spear will continue in its path (a perfectly straight line) striking friend or foe, and causing 5D6. The process continues, causing one less D6 damage for each target hit, until there are no more potential targets for the Spear, or once the Spear has hit 6 victims and its strength has waned. |
| Instant Water | Range: Line of sight Duration: Instant Save: None Mana: 20 This spell is used to supply large groups with sufficient amounts of fresh water especially during long travels. The caster can summon up to 1 litre of water per WIS. |
| Maelstrom | Range: Line of sight Duration: Instant Save: Standard for half damage Mana: 5 This spell conjures up 1 magical missile per 4 WIS, which may be fired at any target the caster can see. The missiles cause D6 damage each. |
| Magic Blade | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 20 This spell creates a 4 foot long blue magic sword from the magician's outstretched hands. When using this weapon you gain +5 to hit and do 5D6 damage. |
| Marsh Mist | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 20 This spell calls up thickening tendrils of mist from the swamp (or other wetlands), weaving them into a thickish bank of fog which covers an area of 2 metres per WIS. Visibility is reduced by one-third within the affected area; those within it may make out the shapes of other objects and people without too much difficulty - with the exception of the caster, who is undetectable by either normal sight or infravision whilst within the Mist. See Invisible spells will not locate the caster in this instance, since the presence of the Mist obscures the effect. |
| Natural History | Range: Line of sight Duration: Instant Save: None Mana: 10 This spell reveals basic fact about a single item or location. Information given by the spell includes the name of the last owner, his class and alignment, and how the item came to be where it was found. |
| Peace | Range: Line of sight Duration: See below Save: Standard Mana: 30 Whispering a gentle incantation, the Wizard bestows a feeling of calm and serenity on a single opponent, causing it to become soporific and languid. The now harmless enemy will be unable to attack during its turn, though it may move, drink potions, or perform any non-aggressive action. Creatures subject to the rules for berserkers simply stop being berserkers if this Peace is cast on them (they might not be peaceful, but are certainly much calmer). The effects of this spell last until all the other monsters are slain, or until the calmed monster is wounded somehow. |
| Quickrot | Range: Line of sight Duration: Instant Save: Standard Mana: 50 The Wizard’s hands take on a pale green hue and as he bellows an arcane incantation he points at a single opponent. The victim is wrecked with a wasting rot, as flesh decays and lumps of peeling skin fall to the ground. Moulds and rot quickly feeding on its body, soon nothing can be seen of the target but a festering pile of flesh and bones. The Wizard chooses a victim within direct line of sight. The victim must immediately make a save. If successful he suffers 6d6 damage. If the save fails he dies instantly and is reduced to a pile of mouldy flesh. With this spell, the caster accelerates the process of aging and decay on one target within his line of sight. |
| Regeneration | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 50 This spell may be cast on anyone including yourself. The recipient of this spell will continue regenerating 2D6 HPs until the spell expires. This spell will not give a recipient more than his/her starting number. |
| Restore Life | Range: Touch Duration: Instant Save: None Mana: 50 The Wizard lays his hands on the body of a fallen comrade, and in a desperate attempt to bring him back to life he decides to infuse some of his life force into the still corpse. Weakening and apparently aging quickly the Wizard’s hands become enveloped in a green mist that sinks into the chest of the lost companion. This spell may only be cast within 4 rounds per 5 WIS of the victim being killed. The Wizard must forfeit an amount of HPs of his choice that will be transmitted to the slain hero. |
| Restore Mind | Range: Line of sight Duration: Instant Save: None Mana: 50 This spell may be cast on any character, including yourself. It's magical power will immediately cure any insanities. |
| River Torch | Range: Line of sight Duration: 1 round per WIS Save: None Mana: 5 This variation on the standard Light spell can be cast on anything flammable. The object affected bursts into ghostly green flames. These flames do not consume it, nor can they be used to ignite other matter. The River-Torch casts light to the same range as the standard Light spell, and may be carried by anyone (or placed in one location) once it is cast. The River-Torch cannot be extinguished by wind or water; only a Dispel Magic spell, or the will of the caster, can cause the spell to end before its duration expires. |
| Rot Wood | Range: Line of sight Duration: Instant Save: None Mana: 35 A decaying stench of rot and mould surrounds the Wizard as he bathes the surrounding area in a damp, wet and humid mist. Wooden objects nearby start to decompose until they turn into a useless mass of putrid rot. This spell may affect wooden items near the Wizard. These are chests, doors, furniture, clubs, arrows, bows, staffs, and handles of axes and warhammers, just use common sense in other cases. |
| Ruse | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 5 per image This spell causes multiple images of the spellcaster to appear. |
| Seer's Eye | Range: Line of sight Duration: 4 rounds per 4 WIS Save: None Mana: 5 This produces an undetectable, floating, invisible eye which is remotely controlled by the spellcaster. The eye moves at an MR equal to the caster's x4. |
| Shadow Strike | Range: Line of sight Duration: Instant Save: None Mana: 40 This spell may be cast on any one hero, including yourself. This character on their next turn may teleport anywhere they can see, perform an action, and return (max. distance 45 metres - one way). |
| Shapechange | Range: Self Duration: Instant Save: None Mana: 10 This spell may only be cast upon the spellcaster. The caster may assume the form of any creature on the Animal list. While in this form, the caster has the physical attributes of the animal while retaining his own mental attributes. He may not use any items or spells while in this form. The spell lasts until the caster is slain or cancels the spell. All his items are magically carried along. |
| Shatter | Range: Line of sight Duration: Instant Save: Standard Mana: 50 This spell simultaneously crystallizes and shatters one victim the caster can see instantly killing him. |
| Spirit of Air | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 50 By invoking the spirit, you are surrounded by a pillar of air which allows you to fly. Flying characters avoid any traps, sprung or unsprung. Flight also enables you to triple your MR. When the invocation ends, you settle to the dungeon floor, and are subject to any traps on the space you stop on. Identical to the glide minor power. |
| Spirit of Balance | Range: Line of sight Duration: Instant Save: Standard for half damage Mana: 50 You drop to your knees chanting and as your eyes roll back into your head all other non-magic creatures drop to the ground and writhe in agony, until finally exploding, but you take as much damage as was required to destroy the largest one. |
| Spirit of Earth | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 50 By invoking the spirit, you skin becomes as hard as granite. Your HPs are then tripled. |
| Spirit of Fire | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 50 By invoking the spirit, you are filled with the power of fire. It grants you the ability, once per round, to send a powerful ball of flame into any area you can see. Any character in the area suffers 2D6 per 5 WIS. |
| Spirit of Fury | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 25 By invoking the spirit, you receive great strength, and all hand to hand damage you deliver is tripled. |
| Spirit of War | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 50 By invoking the spirit, you are filled with an incredible sense of hostility and power. While under the influence your attacks are tripled and you receive +3 to all combat rolls. |
| Spirit of Water | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 50 By invoking the spirit you are harmonized with elemental water. This harmonization allows you to do two different things. First, it allows you to breathe underwater. Also, it will allow you to liquefy yourself. You may then move the allotted time before returning to solid form. |
| Starblades | Range: Self Duration: Until used Save: Standard for half damage Mana: 25 This spell creates D6 per 5 WIS magical star-shaped blades. These blades act as "Magical Throwing Daggers", doing D6 of damage to any character in the caster's line of sight automatically. |
| Stone Speak | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 2 This spell may only be cast upon the spellcaster. The spell enables the caster to talk to objects like the Animate major power. |
| Strangle | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 15 This spell causes a vine to grow from the ceiling above the head of any victim in the caster's line of sight. It wraps around the neck of the victim and begins to strangle it. The victim cannot move or perform any action, other than attempting to break free and takes 2D6 damage at the beginning of every round. This requires a Strength test and, if successful, the model may free himself. The vine doesn't do damage to undead or demons but still prevents movement until they break free. |
| Summon Faerie Ring | Range: Self Duration: 4 rounds per 5 WIS Save: None Mana: 40 This spell summons up a ring of mushrooms around the caster, putting them in a ring of power. All effects any following Faerie spell are doubled, and the effects of any Chaos spell are halved. The spell is broken the moment the caster moves. |
| Sunburst | Range: Line of sight Duration: Instant Save: None Mana: 15 The caster causes a brilliant flash of light to emanate from his/her hand. This flash causes all characters facing the caster to miss D6 turns while they regain their sight. The flash is also quite warm, and will do D6 damage to any character standing within 3 metres of the caster. |
| Swarm | Range: Line of sight Duration: Instant Save: None Mana: 15 This spell summons up a swarm of hornets who will do 3D6 damage to all characters in the same room as the spellcaster (or within a 9 metre radius outdoors). |
| Swift Wind | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 50 This spell may be cast on anyone including yourself. Its powerful burst of energy enables that person to move at the same rate as the Sonic Speed major power. |
| Thorn Storm | Range: Line of sight Duration: 1 round per 5 WIS Save: Standard for half damage Mana: 20 When the spell is cast, all within a 1 metre per WIS radius suffer a heavy thorn shower, taking 1 damage per WIS for each round caught in the storm. |