Throw a ball of fire from one hand. This has 1/2 Damage at 25 m, Max range of 50 m, Accuracy 1. When it strikes something, it vanishes in a puff of flame. This spell is likely to ignite flammable targets.
Cast: 1 up to your magery level per second for up to three seconds. The fireball does 1d burning damage per energy point.
Nullify any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g. Extinguish Fire, Flesh to Stone, or Zombie), and it cannot affect permanently enchanted items, but it can counter spells cast using magic items. The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell. Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece
Long distance penalties apply
Fiery droplets rain from the sky onto the area of effect, causing 1d-1 fire damage per second to all within it. Creatures under the Rain of Fire take damage on their own turns, if less than an entire second is spent in the affected area, damage is halved (round down). The spell can only be cast out-doors. Armor protects in the usual fashion. A shield with a DB of 2 or better can be held overhead to block the flames, but it may take damage (p. B484). This requires two hands and a Ready action, and succeeds automatically in protecting the character once the shield is readied upwards, but this unreadies the shield from its normal protective functions! Inanimate objects such as buildings protect with their DR, but some structures (see HP and DR of Structures, p. B558) may be damaged or catch fire.
Min Cost: 2. For double the base cost, Rain of Fire does 2d-2 per second!
Shoot a jet of flame from one fist. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit, and rolls for damage if they hit. This attack maybe dodged or blocked, but not parried. Treat it as a hand weapon – a flaming sword without the sword – but it can-not parry! This is a wonderfully flashy spell, good for magic shows, melee combat, burning through ropes, etc. The caster may cast the spell as many times as they have hands and have a Flame Jet in each hand, a Flame Jet held in the caster’s “off” hand suffers the usual -4 penalty to hit.
A flame Jet can only parry another flame jet.
Creates a fireball that affects both its target and things nearby. This has 1/2D 25 Max 50, Accuracy 1. Can be thrown at a wall, floor etc. (at +4 to hit) to catch foes in the blast. the target and anyone closer to the target. than one metre takes full damage. Those further away divide damage by three times their distance in metres.
The fireball does 1d burning damage per full 2 points of energy in the spell.
Fills the area of effect with fire that requires no fuel (if cast in midair, it produces a sphere of flame, which falls to the ground). This is real fire, and will eventually ignite any flammable objects it touches. Cannot be cast within rocks, foes, etc.
Control the shape of any flame. Each shape change requires a second of concentration. Once shaped, the flame keeps the shape until the spell expires, without concentration. Moving a flame requires constant concentration (the flame moves at Move 5, on the caster's turn). A natural fire cannot move to a place it can't burn, but flame made with the 'Create Fire' spell needs no fuel and can move almost anywhere. Flame shaped with this spell normally retains its volume. If the fire is Spread out across twice its original area, it only does half damage, if spread across three times its area, it does 1/3 damage, and so on.
Produces a single spot of heat and is used to set fire to a readily flammable object. it works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being
Creates a physical eye – a 2” ball through which the caster can see. The Eye can fly through the air, vertically and/or horizontally, with a Move of 10, it moves on the caster’s turn. Concentration is necessary to move the eye, but not to see through it. Any vision-enhancing spells affecting the caster will also be usable through the Eye. The Eye is small, with a SM of -7, so it is hard to hit – but if it is hit by a physical attack, or any spell that would reasonably incapacitate it, it is destroyed.
Once the spell is cast, the range of a Wizard eye is theoretically infinite.
RESISTED BY WILL
Move physical objects without touching them. This spell levitates the subject at Move 1 - not fast enough to do damage with it. Living subjects get to resist with Will
Cast: Varies with mass of object
1 - less than 1 kg
2 - up to 5 kg
3 - up to 25 kg
4 - up to 100 kg
+4 for every additional 50 kg
Gives a +1 bonus per point of energy spent to sense rolls of vision
(Special Herbs ($100 per use)) Gives the caster a vision relevant to their question, or the answer to one yes-or-no question. There are many sorts of divination. Methods that are linked to a particular element or elements will give more detailed answers if the answer has something to do with that element –e.g. lecanomancy would work better than extispicy for a question about the sea.
Pyromancy is divination by staring into fire or smoke. It may produce a vision, or the caster may hear a voice in the flames. Small amounts of certain rare herbs (value $100 per attempt) must be burned. Questions are at -4 unless something pertaining to the question (e.g., hair of the subject of the divination) is also burned.
When cast on a wall, floor or some object, this spell “plays back” whatever sounds it may have “heard” in the past. The caster specifies the moment from which to start listening (“Let us listen to what was said in this room a year ago...”). Time modifiers (p. 81) apply. Each time this spell is cast for the same time period, there is a further -1 penalty to skill. A critical failure will wipe away the object’s “memory” of that time period. This is also a Sound spell.
*Cast: 2 for within a minute, 3 for 10 minutes, 4 for an hour, 5 for 10 hours, 6 for 4 days, 7 for 40 days
Produces a meaningful sound - voices, music, etc. - of normal speaking volume. Requires constant Concentration on the part of the caster.
Produces any sort of meaningless sound the caster wishes - the drone of an insect, a distant babble of voices, the clatter of something falling, or anything similar. The spell cannot produce loud noise. It requires concentration once the spell is cast.
Cast: 1 to create 5 seconds of sound, 2 to create a full minute. 1 per minute to maintain.
Creates a purely visual image that can be seen by anyone in view of the area it occupies. It may be a single object or an entire scene. It may move to a different area, or change size or shape up to its maximum area, if the caster concentrates. Any sapient creature can dispel it by “disbelieving” – taking a Concentrate action and making a successful Will roll. The illusion is automatically dispelled by any attack, any other spell except Control Illusion, or the touch of any sapient creature.
*Cost multiplied by radius of intended area of effect
Identifies what spell or spells have just been cast (within the last five seconds), or are being cast at the moment, on or by the subject. It does not identify the spells on a permanently enchanted item. One casting identifies all spells cast on or by the subject.
Determines whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic. This is not the same as the ability to detect magic items that comes with Magery 0, that ability only detects permanent magic items, while Detect Magic detects items, spells, magical creatures, and any other ongoing magical effect.
Tells whether the subject is either an illusion or a creation, and if so, just what kind it is. The Caster must be able to see the subject.
Tells if the subject is under any kind of shapeshifting spell or similar magical effect (Alter Visage, Alter Body, Illusions, etc.). The Caster must be able to see the subject. The spell also gives a general idea of the subject's true shape, on a critical success it identifies the subject's true nature (including a common name or description) and the magic used to disguise it. It does not reveal the nature of hallucinations.
Creates a glowing halo, or “aura,” around the subject. This aura gives the caster a general insight into the subject’s personality – the better the skill roll, the better the insight. The aura also shows whether the subject has Magery, Magic Resistance, or Magic Susceptibility (and what level), whether the subject is possessed or controlled in any way, and whether the subject is in the grip of any violent emotion. A critical success will detect “secret” traits, such as lycanthropy, vampirism, and unnatural longevity. All living beings have auras, inanimate things do not. A zombie is detectable by his faint, death-haunted aura, while a vampire retains the aura he had in life. Illusions and created beings have no aura, so a successful casting of this spell distinguishes them from real persons.
Determines the direction and approximate distance of the nearest significant magical item, active spell or magical being (magical beings are not individuals with magery). The caster may exclude any known examples of magic if the caster specifically mentions them before casting the spell.
Attunes the caster to one individual or manmade object he is looking for. A success gives the caster a vision of the item’s whereabouts – or leads them to it, if it is within a kilometre. To seek a person, the caster must either know their name or know them well enough to visualize him. For instance, you cannot use this spell to solve a murder by seeking “the murderer” if you don’t know who that is –but if you do, Seeker will find him.
Something associated with the item sought should be available at the time of casting, else the roll is at -5. If the caster is familiar with the subject, the roll is at +1
Long Distance Penalties Apply
Causes hidden items, doors, traps, etc. to stand out clearly in the subject's vision. This spell works only on things that were deliberately hidden - not lost.
When cast on a mirror or reflective surface, this spell “plays back” whatever images it may have “seen” in the past. The caster specifies the moment from which to start viewing (“Let us see what happened in this room a year ago...”). The Time modifiers (p. 81) apply. Each time this spell is cast for the same time period, there is a further -1 penalty to skill. A critical failure will wipe away the object’s “memory” of that time period.
When cast on any inanimate object (or a one metre radius of a large object), History lets the caster determine the recent past of that object, user's personality, and so on - but no names.
*Cast: 3 for one day's history, 5 for a week, 8 for a month, 10 for a year.
May be cast on any object or living being. As long as the spell is maintained, the caster will know where the subject is if they concentrate for a second, Either the subject must be with the caster when the spell is first cast, or the caster must first cast seeker successfully.
Long distance penalties apply
Tells the caster the direction to a certain place, or the proper way to go to get to that place - their choice. Penalties apply if the caster has never been to the place and severe penalties if the caster isn't even sure that the place really exists or what it's like. This spell does not find people or things. A city, mountain pass, or public building can be a place. A certain person's home or office isn't a Place for this spell unless the caster has been there.
ONE TRY PER DAY
Tells the caster the direction and approximate distance to the nearest fire or source of intense heat. Any known fires or sources of heat may be excluded if the caster specifically mentions them before casting the spell. The caster may also specify that they are seeking a specific type of fire based on the fire's fuel.
Change to the form of an animal. Each animal form is a different spell, to be learned separately. The caster retains their intelligence,but gains all the physical attributes of the new form. This means that the wearer cannot cast spells unless they knows them so well that they can be performed without gestures! Each hour that the spell continues,the caster must make a roll against IQ, failure means that the caster loses a point of IQ, continuing until the normal IQ of that beast is reached. Should the caster’s IQ drop to 5, they are trapped in beast form forever unless the spell is removed by Remove Curse(other spells won’t counter it). Lost IQ is regained when human form is reassumed.
Resisted by spells that conceal magic.
Identifies exactly what spells are on the subject. If the subject has more than one spell on it, Analyze Magic identifies the one that took the least energy, and tells the caster “there are more spells.” It can then be cast again to determine the next spell, and so on. Name and Password enchantments (p. 68) count as separate spells that resist at +5, any individual wizard may only attempt to Analyze a Name or Password once. Like Identify Spell, it will give limited results when the caster is faced with an unknown spell.