Lightbringer
1
Awareness
Near
1 turn/lvl.
Wand (can be reused)
Dispels all shadows within NEAR range. Works in the same Zone as you. Summons a bright light. The light is effective in dispelling shadows in the vicinity.
True sight
1
Awareness
Distant
1 round
Magnifying glass
Enhance vision to see distant details as if standing next to object. See in darkness, through smoke and fog. Automatically see through disguises and shapeshifting. Requires clear line of sight to target.
Words on the wind
1
Awareness
Distant
1 turn/lvl.
Funnel or sea shell
Enhances hearing magically to hear specific sounds at a DISTANT range. Can hear sounds as clearly as if standing where they originate. Must have visual sight of the location to direct hearing towards it.
Farsight
2
Awareness
Varies
1 turn
Map
Allows the user to see distant locations in real-time. User must know the location they want to see. Power Level 1 allows viewing at a long range. Power Level 2 allows viewing in the same map hex. Power Level 3 required for locations further away. Viewing a new location increases the required Power Level by 2. Visions are often fragmented.
True path
2
Awareness
Personal
Immediate
Scales (can be reused)
Guide to the right path in difficult decisions. GM tells you the wisest choice after casting the spell. Provides guidance and clarity when facing a decision. Helps to make informed and wise choices. Assists in finding the best possible outcome.
Visions of the past
2
Awareness
Short
1 turn
Item from the time
The spell allows the caster to see past events at their current location. Varying power levels: The power level of the spell determines how far back in time the caster can see: Power Level 1 (one day), Power Level 2 (one year), Power Level 3 (hundreds of years). The visions provided by the spell are often unclear and incomplete, with the exact details determined by the GM.
Divination
3
Awareness
Ritual
Near
1 turn
Crystal ball or fish guts
See visions of the future during a seance. Ask the GM questions about yourself or someone present. GM answers briefly, often cryptic. Answers can come in the form of signs or forebodings.
Intuition
3
Awareness
Personal
Immediate
Related item
Ask a short "yes" or "no" question about anything. The Game Master (GM) must answer with "yes," "no," or "maybe.". The GM cannot lie. The GM can choose to answer "maybe" if the true answer may disrupt the game. The concept of true or false depends on the beliefs and morals of the person asking the question.
Telepathy
3
Awareness
Near
1 turn
Item belonging to the victim
Read surface thoughts of another person for a few minutes. Digging deeper into memories requires Power Level 2 or higher. Can send your own thoughts to another person. Range of the spell is LONG if you know the target well. Inflict damage to Wits or Empathy equal to Power Level by sending thoughts of pain and suffering. No effect on monsters.
Firewalker
1
Blood Magic
Personal
1 quarter
Drop of blood
Make yourself immune to heat and cold. No damage taken from fire. Refer to page 111 for more details.
Stir the blood
1
Blood Magic
Short
1 turn
Chalice of wine
Stir strong emotions in the victim's blood. The victim must give in to these emotions in some way. How the victim gives in depends on the individual and situation, determined by the GM. Ineffective in combat and cannot be used against monsters.
Bind demon
2
Blood Magic
Short
1 quarter
Pentagram
Bend demonic creatures from other worlds to your will. Demons can resist the spell with a successful INSIGHT roll. The resistance roll is negatively modified by the Power Level. Beware of potential consequences, as demons rarely react well to being bound by magicians.
Blood bond
2
Blood Magic
Arm's length
Immediate
Your own or the target’s blood
Transfer blood and energy between beings of the same kin. Transfer attribute points equal to Power Level. Attribute points cannot exceed starting attribute rating. Lost attribute points can be recovered normally. Unwilling victim can resist with an INSIGHT roll. Can help a broken person get up, but not critical injuries.
Immolate
2
Blood Magic
Near
Immediate
Torch or open fire
Inflicts damage to Strength equal to the Power Level. Victim keeps taking 1 point of damage per round. Victim can put out the fire with a successful MOVE roll (slow action). Armor does not protect against this spell.
Blood channeling
3
Blood Magic
Personal
1 round
Living victim
Gain Willpower Points equal to twice the Power Level. Must use the gained Willpower Points in the next round or they are lost. Can use a living sacrifice as an ingredient for the spell. A small animal is sufficient as a living sacrifice.
Blood curse
3
Blood Magic
Ritual
Unlimited
1 quarter/lvl.
Hair from or part of the victim’s body
Place a blood curse on a living humanoid victim. Know the victim's name and their approximate location. Choose an attribute for the victim to suffer damage to. The amount of damage is equal to the Power Level. The victim takes 1 point of damage per Quarter Day until the full effect is reached.
Bind soul
3
Blood Magic
Ritual
Arm's length
Varies
Sacrificial knife
Extracts a victim's soul from their blood and captures it in a vessel. Victim must make an Insight roll with a negative modification equal to the Power Level. If the roll fails, the victim is bound to the vessel for a Quarter Day. Higher Power Levels can extend the duration or bind the soul forever. The bound soul can be freed by casting Dispel Magic or by fulfilling a specified condition.
Befoul
1
Death Magic
Near
Immediate
Rotten food
Death and decay can be transferred to food. The spell can make a unit of food unfit for consumption. The food becomes poisoned. The potency of the poison is determined by the power level multiplied by 3.
Chill of the grave
1
Death Magic
Arm's length
1 round/lvl.
A piece of crystal
The spell causes the victim to become COLD, resulting in immediate damage to both Strength and Wits. The victim continues to suffer 1 point of damage to both Strength and Wits each round. The damage to each attribute continues until it reaches the Power Level of the spell. The spell does not affect monsters.
Contaminate
1
Death Magic
Arm's length
Immediate
Sick animal
Create horrid contagions to torment enemies. Target must be a living humanoid. Disease contracted has Virulence equal to Power Level x 3. Spell description can contain detailed description of the contagion.
Ghoulish aura
1
Death Magic
Short
Immediate
Hood
Inflicts damage to the victim's Empathy. Damage is equal to the Power Level of the spell. Can only be used against living humanoids.
Hand of doom
2
Death Magic
Near
Immediate
Severed hand
Inflict damage to Strength equal to the Power Level. Can extend range to SHORT by spending an extra Willpower Point. Can only be used against living humanoids.
Raise the dead
2
Death Magic
Ritual
Near
1 quarter
Item belonging to the dead
Awakens the dead. Can reanimate one dead humanoid or animal, becoming a rank 1 undead. Higher Power Levels allow for reanimating more undead or increasing their rank. Power Level 2 can raise two rank 1 undead, Power Level 3 can raise two rank 2 undead, and so on.
Speak to the dead
2
Death Magic
Near
1 turn
Body part from a dead person
Can speak with the dead. Must be within NEAR range of where the victim died or is buried. Must know the victim's name. Can ask a few simple questions for a few minutes. GM decides what the dead can and will answer, they are not always cooperative. Can speak directly with the corpse if remains are intact, otherwise hear the dead as disembodied ghost voice. Cannot be used against undead.
Steal life
3
Death Magic
Ritual
Near
Immediate
A living animal
Sucks the life from living plants and animals. Gain Willpower Points equal to twice the Power Level. Can only be used in vegetation rich environments, not indoors or on rocky mountainsides. Kills all animals, plants, humans, and other kin within the same Zone.
Terror
3
Death Magic
Short
Immediate
Skull
Inflict fear and psychological torment on the victim. Victim experiences vivid imagery of aging and death. Victim's Wits and Empathy are damaged. Spell only affects living humanoids.
Weight of ages
3
Death Magic
Arm's length
Immediate
Scalp with white hair
Speeds up the aging process of a living being. Victim immediately ages 10 years per Power Level. If victim changes age category, loses one attribute point permanently. If victim ages past twice the maximum age for an Adult, they die. No effect on elves or monsters.
Magical seal
1
Common Magic
Arm's length
1 quarter
Piece of chalk
Protects a person or location from magic. Decreases the Power Level of spells cast against the person or place during the Quarter Day. The Power Level reduction is equal to the Power Level of the Magical Seal. Can only be used on individuals or locations that are no bigger than a human.
Sense magic
1
Common Magic
Short
Immediate
Divining rod
Detects magic within short range. Can identify the type of magic used. Required to detect obscured magic. Sorcerers and druids can automatically sense magic.
Dispel magic
2
Common Magic
Power word
Short
Immediate
Iron filings
Decrease the Power Level of opponent's spell with the Power Level of your DISPEL. If the result is zero or less, opponent's spell has no effect. Roll for overcharge and mishaps. Decide how many WP to spend on DISPEL before rolling.
Obscure magic
2
Common Magic
Personal
Immediate
Piece of cloth
To cast a spell unnoticed, you must obscure your magic. Obscuring your magic requires 1 extra Willpower Point. The extra Willpower Point does not count toward the Power Level of the spell. Obscuring magic does not count as an action. To detect an obscured spell, another magic user must cast sense magic.
Bind magic
3
Common Magic
Ritual
Personal
Varies
Quill or chisel
Skilled spellcasters can bind spells to objects to create traps or artifacts. Spells must be bound to dead objects, and extra Willpower Points (WP) must be spent to do so. +1 WP makes the magic linger for one day or until triggered. +2 WP makes the magic linger forever but dissipates when triggered. +5 WP binds the spell to the chosen object permanently, with a once-per-day trigger. The caster can decide how the spell is triggered, common methods include specific phrases or actions. Once triggered, the spell works as if it had been cast normally.
Transfer
3
Common Magic
Arm's length
Immediate
A drop of your blood
Steal or give Willpower Points to others. Base cost to cast the spell is 1 WP. Can take or give as many WP as desired. Can only transfer up to the Power Level of the spell if target opposes.
Cleanse spirit
1
Healing
Arm's length
Immediate
Burning candle
Heal a number of Wits or Empathy points equal to the Power Level of the spell. Cannot heal yourself with this spell.
Healing hands
1
Healing
Arm's length
Immediate
Clay
Heal damage to Strength or Agility by laying hands on the wounded. Immediate healing of points equal to the Power Level. Spell does not affect critical injuries. Cannot heal oneself.
Nature’s cure
1
Healing
Arm's length
Immediate
Healing herbs
Heal a sickness or cure the effects of poison. Power Level must be equal to or higher than Virulence or Potency rating divided by 3. Round down when calculating Power Level. Can be used on oneself or another person.
Banish demon
2
Healing
Near
Immediate
Holy symbol
Inflicts damage to demonic targets equal to the Power Level. Works on demons that are not affected by physical weapons. Does not affect demon-tainted creatures. Recommended for driving demons back to their own world.
Mend wounds
2
Healing
Arm's length
Immediate
White moss
Immediately heals critical injuries. Can heal broken bones and bleeding wounds. Requires Power Level 2 to heal lethal injuries.
Purge undead
2
Healing
Near
Immediate
Holy symbol
Inflicts damage to Strength on one undead target equal to the Power Level. Stops dead from rising. Violation of the order of nature. Targets undead creatures.
Resurrection
3
Healing
Arm's length
Immediate
Item owned by the target
Resurrect a dead person, not as undead, but truly alive. Difficulty increases based on the time that has passed since death. Power Level 1 required within the same Quarter Day. Power Level 2 required within a full day. Power Level 3 required within a week. Body too decomposed to be resurrected if over a week has passed. Resurrected person permanently loses one point of Empathy.
Serenity
3
Healing
Near
Immediate
Amulet
Spread harmony and serenity, aiding in social conflicts. Victim complies without needing a manipulation roll or receiving compensation. Restrictions apply, such as the victim not acting against their own interests. Spell only affects living humanoids.
Weathermaster
3
Healing
Distant
1 quarter
Feather
Summon a drastic weather shift in the current location. Can summon smaller shifts, such as from cloudy to rain or from calm to light breeze, with Power Level 1. Can summon unusual weather phenomena for the season, like snowstorm in winter or heatwave in summer, with Power Level 2. Can summon completely unnatural weather, like snowstorm in summer or heatwave in winter, with Power Level 3.
Animal speech
1
Shapeshifting
Near
1 turn
Claw or tooth
Allows communication with a mammal. Can ask a number of questions equal to the spell's Power Level. Animals can share what they have seen, heard, or smelled. Animal perception differs from humanoids, making their answers difficult to interpret. Animals never lie when providing information.
Cat’s paw
1
Shapeshifting
Personal
Immediate
Cat’s claw
Meld your mind with the spirit of the cat. Move silently without making any sound. Automatically succeed instead of rolling SNEAK. Each Power Level counts as one x.
Hawk’s eye
1
Shapeshifting
Distant
1 turn
Bird’s claw
Meld mind with a hawk. Gain inhuman sight. See details within distant range. Identify specific people.
Beastmaster
2
Shapeshifting
Near
1 turn
Claw or tooth
Bend animals to your will. Animals can perform various actions such as breaking off an attack, tracking enemies, delivering messages, allowing you to ride on them, or attacking opponents. Animals with a strength higher than twice the Power Level cannot be controlled. Power Level must be increased if the animal is agitated, scared, in combat, or if you force it to act outside its normal behavior. Can only control one animal at a time. Cannot be used against monsters.
Bear’s claw
2
Shapeshifting
Arm's length
Immediate
Bear’s claw
Hit automatically with the force of a bear. Damage caused is equal to the Power Level. Attack cannot be parried or dodged. Armor still reduces damage.
Deer’s dash
2
Shapeshifting
Personal
Immediate
Horn of a deer
Run with the speed of a deer for a short distance. Movement rate is equal to Power Level plus 1. Casting the spell doesn't count as an action. Roll for overcharge/mishap before moving.
Animal form
3
Shapeshifting
Personal
Immediate
Claw or tooth
Shapeshift into an animal form. Choose animal from table on page 124 in Gamemaster's Guide. Animal's Strength and Agility replace your own. Lose ability to speak and part of mental capacity. Wits and Empathy drop to 1 in animal form. Gain access to animal's natural attacks. Shift back to normal form requires recasting the spell.
Primal soul
3
Shapeshifting
Long
1 turn
Claw or tooth
Awakens primal emotions in others. Requires a Power Level equal to or higher than the victim's Wits score. Can bring out specific emotions in individuals (e.g., rage, laziness, timidity). Can also affect the mood of a crowd, with higher Power Levels needed for larger crowds or villages.
Dust from the deep
1
Stone Song
Near
1 round
A fistful of sand
Creates a dense cloud of rock dust. Covers the entire Zone. Blocks sight through the Zone. Allows the caster to flee combat without rolling for MOVE.
Stun
1
Stone Song
Short
Immediate
Horn
Causes 1 point of damage to Agility per Power Level when singing. Damage can be distributed across multiple opponents. Targets can try to resist the effect by rolling for INSIGHT. Each x rolled negates 1 point of damage. No effect against monsters.
Voice of the mountain
1
Stone Song
Ritual
Varies
1 quarter
Flute
Speak to and listen to the mountain. Can ask simple questions about past or present events at the location. Power Level determines how far back in time events can be queried. Power Level also determines the range of current events that can be queried. Spell acts as a ritual due to slow speech speed. Only works in the MOUNTAIN terrain type or inside a CAVE.
Stonesmith
2
Stone Song
Ritual
Varies
Immediate
Lyre
Shape stone with song. Create walls, bridges, or staircases. Constructions are crude. Power Level 1 summon in same Zone. Higher Power Level reaches more Zones.
Stone storm
2
Stone Song
Short
Immediate
Pebbles
The spell allows you to move rocks quickly to hurl at enemies. The damage of the attack is equal to the Power Level. Armor functions as usual, reducing the damage taken. This spell requires loose stones to be present for you to use it.
Wither
2
Stone Song
Near
Immediate
Harp
The spell allows you to break down walls and fortifications made of stone within NEAR range. The thickness of the barrier determines the Power Level required to break it down. Every half-meter of thickness of the barrier requires one Power Level. The spell can only be cast on barriers that are within near range.
Earthquake
3
Stone Song
Short
Immediate
Drum
The spell charges a song with power. The power of the song causes the ground to shake and tear. The spell can be used to tear down a wall or fortifications. The spell can also be used to inflict damage on a victim, equal to the Power Level.
Iron song
3
Stone Song
Ritual
Varies
Immediate
Hammer
Create weapons and items of metal . Can affect stone and metals mined from the mountain . Can bend prison bars and open shackles . Weapon's Gear Bonus is equal to Power Level, up to +3 . Requires access to the right raw materials like Crafting.
Summon golem
3
Stone Song
Near
1 quarter
Stone figurine
Summon golem servant creatures from rocks. Golem obeys orders until the end of the day, then becomes a statue. Golem can only perform basic tasks and must stay within view. higher Power Level means stronger golem. Power Level also determines the number of golems that can be summoned. Spell can only be used in mountains or caves.
Entice
1
Symbolism
Short
Immediate
————
Lures the victim to move towards a symbol. Victim must make an Insight roll with a negative modifier equal to Power Level. If the roll fails, the victim must spend all normal actions to reach the symbol. Effect is broken if the victim reaches the symbol or if the symbol is moved. No effect on monsters.
Horrify
1
Symbolism
Short
Immediate
————
Awakens deep fear in victim. Victim suffers damage to Wits equal to Power Level. No effect on monsters.
Paralyze
1
Symbolism
Short
Immediate
————
Hypnotizes opponent with a symbol. Opponent loses fast action in current or next round if used. Opponent loses slow action. Opponent loses both actions. Opponent also loses bonus actions from talents. No effect on monsters.
Blind
2
Symbolism
Short
1 quarter
————
Victim must make an Insight roll with a negative modifier equal to the Power Level. Failure results in the victim being blinded, similar to total darkness. Animals are affected automatically, while monsters are immune. the spell has no effect if the victim lacks Wits.
Illusion
2
Symbolism
Short
1 turn
————
Create illusions that deceive the senses of the victim. Different power levels are required depending on the size of the illusion. Only one person can be affected by the illusion. The victim can attempt to see through the illusion with an INSIGHT roll, but their success is penalized by the Power Level. The spell does not work on monsters.
Mind trick
2
Symbolism
Power word
Short
1 round
————
Prevent an NPC from taking a specific discreet action. The action must be forgettable or absentminded, such as allowing someone to pass without confirmation or leaving keys unattended. The spell cannot be used in combat.
Puppeteer
3
Symbolism
Near
1 round
————
Take control of victim's actions by casting the spell. Victim must make an INSIGHT roll with a negative modification. If the roll fails, victim becomes a puppet without control of their own body. Control lasts until victim's next ordinary turn, covering one fast and one slow action. Victim cannot perform reactive actions or bonus actions before Puppeteer's actions. Spell has no effect on monsters.
Power rune
3
Symbolism
Ritual
Arm's length
Immediate
————
Charge symbols with power. Symbols must be drawn or carved into an object. Objects are charged with Willpower Points equal to the Power Level. Symbols can be used later to cast spells and empty stored Willpower Points. Other spell binders can use the charged symbols if they can access them, so keep them private.
Portal
3
Symbolism
Ritual
Near
1 quarter/lvl.
————
Tear a hole between worlds to create a path. Beware of encountering dangerous creatures on the other side. Can use the BIND DEMON spell for assistance. Can create a new portal to any location in the Forbidden Lands.