TEXT: Steven S. Long
  Fantasy Hero
  
  The Fantasy Hero Grimoire
  A Book Of Spells For Fantasy Hero
  Author: Steven S. Long
  Editing and Development:  Allen Thomas
  Layout and Graphic Design:  Andy Mathews  
  Cover Art:  Chris Stevens
  Interior Art:  Nate Barnes, Storn Cook,   
  Bob Cram, Jr., Jefferson Cram, Andrew  
  Cremeans, Keith Curtis, Jonathan Daven-
  port, John Grigni, Jeff Hebert, Scott Heine, 
  Nick Ingeneri, Scott Johnson, Cara Mitten,  
  Scott Ruggels, Greg Smith, Chris Stevens
  A word or two  
  of AppreciAtion
  Special thanks:  We’d like to thank Geoff Speare, 
  Tom McCarthy, and the other Digital Hero playtesters 
  and testreaders who reviewed this book. Their help 
  spotting typos and inconsistencies and, most impor-
  tantly, checking the math is deeply appreciated.
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  fantasy Hero Grimoire © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice inc., danger international, dark champions, pulp Hero,  
  western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the U.S.A. First printing September 2003
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO501 • ISBN Number:  1-58366-020-8
  http://www.herogames.com
  Introduction .........................3
  ALCHEMY .......................6
  CONJURATION .............21
  DIVINATION .................32
  DRUIDRY .......................38
  ELEMENTAL MAGIC ....63 
   
  Air Magic ......................63
   
  Earth Magic ..................73
   
  Fire Magic .....................87
   
  Water Magic................101
   
  Spells Of The 
   
  Lesser Elements ..........108
   
  Ice Magic .....................108
   
  Magic Of Light 
   
  And Shadow ...............111
  ENCHANTMENT ........117
   
  Armor ..........................117
   
  Clothing ......................119
   
  Rings ............................123
   
  Shields .........................126
   
  Staffs.............................128
   
  Wands ..........................131
   
  Weapons ......................134
   
  Miscellaneous 
   
  Enchanted Items ........137
  NECROMANCY ...........140
  SORCERY .....................167
  THAUMATURGY ........188
  WITCHCRAFT ............203
  WIZARDRY .................220
  DIVINE MAGIC ...........245
  tABLe of contentS
  Fantasy Hero
  
  3 
  The Fantasy Hero Grimoire
  o
  ne of the most difficult and time-consum-
  ing chores facing a potential Fantasy Hero 
  GM is the need to create spells for the cam-
  paign. Unless the GM is willing to let the 
  players create their characters’ spells, he has to go 
  to considerable effort to design the spells characters 
  can choose.
  To help the GM with this task, The Fantasy 
  Hero Grimoire presents thousands of pre-generated 
  spells in a wide variety of categories — alchemy, 
  necromancy, divine magic, and more. If you can’t 
  find the spell you want in this book, you can easily 
  use its contents as guidelines for designing your 
  own spells.
  the turakian Age  
  Magic System
  Although The Fantasy Hero Grimoire is 
  designed for use with any Fantasy Hero campaign, 
  the spells in it come from a particular setting — the 
  Turakian Age, which is detailed in the book of the 
  same name from Hero Games. The historical notes 
  and spellcasters associated with each spell, as noted 
  in the spells’ descriptions, come from the Turakian 
  world.
  The Turakian Age was chosen as the “back-
  drop” for The Fantasy Hero Grimoire because it has 
  a simple, straightforward magic system relatively 
  similar to the “average” sort of magic system used 
  in the “average” Fantasy Hero campaign. Therefore, 
  adapting the spells in the Grimoire to another set-
  ting becomes an easy matter, requiring little (if any) 
  extra work on the part of GMs and players.
  Briefly put, in the world of the Turakian Age, 
  wizards organize magic into twelve arcana, some-
  times referred to as “colleges” or “schools” of magic:
  Alchemy, the Art of creating potions, elixirs, and the 
  like by mixing and activating various substances 
  and, in the process, unlocking the magical essences 
  within them.
  Conjuration, the Art of summoning beings from this 
  and other planes of existence, and of controlling 
  and banishing them.
  Divination, the Art of finding and foretelling.
  Druidry, spells relating to, using, or affecting ani-
  mals, plants, and nature in general. (When cast by 
  a druid, Druidry spells are a form of divine magic; 
  see below.)
  Elemental Magic, spells related to the four Greater 
  Elements — Air, Earth, Fire, and Water — as well as 
  the Lesser Elements (such as Ice and Light).
  Enchantment, the Art of crafting and using 
  enchanted items.
  Necromancy, magic pertaining to life, death, 
  undeath, and related subjects, usually considered a 
  black and evil Art.
  Sorcery, magics of the mind, thought, illusion, and 
  deception, regarded by many with suspicion and 
  fear.
  Thaumaturgy, the Art of transforming, altering, and 
  redirecting energies and matter, including shape-
  shifting and related spells.
  Theurgy, magics pertaining to various Divine and 
  Infernal powers of Turakia (and as such too closely 
  related to the setting to be included in this book).
  Witchcraft, an Art combining various lesser aspects 
  of other arts, such as Alchemy, Conjuration, Dru-
  idry, Elemental Magic, and Necromancy, as well 
  as hedge magics and other “low spells,” but no less 
  powerful than the other arcana for all that.
  Wizardry, a catch-all term for magic and spellcast-
  ing in general, but also used to refer to any spells or 
  bodies of mystic lore not a part of any other arcana, 
  such as spells of general utility (e.g., spells that 
  detect or dispel magic), naming-magic, spells of 
  sheer mystic power, and the like.
  To cast spells from an arcana, a spellcaster 
  must have a Power Skill for that specific arcana. 
  Spellcasters buy their spells individually — they 
  can’t buy them in Power Frameworks, though they 
  can sometimes define a single spell as a Framework 
  — but they divide the Real Point cost of the spell by 
  3. (The spells presented in this book do not list the 
  cost divided by 3, just the final Real Point cost.)
  Priests’ spells — divine magic — do not belong 
  to any arcana. Instead, they’re all cast with a version 
  of the Power Skill called Faith. Paladins also use 
  this Skill for their powers.
  All spells, arcane or divine, must take Requires 
  A Skill Roll as a Limitation unless the GM allows 
  an exemption. Attack spells must also take Spell 
  (-½) as a Limitation (see Fantasy Hero, page 246). 
  No other Limitations are required, though OAF, 
  Gestures, and Incantations are extremely common, 
  and several others (Concentration, Extra Time, Side 
  Effects, Ritual, and the like) are also used.
  Turakian Age spellcasters may buy Endurance 
  Reserves to power their spells. If a character buys 
  a Reserve, and it’s depleted or lost, the character 
  may use his personal END to cast spells, but they 
  cost double their normal END cost. If a character 
  chooses to use only his normal END for spells, they 
  have their normal END cost.
  introdUction
  
  4 
  Hero System 5th Edition
  For more information about the Turakian 
  magic system, please refer to the Turakian Age set-
  ting book.
  How to Use this Book
  The Fantasy Hero Grimoire is a game aid 
  for both players and GMs. It allows GMs to start 
  Fantasy Hero campaigns without having to create 
  dozens or hundreds of spells, and it lets players 
  select spells for their characters without having to 
  spend time calculating costs. It’s particularly helpful 
  for campaigns where spellcasters can buy spells in 
  Multipowers or Variable Power Pools.
  WHAT THIS BOOK IS NOT
  Having noted what this book is, it’s also 
  important to note what it is not.
  First, it’s not a book of magical items, except 
  insofar as the “spells” of the Alchemy and Enchant-
  ment arcana require the book to include such 
  items. The topic of enchanted items is vast enough 
  to merit a book of its own. However, you can easily 
  convert most of the spells in this book to enchanted 
  items by applying the appropriate Power Modifiers, 
  such as Focus and Charges.
  Second, it’s not comprehensive. No one book 
  could describe every possible spell any one gamer 
  — or even entire teams of gamers — could create 
  using the HERO System. Instead, The Fantasy Hero 
  Grimoire provides reasonable coverage of the major 
  types of magic found in most campaigns. It should 
  not only help you when designing characters, but 
  hopefully inspire you to create other spells using 
  your imagination and the rules.
  Third, it’s not a blank permission slip to use any 
  of these spells in your game. Some of these spells are 
  powerful, with high Active Point costs, and may not 
  be appropriate for every campaign. The GM should 
  approve the use of any spells from the Grimoire.
  Fourth, and most importantly, this book is not 
  a straitjacket. You can often build a particular spell 
  two or more ways using the HERO System rules, so 
  don’t let the fact that this book chooses a particular 
  method deter you from doing something else if you 
  prefer. Rarely, if ever, is there an “official” way to build 
  any given spell using the HERO System. The options 
  provided for each spell often describe alternate ways 
  of creating it to help spur your imagination.
  THE SPELL TEMPLATE
  This book describes each spell with a standard 
  template. The information provided applies only to 
  the standard spell; the options may have different 
  areas of effect, ranges, END costs, and so forth.
  Name indicates the name of the spell. You can, of 
  course, rename it to suit your character or cam-
  paign if you prefer.
  Effect lists the basic game effect of the spell in 
  simple terms:  Energy Blast 8d6, Armor Piercing; 
  Desolidification; Telekinesis (30 STR). This tells 
  you quickly what a spell can do so you don’t have 
  to delve into the full game write-up when making 
  your selections.
  Target/Area Affected describes who or what the spell 
  affects. An attack spell usually indicates “one char-
  acter” or the area covered due to the Area Of Effect 
  or Explosion Advantages. “Self” indicates the spell 
  only works on the character using it (though it may 
  still “affect” other characters; for example, other 
  characters can perceive the effects of Shape Shift, 
  even though it’s a “Self” spell.)
  Casting Time indicates how long it takes to cast a 
  spell. Most are Half Phase (the default for spells, 
  as discussed on page 256 of Fantasy Hero) and/or 
  Attack Actions.
  Casting Procedures lists the procedures a character 
  has to go through to cast a spell. Focus, Gestures, 
  and Incantations are the most common.
  Duration lists the spell’s duration, typically Instant, 
  Constant, or Persistent (see the HERO System 5th 
  Edition, Revised, page 98). “Uncontrolled” indicates 
  the spell has that Advantage.
  Range lists the range for the spell. Ranged spells 
  usually have a range in inches (Active Points x 5” 
  in most cases), but may have “LOS” (Line Of Sight) 
  or “RBS” (Range Based On STR) range. “No Range” 
  indicates the spell has No Range; “Self” that the 
  spell only affects the character using it; “Touch” that 
  the spell involves having to touch another character 
  (which usually requires an Attack Roll).
  Magic Roll Penalty indicates the penalty to the char-
  acter’s Magic roll. Typically this equals the spell’s 
  Active Points divided by 10.
  END Cost lists the spell’s Endurance cost (in the 
  case of potions and enchanted items, this may be 
  Charges instead).
  Description provides a (usually brief) textual 
  description of the spell. This section notes any spe-
  cial rules or rules applications relevant to the spell.
  Game Information is a full write-up of the spell in 
  game terms, including Active Point and Real Point 
  costs. (If only one point total is listed, that means 
  the Active and Real Point costs are the same.)
  In the Turakian Age setting, the magic system 
  specifies that a spellcaster divides the Real Cost of 
  a spell by 3, thus reducing the final cost to him and 
  allowing him to buy more spells. This book does 
  not list that final cost; characters in Turakian Age 
  campaigns can divide the Real Cost of spells in the 
  Grimoire by 3. (In the case of spells built as Multip-
  owers, divide the reserve’s Real Cost by 3, then add 
  the slot costs to derive a final cost.)
  Options
  Lastly, most spells have Options listed below 
  the game information. These describe various stan-
  dard ways to alter the spell to create a slightly dif-
  ferent ability. Optional spells often have their own 
  names; they’re the result of magical expansion or 
  improvement over the years as practitioners refine 
  their craft and try to build on what came before 
  them. The standard options for most spells include:  
  Strong and Weak versions, built with more or fewer 
  Active Points, respectively, than the standard version;
  otHer reSoUrceS
  In addition to Fantasy 
  Hero, Hero Games pub-
  lishes many other books 
  Fantasy gamers may 
  find useful when select-
  ing or designing spells. 
  These include:
  The HERO System Besti-
  ary, a collection of 180 
  monsters and animals 
  that will provide any 
  GM with plenty of 
  adversaries for the PCs.
  Monsters, Minions, And 
  Marauders, a book of 
  monsters specifically for 
  Fantasy Hero.
  The Ultimate Martial 
  Artist and Ninja Hero, 
  which contain dozens 
  of martial arts abilities 
  you could convert into 
  spells.
  The UNTIL Superpowers 
  Database, which lists 
  thousands of superpow-
  ers you can easily con-
  vert into spells by apply-
  ing appropriate Limita-
  tions (OAF, Gestures, 
  Incantations, Requires A 
  Skill Roll, and the like).
  
  5 
  The Fantasy Hero Grimoire
  Free, a version that requires no Focus;
  Stilled, a version that requires no Gestures;
  Silenced, a version that requires no Incantations;
  Apprentice’s, a version that can harm the caster if 
  he fails his Magic roll (i.e., which has Side Effects) 
  (the name comes from wizardly jokes about the 
  feebleness of apprentices’ magic); 
  Difficult and Easy, which have worse or better 
  Required Skill Rolls, respectively, than the standard 
  version;
  Master’s, a version requiring no Magic roll at all;
  Lengthy, a version that takes longer to cast (for 
  spells that normally take Extra Time, this may 
  change to a Quick version the character can cast 
  swiftly);
  Attentive, a version requiring special concentration 
  on the part of the caster (for spells that normally 
  require Concentration, this may change to an Inat-
  tentive version the character can cast easily); and
  Stored, a version built with the Delayed Effect 
  Advantage.
  These options can help you create other varia-
  tions on a spell. For example, the Stored option for 
  each spell applies Delayed Effect at the +½ value. 
  That means you can use the same costs it lists for 
  applying any other +½ Advantage instead.
  Varying Effects
  Some of the spells in this book have aspects 
  or effects that improve if the spellcaster makes his 
  Magic roll by a significant amount. Typically this 
  applies to the Duration of Uncontrolled spells. For 
  example, a spell might have an Uncontrolled Dura-
  tion of “5 Minutes, +1 Minute per point by which 
  the caster makes his Magic roll.” In this situation, 
  the GM may wish to impose some restriction on 
  the absolute effect, such as double the base param-
  eter, to keep wizards with high Magic rolls from 
  unbalancing the game.
  Changing The Special Effects
  With spells (as with any other HERO System 
  power construct), special effects are paramount. If 
  you don’t find a particular type of spell in one of 
  the arcana, but do find it in another arcana, you can 
  easily create a version for your preferred arcana 
  simply by changing the name and the special effect. 
  For example, the Mystic Dart spell (page 225) could 
  become a Fire Dart, Shadow Dart, Light Dart, Ice 
  Dart, Stone Dart, or the like. Remember, this is 
  magic — anything is possible!
  
  6  Alchemy
  Hero System 5th Edition
  A
  lchemy is the art of creating potions, elixirs, 
  salves, unguents, and the like by mixing 
  and activating various substances and, 
  in the process, unlocking the magical 
  essences within them. Alchemists can also create 
  some magical constructs, such as golems. They 
  spend long hours in their laboratories and work-
  rooms, brewing potions based on time-tested for-
  mulae and trying to devise newer, more powerful 
  potions of their own. Since most alchemists sell 
  potions to adventurers, one who creates a useful 
  new potion can become quite wealthy.
  The potions and other items below are cre-
  ated using the rules on page 281 of Fantasy Hero. 
  Because they’re built with Delayed Effect, you 
  need to establish a way to calculate how many 
  potions an alchemist can normally have at once. 
  In the Turakian Age setting, alchemists can have, 
  for the base +¼ value of Delayed Effect, no more 
  than INT/2 of his own potions available for use at 
  any time (“available for use” includes giving them 
  to another person friendly to him, but not selling 
  them to a stranger). A character may have ready for 
  use as many found or purchased potions as he likes 
  (subject of course to the GM’s approval). “Potions” 
  in this sense means anything created by Alchemy 
  other than a construct, including salves, dusts, and 
  the like.
  In the potion write-ups, Concentration, Extra 
  Time, and Requires An Alchemy Roll are Storing 
  Limitations; they apply only to the creation of the 
  potion, not its use.
  potionS
  POTION OF CLOUD FORM
  Effect:  Desolidification
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (5 minutes)
  Range:  Self
  Magic Roll Penalty:  -6
  Charges:  4 
  Description:  A character who drinks this potion 
  transforms into a cloud of mist for five minutes. 
  While in mist form, he cannot pass through solid 
  objects, but can fit through the smallest cracks 
  (under doors, between the bars of a jail cell, 
  through the rocks of a cave-in). In mist form he 
  cannot be harmed, save by wind, heat, and chill.
  Game Information:  Desolidification (affected 
  by heat, cold, or wind), Delayed Effect (may 
  have available a number of potions equal to 
  character’s INT; +½) (60 Active Points); OAF 
  Fragile (-1¼), Cannot Pass Through Solid 
  Objects (-½), Concentration (0 DCV through-
  out brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Requires An Alchemy Roll (to brew; -½), 
  4 Continuing Charges lasting 5 Minutes each 
  (-0). Total cost:  8 points.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  7 points.
  2)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  7 points.
  3)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  8 points.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  8 points.
  5)  Lengthy Potion:  Add Extra Time (Full Phase; -½) 
  as a Release Limitation. Total cost:  7 points.
  6)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  7 points.
  7)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 80 Active Points; total cost 10 
  points.
  POTION OF ELOQUENCE
  Effect:  +4 with Interaction Skills
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1 hour)
  Range:  Self
  Magic Roll Penalty:  -4
  Charges:  4 
  Description:  For one hour after he drinks this 
  potion, the imbiber can speak with extreme elo-
  quence. He always seems to choose the right words, 
  and he expresses himself in a manner that’s almost 
  guaranteed to attract the attention of his desired 
  audience.
  In game terms, this potion provides a +4 to 
  any Interaction Skill Roll. The GM may decrease or 
  forbid the use of the bonus for any use of an Inter-
  ALcHeMY
  
  7 
  The Fantasy Hero Grimoire
  action Skill that doesn’t involve extended speaking 
  (such as most uses of Animal Handling).
  Game Information:  +4 with Interaction Skills, 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½), 4 
  Continuing Charges lasting 1 Hour each (+0) 
  (30 Active Points); OAF Fragile (-1¼), Con-
  centration (0 DCV throughout brewing; -1), 
  Extra Time (6 Hours to brew; -3½), Requires 
  An Alchemy Roll (to brew; -½). Total cost:  3 
  points.
  OPTIONS:
  1)  Strong Potion:  Increase to +6 with Interaction 
  Skills. 45 Active Points; total cost 6 points.
  2)  Weak Potion:  Decrease to +2 with Interaction 
  Skills. 15 Active Points; total cost 2 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  4 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  4 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  4 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  4 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  4 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  4 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to charac-
  ter’s INT x 4; +1). 40 Active Points; total cost 5 points.
  POTION OF FIRE BREATH
  Effect:  RKA 2d6
  Target/Area Affected:  One Hex
  Quaffing Time:  Full Phase
  Casting Procedures:  None
  Duration:  Instant
  Range:  8”
  Magic Roll Penalty:  -6
  Charges:  4 
  Description:  This strong, bitter-tasting, dark amber-
  colored potion doesn’t work like most potions do, 
  by altering the imbiber’s body in some way. Instead, 
  immediately after drinking a dose, the character 
  can breathe forth a gout of flame!
  Game Information:  RKA 2d6, Area Of Effect 
  (One Hex; +½), Delayed Effect (may have 
  available a number of potions equal to charac-
  ter’s INT; +½) (60 Active Points); OAF Fragile 
  (-1¼), Concentration (0 DCV throughout 
  brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Extra Time (Full Phase to quaff potion 
  and breathe fire; -½), Requires An Alchemy 
  Roll (to brew; -½), 4 Charges (-1). Total cost:  
  7 points.
  OPTIONS:
  1)  Strong Potion:  Increase to RKA 3d6. 90 Active 
  Points; total cost 10 points.
  
  8  Alchemy
  Hero System 5th Edition
  2)  Weak Potion:  Decrease to RKA 1d6. 30 Active 
  Points; total cost 3 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  6 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  6 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  7 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  7 points.
  7)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  7 points.
  8)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 75 Active Points; total cost 9 
  points.
  POTION OF GIANT FORM
  Effect:  Growth
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Full Phase
  Casting Procedures:  None
  Duration:  Constant (5 minutes)
  Range:  Self
  Magic Roll Penalty:  -7
  Charges:  4 
  Description:  After quaffing this potion, the imbiber 
  grows to giant size — 8”, or 16 meters tall — in the 
  blink of an eye. Now much stronger and tougher 
  than normal, he can wreak havoc among his ene-
  mies... but can also be hit more easily by them.
  Game Information:  Growth (+45 STR, +9 
  BODY, +9 STUN, -9 KB, 50,000 kg, -6 DCV, 
  +6 PER Rolls to perceive, 16m tall, 8 m wide), 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (67 
  Active Points); OAF Fragile (-1¼), Concentra-
  tion (0 DCV throughout brewing; -1), Extra 
  Time (6 Hours to brew; -3½), Extra Time (Full 
  Phase to quaff potion and grow; -½), Requires 
  An Alchemy Roll (to brew; -½), 4 Continuing 
  Charges lasting 5 Minutes each (-0). Total cost:  
  9 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Growth (60 points’ 
  worth). 90 Active Points; total cost 12 points.
  2)  Weak Potion:  Decrease to Growth (30 points’ 
  worth). 45 Active Points; total cost 6 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  8 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  8 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  9 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  9 points.
  7)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  8 points.
  8)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 90 Active Points; total cost 12 
  points.
  POTION OF GIANT’S STRENGTH
  Effect:  +40 STR
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (5 minutes)
  Range:  Self
  Magic Roll Penalty:  -6
  Charges:  4
  Description:  Upon drinking this potion, a character 
  becomes as strong as a giant! The effect only lasts 
  for five minutes, but that’s enough time to slay 
  many enemies, smash down castle walls, or carry a 
  heavy load over a swollen stream.
  Game Information:  +40 STR, Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (60 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Requires An Alchemy Roll (to 
  brew; -½), 4 Continuing Charges lasting 5 
  Minutes each (-0). Total cost:  8 points.
  OPTIONS:
  1)  Strong Potion:  Increase to +60 STR. 90 Active 
  Points; total cost 12 points.
  2)  Weak Potion:  Decrease to +30 STR. 45 Active 
  Points; total cost 6 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  8 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  8 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  9 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  9 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  8 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  8 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 80 Active Points; total cost 11 
  points.
  
  9 
  The Fantasy Hero Grimoire
  POTION OF HEALING
  Effect:  Simplified Healing 4d6
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -6
  Charges:  4
  Description:  A favorite of adventurers everywhere, 
  this delightful-tasting elixir heals wounds so the 
  imbiber may live to fight another day.
  In game terms, all Potions Of Healing count as 
  one single type of Healing for purposes of the rules 
  about how often Healing can be applied to a single 
  character (or a single wound). The GM may choose 
  to make exceptions for radically different curing-
  potions (such as the potions brewed by two differ-
  ent schools of Alchemy, or two different cultures), 
  and may similarly choose to differentiate Potions 
  Of Healing from the Salve Of Wound-Knitting (see 
  below).
  Game Information:  Simplified Healing 4d6, 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (60 
  Active Points); OAF Fragile (-1¼), Concentra-
  tion (0 DCV throughout brewing; -1), Extra 
  Time (6 Hours to brew; -3½), Requires An 
  Alchemy Roll (to brew; -½), 4 Charges (-1). 
  Total cost:  7 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Simplified Healing 
  6d6. 90 Active Points; total cost 11 points.
  2)  Weak Potion:  Decrease to Simplified Healing 
  2d6. 30 Active Points; total cost 4 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  7 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  7 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  7 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  8 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  7 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  7 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 80 Active Points; total cost 10 
  points.
  INCENDIARY OIL
  Effect:  RKA 2d6  
  Target/Area Affected:  5” Radius
  Quaffing Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Instant
  Range:  RBS
  Magic Roll Penalty:  -7
  Charges:  4
  Description:  Unlike most potions, this oily, orange-
  yellow-colored liquid is not meant to be drunk. 
  Instead, it’s stored in small glass flasks for use as a 
  throwing weapon. When the flask impacts a target 
  and breaks, the oil creates a tremendous fireball-
  like explosion in a 5” radius.
  Game Information:  RKA 2d6, Area Of Effect (5” 
  Radius; +1), Delayed Effect (may have avail-
  able a number of potions equal to character’s 
  INT; +½) (75 Active Points); OAF Fragile  
  (-1¼), Concentration (0 DCV throughout 
  brewing; -1), Extra Time (6 Hours to brew;  
  -3½), Requires An Alchemy Roll (to brew; -½), 
  Range Based On STR (-¼), 4 Charges (-1). 
  Total cost:  9 points.
  OPTIONS:
  1)  Strong Potion:  Increase to RKA 3d6 (7” Radius). 
  112 Active Points; total cost 13 points.
  2)  Weak Potion:  Decrease to RKA 1d6 (2” Radius). 
  37 Active Points; total cost 4 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  8 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  8 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  9 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  9 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  8 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  9 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 90 Active Points; total cost 11 
  points.
  
  10  Alchemy
  Hero System 5th Edition
  POTION OF INVISIBILITY
  Effect:  Invisibility to Sight Group, No Fringe
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (5 minutes)
  Range:  Self
  Magic Roll Penalty:  -4
  Charges:  4
  Description:  One dose of this potion, and the char-
  acter fades from sight completely for five minutes. 
  Even someone standing right next to him cannot 
  see him.
  Game Information:  Invisibility to Sight Group, 
  No Fringe, Delayed Effect (may have available 
  a number of potions equal to character’s INT; 
  +½) (45 Active Points); OAF Fragile (-1¼), 
  Concentration (0 DCV throughout brew-
  ing; -1), Extra Time (6 Hours to brew; -3½), 
  Requires An Alchemy Roll (to brew; -½), 4 
  Continuing Charges lasting 5 Minutes each  
  (-0). Total cost:  6 points.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  6 points.
  2)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  6 points.
  3)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  6 points.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  7 points.
  5)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  6 points.
  6)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  6 points.
  7)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 60 Active Points; total cost 8 
  points.
  POTION OF LONGEVITY
  Effect:  Life Support (Longevity — +100 years lifespan)
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Persistent
  Range:  Self
  Magic Roll Penalty:  -1
  Charges:  1
  Description:  This potion extends the imbiber’s lifes-
  pan by 100 years, with corresponding increases in the 
  length of time before the effects of old age set in.
  In game terms, every Potion Of Longevity a 
  character drinks increases his lifespan by 100 years. 
  This is a slight alteration of the normal rules, but it 
  works better for potions than the standard version 
  of Life Support (Longevity).
  Alternately, the GM may prefer for characters 
  to buy Longevity with Character Points, using the 
  potion simply as a special effect for how they got it.
  Game Information:  Life Support (Longevity:  
  +100 years lifespan), Delayed Effect (may 
  have available a number of potions equal to 
  
  11 
  The Fantasy Hero Grimoire
  character’s INT; +½) (1 Active Point); OAF 
  Fragile (-1¼), Concentration (0 DCV through-
  out brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Requires An Alchemy Roll (to brew; -½), 
  1 Charge (-2). Total cost:  1 point.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  1 point.
  2)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  1 point.
  3)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  1 point.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  1 point.
  5)  Lengthy Potion:  Add Extra Time (Full Phase; -½) 
  as a Release Limitation. Total cost:1 point.
  6)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:1 point.
  7)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to charac-
  ter’s INT x 4; +1). 2 Active Points; total cost 1 point.
  POTION OF LOVE
  Effect:  Major Transform 7d6
  Target/Area Affected:  One character
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -16
  Charges:  1
  Description:  When a character drinks this potent 
  potion, he immediately falls deeply in love with the 
  next person of the appropriate gender he sees (usu-
  ally the person who gave him the potion).
  Game Information:  Major Transform 7d6 
  (person into person with the Psychological Lim-
  itation Deeply In Love With [First Appropriate 
  Person Seen After Drinking Potion (Common, 
  Strong)]; heals back by drinking another love-
  potion) (standard Effect:  21 BODY), Delayed 
  Effect (may have available a number of potions 
  equal to character’s INT; +½) (157 Active 
  Points); OAF Fragile (-1¼), Concentration (0 
  DCV throughout brewing; -1), Extra Time (6 
  Hours to brew; -3½), No Range (-½), Requires 
  An Alchemy Roll (to brew; -½), 1 Charge (-2). 
  Total cost:  16 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Major Transform 
  10d6. 225 Active Points; total cost 23 points.
  2)  Weak Potion:  Decrease to Major Transform 5d6. 
  112 Active Points; total cost 11 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  15 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  15 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  16 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  17 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  15 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  16 points.
  9)  More Potions:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s INT 
  x 4; +1). 210 Active Points; total cost 21 points.
  POTION OF THE OWL’S EYES
  Effect:  Nightvision
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1d6 hours)
  Range:  Self
  Magic Roll Penalty:  -1
  Charges:  4
  Description:  This potion grants a character the abil-
  ity to see in the dark as easily as an owl. Even the 
  tiniest light is enough to let the character see.
  Game Information:  Nightvision, Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (7 Active Points); OAF 
  Fragile (-1¼), Concentration (0 DCV through-
  out brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Requires An Alchemy Roll (to brew; -½), 
  4 Continuing Charges lasting 1d6 Hours each 
  (-0). Total cost:  1 point.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  1 point.
  2)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  1 point.
  3)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  1 point.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  1 point.
  5)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  1 point.
  6)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  1 point.
  7)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 10 Active Points; total cost 1 
  point.
  
  12  Alchemy
  Hero System 5th Edition
  POTION OF STAMINA
  Effect:  +40 END
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  See text
  Range:  Self
  Magic Roll Penalty:  -3
  Charges:  1
  Description:  This potion overcomes fatigue and 
  gives a character an added boost of energy. It pro-
  vides +40 END. The END lasts until used or until 
  the character goes to sleep (this does not include 
  being Knocked Out).
  Game Information:  +40 END, Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (30 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Requires An Alchemy Roll (to 
  brew; -½), 1 Continuing Charge lasting 1 Day 
  (ends when imbiber uses up all the END or 
  goes to sleep; -0). Total cost:  4 points.
  OPTIONS:
  1)  Strong Potion:  Increase to +60 END. 45 Active 
  Points; total cost 6 points.
  2)  Weak Potion:  Decrease to +30 END. 22 Active 
  Points; total cost 3 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  4 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  4 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  4 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  4 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  4 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  4 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 40 Active Points; total cost 5 
  points.
  POTION OF ELEMENTAL RESILIENCE
  Effect:  Armor (6 PD/6 ED), Only Versus Fire/Heat And 
  Ice/Cold Damage
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1 hour)
  Range:  Self
  Magic Roll Penalty:  -3
  Charges:  4
  Description:  This potion heightens the character’s 
  resistance to damage caused by fire, ice, or related 
  phenomena. It doesn’t make him more comfortable 
  in hot or cold conditions, but it protects him from 
  burns and frostbite.
  Game Information:  Armor (6 PD/6 ED), Delayed 
  Effect (may have available a number of potions 
  equal to character’s INT; +½) (27 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Requires An Alchemy Roll (to 
  brew; -½), Only Versus Fire/Heat And Ice/Cold 
  Damage (-¼), 4 Continuing Charges lasting 1 
  Hour each (-0). Total cost:  4 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Armor (8 PD/8 ED). 
  36 Active Points; total cost 5 points.
  2)  Weak Potion:  Decrease to Armor (4 PD/4 ED). 
  18 Active Points; total cost 2 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  3 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  3 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  4 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  4 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  3 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  3 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 36 Active Points; total cost 5 
  points.
  
  13 
  The Fantasy Hero Grimoire
  POTION OF SWIFTNESS
  Effect:  +3 SPD
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1 minute)
  Range:  Self
  Magic Roll Penalty:  -4
  Charges:  4
  Description:  A character who imbibes this potion 
  finds his reactions and reflexes heightened to 
  incredible degrees. For the next minute, he can act 
  much quickly (and thus more often) than normal.
  Game Information:  +3 SPD, Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (45 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Requires An Alchemy Roll (to 
  brew; -½), 4 Continuing Charges lasting 1 
  Minute each (-¼). Total cost:  6 points.
  OPTIONS:
  1)  Strong Potion:  Increase to +4 SPD. 60 Active 
  Points; total cost 8 points.
  2)  Weak Potion:  Decrease to +2 SPD. 30 Active 
  Points; total cost 4 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  6 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  6 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  6 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  6 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  6 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  6 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 60 Active Points; total cost 8 
  points.
  POTION OF SYLPHEN AGILITY
  Effect:  +10 DEX
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1 minute)
  Range:  Self
  Magic Roll Penalty:  -4
  Charges:  4
  Description:  A character who imbibes this potion 
  suddenly has the grace and agility of a sylph. For 
  the next minute, he can move more deftly, strike 
  more accurately, and dodge more easily.
  Game Information:  +10 DEX, Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (45 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Requires An Alchemy Roll (to 
  
  14  Alchemy
  Hero System 5th Edition
  brew; -½), 4 Continuing Charges lasting 1 
  Minute each (-¼). Total cost:  6 points.
  OPTIONS:
  1)  Strong Potion:  Increase to +15 DEX. 67 Active 
  Points; total cost 9 points.
  2)  Weak Potion:  Decrease to +5 DEX. 22 Active 
  Points; total cost 3 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  6 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  6 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  6 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  6 points.
  7)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  6 points.
  8)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  6 points.
  9)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 60 Active Points; total cost 8 
  points.
  POTION OF TINY FORM
  Effect:  Shrinking
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Full Phase
  Casting Procedures:  None
  Duration:  Constant (5 minutes)
  Range:  Self
  Magic Roll Penalty:  -6
  Charges:  4 
  Description:  After quaffing this potion, the imbiber 
  shrinks to become a mere four inches tall. Not 
  only does this make it easy for him to slip into or 
  through places he ordinarily could not fit, it also 
  makes him harder to hit and to see.
  Game Information:  Shrinking (.125m tall [about 
  4 inches], .025 kg mass, -8 to PER Rolls to per-
  ceive character, +8 DCV, +12” KB), Delayed 
  Effect (may have available a number of potions 
  equal to character’s INT; +½) (60 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Extra Time (Full Phase to quaff 
  potion and shrink; -½), Requires An Alchemy 
  Roll (to brew; -½), 4 Continuing Charges lasting 
  5 Minutes each (-0). Total cost:  8 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Shrinking (60 points’ 
  worth). 90 Active Points; total cost 12 points.
  2)  Weak Potion:  Decrease to Shrinking (30 points’ 
  worth). 45 Active Points; total cost 6 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  7 points.
  4)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  7 points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  8 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  8 points.
  7)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  7 points.
  8)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 80 Active Points; total cost 10 
  points.
  POTION OF TRANSMUTATION
  Effect:  Multiform (defined type of animal of up to 250 
  points)
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Full Phase
  Casting Procedures:  None
  Duration:  Constant (1 hour)
  Range:  Self
  Magic Roll Penalty:  -7
  Charges:  4
  Description:  This potion allows the imbiber to 
  change his form to that of one specific type of 
  animal. The alchemist must specify the type of 
  animal when he creates the potion, and it cannot be 
  built on more than 250 Character Points (the GM 
  may, if he wishes, recalculate the cost of this potion 
  for animals built on more or fewer points). While 
  in animal form he has all the abilities of that animal 
  — if it has wings, he can fly; if it can breathe water, so 
  can he; if it has fearsome claws, so does he. However, 
  he retains his own intelligence, memories, and ability 
  to think. The change wears off after one hour. If the 
  imbiber changes back before that time, the potion’s 
  power ends; it does not allow a character to change 
  shape multiple times.
  Game Information:  Multiform (defined type 
  of animal of up to 250 points), Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (75 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Extra Time (Full Phase to quaff 
  potion and change; -½), Requires An Alchemy 
  Roll (to brew; -½), 4 Continuing Charges last-
  ing 1 Hour each (-0). Total cost:  10 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Multiform (defined 
  type of animal of up to 350 points). 105 Active 
  Points; total cost 13 points.
  2)  Weak Potion:  Decrease to Multiform (defined 
  type of animal of up to 150 points). 45 Active 
  Points; total cost 6 points.
  
  15 
  The Fantasy Hero Grimoire
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  9 points.
  4)  Difficult-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total cost:  9 
  points.
  5)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total cost:  
  10 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  10 points.
  7)  Attentive Potion:  Add Concentration (½ DCV; -¼) 
  as a Release Limitation. Total cost:  9 points.
  8)  More Potions:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s INT 
  x 4; +1). 100 Active Points; total cost 13 points.
  POTION OF UNDERWATER COMFORT
  Effect:  Life Support (Expanded Breathing:  Breathe 
  Underwater)
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (6 hours)
  Range:  Self
  Magic Roll Penalty:  -1
  Charges:  4
  Description:  Quaffing this potion grants a character 
  the ability to breathe underwater for a period of six 
  hours. 
  Game Information:  Life Support (Expanded 
  Breathing:  Breathe Underwater), Delayed 
  Effect (may have available a number of potions 
  equal to character’s INT; +½) (7 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Requires An Alchemy Roll (to 
  brew; -½), 4 Continuing Charges lasting 6 
  Hours each (-0). Total cost:  1 point.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explosion, 
  or the like]; -½). Total cost:  1 point.
  2)  Difficult-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total cost:  
  1 point.
  3)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total cost:  
  1 point.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  1 point.
  5)  Lengthy Potion:  Add Extra Time (Full Phase; -½) as 
  a Release Limitation. Total cost:1 point.
  6)  Attentive Potion:  Add Concentration (½ DCV; -¼) 
  as a Release Limitation. Total cost:1 point.
  7)  More Potions:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s INT 
  x 4; +1). 10 Active Points; total cost 1 point.
  POTION OF WIZARD’S SIGHT
  Effect:  N-Ray Perception (Sight Group)
  Target/Area Affected:  One character (usually self)
  Quaffing Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1 hour)
  Range:  Self
  Magic Roll Penalty:  -1
  Charges:  4
  Description:  Under the influence of this potion, a 
  character’s eyes become magically charged, able to 
  see through walls and other obstacles. Only magical 
  barriers can block the character’s sight.
  Game Information:  N-Ray Perception (Sight 
  Group) (stopped by magical barriers and fields), 
  Delayed Effect (may have available a number of 
  potions equal to character’s INT; +½) (15 Active 
  Points); OAF Fragile (-1¼), Concentration (0 
  DCV throughout brewing; -1), Extra Time (6 
  Hours to brew; -3½), Requires An Alchemy Roll 
  (to brew; -½), 4 Continuing Charges lasting 1 
  Hour each (-0). Total cost:  2 points.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  2 points.
  2)  Difficult-To-Brew Potion:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  2 points.
  3)  Easy-To-Brew Potion:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  2 points.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  2 points.
  5)  Lengthy Potion:  Add Extra Time (Full Phase; 
  -½) as a Release Limitation. Total cost:  2 points.
  6)  Attentive Potion:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  2 points.
  7)  More Potions:  Increase to Delayed Effect (may 
  have available a number of potions equal to charac-
  ter’s INT x 4; +1). 20 Active Points; total cost 3 points.
  
  16  Alchemy
  Hero System 5th Edition
  ointMentS, SALVeS,  
  And UnGUentS
  Salves, ointments, and the like function simi-
  larly to potions, but usually must be rubbed on the 
  user instead of imbibed, which takes time.
  OINTMENT OF ARMOR ENHANCEMENT
  Effect:  Armor (+3 PD/+3 ED), Only Adds To Armor
  Target/Area Affected:  One suit of armor
  Application Time:  1 Minute
  Casting Procedures:  None
  Duration:  Constant (1 hour)
  Range:  Self
  Magic Roll Penalty:  -1
  Charges:  4
  Description:  When applied to a suit of any type of 
  armor, this ointment makes that armor tougher 
  and sturdier, thus increasing its ability to protect 
  the wearer. If applied directly to a character’s skin, 
  or to an object other than armor, it has no effect.
  Game Information:  Armor (+3 PD/+3 ED), 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (13 
  Active Points); OAF Fragile (-1¼), Only 
  Applies To Armor (-½), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Extra Time (1 Minute to apply 
  to armor; -1½), Requires An Alchemy Roll 
  (to brew; -½), 4 Continuing Charges lasting 1 
  Hour each (-0). Total cost:  1 point.
  OPTIONS:
  1)  Strong Ointment:  Increase to Armor (+5 PD/+5 
  ED). 22 Active Points; total cost 2 points.
  2)  Weak Ointment:  Decrease to Armor (+1 PD/+1 
  ED). 4 Active Points; total cost 1 point.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  1 point.
  4)  Difficult-To-Brew Ointment:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  1 point.
  5)  Easy-To-Brew Ointment:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  1 point.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  1 point.
  7)  Attentive Ointment:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:1 point.
  8)  More Ointments:  Increase to Delayed Effect (may 
  have available a number of potions equal to charac-
  ter’s INT x 4; +1). 18 Active Points; total cost 2 points.
  STONYSKIN SALVE
  Effect:  Armor (5 PD/3 ED)
  Target/Area Affected:  One character (usually self)
  Application Time:  1 Minute
  Casting Procedures:  None
  Duration:  Constant (1 hour)
  Range:  Self
  Magic Roll Penalty:  -2
  Charges:  4
  Description:  When rubbed into a character’s skin (it 
  has no effect on nonliving beings or objects), this 
  salve makes the skin stony hard, allowing him to 
  resist damage easily. It provides slightly more pro-
  tection against physical attacks than fire or other 
  forms of energy.
  It takes one minute to apply the Salve to a 
  human-sized person. The GM may, in his discre-
  tion, decrease or increase this time for smaller or 
  taller beings.
  Game Information:  Armor (5 PD/3 ED), 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (18 
  Active Points); OAF Fragile (-1¼), Only Works 
  On Living Skin (-0), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Extra Time (1 Minute to apply 
  to character; -1½), Requires An Alchemy Roll 
  (to brew; -½), 4 Continuing Charges lasting 1 
  Hour each (-0). Total cost:  2 points.
  OPTIONS:
  1)  Strong Salve:  Increase to Armor (7 PD/5 ED). 
  24 Active Points; total cost 3 points.
  2)  Weak Salve:  Decrease to Armor (3 PD/1 ED). 9 
  Active Points; total cost 1 point.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  2 points.
  4)  Difficult-To-Brew Salve:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  2 points.
  5)  Easy-To-Brew Salve:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  2 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  2 points.
  7)  Attentive Salve:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  2 points.
  8)  More Salves:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s 
  INT x 4; +1). 24 Active Points; total cost 3 points.
  
  17 
  The Fantasy Hero Grimoire
  SALVE OF WOUND-KNITTING
  Effect:  Simplified Healing 6d6
  Target/Area Affected:  One character
  Application Time:  1 Minute
  Casting Procedures:  None
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -9
  Charges:  4
  Description:  Similar to a Potion Of Healing, but 
  more efficacious, this sweet-smelling salve instantly 
  knits together wounds and restores injured persons 
  to good health.
  Game Information:  Simplified Healing 6d6, 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (90 
  Active Points); OAF Fragile (-1¼), Concentra-
  tion (0 DCV throughout brewing; -1), Extra 
  Time (6 Hours to brew; -3½), Extra Time (1 
  Minute to apply to character; -1½), Requires 
  An Alchemy Roll (to brew; -½), 4 Charges (-1). 
  Total cost:  9 points.
  OPTIONS:
  1)  Strong Salve:  Increase to Simplified Healing 
  8d6. 120 Active Points; total cost 12 points.
  2)  Weak Salve:  Decrease to Simplified Healing 4d6. 
  60 Active Points; total cost 6 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  9 points.
  4)  Difficult-To-Brew Salve:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  9 points.
  5)  Easy-To-Brew Salve:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  9 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  10 points.
  7)  Attentive Salve:  Add Concentration (½ DCV; 
  -¼) as a Release Limitation. Total cost:  9 points.
  8)  More Salves:  Increase to Delayed Effect (may 
  have available a number of potions equal to char-
  acter’s INT x 4; +1). 120 Active Points; total cost 12 
  points.
  dUStS
  Dusts are small packets, flasks, or jars of 
  enchanted powders. The character typically throws 
  them at the target. If the powder is in a container 
  that shatters upon impact, it has a normal Range 
  based on the character’s STR; if the powder is loose 
  and the character has to throw handfuls of it, it has 
  a maximum range of 3”.
  DUST OF ILLUSION
  Effect:  Sight Group Images, -3 PER Rolls
  Target/Area Affected:  4” Radius
  Casting Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant (1 Turn)
  Range:  RBS
  Magic Roll Penalty:  -4
  Charges:  4
  Description:  When thrown or sprinkled over an 
  area, this dust creates a visual illusion of the user’s 
  choice. Since the illusion is only visual, scenes or 
  events that require sound or odor will quickly be 
  revealed as false.
  Game Information:  Sight Group Images, -3 
  to PER Rolls, Increased Size (4” radius; +½), 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (38 
  Active Points); OAF Fragile (-1¼), Concentra-
  tion (0 DCV throughout brewing; -1), Extra 
  Time (6 Hours to brew; -3½), Range Based On 
  STR (-¼), Requires An Alchemy Roll (to brew; 
  -½), 4 Continuing Charges lasting 1 Turn each 
  (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Dust:  Add Hearing Group and increase 
  to -4 PER Rolls. 54 Active Points; total cost 7 points.
  2)  Weak Dust:  Decrease to no PER Roll penalty. 20 
  Active Points; total cost 2 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  4 points.
  4)  Difficult-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  4 points.
  5)  Easy-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  5 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  5 points.
  7)  Lengthy Dust:  Add Extra Time (Full Phase; -½) 
  as a Release Limitation. Total cost:  4 points.
  8)  Attentive Dust:  Add Concentration (½ DCV; -¼) 
  as a Release Limitation. Total cost:  5 points.
  9)  More Dusts:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s 
  INT x 4; +1). 47 Active Points; total cost 6 points.
  
  18  Alchemy
  Hero System 5th Edition
  DUST OF IMPRISONMENT
  Effect:  Entangle 5d6, 5 DEF, Takes No Damage From 
  Attacks
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Instant
  Range:  RBS
  Magic Roll Penalty:  -10
  Charges:  4
  Description:  When thrown at a person or creature, 
  this dust surrounds and paralyzes him. Only the 
  strongest victims break free before being slain by 
  their attackers.
  Game Information:  Entangle 5d6, 5 DEF, Takes 
  No Damage From Attacks (+½), Delayed Effect 
  (may have available a number of potions equal 
  to character’s INT; +½) (100 Active Points); 
  OAF Fragile (-1¼), Concentration (0 DCV 
  throughout brewing; -1), Extra Time (6 Hours 
  to brew; -3½), Range Based On STR (-¼), 
  Requires An Alchemy Roll (to brew; -½), 4 
  Charges (-1). Total cost:  12 points.
  OPTIONS:
  1)  Strong Dust:  Increase to Entangle 6d6, 6 DEF. 
  120 Active Points; total cost 14 points.
  2)  Weak Dust:  Decrease to Entangle 4d6, 4 DEF. 80 
  Active Points; total cost 9 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  11 points.
  4)  Difficult-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  11 points.
  5)  Easy-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  12 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  12 points.
  7)  Lengthy Dust:  Add Extra Time (Full Phase; -½) 
  as a Release Limitation. Total cost:  11 points.
  8)  Attentive Dust:  Add Concentration (½ DCV; -¼) 
  as a Release Limitation. Total cost:  11 points.
  9)  More Dusts:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s 
  INT x 4; +1). 125 Active Points; total cost 15 points.
  MORPHEAN DUST
  Effect:  Energy Blast 8d6, NND   
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Instant
  Range:  RBS
  Magic Roll Penalty:  -10
  Charges:  4
  Description:  When someone breathes this potent 
  dust, the silken grasp of the gods of sleep takes hold 
  of them and casts them gently down to slumber. 
  The victim’s enemies often take steps to ensure he 
  never wakes up.
  Game Information:  Energy Blast 8d6, NND 
  (defense is Life Support [Self-Contained Breath-
  ing]; +1), Delayed Effect (may have available a 
  number of potions equal to character’s INT; +½) 
  (100 Active Points); OAF Fragile (-1¼), Concen-
  tration (0 DCV throughout brewing; -1), Extra 
  Time (6 Hours to brew; -3½), Range Based On 
  STR (-¼), Requires An Alchemy Roll (to brew; 
  -½), 4 Charges (-1). Total cost:  12 points.
  OPTIONS:
  1)  Strong Dust:  Increase to Energy Blast 10d6. 125 
  Active Points; total cost 15 points.
  2)  Weak Dust:  Decrease to Energy Blast 6d6. 75 
  Active Points; total cost 9 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  11 points.
  4)  Difficult-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  11 points.
  5)  Easy-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  12 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  12 points.
  7)  Lengthy Dust:  Add Extra Time (Full Phase; -½) 
  as a Release Limitation. Total cost:  11 points.
  8)  Attentive Dust:  Add Concentration (½ DCV; -¼) 
  as a Release Limitation. Total cost:  11 points.
  9)  More Dusts:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s 
  INT x 4; +1). 120 Active Points; total cost 14 points.
  
  19 
  The Fantasy Hero Grimoire
  DUST OF OBSCUREMENT
  Effect:  Change Environment, -4 to Sight Group PER 
  Rolls
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Constant (1 Turn)
  Range:  RBS
  Magic Roll Penalty:  -4
  Charges:  4
  Description:  When thrown, this dust turns into a 
  thick, cloying cloud that’s almost impossible to see 
  into or through.
  Game Information:  Change Environment 8” 
  radius, -4 to Sight Group PER Rolls, Delayed 
  Effect (may have available a number of potions 
  equal to character’s INT; +½) (43 Active 
  Points); OAF Fragile (-1¼), Concentration (0 
  DCV throughout brewing; -1), Extra Time (6 
  Hours to brew; -3½), Range Based On STR  
  (-¼), Requires An Alchemy Roll (to brew; -½), 
  4 Continuing Charges lasting 1 Turn each (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Strong Dust:  Increase to -6 Sight Group PER 
  Rolls. 52 Active Points; total cost 6 points.
  2)  Weak Dust:  Decrease to -2 Sight Group PER 
  Rolls. 34 Active Points; total cost 4 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  5 points.
  4)  Difficult-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  5 points.
  5)  Easy-To-Brew Dust:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  5 points.
  6)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  6 points.
  7)  Lengthy Dust:  Add Extra Time (Full Phase; -½) 
  as a Release Limitation. Total cost:  5 points.
  8)  Attentive Dust:  Add Concentration (½ DCV; -¼) 
  as a Release Limitation. Total cost:  5 points.
  9)  More Dusts:  Increase to Delayed Effect (may have 
  available a number of potions equal to character’s 
  INT x 4; +1). 58 Active Points; total cost 7 points.
  conStrUctS
  Constructs are man-made objects animated 
  by magic — golems and the like, though they can 
  come in many different shapes than humanoid. The 
  HERO System Bestiary has some example golems 
  on pages 77-80, though clever alchemists could 
  build many other types, or give the standard types 
  additional powers. (Other types of spellcasters can 
  often create golems as well; for example, priests can 
  construct golems of clay.)
  CREATE METAL GOLEM
  Effect:  Summon one 445-point metal golem
  Target/Area Affected:  One golem
  Casting Time:  1 Month
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -18
  END Cost:  18
  Description:  With this alchemical process, an alche-
  mist can take a supply of metal (typically iron or 
  steel), form and shape it into the semblance of a man 
  (or the like), and then bring it to life with the help of 
  certain formulae-inscribed amulets and invocations. 
  The alchemist can only have one of these loyal, inde-
  fatigable servants in existence at a time.
  Creating a metal golem requires a month of 
  labor in forge, laboratory, and workroom, with 
  breaks only to eat and sleep. Any significant inter-
  ruption requires the caster to buy new amulets and 
  begin the work all over again.
  Game Information:  Summon one 445-point 
  metal golem, Slavishly Loyal (+1) (178 Active 
  Points); OAF Expendable (metals necessary to 
  form golem, including formulae-inscribed amu-
  lets, Very Difficult to obtain; -1½), Concentration 
  (0 DCV throughout casting; -1), Extra Time (1 
  Month; -5), Gestures (throughout casting; -½), 
  Incantations (throughout casting; -½), Requires 
  An Alchemy Roll (-½). Total cost:  18 points.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates flawed golem that attacks alche-
  mist, causes lab explosion, or the like]; -½). Total 
  cost:  17 points.
  2)  Difficult-To-Craft Golem:  Change to Requires 
  An Alchemy Roll (-1 per 5 Active Points; -1). Total 
  cost:  17 points.
  3)  Easy-To-Craft Golem:  Change to Requires An 
  Alchemy Roll (-1 per 20 Active Points; -¼). Total 
  cost:  18 points.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  19 points.
  5)  More Golems:  Increase to four 445-point metal 
  golems. 198 Active Points; total cost 20 points.
  6)  Independent Golem:  To keep alchemists from 
  creating too many golems, the GM may require 
  them to make golems Independent, as if they were 
  
  20  Alchemy
  Hero System 5th Edition
  enchanted items. Add Independent (-2). Total cost:  
  15 points.
  7)  Create Metal Dragon:  This metal golem takes 
  the form of a greater dragon; it has most of the 
  same abilities (draconic wings and weapons, fiery 
  breath), but lacks the Hypnotic Gaze, Tough Body, 
  Protection From Fire, and Skills; it’s an Automaton. 
  Change to Summon one 1,000-point metal dragon 
  golem. 400 Active Points; total cost 40 points.
  CREATE HOMONCULUS
  Effect:  Summon one 110-point homonculus
  Target/Area Affected:  One homonculus
  Casting Time:  1 Week
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Alchemists who don’t wish to expend 
  the time, expense, and effort to create a metal con-
  struct can instead grow a homonculus — a tiny, 
  perfectly-formed man — in their labs. The homon-
  culus makes a useful servant, companion, and spy.
  Game Information:  Summon one 110-point 
  homonculus, Slavishly Loyal (+1) (44 Active 
  Points); OAF Expendable (materials necessary to 
  form homonculus, including formulae-inscribed 
  parchments, Very Difficult to obtain; -1½), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (1 Week; -4½), Gestures (throughout; 
  -½), Incantations (throughout; -½), Requires An 
  Alchemy Roll (-½). Total cost:  5 points.
  OPTIONS:
  1)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poison or wrong potion, lab 
  explosion, or the like]; -½). Total cost:  4 points.
  2)  Difficult-To-Craft Homonculus:  Change to 
  Requires An Alchemy Roll (-1 per 5 Active Points; 
  -1). Total cost:  4 points.
  3)  Easy-To-Craft Homonculus:  Change to Requires 
  An Alchemy Roll (-1 per 20 Active Points; -¼). 
  Total cost:  5 points.
  4)  Master’s Version:  Remove Requires An Alchemy 
  Roll (-½). Total cost:  5 points.
  5)  More Homonculi:  Increase to four 110-point 
  homonculi. 64 Active Points; total cost 7 points.
  
  21 
  The Fantasy Hero Grimoire
  c
  onjuration is the art of summoning beings 
  from this and other planes of existence, and 
  of controlling and banishing them. In some 
  campaign settings, the concept of “conjura-
  tion” exends even further, to allow the conjuror 
  to “summon” or “create” just about any physical 
  substance or object — such as weather phenomena 
  (fog, wind, and the like) or buildings — and even 
  forms of energy such as lightning or fire. To My 
  Hand, below, is an example of an object-summon-
  ing spell; you could easily expand upon it, or adapt 
  spells from other arcana, if you want to broaden the 
  conjuror’s art.
  Similarly, you can vastly expand Conjuration 
  by devising spells with the special effect “sum-
  moned being performs a particular task for the 
  spellcaster.” Tharagoth’s Spell Of The Conjuror’s 
  Ease, below, represents a simple form of this — a 
  spell that allows a conjuror to quickly and easily 
  clean house and perform other chores with the aid 
  of summoned demonlings and like beings. If you 
  wanted to (and the GM allowed), you could use this 
  special effect to supply conjurors with all sorts of 
  attack and defense spells.
  Conjuration, once a somewhat confused and 
  uncertain art, was systematically studied and orga-
  nized late in the First Epoch by the wizard Vashtori, 
  and thus many of this arcana’s spells bear his name. 
  Legend has it that conjured imps and demons fol-
  lowed Vashtori invisibly, protecting him from harm 
  and whispering arcane wisdom in his ears.
  BASic SpeLLS
  Conjuration’s most fundamental spells are all 
  built with the Power Summon. By longstanding 
  tradition, the hierarchy of summoning power is as 
  follows:  animals; monsters; elementals; demons 
  (“demon” in this case meaning almost any extra-
  planar entity). Even though an animal-summoning 
  spell might conjure a creature more powerful than 
  an imp, in the minds of Turakian conjurors, an 
  imp-summoning spell is “better,” because it’s harder 
  and more dangerous to cast.
  VASHTORI’S FIRST SPELL  
  OF BEAST-CALLING
  Effect:  Summon one animal of up to 100 points
  Target/Area Affected:  One animal
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  With this spell, a conjuror can 
  Summon any normal animal built on up to 100 
  Character Points. This would include any small 
  animal or bird, a small bear, a chimpanzee, a pony, 
  a wolf, or some serpents. The animal appears 
  instantly when the caster completes the spell.
  Game Information:  Summon one animal built 
  on up to 100 Character Points, Expanded 
  Class (animals; +½) (30 Active Points); OAF 
  Expendable (food the animal would like, Dif-
  ficult to obtain; -1¼), Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations (-¼), Requires 
  A Conjuration Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  Many Beasts:  Increase to four animals of up to 
  100 Character Points. 45 Active Points; total cost 12 
  points.
  2)  Many, Many Beasts:  Increase to 32 animals of up 
  to 100 Character Points. 67 Active Points; total cost 
  18 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  12 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6 or animal attacks caster; -½). Total cost:  
  7 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  7 
  points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  9 points.
  conJUrAtion
  
  22  Conjuration
  Hero System 5th Edition
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 40 Active Points; total cost 11 points.
  12)  Friendly Animal:  Add Friendly (+¼). 35 Active 
  Points; total cost 9 points.
  13)  Loyal Animal:  Add Loyal (+½). 40 Active 
  Points; total cost 11 points.
  14)  Devoted Animal:  Add Devoted (+¾). 45 Active 
  Points; total cost 12 points.
  15)  Slavishly Loyal Animal:  Add Slavishly Loyal 
  (+1). 50 Active Points; total cost 13 points.
  16)  Restricted Animal Type:  This version of the spell 
  only Summons one type of animal; you should 
  adjust the cost as necessary to reflect the total cost 
  of the specific animal desired. Change to Summon 
  one 100-point animal of defined type. 20 Active 
  Points; total cost 5 points.
  17)  Local Animals:  The conjuror’s spell doesn’t 
  instantly transport the animal to the conjuror; 
  it must live in the area and come under its own 
  power. Add Arrives Under Own Power (-½) and 
  Summoned Being Must Inhabit Locale (-½). Total 
  cost:  6 points.
  VASHTORI’S SECOND  
  SPELL OF BEAST-CALLING
  Effect:  Summon one animal of up to 200 points
  Target/Area Affected:  One animal
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell is similar to the First Spell 
  Of Beast-Calling, but conjures a larger, more pow-
  erful animal, such as a bear, a bird of prey, a buffalo, 
  some types of hunting cats, a warhorse, or the like.
  Game Information:  Summon one animal built 
  on up to 200 Character Points, Expanded 
  Class (animals; +½) (60 Active Points); OAF 
  Expendable (food the animal would like, Dif-
  ficult to obtain; -1¼), Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations (-¼), Requires 
  A Conjuration Roll (-½). Total cost:  16 points.
  OPTIONS:
  1)  Many Beasts:  Increase to four animals of up to 200 
  Character Points. 75 Active Points; total cost 20 points.
  2)  Many, Many Beasts:  Increase to 32 animals of up 
  to 200 Character Points. 97 Active Points; total cost 
  26 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  24 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  
  23 
  The Fantasy Hero Grimoire
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END and CON 4d6 or animal attacks caster; -½). 
  Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  14 
  points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  17 
  points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  18 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 80 Active Points; total cost 21 
  points.
  12)  Friendly Animal:  Add Friendly (+¼). 70 Active 
  Points; total cost 19 points.
  13)  Loyal Animal:  Add Loyal (+½). 80 Active 
  Points; total cost 21 points.
  14)  Devoted Animal:  Add Devoted (+¾). 90 Active 
  Points; total cost 24 points.
  15)  Slavishly Loyal Animal:  Add Slavishly Loyal 
  (+1). 100 Active Points; total cost 27 points.
  16)  Restricted Animal Type:  This version of the spell 
  only Summons one type of animal; you should 
  adjust the cost as necessary to reflect the total cost 
  of the specific animal desired. Change to Summon 
  one 200-point animal of defined type. 40 Active 
  Points; total cost 11 points.
  17)  Local Animals:  The conjuror’s spell doesn’t 
  instantly transport the animal to the conjuror; 
  it must live in the area and come under its own 
  power. Add Arrives Under Own Power (-½) and 
  Summoned Being Must Inhabit Locale (-½). Total 
  cost:  13 points.
  18)  Vashtori’s First Spell Of Monster Summoning:  
  This spell is identical to Vashtori’s Second Spell Of 
  Beast-Calling, but it conjures monsters, not ani-
  mals. For purposes of this spell, a “monster” is any 
  being commonly associated with that term in the 
  campaign, but not an animal, elemental, demon, or 
  undead being; it would include “fantastic beasts” 
  such as amphisbaenae or griffons. The GM decides 
  whether humanoids such as orcs and trolls do or do 
  not qualify as “monsters”; usually they should.
  VASHTORI’S THIRD SPELL 
  OF BEAST-CALLING
  Effect:  Summon one animal of up to 300 points
  Target/Area Affected:  One animal
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  This spell is similar to the Second Spell 
  Of Beast-Calling, but conjures an even larger, more 
  powerful animal, such as the whales, largest hunt-
  ing cats, sharks, and the like.
  Game Information:  Summon one animal built 
  on up to 300 Character Points, Expanded 
  Class (animals; +½) (90 Active Points); OAF 
  Expendable (food the animal would like, Dif-
  ficult to obtain; -1¼), Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations (-¼), Requires 
  A Conjuration Roll (-½). Total cost:  24 points.
  OPTIONS:
  1)  Many Beasts:  Increase to four animals of up to 
  300 Character Points. 105 Active Points; total cost 
  28 points.
  2)  Many, Many Beasts:  Increase to 32 animals of 
  up to 300 Character Points. 127 Active Points; total 
  cost 34 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  36 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  26 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  26 points.
  6)  Apprentice’s Version:  Add Side Effects (animal 
  attacks caster; -½). Total cost:  21 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  21 
  points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  26 
  points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  28 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  22 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 Active Points; total cost 32 
  points.
  12)  Friendly Animal:  Add Friendly (+¼). 105 Active 
  Points; total cost 28 points.
  13)  Loyal Animal:  Add Loyal (+½). 120 Active 
  Points; total cost 32 points.
  14)  Devoted Animal:  Add Devoted (+¾). 135 Active 
  Points; total cost 36 points.
  15)  Slavishly Loyal Animal:  Add Slavishly Loyal 
  (+1). 150 Active Points; total cost 40 points.
  
  24  Conjuration
  Hero System 5th Edition
  16)  Restricted Animal Type:  This version of the spell 
  only Summons one type of animal; you should 
  adjust the cost as necessary to reflect the total cost 
  of the specific animal desired. Change to Summon 
  one 300-point animal of defined type. 60 Active 
  Points; total cost 16 points.
  17)  Local Animals:  The conjuror’s spell doesn’t 
  instantly transport the animal to the conjuror; 
  it must live in the area and come under its own 
  power. Add Arrives Under Own Power (-½) and 
  Summoned Being Must Inhabit Locale (-½). Total 
  cost:  19 points.
  18)  Vashtori’s Second Spell Of Monster Summoning:  
  This spell is identical to Vashtori’s Third Spell Of 
  Beast-Calling, but it conjures monsters, not ani-
  mals; see above.
  VASHTORI’S THIRD SPELL  
  OF MONSTER SUMMONING
  Effect:  Summon one monster of up to 400 points
  Target/Area Affected:  One monster
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -12
  END Cost:  12
  Description:  This spell is similar to the Second Spell 
  Of Monster Summoning, but conjures an even 
  larger, more powerful monster, such as a kraken, 
  many types of lycanthropes, a giant scorpion or 
  spider, a hydra, or the like.
  Game Information:  Summon one monster 
  built on up to 400 Character Points, Expanded 
  Class (monsters; +½) (120 Active Points); OAF 
  Expendable (rune-carved silver flute, Difficult 
  to obtain; -1¼), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Conjuration Roll (-½). Total cost:  32 points.
  OPTIONS:
  1)  Many Monsters:  Increase to four monsters of 
  up to 400 Character Points. 135 Active Points; total 
  cost 36 points.
  2)  Many, Many Monsters:  Increase to 32 monsters 
  of up to 400 Character Points. 157 Active Points; 
  total cost 42 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  48 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  34 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  34 points.
  6)  Apprentice’s Version:  Add Side Effects (monster 
  attacks caster; -½). Total cost:  28 points.
  7)  Difficult Spell:  Change to Requires A Conjuration 
  Roll (-1 per 5 Active Points; -1). Total cost:  28 points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  34 
  points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  37 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  30 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 160 Active Points; total cost 43 points.
  12)  Friendly Monster:  Add Friendly (+¼). 140 
  Active Points; total cost 37 points.
  13)  Loyal Monster:  Add Loyal (+½). 160 Active 
  Points; total cost 43 points.
  14)  Devoted Monster:  Add Devoted (+¾). 180 
  Active Points; total cost 48 points.
  15)  Slavishly Loyal Monster:  Add Slavishly Loyal 
  (+1). 200 Active Points; total cost 53 points.
  16)  Restricted Monster Type:  This version of the 
  spell only Summons one type of monster; you 
  should adjust the cost as necessary to reflect the 
  total cost of the specific monster desired. Change 
  to Summon one 400-point monster of defined type. 
  80 Active Points; total cost 21 points.
  17)  Local Monsters:  The conjuror’s spell doesn’t 
  instantly transport the monster to the conjuror; 
  it must live in the area and come under its own 
  power. Add Arrives Under Own Power (-½) and 
  Summoned Being Must Inhabit Locale (-½). Total 
  cost:  25 points.
  18)  Kithara’s Invocation Of Fang And Fire:  The 
  powerful conjuror Kithara, once the court wizard 
  to the kings of Szarvasia, developed this powerful 
  incantation to summon a single greater dragon to 
  aid the Lords of the Golden Throne in their wars 
  against the Drakine Lands. Only a conjuror as 
  strong-willed as Kithara herself dares attempt it, 
  for bargaining with a dragon is dangerous busi-
  ness indeed. Change to Summon one 918-point 
  greater dragon (184 Active Points); OAF Expend-
  able (dragon statuette made of gold and rubies, 
  Extremely Difficult to obtain; -2), Concentration 
  (0 DCV throughout; -1), Extra Time (1 Hour; -3), 
  Gestures (throughout; -½), Incantations (through-
  out; -½), Requires A Conjuration Roll (-½). Total 
  cost:  22 points.
  19)  The Szarvasian Ritual:  After Kithara’s death at 
  the hands of the Sunscale drakine, several other 
  conjurors of Szarvasia adapted her spell, making 
  it a ritual so that they might as a group have more 
  power to compel the dragon to do their bidding. In 
  conjurors’ circles, this has come to be known as “the 
  Szarvasian Ritual.” As the Invocation Of Fang And 
  Fire, but add Ritual (4 casters; -½) and increase the 
  Extra Time to (6 Hours; -3½). Total cost:  19 points.
  
  25 
  The Fantasy Hero Grimoire
  THE CALL TO THE ELEMENTAL REALMS
  Effect:  Summon one elemental of up to 485 points
  Target/Area Affected:  One elemental
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -14
  END Cost:  14
  Description:  Developed, in various crude forms, 
  millennia ago during the early days of the First 
  Epoch, the Call To The Elemental Realms has 
  undergone many revisions, refinements, and per-
  mutations over the centuries. This version repre-
  sents the one most commonly used by conjurors 
  and elemental mages as of the year 5000 of the 
  Second Epoch. (Elemental mages have better, more 
  specific spells to summon elementals.)
  Game Information:  Summon one elemental 
  built on up to 485 Character Points, Expanded 
  Class (elementals; +½) (145 Active Points); 
  OAF Expendable (elemental amulet plus at 
  least a handful of the element associated with 
  the type of elemental to be summoned, Difficult 
  to obtain; -1¼), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Conjuration Roll (-½). Total cost:  39 points.
  OPTIONS:
  1)  Many Elementals:  Increase to four elementals of 
  up to 485 Character Points. 160 Active Points; total 
  cost 43 points.
  2)  Many, Many Elementals:  Increase to 32 elemen-
  tals of up to 485 Character Points. 183 Active 
  Points; total cost 49 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  58 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  41 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  41 points.
  6)  Apprentice’s Version:  Add Side Effects (elemen-
  tal attacks caster; -1). Total cost:  30 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  34 
  points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  41 
  points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  45 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  36 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 194 Active Points; total cost 52 points.
  12)  Friendly Elemental:  Add Friendly (+¼). 170 
  Active Points; total cost 45 points.
  13)  Loyal Elemental:  Add Loyal (+½). 194 Active 
  Points; total cost 52 points.
  14)  Devoted Elemental:  Add Devoted (+¾). 218 
  Active Points; total cost 58 points.
  
  26  Conjuration
  Hero System 5th Edition
  15)  Slavishly Loyal Elemental:  Add Slavishly Loyal 
  (+1). 242 Active Points; total cost 64 points.
  16)  Restricted Elemental Type:  While conjurors 
  usually want to summon any type of elemental that 
  catches their fancy, some prefer to restrict them-
  selves to a single type of elemental, and thus learn 
  the following spells instead:
  The Call To The Wind:  Summon one 473-point 
  air elemental. 95 Active Points; total cost  
  25 points.
  The Call To Stone:  Summon one 377-point 
  earth elemental. 75 Active Points; total cost 
  20 points.
  The Call To Flame:  Summon one 485-point 
  fire elemental. 97 Active Points; total cost  
  26 points.
  The Call To Wave:  Summon one 445-point 
  water elemental. 89 Active Points; total cost 
  24 points.
  VASHTORI’S INFERNAL INVOCATION
  Effect:  Summon one demon built on 500 Character 
  Points or less
  Target/Area Affected:  One demon
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -15
  END Cost:  15
  Description:  The height of the conjuror’s art is the 
  power to summon demons, devils, and other crea-
  tures of power who dwell on planes of existence 
  other than the material world. This spell is danger-
  ous, since infernal beings are extremely hard to 
  control... but they offer the promise of great power 
  to he who can master them.
  Game Information:  Summon one demon built 
  on 500 Character Points or less, Expanded Class 
  (demons; +½) (150 Active Points); OAF Expend-
  able (sulphur burned in a specially-worked iron 
  brazier, Very Difficult to obtain; -1½), Concen-
  tration (0 DCV throughout; -1), Extra Time (1 
  Turn; -1¼), Gestures (throughout; -½), Incanta-
  tions (throughout; -½), Requires A Conjuration 
  Roll (-½). Total cost:  24 points.
  OPTIONS:
  1)  Vashtori’s Greater Infernal Invocation:  Increase 
  to Summon one demon built on 1,000 Charac-
  ter Points or less. 300 Active Points; total cost 48 
  points.
  2)  Vashtori’s Lesser Infernal Invocation:  Decrease to 
  Summon one demon built on 250 Character Points 
  or less. 75 Active Points; total cost 12 points.
  3)  Vashtori’s Invocation Of The Demon Horde:  
  Increase to Summon four demons built on 500 
  Character Points or less. 165 Active Points; total 
  cost 26 points.
  4)  Vashtori’s First Invocation Of The Demon Army:  
  Increase to Summon 32 demons built on 500 Char-
  acter Points or less. 187 Active Points; total cost 30 
  points.
  5)  Free Spell:  Remove OAF (-1½). Total cost:  32 
  points.
  6)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  26 points.
  7)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  26 points.
  8)  Apprentice’s Version:  Add Side Effects (demon 
  attacks caster; -½). Total cost:  22 points.
  9)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  22 
  points.
  10)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  25 points.
  11)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  26 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 200 Active Points; total cost 32 
  points.
  13)  Torwald’s Ritual Of Calling The Prince:  This 
  ritual, developed by the early Second Epoch con-
  juror Torwald, allows a group of spellcasters to 
  summon one specific demon prince (defined when 
  the spell is bought). Of course, unless the casters 
  have the power or persuasiveness to win the prince 
  to their cause, they’re likely to find themselves 
  at the demon-lord’s mercy unless they’ve drawn 
  their pentagram very well.... Change to Summon 
  one specific demon prince built on 1,500 Charac-
  ter Points or less, Specific Being (+1) (600 Active 
  Points); OAF Expendable (gemstones burned in a 
  specially-worked golden brazier, Extremely Diffi-
  cult to obtain; -2), Concentration (0 DCV through-
  out; -1), Extra Time (6 Hours; -3½), Gestures 
  (throughout; -½), Incantations (throughout; -½), 
  Requires A Conjuration Roll (-½), Ritual (13 cast-
  ers; -1), Window Of Opportunity (5 Years; -5). Total 
  cost:  40 points.
  
  27 
  The Fantasy Hero Grimoire
  VASHTORI’S SPELL OF  
  MASTERFUL CONJURATION
  Effect:  Summon any one being built on up to 400 
  Character Points
  Target/Area Affected:  One being
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -16
  END Cost:  16
  Description:  The epitome of Vashtori’s work cata-
  loguing and harmonizing the vast body of conjura-
  tion spells and lore developed by the wizards of the 
  First Epoch, and since refined and expanded by other 
  conjurors, this spell allows the caster to summon 
  virtually any type of being he can think of. While it 
  won’t suffice to conjure some very powerful extra-
  planar entities or some of the largest and mightiest 
  monsters, most beings cannot resist its call.
  Game Information:  Summon any one being 
  built on up to 400 Character Points, Expanded 
  Class (any being; +1) (160 Active Points); OAF 
  (conjuror’s staff or the like; defined by character 
  when spell is purchased; -1),  Concentration (0 
  DCV; -½), Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Requires A Con-
  juration Roll (-½). Total cost:  40 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Summon any one being 
  built on up to 600 Character Points. 240 Active 
  Points; total cost 60 points.
  2)  Weak Spell:  Decrease to Summon any one being 
  built on up to 300 Character Points. 120 Active 
  Points; total cost 30 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  53 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  43 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  43 points.
  6)  Apprentice’s Version:  Add Side Effects (being 
  attacks caster; -½). Total cost:  35 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:   
  35 points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  43 points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  46 points.
  10)  Lengthy Spell:  Increase to Extra Time (1 Turn; 
  -1¼). Total cost:  34 points.
  11)  Simple Spell:  Remove Concentration (-½). 
  Total cost:  46 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 200 Active Points; total cost 50 
  points.
  offenSiVe SpeLLS
  BANISHMENT
  Effect:  Dispel Summon 20d6
  Target/Area Affected:  One Summoned creature
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Also known more poetically as Sev-
  ering The Bindings, this spell is one of the most 
  important in the conjuror’s repertoire. What a sum-
  moner calls up, he must be able to put down — or 
  maybe he just needs a way to put down rival con-
  jurors’ creatures. This spell breaks the magical “ties” 
  that connect a Summoned being to its current loca-
  tion and plane, thus sending it back to wherever it 
  was when first Summoned. (See page 122 of Fan-
  tasy Hero for more information about banishing.)
  Since some spells of Conjuration involve call-
  ing up enormously powerful beings, some versions 
  of this spell must be equally powerful to banish 
  them. One permutation, developed by the wizard 
  Perezal, creates a small force of banishment, then 
  builds it up slowly until it’s strong enough to sever 
  the bindings; of course, this works best when the 
  conjured being cannot flee or attack the caster.
  Game Information:  Dispel Summon 20d6 
  (60 Active Points); OAF Expendable (special 
  incense, Difficult to obtain; -1¼), Gestures  
  (-¼), Incantations (-¼), Requires A Conjura-
  tion Roll (-½), Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Greater Banishment:  Increase to Dispel Summon 
  40d6. 120 Active Points; total cost 32 points.
  2)  Lesser Banishment:  Decrease to Dispel Summon 
  12d6. 36 Active Points; total cost 10 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  24 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:   
  14 points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  17 points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  
  28  Conjuration
  Hero System 5th Edition
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 24 
  points.
  13)  Perezal’s Spell Of The Slow Banishment:  
  Decrease to Dispel Summon 8d6 and add Continu-
  ous (+1) and Cumulative (384 points; +1¼). 78 
  Active Points; total cost 21 points.
  CONJUROR’S CHAINS
  Effect:  Mind Control 12d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Rather than negotiate, bargain, or 
  bribe Summoned beings, some conjurors prefer 
  to compel their obedience with magic. While the 
  Conjuror’s Chains may not be powerful enough 
  force a Summoned being to do anything the caster 
  wants (particularly if the being is already inimical 
  toward the caster), in the hands of a clever conjuror 
  it can influence the being’s behavior enough for the 
  conjuror to accomplish his aims... or at least keep 
  himself safe from the creature’s vengeance.
  This spell uses a slight variation of the “classes 
  of minds” rules from page 117 of the HERO System 
  5th Edition, Revised rulebook. It defines “all sum-
  moned beings” as a “class of minds” so that the 
  spell works in the most common-sense, dramatic-
  sense fashion. Gamemasters who prefer to stick to 
  the classes of minds rules more closely can have 
  characters rebuild the spell with the “Human” and 
  “Alien” classes of minds (the latter covers demons 
  and other extra-planar entities).
  Game Information:  Mind Control 12d6 (Sum-
  moned class of minds) (60 Active Points); 
  OAF (beruned gold chains; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Conjuration Roll 
  (-½), Spell (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 15d6. 75 
  Active Points; total cost 21 points.
  2)  Weak Spell:  Decrease to Mind Control 10d6. 50 
  Active Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:   
  24 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  6)  Apprentice’s Version:  Add Side Effects (-4 on all 
  INT Rolls for the next 1d6 hours; -¼). Total cost:  
  16 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  15 
  points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 
  points.
  
  29 
  The Fantasy Hero Grimoire
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 26 points.
  TOWER OF THE WILL
  Effect:  Aid EGO 4d6, Only For EGO Roll Contests With 
  Summoned Beings
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Since compelling the obedience of a 
  Summoned being normally requires a contest of 
  willpower, a wise conjuror equips himself with this 
  spell, which enhances his EGO for purposes of such 
  contests.
  Game Information:  Aid EGO 4d6 (40 Active 
  Points); OAF Expendable (small statuette of a 
  tower, Very Difficult to obtain; -1½), Only For 
  EGO Roll Contests With Summoned Beings  
  (-1), Gestures (-¼), Incantations (-¼), Requires 
  A Conjuration Roll (-½), Self Only (-½), Spell 
  (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid EGO 6d6. 60 
  Active Points; total cost 11 points.
  2)  Weak Spell:  Decrease to Aid EGO 3d6. 30 Active 
  Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 on all 
  EGO Rolls for the next 1d6 hours; -¼). Total cost:  
  7 points.
  7)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  7 
  points.
  8)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 
  points.
  9)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 11 
  points.
  13)  Sturdier Tower:  Add Delayed Fade Rate (points 
  fade at the rate of 5 per Minute; +¼). 50 Active 
  Points; total cost 9 points.
  defenSiVe SpeLLS
  THE LESSER WARDINGS
  Effect:  Force Wall (14 PD/14 ED, 2” long)
  Target/Area Affected:  One Summoned being
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (until magic circle is disturbed)
  Range:  No Range
  Magic Roll Penalty:  -29
  END Cost:  0
  Description:  While demons are magically unable 
  to leave, or affect anyone outside of, a pentagram 
  of any sort (a Physical Limitation; see The HERO 
  System Bestiary, pages 49-62), not all Summoned 
  beings suffer from that restriction. A wise conjuror 
  learns warding spells to protect himself from that 
  which he calls up until he pacts with it. This spell, 
  the lesser of the warding spells used by spellcasters, 
  creates a basic “fence” of mystic force around the 
  boundaries of the summoning-circle (pentagram, 
  magic triangle...) to keep Summoned beings from 
  leaving it. But the magic works both ways; those 
  outside the circle cannot harm the Summoned 
  being without breaking the ward.
  Drawing a magic circle requires great care 
  and precision. The least little slip creates a gap or 
  error that invalidates the ward, allowing the Sum-
  moned being to go free (and, usually, attack the 
  spellcaster).
  Game Information:  Force Wall (14 PD/14 
  ED, 2” long), Reduced Endurance (0 END; 
  +½), Uncontrolled (lasts until circle is broken 
  or disturbed; +½) (144 Active Points); OAF 
  Fragile Expendable (magic circle or the like 
  drawn on the floor with easily-disturbed 
  enchanted paints, inks, or powders, Very 
  Difficult to obtain; -1¾), Concentration (0 
  DCV throughout; -1), Extra Time (1 Hour; 
  -3), Gestures (two hands throughout; -1), 
  Incantations (throughout; -½), No Range 
  (-½), Requires A Conjuration Roll (-1 per 5 
  Active Points; -1), Restricted Shape (follows 
  the outline of the magic circle; -¼), Side Effects 
  (Summoned being attacks caster; -1), Spell  
  (-½). Total cost:  12 points.
  OPTIONS:
  1)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 10 Active Points; -½). Total cost:  13 
  points.
  2)  Easier Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  13 
  points.
  
  30  Conjuration
  Hero System 5th Edition
  3)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-1). Total cost:  14 points.
  4)  Standing Circle:  This form of warding-circle 
  is permanently built into the floor of a conjuror’s 
  tower or the like. As such, it’s perfectly made, 
  cannot easily be disturbed, and cannot be moved. 
  Invoking the mystic barrier still takes time and 
  effort, however. Change Limitations to OAF Immo-
  bile (-2), Concentration (0 DCV throughout; -1), 
  Extra Time (1 Hour; -3), Gestures (two hands 
  throughout; -1), Incantations (throughout; -½), 
  No Range (-½), Requires A Conjuration Roll (-½), 
  Restricted Shape (follows the outline of the magic 
  circle; -¼), Side Effects (Summoned being attacks 
  caster; -1), Spell (-½). Total cost:  13 points.
  THE GREATER WARDINGS
  Effect:  Force Wall (18 PD/18 ED/18 Mental Defense/18 
  Power Defense, 2” long)
  Target/Area Affected:  One Summoned being
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (until magic circle is disturbed)
  Range:  No Range
  Magic Roll Penalty:  -36
  END Cost:  0
  Description:  This spell is identical to The Lesser 
  Wardings, except that it’s much stronger and pro-
  vides more forms of protection.
  Game Information:  Force Wall (18 PD/18 
  ED/18 Mental Defense/18 Power Defense, 
  2” long), Reduced Endurance (0 END; +½), 
  Uncontrolled (lasts until circle is broken or dis-
  turbed; +½) (364 Active Points); OAF Fragile 
  Expendable (magic circle or the like drawn 
  on the floor with easily-disturbed enchanted 
  paints, inks, or powders, Very Difficult to obtain;  
  -1¾), Concentration (0 DCV throughout; -1), 
  Extra Time (1 Hour; -3), Gestures (two hands 
  throughout; -1), Incantations (throughout; -½), 
  No Range (-½), Requires A Conjuration Roll (-½), 
  Restricted Shape (follows the outline of the magic 
  circle; -¼), Side Effects (Summoned being attacks 
  caster; -1), Spell (-½). Total cost:  33 points.
  OPTIONS:
  1)  Difficult Spell:  Change to Requires A Conjura-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  32 
  points.
  2)  Easy Spell:  Change to Requires A Conjuration 
  Roll (-1 per 20 Active Points; -¼). Total cost:  34 
  points.
  3)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). Total cost:  35 points.
  4)  Standing Circle:  Change Limitations to OAF 
  Immobile (-2), Concentration (0 DCV throughout; 
  -1), Extra Time (1 Hour; -3), Gestures (two hands 
  throughout; -1), Incantations (throughout; -½), 
  No Range (-½), Requires A Conjuration Roll (-½), 
  Restricted Shape (follows the outline of the magic 
  circle; -¼), Side Effects (Summoned being attacks 
  caster; -1), Spell (-½). Total cost:  32 points.
  MiSceLLAneoUS SpeLLS
  THARAGOTH’S SPELL  
  OF THE CONJUROR’S EASE
  Effect:  Change Environment (clean area)
  Target/Area Affected:  4” Radius
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  0
  Description:  According to conjurors’ legends, 
  Tharagoth was an apprentice of singular talent... 
  but also singular laziness. Seeking any way to avoid 
  the copious tasks heaped upon him by his master, 
  he developed this spell, which summons several 
  implings to clean and perform related chores. 
  People who try to walk through the area find the 
  implings flittering about and constantly getting in 
  the way (a -1 to DEX Rolls effect, but this only lasts 
  until the implings are done cleaning, not for the 
  duration of the power). The Long-Lasting Adder 
  signifies that the changes are permanent — at least 
  until someone makes another mess.
  Game Information:  Change Environment 4” 
  radius (clean the area), Long-Lasting, Reduced 
  Endurance (0 END; +½) (52 Active Points); 
  OAF Expendable (inscribed scroll; -1¼), Con-
  centration (0 DCV throughout; -1), Extra Time 
  (1 Turn to cast; -¾), Gestures (throughout cast-
  ing; -½), Incantations (throughout casting; -½), 
  No Range (-½), Requires A Conjuration Roll 
  (-½). Total cost:  9 points.
  OPTIONS:
  1)  Tharagoth’s Porter:  Tharagoth also developed a 
  spell that conjures imps to carry things for him and 
  perform similar tasks. Change to:  Telekinesis (20 
  STR), Reduced Endurance (0 END; +½) (45 Active 
  Points); OAF Expendable (inscribed scroll; -1¼), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (1 Turn to cast; -¾), Gestures (through-
  out casting; -½), Incantations (throughout casting; 
  -½), Requires A Conjuration Roll (-½). Total cost:  
  8 points.
  
  31 
  The Fantasy Hero Grimoire
  TO MY HAND
  Effect:  Teleportation 10”, Usable As Attack
  Target/Area Affected:  One pre-designated object
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300” MegaScaled
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  With this spell, a conjuror need but 
  speak a mystic word and make a mystic gesture, and 
  an object — one prepared in advance — appears 
  instantly in his hand. The object must be small and 
  light enough that the character could hold it in one 
  hand without difficulty; examples include a weapon, a 
  pouch of coins, or a book.
  You must have the GM’s permission to buy this 
  spell, since it uses the rules for Fixed Locations in an 
  unusual way. In this case, the “Location” is actually the 
  object, which the caster designates in advance (but 
  can switch during the game by speaking the spell’s 
  incantation repeatedly over another object; this takes 
  1 Turn).
  Game Information:  Teleportation 10”, MegaScale 
  (1” = 100 km, can scale down to 1” = 1 km; +1), 
  Usable As Attack (+1), Ranged (+½),  (70 Active 
  Points); OAF Expendable (tiny silver horn, Dif-
  ficult to obtain; -1¼), Gestures (-¼), Incantations 
  (-¼), Only Works On Hand-Held Objects (-½), 
  Requires A Conjuration Roll (-½), Spell (-½) 
  (total cost:  16 points) plus one Floating Fixed 
  “Location” (total cost:  5 points). Total cost:  21 
  points.
  OPTIONS:
  1)  Master’s Version:  Remove Requires A Conjura-
  tion Roll (-½). 70 + 5 = 75 Active Points; total cost 19 
  + 5 = 24 points.
  2)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 70 
  + 5 = 75 Active Points; total cost 15 + 5 = 20 points.
  3)  Attentive Spell:  Add Concentration (½ DCV; -¼). 
  70 + 5 = 75 Active Points; total cost 15 + 5 = 20 points.
  4)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 80 + 5 = 85 Active Points; total cost 19 + 
  5 = 24 points.
  
  32  Divination
  Hero System 5th Edition
  d
  ivination is the art of finding and foretell-
  ing. Its practitioners, known as oracles, 
  diviners, seers, soothsayers, or prophets, 
  possess powers that draw on senses denied 
  to ordinary men. Not only can they foresee the 
  future (sometimes with great accuracy, sometimes 
  not), but they can view the past as well, and per-
  ceive things hidden from the senses of normal folk.
  Many Divination spells have an OAF defined 
  as “caster’s Focus of choice.” Different diviners 
  prefer different methods of discerning things. 
  Some read cards, some gaze into mirrors or pools 
  of water, some use crystal balls, and so forth. The 
  Options include a variant to change this to an OIF, 
  if appropriate (such as “any mirror of opportunity” 
  rather than a specific mirror the character keeps 
  with him).
  To many spellcasters, Divination is an arcana 
  of little depth. But while it’s true that Divination 
  possesses few spells compared to other arcana, 
  those it does contain are often of great utility. Many 
  a general has won a battle because a soothsayer 
  showed him the size and strength of the enemy, and 
  many a king has chosen the right road to greatness 
  based on the words of an oracle.
  In addition to the spells listed here, Divina-
  tion includes “Detect” spells listed elsewhere, such 
  as Detect Magic (page 221) or Sense The Unholy 
  (page 257).
  defenSiVe SpeLLS
  PREMONITION 
  Effect:  Danger Sense
  Target/Area Affected:  The general area around the 
  character
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Special
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell grants the caster the ability 
  to sense anything dangerous in the general area 
  around him — even if it’s something he cannot per-
  ceive the danger with his normal senses (such as an 
  invisible attacker or a well-hidden trap).
  Game Information:  Danger Sense (any danger, 
  general area) (INT Roll +5) (40 Active Points); 
  OAF (caster’s Focus of choice; -1), Costs Endur-
  ance (-½), Extra Time (1 Turn to cast; -¾), 
  Gestures (throughout casting; -½), Incantations 
  (throughout casting; -½), Requires A Divina-
  tion Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  Stronger Premonitions:  The character can 
  determine the nature of the danger precisely. Add 
  Discriminatory and Analyze. 50 Active Points; total 
  cost 10 points.
  2)  Weak Spell:  The character can only perceive 
  dangers that directly affect him, not those in the 
  general area. Remove “general area.” 30 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  11 
  points.
  4)  Different Focus:  Change to OIF (-½). Total cost:  
  9 points.
  5)  Mystic Ability:  Many diviners buy Premonition 
  as a mystic ability rather than a true spell. Remove 
  all Limitations. Total cost:  40 points.
  6)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  7)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  8)  Difficult Spell:  Change to Requires A Divina-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  8 
  points.
  9)  Easy Spell:  Change to Requires A Divination Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  10)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout; -½). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 13 
  points.
  diVinAtion
  
  33 
  The Fantasy Hero Grimoire
  SenSorY SpeLLS
  BENTHARA’S SPELL OF REVELATION
  Effect:  Retrocognition (Sight Group)
  Target/Area Affected:  See text
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Developed, so legend says, by the sor-
  ceress Benthara so she could determine whether 
  her husband was being unfaithful to her, this spell 
  allows a diviner to gaze back in time to find out 
  what took place at his current location. The fur-
  ther back in time the diviner looks, the harder it 
  becomes to see accurately.
  Game Information:  Clairsentience (Sight 
  Group), Retrocognition (40 Active Points); 
  OAF Expendable (a small, specially-ground 
  lens, Difficult to obtain; -1¼), Concentration 
  (½ DCV throughout; -½), Extra Time (1 Turn; 
  -1¼), Gestures (throughout; -½), Incantations 
  (throughout; -½), No Range (-½), Requires A 
  Divination Roll (-½), Retrocognition Only (-1), 
  Time Modifiers (-½). Total cost:  5 points.
  OPTIONS:
  1)  D’ansif’s Spell Of Revelation:  This version of the 
  Spell Of Revelation allows the caster to hear as well 
  as see past events. Add Hearing Group. 50 Active 
  Points; total cost 7 points.
  2)  Clear Revelation:  The caster can see any point in 
  the past with equal clarity. Remove Time Modifiers 
  (-½). Total cost:  6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Divina-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  8)  Easy Spell:  Change to Requires A Divination 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 
  points.
  9)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  6 points.
  10)  Quick Spell:  Remove Extra Time (-1¼). Total 
  cost:  6 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 8 points.
  
  34  Divination
  Hero System 5th Edition
  D’ANSIF’S SPELL OF FAR SIGHT
  Effect:  Clairsentience (Sight Group)
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  1,600”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Although named for the wizardess 
  D’ansif, who refined and revised it in recent centu-
  ries, this spell dates back to the First Epoch (when 
  it was most often known simply as Scrying). It 
  allows a diviner to see what transpires at a place far 
  from his current location. The caster needs some 
  sort of reflective surface in which to view the dis-
  tant events (a mirror, a pool of water, or a crystal 
  ball, for example), but the preferred Focus varies 
  from caster to caster.
  Game Information:  Clairsentience (Sight 
  Group), 16x Range (1,600”) (40 Active Points); 
  OAF (caster’s Focus of choice; -1), Extra Time 
  (Full Phase; -½), Gestures (-¼), Incantations 
  (-¼), Requires A Divination Roll (-½). Total 
  cost:  11 points.
  OPTIONS:
  1)  Long Sight:  Increase to 64x Range (6,400”). 50 
  Active Points; total cost 14 points.
  2)  Longer Sight:  The character can view scenes 
  miles away. Change to a Multipower, 40-point 
  reserve, one slot as described above, one slot with 
  MegaRange (1” = 100 km, can scale down to 1” = 1 
  km; +1) for Clairsentience (Sight Group), reserve 
  and both slots with Limitations described above. 
  Total cost:  13 points.
  3)  Short Sight:  Remove increased Range. 20 Active 
  Points; total cost 6 points.
  4)  Far Hearing:  The character can hear as well as 
  see distant events. Add Hearing Group. 50 Active 
  Points; total cost 14 points.
  5)  D’ansif’s Spell Of The Moving Eye:  A variation of 
  this spell also credited to D’ansif allows the caster 
  to move his perception point at the rate of 6” per 
  Phase as a Half Phase Action. Add Mobile Percep-
  tion Point and change Extra Time to casting Only 
  (-¼). 45 Active Points; total cost 14 points.
  6)  Behold Distant Events:  Some diviners can cause 
  visions of distant events to appear so strongly in 
  their Focus that other persons can see them. Add 
  Usable Simultaneously (up to eight people at once; 
  +1). 80 Active Points; total cost 23 points.
  7)  Free Spell:  Remove OAF (-1). Total cost:  16 
  points.
  8)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  9)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  10)  Apprentice’s Version:  Add Side Effects (-3 Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  11 points.
  11)  Difficult Spell:  Change to Requires A Divination 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 points.
  12)  Easy Spell:  Change to Requires A Divination Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  
  35 
  The Fantasy Hero Grimoire
  13)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  13 points.
  14)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  15)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  16)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 17 
  points.
  DETECT SCRYING
  Effect:  Detect Scrying
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell allows a diviner to deter-
  mine if someone is scrying him — following his 
  actions with magic spells such as D’ansif’s Spell Of 
  Far Sight. It does not tell him who is scrying him, 
  or why, but just knowing that his actions are being 
  observed often proves quite helpful.
  This spell is built as a Detect of a single object 
  or phenomenon. You can use it as a template to 
  create similar spells, such as:
  Detect Dwarves (or any other one race):  detects the 
  presence of dwarves
  Detect Gold:  detects the presence of gold
  Detect Necromancy (or any other one arcana):  
  detects the presence of necromantic magic
  Game Information:  Detect Scrying (INT +3) 
  (no Sense Group) (6 Active Points); OAF 
  Expendable (a small colored glass bead, Dif-
  ficult to obtain; -1¼), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Instant (-½), 
  Nonpersistent (-¼), Requires A Divination Roll 
  (-½). Total cost:  1 point.
  OPTIONS:
  1)  Strong Spell:  Increase to INT +6. 9 Active 
  Points; total cost 2 points.
  2)  Weak Spell:  Decrease to INT +0. 3 Active Points; 
  total cost 1 point.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  1 point.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  1 point.
  6)  Apprentice’s Version:  Add Side Effects (-4 to all 
  Divination rolls to cast scrying spells for the next 
  2d6 hours; -¼). Total cost:  1 point.
  7)  Difficult Spell:  Change to Requires A Divination 
  Roll (-1 per 5 Active Points; -1). Total cost:  1 point.
  8)  Easy Spell:  Change to Requires A Divination 
  Roll (-1 per 20 Active Points; -¼). Total cost:1 
  point.
  9)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  2 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  1 point.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  1 point.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 9 Active Points; total cost 2 
  points.
  13)  Lasting Detection:  The character can maintain 
  his ability to sense scrying as long as he keeps 
  paying END. Remove Instant (-½). Total cost:  2 
  points.
  DETECT SECRET DOORS
  Effect:  Detect Secret And Concealed Doors
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  With this spell, a diviner can discern 
  the presence of secret or concealed doors, compart-
  ments, and the like.
  This spell is built as a Detect of a class of 
  objects or phenomena. You can use it as a template 
  to create similar spells, such as:
  Detect Animals:  detects the presence of any type of 
  animal
  Detect Lies (Hearing Group):  reveals when someone 
  speaks a falsehood
  Detect Magic (see page 221)
  Detect Metals:  detects the presence of any type of 
  metal
  Detect Monsters:  detects the presence of monsters
  Detect Non-Humans:  detects the presence of non-
  human humaniform races
  Detect Plants:  reveals the presence of plants or 
  plant matter
  Detect Poison:  detects poison in food, on a blade, 
  or the like
  Detect Traps:  detects traps (such as the ones 
  describe on pages 360-63 of Fantasy Hero)
  Detect Undead:  detects the presence of undead 
  creatures
  Game Information:  Detect Secret And Concealed 
  Doors (INT +3) (Sight Group) (8 Active Points); 
  OAF Expendable (a small silver hammer, Dif-
  ficult to obtain; -1¼), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Instant (-½), 
  Nonpersistent (-¼), Requires A Divination Roll 
  (-½). Total cost:  2 points.
  detection SpeLLS
  Spells like Detect 
  Secret Doors may cause 
  problems in some 
  campaigns. Because 
  characters can use 
  them repeatedly, they 
  may make it impos-
  sible for the GM to 
  keep any significant 
  object or phenomenon 
  secret from the charac-
  ters (though of course, 
  even if the spell works, 
  the caster may fail his 
  PER Roll).
  If this is a problem in 
  your game, the GM 
  should restrict the use 
  of such spells. Pos-
  sible solutions include:  
  increasing the Magic 
  roll penalties for these 
  spells; requiring high 
  levels of Extra Time for 
  all such spells; impos-
  ing a maximum on the 
  PER Roll a spell can 
  provide; and imposing 
  a Charges Limitation 
  on any such spells.
  
  36  Divination
  Hero System 5th Edition
  OPTIONS:
  1)  Strong Spell:  Increase to INT +6. 11 Active 
  Points; total cost 3 points.
  2)  Weak Spell:  Decrease to INT +0. 5 Active Points; 
  total cost 1 point.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to all 
  Divination rolls to cast “detection” spells for the 
  next 1d6 hours; -¼). Total cost:  2 points.
  7)  Difficult Spell:  Change to Requires A Divina-
  tion Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  8)  Easy Spell:  Change to Requires A Divination 
  Roll (-1 per 20 Active Points; -¼). Total cost:  2 
  points.
  9)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  2 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  2 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 12 Active Points; total cost 3 points.
  13)  Lasting Detection:  The character can maintain 
  his ability to sense secret or concealed doors as 
  long as he keeps paying END. Remove Instant (-½). 
  Total cost:  2 points.
  14)  Precise Detection:  Not only can the diviner 
  perceive secret or concealed doors, he can perceive 
  how they work and how to open them (assuming 
  this information is available to visual inspection 
  — the spell won’t reveal magical command words 
  or the like, nor does it confer Lockpicking abilities). 
  Add Discriminatory and Analyze. 18 Active Points; 
  total cost 4 points.
  DETECT TREASURE
  Effect:  Detect Treasure
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell allows the caster to sense 
  the presence of “treasure” — objects generally con-
  sidered valuable by people and associated with the 
  term, such as coins, golden statues, gems, enchanted 
  items, and the like.
  This spell is built as a Detect of a large class of 
  objects or phenomena. You can use it as a template 
  to create similar spells, such as:
  Detect Enemies:  detects the presence of enemies 
  and persons hostile to the character
  Detect Life Force:  detects the presence of living 
  beings or the “energy” that makes life possible. 
  Detect Lost Objects:  detects a specific lost object 
  (requires Range) 
  Game Information:  Detect Treasure (INT +3) 
  (no Sense Group) (13 Active Points); OAF 
  Expendable (a small silver hammer, Difficult to 
  obtain; -1¼), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Instant (-½), Nonper-
  sistent (-¼), Requires A Divination Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT +6. 16 Active 
  Points; total cost 4 points.
  2)  Weak Spell:  Decrease to INT +0. 10 Active 
  Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to all 
  Divination rolls to cast “detection” spells for the 
  next 1d6 hours; -¼). Total cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Divination 
  Roll (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Divination Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  9)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  3 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 19 Active Points; total cost 4 
  points.
  
  37 
  The Fantasy Hero Grimoire
  PARTING THE VEIL
  Effect:  Precognition (Sight Group)
  Target/Area Affected:  See text
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Oracles are renowned for their power 
  to see into the future using various means (such as 
  catoptromancy, cartomancy, crystallomancy, geo-
  mancy, haruspicy, oneiromancy, or dozens more). 
  While a diviner’s visions are usually vague and sub-
  ject to multiple possible interpretations, a suppli-
  cant who can discern the true meaning of a sooth-
  sayer’s words benefits greatly from them. Unfortu-
  nately, the further into the future the diviner looks, 
  the harder it becomes to see accurately.
  Technically, this spell only allows a diviner 
  to perceive the future of the area he’s currently in. 
  But at the GM’s option, if a specific person asks 
  a diviner a question about his future, this spell 
  reveals that future, regardless of where the future 
  events perceived take place. 
  Game Information:  Clairsentience (Sight 
  Group), Precognition (40 Active Points); OAF 
  (caster’s Focus of choice; -1), Concentration (½ 
  DCV throughout; -½), Extra Time (1 Turn; 
  -1¼), Gestures (throughout; -½), Incantations 
  (throughout; -½), No Range (-½), Requires A 
  Divination Roll (-½), Precognition Only (-1), 
  Time Modifiers (-½), Vague And Unclear (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Expanded Perception:  This version of Parting 
  The Veil allows the caster to hear as well as see 
  future events. Add Hearing Group. 50 Active Points; 
  total cost 6 points.
  2)  Clear Revelation:  The caster can see any point in 
  the future with equal clarity. Remove Time Modi-
  fiers (-½). Total cost:  5 points.
  3)  Clear Vision:  The diviner can see the future with-
  out any doubt. Remove Time Modifiers (-½) and 
  Vague And Unclear (-½). Total cost:  6 points.
  4)  Free Spell:  Remove OAF (-1). Total cost:  6 points.
  5)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  6)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  7)  Apprentice’s Version:  Add Side Effects (-3 Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  5 points.
  8)  Difficult Spell:  Change to Requires A Divination 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  9)  Easy Spell:  Change to Requires A Divination Roll 
  (-1 per 20 Active Points; -¼). Total cost:  5 points.
  10)  Master’s Version:  Remove Requires A Divina-
  tion Roll (-½). Total cost:  5 points.
  11)  Quick Spell:  Remove Extra Time (-1¼). Total 
  cost:  6 points.
  12)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  5 points.
  13)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 8 
  points.
  
  38  Druidry
  Hero System 5th Edition
  drUidrY
  d
  ruidry is the Turakian term for spells relat-
  ing to, using, or affecting animals, plants, 
  and nature in general. It’s a form of magic 
  practiced both by wizards and by a special 
  type of priest known as a druid. Druids simply buy 
  these spells with Requires A Faith Roll instead of 
  Requires A Druidry Roll.
  In addition to the spells listed here, Divina-
  tion “detect” spells focused on natural phenomena 
  (such as Detect Animals, Detect Plants, or the like) 
  are also considered part of Druidry; see page 35. At 
  the GM’s option, characters who can cast Druidry 
  spells can also treat Elemental Magic spells invok-
  ing specific natural phenomena (such as Hailstorm, 
  page 108) and Thaumaturgy spells involving chang-
  ing shape into animal forms (such as Jezric’s Spell 
  Of True Seeming, page 190) as part of Druidry. 
  Some Witchcraft spells (page 203) might also be 
  appropriate for characters who know Druidry, and 
  vice-versa.
  offenSiVe SpeLLS
  ANIMAL COMPANION
  Effect:  Major Transform 3d6 (wild animal into animal 
  friend), BOECV
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  40”
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  This spell turns a ferocious wild beast 
  into a companion and helper of the spellcaster. The 
  larger and fiercer the animal, the longer it takes for 
  this spell to affect it (i.e., the more times the char-
  acter has to cast it to achieve the Transform effect). 
  The animal gradually returns to its normal state 
  (though the character can cast the spell again to 
  maintain the state of friendliness).
  This spell is not intended to let a character 
  acquire a menagerie of pet animals quickly and easily. 
  If that’s what a character wants, he should buy the 
  animals as Followers (perhaps with the special effect 
  that the effects of this spell are permanent).
  Game Information:  Major Transform 3d6 (wild 
  animal into animal with the Psychological Limi-
  tation Devoted Friend Of Spellcaster (Common, 
  Strong), heals back normally), BOECV (+1), 
  Works Against EGO, Not BODY (+¼) (101 
  Active Points); OAF Expendable (bit of food, 
  Easy to obtain; -1), Gestures (-¼), Incantations 
  (-¼), Limited Normal Range (40”; -½), Limited 
  Target (animals; -¼), Requires A Druidry Roll 
  (-½), Spell (-½). Total cost:  25 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 4d6. 
  135 Active Points; total cost 24 points.
  2)  Weak Spell:  Decrease to Major Transform 2d6. 
  67 Active Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  31 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  25 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  25 points.
  6)  Apprentice’s Version:  Add Side Effects (-4 on 
  all Interaction Skill rolls involving animals for 2d6 
  hours; -¼). Total cost:  22 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  21 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  25 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  27 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  21 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  22 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 124 Active Points; total cost 29 points.
  BEAST’S WEAPONS
  Effect:  HKA 1d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant (Lingering)
  Range:  Touch
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  When cast on the spellcaster (or another 
  person of his choosing), this spell grants the abil-
  ity to grow claws. The spell remains in effect for 
  one minute, during which the recipient can choose 
  whether or not to use the claws in any given Phase.
  Game Information:  HKA 1d6 (plus STR), Linger-
  ing (1 Minute; +¾), Usable By Other (+¼) (30 
  Active Points); OAF Expendable (claw from a 
  carnivorous animal, Difficult to obtain; -1¼), Ges-
  tures (-¼), Incantations (-¼), Requires A Druidry 
  Roll (-½), Spell (-½). Total cost:  8 points.
  
  39 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to HKA 2d6. 60 Active 
  Points; total cost 16 points.
  2)  Weak Spell:  Decrease to HKA ½d6. 20 Active 
  Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  12 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 on 
  all DEX Rolls and DEX-Based Rolls for 1d6 hours; 
  -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  9 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 37 Active Points; total cost  
  10 points.
  CALL TO THE WILDERNESS DENIZENS
  Effect:  Summon up to four animals built on up to 300 
  Character Points each
  Target/Area Affected:  Up to four animals
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  This spell allows the caster to call forth 
  up to four animals. He must be in their native habi-
  tat (or otherwise near them), and they come to him 
  under their own power. Once they arrive, the caster 
  must compel or persuade them to obedience; they 
  are not inherently disposed to like him.
  Game Information:  Summon up to four ani-
  mals built on up to 300 Character Points each, 
  Expanded Class (animals; +½) (105 Active 
  Points); OAF Expendable (food the animal 
  would like, Difficult to obtain; -1¼), Extra 
  Time (1 Turn; -1¼), Gestures (throughout;  
  -½), Incantations (throughout; -½), Requires A 
  Druidry Roll (-½), Arrives Under Own Power 
  (-½), Summoned Being Must Inhabit Locale  
  (-½). Total cost:  17 points.
  OPTIONS:
  1)  Many Beasts:  Increase to 32 animals of up to 
  300 Character Points. 127 Active Points; total cost 
  21 points.
  
  40  Druidry
  Hero System 5th Edition
  2)  Weaker Beasts:  Decrease to up to four animals 
  of up to 200 Character Points. 75 Active Points; 
  total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  22 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects 
  (animal attacks caster; -½). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 
  points.
  8)  Easy Spell:  Change to Requires A Dru-
  idry Roll (-1 per 20 Active Points; -¼). Total 
  cost:  18 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  19 points.
  10)  Lengthy Spell:  Change to Extra Time (1 
  Minute; -1½). Total cost:  17 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout; -½). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 140 Active Points; total cost 23 
  points.
  13)  Friendly Animal:  Add Friendly (+¼). 122 Active 
  Points; total cost 20 points.
  14)  Loyal Animal:  Add Loyal (+½). 140 Active 
  Points; total cost 23 points.
  15)  Devoted Animal:  Add Devoted (+¾). 157 Active 
  Points; total cost 26 points.
  16)  Slavishly Loyal Animal:  Add Slavishly Loyal 
  (+1). 175 Active Points; total cost 29 points.
  CORWM’S SPELL OF THE STINGING SWARM
  Effect:  RKA 1 point, NND, Does BODY
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  40”
  Magic Roll Penalty:  -2
  END Cost:  6
  Description:  This spell calls up a large swarm of 
  stinging, biting insects and sets them on a hapless 
  victim. Even the strongest plate mail offers no pro-
  tection against these deadly pests; only a form of 
  defense that completely shields the body (such as 
  some mystic protection spells) can keep the insects 
  away.
  Although not invented by the mage Corwm 
  of Umbr, this spell has been associated with him 
  for decades, since he used it to disrupt a ball in 
  Besruhan. When a noble belittled him and his 
  accomplishments because of his somewhat scruffy 
  appearance, Corwm taught the man a lesson in 
  humility with the Stinging Swarm. When the 
  nobleman’s friends tried to intervene, Corwm used 
  the Swarm on them as well. Panicking, the partygo-
  ers fled, leaving the ballroom in a shambles and 
  Corwm’s name indelibly attached to the spell.
  Game Information:  RKA 1 point, NND 
  (defenses is airtight rPD surrounding target’s 
  body; +1), Does BODY (+1), Continuous (+1) 
  (20 Active Points); OAF Expendable (a pinch 
  of sugar, Difficult to obtain; -1¼), Gestures 
  (-¼), Incantations (-¼), Increased Endurance 
  Cost (x3 END; -1), Limited Range (40”; -¼), 
  Requires A Druidry Roll (-½), Spell (-½). Total 
  cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA ½d6. 40 Active 
  Points; total cost 8 points.
  2)  Large Swarm:  This version of the spell creates a 
  Swarm so large that it attacks everyone in a given 
  area, though it always leaves the spellcaster himself 
  alone. Add Area Of Effect (4” Radius; +1¼) and 
  Personal Immunity (+¼). 27 Active Points; total 
  cost 5 points.
  3)  Moving Swarm:  This form of the spell, the one 
  actually used by Corwm in the incident recounted 
  above, allows the caster to vary the target of the 
  Swarm each Phase. When switching to a new target, 
  the caster must make a new Attack Roll (this con-
  stitutes an Attack Action), but a miss does not end 
  the spell — he can try the same target or another 
  target next Phase, as long as he keeps paying the 
  END cost of the spell. Change to Continuous 
  (varying targets; +1¼). 21 Active Points; total cost 
  4 points.
  4)  Free Spell:  Remove OAF (-1¼). 
  Total cost:  5 points.
  5)  Stilled Spell:  Remove Gestures 
  (-¼). Total cost:  4 points.
  
  41 
  The Fantasy Hero Grimoire
  6)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  7)  Apprentice’s Version:  With this version of the 
  spell, the insects attack the caster, biting him not 
  enough to cause harm, but enough to ruin his good 
  looks for a while. Add Side Effects (Drain COM 
  1d6, Delayed Return Rate [5 points per 1 Week; 
  -¼). Total cost:  4 points.
  8)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  9)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  4 points.
  10)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  4 points.
  11)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  4 points.
  12)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  13)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 22 Active Points; total cost 4 
  points.
  CULLAIN’S SPELL OF THE GREATER FORM
  Effect:  Growth, Usable As Attack, Only Works On Ani-
  mals
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (1 hour plus 10 minutes per 
  point by which the caster makes his Druidry roll)
  Range:  Touch
  Magic Roll Penalty:  -9
  END Cost:  0
  Description:  With this spell, taken from the now-
  lost workbooks of the wizard Cullain after he 
  was slain by drakine raiders during the Drakine 
  Wars of the First Epoch, allows the caster to make 
  an animal four times as tall and wide as normal 
  (which also means the animal becomes stronger 
  and tougher). The caster must spend END to cast 
  the spell, but thereafter it remains in effect for at 
  least an hour (and sometimes longer) without fur-
  ther expenditure of END.
  Game Information:  Growth (+30 STR, +6 
  BODY, +6 STUN, -6” KB, 64 times mass, -4 
  DCV, +4 PER Rolls to perceive character, four 
  times as tall and wide), Reduced Endurance (0 
  END; +½), Uncontrolled (duration of 1 hour 
  plus 10 minutes per point by which the caster 
  makes his Druidry roll; +½), Usable As Attack 
  (+1) (90 Active Points); OAF Expendable (two 
  statuettes of an animal, one small, one larger, 
  Difficult to obtain; -1¼), Gestures (-¼), Incan-
  tations (-¼), Only Works On Animals (-1), 
  Requires A Druidry Roll (-½), Spell (-½). Total 
  cost:  19 points.
  
  42  Druidry
  Hero System 5th Edition
  OPTIONS:
  1)  Strong Spell:  Increase to Growth (+45 STR, +9 
  BODY, +9 STUN, -9” KB, 500 times mass, -6 DCV, 
  +6 PER Rolls to perceive character, eight times 
  as tall and wide). 135 Active Points; total cost 28 
  points.
  2)  Weak Spell:  Decrease to Growth (+15 STR, +3 
  BODY, +3 STUN, -3” KB, 8 times mass, -2 DCV, +2 
  PER Rolls to perceive character, two times as tall 
  and wide). 45 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  26 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 1d6, Delayed Return Rate [5 points per 5 
  Minutes]; -¼). Total cost:  18 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  17 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  20 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  21 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  17 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 105 Active Points; total cost 22 
  points.
  13)  Longer Spell:  Change to Uncontrolled (1 day 
  plus 1 day per point by which the caster makes his 
  Druidry roll; +½). Total cost:  19 points.
  14)  Spell Of The Greater Form Variant:  This version 
  of the spell works on plants rather than animals, 
  allowing the caster to turn a tiny sapling into a 
  mighty oak. Change Only Works On Animals (-1) 
  to Only Works On Plants (-2). Total cost:  16 points.
  CULLAIN’S SPELL OF THE LESSER FORM
  Effect:  Shrinking, Usable As Attack, Only Works On 
  Animals
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Hour, +10 min-
  utes per point by which the caster makes his Druidry 
  roll)
  Range:  Touch
  Magic Roll Penalty:  -12
  END Cost:  0
  Description:  Another creation of the wizard Cul-
  lain, this spell reduces animals in size instead of 
  making them gigantic.
  Game Information:  Shrinking (one-sixteenth 
  size, 1/135 mass, -8 to PER Rolls to perceive 
  character, +8 DCV, takes +12” KB), Reduced 
  Endurance (0 END; +½), Uncontrolled ((dura-
  tion of 1 Hour, +10 minutes per point by which 
  the caster makes his Druidry roll; +½), Usable 
  As Attack (+1) (120 Active Points); OAF 
  Expendable (two statuettes of an animal, one 
  small, one larger, Difficult to obtain; -1¼), Ges-
  tures (-¼), Incantations (-¼), Only Works On 
  Animals (-1), Requires A Druidry Roll (-½), 
  Spell (-½). Total cost:  25 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Shrinking (one sixty-
  fourth size, 1/8640 mass, -12 to PER Rolls to 
  perceive character, +12 DCV, takes +18” KB). 180 
  Active Points; total cost 38 points.
  2)  Weak Spell:  Decrease to Shrinking (one-fourth 
  size, 1/64 mass, -4 to PER Rolls to perceive charac-
  ter, +4 DCV, takes +6” KB). 60 Active Points; total 
  cost 13 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  34 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  27 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  27 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 1d6, Delayed Return Rate [5 points per 5 
  Minutes]; -¼). Total cost:  24 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  23 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  27 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  28 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  23 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  24 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 140 Active Points; total cost 29 points.
  
  43 
  The Fantasy Hero Grimoire
  13)  Longer Spell:  Change to Uncontrolled (1 day 
  plus 1 day per point by which the caster makes his 
  Druidry roll; +½). Total cost:  25 points.
  14)  Spell Of The Lesser Form Variant:  This version 
  of the spell works on plants rather than animals, 
  allowing the caster to turn a might oak into a tiny 
  sapling. Change Only Works On Animals (-1) to 
  Only Works On Plants (-2). Total cost:  21 points.
  LEASHING-SPELL
  Effect:  Mind Control 6d6
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  More commonly used by wizards than 
  by druids (the latter prefer Animal Companion 
  or the use of the Animal Handler Skill), this spell 
  allows the caster to take control of the mind of a 
  single animal. While it’s often cast to stop animals 
  from attacking or the like, it has more unusual uses. 
  For example, some years ago Mavril Elveneyes cast 
  the Leashing-Spell to take control of the pet dog of 
  Princess Nadyth of the Sirrenic Empire and forced 
  it to report to him periodically so he could use 
  Meldana’s Charm Of The Dragon’s Heart to make it 
  reveal to him secrets of the Sirrenic court.
  Game Information:  Mind Control 6d6 (Animal 
  class of minds) (30 Active Points); OAF 
  Expendable (a small piece of a leash or halter, 
  Easy to obtain; -1), Gestures (-¼), Incantations 
  (-¼), Requires A Druidry Roll (-½), Spell (-½). 
  Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 8d6. 40 
  Active Points; total cost 11 points.
  2)  Weak Spell:  Decrease to Mind Control 4d6. 20 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  12 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (-4 on 
  all Interaction Skill rolls involving animals for 2d6 
  hours; -¼). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  10 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 45 Active Points; total cost 13 
  points.
  13)  Plant Domination:  This rare spell, first noted 
  by the scholar Harthuvian in his catalog of books 
  and scrolls recovered from the ruins of the ancient 
  library of the wizard (and later lich) Ulgar, allows 
  the caster to take control of the mind of a single 
  plant. Since plants rarely have “minds” of sufficient 
  strength to be subject to Mental Powers, the spell 
  really only works on monstrous plants and plant-
  creatures. Substitute “Plant class of minds” for 
  Animal minds in any version of the Leashing-Spell.
  LIGHTNING STRIKE
  Effect:  RKA 3d6, Indirect
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  280”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell calls down from the sky a 
  tremendous bolt of lightning to strike the caster’s 
  foes. If the target is inside, the bolt must first blast 
  through the roof or other obstacles, diminishing its 
  effect considerably.
  Game Information:  RKA 3d6, Indirect (always 
  comes from the sky; +¼) (56 Active Points); OAF 
  Expendable (chip of wood from a lightning-
  struck tree, Difficult to obtain; -1¼), Gestures  
  (-¼), Incantations (-¼), Requires A Druidry 
  Roll (-½), Spell (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 4d6. 75 Active 
  Points; total cost 20 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 37 Active 
  Points; total cost 10 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  22 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  2d6; -½). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  16 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  
  44  Druidry
  Hero System 5th Edition
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 79 Active Points; total cost 21 points.
  13)  Spear Of The Storm:  This form of the spell only 
  works when the local weather conditions are right 
  for lightning. Add Only Works During Storms (-1). 
  Total cost:  12 points.
  PRISONING THE BEAST
  Effect:  Entangle 5d6, 5 DEF, Takes No Damage From 
  Attacks, Only Versus Animals
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  375”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell paralyzes an animal, making 
  it impossible for him to move unless he’s strong 
  enough to break the bonds of magical force. Many 
  adventurers and hunters rely on it to render their 
  prey helpless before they deliver the killing blow, 
  but others think it a cowardly and dishonorable 
  way to slay a noble foe deserving of respect.
  Game Information:  Entangle 5d6, 5 DEF, Takes 
  No Damage From Attacks (+½) (75 Active 
  Points); OAF Expendable (animal fur and 
  claws bound together with glue, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Only Versus Animals (-1), Requires A Druidry 
  Roll (-½), Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Entangle 6d6, 6 DEF. 
  90 Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to Entangle 4d6, 4 DEF. 60 
  Active Points; total cost 13 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  21 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (character 
  suffers -1 SPD for 1d6 minutes; -¼). Total cost:  15 
  points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 100 Active Points; total cost 21 
  points.
  
  45 
  The Fantasy Hero Grimoire
  SELGAR’S SPELL OF THE DEADLY VINES
  Effect:  Summon one 250-point Giant Carnivorous Plant
  Target/Area Affected:  One plant
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  The mad mage Selgar, who lived over 
  a thousand years ago in Thûn and the wilds north 
  of the lands of what is now the Tornathian League, 
  devoted his considerable intellect and magical skill to 
  many bizarre experiments. Several of these involved 
  ways to “quicken” plants, bringing them to life for 
  various purposes. Perhaps the most horrifying of 
  those spells is this one, which transforms any suf-
  ficiently large plant (a medium-sized bush or larger) 
  into a fearsome carnivorous version of itself! These 
  plants often possess other strange abilities, such as 
  dangerous spores or the ability to shoot thorns.
  Adventurers’ tales claim that Selgar’s strong-
  hold north of Tornathia, abandoned for a thousand 
  years and now long lost, is guarded by dozens of 
  sentinel plants the mad mage created with this 
  spell. If so, they have undoubtedly bred and cross-
  bred since then, creating even more monstrous 
  man-eating vegetation.
  Game Information:  Summon one 250-point Giant 
  Carnivorous Plant (The HERO System Bestiary, 
  page 198) (50 Active Points); OAF Expendable 
  (ball of human blood and monster manure, Dif-
  ficult to obtain; -1¼), Extra Time (Full Phase; 
  -½), Gestures (-¼), Incantations (-¼), Requires 
  A Druidry Roll (-½), Summoned Being Must 
  Inhabit Locale (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Summon one 300-
  point Giant Carnivorous Plant. 60 Active Points; 
  total cost 14 points.
  2)  Weak Spell:  Decrease to Summon one 175-point 
  Giant Carnivorous Plant. 35 Active Points; total 
  cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  17 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (Major 
  Transform 4d6 [human into human-plant cross-
  breed]; -1). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Increase to Extra Time (1 Turn; 
  -1¼). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 18 
  points.
  13)  Friendly Plant:  Add Friendly (+¼). 62 Active 
  Points; total cost 15 points.
  14)  Loyal Plant:  Add Loyal (+½). 75 Active Points; 
  total cost 18 points.
  15)  Devoted Plant:  Add Devoted (+¾). 87 Active 
  Points; total cost 20 points.
  16)  Slavishly Loyal Plant:  Add Slavishly Loyal (+1). 
  100 Active Points; total cost 23 points.
  17)  Distant Plant:  The character can create a Giant 
  Carnivorous Plant far from himself — perhaps 
  right in front of an approaching attacker. Add 
  Ranged (+½). 75 Active Points; total cost 18 points.
  SELGAR’S SPELL OF THE LEAFY SHACKLES
  Effect:  Entangle 5d6, 5 DEF
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  250”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  Another product of the mad mind of 
  Selgar, this spell refines and improves upon a spell 
  of ancient lineage, usually known as Tangling Vines 
  or The Spell Of The Grasping Branches. It causes 
  the plants and trees around the target to suddenly 
  move, twist, and grow so as to grab and hold him. It 
  only works if the target is near a sufficient amount 
  of plant matter — at least one medium-sized bush. 
  If sufficient plant material exists, a spellcaster can 
  use this spell to form a strong barrier instead of 
  imprisoning a target.
  Game Information:  Entangle 5d6, 5 DEF (50 
  Active Points); OAF Expendable (a bit of vine 
  twisted into a complicated knot, Easy to obtain; 
  -1), Gestures (-¼), Incantations (-¼), Requires 
  A Druidry Roll (-½), Requires Sufficient Plants 
  (-½), Spell (-½), Vulnerable (bladed weapons; 
  -1), Vulnerable (fire; -1). Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Entangle 6d6, 6 DEF. 60 
  Active Points; total cost 10 points.
  2)  Tangling Vines:  Decrease to Entangle 4d6, 3 DEF. 
  35 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  
  46  Druidry
  Hero System 5th Edition
  6)  Apprentice’s Version:  Add Side Effects (character 
  trapped in Entangle 3d6, 3 DEF; -½). Total cost:  8 
  points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  9 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 12 points.
  13)  Grasping Garden:  This form of the spell affects 
  everyone in a 4” radius area. Decrease to Entangle 
  4d6, 4 DEF and add Area Of Effect (4” Radius; +1). 
  80 Active Points; total cost 13 points.
  14)  Limited Range:  Add Limited Range (30”; -¼). 
  Total cost:  8 points.
  SELGAR’S UNFRIENDLY TERRAIN
  Effect:  Change Environment, -5” of Running/Ground 
  Movement
  Target/Area Affected:  250” radius
  Casting Time:  1 hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 week plus 1 day 
  per point by which the caster makes his Druidry roll)
  Range:  No Range
  Magic Roll Penalty:  -13
  END Cost:  0
  Description:  Selgar designed this spell to protect 
  himself from his many enemies (real and imag-
  ined). While intended for use in the area surround-
  ing a castle or other sanctum, it could also be used 
  to safeguard a mountain pass or other such areas.
  Within the area affected by the spell, overland 
  travel becomes much harder. To everyone but 
  the caster, thickets are denser and harder to push 
  through, mud is deeper and grips more strongly, 
  the stones become larger and sharper, and so forth. 
  The Unfriendly Terrain turns what could be a 
  simple, pleasant journey into a slow and aggravat-
  ing effort. However, it has no effect in cities, or on 
  non-natural surfaces such as paved roads.
  Game Information:  Change Environment 250” 
  radius, -5” of Running/Ground Movement, 
  Personal Immunity (+¼), Reduced Endurance 
  (0 END; +½), Uncontrolled (duration of 1 week 
  plus 1 day per point by which the caster makes 
  his Druidry roll; +½) (128 Active Points); 
  OAF Expendable (a twist of plant matter tied 
  around a pebble in a complex knot, Easy to 
  obtain; -1), Concentration (0 DCV throughout; 
  -1), Extra Time (1 Hour; -3), Gestures (two 
  hands throughout; -1), Incantations (through-
  out; -½), No Range (-½), Only Works In Natu-
  ral Environments (-1), Requires A Druidry Roll 
  (-½), Spell (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 1,000” radius. 151 
  Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to 64” radius. 106 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  14 
  points.
  4)  Stilled Spell:  Remove Gestures (-1). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (spell’s 
  effects only affect caster, for a period of 2d6 hours; 
  -1). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  13 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 157 Active Points; total cost 16 
  points.
  THE SPELL OF OAKEN DESTRUCTION
  Effect:  RKA 3d6, Only Versus Wood
  Target/Area Affected:  One wooden object
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  225”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Druidry spells can harm things of 
  nature as well as heal or use them. This spell, for 
  example, destroys wooden objects, causing them to 
  rot and fall apart in the space of a second. A clever 
  spellcaster can use it to ruin a wooden-hafted 
  weapon, destroy a door without much noise or dif-
  ficulty, or kill a tree.
  Game Information:  RKA 3d6 (45 Active Points); 
  OAF Expendable (tiny silver axe, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Only Versus Wood (-1), Requires A Druidry 
  Roll (-½), Spell (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 4d6. 60 Active 
  Points; total cost 13 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 30 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  
  47 
  The Fantasy Hero Grimoire
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects one wooden object on the caster’s person, or 
  if he has no such object caster suffers a -1 DEX for 
  ½d6 hours; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  10 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 67 Active Points; total cost 14 
  points.
  THE SPELL OF THE SUDDEN FOG
  Effect:  Change Environment, -4 Sight Group PER Rolls
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (1d6+1 minutes, +1 minute per 
  point by which the caster makes his Druidry roll)
  Range:  50”
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  This spell instantly fills an 8” radius 
  area with fog so thick that it obscures vision.
  Game Information:  Change Environment 8” 
  radius, -4 Sight Group PER Rolls, Reduced 
  Endurance (0 END; +½), Uncontrolled (1d6+1 
  minutes, +1 minute per point by which the 
  caster makes his Druidry roll; +½) (58 Active 
  Points); OAF Expendable (wisp of cotton, Easy 
  to obtain; -1), Gestures (-¼), Incantations (-¼), 
  Limited Range (50”; -¼), Requires A Druidry 
  Roll (-½), Spell (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -6 Sight Group PER 
  Rolls. 70 Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to -2 Sight Group PER 
  Rolls. 46 Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  21 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  
  48  Druidry
  Hero System 5th Edition
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (Sight 
  Group Flash 6d6; -½). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 72 Active Points; total cost 19 points.
  TAMING-SPELL
  Effect:  Mind Control 12d6, Set Effect (calm animal)
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  30”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell calms angry, ferocious, 
  frightened, or vicious beasts, making it easy for the 
  character to cope with them. It does not make the 
  animal friendly toward the caster, or willing to obey 
  his commands without question, but it’s likely to 
  keep him from attacking or threatening anyone. In 
  many cases, animals affected by the Taming-Spell 
  simply wander away and leave the caster and his 
  companions alone.
  If a spellcaster uses the Taming-Spell on 
  an animal who’s Enraged or Berserk, the target 
  number for the Effect Roll is EGO +30 (in other 
  cases it’s EGO +20 at most, and often less). If the 
  Effect Roll succeeds, the animal automatically gets 
  to make a roll to recover with a bonus of +1, with 
  an additional +1 for every 5 points by which the 
  Effect Roll exceeded the target number. Even if the 
  Effect Roll fails, the animal still gets a normal roll 
  to recover.
  Game Information:  Mind Control 12d6 
  (Animal class of minds) (60 Active Points); 
  OAF Expendable (miniature bronze flute, Dif-
  ficult to obtain; -1¼), Gestures (-¼), Incanta-
  tions (-¼), Limited Normal Range (30”; -½), 
  Requires A Druidry Roll (-½), Set Effect (calm-
  ness; -1), Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 15d6. 75 
  Active Points; total cost 14 points.
  2)  Weak Spell:  Decrease to Mind Control 10d6. 50 
  Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (focuses 
  animal’s violent intentions solely on the caster; -¼). 
  Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  10 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 17 points.
  13)  Distant Taming:  This form of the spell works 
  at a much greater range than the standard one. 
  Remove Limited Normal Range (-½). Total cost:  13 
  points.
  14)  Terror Of The Wilds:  This spell has the opposite 
  effect of the Taming-Spell — it terrifies animals. 
  Sometimes this causes them to flee, but in the 
  case of some types of beasts (including ferocious 
  predators) may make them more likely to attack 
  or become Enraged/Berserk. Change Set Effect 
  to (create fear; -1); any version of the spell has 
  the same cost as the corresponding version of the 
  Taming-Spell.
  
  49 
  The Fantasy Hero Grimoire
  TRENDEL’S SPELL OF  
  ARBOREAL AWAKENING
  Effect:  Summon one 300-point Treeman
  Target/Area Affected:  One tree
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  18
  Description:  This spell turns an ordinary large tree 
  into a treeman (The HERO System Bestiary, page 
  119). The treeman is not necessarily kindly dis-
  posed toward the caster, who must negotiate with it 
  or coerce it to obtain services from it.
  Game Information:  Summon one 300-point 
  Treeman (60 Active Points); OAF Expendable 
  (carved wooden statuette of a treeman, Dif-
  ficult to obtain; -1¼), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Hour; -3), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Increased Endurance Cost (x3 END; 
  -1), Requires A Druidry Roll (-½), Requires 
  Appropriate Tree (-½). Total cost:  6 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  7 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  4)  Apprentice’s Version:  Add Side Effects (treeman 
  attacks character; -1). Total cost:  6 points.
  5)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  6 points.
  6)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  7)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  7 points.
  8)  Quick Spell:  Change to Extra Time (1 Turn;  
  -1¼). Total cost:  8 points.
  9)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 10 points.
  10)  Friendly Treeman:  Add Friendly (+¼). 75 
  Active Points; total cost 8 points.
  11)  Loyal Treeman:  Add Loyal (+½). 90 Active 
  Points; total cost 10 points.
  12)  Devoted Treeman:  Add Devoted (+¾). 105 
  Active Points; total cost 11 points.
  13)  Slavishly Loyal Treeman:  Add Slavishly Loyal 
  (+1). 120 Active Points; total cost 13 points.
  WORD OF WARPING
  Effect:  Minor Transform 4d6 (wooden object into use-
  less wooden object)
  Target/Area Affected:  One wooden object
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  200”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell, regarded by some spell-
  casters as a lesser version of the Spell Of Oaken 
  Destruction, warps and deforms wood. With it a 
  caster can deform a door to make it easy to open 
  (or change its shape so that it’s firmly wedged shut), 
  bend a bow or spear so that it’s useless, or cause a 
  tree to grow in an unusual or pleasing shape.
  At the GM’s option, if a character uses this 
  spell against a being made of wood, such as a wood 
  golem or treeman, you can treat it as an RKA 2½d6, 
  NND (defense is Power Defense), Does BODY. Sto-
  ries say the wizard Ghelvarius Groth used the spell 
  this way to disable the “living tree” guardians of the 
  druid Talarwyn when he invaded Talarwyn’s grove 
  in search of certain items of great magical power.
  Game Information:  Minor Transform 4d6 
  (wooden object into useless wooden object) (40 
  Active Points); OAF Expendable (small piece 
  of warped wood, Easy to obtain; -1), Gestures  
  (-¼), Incantations (-¼), Limited Target 
  (wooden objects; -½), Requires A Druidry Roll 
  (-½), Spell (-½). Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Minor Transform 6d6. 
  60 Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to Minor Transform 3d6. 
  30 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects one wooden object on the caster’s person, or 
  if he has no such object caster suffers a -2” Running 
  for ½d6 hours; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  11 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  
  50  Druidry
  Hero System 5th Edition
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 15 
  points.
  13)  Warping Touch:  This form of the spell only 
  works if the caster can touch the wooden object he 
  wants to warp. Add No Range (-½). Total cost:  9 
  points.
  YARGETH’S SPELL OF  
  THE SPIDERY PRISON
  Effect:  Entangle 3d6, 3 DEF
  Target/Area Affected:  9” Radius
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 10 minutes, +1 
  minute by which the caster makes his Druidry roll)
  Range:  600”
  Magic Roll Penalty:  -12
  END Cost:  0
  Description:  Created by the spider demon-worship-
  ping mage Yargeth nearly a thousand years ago, this 
  spell entered the general catalog of Druidry after 
  the thief Tesper stole one of Yargeth’s grimoires and 
  sold it to a wizard’s guild in Aarn. The guild not 
  only made the spell available to its members, but 
  sold copies to many other spellcasters. The guild’s 
  destruction by a horde of seemingly intelligent 
  giant spiders several years later undoubtedly had 
  nothing to do with the peddling of the Spidery 
  Prison.
  In HERO System terms, the webs created by 
  this spell are Area Of Effect Entangles that must 
  be created as vertical walls (see the HERO System 
  5th Edition, Revised, page 168). The caster needs 
  appropriate large objects to attach the web to, such 
  as corridor walls, trees, statues, or the like. Unlike 
  normal Area Of Effect Entangle walls, the webs 
  are not 2” “thick,” but ½” thick. Also unlike normal 
  Area Of Effect Entangles used to create walls, 
  which do not Entangle targets in the Area Of Effect, 
  a web does Entangle any creature that blunders into 
  it. (For this reason, the value of the Only To Form 
  Barriers Limitation is reduced.)
  The web created by this spell lasts (and 
  remains able to Entangle victims) until completely 
  destroyed. When a web suffers damage sufficient 
  to break it, the damage creates a “hole” in it. The 
  hole is equal in size to the creature who escaped 
  from the Entangle (the GM may alter this to reflect 
  other considerations, of course). Once half or more 
  of the hexes in a web are damaged or destroyed, it 
  collapses.
  Game Information:  Entangle 3d6, 3 DEF, Area 
  Of Effect (9” Radius; +1), Continuous (+1), 
  Reduced Endurance (0 END; +½), Uncon-
  trolled (duration of 10 minutes, +1 minute by 
  which the caster makes his Druidry roll; +½) 
  (120 Active Points); OAF Expendable (dead 
  spider wrapped in a bit of webbing, Easy to 
  obtain; -1), Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Only To Form 
  Barriers (-½), Requires A Druidry Roll (-½), 
  Spell (-½). Total cost:  27 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Entangle 4d6, 4 DEF. 
  160 Active Points; total cost 35 points.
  2)  Weak Spell:  Decrease to Entangle 2d6, 2 DEF. 80 
  Active Points; total cost 18 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  34 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  28 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  28 points.
  6)  Apprentice’s Version:  Add Side Effects (web 
  forms around and Entangles caster; -1). Total cost:  
  22 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  24 
  points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  28 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  30 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  30 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  25 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 135 Active Points; total cost 30 
  points.
  
  51 
  The Fantasy Hero Grimoire
  defenSiVe SpeLLS
  BARKSKIN
  Effect:  Armor (5 PD/5 ED)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell transforms the caster’s skin into 
  thick, tough bark. The bark protects him from attacks; 
  it doesn’t hinder his movement or restrict his agility.
  Game Information:  Armor (5 PD/5 ED) (15 
  Active Points); OAF Expendable (piece of bark 
  tied to a piece of metal from a used suit of armor, 
  Difficult to obtain; -1¼), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Druidry Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Oakenskin:  Increase to Armor (7 PD/7 ED). 21 
  Active Points; total cost 6 points.
  2)  Willowskin:  Decrease to Armor (3 PD/3 ED). 9 
  Active Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 on all 
  DEX-Based Rolls for 1d6 x 10 minutes; -¼). Total 
  cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  4 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 22 Active Points; total cost 6 points.
  13)  Shared Spell:  This form of the Barkskin spell 
  works either on the caster, or one other person 
  whom he touches. Add Usable By Other (+¼). 19 
  Active Points; total cost 5 points.
  14)  Limited Duration Spell:  This form of Barkskin 
  has a limited duration, but remains in effect if the 
  caster gets Knocked Out. Add Uncontrolled (dura-
  tion of 5 minutes, +1 minute per point by which the 
  caster makes his Druidry roll; +½) and remove Costs 
  Endurance (-½). 22 Active Points; total cost 7 points.
  CULLAIN’S SPELL OF THE QUIET PATHWAY
  Effect:  +5 with Concealment, Stealth, and Tracking, 
  Only In Natural Environments
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell heightens a character’s abil-
  ity to hide and move stealthfully in woodlands 
  and other wilderness environments. It provides a 
  +5 bonus to Stealth, Concealment, and Tracking 
  in natural areas. The character may only use the 
  Concealment bonus when trying to hide himself 
  or traces of himself, and may only use the Tracking 
  bonus to hide his tracks.
  Game Information:  +5 with Concealment, 
  Stealth, and Tracking (15 Active Points); OAF 
  Expendable (small brush made of twigs wrapped 
  in green cloth, Difficult to obtain; -1¼), Costs 
  Endurance (-½), Gestures (-¼), Incantations  
  (-¼), Only In Natural Environments (-1), Requires 
  A Druidry Roll (-½). Total cost:  3 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +7 with Concealment, 
  Stealth, and Tracking. 21 Active Points; total cost 4 
  points.
  2)  Weak Spell:  Decrease to +3 with Concealment, 
  Stealth, and Tracking. 9 Active Points; total cost 2 
  points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  4 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  6)  Apprentice’s Version:  Add Side Effects (+5 bonus 
  to others’ PER Rolls to detect character in natural 
  environments when he uses Concealment, Stealth, 
  or Tracking for 1d6 hours; -1). Total cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  3 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 22 Active Points; total cost 5 points.
  13)  Shared Spell I:  This form of the Quiet Pathways 
  works either on the caster, or one other person 
  whom he touches. Add Usable By Other (+¼). 19 
  Active Points; total cost 4 points.
  
  52  Druidry
  Hero System 5th Edition
  14)  Shared Spell II:  As with the first variant, but 
  this form applies to up to eight persons, allowing 
  the caster to make his entire party stealthy. Add 
  Usable Simultaneously (up to eight people at once; 
  +1). 30 Active Points; total cost 6 points.
  15)  Limited Duration Spell:  This form of Quiet 
  Pathways has a limited duration, but remains in 
  effect if the caster gets Knocked Out. Add Uncon-
  trolled (duration of 5 minutes, +1 minute per 
  point by which the caster makes his Druidry roll; 
  +½) and remove Costs Endurance (-½). 22 Active 
  Points; total cost 5 points.
  THE SPELL OF THE THORNY WALL
  Effect:  Force Wall (6 PD/6 ED, 5” long and 2” tall) plus 
  RKA 1d6, Armor Piercing, Damage Shield 
  Target/Area Affected:  4” long
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (lasts until hacked down or 
  dies)
  Range:  30”
  Magic Roll Penalty:  -14
  END Cost:  0
  Description:  This spell creates a 2” tall, 4” long wall 
  of thick brambles with large, sharp thorns. Anyone 
  who touches the wall or tries to move through it 
  suffers injury from the thorns. The wall remains in 
  place until someone cuts it down, it dies and col-
  lapses (which takes just a few days, since it’s not 
  rooted in the ground), or someone Dispels it.
  Game Information:  Force Wall (6 PD/6 ED, 5” 
  long and 2” tall), Reduced Endurance (0 END; 
  +½), Uncontrolled (lasts until hacked down or 
  dies; +½) (80 Active Points); OAF Expendable 
  (chip of metal from a bladed weapon wrapped 
  with a strand of thorny vine, Difficult to obtain; 
  -1¼), Extra Time (Full Phase; -½), Gestures  
  (-¼), Incantations (-¼), Limited Range (30”; -¼), 
  Requires A Druidry Roll (-½), Spell (-½) (total 
  cost:  18 points) plus RKA 1d6, Armor Piercing 
  (+½), Continuous (+1), Damage Shield (+½), 
  Reduced Endurance (0 END; +½), Uncontrolled 
  (lasts until hacked down or dies; +½) (60 Active 
  Points); OAF Expendable (as above; -1¼), Extra 
  Time (Full Phase; -½), Gestures (-¼), Incanta-
  tions (-¼), Linked (-½), Requires A Druidry Roll 
  (-½), Spell (-½) (total cost:  13 points). Total cost:  
  31 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Wall (8 PD/8 
  ED) and RKA 1½d6. 100 + 100 = 200 Active Points; 
  total cost 22 + 22 = 44 points.
  2)  Weak Spell:  Decrease to Force Wall (4 PD/4 ED) 
  and RKA ½d6. 60 + 40 = 100 Active Points; total 
  cost 13 + 9 = 22 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  25 + 
  18 = 43 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 + 14 = 33 points.
  
  53 
  The Fantasy Hero Grimoire
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 + 14 = 33 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  Druidry rolls for 1d6 hours; -¼). Total cost:  17 + 
  13 = 30 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 + 12 
  = 28 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 + 14 = 
  33 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  20 + 15 = 35 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 + 13 = 30 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 100 + 67 = 167 Active Points; 
  total cost 22 + 15 = 37 points.
  WILDERNESS COMFORT
  Effect:  Life Support (Safe Environments:  Intense Cold, 
  Intense Heat)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (3 hours, +1 hour per point by 
  which the caster makes his Druidry roll)
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell keeps the caster comfortable 
  no matter what the temperature is. In the hottest 
  desert or the coldest blizzard, he remains perfectly 
  at ease — though he still suffers damage from spells 
  based on fire, ice, or the like.
  Game Information:  Life Support (Safe Environ-
  ments:  Intense Cold, Intense Heat), Uncontrolled 
  (3 hours, +1 hour per point by which the caster 
  makes his Druidry roll; +½) (6 Active Points); 
  OAF Expendable (a cooled ember, Easy to obtain; 
  -1), Gestures (-¼), Incantations (-¼), Requires A 
  Druidry Roll (-½). Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1). Total cost:  3 points.
  2)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (makes 
  character take double damage from sunburn and 
  frostbite for 1d6 hours; -1). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  6)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  2 points.
  7)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  2 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 8 Active Points; total cost 3 points.
  11)  Shared Spell I:  This form of the Wilderness 
  Comfort works either on the caster, or one other 
  person whom he touches. Add Usable By Other 
  (+¼). 7 Active Points; total cost 2 points.
  12)  Shared Spell II:  As with the first variant, but 
  this form applies to up to eight persons, allowing 
  the caster to make his entire party comfortable. 
  Add Usable Simultaneously (up to eight people at 
  once; +1). 10 Active Points; total cost 3 points.
  MoVeMent SpeLLS
  CYTHARA’S SPELL OF THE SWIFTER STEED
  Effect:  Aid Running 3d6, Others Only, Animals Only
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  With this spell, a caster can make an 
  animal (typically one he’s riding) run much faster 
  than normal. Its creator, the beauteous witch Cyth-
  ara, often used it to escape from towns after people 
  discovered she was responsible for the various 
  “tricks” she so enjoyed.
  Game Information:  Aid Running 3d6 (30 Active 
  Points); OAF Expendable (rune-incised chip 
  of metal from a used horseshoe, Difficult to 
  obtain; -1¼), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Others Only (-½), 
  Only Works On Animals (-1), Requires A Dru-
  idry Roll (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid Running 4d6. 40 
  Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to Aid Running 2d6. 20 
  Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  7 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  suffers -2” Running for 1d6 hours; -¼). Total cost:  
  5 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  
  54  Druidry
  Hero System 5th Edition
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 45 Active Points; total cost 9 
  points.
  13)  Long-Lasting Spell:  Add Delayed Return Rate 
  (points fade at the rate of 5 per 5 Minutes; +½). 45 
  Active Points; total cost 9 points.
  14)  Swifter Steed Variant:  This form of Cythara’s 
  spell lasts as long as the caster keeps paying END. 
  Change to Succor Running 6d6. 30 Active Points; 
  total cost 6 points.
  GORBADEL’S SPELL OF THE UNSEEN STEPS
  Effect:  Gliding 6”
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 hour, +1 hour per 
  point by which the caster makes his Druidry roll)
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell, a favorite of bandits and 
  thieves, prevents the caster from leaving tracks 
  when he walks. No matter how muddy the ground, 
  or how soft the snow, where the caster walks he 
  leaves no tracks. (He could still leave behind scraps 
  of cloth or the like, though.) It takes its name from 
  Gorbadel Ravensson, a ranger as accomplished 
  in the arts of Druidry and Elemental Magic as he 
  was in the arts of war. Tavern tales from Vesterhall 
  and Sarkovy tell how he used this spell to slip past 
  bands of trolls to penetrate deep into trollish terri-
  tory in the Snowthorn Mountains and slay trollish 
  chieftains and shamans.
  As built, this spell assumes the caster has Run-
  ning 6”. If he has more or less, adjust the spell’s cost 
  accordingly.
  Game Information:  Gliding 6”, Uncontrolled 
  (duration of 1 hour, +1 hour per point by 
  which the caster makes his Druidry roll; +½) 
  (9 Active Points); OAF Expendable (a feather, 
  Easy to obtain; -1), Extra Time (Full Phase;  
  -½), Gestures (-¼), Ground Gliding (-¼), 
  Incantations (-¼), Requires A Druidry Roll  
  (-½). Total cost:  2 points.
  
  55 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to Gliding 9”. 13 Active 
  Points; total cost 3 points.
  2)  Weak Spell:  Decrease to Gliding 4”. 6 Active 
  Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  3 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  6)  Apprentice’s Version:  Add Side Effects (+3 to 
  others’ attempts to use Tracking to follow the char-
  acter for 1 hour, +1 hour per point by which the 
  caster missed his roll; -¼). Total cost:  2 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  3 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 12 Active Points; total cost 3 points.
  13)  Shared Spell I:  This version of the spell works 
  for the caster or any one person whom he touches. 
  Add Usable By Other (+¼). 10 Active Points; total 
  cost 3 points.
  14)  Shared Spell II:  This variant allows a caster to 
  shield the steps of himself and up to seven com-
  panions from detection. Add Usable Simultane-
  ously (up to eight people at once; +1). 15 Active 
  Points; total cost 4 points.
  THE SPELL OF EASY PASSAGE
  Effect:  Tunneling 6” through DEF 6 material, Fill In, 
  Only Versus Thickets
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  When this spell is cast, thickets, under-
  growth, brambles, and the like part in front of the 
  spellcaster, allowing him (and his companions, if 
  any) to pass through effortlessly. After passage is 
  complete, the plants return to their normal shape.
  In game terms, this spell uses Tunneling to 
  create “safe passage” through undergrowth (includ-
  ing things like a Thorny Wall). Most natural under-
  growth has DEF 1-3 for purposes of this spell. 
  After the character passes through, the Fill In effect 
  occurs automatically; the character cannot leave 
  an open “tunnel” through the wilderness behind 
  him without GM’s permission. Spellcasters cannot 
  use this spell to “pass through” or cause damage to 
  plant-based monsters.
  Game Information:  Tunneling 6” through DEF 6 
  material, Fill In (40 Active Points); OAF Expend-
  able (tiny steel scythe-blade, Difficult to obtain; 
  -1¼), Fill In Occurs Automatically (-0), Gestures 
  (-¼), Incantations (-¼), Limited Medium (thick-
  ets, undergrowth, and the like; -1), Requires A 
  Druidry Roll (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Tunneling 8” through 
  DEF 8 material. 50 Active Points; total cost 12 points.
  2)  Weak Spell:  Decrease to Tunneling 3” through 
  DEF 3 material. 25 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  6)  Apprentice’s Version:  Add Side Effects (-3” Run-
  ning in wilderness areas for the next 1d6 hours; 
  -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  10 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 14 points.
  
  56  Druidry
  Hero System 5th Edition
  SPIDER’S PATH
  Effect:  Clinging (normal STR)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 10 minutes, +1 
  minute by which the caster makes his Druidry roll)
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell allows the caster to walk up 
  walls and along ceilings as if he were a spider. How-
  ever, he must take care to reach the ground before 
  the spell’s duration expires, lest he suffer a long fall.
  Game Information:  Clinging (normal STR), 
  Uncontrolled (duration of 10 minutes, +1 
  minute by which the caster makes his Druidry 
  roll; +½) (15 Active Points); OAF Expendable 
  (two spider’s legs, Easy to obtain; -1), Gestures 
  (-¼), Incantations (-¼), Requires A Druidry 
  Roll (-½). Total cost:  5 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1). Total cost:  7 
  points.
  2)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (-2 to all 
  DEX-Based rolls for the next 1d6 x 10 minutes; -¼). 
  Total cost:  5 points.
  5)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  4 points.
  6)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  5 points.
  7)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  6 points.
  8)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  4 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 20 Active Points; total cost 7 
  points.
  11)  Shared Spell I:  This version of the spell works 
  for the caster or any one person whom he touches. 
  Add Usable By Other (+¼). 17 Active Points; total 
  cost 6 points.
  12)  Shared Spell II:  This variant allows a caster to 
  grant the spider-walking ability to himself and up 
  to seven companions. Add Usable Simultaneously 
  (up to eight people at once; +1). 25 Active Points; 
  total cost 8 points.
  SenSorY SpeLLS
  ANIMAL EYES
  Effect:  Clairsentience (Sight Group), Only Through The 
  Senses Of Others
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  500”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell allows the caster to see through 
  the eyes of any animal within 500” of him. While cast-
  ing the spell, he reaches out with his mystic senses to 
  determine if there’s an animal at or near his desired 
  perception point. If not, he has to choose another per-
  ception point or stop casting the spell. If so, he selects 
  the animal and can see out of its eyes. If the animal 
  moves, so does the spell’s perception point. If the 
  caster wishes to shift the perception point to another 
  animal, he must stop the spell and re-cast it.
  Game Information:  Clairsentience (Sight Group), 
  Mobile Perception Point, 4x Range (500”) (35 
  Active Points); OAF Expendable (an eye from 
  a predatory mammal, Difficult to obtain; -1¼), 
  Extra Time (Full Phase to cast; -¼), Gestures  
  (-¼), Incantations (-¼), Only Through The 
  Senses Of Others (local animals; -½), Requires A 
  Druidry Roll (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 8x Range (1,000”). 40 
  Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to 2x Range (250”). 30 
  Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  13 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 Sight 
  Group PER Rolls for 1d6 hours; -¼). Total cost:  8 
  points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  10 points.
  10)  Quick Spell:  Remove Extra Time (-¼). Total 
  cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 52 Active Points; total cost 13 points.
  
  57 
  The Fantasy Hero Grimoire
  KNOWLEDGE OF THE FOUR
  Effect:  Bump Of Direction
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell grants the caster an unerring 
  sense of direction. Even in a maze in the darkest 
  night, he knows which way is north.
  Game Information:  Bump Of Direction (3 
  Active Points); OAF Expendable (piece of 
  moss, Easy to obtain; -1), Costs Endurance  
  (-½), Gestures (-¼), Incantations (-¼), Requires 
  A Druidry Roll (-½). Total cost:  1 point.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1). Total cost:  1 point.
  2)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  1 point.
  3)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  1 point.
  4)  Apprentice’s Version:  Add Side Effects (-2 to PER 
  rolls for 1d6 minutes; -¼). Total cost:  1 point.
  5)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  1 point.
  6)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  1 point.
  7)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  1 point.
  8)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 4 Active Points; total cost 1 point.
  9)  Shared Spell:  This version of the spell works for 
  the caster or any one person whom he touches. Add 
  Usable By Other (+¼). 4 Active Points; total cost 1 
  point.
  SPIRITS OF THE STONES
  Effect:  Retrocognition (Sight and Hearing Groups)
  Target/Area Affected:  See text
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell awakens the spirits in stones 
  that they might tell the caster what has transpired 
  near them in the past. The spirits have trouble 
  remembering things accurately the further back in 
  time the caster asks them to remember, and some-
  times have difficulty with human concepts (such as 
  large numbers). Nevertheless, they usually provide 
  valuable information.
  For this spell to work, the caster must have 
  access to a sufficient quantity of unworked stone 
  — at least one large boulder’s worth. Smaller stones, 
  and worked stone of any size, have no spirits able to 
  respond to the spell’s call.
  Game Information:  Clairsentience (Sight and 
  Hearing Groups), Retrocognition (50 Active 
  
  58  Druidry
  Hero System 5th Edition
  Points); OAF (wizard’s staff or the like; -1), Con-
  centration (½ DCV throughout; -½), Extra Time 
  (1 Turn; -1¼), Gestures (throughout; -½), Incan-
  tations (throughout; -½), No Range (-½), Requires 
  Sufficient Unworked Stone (-½), Requires A Dru-
  idry Roll (-½), Retrocognition Only (-1), Time 
  Modifiers (-½). Total cost:  6 points.
  OPTIONS:
  1)  Clear Revelation:  The spirits can remember any 
  point in the past with equal clarity. Remove Time 
  Modifiers (-½). Total cost:  7 points.
  2)  Free Spell:  Remove OAF (-1). Total cost:  7 points.
  3)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  4)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  5)  Apprentice’s Version:  Add Side Effects (-3 Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  6 points.
  6)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  6 points.
  7)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  8)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  7 points.
  9)  Quick Spell:  Remove Extra Time (-1¼). Total 
  cost:  8 points.
  10)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  7 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 10 points.
  TERRAIN SENSE
  Effect:  Detect Terrain
  Target/Area Affected:  Self
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  See text
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  When he casts this spell, the caster 
  gains knowledge of the terrain all around him for 
  as far as his eye could see if nothing blocked its 
  sight. He knows where streams and bodies of water 
  are, whether the ground becomes easier or rougher 
  beyond the edge of the mountains, how much 
  undergrowth chokes the nearby forest, and so forth.
  Game Information:  Detect Terrain (INT Roll 
  +3) (no Sense Group) (13 Active Points); OAF 
  Expendable (a tiny pouch filled with a splin-
  ter of wood, a pebble, some sand, some leaves, 
  and some drops of water, Easy to obtain; -1), 
  Concentration (½ DCV throughout; -½), 
  Costs Endurance (-½), Extra Time (1 Turn; 
  -1¼), Gestures (throughout; -½), Incantations 
  (throughout; -½), Instant (-½), Nonpersistent 
  (-¼), Requires A Druidry Roll (-½). Total cost:  
  2 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT Roll +6. 16 Active 
  Points; total cost 3 points.
  2)  Weak Spell:  Decrease to INT Roll +0. 10 Active 
  Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  2 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 Sight 
  Group PER Rolls for 1d6 hours; -¼). Total cost:  2 
  points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  2 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  2 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 19 Active Points; total cost 3 points.
  
  59 
  The Fantasy Hero Grimoire
  MiSceLLAneoUS SpeLLS
  CORDARION’S SPELL  
  OF WEATHERWORKING
  Effect:  Change Environment (alter the weather), +/-10 
  Temperature Levels, Multiple Combat Effects, Varying 
  Combat Effects, Varying Effect
  Target/Area Affected:  4 km Radius
  Casting Time:  5 minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -16
  END Cost:  32 per hour
  Description:  This spell, one of several refined or 
  invented by the wind-wizard Cordarion Cloud-
  weaver, gives a spellcaster the power to alter the 
  weather over a four kilometer radius around him. 
  The effects, being artificial, disperse fairly quickly 
  once the caster stops paying END.
  Game Information:  Change Environment (alter 
  the weather) 4” radius, +/-10 Temperature 
  Levels, Multiple Combat Effects, Varying Combat 
  Effects, Varying Effect (+1), MegaArea (1” = 1 km 
  broad and wide; +¼), Delayed Endurance Cost 
  (once per Hour; +½) (157 Active Points); OAF 
  Expendable (several small gems, Very Difficult to 
  obtain; -1½),Concentration (0 DCV throughout 
  casting; -1), Extra Time (5 Minutes to cast; -1), 
  Gestures (two hands throughout casting; -1), 
  Incantations (throughout casting; -½), Increased 
  Endurance Cost (x2 END; -½), No Range (-½), 
  Noisy (-¼), Requires A Druidry Roll (-½), Spell 
  (-½). Total cost:  19 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 8” radius. 170 Active 
  Points; total cost 21 points.
  2)  Weak Spell:  Decrease to 2” radius. 143 Active 
  Points; total cost 17 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  23 
  points.
  4)  Stilled Spell:  Remove Gestures (-1). Total cost:  
  22 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  2d6; -¼). Total cost:  18 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  18 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  20 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  20 points.
  10)  Quick Spell:  Change to Extra Time (1 Turn to 
  cast; -¾). Total cost:  20 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 185 Active Points; total cost 22 points.
  12)  Lasting Weather:  Instead of maintaining the 
  change in the weather by paying END, the caster 
  simply makes the change, and then the weather 
  reverts to its normal patterns at its usual speed 
  (usually this takes at least a day, and sometimes 
  longer). Add Long-Lasting (+20 Character Points) 
  and remove Delayed Endurance Cost (+½). 173 
  Active Points; total cost 21 points.
  DRUID’S TOUCH
  Effect:  Simplified Healing 4d6, Animals Only
  Target/Area Affected:  One animal
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  With this spell, a caster can heal inju-
  ries suffered by animals, be they in battle or from 
  more natural causes.
  Game Information:  Simplified Healing 4d6 (40 
  Active Points); OAF Expendable (a small piece 
  of specially-cut cloth soaked in the animal’s 
  blood, Easy to obtain; -1), Gestures (-¼), Incan-
  tations (-¼), Others Only (-½), Only Works On 
  Animals (-1), Requires A Druidry Roll (-½). 
  Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Simplified Healing 6d6. 
  60 Active Points; total cost 13 points.
  2)  Weak Spell:  Decrease to Simplified Healing 3d6. 
  30 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  11 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (animal 
  suffers an RKA 2d6; -¼). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  10 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 13 points.
  13)  Gardener’s Hand:  This spell heals damage to 
  trees and other plants instead of animals. Change 
  Only Works On Animals (-1) to Only Works On 
  Plants (-2). Total cost:  7 points.
   new AdderS:  
  MULtipLe coMBAt 
  effectS, VArYinG 
  coMBAt effectS
  Ordinarily, a character 
  with Change Environ-
  ment can only buy one 
  type of combat effect 
  for it; he can’t buy more 
  than one type of combat 
  effect, or switch between 
  effects.
  For a +5 Character Point 
  Adder, Multiple Combat 
  Effects, a character can 
  buy more than one type 
  of combat effect for a 
  single Change Environ-
  ment power. He could, 
  for example, buy -2 to 
  DEX Rolls and -2 to 
  STR Rolls, or -3 Sight 
  Group PER and 2 points 
  of damage. The charac-
  ter can choose which of 
  the combat effects to use 
  whenever he activates 
  the power; he can use 
  one, some, or all of them 
  as he chooses.
  For a +10 Character 
  Point Adder, Varying 
  Combat Effects, the 
  character may switch 
  between different 
  combat effects. He buys 
  the most expensive 
  type of combat effect 
  he wants to create, and 
  whenever he activates 
  the power can choose to 
  substitute any effect of 
  equal or lesser value for 
  the one he purchased, 
  provided the GM 
  approves and he can 
  justify the change within 
  the special effect of the 
  Change Environment. 
  He cannot increase the 
  strength or effectiveness 
  of the combat effect, 
  but can choose to use a 
  lesser-strength combat 
  effect. For example, a 
  character with a Change 
  Environment that pro-
  vided -3 to DEX Rolls 
  (costs 3 points for each 
  level of effect after the 
  first) could substitute 
  up to 3 Temperature 
  Level changes, -3” move-
  ment, or -3 PER Rolls. 
  He could choose -2 PER 
  Continued on next page
  
  60  Druidry
  Hero System 5th Edition
  MELDANA’S CHARM OF  
  THE DRAGON’S HEART
  Effect:  Telepathy 5d6 (Animal class of minds)
  Target/Area Affected:  One animal
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell grants a character the power 
  to speak to animals. Its creator, Meldana Feath-
  erbright, was famous for using it to speak to just 
  about any animal she encountered, and once used 
  it to persuade a Talarshandi merchant’s pet monkey 
  to tell her where it had hidden a large gemstone it 
  filched from the merchant’s coffers.
  When using this spell, the caster must actually 
  speak out loud to the animal, and the animal “speaks” 
  in return... but only the character can understand 
  what the animal says. To people nearby, the com-
  munication sounds like so many grunts, growls, and 
  howls. Meldana’s Charm cannot compel an animal to 
  speak with the caster, give him information, or do as 
  he asks. The GM decides how any given animal reacts 
  to a character’s efforts to speak to him.
  Game Information:  Telepathy 5d6 (Animal class 
  of minds) (25 Active Points); OAF Expendable 
  (bit of flesh from a dragon’s heart, Very Dif-
  ficult to obtain; -1½), Communication Only 
  (-¼), Gestures (-¼), Incantations (throughout; 
  -½), No Range (-½), Requires A Druidry Roll 
  (-½), Visible (-¼). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telepathy 8d6. 40 
  Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to Telepathy 3d6. 15 
  Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:   
  8 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (makes 
  animal antagonistic to character for at least 1d6 
  hours; -¼). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 37 Active Points; total cost 8 
  points.
  Continued from last page
  Rolls or -1 Temperature 
  Level, but couldn’t have 
  more than -3 of any of 
  these things. Nor could 
  he affect, say, CV, since 
  that costs more than 3 
  points per effect. When 
  he chooses a combat 
  effect, he cannot “split” 
  the effect between two 
  types (such as -2 Sight 
  Group PER and -2 to 
  DEX Rolls) unless the 
  power also has Multiple 
  Combat Effects.
  Both of these Adders 
  require the GM’s 
  approval.
  
  61 
  The Fantasy Hero Grimoire
  OAKENFORM
  Effect:  Shape Shift into tree form
  Target/Area Affected:  Self
  Casting Time:  20 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -10
  END Cost:  0
  Description:  This spell grants the character the 
  power to change his shape to that of any tree. The 
  tree-form must be at least the caster’s size, but can be 
  any size up to eight times the caster’s normal size.
  Game Information:  Shape Shift (Sight and Touch 
  Groups; any tree shape), Reduced Endurance 
  (0 END; +½) (34 Active Points); OAF Expend-
  able (a bundle of twigs and leaves wrapped 
  together with scarlet thread, Easy to obtain; -1), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (20 Minutes to cast; -1¼), Gestures 
  (throughout casting; -½), Incantations (through-
  out casting; -½), Requires A Druidry Roll (-½) 
  (total cost:  6 points) plus Growth (+45 STR, 
  +9 BODY, +9 STUN, -9” KB, 50,000 kg mass, 
  -6 DCV, +6 PER Rolls to perceive character, 8” 
  tall, 4” wide), Reduced Endurance (0 END; +½) 
  (67 Active Points); OAF Expendable (a bundle 
  of twigs and leaves wrapped together with scarlet 
  thread, Easy to obtain; -1), Concentration (0 
  DCV throughout casting; -1), Extra Time (20 
  Minutes to cast; -1¼), Gestures (throughout cast-
  ing; -½), Incantations (throughout casting; -½), 
  Linked (-¼), Requires A Druidry Roll (-½) (total 
  cost:  11 points). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Growth (+60 STR, +12 
  BODY, +12 STUN, -12” KB, 400,000 kg, -8 DCV, 
  +8 PER Rolls to perceive character, 32 m tall, 16 m 
  wide). 34 + 90 = 124 Active Points; total cost 6 + 15 
  = 21 points.
  2)  Weak Spell:  Decrease to Growth (+30 STR, +6 
  BODY, +6 STUN, -6” KB, 6,400 kg mass, -4 DCV, +4 
  PER Rolls to perceive character, 4” tall, 2” wide). 34 + 
  45 = 79 Active Points; total cost 6 + 7 = 13 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 + 13 
  = 20 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  6 + 12 = 18 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  6 + 12 = 18 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  DEX 2d6, points return at the rate of 5 per Hour; 
  -½). Total cost:  5 + 10 = 15 points.
  7)  Difficult Spell:  Change to Requires A Druidry 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 + 10 
  = 15 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼).Total cost:  6 + 12 = 18 
  points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  6 + 12 = 18 points.
  10)  Quick Spell:  Remove Extra Time (-1¼). Total 
  cost:  7 + 14 = 21 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  7 + 13 = 20 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 46 + 90 = 136 Active Points; 
  total cost 8 + 15 = 23 points.
  TRACKER’S EYE
  Effect:  Tracking (INT +8)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  Upon casting this spell, the caster 
  becomes a master tracker, able to follow spoor over 
  the roughest, hardest ground.
  Game Information:  Tracking (INT +8) (19 
  Active Points); OAF Expendable (dried paw 
  of a mammalian predator, Difficult to obtain; 
  -1¼), Costs Endurance (-½), Gestures (-¼), 
  Incantations (-¼), Requires A Druidry Roll  
  (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT +10. 23 Active 
  Points; total cost 6 points.
  2)  Weak Spell:  Decrease to INT +5. 13 Active 
  Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  8 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (+3 to 
  others’ attempts to use Tracking to follow the char-
  acter for 1 hour, +1 hour per point by which the 
  caster missed his roll; -¼). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 28 Active Points; total cost 7 points.
  13)  Shared Spell:  The character can cast this spell 
  on himself or one other willing subject. Add Usable 
  SkiLL-BASed 
  SpeLLS
  Spells like Tracker’s 
  Eye, which grant 
  the character a Skill 
  (often at a high level) 
  may cause problems 
  in some campaigns. 
  While they often 
  work well for games 
  in which none of the 
  characters have the 
  Skill, they may allow 
  the spellcaster to over-
  shadow a character 
  who pays Character 
  Points to buy the Skill 
  himself. If this is a 
  problem in your game, 
  the GM should restrict 
  the use of such spells, 
  either by adding Limi-
  tations (Extra Time, 
  Increased Endurance 
  Cost, and so on) or by 
  applying the Charges 
  Limitation so charac-
  ters cannot cast them 
  frequently. 
  
  62  Druidry
  Hero System 5th Edition
  By Other (+¼). 24 Active Points; total cost 6 points.
  14)  Wilderness Lore:  This spell is similar to Track-
  er’s Eye, but gives the character the Survival Skill 
  (6 points’ worth of environments, INT +5 roll). 18 
  Active Points; total cost 5 points.
  TRENDEL’S SPELL OF BOUNTY
  Effect:  Minor Transform 2d6 (young/small plants into 
  older/larger plants)
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  With this spell, a caster can cause a field 
  of young plants to grow and bloom instantly, or a 
  group of small plants to become larger. Its creator, 
  the druid Trendel, created it to ease his home region 
  in Tornathia through a period of drought, and it has 
  since saved many other lands from lack of water as 
  well... and many good folk from starvation.
  Game Information:  Minor Transform 2d6 
  (young/small plants into older/larger plants), 
  Area Of Effect (8” Radius; +1½) (50 Active 
  Points); OAF Expendable (handful of seeds 
  from the plants to be enlarged, Easy to obtain; 
  -1), Gestures (-¼), Incantations (-¼), Limited 
  Range (50”; -¼), Limited Target (plants; -¼), 
  Requires A Druidry Roll (-½), Spell (-½). Total 
  cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Minor Transform 3d6. 
  75 Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to Minor Transform 1d6. 
  25 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:   
  17 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 1d6 
  on the plants; -0). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Druidry Roll 
  (-1 per 5 Active Points; -1). Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Druidry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Druidry 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 15 
  points.
  
  63 
  The Fantasy Hero Grimoire
  e
  lemental Magic refers to spells related to the 
  four Greater Elements — Air, Earth, Fire, 
  and Water — as well as the Lesser Elements 
  (such as Ice and Light/Shadow). Most prac-
  titioners of Elemental Magic pick one element or 
  another to specialize in; Fire Magic is perhaps the 
  most popular. Other wizards prefer to be general 
  elementalists, mixing and matching spells from dif-
  ferent Elements to achieve the best results.
  Compared to many other arcana, Elemental 
  Magic tends to be spectacular, even “flashy.” Pow-
  erful, impressive effects are common, and spells 
  sometimes take the Limitation Noisy because they 
  attract so much mystical attention. Many combat-
  oriented spellcasters focus on this arcana because it 
  has so many attack spells.
  In the Turakian magic system, each of the 
  types of Elemental Magic described below requires 
  its own Magic Skill. Other systems and settings may 
  have different rules.
  In addition to the spells listed here, some of 
  the spells of Druidry (page 38) could qualify as 
  Elemental Magic, and vice-versa. 
  Air MAGic
  Air Magic spells relate to or use winds, clouds, 
  mists, and related phenomena (such as lightning). 
  Air wizards can learn some similar spells from 
  Druidry (such as Cordarion’s Spell Of Weather-
  working) as part of their arcana, and often learn 
  some Ice Magic (page 108) as well.
  offensive Air Spells
  BLAITHELOCK’S CALL TO THE WIND
  Effect:  Summon one 473-point air elemental, Friendly
  Target/Area Affected:  One elemental
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -12
  END Cost:  12
  Description:  Vashtori’s apprentice and later lover, 
  the elemental mage and sorceress Wyndara Blaithe-
  lock, built on and expanded his work in the field 
  of Conjuration after he died. She applied his prin-
  ciples to the summoning of elementals and crafted 
  improved versions of his Call To The Elemental 
  Realms spell.
  Game Information:  Summon one 473-point air 
  elemental, Friendly (+¼) (119 Active Points); 
  OAF Expendable (amulet of elemental air, plus 
  some air, Difficult to obtain; -1¼), Extra Time 
  (Full Phase; -½), Gestures (-¼), Incantations 
  (-¼), Requires An Air Magic Roll (-½). Total 
  cost:  32 points.
  OPTIONS:
  1)  Many Air Elementals:  Increase to four air ele-
  mentals. 131 Active Points; total cost 35 points.
  2)  Many, Many Air Elementals:  Increase to 32 air 
  elementals. 150 Active Points; total cost 40 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  48 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  34 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  34 points.
  6)  Apprentice’s Version:  Add Side Effects (elemen-
  tal attacks caster; -1). Total cost:  25 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  28 points.
  8)  Easy Spell:  Change to Requires An Air Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  34 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  37 points.
  10)  Lengthy Spell:  Change to Extra Time (20 Min-
  utes; -2½). Total cost:  21 points
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  30 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 166 Active Points; total cost  
  44 points.
  13)  Loyal Elemental:  Change to Loyal (+½). 142 
  Active Points; total cost 38 points.
  14)  Devoted Elemental:  Change to Devoted (+¾). 
  166 Active Points; total cost 44 points.
  15)  Slavishly Loyal Elemental:  Change to Slavishly 
  Loyal (+1). 190 Active Points; total cost 51 points.
  16)  Alternate Elemental Type:  Substitute a Cloud 
  Elemental or Storm Elemental (each costing 523 
  points) for a standard air elemental. 131 Active 
  Points; total cost 35 points.
  eLeMentAL
  MAGic
  
  64  Elemental Magic
  Hero System 5th Edition
  CALM THE WINDS
  Effect:  Suppress Air Powers 4d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Using this spell, an air wizard can 
  deprive a rival of his powers, or simply negate the 
  effect of natural winds For the latter effect, the GM 
  should rate natural breezes, winds, and other “air 
  powers” in game terms (typically as Telekinesis), 
  then apply the Suppress normally (see the accom-
  panying sidebar for suggested ratings).
  Game Information:  Suppress Air Powers 4d6, 
  all Air Powers simultaneously (+2) (60 Active 
  Points); OAF Expendable (a miniature fan 
  made of fine vellum and inked with mystic 
  runes, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires An Air Magic Roll 
  (-½), Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Suppress Air Powers 
  6d6. 90 Active Points; total cost 24 points.
  2)  Weak Spell:  Decrease to Suppress Air Powers 
  2d6. 30 Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  suffers a Drain Air Powers 2d6; -1). Total cost:  13 
  points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires An Air Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 70 Active Points; total cost 19 points.
  13)  Eye Of The Storm:  This form of Calm The 
  Winds creates an area in which Air Powers do not 
  work, or work at diminished strength. Add Area Of 
  Effect (6” Radius; +1). 80 Active Points; total cost 
  21 points.
  14)  Stealing The Wind:  This insidious spell 
  doesn’t just diminish another wizard’s air magics 
  — it temporarily steals his magical power and 
  gives it to the caster! Change to Transfer 1d6 
  (target’s Air Powers to character’s Air Powers), 
  affects all of target’s Air Powers simultaneously 
  (+2), affects all of character’s Air Powers simulta-
  neously (+2), Ranged (+½). 82 Active Points; total 
  cost 22 points.
  wind StrenGtH
  The following chart 
  provides suggested Tele-
  kinesis STR ratings for 
  various types of wind, 
  solely for purposes of 
  applying Calm The 
  Winds
  Wind 
  STR
  Very Light 
  0-2
  Light 
  3-9
  Moderate 
  10-19
  Heavy 
  20-29
  Very Heavy 
  30-39
  Storm Force 
  40-50
  
  65 
  The Fantasy Hero Grimoire
  DONVEK’S WHIRLWIND
  Effect:  Energy Blast 5d6 plus Telekinesis (20 STR), 
  Only To Lift Upward
  Target/Area Affected:  5” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -13
  END Cost:  13
  Description:  A creation of the Sarkovy air-mage 
  Donvek, who used it to destroy a horde of Gorthun-
  dan raiders that attacked the city of Karzoi, this spell 
  invokes a miniature whirlwind covering a 3” radius. 
  Anyone in that area, or who enters it, gets sucked up 
  in the whirlwind. The whirlwind holds him off the 
  ground as high as 4” while it spins and batters him 
  around. The whirlwind remains in effect until the 
  caster stops paying END to maintain it.
  Game Information:  Energy Blast 5d6, Area Of 
  Effect (5” Radius; +1), Continuous (+1) (75 
  Active Points); OAF Expendable (a cone made 
  of fine vellum and inked with mystic runes, Dif-
  ficult to obtain; -1¼), Gestures (throughout; -½), 
  Incantations (throughout; -½), Limited Range 
  (30”; -¼), Requires An Air Magic Roll (-½), Spell 
  (-½) (total cost:  17 points) plus Telekinesis (20 
  STR), Area Of Effect (3” Radius; +1) (60 Active 
  Points); OAF Expendable (a cone made of fine 
  vellum and inked with mystic runes, Difficult to 
  obtain; -1¼), Affects Whole Object (-¼), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Limited Range (30”; -¼), Linked (-½), 
  Only To Lift Targets No More Than 4” Upward 
  (-1), Requires An Air Magic Roll (-½), Spell (-½) 
  (total cost:  10 points). Total cost:  27 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 8d6. 120 
  + 60 = 180 Active Points; total cost 27 + 10 = 37 
  points.
  2)  Weak Spell:  Decrease to Energy Blast 4d6. 60 
  + 60 = 120 Active Points; total cost 13 + 10 = 23 
  points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  23 + 
  12 = 35 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  19 + 10 = 29 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  19 + 10 = 29 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 6d6; -¼). Total cost:  16 + 9 = 25 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 + 9 
  = 24 points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 + 
  10 = 28 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  19 + 10 = 29 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  16 + 9 = 25 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 + 9 = 25 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 87 + 75 = 162 Active Points; 
  total cost 19 + 12 = 31 points.
  FOGBREAKING
  Effect:  Dispel Mist Powers 16d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell banishes and dispels any fog, 
  mist, or fog-based effect, whether natural or magi-
  cal. For spells such as Mistshaping or the Spell Of 
  The Sudden Fog, use the spell’s Active Point total 
  to determine whether the Dispel works; for natural 
  fogs, mists, and clouds, treat them as large Change 
  Environments with a base -1 to Normal Sight.
  Game Information:  Dispel Mist Powers 16d6, 
  any one Mist Power (+¼) (60 Active Points); 
  OAF Expendable (a miniature bellows made of 
  fine wood and leather, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Requires An Air 
  Magic Roll (-½), Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Dispel 20d6. 75 Active 
  Points; total cost 20 points.
  2)  Weak Spell:  Decrease to Dispel 12d6. 45 Active 
  Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 Sight 
  Group PER Rolls for 1d6 Turns; -¼). Total cost:  15 
  points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  17 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 84 Active Points; total cost 22 points.
  Linked powerS 
  And Side effectS
  If a character takes the 
  same Side Effects Limi-
  tation for both parts 
  of the Linked power, 
  determine the value of 
  the Limitation based 
  on the total Active 
  Points of the power 
  (i.e., of both powers 
  added together). The 
  character only suffers 
  the Side Effect once 
  if the roll fails. If he 
  wants to take different 
  Side Effects for each 
  part of the power, cal-
  culate their values sep-
  arately (based on the 
  Active Points of each 
  part), and he takes 
  both Side Effects if the 
  roll fails (assuming, of 
  course, he uses both 
  parts of the power).
  
  66  Elemental Magic
  Hero System 5th Edition
  LIGHTNING BOLT
  Effect:  RKA 4d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  One of the most potent weapons in 
  many wizards’ arsenals, this spell has existed in 
  one form or another since the earliest days of the 
  First Epoch. The version most commonly learned 
  by Turakian wizards as of the year 5000 has been 
  developed and refined by many renowned spell-
  casters, including Narvez, Harthuvian, and Cor-
  darion Cloudweaver. It allows a wizard to blast his 
  enemies with a powerful bolt of lightning.
  Game Information:  RKA 4d6 (60 Active Points); 
  OAF Expendable (a small piece of meteoric 
  iron, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires An Air Magic Roll 
  (-½), Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 5d6. 75 Active 
  Points; total cost 20 points.
  2)  Weak Spell:  Decrease to RKA 3d6. 45 Active 
  Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires An Air Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 24 points.
  13)  Cordarion’s Forked Lightning:  This form of 
  Lightning Bolt can fork, striking two targets (or one 
  target twice). Add Autofire (2 shots; +¼). 75 Active 
  Points; total cost 20 points.
  14)  The Spell Of The Twisting Thunderbolt:  This form 
  of Lightning Bolt can arc around obstacles to hit tar-
  gets. Change to RKA 3d6, Indirect (always originates 
  from caster, but can strike from any angle; +½). 67 
  Active Points; total cost 18 points.
  15)  Selurel’s Thunderbolt:  Change to RKA 3d6, Armor 
  Piercing (+½). 67 Active Points; total cost 18 points.
  16)  Storgrim’s Lightning-Spell:  This form of Light-
  ning Bolt can hit virtually any target with ease, pro-
  vided the caster can see it. Change to RKA 2½d6, 
  Area Of Effect (One Hex Accurate; +½), Line Of 
  Sight (+½). 80 Active Points; total cost 21 points.
  MAGE’S WIND
  Effect:  Telekinesis (20 STR), Affects Whole Object
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  150”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell creates a strong gust of wind 
  that the caster can use for various effects. If cast at 
  lower levels of power (1-5 STR), it can ruffle cur-
  tains or clothes, snuff out candles and torches, blow 
  papers off desks, and so forth. At higher levels of 
  power, it can even pick up and “throw” objects up to 
  four times the weight of a man. Clever casters can 
  find many other uses for it, such as blowing sand in 
  attackers’ eyes or extinguishing campfires.
  Game Information:  Telekinesis (20 STR) (30 
  Active Points); OAF Expendable (tiny leather 
  bag stitched with scarlet thread and tied with 
  golden thread, Difficult to obtain; -1¼), Affects 
  Whole Object (-¼), Gestures (-¼), Incantations 
  (-¼), Requires An Air Magic Roll (-½), Spell  
  (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telekinesis (30 STR). 
  45 Active Points; total cost 11 points.
  2)  Weak Spell:  Decrease to Telekinesis (10 STR). 15 
  Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1¼). Total:  11 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  DEX 1d6, returns at the rate of 5 points per Minute; 
  -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires An Air Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  8 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  9 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 45 Active Points; total cost 11 points.
  
  67 
  The Fantasy Hero Grimoire
  THE SPELL OF THE DEADLY CLOUD
  Effect:  RKA 1d6, NND, Does BODY
  Target/Area Affected:  6” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell creates a 6” radius cloud of 
  stinking, mephitic fog that poisons anyone who 
  breathes it in. The fumes are heavy and thick, and 
  remain in place once cast as long as the caster con-
  tinues to pay END to maintain the spell.
  Game Information:  RKA 1d6, Area Of Effect (6” 
  Radius; +1), Continuous (+1), NND (defense is 
  Life Support [Immunity to any poison or Self-
  Contained Breathing]; +1), Does BODY (+1) (75 
  Active Points); OAF Expendable (a tuft of cotton 
  soaked in lethal poison, Very Difficult to obtain; 
  -1½), Gestures (-¼), Incantations (-¼), Limited 
  Range (30”; -¼), Requires An Air Magic Roll  
  (-½), Spell (-½). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 150 Active 
  Points; total cost 35 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 50 Active 
  Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  27 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 points.
  8)  Easy Spell:  Change to Requires An Air Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  17 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 82 Active Points; total cost 19 points.
  13)  Arrakur’s Spell Of The Moving Cloud:  Created by 
  Arrakur Mages-Bane, a cruel and heartless wizard 
  who often kills other spellcasters to steal their gri-
  moires and possessions, this permutation of the 
  Deadly Cloud can be moved by the caster after he 
  creates it. Add Mobile (+1) and change Limited 
  Range (-¼) to Limited Range (+¼). 94 Active 
  Points; total cost 23 points.
  14)  Moving Cloud Variant:  This form of Arrakur’s 
  spell moves, but not at the caster’s control. The 
  cloud acts like a normal cloud of fog or mist — it 
  moves as the wind moves, and it sinks to the lowest 
  possible level available to it (i.e., it goes down holes 
  or staircases). Its rate of speed depends on the 
  prevailing air conditions; when it sinks on its own 
  it moves at about 1-2” per Phase (it moves on the 
  caster’s Phases even though he doesn’t control it). 
  Add the Limitation Moves As A Normal Cloud (-1). 
  
  68  Elemental Magic
  Hero System 5th Edition
  94 Active Points; total cost 19 points.
  15)  Hasari’s Spell Of The Deadly Cloud:  This form of 
  the Deadly Cloud requires the caster to gesture and 
  incant to maintain it. Change to Gestures (through-
  out; -½) and Incantations (throughout; -½). Total 
  cost:  16 points.
  THE SPELL OF THE STINKING AIR
  Effect:  Change Environment, -4 to CON Rolls
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell fills the air in an 8” radius 
  with horrific odors. Anyone in (or who enters) the 
  area of malodorous air must make a CON Roll at 
  -4. Characters who fail lose one Phase retching, but 
  can make further CON Rolls in later Phases. If the 
  character fails the roll in later Phases, reduce his 
  OCV by 1. As soon as the character makes one of 
  his CON Rolls, this penalty ceases to apply.
  Another spellcaster can cancel the effect of 
  this spell by applying the spell Freshen Air to the 
  affected area. On the other hand, casting Stinking 
  Air into a Freshened area negates that spell.
  Game Information:  Change Environment 8” 
  radius, -4 to CON Rolls (29 Active Points); OAF 
  Expendable (a ball of sulphur and dung, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Limited Range (30”; -¼), Requires An Air Magic 
  Roll (-½), Spell (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -6 to CON Rolls. 35 
  Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to -2 to CON Rolls. 23 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (stench 
  only affects character for one Phase; -1). Total cost:  
  6 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires An Air Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  8 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 43 Active Points; total cost 11 
  points.
  13)  Yargeth’s Curse Of The Stinking Air:  Developed 
  by the evil wizard Yargeth as a way to ruin his 
  enemies’ strongholds permanently, this permuta-
  tion makes the stench last much, much longer. Add 
  Reduced Endurance (0 END; +½) and Uncon-
  trolled (duration of 25 years, +25 years for every 
  point by which the caster makes his Air Magic roll; 
  +½). 58 Active Points; total cost 14 points.
  STELRANE’S FIRST SPELL  
  OF THE SLUMBROUS VAPORS
  Effect:  Energy Blast 3d6, NND
  Target/Area Affected:  5” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Desiring the effectiveness of the 
  Deadly Cloud, but not its lethal power, the wizard 
  Stelrane created this cloud-spell, which only puts 
  the victims to sleep. He later enhanced the spell’s 
  power in various ways, but all versions of it have 
  seen widespread use among mages.
  Game Information:  Energy Blast 3d6, Area Of 
  Effect (5” Radius; +1), Continuous (+1), NND 
  (defense is Life Support [Immunity to any poison 
  or Self-Contained Breathing]; +1) (60 Active 
  Points); OAF Expendable (a ball of silk made 
  from a pillow someone slept on, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Limited Range (30”; -¼), Requires An Air Magic 
  Roll (-½), Spell (-½). Total cost:  15 points.
  OPTIONS:
  1)  Stelrane’s Second Spell Of The Slumbrous Vapors:  
  Increase to Energy Blast 5d6. 100 Active Points; 
  total cost 25 points.
  2)  Stelrane’s Third Spell Of The Slumbrous Vapors:  
  Decrease to Energy Blast 2d6. 40 Active Points; 
  total cost 10 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  22 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 3d6; -¼). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  16 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  17 points.
  
  69 
  The Fantasy Hero Grimoire
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 67 Active Points; total cost 17 points.
  13)  Stelrane’s Fourth Spell Of The Slumbrous Vapors:  
  This permutation of the Slumbrous Vapors can be 
  moved by the caster after he creates it. Add Mobile 
  (+1) and change Limited Range (-¼) to Limited 
  Range (+¼). 79 Active Points; total cost 21 points.
  14)  Stelrane’s Fifth Spell Of The Slumbrous Vapors:  
  This form of the Slumbrous Vapors moves, but not 
  at the caster’s control. The cloud acts like a normal 
  cloud of fog or mist — it moves as the wind moves, 
  and it sinks to the lowest possible level available 
  to it (i.e., it goes down holes or staircases). Its rate 
  of speed depends on the prevailing air conditions; 
  when it sinks on its own it moves at about 1-2” per 
  Phase (it moves on the caster’s Phases even though 
  he doesn’t control it). Add the Limitation Moves As 
  A Normal Cloud (-1) to the Fourth Spell. 79 Active 
  Points; total cost 17 points.
  15)  Corwm’s Spell Of The Slumbrous Vapors:  Cor-
  wm’s form of the Slumbrous Vapors requires the 
  caster to gesture and incant to maintain it. Change 
  to Gestures (throughout; -½) and Incantations 
  (throughout; -½). Total cost:  13 points.
  ULGAR’S SPELL OF DEADLY DEPRIVATION
  Effect:  Energy Blast 4d6, NND, Does BODY
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  20”
  Magic Roll Penalty:  -8
  END Cost:  8
  Description:  The evil wizard Ulgar once observed 
  the bodies of three of his servants who had died in 
  a mine cave-in when the tunnel they were trapped 
  in ran out of breathable air. Seeing in this a weapon 
  he could use against his enemies, he developed a 
  spell that removes the air from around a person 
  and inside that person’s lungs, causing the victim to 
  quickly collapse and die.
  Game Information:  Energy Blast 4d6, Continu-
  ous (+1), No Normal Defense (defense is Life 
  Support [Self-Contained Breathing]; +1), Does 
  BODY (+1) (80 Active Points); OAF Expend-
  able (small empty corked bottle, Easy to obtain; 
  -1), Gestures (-¼), Incantations (-¼), Limited 
  Range (20”; -¼), Requires An Air Magic Roll 
  (-½), Spell (-½). Total cost:  21 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 6d6. 120 
  Active Points; total cost 32 points.
  2)  Weak Spell:  Decrease to Energy Blast 2d6. 40 
  Active Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  29 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  23 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  23 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 4d6; -¼). Total cost:  20 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  19 
  points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  23 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  25 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  20 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  20 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 24 points.
  13)  Ulgar’s Second Spell Of Deadly Deprivation:  
  Ulgar later refined his spell so that it could affect 
  anyone the caster can see. Add Line Of Sight (+½) 
  and remove Limited Range (-¼). 90 Active Points; 
  total cost 26 points.
  
  70  Elemental Magic
  Hero System 5th Edition
  defensive Air Spells
  BLAITHELOCK’S SPHERE OF AIR
  Effect:  Life Support (Self-Contained Breathing)
  Target/Area Affected:  4” Radius around caster
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  Spellcasters who venture underwater 
  or into areas filled with dust, poisonous gases, or 
  the like often use this spell. It creates a sphere of 
  fresh air in a 4” radius around the caster that moves 
  with him as he moves. Thanks to its size, it allows 
  the caster’s comrades to breathe normally, too 
  — provided they stay within 4” of him.
  This spell uses the optional rule that an area-
  affecting power with No Range centered on the 
  caster can move with him as he moves for no addi-
  tional cost. See Fantasy Hero, page 125 and option 
  14 below.
  The Sphere Of Air remains in existence as 
  long as the caster continues to pay END. This could 
  cause problems if an attacker Knocks him Out 
  underwater.... 
  Game Information:  Life Support (Self-Con-
  tained Breathing), Area Of Effect (4” Radius; 
  +1½) (25 Active Points); OAF Expendable 
  (small, hollow glass or crystal sphere, Difficult 
  to obtain; -1¼), Costs Endurance (-½), Ges-
  tures (-¼), Incantations (-¼), Requires An Air 
  Magic Roll (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 8” Radius. 27 Active 
  Points; total cost 7 points.
  2)  Weak Spell:  Decrease to 2” Radius. 22 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 3d6; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires An Air 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 30 Active Points; total cost 8 
  points.
  13)  Nanumar’s Sphere Of Air:  This permutation of 
  the Sphere, created by famed adventuring wizard 
  Nanumar Halfelven, has a set duration instead of 
  an END cost. Add Uncontrolled (duration of 1 
  hour, +1 hour per point by which the caster makes 
  his Air Magic roll; +½) and remove Costs Endur-
  ance (-½). 30 Active Points; total cost 9 points.
  14)  Sphere Of Air Variant:  This form of the Sphere 
  uses the Mobile (+1) Advantage instead of the 
  optional rule described above. Add Mobile (+1). 35 
  Active Points; total cost 9 points.
  WALL OF CLOUD
  Effect:  Force Wall (6 PD/4 ED, +10” of dimension), 
  Opaque (Sight Group)
  Target/Area Affected:  See text
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  When invoked, this spell creates a wall 
  of wind and cloud strong enough to repel many 
  attacks. The swirling grey and white clouds that are 
  part of the wall block sight.
  The length and height of the Wall depend on 
  how well the caster makes his Air Magic roll. If he 
  makes it exactly, he can add 1” to the wall’s length 
  or height. For each +1 point by which he makes the 
  roll, he may add another 1” of length or height, to a 
  maximum of +9” of effect.
  Game Information:  Force Wall (6 PD/4 ED, 
  +10” of dimension), Opaque (Sight Group) (55 
  Active Points); OAF Expendable (a hand-sized 
  mat woven of raw cotton, Difficult to obtain; 
  -1¼), Cannot Be Used To Englobe (-¼), Ges-
  tures (-¼), Incantations (-¼), Limited Range 
  (30”; -¼), Requires An Air Magic Roll (-½), 
  Spell (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to (8 PD/6 ED). 65 Active 
  Points; total cost 15 points.
  2)  Weak Spell:  Decrease to (4 PD/2 ED). 45 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  
  71 
  The Fantasy Hero Grimoire
  Roll (-1 per 5 Active Points; -1). Total cost:  12 
  points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  14 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  15 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  12 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 82 Active Points; total cost 19 points.
  Movement Air Spells
  WINGS OF THE WIND
  Effect:  Flight 10”
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  With this spell a caster can make the 
  winds pick him up and carry him through the air. 
  He can continue to fly as long as he pays END.
  Game Information:  Flight 10” (20 Active 
  Points); OAF Expendable (feather wrapped 
  in silk, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires An Air Magic Roll 
  (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Flight 15”. 30 Active 
  Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Flight 5”. 10 Active 
  Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  Running 1d6, points return at the rate of 5 per 5 
  Minutes; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires An Air 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 30 Active Points; total cost 9 points.
  13)  Wings Of The Wind Variant I:  This form of the 
  spell has a set duration. If the caster stops flying at 
  any time, or the duration expires, the spell stops 
  working. add Reduced Endurance (0 END; +½) 
  and Uncontrolled (duration of 10 minutes, +1 
  minute per point by which the caster makes his 
  Air Magic roll; +½). 40 Active Points; total cost 12 
  points.
  14)  Wings Of The Wind Variant II:  A spellcaster can 
  cast this form of the spell on himself or another 
  person. Add Usable By Other (+¼). 25 Active 
  Points; total cost 8 points.
  15)  Flock Of The Wind:  With this form of the spell, 
  a wizard not only can fly, but he can bring several 
  companions along for the journey, but they must 
  remain within 4” of him or they’ll plummet to 
  the ground. This version of the spell uses several 
  optional rules from page 125 of Fantasy Hero, and 
  therefore requires the GM’s permission. Add Area 
  Of Effect (4” Radius; +1¼) and Reduced Endurance 
  (½ END; +¼). 50 Active Points; total cost 15 points.
  Miscellaneous Air Spells
  AEOLIAN SHAPE
  Effect:  Desolidification, Cannot Pass Through Solid 
  Objects plus Invisibility
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (1 hour, +10 minutes per point 
  by which the caster makes his Air Magic roll)
  Range:  Self
  Magic Roll Penalty:  -14
  END Cost:  0
  Description:  This powerful and complex spell, cre-
  ated early in the Second Epoch by an unknown 
  wizard, transforms the caster’s body and carried 
  personal possessions into purest air. While in Aeo-
  lian Shape, a spellcaster can fit through any opening 
  and cannot be seen.
  Game Information:  Desolidification (affected 
  by air attacks and magic), Reduced Endur-
  ance (0 END; +½), Uncontrolled (duration 
  of 1 hour, +10 minutes per point by which 
  the caster makes his Air Magic roll; +½) (80 
  Active Points); OAF Expendable (tiny bottle 
  of air, Difficult to obtain; -1¼), Cannot Pass 
  Through Solid Objects (-½), Extra Time (Full 
  Phase; -½), Gestures (-¼), Incantations (-¼), 
  Noisy (-¼), Requires An Air Magic Roll (-½) 
  (total cost:  18 points) plus Invisibility to Sight 
  Group, No Fringe, Reduced Endurance (0 END; 
  +½), Uncontrolled (duration of 1 hour, +10 
  minutes per point by which the caster makes 
  his Air Magic roll; +½) (60 Active Points); 
  inViSiBiLitY And 
  expendABLe foci
  The HERO System 
  rules state that a Focus 
  which provides Invis-
  ibility is not covered by 
  the Invisibility if it’s an 
  Obvious Focus. How-
  ever, in the Fantasy 
  genre, in the case of 
  Invisibility-based spells 
  with Expendable Foci, 
  the Focus is consumed 
  in the casting, so this 
  consideration doesn’t 
  apply — even though 
  the Focus is Obvious, it 
  doesn’t remain visible 
  to spoil the effects of 
  the spell.
  
  72  Elemental Magic
  Hero System 5th Edition
  OAF Expendable (tiny bottle of air, Difficult 
  to obtain; -1¼), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Linked (-½), 
  Noisy (-¼), Requires An Air Magic Roll (-½) 
  (total cost:  13 points). Total cost:  31 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  25 + 
  18 = 43 points.
  2)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 + 14 = 33 points.
  3)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 + 14 = 33 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 2d6; -¼). Total cost:  17 + 13 = 30 points.
  5)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 + 12 
  = 28 points.
  6)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 + 14 
  = 33 points.
  7)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  20 + 15 = 35 points.
  8)  Lengthy Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  20 + 15 = 35 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 + 13 = 30 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 100 + 75 = 175 Active Points; 
  total cost 22 + 17 = 39 points.
  11)  Hasari’s Spell Of The Aeolian Shape:  In addition 
  to making him intangible and invisible, this version 
  of Aeolian Form, created by the elven wizard Hasari, 
  allows the caster to condense his wind-form to a 
  small enough size to fit into a bottle. Add Shrinking 
  (.032 m tall, .0004 kg mass, -12 to PER Rolls to per-
  ceive character, +12 DCV, takes +18” KB), Reduced 
  Endurance (0 END; +½), Uncontrolled (duration of 
  1 hour, +10 minutes per point by which the caster 
  makes his Air Magic roll; +½) (120 Active Points); 
  OAF Expendable (tiny bottle of air, Difficult to 
  obtain; -1¼), Extra Time (Full Phase; -½), Gestures 
  (-¼), Incantations (-¼), Linked (-½), Noisy (-¼), 
  Requires An Air Magic Roll (-½) (total cost:  27 
  points). Total cost:  58 points.
  FRESHEN AIR
  Effect:  Change Environment (freshen the air)
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  100”
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell freshens stale or malodorous 
  air, making it crisp, clean, and pleasant-smelling. It 
  has no particular combat effect, though using it can 
  cancel out the Spell Of The Stinking Air (see above).
  Game Information:  Change Environment 8” 
  radius (freshen the air) (20 Active Points); OAF 
  Expendable (a dried rose or other pleasant-
  smelling flower, Easy to obtain; -1), Gestures 
  (-¼), Incantations (-¼), Requires An Air Magic 
  Roll (-½), Spell (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 16” radius. 25 Active 
  Points; total cost 7 points.
  2)  Weak Spell:  Decrease to 4” radius. 15 Active 
  Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires An Air 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  8)  Easy Spell:  Change to Requires An Air Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  6 
  points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 30 Active Points; total cost 9 
  points.
  
  73 
  The Fantasy Hero Grimoire
  MISTSHAPING
  Effect:  Images to Sight Group, +2 to PER Rolls
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  50”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell allows a character to shape 
  mists, fogs, or clouds. For example, he could form 
  images of people out of the mist, make it spell 
  words, or change its overall shape. He can shape 
  the mist within an 8” radius area, which may leave 
  some parts of a larger field of fog untouched.
  The shapes formed with the mist are obvi-
  ously made of mist. For example, if a wizard used 
  Mistshaping to form a cloud of fog into the shapes 
  of ten gnomish warriors, the warriors would clearly 
  be made of mist and would not fool anyone who 
  saw them directly into thinking they were real war-
  riors. However, a clever spellcaster may be able to 
  use Mistshaping to trick his enemies. Hrakorth the 
  Scarlet, an evil wizard renowned for his mastery of 
  many arcana, once used this spell to fool a squad 
  of soldiers who were pursuing him. While chasing 
  what they thought was Hrakorth through a fog-
  bank, they ran headlong into a river and were swept 
  away, allowing the Scarlet Mage to make his escape.
  Game Information:  Images to Sight Group, +2 
  to PER Rolls, Increased Size (8” radius; +¾) (28 
  Active Points); OAF Expendable (a ribbon of 
  finest grey silk with three knots tied in it, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Limited Range (50”; -¼), Requires An Air Magic 
  Roll (-½), Spell (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 16” radius (+1). 32 
  Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to 4” radius (+½). 24 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  10 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 Sight 
  PER Rolls for 1d6 Turns; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires An Air Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires An Air  
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  7 points.
  9)  Master’s Version:  Remove Requires An Air 
  Magic Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 36 Active Points; total cost 9 
  points.
  eArtH MAGic
  Earth Magic spells relate to, use, or affect, earth, 
  rock, stone, and the like, including spells pertain-
  ing to crystals, glass, sand, and metal. It’s a favorite 
  arcana of many dwarven and gnomish spellcast-
  ers, as well as many battle mages, but they’re by no 
  means the only practitioners of it.
  offensive earth Spells
  BLAITHELOCK’S CALL TO STONE
  Effect:  Summon one 377-point earth elemental, 
  Friendly
  Target/Area Affected:  One elemental
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  This is the second of the improved 
  elemental conjuration spells created by Wyndara 
  Blaithelock, apprentice and later lover of the great 
  Vashtori. It allows a rock-wizard to summon a 
  more friendly elemental than the corresponding 
  Conjuration spell does.
  Game Information:  Summon one 377-point 
  earth elemental, Friendly (+¼) (94 Active 
  Points); OAF Expendable (amulet of elemental 
  earth, plus a handful of earth or rock, Difficult 
  to obtain; -1¼), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires An 
  Earth Magic Roll (-½). Total cost:  25 points.
  OPTIONS:
  1)  Many Earth Elementals:  Increase to four earth 
  elementals. 106 Active Points; total cost 28 points.
  2)  Many, Many Earth Elementals:  Increase to 32 
  earth elementals. 125 Active Points; total cost 33 
  points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  38 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  27 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  27 points.
  6)  Apprentice’s Version:  Add Side Effects (elemen-
  tal attacks caster; -1). Total cost:  20 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  22 points.
  
  74  Elemental Magic
  Hero System 5th Edition
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  27 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  29 points.
  10)  Lengthy Spell:  Change to Extra Time (20 Min-
  utes; -2½). Total cost:  16 points
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  23 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 131 Active Points; total cost 35 
  points.
  13)  Loyal Elemental:  Change to Loyal (+½). 112 
  Active Points; total cost 30 points.
  14)  Devoted Elemental:  Change to Devoted (+¾). 
  131 Active Points; total cost 35 points.
  15)  Slavishly Loyal Elemental:  Change to Slavishly 
  Loyal (+1). 150 Active Points; total cost 40 points.
  16)  Alternate Elemental Type:  Substitute the fol-
  lowing types of elementals for a standard earth 
  elemental:
  Forest Elemental (450 points):  112 Active 
  Points; total cost 30 points.
  Mountain Elemental (491 points):  122 Active 
  Points; total cost 32 points.
  Sand Elemental (437 points):  109 Active Points; 
  total cost 29 points.
  Swamp Elemental (417 points):  104 Active 
  Points; total cost 28 points.
  DEREKETH’S CATAPULT
  Effect:  RKA 3d6, Indirect, +1 Increased STUN Multi-
  plier
  Target/Area Affected:  See text
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  335”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell, primarily considered a form 
  of battle magic, was created by the battle mage Der-
  eketh of Velkara, who tired of the incessant waiting 
  required when conducting a siege. Instead of letting 
  a catapult do the heavy work of battering down 
  castle walls, Dereketh created a spell to hurl large 
  boulders at his enemies. It only works if the caster 
  has a large, freestanding boulder handy (he must be 
  able to touch it), though the GM may in some cases 
  allow a caster to use other objects of similar size and 
  toughness. Although intended mainly for use against 
  structures, it can be used to attack individual char-
  acters — assuming the wizard is willing to spend an 
  entire Turn in combat to do so.
  Game Information:  RKA 3d6, +1 Increased 
  STUN Multiplier (+¼), Indirect (+¼) (67 
  Active Points); OAF Expendable (miniature 
  model of a catapult made of fine wood and 
  silver wire, Very Difficult to obtain; -1½), Extra 
  Time (1 Turn; -1¼), Gestures (throughout; -½), 
  Incantations (throughout; -½), Requires Large 
  Boulders (-½), Requires An Earth Magic Roll 
  (-½), Spell (-½). Total cost:  11 points.
  
  75 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 4d6. 90 Active 
  Points; total cost 14 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 45 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  14 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 on 
  Earth Magic rolls for the next ½d6 hours; -¼). Total 
  cost:  10 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  10 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  12 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  12 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout; -½). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 14 
  points.
  HANDS OF STONE
  Effect:  Entangle 8d6, 5 DEF
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  325”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  With this spell, an earth mage can 
  cause a gigantic hand (or hands) of stone to reach 
  up from the ground and grab hold of a single 
  person, imprisoning him until he breaks out, or 
  someone breaks him out. The caster can also use 
  the spell simply to form a barrier of rocky earth.
  Game Information:  Entangle 8d6, 5 DEF (65 
  Active Points); OAF Expendable (miniature 
  hand carved out of stone, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Only 
  Affects Targets On The Ground (-¼), Requires 
  An Earth Magic Roll (-½), Spell (-½). Total 
  cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Entangle 10d6, 5 DEF. 
  75 Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to Entangle 4d6, 5 DEF. 45 
  Active Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (Entangle 
  1d6, 2 DEF; -¼). Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  14 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  17 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  19 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 97 Active Points; total cost 24 
  points.
  13)  Harthuvian’s Hands Of Stone:  Harthuvian’s form 
  of this spell creates hands so large they grasp every-
  one in a 1” area. Add Area Of Effect (One Hex; +½). 
  97 Active Points; total cost 24 points.
  14)  Harthuvian’s Host Of Hands:  Another of Har-
  thuvian’s permutation of this spell allows the caster 
  to create multiple stone hands to grasp whoever 
  he wants in a 6” radius area. Decrease to Entangle 
  4d6, 5 DEF and add Area Of Effect (6” Radius; 
  +1), Selective (+¼). 101 Active Points; total cost 25 
  points.
  KARREK’S INFERNAL BLAST
  Effect:  RKA 1d6, NND, Does BODY
  Target/Area Affected:  One Hex
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  10”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  Karrek the Black, one of the most 
  despised and feared wizards in all the world, cre-
  ated this spell by mingling Earth and Fire magics. 
  It opens a cleft in the ground from beneath the 
  target’s feet, and from the cleft spurts red-hot lava.
  Game Information:  RKA 1d6, Area Of Effect 
  (One Hex; +½), NND (defense is Life Support 
  [Safe Environment: Intense Heat] or having 
  the Protection From Fire spell active; +1), Does 
  BODY (+1) (52 Active Points); OAF Expend-
  able (piece of pumice charred in a fire, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations 
  (-¼), Limited Range (10”; -¼), Only Affects 
  Targets On The Ground (-¼), Requires An 
  Earth Magic Roll (-½), Spell (-½). Total cost:  
  12 points.
  
  76  Elemental Magic
  Hero System 5th Edition
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 105 Active 
  Points; total cost 25 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 35 Active 
  Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  17 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  suffers the spell’s damage; -½). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  11 points.
  8)  Easy Spell:  Change to Requires An Earth  
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  13 points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 14 points.
  13)  Karrek’s Pit:  This permutation of the spell 
  doesn’t close the cleft right away. Instead, it keeps 
  it open, so that anyone who enters the area is 
  scorched by lava. Add Continuous (+1). 67 Active 
  Points; total cost 16 points.
  MELDANA’S SPELL OF  
  THE SHAKING EARTH
  Effect:  Telekinesis (40 STR) to cause/restrain earth-
  quakes
  Target/Area Affected:  10 km Radius/7 km Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -12/-13
  END Cost:  12/13
  Description:  The kindhearted witch Meldana origi-
  nally developed the Calming The Quake aspect of 
  this spell as a way to stop (or at least minimize the 
  damage from) earthquakes. Wizards of more wicked 
  bent adapted her work to do the opposite — cause 
  earthquakes — and to her chagrin that aspect of the 
  spell became identified with her as well.
  Causing an earthquake involves damaging 
  structures and beings on the ground over a vast area. 
  Secondary effects may occur, such as towers col-
  lapsing, rifts opening in the earth, or bodies of water 
  changing location or course. Earthquakes count as 
  Telekinesis that damages objects on the ground over 
  a wide area; typically, an earthquake has 5 points of 
  STR per 1.0 rating on the Richter scale. Thus, a 5.0 
  Richter quake has Telekinesis (25 STR).
  To cancel or negate a quake, the character has 
  to be on the ground where the quake is occurring. 
  He matches the Calming The Quake aspect of this 
  spell against the quake’s STR in a Strength Versus 
  Strength Contest. If the character wins, he stops the 
  quake from occurring in the area affected by his 
  power (if the quake is larger than that, the effect 
  continues, unabated, in hexes the character cannot 
  cover). If the quake wins, it occurs as normal, 
  though the GM may, in his discretion, reduce its 
  effect thanks to the character’s efforts (the charac-
  ter’s STR may reduce the quake’s STR on a 1-for-1 
  point basis, or maybe every BODY the character 
  got on his STR Roll reduces the quake’s STR by 
  some amount).
  Game Information:
  Cost Power
  34 
  Meldana’s Spell Of The Shaking Earth:  135-
  point reserve; all OAF Expendable (a pebble 
  incised with runes, Easy to obtain; -1), Ges-
  tures (-¼), Incantations (-¼), No Range (-½), 
  Requires An Earth Magic Roll (-½), Spell 
  (-½)
  3u 
   1)  Summon Earthquake:  Telekinesis (40 
  STR), Explosion (loses 4 STR per hex; +½), 
  MegaArea (each hex is 1 km wide and deep; 
  +¼), Personal Immunity (+¼); common 
  Limitations listed above, plus Only Affects 
  Targets On The Ground (-¼)
  2u 
   2)  Calming The Quake:  Telekinesis (40 
  STR), Area Of Effect (7” Radius; +1), Mega-
  Area (each hex is 1 km wide and deep; +¼); 
  common Limitations listed above, plus Only 
  To Stop Earthquakes (-1½)
  Total cost:  39 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 202 points and 
  both slots to Telekinesis (60 STR). Total cost:  58 
  points.
  2)  Weak Spell:  Decrease to reserve to 101 points 
  and both slots to Telekinesis (30 STR). Total cost:  
  29 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  52 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  42 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  42 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain END 
  2d6, points return at the rate of 5 per 20 Minutes; -¼) 
  to reserve and both slots. Total cost:  37 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  34 points.
  8)  Easy Spell:  Change to Requires An Earth  
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  42 points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  45 points.
  
  77 
  The Fantasy Hero Grimoire
  10)  Lengthy Spell:  Add Extra Time (5 Minutes; -2) 
  to reserve and both slots. Total cost:  26 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼) to reserve and both slots. Total cost:  37 points.
  12)  Stored Spell:  Increase reserve to 165 and add 
  Delayed Effect (x2 spells usable at once; +½) to 
  both slots. Total cost:  47 points.
  SHARDAK’S SUBTERRANEAN PRISON
  Effect:  Extra-Dimensional Movement, Usable As Attack
  Target/Area Affected:  One character
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  20”
  Magic Roll Penalty:  -5
  END Cost:  20
  Description:  This terrible spell, one of the most feared 
  in all the Turakian lands, thrusts the target into an 
  unlighted, unequipped stone cyst miles beneath the 
  surface of the earth. With nothing but rock surround-
  ing him for miles, the victim can only hope that he 
  starves to death before madness sets in.
  Because this spell takes a lot of time and effort 
  to cast, it works best on persons the caster already 
  has at a disadvantage.
  Game Information:  Extra-Dimensional Move-
  ment (to the point in the “subterranean prison 
  dimension” corresponding to the target’s current 
  location on the surface of the earth), Usable As 
  Attack (stopped by Power Defense; +1), Lim-
  ited Range (20”; +¼) (49 Active Points); OAF 
  Expendable (a miniature stone box, completely 
  sealed and unopenable, inlaid with gold fittings 
  and gems, Extremely Difficult to obtain; -2), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (5 Minutes; -2), Gestures (through-
  out casting; -½), Incantations (throughout cast-
  ing; -½), Increased Endurance Cost (x4 END; 
  -1½), Requires An Earth Magic Roll (-½), Spell 
  (-½). Total cost:  5 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-2). Total cost:  6 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (caster is 
  trapped instead; -1). Total cost:  5 points.
  5)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  6)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 
  points.
  7)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  5 points.
  8)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  6 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  6 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 6 points.
  11)  Untiring Spell:  Remove Increased Endurance 
  Cost (-1½). Total cost:  6 points.
  STONE INTO MUD
  Effect:  Minor Transform 13d6
  Target/Area Affected:  See text
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  -13
  END Cost:  13
  Description:  This powerful spell converts stone into 
  mud. The caster controls the consistency of the 
  mud; it can be fairly firm, very wet and soupy, or 
  something in between.
  At its most basic level, all this spell does is 
  lower the DEF of the substance from 5 (stone) to 
  0 (earth), but the secondary effects may be more 
  significant. If the caster Transforms part of a stone 
  pillar or wall into mud, he could cause the structure 
  it supports to fall down, killing everyone inside. 
  Similarly, a proper application of this spell can 
  create an opening in a stone wall.
  Since each hex of stone has 19 BODY (HERO 
  System 5th Edition, Revised, page 448), this spell 
  Transforms one hex of stone into mud. Garrak’s 
  Breaching-Spell (option 1, below) allows the spell 
  to Transform all the hexes in a 13” Radius, which is 
  enough to turn some entire castle walls to mud with a 
  single casting.
  Game Information: Minor Transform 13d6 
  (stone into mud; heals back through another 
  application of this spell or the passing of aeons) 
  (standard Effect:  39 BODY) (130 Active 
  Points); OAF Expendable (ball of mud, Easy 
  to obtain; -1), Gestures (-¼), Incantations (-¼), 
  Limited Range (50”; -¼), Limited Target (stone; 
  -½), Requires An Earth Magic Roll (-½), Spell 
  (-½). Total cost:  31 points.
  OPTIONS:
  1)  Garrak’s Breaching-Spell:  Created by the 
  dwarven mage Garrak Rockbeard, who used it 
  many times in the Drakine Wars of the First Epoch 
  to destroy the castles of his reptilian foes, this 
  permutation of Stone Into Mud affects all hexes 
  of stone in a 13” radius. Add Area Of Effect (13” 
  Radius; +1), Concentration (0 DCV throughout; 
  -1), Extra Time (5 Minutes; -2), and increase Ges-
  tures and Incantations both to (throughout; -½). 
  260 Active Points; total cost 33 points.
  2)  Garrak’s Spell Of Road Ruination:  Garrak also devel-
  oped this version of his Breaching-Spell, which he 
  primarily used to turn paved stone roads into deep, 
  muddy pathways. Change to Area Of Effect (52” Line; 
  +1). 260 Active Points; total cost 33 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  40 points.
  
  78  Elemental Magic
  Hero System 5th Edition
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  32 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  32 points.
  6)  Apprentice’s Version:  Add Side Effects (increases 
  stone’s DEF to 8 for 1d6 hours; -0). Total cost:   
  31 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  27 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  32 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  35 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  27 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  29 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 195 Active Points; total cost 46 
  points.
  13)  Untiring Spell:  Add Reduced Endurance (0 
  END; +½). 195 Active Points; total cost 46 points.
  14)  Calimard’s Stone Into Mud:  This form of the 
  spell works at normal range for an incantation of 
  this power. Remove Limited Range (-¼). Total cost:  
  32 points.
  15)  Jalerak’s Stone Into Mud:  Known in some 
  circles as Slapstone, this permutation of Stone Into 
  Mud requires the caster to touch the stone he wants 
  to transmute. Change Limited Range (-¼) to No 
  Range (-½). Total cost:  29 points.
  TRAVELER’S BANE
  Effect:  Change Environment (make ground muddy), 
  -3” of Running/Ground Movement
  Target/Area Affected:  1,000” Radius
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Week, +1 Day 
  per point by which the caster makes his Earth Magic 
  roll)
  Range:  610”
  Magic Roll Penalty:  -12
  END Cost:  0
  Description:  This spell transforms ordinary ground 
  into thick mud that’s hard to walk, ride, or drive 
  through. It has no effect on stone or paved ground, 
  but does apply to ground that’s planted or covered 
  with vegetation. The effect typically lasts for a week 
  (longer in the case of a good Earth Magic roll), but 
  the local weather may change that — wet or rainy 
  weather extends the mud’s lifespan, hot or dry 
  weather reduces it.
  Game Information:  Change Environment 
  1,000” radius (make ground muddy), -3” of 
  Running/Ground Movement, Reduced Endur-
  ance (0 END; +½), Uncontrolled (duration of 
  1 Week, +1 Day per point by which the caster 
  makes his Earth Magic roll; +½) (122 Active 
  Points); OAF Expendable (ball of mud, Easy to 
  obtain; -1), Concentration (0 DCV throughout 
  casting; -1), Extra Time (5 Minutes; -2), Ges-
  tures (throughout casting; -½), Incantations 
  (throughout casting; -½), Requires An Earth 
  Magic Roll (-½), Spell (-½). Total cost:  17 
  points.
  
  79 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to 2,000” radius. 132 
  Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to 250” radius. 102 Active 
  Points; total cost 15 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  20 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  16 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  19 points.
  10)  Quick Spell:  Remove Extra Time (5 Minutes; 
  -2). Total cost:  24 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  20 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 152 Active Points; total cost 22 points.
  defensive earth Spells
  STONYSKIN
  Effect:  Armor (5 PD/5 ED)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  Developed so long ago that the name 
  of its creator has been lost to time, Stonyskin is 
  one of the premiere defensive spells of elemental 
  wizards. It turns the caster’s skin to mystic stone 
  that provides protection against blows, but does not 
  diminish his agility or sense of touch, nor weigh 
  him down.
  Game Information:  Armor (5 PD/5 ED) (15 
  Active Points); OAF Expendable (chip of pol-
  ished stone, Easy to obtain; -1), Costs Endur-
  ance (-½), Gestures (-¼), Incantations (-¼), 
  Requires An Earth Magic Roll (-½). Total cost:  
  4 points.
  OPTIONS:
  1)  Gathrena’s Graniteskin:  Increase to Armor  
  (7 PD/7 ED). 21 Active Points; total cost 6 points.
  2)  Lesser Stonyskin:  Decrease to Armor (5 PD/3 
  ED). 12 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  6 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 PD and 
  ED for ½d6 x 10 minutes; -¼). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 22 Active Points; total cost 6 points.
  13)  Garrak’s Stonyskin:  This version of the spell, 
  created by the dwarf Garrak Rockbeard for use 
  in his battles against the black elf Thozar Kriel, 
  remains in effect for a long time — sometimes 
  upwards of a day, if cast with great skill — with-
  out tiring out the caster. Add Restricted Duration 
  (duration of 30 minutes, +30 minutes per point by 
  which caster makes his Earth Magic roll; -¼) and 
  remove Costs Endurance (-½). 15 Active Points; 
  total cost 5 points.
  14)  Yldevar’s Stonyskin:  When he and his com-
  rades, the Company of the Oak, fought against the 
  minions of the Lord of the Graven Spear, Yldevar 
  Goldentooth crafted this version of the Stonyskin 
  spell so he could provide protection to all of his 
  friends. Add Usable By Other (+¼). 19 Active 
  Points; total cost 5 points.
  
  80  Elemental Magic
  Hero System 5th Edition
  WALL OF EARTH
  Effect:  Entangle 10d6, 0 DEF
  Target/Area Affected:  10” line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  375”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell allows the caster to cause a wall 
  of earth and soil, 1” high, ½” wide, and 10” long, to 
  provide cover for his friends or hinder the movement 
  of his foes. When he successfully casts it, he must 
  target the hex where he wants the wall to begin; if he 
  succeeds, the wall occupies the space he intended it to, 
  if not he must use the rules for missed area-affecting 
  attacks (HERO System 5th Edition, Revised, pages 
  375-76) to determine which hex it begins in. He 
  may shape the wall in a simple fashion — to create a 
  curved, circular, or square barrier, for example — but 
  can only cover up to ten hexes (30 hex sides) with it.
  A wall of earth must be in contact with the 
  ground along at least one of its edges. The caster 
  cannot, for example, create one in midair over a foe 
  so that it falls on him.
  Game Information:  Entangle 10d6 (standard 
  Effect:  10 BODY), 5 DEF (75 Active Points); 
  OAF Expendable (small brick formed by 
  the caster, Easy to obtain; -1), Gestures (-¼), 
  Incantations (-¼), No Defense (-1½), Only To 
  Form Barriers (-1), Requires An Earth Magic 
  Roll (-½), Wall Must Contact The Ground On 
  At Least One Edge (-¼). Total cost:  13 points.
  OPTIONS:
  1)  Weak Spell:  Decrease to Entangle 8d6 (standard 
  Effect:  8 BODY), 4 DEF. 60 Active Points; total cost 
  10 points.
  2)  Free Spell:  Remove OAF (-1). Total cost:  16 
  points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  5)  Apprentice’s Version:  Add Side Effects (Entangle 
  3d6, 3 DEF; -½). Total cost:  12 points.
  6)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  12 points.
  7)  Easy Spell:  Change to Requires An Earth  
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  14 points.
  8)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  14 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  12 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 112 Active Points; total cost 19 points.
  12)  Hedrigerd’s First Earthwall Spell:  This form of 
  the Wall Of Earth, a creation of the wizardess Hed-
  rigerd, who used it to thwart a band of goblins that 
  tried to attack the wilderness inn where she was 
  staying, is longer than the standard version. Add 
  new Adder:   
  VArYinG  
  diMenSionS
  Characters can apply 
  this +10 Character Point 
  Adder to Entangles with 
  the Limitation Only To 
  Form Barriers and to 
  Force Walls with greater 
  than normal height or 
  length. It allows the char-
  acter to vary the dimen-
  sions of the barrier/Wall 
  from use to use. The char-
  acter may exchange 1” of 
  length for 1” of height, or 
  vice-versa, but may not 
  more than double the 
  standard dimensions of 
  the barrier/Wall without 
  the GM’s permission. For 
  example, if a character 
  had a Force Wall 4” long 
  and 1” tall, he could make 
  it 3” long and 2” tall, but 
  could not alter it further 
  without the GM’s permis-
  sion (since 2” is double 
  its standard 1” height). 
  Similarly, a character with 
  a 10” long, 2” tall Entangle 
  barrier could change it to 
  9” long and 3” tall, 8” long 
  and 4” tall, or 11” long 
  and 1” tall; more exten-
  sive changes require the 
  GM’s permission.
  
  81 
  The Fantasy Hero Grimoire
  Larger Wall (+1” height and +4” length). 85 Active 
  Points; total cost 15 points.
  13)  Hedrigerd’s Second Earthwall Spell:  Hedrigerd 
  later refined her Earthwall spell so she could vary 
  the height or length according to her need. As the 
  First Earthwall Spell, but add Varying Dimensions. 
  95 Active Points; total cost 16 points.
  WALL OF STONE
  Effect:  Entangle 10d6, 5 DEF
  Target/Area Affected:  10” line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  375”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell resembles Wall Of Earth, but 
  allows the caster to create a much more durable 
  wall of solid rock instead. He can control the 
  appearance/texture of the wall, making it as smooth 
  as a polished flagstone or as rough as a rocky 
  mountainside.
  Game Information:  Entangle 10d6 (standard 
  Effect:  10 BODY), 5 DEF (75 Active Points); 
  OAF Expendable (small cube of stone with a 
  rune etched in each side, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), Only To 
  Form Barriers (-1), Requires An Earth Magic 
  Roll (-½), Wall Must Contact The Ground On 
  At Least One Edge (-¼). Total cost:  17 points.
  OPTIONS:
  1)  Weak Spell:  Decrease to Entangle 8d6 (standard 
  Effect:  8 BODY), 4 DEF. 60 Active Points; total cost 
  13 points.
  2)  Free Spell:  Remove OAF (-1¼). Total cost:  23 
  points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  5)  Apprentice’s Version:  Add Side Effects (Entangle 
  4d6, 4 DEF; -½). Total cost:  15 points.
  6)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  15 points.
  7)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 
  points.
  8)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  19 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  15 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 112 Active Points; total cost 25 
  points.
  12)  Greater Wall Of Stone:  This form of the Wall 
  Of Stone is longer than the standard version. Add 
  Larger Wall (+1” height and +4” length). 85 Active 
  Points; total cost 19 points.
  13)  Shapeable Greater Wall Of Stone:  This varia-
  tion on the Greater Wall Of Stone allows the caster 
  to change the Wall’s height or length from use to 
  use. As the Greater Wall Of Stone, but add Varying 
  Dimensions. 95 Active Points; total cost 21 points.
  14)  Shardak’s Spell Of The Spiked Bastion:  This ver-
  sion of the Wall Of Stone, created by the powerful 
  wizard Shardak Stoneshaper, is covered with large, 
  sharp spikes on one side. Anyone who touches the 
  wall on that side takes damage from the spikes. 
  Add RKA 1d6, Continuous (+1), Damage Shield 
  (+½), Reduced Endurance (0 END; +½), Uncon-
  trolled (lasts as long as wall lasts, until someone 
  carefully breaks off the spikes, or until erosion and 
  like forces wear the spikes down; +½) (52 Active 
  Points); OAF Expendable (small cube of stone with 
  a rune etched in each side, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Linked (-½), 
  Requires An Earth Magic Roll (-½) (total cost:  14 
  points). 75 + 52 = 127 Active Points; total cost 17 + 
  14 = 31 points.
  Movement earth Spells
  EARTHENROAD
  Effect:  Tunneling 6” through 6 DEF material
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell creates a tunnel through 
  earth, or even through solid rock! It does not, how-
  ever, affect worked stone walls.
  Game Information:  Tunneling 6” through 
  6 DEF material (30 Active Points); OAF 
  Expendable (tiny silver shovel, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Limited Medium (natural soil and rock only; 
  -½), Requires An Earth Magic Roll (-½). Total 
  cost:  8 points.
  OPTIONS:
  1)  Weak Spell:  Decrease to Tunneling 3” through 
  DEF 5 material. 21 Active Points; total cost 6 points.
  2)  Free Spell:  Remove OAF (-1¼). Total cost:  12 
  points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  5)  Apprentice’s Version:  Add Side Effects (Entangle 
  3d6, 3 DEF; -½). Total cost:  7 points.
  
  82  Elemental Magic
  Hero System 5th Edition
  6)  Difficult Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  7)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  8)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  9 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 45 Active Points; total cost 12 points.
  12)  Vashira’s Opening And Closing Of The Deep Way:  
  A creation of the black elf mage Vashira, this varia-
  tion of the Earthenroad allows the caster to close 
  the tunnel he creates behind him, if he so chooses. 
  Add Fill In. 40 Active Points; total cost 11 points.
  Miscellaneous earth Spells
  STONESHAPING
  Effect:  Minor Transform 5d6 (reshape stone objects)
  Target/Area Affected:  One stone object
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell allows a character to reshape 
  a single stone object. He could, for example, create a 
  hole in a stone block, change the posture of a statue, 
  turn a boulder into a statue (assuming he has a Skill 
  to do so, such as PS: Sculptor), or the like. For larger 
  stone objects (such as huge blocks), the wizard may 
  need to cast the spell repeatedly to fully change the 
  object’s shape. This spell does not affect living or 
  mobile beings of stone, such as stone golems. 
  Game Information:  Minor Transform 5d6 
  (stone object into differently-shaped stone 
  object) (50 Active Points); OAF Expendable 
  (tiny golden chisel, Very Difficult to obtain; 
  -1½), Extra Time (1 Turn; -1¼), Gestures 
  (throughout; -½), Incantations (throughout;  
  -½), Limited Target (stone; -¼), No Range (-½), 
  Requires An Earth Magic Roll (-½), Spell (-½). 
  Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Minor Transform 6d6. 
  60 Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Minor Transform 4d6. 
  40 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:   
  10 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (-1d6 to 
  Earth Magic roll for 1d6+1 hours; -¼). Total:  7 points.
  7)  Difficult Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  8 points.
  10)  Quick Spell:  Remove Extra Time (-1¼) and the 
  “Throughout” bonus for Gestures and Incancations. 
  Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout; -½). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 11 points.
  TETHURIEL’S EVOCATION OF THE TOWER
  Effect:  Summon one 300-point Base
  Target/Area Affected:  Special
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -13
  END Cost:  13
  Description:  This powerful incantation allows a 
  caster to create a stone tower out of nothingness. 
  The caster must create the tower on cleared, level 
  ground, or by adding onto an existing structure; he 
  cannot raise the tower in such a way as to destroy 
  another structure or the like.
  At the GM’s option, a charater can use this 
  spell to create additional towers even though ones 
  he Summoned earlier have not been destroyed or 
  removed from his control.
  Game Information:  Summon one tower built 
  on up to 300 Character Points, Expanded Class 
  (any type of stone tower or like structure; +¼), 
  Slavishly Loyal (+1) (135 Active Points); OAF 
  Expendable (miniature gold tower, studded 
  with gems, Extremely Difficult to obtain; -2), 
  Concentration (0 DCV throughout; -1), Extra 
  Time (1 Hour; -3), Gestures (throughout; -½), 
  Incantations (throughout; -½), Requires An 
  Earth Magic Roll (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Summon one tower 
  built on up to 400 Character Points. 180 Active 
  Points; total cost 21 points.
  2)  Weak Spell:  Decrease to Summon one tower 
  built on up to 200 Character Points. 90 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  21 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  
  83 
  The Fantasy Hero Grimoire
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (-1d6 to 
  Earth Magic roll for 1d6+1 hours; -¼). Total cost:  
  15 points.
  7)  Difficult Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  16 points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  17 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  19 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 165 Active Points; total cost 19 points.
  Spells of crystal And Glass
  SHARDAK’S CRYSTALLINE ARROW
  Effect:  RKA 1d6+1, Armor Piercing
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  When a wizard makes the mystic ges-
  tures and speaks the secret incantations created 
  (or, some say, discovered) by Shardak Stoneshaper 
  nearly 1,500 years ago, an arrow or dart made of 
  pure but steel-hard crystal shoots forward from his 
  fingertips to impale his target. Anyone the caster 
  can see, he can attack with the Crystalline Arrow, 
  and even strong armor often is not proof against it.
  Game Information:  RKA 1d6+1, Armor 
  Piercing (+½), Line Of Sight (+½) (40 Active 
  Points); OAF Expendable (tiny crystal arrow, 
  Very Difficult to obtain; -1½), Gestures (-¼), 
  Incantations (-¼), Requires An Earth Magic 
  Roll (-½), Spell (-½). Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 60 Active 
  Points; total cost 15 points.
  2)  Weak Spell:  Decrease to RKA 1d6. 30 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 1 
  point; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 50 Active Points; total cost 12 
  points.
  13)  Shardak’s Crystalline Quiver:  According to the 
  wizardess D’ansif, Shardak later refined his Crystal-
  line Arrow so he could fire many of them at once. 
  Add Autofire (3 shots; +¼). 45 Active Points; total 
  cost 11 points.
  14)  D’ansif’s Unfailing Arrow:  D’ansif also claims 
  to have refined Shardak’s spell so the Arrow never 
  misses, but she has never demonstrated this spell in 
  battle. Add Area Of Effect (One Hex Accurate; +½). 
  50 Active Points; total cost 12 points.
  STRONGGLASS
  Effect:  Aid DEF 4d6, Can Add Maximum Of 48 Points, 
  Only Works On Glass
  Target/Area Affected:  One glass object
  Casting Time:  20 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -16
  END Cost:  16
  Description:  When a wizard casts this spell upon a 
  glass object, the glass becomes much stronger and 
  harder to damage — often as strong as steel itself! 
  It was with this spell that the wizardess Unara cre-
  ated for her lover, the Duke Ranvard, a suit of plate 
  armor made of purest crystal but capable of resist-
  ing the mightiest blows without suffering a scratch.
  Game Information:  Aid DEF 4d6, Can Add 
  Maximum Of 48 Points, Delayed Return Rate 
  (points fade at the rate of 5 per Month; +2) (156 
  Active Points); OAF Expendable (small piece 
  of purest glass sandwiched inside two pieces of 
  steel, Very Difficult to obtain; -1½), Concentra-
  tion (0 DCV throughout; -1), Costs Endurance 
  (-½), Extra Time (20 Minutes; -2½), Gestures 
  (throughout; -½), Incantations (throughout; 
  -½), Only Works On Glass (-1), Requires An 
  Earth Magic Roll (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid DEF 5d6, Can Add 
  Maximum Of 60 Points. 195 Active Points; total 
  cost 22 points.
  2)  Weak Spell:  Decrease to Aid DEF 3d6, Can Add 
  Maximum Of 30 Points. 108 Active Points; total 
  cost 12 points.
  
  84  Elemental Magic
  Hero System 5th Edition
  3)  Free Spell:  Remove OAF (-1½). Total cost:  21 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  18 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  16 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  18 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  22 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  19 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 182 Active Points; total cost 20 points.
  Spells of Metal
  DERADOC’S SPELL OF THE RAZOR’S EDGE
  Effect:  Armor Piercing (+½) for up to HKA 3d6, Usable 
  By Other
  Target/Area Affected:  One character
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Minute, +1 
  Minute per point by which caster makes his Earth 
  Magic roll)
  Range:  Touch
  Magic Roll Penalty:  -7
  END Cost:  0
  Description:  One of several spells credited to the 
  half-dwarven mage Deradoc, this spell makes a 
  sword’s edge as sharp and tough as possible for a 
  period of at least one minute, and often longer. To 
  cast it, the wizard must handle the blade, running 
  the material component (a gilded blade-shard) up 
  and down both edges of the sword while speaking 
  the incantations.
  Game Information:  Armor Piercing (+½) for up 
  to HKA 3d6, Continuous (+1), Reduced Endur-
  ance (0 END; +½), Uncontrolled (duration of 
  1 Minute, +1 Minute per point by which caster 
  makes his Earth Magic roll; +½), Usable By 
  Other (+¼) (71 Active Points); OAF Expend-
  able (shard of metal from a blade used in battle, 
  gilded and with a special sigil etched into it, Very 
  Difficult to obtain; -1½), Extra Time (Extra 
  Phase; -¾), Gestures (throughout; -½), Incanta-
  tions (throughout; -½), Requires An Earth Magic 
  Roll (-½), Spell (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Armor Piercing (+½) for 
  up to HKA 4d6. 97 Active Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Armor Piercing (+½) for 
  up to HKA 2d6. 49 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  If the wizard fails to cast 
  the spell properly, the blade twists in his hand, cut-
  ting it. Add Side Effects (RKA 1 point; -¼). Total 
  cost:  13 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  12 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  14 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  15 points.
  10)  Quick Spell:  Change to Extra Time (Delayed 
  Phase; -¼). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout; -½). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 82 Active Points; total cost 16 points.
  KELTRAZIAN’S BLADESTORM
  Effect:  HKA 1d6, Armor Piercing, Damage Shield
  Target/Area Affected:  One Hex
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  Keltrazian Edgebrother, a renowned 
  adventuring wizard who mastered the skills of war-
  rior as well as wizard, created this spell to defend 
  himself in battle. When cast, it creates numerous 
  daggers, swords, and other bladed weapons that 
  begin whirling about the caster in a deadly storm. 
  Anyone who gets close to the caster suffers an 
  attack from the blades.
  Game Information:  HKA 1d6, Area Of Effect (One 
  Hex; +½), Armor Piercing (+½), Continuous 
  (+1), Damage Shield (+½), Reduced Endurance 
  (0 END; +½) (60 Active Points); OAF Expend-
  able (dagger with scarlet thread wrapped around 
  the hilt, Difficult to obtain; -1¼), Extra Time (Full 
  Phase to cast; -¼), Gestures (-¼), Incantations  
  (-¼), No STR Bonus (-½), Requires An Earth 
  Magic Roll (-½), Spell (-½). Total cost:  13 points.
  
  85 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to HKA 2d6. 120 Active 
  Points; total cost 27 points.
  2)  Weak Spell:  Decrease to HKA ½d6. 40 Active 
  Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (HKA 
  1d6; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  12 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  14 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  15 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase to 
  cast; -¼). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 67 Active Points; total cost 15 points.
  13)  Selurel’s Lesser Bladestorm:  Keltrazian’s great-
  est apprentice, Selurel Stormcaller, created a slightly 
  different version of the Bladestorm while still but 
  a student at Keltrazian’s feet. It requires that there 
  be at least half a dozen swords, daggers, or like 
  weapons within 3” of the caster and under no other 
  person’s control to work — the spell’s power takes 
  hold of them and sets them to whirling about the 
  caster. Add Requires 6+ Blades Within 3” (-½). 60 
  Active Points; total cost 12 points.
  METAL’S DOOM
  Effect:  RKA 4d6, Only Versus Metal
  Target/Area Affected:  One metal object
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  30”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  An ancient spell often credited 
  (though without proof) to the arch-wizard Runci-
  fer, Metal’s Doom afflicts a single metal object with 
  rust, typically weakening — and sometimes even 
  destroying — the object. Many a fighting man has 
  gaped in horror as the Doom reduced his blade or 
  armor to useless fragments of steel.
  Game Information:  RKA 4d6 (60 Active Points); 
  OAF Expendable (piece of rusty steel, Easy to 
  obtain; -1), Gestures (-¼), Incantations (-¼), 
  Limited Range (30”; -¼), Only Versus Metal 
  (-1), Requires An Earth Magic Roll (-½), Spell 
  (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 6d6. 90 Active 
  Points; total cost 19 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 30 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects one metal object carried by caster or one of 
  his companions, randomly determined by GM; -1). 
  Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  11 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  13 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 19 points.
  13)  Yldevar’s Doom Of The Forgeborn:  Yldevar 
  Goldentooth created a more powerful version of 
  Metal’s Doom that affects every metal object in a 
  1” radius (typically, a warrior’s armor and weapons 
  all at once). Add Area Of Effect (One Hex; +½). 90 
  Active Points; total cost 19 points.
  
  86  Elemental Magic
  Hero System 5th Edition
  THE SPELL OF THE DANCING BLADE
  Effect:  Telekinesis (20 STR), Only To Manipulate 
  Bladed Weapons
  Target/Area Affected:  One bladed weapon
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell allows the caster to grasp 
  and move bladed weapons — swords, daggers, axes, 
  and the like — with mystic force. As its name sug-
  gests, it’s often used to fight with a blade without 
  having to hold it in hand, but clever wizards can 
  also use it to disarm their foes. The spell’s material 
  component is a tiny silver dagger, which the caster 
  wields in the air throughout the spell’s duration as 
  part of the mystic gestures necessary to maintain 
  control of the telekinetically-grasped blade.
  Game Information:  Telekinesis (20 STR) (30 
  Active Points); OAF Expendable (tiny silver 
  dagger, Difficult to obtain; -1¼), Gestures 
  (throughout; -½), Incantations (-¼), Limited 
  Range (30”; -¼), Only To Manipulate Bladed 
  Weapons (-1), Requires An Earth Magic Roll 
  (-½), Spell (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telekinesis (30 STR). 
  45 Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Telekinesis (12 STR). 18 
  Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  The character accidentally 
  cuts or stabs himself with the silver dagger or the 
  controlled blade. Add Side Effects (RKA ½d6; -¼). 
  Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  6 
  points.
  9)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 45 Active Points; total cost 9 points.
  13)  The Spell Of Metallic Manipulation:  This spell 
  functions like the Spell Of The Dancing Blade, but 
  works on any metal object, not just bladed weap-
  ons. Change Only To Manipulate Bladed Weapons 
  to Only Works On Metal (-¼). 30 Active Points; 
  total cost 7 points.
  WALL OF IRON
  Effect:  Entangle 12d6, 15 DEF
  Target/Area Affected:  12” line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  200”
  Magic Roll Penalty:  -13
  END Cost:  13
  Description:  This spell resembles Wall Of Stone 
  (page 81), but allows the caster to create a wall of 
  solid iron. He can control the appearance/texture 
  of the wall, making it as smooth as a blade or as 
  rough as iron ore. However, at least one edge of the 
  wall must maintain firm contact with the ground; a 
  spellcaster cannot create the wall so that it falls and 
  crushes people
  Game Information:  Entangle 12d6 (standard 
  Effect:  12 BODY), 15 DEF (135 Active Points); 
  OAF Expendable (small cube of iron with a 
  rune etched in each side, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), Limited 
  Range (200”; -¼), Only To Form Barriers (-1), 
  Requires An Earth Magic Roll (-½), Wall Must 
  Contact The Ground On At Least One Edge  
  (-¼). Total cost:  28 points.
  OPTIONS:
  1)  Weak Spell:  Decrease to Entangle 9d6 (standard 
  Effect:  9 BODY), 9 DEF. 90 Active Points; total cost 
  19 points.
  2)  Free Spell:  Remove OAF (-1¼). Total cost:   
  39 points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  30 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  30 points.
  5)  Apprentice’s Version:  Add Side Effects (Entangle 
  4d6, 4 DEF; -½). Total cost:  26 points.
  6)  Difficult Spell:  Change to Requires An Earth 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  26 points.
  7)  Easy Spell:  Change to Requires An Earth Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  30 
  points.
  8)  Master’s Version:  Remove Requires An Earth 
  Magic Roll (-½). Total cost:  32 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  26 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  27 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 202 Active Points; total cost 42 
  points.
  12)  Greater Wall Of Iron:  This form of the Wall 
  
  87 
  The Fantasy Hero Grimoire
  Of Iron is longer than the standard version. Add 
  Larger Wall (+1” height and +4” length). 145 Active 
  Points; total cost 30 points.
  13)  Shapeable Greater Wall Of Iron:  This varia-
  tion on the Greater Wall Of Iron allows the caster 
  to change the Wall’s height or length from use to 
  use. As the Greater Wall Of Iron, but add Varying 
  Dimensions. 155 Active Points; total cost 33 points.
  14)  Iron Maiden’s Wall:  This version of the Wall Of 
  Iron, named for the instrument of torture which it in 
  some respects resembles, is covered with large, sharp 
  spikes on one side. Anyone who touches that side 
  of the wall takes damage from the spikes. Add RKA 
  1d6, Continuous (+1), Damage Shield (+½), Reduced 
  Endurance (0 END; +½), Uncontrolled (lasts as long 
  as wall lasts, until someone carefully breaks off the 
  spikes, or until erosion and like forces wear the spikes 
  down; +½) (52 Active Points); OAF Expendable 
  (small cube of iron with a rune etched in each side, 
  Difficult to obtain; -1¼), Gestures (-¼), Incantations 
  (-¼), Linked (-½), Requires An Earth Magic Roll 
  (-½) (total cost:  14 points). 135 + 52 = 187 Active 
  Points; total cost 28 + 14 = 42 points.
  fire MAGic
  Fire Magic is perhaps the most popular form 
  of Elemental Magic; many wizards who care little 
  for Air, Earth, or Water know more than a few Fire 
  spells. Most Fire spells are attack spells, since Fire is 
  a potent weapon.
  offensive fire Spells
  BLAITHELOCK’S CALL TO FLAME
  Effect:  Summon one 485-point fire elemental, Friendly
  Target/Area Affected:  One elemental
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -12
  END Cost:  12
  Description:  Wyndara Blaithelock, student and 
  lover of the conjuror Vashtori, used her knowl-
  edge of elemental magic to devise more powerful 
  elemental-summoning spells than Conjuration 
  possesses.
  Game Information:  Summon one 485-point fire 
  elemental, Friendly (+¼) (121 Active Points); 
  OAF Expendable (amulet of elemental fire, 
  plus a flame of some sort, Difficult to obtain; 
  -1¼), Extra Time (Full Phase; -½), Gestures 
  (-¼), Incantations (-¼), Requires A Fire Magic 
  Roll (-½). Total cost:  32 points.
  
  88  Elemental Magic
  Hero System 5th Edition
  OPTIONS:
  1)  Many Fire Elementals:  Increase to four earth 
  elementals. 134 Active Points; total cost 36 points.
  2)  Many, Many Fire Elementals:  Increase to 32 earth 
  elementals. 152 Active Points; total cost 40 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  48 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  35 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  35 points.
  6)  Apprentice’s Version:  Add Side Effects (elemental 
  attacks caster; -1). Total cost:  25 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  28 
  points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  35 
  points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  37 points.
  10)  Lengthy Spell:  Change to Extra Time (20 Min-
  utes; -2½). Total cost:  21 points
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  30 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 170 Active Points; total cost 45 points.
  13)  Loyal Elemental:  Change to Loyal (+½). 145 
  Active Points; total cost 39 points.
  14)  Devoted Elemental:  Change to Devoted (+¾). 
  170 Active Points; total cost 45 points.
  15)  Slavishly Loyal Elemental:  Change to Slavishly 
  Loyal (+1). 194 Active Points; total cost 52 points.
  16)  Alternate Elemental Type:  Substitute the following 
  types of elementals for a standard fire elemental:
  Lava Elemental (529 points):  132 Active Points; 
  total cost 35 points.
  BOIL LIQUID
  Effect:  Change Environment, +14 Temperature Levels
  Target/Area Affected:  One container of liquid
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range/300”
  Magic Roll Penalty:  -4/-6
  END Cost:  4/6
  Description:  This spell, a favorite of wizards who 
  travel the wilds, allows the caster to instantly bring 
  up to one cubic hex of water to boil. It’s typically 
  used to heat water in a kettle for cooking, but it can 
  also melt ice and the like.
  In game terms, the spell adds 14 Temperature 
  Levels, or up to 280 degrees Fahrenheit, to the 
  affected water. This suffices to boil water in most 
  situations (since the normal boiling point of water 
  is 212 degrees Fahrenheit).
  A spellcaster cannot use this spell to harm 
  living beings unless they are made of Water — such 
  as water elementals. Against Water beings, it’s an 
  effective attack, one few such creatures can resist.
  Game Information:  
  Cost Power
  17 
  Boil Liquid:  Multipower, 60-point reserve; 
  all OAF Expendable (cooled ember and a bit 
  of flame, Easy to obtain; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Fire Magic 
  Roll (-½), Spell (-½)
  1u 
  1)  Boiling Normal Liquid:  Change Environ-
  ment 1” radius, +14 Temperature Levels; 
  common Limitations listed above, No Range 
  (-½), Only Works On Liquids (-½)
  1u 
  2)  Boiling Water Beings:  RKA 1d6, Continu-
  ous (+1), NND (defense is having a spell that 
  provides Power Defense active; +1), Does 
  BODY (+1); common Limitations listed 
  above, Only Works On Water Beings (-1)
  Total cost:  19 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 120 points and 
  second slot to RKA 2d6. Total cost:  38 points.
  2)  Weak Spell:  Decrease reserve to 44 points and 
  second slot to RKA ½d6. Total cost:  15 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  27 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  ½d6; -¼). Total cost:  18 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  17 points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  20 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  22 points.
  
  89 
  The Fantasy Hero Grimoire
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  18 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½) to each slot and increase 
  reserve to 67 points. Total cost:  21 points.
  ENFLAME
  Effect:  Penetrating (+½) for up to HKA 3d6, Usable By 
  Other
  Target/Area Affected:  One character
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Minute, +1 
  Minute per point by which caster makes his Fire Magic 
  roll)
  Range:  Touch
  Magic Roll Penalty:  -7
  END Cost:  0
  Description:  With this spell, a wizard can cause the 
  blade of a weapon (typically a sword or dagger) to 
  burst into magical flame. While aflame, a weapon is 
  more likely to injure anyone hit with it — even if it 
  cannot actually cut through armor, the mystic fire 
  inflicts burns.
  Game Information:  Penetrating (+½) for up to 
  HKA 3d6, Continuous (+1), Reduced Endur-
  ance (0 END; +½), Uncontrolled (duration 
  of 1 Minute, +1 Minute per point by which 
  caster makes his Fire Magic roll; +½), Usable 
  By Other (+¼) (71 Active Points); OAF 
  Expendable (shard of metal from a blade used 
  in battle, heated red-hot in special fires and 
  then allowed to cool, and with a special sigil 
  etched into it, Very Difficult to obtain; -1½), 
  Extra Time (1 Turn to cast; -¾), Gestures 
  (throughout; -½), Incantations (throughout;  
  -½), Requires A Fire Magic Roll (-½), Spell  
  (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Penetrating (+½) for up 
  to HKA 4d6. 97 Active Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Penetrating (+½) for up 
  to HKA 2d6. 49 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  If the wizard fails to cast 
  the spell properly, the blade twists in his hand, cut-
  ting it. Add Side Effects (RKA 1 point; -¼). Total 
  cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  15 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout; -½). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 82 Active Points; total cost 16 points.
  13)  Khelred’s Enflamement:  This variation of 
  Enflame, created by the famed fire-wizard Khelred, 
  allows a caster to enflame a weapon at range. Add 
  Ranged (+½). 82 Active Points; total cost 16 points.
  14)  Magefire Enflamement:  This form of Enflame 
  uses not ordinary fire, but magefire, making the 
  affected weapon incredibly deadly. Change Pen-
  etrating to NND (defense is having a spell that 
  provides Power Defense active or having the Pro-
  tection From Fire spell active; +1) and Does BODY 
  (+1). 292 Active Points; total cost 56 points.
  FIERY ARROW
  Effect:  RKA 2d6, +2 Increased STUN Multiplier
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell creates an arrow made of fire 
  that flies from the wizard’s fingertips to strike the 
  designated target with deadly impact. As long as 
  the wizard can see a foe, he can attack him with the 
  Fiery Arrow.
  Game Information:  RKA 2d6, +2 Increased 
  STUN Multiplier (+½), Line Of Sight (+½) (60 
  Active Points); OAF Expendable (miniature 
  copper arrow graven with arcane runes, Dif-
  ficult to obtain; -1¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Fire Magic Roll (-½), 
  Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 3d6. 90 Active 
  Points; total cost 24 points.
  2)  Weak Spell:  Remove +2 Increased STUN Multi-
  plier (+½). 45 Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  If the wizard miscasts the 
  spell, he burns his fingers. Add Side Effects (-2 to 
  DEX Rolls for 1d6 hours; -¼). Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires A Fire  
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  14 points.
  
  90  Elemental Magic
  Hero System 5th Edition
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  17 
  points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 20 
  points.
  13)  Gorbadel’s Fire-Arrow:  Gorbadel Ravensson 
  developed a more powerful form of the Fiery 
  Arrow to cut through the armored skin of mon-
  sters. Add Armor Piercing (+½). 75 Active Points; 
  total cost 20 points.
  14)  The Spell Of Fiery Archery:  Some wizards know 
  a form of Fiery Arrow that allows them to shoot 
  several “arrows” at once. Add Autofire (5 shots; +½). 
  75 Active Points; total cost 20 points.
  15)  Khelred’s Fiery Hail:  With this variant, a wizard 
  can attack his foes from above with a hail of fiery 
  sparks, rather than shooting “arrows” directly at 
  them. Add Autofire (3 shots; +¼) and Indirect 
  (always from above; +¼). 75 Active Points; total 
  cost 20 points.
  16)  Magefire Arrow:  This form of the spell uses 
  deadly magefire. Reduce to RKA 1d6 and add 
  NND (defense is having a spell that provides Power 
  Defense active or having the Protection From Fire 
  spell active; +1) and Does BODY (+1). 60 Active 
  Points; total cost 16 points.
  FIERY AURA
  Effect:  RKA 1d6, Armor Piercing, Damage Shield
  Target/Area Affected:  Self
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  When a wizard chants the words of this 
  spell, an aura of mystic fire engulfs his body. It inflicts 
  no harm upon him, but any who touch him (or 
  whom he grabs) feel the effects of the deadly flames.
  Game Information:  RKA 1d6, Armor Piercing 
  (+½), Continuous (+1), Damage Shield (+½) 
  (45 Active Points); OAF Expendable (a piece 
  of fire-colored silk soaked in oil, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Fire Magic Roll (-½), Spell (-½). 
  Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 90 Active 
  Points; total cost 24 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 30 Active 
  Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 
  points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 52 Active Points; total cost 14 points.
  13)  Unara’s Fiery Aura:  The wizardess Unara devel-
  oped two variations of the Fiery Aura which have 
  since become common knowledge throughout the 
  northern lands. The first allows the caster to harm 
  others with the Aura simply by touching them. 
  Increase Damage Shield to +¾. 49 Active Points; 
  total cost 13 points.
  14)  Unara’s Fiery Shield:  Unara’s second varia-
  tion creates a Fiery Aura that protects the caster 
  from energy attacks. Add Armor (8 ED) (12 Active 
  Points); OAF Expendable (a piece of fire-colored 
  
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  silk soaked in oil, Difficult to obtain; -1¼), Costs 
  Endurance (-½), Gestures (-¼), Incantations (-¼), 
  Linked (-½), Requires A Fire Magic Roll (-½) (total 
  cost:  3 points). 45 + 12 = 57 Active Points; total 
  cost 12 + 3 = 15 points.
  15)  Magefire Aura:  This form of the spell uses 
  deadly magefire. Add NND (defense is having a 
  spell that provides Power Defense active or having 
  the Protection From Fire spell active; +1) and Does 
  BODY (+1). 75 Active Points; total cost 20 points.
  FIERY ORBS
  Effect:  RKA 1d6+1, Armor Piercing
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant (Variable Targets)
  Range:  RBS
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  One of the most common Fire Magic 
  attack spells, Fiery Orbs creates a series of small 
  fireballs, of a size to easily fit in one hand. The caster 
  throws the orbs at his foes, one per Phase, until he 
  chooses to stop or is Stunned or Knocked Out.
  Game Information:  RKA 1d6+1, Armor Piercing 
  (+½), Continuous (caster can vary target from 
  Phase to Phase, and must make an Attack Roll 
  each Phase to hit targets; +1¼) (55 Active Points); 
  OAF Expendable (a ball of sulphur wrapped 
  around a cold ember, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Range Based 
  On STR (-¼), Requires A Fire Magic Roll (-½), 
  Spell (-½). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 82 Active 
  Points; total cost 20 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 27 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  If the wizard miscasts the 
  spell, he burns his fingers. Add Side Effects (-2 to 
  DEX Rolls for 1d6 hours; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 
  points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  15 
  points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  16 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 65 Active Points; total cost 16 points.
  13)  Magefire Orbs:  This version of the spell allows 
  the caster to create orbs of deadly magefire. Reduce 
  to RKA 1d6 and add NND (defense is having a 
  spell that provides Power Defense active or having 
  the Protection From Fire spell active; +1) and Does 
  BODY (+1). 71 Active Points; total cost 18 points. 
  FIREBALL
  Effect:  RKA 2d6
  Target/Area Affected:  6” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  335”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  A favorite of many mages, this spell 
  produces a large sphere of fire hot enough to injure 
  almost any foe.
  Game Information:  RKA 2d6, Area Of Effect (6” 
  Radius; +1¼) (67 Active Points); OAF Expend-
  able (small piece of flint and small piece of steel 
  tied together with cloth of gold thread, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations  
  (-¼), Requires A Fire Magic Roll (-½), Spell  
  (-½). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 3d6. 101 Active 
  Points; total cost 27 points.
  2)  Weak Spell:  Decrease to RKA 1d6. 34 Active 
  Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  27 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  21 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  16 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 82 Active Points; total cost 22 points.
  13)  Magefire Ball:  This fireball is made not of ordi-
  nary flame, but deadly magefire. Add NND (defense 
  
  92  Elemental Magic
  Hero System 5th Edition
  is having a spell that provides Power Defense active 
  or having the Protection From Fire spell active; +1) 
  and Does BODY (+1). 127 Active Points; total cost 
  34 points.
  FIRESHAPING
  Effect:  Telekinesis (30 “STR”), Only Works On Fire
  Target/Area Affected:  Special
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  225”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows the caster to “pick up” 
  masses of flame, move them, and even create crude 
  shapes with them (such as a fiery eagle or a tower 
  of flame). The spell can pick up a mass of fire doing 
  up to 6 Damage Classes’ worth of damage (1 DC for 
  every “5 STR” worth of Telekinesis). The caster can 
  move the flame at the normal rate for Telekinesis.
  If the caster touches a person with the flame, 
  that person takes the flame’s damage; this extin-
  guishes the flame (otherwise it does not “burn out” 
  as long as the caster holds on to it). If the caster 
  touches the flame to something flammable, such as 
  a curtain, he loses control of it and it keeps burning 
  until it uses up all the available fuel.
  Game Information:  Telekinesis (30 “STR”) (45 
  Active Points); OAF Expendable (small ivory 
  hand engraved with fire-runes, Very Difficult to 
  obtain; -1½), Gestures (-¼), Incantations (-¼), 
  Only Works On Fire (-1), Requires A Fire Magic 
  Roll (-½), Spell (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telekinesis (40 “STR”). 
  60 Active Points; total cost 12 points.
  2)  Weak Spell:  Decrease to Telekinesis (20 “STR”). 
  30 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  10 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 67 Active Points; total cost 13 points.
  13)  Blaithelock’s Firesculpting:  The artistically-in-
  clined Wyndara Blaithelock created this version of 
  Fireshaping, which allows the caster greater control 
  over the shaping of the flame. Add Fine Manipula-
  tion. 55 Active Points; total cost 11 points.
  
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  The Fantasy Hero Grimoire
  FIRESTORM
  Effect:  RKA 1½d6, Armor Piercing
  Target/Area Affected:  5” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  500”
  Magic Roll Penalty:  -10
  END Cost:  0
  Description:  This spell creates a 5” radius zone filled 
  with ribbons and blasts of deadly flame. Anyone 
  caught within the area takes damage from the fire 
  on each of the caster’s Phases.
  Game Information:  RKA 1½d6, Area Of Effect 
  (5” Radius; +1), Armor Piercing (+½), Continu-
  ous (+1), Reduced Endurance (0 END; +½) (100 
  Active Points); OAF Expendable (disk of ivory 
  carved with fire-runes, Very Difficult to obtain; 
  -1½), Gestures (throughout; -½), Incantations 
  (throughout; -½), Requires A Fire Magic Roll  
  (-½), Spell (-½). Total cost:  22 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 120 Active 
  Points; total cost 27 points.
  2)  Weak Spell:  Decrease to RKA 1d6+1. 80 Active 
  Points; total cost 18 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  33 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  25 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  25 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  21 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  20 
  points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  23 
  points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  25 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  21 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  21 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 112 Active Points; total cost 25 
  points.
  13)  Jalerak’s Firestorm:  This form of Firestorm 
  does not work at range; it centers on the caster. Add 
  Personal Immunity (+¼) and No Range (-½). 106 
  Active Points; total cost 21 points.
  14)  Kithara’s Firestorm:  Created by Kithara to 
  wreak havoc among the drakine armies, this form 
  of Firestorm moves as the caster wills. Add Mobile 
  (+1). 125 Active Points; total cost 28 points.
  15)  Magefire Storm:  This form of the spell uses 
  deadly magefire. Reduce to RKA 1d6 and add 
  NND (defense is having a spell that provides Power 
  Defense active or having the Protection From Fire 
  spell active; +1) and Does BODY (+1). 90 Active 
  Points; total cost 20 points. 
  HARTHUVIAN’S VAULTFLAME
  Effect:  RKA 2d6, Indirect, Varying Damage
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Gestures, Incantations
  Duration:  Instant
  Range:  30”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell allows a caster to use local 
  sources of flame — candles, lanterns, torches, 
  hearth-fires, campfires, and so forth — to attack 
  his foes. With a word of power and a gesture, he 
  causes the flame to blaze up, leap through the air, 
  and strike the target. Both the fire and the target 
  must be within 30” of the caster, and the angle of 
  the attack depends on the relative locations of the 
  fire and the target. After the spell takes effect, the 
  source of flame returns to its normal intensity.
  The damage this spell causes depends on the 
  size and intensity of the flame used. See Fantasy 
  Hero, pages 359-60, for suggested guidelines.
  Game Information:  RKA 2d6, Indirect (+¾) 
  (52 Active Points); Gestures (-¼), Incantations 
  (-¼), Limited Range (30”; -¼), Requires A Fire 
  Magic Roll (-½), Spell (-½), Varying Damage 
  (damage depends on locally-available sources 
  of flame; -½). Total cost:  16 points.
  OPTIONS:
  1)  Focused Spell:  Add OAF Expendable (ball of 
  wax and flint tied with a scarlet cord, Difficult to 
  obtain; -1¼). Total cost:  11 points.
  2)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  3)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  4)  Apprentice’s Version:  Add Side Effects (RKA 1 
  point; -¼). Total cost:  15 points.
  5)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 points.
  6)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  7)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  19 points.
  8)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  14 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 67 Active Points; total cost 21 
  points.
  
  94  Elemental Magic
  Hero System 5th Edition
  HASARI’S FIRST SPELL  
  OF THE DRAGON’S FIRE
  Effect:  RKA 2d6
  Target/Area Affected:  24” Line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  After nearly being killed by the dragon 
  Ghorgariath in 3556, the elven mage Hasari real-
  ized what a powerful weapon a dragon’s fiery breath 
  could be. He developed this spell, which some cast-
  ers refer to simply as Firebolt, to take advantage 
  of his discovery. It creates a bolt of dragon’s-fire 1” 
  wide and 24” long with which the caster can injure 
  one or more of his foes.
  Game Information:  RKA 2d6, Area Of Effect (24” 
  Line; +1¼) (67 Active Points); OAF Expendable 
  (small gold rod tipped with garnets, Very Diffi-
  cult to obtain; -1½), Gestures (-¼), Incantations 
  (-¼), No Range (-½), Requires A Fire Magic Roll 
  (-½), Spell (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 3d6. 101 Active 
  Points; total cost 22 points.
  2)  Weak Spell:  Decrease to RKA 1d6. 34 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  22 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  16 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 82 Active Points; total cost 18 points.
  13)  Hasari’s Second Spell Of The Dragon’s Fire:  
  Hasari also created a version of this spell that he 
  could use at range against his foes. Remove No 
  Range (-½). Total cost:  17 points.
  14)  Khelred’s Firebolt:  This form of the spell does 
  slightly less damage, but remains in effect as long as 
  the caster pays END for it. Furthermore, the caster 
  can move the fiery bolt, thus injuring many foes. 
  Change to RKA 1½d6, Area Of Effect (20” Line; 
  +1¼), Mobile (+1), Continuous (+1) (106 Active 
  Points); OAF Expendable (small gold rod with a 
  silver wheel on each end, Very Difficult to obtain; 
  -1½), Gestures (-¼), Incantations (-¼), Requires 
  A Fire Magic Roll (-½), Spell (-½). Total cost:  26 
  points.
  KHELRED’S FLAMMIFER
  Effect:  1 point RKA, Penetrating
  Target/Area Affected:  8” Radius, Selective
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Gestures, Incantations
  Duration:  Uncontrolled (until runs out of fuel or is 
  extinguished)
  Range:  30”
  Magic Roll Penalty:  -3
  END Cost:  0
  Description:  One of the first spells learned by any 
  fire mage, Khelred’s Flammifer allows a wizard to 
  set flammable objects on fire. He can light every 
  flammable object within an 8” radius (including 
  things like other peoples’ clothes, hair, and fur), or 
  only specified objects. The spell also has the Area 
  Of Effect (One Hex Accurate) Advantage, so every 
  Attack Roll made with it to selectively attack targets 
  is made against DCV 3.
  Any flammable object that touches an object 
  lit on fire with the Flammifer also catches fire (the 
  Sticky effect). The flames keep burning until they 
  run out of fuel or air, or someone puts them out. 
  Dousing one burning person or object doesn’t 
  affect any of the others; each person or object must 
  be extinguished individually.
  At the GM’s option, characters may buy this 
  spell Linked with other Fire Magic spells, to represent 
  the fact that fire attacks tend to set objects on fire.
  Game Information:  RKA 1 point, Area Of Effect 
  (8” Radius, +½), Selective (+¼), Area Of Effect 
  (One Hex Accurate; +½), Continuous (+1), Pen-
  etrating (+½), Reduced Endurance (0 END; +½), 
  Sticky (only affects flammables; +¼), Uncontrolled 
  (spell ends when it runs out of fuel or oxygen, or 
  someone extinguishes the flames; +½) (30 Active 
  Points); Gestures (-¼), Incantations (-¼), Limited 
  Range (30”; -¼), Requires A Fire Magic Roll (-½), 
  Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA ½d6. 60 Active 
  Points; total cost 21 points.
  2)  Weak Spell:  Decrease to 4” Radius. 29 Active 
  Points; total cost 10 points.
  3)  Focused Spell:  Add OAF Expendable (piece of 
  flint, Easy to obtain; -1). Total cost:  8 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 1 
  point; -¼). Total cost:  10 points.
  
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  The Fantasy Hero Grimoire
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 32 Active Points; total cost 12 points.
  MAGEFIRE
  Effect:  RKA 1d6, NND, Does BODY
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Magefire is the name given by wizards 
  to a special type of magic flame that burns with 
  great heat (and, often, no noticeable form of fuel). 
  This spell allows a caster to immolate a person 
  in magefire and keep burning him until he dies. 
  The caster can vary the color of his magefire as he 
  wishes.
  Game Information:  RKA 1d6, Continuous (+1), 
  NND (defense is having a spell that provides 
  Power Defense active or having the Protection 
  From Fire spell active; +1), Does BODY (+1) 
  (60 Active Points); OAF Expendable (piece of 
  flint seared in a fire and carved with a fire-
  rune, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires A Fire Magic Roll 
  (-½), Spell (-½). Total cost:  16 points.
  OPTIONS:
  1)  Greater Magefire:  Increase to RKA 1d6+1. 80 
  Active Points; total cost 21 points.
  2)  Lesser Magefire:  Decrease to RKA ½d6. 40 
  Active Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 67 Active Points; total cost 18 
  points.
  13)  Kovakian’s Unavoidable Magefire:  This potent 
  attack spell, created by the evil wizard Kovakian of 
  Chaos, was for many years known only to him. But 
  after the mage-thief Vestrel crept into Kovakian’s 
  sanctum and stole one of his grimoires, the spell 
  became common knowledge among spellcasters. 
  Kovakian is said to hunt and slay any who use the 
  spell. Add Area Of Effect (One Hex Accurate; +½) 
  and Line Of Sight (+½). 75 Active Points; total cost 
  20 points.
  QUENCH FLAME
  Effect:  Dispel Fire 12d6
  Target/Area Affected:  One fire
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  225”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  What a fire mage creates, he can 
  destroy. This spell extinguishes fires both mundane 
  and magical, snuffing them out without so much as 
  a puff of smoke remaining.
  For fire spells and powers possessed by charac-
  ters, use the Active Points in the power to determine 
  whether the Dispel works. At the GM’s option, sepa-
  rate fires caused by a character’s power may also use 
  this rule, instead of the one for natural fires.
  For natural fires, if a fire fills one hex or less, 
  use its Active Points (typically for an RKA, Con-
  tinuous) to determine whether the Dispel works 
  (see pages 444-45 of the HERO System 5th Edition, 
  Revised for suggested damage ranges for fires). If 
  it fills more than one hex, the character can either 
  extinguish it one hex at a time, or in larger “pieces.” 
  To determine the Active Points for a multi-hex fire, 
  apply an appropriate Advantage (Area Of Effect, 
  typically) to the Powers used to create the fire.
  Extinguishing a fire doesn’t get rid of the 
  smoke it generated, or reverse any effects it may 
  already have caused (like heating an area or weak-
  ening the structure of a building).
  Game Information:  Dispel 12d6, any Fire 
  power one at a time (+¼) (45 Active Points); 
  OAF Expendable (a few drops of water, Easy 
  to obtain; -1), Gestures (-¼), Incantations (-¼), 
  Noisy (-¼), Requires A Fire Magic Roll (-½), 
  Spell (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Dispel 16d6. 60 Active 
  Points; total cost 16 points.
  2)  Weak Spell:  Decrease to Dispel 10d6. 37 Active 
  Points; total cost 10 points.
  
  96  Elemental Magic
  Hero System 5th Edition
  3)  Free Spell:  Remove OAF (-1). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  Fire Magic rolls for 1d6 hours; -¼). Total cost:  11 
  points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 
  points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  13 
  points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 63 Active Points; total cost 17 
  points.
  STORGRIM’S FLAMEBLADE
  Effect:  HKA 2d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant (Lingering, 1 Minute)
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  2
  Description:  Developed from an earlier, less power-
  ful spell known simply as Flame Blade, Storgrim’s 
  Flameblade creates a sword out of pure fire for the 
  caster to wield. The caster can use the blade as often 
  as desired for 1 Minute after casting.
  Game Information:  HKA 2d6, Lingering (1 
  Minute; +¾), Reduced Endurance (½ END; +¼) 
  (60 Active Points); OAF Expendable (tiny sword 
  forged out of iron from a used poker, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  No STR Bonus (-½), Requires A Fire Magic Roll 
  (-½), Spell (-½). Total cost:  14 points.
  OPTIONS:
  1)  Storgrim’s Greater Fireblade:  Increase to HKA 
  2½d6. 80 Active Points; total cost 19 points.
  2)  Flame Blade:  Decrease to HKA 1d6. 30 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  DEX Rolls for 1d6 hours; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  15 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  16 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 18 points.
  13)  Storgrim’s Shared Flameblade:  A wizard can 
  use this form of the spell to create a fiery blade his 
  friends can use. Add Usable By Other (+¼) and 
  remove Reduced Endurance (+¼). 60 Active Points; 
  total cost 14 points.
  14)  Magefire Blade:  This form of the spell creates 
  a sword of deadly magefire. Reduce to HKA 1d6+1 
  and add NND (defense is having a spell that pro-
  vides Power Defense active or having the Protec-
  tion From Fire spell active; +1) and Does BODY 
  (+1). 80 Active Points; total cost 19 points.
  defensive fire Spells
  PROTECTION FROM FIRE
  Effect:  Armor (14 ED), Usable By Other, Only Versus 
  Fire
  Target/Area Affected:  One person
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Hour, +1 Hour 
  per +1 by which the character makes his Fire Magic 
  roll)
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4 to cast
  Description:  This spell allows the caster to confer 
  on himself or one other person a high degree of 
  protection from fire attacks. The defense applies 
  against both normal and magical fire, and lasts for a 
  minimum of 1 Hour. The recipient of the spell may 
  choose at any time to end it.
  Game Information:  Armor (14 ED), Usable 
  By Other (+¼), Uncontrolled (duration of 1 
  Hour, +1 Hour per +1 by which the charac-
  ter makes his Fire Magic roll; +½) (37 Active 
  Points); OAF Expendable (vial of alchemically-
  prepared sand, Very Difficult to obtain; -1½), 
  Costs Endurance (only to cast; -¼), Gestures 
  (-¼), Incantations (-¼), Only Protects Against 
  Limited Types Of Damage (fire/heat; -½), 
  Requires A Fire Magic Roll (-½). Total cost:  9 
  points.
  
  97 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to Armor (24 ED). 63 
  Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to Armor (10 ED). 26 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-½). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (acquire 
  Vulnerability [1½ x STUN from Fire attacks] for 
  1d6 hours; -¼). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 
  points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  10 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 47 Active Points; total cost 11 
  points.
  WALL OF FIRE
  Effect:  Force Wall (0 PD/10 ED), Transparent (physical) 
  plus RKA 1d6, Damage Shield
  Target/Area Affected:  See text
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  40”
  Magic Roll Penalty:  -13
  END Cost:  5
  Description:  This spell creates a wall of flame that’s 
  at least man-high and three man-heights long. Any 
  physical person or object can pass through the wall, 
  but it takes 1d6 Killing Damage from the fire when 
  it does so.
  When successfully created, a Wall Of Fire is a 
  minimum of 3” long. For every 1 point by which the 
  caster makes his Fire Magic roll, he can increase the 
  length or height to a maximum of 10” long and 4” 
  tall.
  Game Information:  Force Wall (0 PD/10 ED, 
  minimum 3” long and 1” tall, up to 10” long and 
  4” tall), Transparent (physical; +½), Reduced 
  Endurance (½ END; +¼) (86 Active Points); 
  OAF Expendable (fire opal of fine quality, Very 
  Difficult to obtain; -1½), Gestures (-¼), Incan-
  tations (-¼), Limited Range (40”; -¼), Requires 
  A Fire Magic Roll (-½), Spell (-½) (total cost: 
  20 points) plus RKA 1d6, Continuous (+1), 
  Damage Shield (+½), Reduced Endurance (½ 
  END; +¼) (41 Active Points); OAF Expend-
  able (fire opal of fine quality, Very Difficult to 
  obtain; -1½), Gestures (-¼), Incantations (-¼), 
  Linked (-½), Requires A Fire Magic Roll (-½), 
  Spell (-½) (total cost:  9 points). Total cost:  29 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 86 + 82 = 
  168 Active Points; total cost 20 + 17 = 37 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 86 + 27 = 
  113 Active Points; total cost 20 + 6 = 26 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  31 + 
  13 = 44 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  21 + 9 = 30 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  21 + 9 = 30 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  ½d6; -¼). Total cost:  19 + 8 = 27 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  18 + 8 
  = 26 points.
  8)  Easy Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  21 + 
  9 = 30 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  23 + 10 = 33 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:    19 + 8 = 27 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  19 + 8 = 27 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 110 + 49 = 159 Active Points; 
  total cost 26 + 10 = 36 points.
  13)  Magefire Wall:  This form of wall is created 
  from deadly magefire. Add NND (defense is having 
  a spell that provides Power Defense active or 
  having the Protection From Fire spell active; +1) 
  and Does BODY (+1) to RKA. 86 + 71 = 157 Active 
  Points; total cost 20 + 15 = 35 points.
  
  98  Elemental Magic
  Hero System 5th Edition
  Movement fire Spells
  PATHWAY OF FIRE
  Effect:  Teleportation 20” (or 10” MegaScale), Only 
  Through Fire
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows a caster to travel vast 
  distances in the blink of an eye — provided that a 
  campfire or larger-sized fire exists at both his starting 
  point and his destination point. If no such fire exists 
  at his destination point, the spell fails to work.
  Game Information:
  Cost Power
  9 
  Pathway Of Fire:  Multipower, 40-point 
  reserve, all OAF Expendable (strip of parch-
  ment painted with fire-runes and twisted 
  into a Moebius strip, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Only 
  Through Fires (-1), Requires A Fire Magic 
  Roll (-½)
  1u 
  1)  Steps Of Fire:  Teleportation 20”; common 
  Limitations as described above
  1u 
  2)  Leaps Of Fire:  Teleportation 10”, MegaScale 
  (1” = 100 km, can scale down to 1” = 1 km; +1); 
  common Limitations as described above
  Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 60 points and slots 
  to Teleportation 30” and 15”. Total cost:  16 points.
  2)  Weak Spell:  Decrease reserve to 30 points and slots 
  to Teleportation 15” and 7”. Total cost:  9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Increase reserve to 60 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  both slots. Total cost:  16 points.
  Sensory fire Spells
  EYES OF FIRE
  Effect:  Clairsentience (Sight Group), Only Through Fire
  Target/Area Affected:  Self
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  2,400”
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  With this spell, a fire mage can use any 
  flame — a candle, a campfire, or the like — to view 
  distant scenes and events. However, he can only 
  choose as his perception point another flame of 
  some sort; without a flame to “see out of,” the spell 
  is useless.
  Game Information:  Clairsentience (Sight 
  Group), 16x Range (2,400”), Reduced Endur-
  ance (0 END; +½) (60 Active Points); OAF 
  Expendable (tiny mirror with a fire-rune 
  painted on it, Difficult to obtain; -1¼), Con-
  centration (0 DCV throughout; -1), Extra Time 
  (1 Turn to activate; -¾), Gestures (through-
  out; -½), Incantations (throughout; -½), Only 
  Through Fire (-1), Requires A Fire Magic Roll 
  (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Change to a Multipower with a 
  60-point reserve, one slot as above, one slot replacing 
  16x Range with MegaScale (1” = 1,000 km, can scale 
  down to 1” = 1 km; +1¼). Total cost:  11 points.
  2)  Weak Spell:  Decrease to 4x Range (600”). 45 
  Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  11 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  10 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  10 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  10 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  10 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 80 Active Points; total cost 12 points.
  
  99 
  The Fantasy Hero Grimoire
  KHELRED’S PERCEPTION OF FIRE
  Effect:  Detect Fire
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Gestures, Incantations
  Duration:  Instant
  Range:  Special
  Magic Roll Penalty:  -3
  END Cost:  0
  Description:  This spell allows a wizard to perceive 
  distant fires that lie beyond his line of sight, and to 
  know how large and intense they are. This makes 
  it much easier to use spells like Pathway Of Fire or 
  Eyes Of Fire successfully.
  Game Information:  Detect Fire (INT Roll) (no 
  Sense Group), Discriminatory, Range, MegaS-
  cale (1” = 1,000 km, can scale down to 1” = 1 
  km; +1¼) (29 Active Points); Gestures (-¼), 
  Incantations (-¼), Nonpersistent (-¼), Instant 
  (-½), Requires A Fire Magic Roll (-½). Total 
  cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT +5. 40 Active 
  Points; total cost 14 points.
  2)  Focused Spell:  Add OAF (piece of fire-seared 
  glass, Easy to obtain; -1). Total cost:  8 points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  5)  Apprentice’s Version:  Add Side Effects (-3 to Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  10 points.
  6)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  7)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  8)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  13 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  9 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 36 Active Points; total cost 13 points.
  Miscellaneous fire Spells
  EVERBURNING FLAME
  Effect:  Sight Group Images, +4 Sight PER Rolls to see
  Target/Area Affected:  2” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (lasts until counterspelled with 
  this spell or Dispelled)
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  0
  Description:  This spell creates a magic flame that 
  burns forever. The flame only provides light; it 
  cannot inflict damage. Dousing it with water or 
  snuffing it won’t put it out; only the proper counter-
  magics can extinguish it.
  Mages sometimes learn this spell as Perpetual 
  Light as part of the arcana of Light And Shadow 
  Magics.
  Game Information:  Sight Group Images, +4 
  Sight PER Rolls to see, Increased Size (2” 
  radius; +¼), Reduced Endurance (0 END; +½), 
  Uncontrolled (lasts until counterspelled with 
  this spell or Dispelled; +½) (49 Active Points); 
  OAF Expendable (twig with sulpher dabbed on 
  one end, Difficult to obtain; -1¼), Concentra-
  tion (0 DCV throughout; -1), Extra Time (1 
  Turn to activate; -¾), Gestures (throughout; 
  -½), Incantations (throughout; -½), No Range 
  (-½), Requires A Fire Magic Roll (-½), Spell  
  (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Increased Size (4” 
  radius; +½). 55 Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to +2 Sight PER Rolls. 36 
  Active Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  9 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  8 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  8 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 9 points.
  CYTHARA’S SPELL OF  
  
  100  Elemental Magic
  Hero System 5th Edition
  THE OBSCURING SMOKE
  Effect:  Change Environment, -3 to Sight Group PER 
  Rolls
  Target/Area Affected:  8” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  20”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell causes any source of fire 
  — even so much as a candle-flame — to emit bil-
  lowing clouds of thick smoke that obscure vision. 
  If someone snuffs the source of the fire, the spell 
  immediately ceases functioning and the smoke 
  dissipates.
  Game Information:  Change Environment 8” 
  radius, -3 to Sight Group PER Rolls (26 Active 
  Points); OAF Expendable (small piece of cloth, 
  Easy to obtain; -1), Gestures (-¼), Incantations 
  (-¼), Limited Range (20”; -¼), Requires Local 
  Source Of Fire Which Dictates Target Hex (-1), 
  Requires A Fire Magic Roll (-½), Spell (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 16” radius. 31 Active 
  Points; total cost 6 points.
  2)  Weak Spell:  Decrease to -2 Sight Group PER 
  Rolls. 23 Active Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 39 Active Points; total cost 8 points.
  
  101 
  The Fantasy Hero Grimoire
  wAter MAGic
  Most elemental mages consider Water Magic 
  the weakest of the spells related to the four Greater 
  Elements, but this arcana remains popular with 
  mages who frequently travel by sea or live near 
  bodies of water.
  In addition to the spells listed here, you should 
  consider the following spells as part of the Water 
  Magic arcana, with minor changes in special Effect:  
  Blaithelock’s Sphere Of Air (page 70); Quench Flame 
  (page 95), and Parting The Waters (page 263).
  BLAITHELOCK’S CALL TO WAVE
  Effect:  Summon one 445-point water elemental, 
  Friendly
  Target/Area Affected:  One elemental
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -11
  END Cost:  11
  Description:  This spell, the fourth of the power-
  ful elemental-conjuring incantations of Wyndara 
  Blaithelock, summons a water elemental.
  Game Information:  Summon one 445-point 
  water elemental, Friendly (+¼) (111 Active 
  Points); OAF Expendable (amulet of elemental 
  water, plus at least a barrelful of water, Difficult 
  to obtain; -1¼), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Water Magic Roll (-½). Total cost:  30 points.
  OPTIONS:
  1)  Many Water Elementals:  Increase to four water 
  elementals. 124 Active Points; total cost 33 points.
  2)  Many, Many Water Elementals:  Increase to 32 water 
  elementals. 142 Active Points; total cost 38 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  44 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  32 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  32 points.
  6)  Apprentice’s Version:  Add Side Effects (elemental 
  attacks caster; -1). Total cost:  23 points.
  7)  Difficult Spell:  Change to Requires A Water 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  26 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  32 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  34 points.
  10)  Lengthy Spell:  Change to Extra Time (20 Min-
  utes; -2½). Total cost:  19 points
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  28 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 156 Active Points; total cost 42 
  points.
  13)  Loyal Elemental:  Change to Loyal (+½). 133 
  Active Points; total cost 35 points.
  14)  Devoted Elemental:  Change to Devoted (+¾). 
  156 Active Points; total cost 42 points.
  15)  Slavishly Loyal Elemental:  Change to Slavishly 
  Loyal (+1). 178 Active Points; total cost 47 points.
  16)  Alternate Elemental Type:  Substitute the fol-
  lowing types of elementals for a standard water 
  elemental:
  Sea Elemental (465 points):  116 Active Points; 
  total cost 31 points.
  CONTROL THE WATERS
  Effect:  Change Environment, -12” Running
  Target/Area Affected:  4 km Radius
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  480”
  Magic Roll Penalty:  -10
  END Cost:  0
  Description:  With this spell, a wizard can cause, 
  or stop, flooding over a 4 km radius area. In game 
  terms, the flooding effect is represented by a reduc-
  tion in Running — creatures that don’t have at least 
  Running 13” (typically due to long legs or large 
  size) can’t move on the ground (they have to swim 
  or fly to move from place to place). Stemming a 
  flood has no particular combat effect, though the 
  muddy ground may impose a -1” Running or -1 
  to some DEX-Based Rolls. Other effects, such as 
  damage to buildings and objects, may also occur.
  After the character stops concentrating on the 
  spell, natural conditions return fairly quickly (the 
  GM decides how quickly).
  Game Information:  Change Environment 4” 
  radius, -12” Running, MegaScale (1” = 1 km 
  wide and deep; +¼), Varying Effect (cause or 
  stem flooding; +¼), Reduced Endurance (0 
  END; +½) (96 Active Points); OAF Expendable 
  (vial of water or vial of dust, Easy to obtain;  
  -1), Concentration (0 DCV throughout casting; 
  -1), Extra Time (1 Hour to cast; -1½), Gestures 
  (throughout; -½), Incantations (throughout; 
  -½), Requires A Water Magic Roll (-½), Spell 
  (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 8” radius. 106 Active 
  Points; total cost 16 points.
  2)  Weak Spell:  Decrease to 2” radius. 86 Active 
  Points; total cost 13 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  17 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  16 points.
  
  102  Elemental Magic
  Hero System 5th Edition
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 5d6; -½). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Water 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  14 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  15 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  16 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  18 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 Active Points; total cost 18 
  points.
  FIST OF THE WATERS
  Effect:  Energy Blast 6d6, Indirect
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell harnesses the local waters 
  and turns them into a potent weapon for the water 
  mage. If there’s a sufficient quantity of water within 
  50” (at least a barrelful), the caster can cause it to 
  lash out and hit the target (who must also be within 
  50” of the caster). The angle of the attack depends 
  on the relative positions of the water and the target.
  Game Information:  Energy Blast 6d6, Indirect 
  (+¾) (52 Active Points); OAF Expendable 
  (small silver tube wrapped in a bit of net, Dif-
  ficult to obtain; -1¼), Gestures (-¼), Incanta-
  tions (-¼), Limited Range (50”; -¼), Requires 
  Nearby Water (see text; -1), Requires A Water 
  Magic Roll (-½), Spell (-½). Total cost:  10 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 8d6. 70 
  Active Points; total cost 14 points.
  2)  Weak Spell:  Decrease to Energy Blast 4d6. 35 
  Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  14 
  points.
  
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  The Fantasy Hero Grimoire
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 5d6; -½). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Water 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  9 
  points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 67 Active Points; total cost 13 points.
  HRULOND’S WHELMING WAVE
  Effect:  Energy Blast 12d6
  Target/Area Affected:  180 km Line
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  750”
  Magic Roll Penalty:  -15
  END Cost:  15
  Description:  First used by the wizard Hrulond in 
  3411 to destroy a vampire-inhabited castle on the 
  Drakine Coast, this spell has since become part 
  of the general body of knowledge of water mages 
  — though most rightly fear to cast it. It creates a 
  gigantic wave 180 km long that smashes into coast-
  lines, reducing shoreside structures to kindling.
  The tidal wave this spell creates can only strike 
  along coastlines, and only affects targets within 1 
  km of the water. Smaller objects (including PCs!) 
  are often swept out to sea as the water recedes.
  Game Information:  Energy Blast 12d6, Area Of 
  Effect (36” Line; +1), MegaArea (each hex is 5 
  km wide and deep; +½) (150 Active Points); 
  OAF Expendable (small crystal sculpture of a 
  wave, Difficult to obtain; -1¼), Concentration 
  (0 DCV throughout; -1), Extra Time (1 Hour; 
  -3), Gestures (throughout; -½), Incantations 
  (throughout; -½), Only Versus Coastal Areas 
  (-1), Requires A Water Magic Roll (-½), Spell 
  (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 15d6. 187 
  Active Points; total cost 20 points.
  2)  Weak Spell:  Decrease to Energy Blast 9d6. 112 
  Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  3d6; -¼). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Water 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  15 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  17 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  17 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 180 Active Points; total cost 19 points.
  MELDANA’S HARNESSED WAVES
  Effect:  Suppress Swimming 4d6, Succor Swimming 
  4d6
  Target/Area Affected:  One swimming or sailing person 
  or craft
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  100”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  By controlling the motion of cur-
  rent and wave with this spell, a wizard can help or 
  hinder swimmers and watercraft.
  Game Information:
  Cost Power
  9 
  Meldana’s Harnessed Waves:  Multipower, 
  30-point reserve; all OAF Expendable (a tiny 
  bottle of water, Easy to obtain; -1), Gestures 
  (-¼), Incantations (-¼), Requires A Water 
  Magic Roll (-½), Spell (-½)
  1u 
  1)  Friendly Waters:  Succor Swimming 6d6; 
  common Limitations listed above
  1u 
  2)  Unfriendly Waters:  Suppress Swimming 
  6d6; common Limitations listed above
  Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Succor/Suppress 8d6 
  and a 40-point reserve. Total cost:  13 points.
  2)  Weak Spell:  Decrease to Succor/Suppress 4d6 
  and a 20-point reserve. Total cost:  8 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:   
  14 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -1) to the reserve and each slot. Total 
  cost:  9 points.
  
  104  Elemental Magic
  Hero System 5th Edition
  7)  Difficult Spell:  Change to Requires A Water Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Increase reserve to 45 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  each slot. Total cost:  15 points.
  WATERSPOUT
  Effect:  Energy Blast 12d6, Only Versus Targets On The 
  Water
  Target/Area Affected:  15” Radius
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  200”
  Magic Roll Penalty:  -21
  END Cost:  0
  Description:  This powerful attack spell creates an 
  enormous, destructive waterspout. While it can only 
  affect things on (or within 15” above) the surface of 
  the water — ships, surface swimmers, and the like — 
  that which it can affect it often kills or destroys.
  Game Information:  Energy Blast 12d6, Area 
  Of Effect (15” Radius; +1), Continuous (+1), 
  Reduced Endurance (0 END; +½) (210 Active 
  Points); OAF Expendable (sculpted crystal 
  cone filled with water, Very Difficult to obtain; 
  -1½), Extra Time (1 Turn to cast; -¾), Ges-
  tures (throughout casting; -½), Incantations 
  (throughout casting; -½), Limited Range (200”; 
  -¼), Only Versus Targets On The Water (-1), 
  Requires A Water Magic Roll (-½), Spell (-½). 
  Total cost:  32 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 15d6. 262 
  Active Points; total cost 40 points.
  2)  Weak Spell:  Decrease to Energy Blast 9d6. 157 
  Active Points; total cost 24 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  42 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  35 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  35 points.
  6)  Apprentice’s Version:  Add Side Effects (water-
  spout manifests for one Phase with caster as the 
  center hex; -1). Total cost:  28 points.
  7)  Difficult Spell:  Change to Requires A Water 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  
  30 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  34 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  35 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  35 points.
  11)  Attentive Spell:  Add Concentration (½ DCV 
  throughout casting; -½). Total cost:  30 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 240 Active Points; total cost 37 
  points.
  13)  Sharthakine Waterspout:  This version of the 
  Waterspout spell, widely credited (though without 
  proof) to the underwater-dwelling Sharthak people, 
  can actually move across the surface of the waves. 
  With it, a water mage can devastate entire armadas. 
  Add Mobile (+1). 270 Active Points; total cost 41 
  points.
  defensive water Spells
  OLDRUSÂN’S SPELL OF AQUATIC COMFORT
  Effect:  Life Support (Expanded Breathing:  Breathe 
  Underwater)
  Target/Area Affected:  Up to eight characters
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Hour, +1 Hour per 
  point by which the caster makes his Water Magic roll) 
  Range:  Touch
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  A spell so popular and so well-crafted 
  that it retains the name of its original creator, Old-
  rusân Magisterios, even after nearly 8,000 years, the 
  Spell Of Aquatic Comfort allows the caster and up 
  to seven other persons to breathe underwater. It’s 
  invaluable to adventuring mages who journey into 
  the watery depths of the Sea Of Storms, or who 
  expect to encounter underwater rivers and lakes 
  while dungeon-delving.
  Game Information:  Life Support (Expanded 
  Breathing:  Breathe Underwater), Uncon-
  trolled (duration of 1 Hour, +1 Hour per point 
  by which the caster makes his Water Magic 
  roll; +½), Usable Simultaneously (up to eight 
  persons at once; +1) (12 Active Points); OAF 
  Expendable (tiny bottle of air, corked with 
  cotton, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires A Water Magic 
  Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Usable Simultaneously 
  (up to 16 persons at once; +1¼). 14 Active Points; 
  total cost 4 points.
  2)  Weak Spell:  Decrease to Usable Simultaneously 
  (up to 4 persons at once; +¾). 11 Active Points; 
  total cost 3 points.
  
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  The Fantasy Hero Grimoire
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 3d6; -½). Total cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Water 
  Magic Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  4 
  points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  4 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 15 Active Points; total cost 5 points.
  WAVE-WALL
  Effect:  Force Wall (4 PD/4 ED)
  Target/Area Affected:  See text
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  40”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates a wall of water that’s 
  magically held in place so that it provides protec-
  tion against attacks. When successfully created, 
  it’s a minimum of 3” long. For every 1 point by 
  which the caster makes his Water Magic roll, he can 
  increase the length or height to a maximum of 10” 
  long and 4” tall.
  Game Information:  Force Wall (4 PD/4 ED, 
  minimum 3” long and 1” tall, up to 10” long 
  and 4” tall) (44 Active Points); OAF Expend-
  able (aquamarine of fine quality, Very Diffi-
  cult to obtain; -1½), Gestures (-¼), Incanta-
  tions (-¼), Limited Range (40”; -¼), Requires 
  A Water Magic Roll (-½), Spell (-½). Total 
  cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Wall (6 PD/6 
  ED). 54 Active Points; total cost 13 points.
  2)  Weak Spell:  Decrease to Force Wall (3 PD/3 
  ED). 39 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 3d6; -½). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Fire Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Fire Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  11 points.
  9)  Master’s Version:  Remove Requires A Fire Magic 
  Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 66 Active Points; total cost 15 points.
  13)  Jalerak’s Wall Of Wave And Foam:  The water in 
  this version of the Wave-Wall froths and spumes so 
  much that no one can see through it. Add Opaque 
  (Normal Sight). 49 Active Points; total cost 11 points.
  Movement water Spells
  WATER-WALKING
  Effect:  Flight 6”, Usable By Other, Only Along The Sur-
  face Of Water
  Target/Area Affected:  One character
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Touch
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell allows the caster, or one 
  person on whom he casts it, to walk on the surface of 
  a relatively calm body of water, such as a lake, a slow-
  moving river, or a calm sea. The character cannot 
  walk up a waterfall, over rapids, or the like. The spell 
  lasts as long as the character keeps paying END or 
  until he sets foot on dry land or in a watercraft.
  Game Information:  Flight 6”, Usable By Other 
  (+¼) (15 Active Points); OAF Expendable 
  (piece of cork, Easy to obtain; -1), Gestures  
  (-¼), Incantations (-¼), Only Along The Sur-
  face Of Water (-½), Requires A Water Magic 
  Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Flight 9”. 22 Active 
  Points; total cost 6 points.
  2)  Weak Spell:  Decrease to Flight 3”. 7 Active 
  Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  
  106  Elemental Magic
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  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Water Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 21 Active Points; total cost 6 points.
  13)  Gorbadel’s Spell Of Water-Walking:  The adven-
  turer Gorbadel Ravensson found it frustrating to 
  be able to walk on the water but have to leave his 
  comrades behind, so he developed a version of the 
  Water-Walking spell that allowed him to grant the 
  spell’s power to several people at once. He gener-
  ously gave copies of the spell to many of his allies, 
  who likewise passed it on until it became common 
  knowledge. In 4758, battle-mages serving Duke 
  Fredick used this spell to allow the Duke and his 
  surviving soldiers to escape the orc hordes after the 
  disastrous Battle of Mossy Valley. Change to Usable 
  Simultaneously (up to 16 people at once; +1¼). 27 
  Active Points; total cost 8 points.
  14)  Corwm’s Spell Of Water-Walking:  This form of 
  Water-Walking does not tire the user out, but has a 
  specific duration. Add Reduced Endurance (0 END; 
  +½) and Uncontrolled (duration of 10 minutes, 
  +1 minute per point by which the caster makes his 
  Water Magic roll; +½). 27 Active Points; total cost 
  8 points.
  
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  The Fantasy Hero Grimoire
  Sensory water Spells
  TETHURIEL’S DOWSING-SPELL
  Effect:  Detect Water
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This simple, but often extraordinarily 
  useful, allows the caster to detect quantities of 
  water nearby. It does not tell the caster anything 
  about the quality of the water, though it does tell 
  him roughly how much there is.
  Game Information:  Detect Water (INT Roll) 
  (no Sense Group), Range, Telescopic (+10 
  versus Range Modifier) (18 Active Points); 
  OAF Expendable (small forked stick with 
  water-runes carved into it, Easy to obtain; -1), 
  Costs Endurance (-½), Gestures (-¼), Incanta-
  tions (-¼), Requires A Water Magic Roll (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT Roll +3, Discrimi-
  natory. 26 Active Points; total cost 7 points.
  2)  Weak Spell:  Decrease to Telescopic (+4 versus 
  Range Modifier). 12 Active Points; total cost 3 
  points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 Sight 
  Group PER Rolls for 1d6 x 10 minutes; -¼). Total 
  cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Water Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 27 Active Points; total cost 8 points.
  Miscellaneous water Spells
  WASH
  Effect:  Change Environment (clean persons/objects), 
  Long-Lasting
  Target/Area Affected:  1” Radius
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  5”
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  A favorite of adventurers everywhere, 
  this spell washes and dries all the people and 
  objects within a 1” radius, rendering them clean 
  and fresh-smelling. The effect lasts until the persons 
  or objects get dirty again by normal means.
  Game Information:  Change Environment 1” 
  radius (clean persons/objects), Long-Lasting 
  (25 Active Points); OAF Expendable (small 
  piece of soap wrapped in a square of clean silk, 
  Difficult to obtain; -1¼), Gestures (-¼), Incan-
  tations (-¼), Instant (-½), Limited Range (5”; 
  -¼), Requires A Water Magic Roll (-½). Total 
  cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 4” radius. 35 Active 
  Points; total cost 9 points.
  2)  Free Spell:  Remove OAF (-1¼). Total cost:  9 
  points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  5)  Apprentice’s Version:  A failed Water Magic roll 
  causes the caster to get soap in his eyes. Add Side 
  Effects (Sight Group Flash 3d6; -¼). Total cost:  6 
  points.
  6)  Difficult Spell:  Change to Requires A Water Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  7)  Easy Spell:  Change to Requires A Water Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 points.
  8)  Master’s Version:  Remove Requires A Water 
  Magic Roll (-½). Total cost:  7 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  5 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 37 Active Points; total cost 9 points.
  
  108  Elemental Magic
  Hero System 5th Edition
  SpeLLS of tHe  
  LeSSer eLeMentS
  In addition to the four Greater Elements, 
  mages can learn spells pertaining to the Lesser Ele-
  ments, such as Ice, Light, and Shadow.
  ice Magic
  Wizards often debate the true nature of Ice. 
  Some believe Ice-spells properly belong to the 
  arcana of Water Magic, others favor Air. But spell-
  casters well-versed in Ice-magery claim it is an Ele-
  ment unto itself, one of glittering power for those 
  who take the risks to master its secrets.
  D’ANSIF’S INVOCATION OF THE ICE
  Effect:  Change Environment (freeze liquids), Long-
  Lasting
  Target/Area Affected:  Special (see text)
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  405”
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  With this spell, the caster can instantly 
  freeze one or more bodies of liquid within a 250” 
  radius. He can choose to freeze some (such as all 
  the mugs of beer in a tavern) but not others (such 
  as the water in the rainbarrels outside the tavern), 
  but must be able to establish Line Of Sight to all 
  the targets he want to affect unless he want to affect 
  all of them within 250”. The ice lasts as long as it 
  normally would given prevailing environmental 
  conditions.
  At the GM’s option, a character who uses this 
  spell on a single large body of water (such as a lake) 
  can freeze the surface of the entire body of water 
  thick enough for humans (and perhaps larger crea-
  tures) to walk on it safely, even if the body of water 
  is larger than the spell’s defined radius.
  Game Information:  Change Environment 250” 
  radius (freeze liquids), Long-Lasting, Selec-
  tive (+½) (97 Active Points); OAF Expendable 
  (clear crystal cube with ice-runes etched on 
  each face, Difficult to obtain; -1¼), Gestures 
  (-¼), Incantations (-¼), Instant (-½), Requires 
  An Ice Magic Roll (-½), Spell (-½). Total cost:  
  23 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 500” radius. 105 Active 
  Points; total cost 25 points.
  2)  Weak Spell:  Decrease to 125” radius. 90 Active 
  Points; total cost 21 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  32 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  24 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  24 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 4d6; -½). Total cost:  20 points.
  7)  Difficult Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  20 points.
  8)  Easy Spell:  Change to Requires An Ice Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  24 points.
  9)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  26 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  20 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  21 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 130 Active Points; total cost 31 points.
  HAILSTORM
  Effect:  Energy Blast 8d6, Indirect
  Target/Area Affected:  5” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  200”
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  This spell invokes a brief but intense 
  hailstorm over a 5” radius area. The large hailstones 
  batter and bash anything within that area.
  Game Information:  Energy Blast 8d6 (physi-
  cal), Area Of Effect (5” Radius; +1), Indirect 
  (always from above; +¼) (90 Active Points); 
  OAF Expendable (handful of clear glass mar-
  bles, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Limited Range (200”; -¼), 
  Requires An Ice Magic Roll (-½), Spell (-½). 
  Total cost:  22 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 10d6. 112 
  Active Points; total cost 28 points.
  2)  Weak Spell:  Decrease to Area Of Effect (One 
  Hex; +½). 70 Active Points; total cost 17 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  33 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  24 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  24 points.
  6)  Apprentice’s Version:  Add Side Effects (Energy 
  Blast 4d6; -¼). Total cost:  21 points.
  7)  Difficult Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  20 points.
  8)  Easy Spell:  Change to Requires An Ice Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  24 points.
  9)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  26 points.
  
  109 
  The Fantasy Hero Grimoire
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  20 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  21 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 110 Active Points; total cost 27 points.
  13)  Icicle Storm:  This form of the spell creates sharp, 
  deadly icicles instead of battering hailstones. Change 
  to RKA 2d6. 67 Active Points; total cost 17 points.
  ICY GROUND
  Effect:  Change Environment (create ice sheet), -4 to 
  DEX Rolls
  Target/Area Affected:  32” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  195”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell coats the ground with a 
  sheet of slippery ice, making it difficult for people 
  and creatures to walk or keep their footing. The 
  sheet disappears as soon as the caster stops paying 
  END to maintain it.
  Game Information:  Change Environment 
  (create ice sheet) 32” radius, -4 to DEX Rolls 
  to move on the sheet (39 Active Points); OAF 
  Expendable (sheet of tin covered in oil, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations  
  (-¼), Only Affects Characters Who Are Moving 
  On The Ground (-¼), Requires An Ice Magic 
  Roll (-½), Spell (-½). Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -6 to DEX Rolls. 45 
  Active Points; total cost 11 points.
  2)  Weak Spell:  Decrease to 4” radius. 24 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  14 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  6)  Apprentice’s Version:  Add Side Effects (-4 to DEX 
  Rolls for 1d6 minutes; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires An Ice  
  Magic Roll (-1 per 5 Active Points; -1). Total cost:   
  9 points.
  8)  Easy Spell:  Change to Requires An Ice Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  10 points.
  9)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 58 Active Points; total cost 14 points.
  13)  Roddik’s Spell Of The Icy Ground:  This version 
  of the Icy Ground lasts for a specific duration, but 
  does not tire the caster out. Add Reduced Endur-
  ance (0 END; +½) and Uncontrolled (duration of 5 
  Minutes, +1 Minute per point which the character 
  makes his Ice Magic roll; +½). 78 Active Points; 
  total cost 19 points.
  JELZURAATH’S FIRST WINTRY ASSAULT
  Effect:  RKA 3d6, Penetrating
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  30”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  When a wizard casts this spell, a bolt 
  of bluish-white, intensely cold mystic energy lances 
  out to injure his target. Even the strongest armor 
  rarely offers complete protection against the bitter 
  chill of the Wintry Assault.
  Game Information:  RKA 3d6, Penetrating (+½) 
  (67 Active Points); OAF Expendable (small 
  crystal bar, Difficult to obtain; -1¼), Gestures 
  (-¼), Incantations (-¼), Limited Range (30”;  
  -¼) Requires An Ice Magic Roll (-½), Spell  
  (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 4d6. 90 Active 
  Points; total cost 22 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 45 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 
  points.
  8)  Easy Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 
  points.
  9)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  19 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 22 
  points.
  
  110  Elemental Magic
  Hero System 5th Edition
  13)  Jelzuraath’s Second Wintry Assault:  The evil 
  mage Jelzuraath has also created a version of this 
  spell that can affect anyone he can see. Replace 
  Limited Range (-¼) with Line Of Sight (+½). 90 
  Active Points; total cost 24 points.
  14)  Donvek’s Wintry Assault:  The wizard Donvek 
  has enhanced the Wintry Assault, changing it from 
  a beam to a cone. Add Area Of Effect (14” Cone; 
  +1) and replace Limited Range (-¼) with No Range 
  (-½). 112 Active Points; total cost 26 points.
  PROTECTION FROM ICE
  Effect:  Armor (14 ED), Usable By Other, Only Versus Ice
  Target/Area Affected:  One person
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Hour, +1 Hour per 
  +1 by which the character makes his Ice Magic roll)
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4 to cast
  Description:  This spell allows the caster to confer 
  on himself or one other person a high degree of 
  protection from Ice attacks (but not the physical 
  impact of ice, such as from Hailstorm). The defense 
  applies against both normal and magical cold, and 
  lasts for a minimum of 1 Hour. The recipient of the 
  spell may choose at any time to end it.
  Game Information:  Armor (14 ED), Usable By 
  Other (+¼), Uncontrolled (duration of 1 Hour, 
  +1 Hour per +1 by which the character makes 
  his Ice Magic roll; +½) (37 Active Points); OAF 
  Expendable (iron ball once heated red-hot and 
  engraved with runes of ice and fire, Very Dif-
  ficult to obtain; -1½), Costs Endurance (only 
  to cast; -¼), Gestures (-¼), Incantations (-¼), 
  Only Protects Against Limited Type Of Damage 
  (ice/cold; -½), Requires An Ice Magic Roll (-½). 
  Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Armor (24 ED). 63 
  Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to Armor (10 ED). 26 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (acquire 
  Vulnerability [1½ x STUN from Ice attacks] for 1d6 
  hours; -¼). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  10 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 47 Active Points; total cost 11 
  points.
  RODDIK’S BLIZZARD
  Effect:  Change Environment, -3 Temperature Levels 
  and -3 Sight Group PER Rolls
  Target/Area Affected:  16” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  225”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates an area of intense 
  cold and swirling snow. While the blizzard doesn’t 
  injure anyone caught within it, it does chill and 
  blind them.
  Game Information:  Change Environment 16” 
  radius, -3 Temperature Levels and -3 Sight 
  Group PER Rolls, Multiple Combat Effects (45 
  Active Points); OAF Expendable (piece of white 
  silk, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires An Ice Magic Roll 
  (-½), Spell (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 32” radius. 50 Active 
  Points; total cost 13 points.
  2)  Weak Spell:  Decrease to 8” radius. 40 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 Sight 
  Group PER Rolls for 1d6 x 10 minutes; -¼). Total 
  cost:  11 points.
  7)  Difficult Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 points.
  8)  Easy Spell:  Change to Requires An Ice Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 67 Active Points; total cost 18 points.
  
  111 
  The Fantasy Hero Grimoire
  WALL OF ICE
  Effect:  Entangle 5d6, 5 DEF, Only To Form Barriers
  Target/Area Affected:  5” line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  250”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell resembles Wall Of Stone (page 
  81), but allows the caster to create a wall of thick, 
  solid ice. The wall melts eventually (if the environ-
  mental conditions are hot enough), but it’s so sturdy 
  and strong that this could take hours or days.
  Game Information:  Entangle 5d6 (standard 
  Effect:  5 BODY), 5 DEF (50 Active Points); 
  OAF Expendable (small cube of crystal with 
  a rune etched in each side, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), Only 
  To Form Barriers (-1), Requires An Ice Magic 
  Roll (-½), Wall Must Contact The Ground On 
  At Least One Edge (-¼). Total cost:  11 points.
  OPTIONS:
  1)  Weak Spell:  Decrease to Entangle 4d6 (standard 
  Effect:  4 BODY), 4 DEF. 40 Active Points; total cost 
  9 points.
  2)  Free Spell:  Remove OAF (-1¼). Total:  15 points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  5)  Apprentice’s Version:  Add Side Effects (Entangle 
  3d6, 3 DEF; -½). Total cost:  10 points.
  6)  Difficult Spell:  Change to Requires An Ice Magic 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 points.
  7)  Easy Spell:  Change to Requires An Ice Magic Roll 
  (-1 per 20 Active Points; -¼). Total cost:  12 points.
  8)  Master’s Version:  Remove Requires An Ice 
  Magic Roll (-½). Total cost:  12 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  10 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 17 points.
  12)  Greater Wall Of Ice:  This form of the Wall Of 
  Ice is longer than the standard version. Add Larger 
  Wall (+1” height and +4” length). 60 Active Points; 
  total cost 13 points.
  13)  Shapeable Greater Wall Of Ice:  This variation on 
  the Greater Wall Of Ice allows the caster to change 
  the Wall’s height or length from use to use. As the 
  Greater Wall Of Ice, but add Varying Dimensions. 
  70 Active Points; total cost 15 points.
  14)  Hrulond’s Wall Of Icicles:  This version of the 
  Wall Of Ice, devised by Hrulond to keep snow-apes 
  from clambering over his walls of ice with ease, 
  is covered with large, sharp icicles on one side. 
  Anyone who touches that side of the wall takes 
  damage from the icicles. Add RKA ½d6, Continu-
  ous (+1), Damage Shield (+½), Reduced Endurance 
  (0 END; +½), Uncontrolled (lasts as long as wall 
  lasts, until someone carefully breaks off the spikes, 
  or until erosion and like forces wear the spikes 
  down; +½) (35 Active Points); OAF Expendable 
  (small cube of crystal with a rune etched in each 
  side, Difficult to obtain; -1¼), Gestures (-¼), Incan-
  tations (-¼), Linked (-½), Requires An Ice Magic 
  Roll (-½) (total cost:  9 points). 50 + 35 = 85 Active 
  Points; total cost 11 + 9 = 20 points.
  Magic of Light And Shadow
  Just as mages debate the nature of Ice Magic, 
  so to they argue the place of magics of Light and 
  Shadow. Some claim they are but two sides of the 
  same coin, while others consider them as separate 
  forms of magic. Some would assign Light spells to 
  the arcana of Fire Magic and leave Shadow as its 
  own arcana. Still others regard them more as mani-
  festations of divine power than arcane.
  The spells below assume Light and Shadow 
  are just two aspects of one arcana, and thus require 
  only one type of Magic roll. If you prefer some 
  other characterization, simply adjust the spells 
  accordingly.
  CREATE LIGHT
  Effect:  Sight Group Images, +4 to PER Rolls
  Target/Area Affected:  4” radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  165”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This simple but useful spell, learned by 
  wizards since time immemorial, creates a field of 
  light up to 4” wide that’s as bright as ordinary day-
  light. The light remains in existence as long as the 
  caster pays END for it, and he can alter the color of 
  it to suit himself.
  At the GM’s option, you can also consider this 
  spell as belonging to the arcana of Wizardry due to 
  its commonality.
  Game Information:  Sight Group Images, +4 to 
  PER Rolls, Increased Size (4” radius; +½) (33 
  Active Points); OAF Expendable (tiny gold 
  orb, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Only To Create Light (-1), 
  Requires A Light/Shadow Magic Roll (-½), 
  Spell (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Increased Size (8” 
  radius; +¾). 38 Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to Increased Size (2” 
  radius; +¼). 27 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  9 points.
  
  112  Elemental Magic
  Hero System 5th Edition
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Sight 
  Group Flash 3d6; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  7 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 44 Active Points; total cost 9 
  points.
  13)  Tethuriel’s Spell Of Lasting Light:  The divine-
  blooded wizardess Tethuriel devised a form of 
  Create Light that lasts for a long period of time 
  without any effort on the caster’s part. Add Reduced 
  Endurance (0 END; +½) and Uncontrolled (dura-
  tion of 1 Hour, +20 Minutes per point by which the 
  caster makes his Light/Shadow Magic roll; +½). 55 
  Active Points; total cost 12 points.
  14)  Velthune’s Illuminating Beam:  This form of 
  Create Light generates a beam rather than a sphere 
  of light. The wizard Velthune created it to illumi-
  nate long underground corridors, a phenomena 
  he encountered frequently during his adventuring 
  career. Change to 32” Line (+½). 44 Active Points; 
  total cost 9 points.
  DARK LEECHING
  Effect:  Drain BODY 3d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  150”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates a field of cold, malign 
  shadow that surrounds the target and attacks his 
  very being and soul. Victims who survive often find 
  that their hair has gone grey or they have lost an 
  inch or two of height.
  Game Information:  Drain BODY 3d6, Ranged 
  (+½) (45 Active Points); OAF Expendable 
  (small obsidian sphere, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Light/Shadow Magic Roll (-½), 
  Spell (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain BODY 4d6. 60 
  Active Points; total cost 16 points.
  2)  Weak Spell:  Decrease to Drain BODY 2d6. 30 
  Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  
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  The Fantasy Hero Grimoire
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  13 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 16 
  points.
  13)  Yargeth’s First Spell Of The Dark Fire:  Crafted 
  by the evil wizard Yargeth for use against the priests 
  of the Blue Gods, this form of Dark Leeching has 
  much longer-lasting effects. Add Delayed Return 
  Rate (points return at the rate of 5 per 5 Minutes; 
  +½). 60 Active Points; total cost 16 points.
  14)  Yargeth’s Second Spell Of The Dark Fire:  Yar-
  geth also created a version of Dark Leeching that 
  continues to affect its target as long as the caster 
  focuses on him. Decrease to Drain BODY 2d6 and 
  add Continuous (+1). 50 Active Points; total cost 13 
  points.
  15)  Dark Touch:  This form of Dark Leeching, devel-
  oped by an unnamed wizard, requires the caster to 
  touch the target. Remove Ranged (+½). 30 Active 
  Points; total cost 8 points.
  SHADOW EYES
  Effect:  Nightvision
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This simple but effective spell grants 
  the caster the ability to see in ordinary darkness 
  (such as at night). It does not allow him to see 
  through Darkness-based spells.
  Game Information:  Nightvision (5 Active 
  Points); OAF Expendable (small lens, Dif-
  ficult to obtain; -1¼), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Light/Shadow Magic Roll (-½). Total cost:  1 
  point.
  OPTIONS:
  1)  Ulgar’s Shadow Eyes:  Add Usable By Other 
  (+¼). 6 Active Points; total cost 2 points.
  2)  Nanumar’s Shadow Eyes:  As Ulgar’s Shadow 
  Eyes, but change to Usable Simultaneously (up to 
  eight persons at once; +1). 10 Active Points; total 
  cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  1 point.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  1 point.
  6)  Apprentice’s Version:  Add Side Effects (Sight 
  Group Flash 3d6; -¼). Total cost:  1 point.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  1 point.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:
  1 point.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  2 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  1 point.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  1 point.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 7 Active Points; total cost 2 
  points.
  
  114  Elemental Magic
  Hero System 5th Edition
  SHADOW FORM
  Effect:  Desolidification
  Target/Area Affected:  Self
  Casting Time:  Extra Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell converts the caster’s body to 
  shadow, allowing him to walk through walls and 
  ignore the effects of non-magical attacks.
  Game Information:  Desolidification (affected 
  by any attack spell) (40 Active Points); OAF 
  Expendable (piece of black silk, Difficult to 
  obtain; -1¼), Extra Time (Extra Phase to cast; 
  -½), Gestures (-¼), Incantations (-¼), Requires 
  A Light/Shadow Magic Roll (-½). Total cost:  11 
  points.
  OPTIONS:
  1)  Strong Spell:  Add Reduced Endurance (½ END; 
  +¼). 50 Active Points; total cost 13 points.
  2)  Weak Spell:  Add Increased Endurance Cost (x2 
  END; -½). Total cost:  9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  BODY 1d6; -¼). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  11 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  12 points.
  10)  Quick Spell:  Remove Extra Time (Extra Phase 
  to cast; -½). Total cost:  12 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 16 points.
  SHADOW-WALKING
  Effect:  Teleportation 20” (or 10” MegaScale), Only 
  Through Darkness/Shadows
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows a caster to step into 
  shadows or darkness at one place, then emerge 
  from shadows or darkness at another place. He can 
  only travel between shadows, and if the shadows 
  aren’t large enough to cover him completely (i.e., at 
  least 1” tall and wide) he can’t use them to shadow-
  walk.
  Game Information:
  Cost Power
  11 
  Shadow-Walking:  Multipower, 40-point 
  reserve, all OAF Expendable (strip of parch-
  ment painted with shadow-runes and twisted 
  into a Moebius strip, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Only 
  Through Darkness/Shadows (-¼), Requires 
  A Light/Shadow Magic Roll (-½)
  1u 
  1)  Steps Of Shadow:  Teleportation 20”; 
  common Limitations as described above
  1u 
  2)  Leaps Of Shadow:  Teleportation 10”, 
  MegaScale (1” = 100 km, can scale down 
  to 1” = 1 km; +1); common Limitations as 
  described above
  Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 60 points and 
  slots to Teleportation 30” and 15”. Total cost:  21 
  points.
  2)  Weak Spell:  Decrease reserve to 30 points and slots 
  to Teleportation 15” and 7”. Total cost:  11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  22 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  14 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  15 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  12 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  
  115 
  The Fantasy Hero Grimoire
  12)  Stored Spell:  Increase reserve to 60 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  both slots. Total cost:  20 points.
  SHADOWWEAVING
  Effect:  Darkness to Sight Group
  Target/Area Affected:  4” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  200”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates an area of impenetra-
  ble shadow with a 4” radius. Those outside it cannot 
  see into it; those inside it cannot see out.
  Game Information:  Darkness to Sight Group 
  4” radius (40 Active Points); OAF Expendable 
  (small disk-shaped mirror painted black, Dif-
  ficult to obtain; -1¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Light/Shadow Magic 
  Roll (-½), Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 6” radius. 60 Active 
  Points; total cost 16 points.
  2)  Weak Spell:  Decrease to 3” radius. 30 Active 
  Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Sight 
  Group Flash 4d6; -¼). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  11 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 16 points.
  13)  Stelrane’s Spell Of The Shifting Shadows:  Mis-
  liking the fact that he could not see through the 
  darkness he created with this spell, the renowned 
  wizard Stelrane created a version which affects 
  everyone except the caster. Add Personal Immunity 
  (+¼). 50 Active Points; total cost 13 points.
  14)  Hrakorth’s Invocation Of The Clinging Shadow:  
  Hrakorth the Scarlet, a mage of dark and evil power, 
  created a shadow-spell that clings to a single person, 
  blinding him no matter how he tries to escape it. 
  Decrease to 1” radius and add Usable As Attack 
  (defense is knowing any spell from the Light/Shadow 
  arcana; +1), Ranged (+½), Reduced Endurance (0 
  END; +½). 30 Active Points; total cost 8 points.
  15)  Perezal’s Spell Of The Walking Shadow:  This 
  form of Shadowweaving, developed by the mage 
  Perezal for use against multiple foes, creates a field 
  of shadow that can move after the caster casts the 
  spell. Decrease to 3” radius and add Mobile (+1). 60 
  Active Points; total cost 16 points.
  SUNBLIND
  Effect:  Sight Group Flash 8d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  200”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates a blinding flash of 
  light to temporarily incapacitate the caster’s foes.
  Game Information:  Sight Group Flash 8d6 (40 
  Active Points); OAF Expendable (small disc-
  shaped mirror etched around the edge with 
  sun-runes, Difficult to obtain; -1¼), Gestures  
  (-¼), Incantations (-¼), Requires A Light/Shadow 
  Magic Roll (-½), Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Sight Group Flash 
  10d6. 50 Active Points; total cost 13 points.
  2)  Weak Spell:  Decrease to Sight Group Flash 6d6. 
  30 Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Sight 
  Group Flash 4d6; -¼). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  11 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 16 points.
  
  116  Elemental Magic
  Hero System 5th Edition
  13)  Deltarion’s Word Of Lucidity:  Created by Del-
  tarion Bloodlock, most famous of the Ulronai war-
  rior-mages (and one of the few Ulronai to learn 
  magics other than those of his people), the Word 
  Of Lucidity only works on people standing next to 
  the caster, but can be quickly cast. Decrease to Sight 
  Group Flash 6d6, add Trigger (mystic gesture; +¼), 
  remove OAF (-1¼), and add No Range (-½). 37 
  Active Points; total cost 12 points.
  SHADOW’S TERROR
  Effect:  Drain PRE 3d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  150”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Darkness is a source of primeval terror 
  for most people, and this spell summons up that 
  ancient fear and inflicts it upon the target... even if 
  he’s standing in broad daylight.
  Game Information:  Drain PRE 3d6, Ranged 
  (+½) (45 Active Points); OAF Expendable (tiny 
  executioner’s hood woven of black silk, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations  
  (-¼), Requires A Light/Shadow Magic Roll  
  (-½), Spell (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain PRE 4d6. 60 
  Active Points; total cost 16 points.
  2)  Weak Spell:  Decrease to Drain PRE 2d6. 30 
  Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  PRE 3d6; -½). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Light/
  Shadow Magic Roll (-1 per 5 Active Points; -1). 
  Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Light/Shadow 
  Magic Roll (-1 per 20 Active Points; -¼). Total cost:  
  13 points.
  9)  Master’s Version:  Remove Requires A Light/
  Shadow Magic Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 16 points.
  13)  Yergath’s Spell Of Lasting Terror:  This version 
  of the Shadow’s Terror continues to affect the target 
  for a long time. Add Delayed Recovery Rate (points 
  return at the rate of 5 per Hour; +1). 75 Active 
  Points; total cost 20 points.
  14)  Arrakur’s Spell Of Inescapable Fear:  This form 
  of the Shadow’s Terror quickly reduces the victim 
  to a state where the least little thing frightens him. 
  Decrease to Drain PRE 2d6 and add Continuous 
  (+1). 50 Active Points; total cost 13 points.
  
  117 
  The Fantasy Hero Grimoire
  encHAntMent
  e
  nchantment is the art of crafting and using 
  enchanted items. Enchanters can create vir-
  tually any enchanted item, whether they’re 
  trained in the arcana from which the item 
  derives its powers or not. However, they usually 
  do not create potions or the like, preferring to 
  leave such “trivial” enchanting-work to the alche-
  mists. Similarly, they usually don’t waste time and 
  resources to produce scrolls of magical spells.
  Because the Turakian Age is a High Fantasy 
  setting with copious magic, it uses the alternate 
  enchanted item creation rules described on page 
  279 of Fantasy Hero. The descriptions below pro-
  vide game information both for the item itself, 
  and for the spell required to create it.  When an 
  enchanter creates an item, he must pay the spell’s 
  Real Point cost in Character Points, since the item 
  is Independent. If your campaign doesn’t use the 
  alternate rules, the Total Cost listed for the item 
  itself (not the creation spell) is the Character Point 
  cost an enchanter must pay to create it.
  Unlike other spells, Turakian wizards do not 
  divide the Real Cost of the spell by 3 to determine 
  its final Character Point cost to them. They pay the 
  Real Point cost listed for the creation spell.
  The magical items described here represent 
  just a fraction of the items produced by enchanters 
  throughout the Turakian Age. The imaginations of 
  wizards are as powerful as their spells, and many 
  different types of magical objects have been created 
  as a result of some clever idea an enchanter had. 
  Pages 280-88 of Fantasy Hero have dozens of other 
  items you can use in a Turakian campaign, and of 
  course you can always create your own.
  Buying item creation spells individually may 
  tend to encourage casters to create multiple copies 
  of the same item, and this result may not be desir-
  able for some campaigns (particularly ones that 
  don’t take place in High Magic settings). Therefore 
  the GM might want to consider letting enchanters 
  buy their creation spells through Variable Power 
  Pools or other Power Frameworks.
  Due to the way creation spells are built, the 
  Enchantment roll penalties for them tend to be low. 
  If the GM prefers for Enchantment to be a harder 
  process, he can rule that the penalty depends on 
  the Active Points in the item, rather than the Active 
  Points in the creation spell.
  ArMor
  ARMOR OF THE UNSEEN STEP
  Effect of item:  Teleportation 8”, Position Shift
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  Charges:  8
  Description:  This suit of plate armor provides the 
  wearer with the ability to move without physically 
  crossing the intervening space. This means he can 
  easily make Surprise Move attacks against his foes, 
  avoid certain obstacles or traps, and so on.
  Game Information:
  Item:  Armor (7 PD/7 ED) (21 Active Points); 
  OIF (-½), Mass (Half Mass; -½), Independent 
  (-2) (total cost:  5 points) plus Teleportation 
  8”, Position Shift (21 Active Points); OIF (-½), 
  Independent (-2), 8 Charges (-½) (total cost:  5 
  points). Total cost:  10 points.
  Creation Spell:  20 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  
  118  Enchantment
  Hero System 5th Edition
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  DRAGONSKIN ARMOR
  Effect of item:  Armor (+12 ED), Only Versus Fire
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Casting Procedures to create:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  END Cost to use:  0
  Description:  As is well-known, the skins of drag-
  ons are wondrously tough, yet also soft enough to 
  work if the skin is removed after the dragon is slain. 
  Enchanters long ago discovered a process whereby 
  they could make from dragonskin a suit of leather 
  armor as tough as chainmail, and which had the 
  additional benefit of offering special protection 
  against fire damage.
  Most suits of Dragonskin Armor are cut, 
  shaped, or molded to have a draconic motif, or to 
  have scenes of dragons worked into the leather. 
  Regardless of the armor’s form or appearance, any 
  dragon can instantly sense when a suit of armor is 
  Dragonskin Armor... and even the kindest dragons 
  rarely react well to it. Many attack a person wearing 
  Dragonskin Armor on sight.
  Game Information:
  Item:  Armor (6 PD/6 ED) (18 Active Points); OIF 
  (-½), Mass (Half Mass; -½), Independent (-2), Side 
  Effects (attracts the ire of dragons, always occurs;  
  -½) (total cost:  4 points) plus Armor (+12 ED) (18 
  Active Points); OIF (-½), Independent (-2), Only 
  Versus Limited Type Of Attack (fire; -½), Side 
  Effects (attracts the ire of dragons, always occurs;  
  -½) (total cost:  4 points). Total cost:  8 points.
  Creation Spell:  16 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  3 points.
  STARBRIGHT ARMOR
  Effect of item:  Sight Group Flash 8d6
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  No Range
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  Charges:  12
  Description:  This suit of studded cuir-bouilli has 
  studs shaped light tiny golden starbursts. At a 
  mental command from the wearer, one of the studs 
  can emit a blinding flash of light to disorient a foe, 
  leaving him unable to defend himself properly.
  Game Information:
  Item:  Armor (3 PD/3 ED) (9 Active Points); 
  OIF (-½), Mass (Half Mass; -½), Independent 
  (-2) (total cost:  2 points) plus Sight Group 
  Flash 8d6 (40 Active Points); OIF (-½), Inde-
  pendent (-2), No Range (-½), 12 Charges (-¼) 
  (total cost:  9 points). Total cost:  11 points.
  Creation Spell:  22 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  
  119 
  The Fantasy Hero Grimoire
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  5 points.
  WINTER’S MAIL
  Effect of item:  Armor (+12 ED), Only Versus Cold; Life 
  Support (Safe Environment:  Intense Cold)
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  END Cost to use:  0
  Description:  Treasured by warriors who live or fight 
  in northern climes, this type of enchanted chain-
  mail keeps the wearer warm and comfortable in 
  even the coldest weather. Additionally, it provides 
  enhanced protection against cold-based spells and 
  attacks.
  Game Information:
  Item:  Armor (6 PD/6 ED) (18 Active Points); 
  OIF (-½), Mass (Half Mass; -½), Independent 
  (-2) (total cost:  4 points) plus Armor (+12 ED) 
  (18 Active Points); OIF (-½), Independent (-2), 
  Only Versus Limited Type Of Attack (cold; -½) 
  (total cost:  4 points) plus Life Support (Safe 
  Environment:  Intense Cold) (2 Active Points);  
  OIF (-½), Independent (-2) (total cost:  1 
  point). Total cost:  9 points
  Creation Spell:  19 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  3 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  cLotHinG
  BELT OF STAMINA
  Effect of item:  +10 CON
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This enchanted belt grants the wearer 
  greater endurance, resilience, and stamina. It takes 
  longer for him to tire, and he resists weariness and 
  injury better than normal.
  The +10 CON from the Belt also provides +2 
  ED, +2 REC, +20 END, and +5 STUN to the wearer. 
  If he uses END or loses STUN while wearing it, the 
  used/lost END/STUN comes out of the END and 
  STUN granted by the belt first. If the END used 
  or STUN lost is less than what the Belt provides, 
  he still has his full normal END and STUN when 
  he takes the Belt off; if it’s more than what the Belt 
  provides, he will have lost only the excess above 
  +20 END/+5 STUN.
  Game Information:
  Item:  +10 CON (20 Active Points); OIF (-½), 
  Independent (-2). Total cost:  6 points.
  Creation Spell:  6 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  1 point.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  1 point.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  1 point.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  1 point.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  
  120  Enchantment
  Hero System 5th Edition
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:   
  1 point.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  1 point.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  1 point.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  1 point.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  1 point.
  BOOTS OF THE CRICKET
  Effect of item:  Leaping +6”, Clinging
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This pair of fine, supple leather boots 
  contains two enchantments. The first allows the 
  wearer to leap much further than he ordinarily 
  could; the second allows him to walk along walls 
  and ceilings like an insect. A clever, acrobatic war-
  rior can use them to obtain Surprise Move bonuses 
  in combat; a thief who wears them finds it much 
  easier to steal and then escape pursuit.
  Game Information:
  Item:  Leaping +6”, Reduced Endurance (0 
  END; +½) (9 Active Points); OIF (-½), Inde-
  pendent (-2) (total cost:  3 points) plus Cling-
  ing (normal STR) (10 Active Points);  OIF (-½), 
  Independent (-2) (total cost:  3 points). Total 
  cost:  6 points.
  Creation Spell:  13 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:   
  2 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:   
  2 points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  3 points.
  NECKLACE OF ELOQUENCE
  Effect of item:  +6 to Interaction Skill Rolls
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  END Cost to use:  0
  Description:  This item looks like a well-crafted, 
  expensive necklace (or sometimes a choker, a torc, 
  or the collar of a vest or tunic). It makes the wearer 
  a speaker of great eloquence, a glittering conversa-
  tionalist, and a person whose charms are evident 
  to all.
  Game Information:
  Item:  +6 to Interaction Skill Rolls (30 Active 
  Points); OIF (-½), Independent (-2). Total cost:  
  9 points.
  Creation Spell:  20 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:   
  4 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  
  121 
  The Fantasy Hero Grimoire
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  PHANTOM’S CLOAK
  Effect of item:  Desolidification
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  END Cost to use:  0
  Description:  This seemingly-ordinary cloak pos-
  sesses a potent enchantment:  it allows the wearer 
  to become intangible! He must concentrate to do 
  this, for he has to hold the cloak firmly wrapped 
  around him to maintain the effect.
  Game Information:
  Item:  Desolidification (affected by necroman-
  tic magic), Reduced Endurance (0 END; +½) 
  (60 Active Points); OIF (-½), Concentration (½ 
  DCV throughout; -½), Independent (-2). Total 
  cost:  15 points.
  Creation Spell:  30 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  4 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  5 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  5 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  4 points.
  
  122  Enchantment
  Hero System 5th Edition
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  6 points.
  11)  Large Phantom Cloak:  This form of the Phan-
  tom Cloak is large enough to wrap around one 
  other person, who must move as the wearer moves. 
  Add Usable Simultaneously (+½) and Other Char-
  acter Must Remain Within Cloak And Move As 
  Cloak’s Wearer Moves To Maintain Effect (-¼).
  Item:  80 Active Points; total cost 19 points; 
  Creation Spell:  35 Active Points; total cost:   
  5 points.
  ROBES OF INVISIBILITY
  Effect of item:  Invisibility to Sight Group
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  END Cost to use:  0
  Description:  These exquisitely-made silk robes can, 
  upon mental command from the wearer, render 
  him unseen. Someone who gets close to him 
  might have a chance to perceive him, but even that 
  remains doubtful.
  Game Information:
  Item:  Invisibility to Sight Group, Reduced Endur-
  ance (0 END; +½) (30 Active Points); IAF (-½), 
  Independent (-2). Total cost:  9 points.
  Creation Spell:  20 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  11)  Improved Robes Of Invisibility:  Even someone 
  standing close to the wearer of these Robes cannot 
  see him. Add No Fringe. 
  Item:  45 Active Points; total cost 13 points; 
  Creation Spell:  30 Active Points; total cost  
  4 points.
  12)  Chameleon Robes:  This form of Robes Of 
  Invisibility only works when the wearer remains 
  motionless. Add Chameleon (-½). 
  Item:  30 Active Points; total cost 7 points; 
  Creation Spell:  15 Active Points; total cost  
  2 points.
  
  123 
  The Fantasy Hero Grimoire
  rinGS
  RING OF THE DEADLY TOUCH
  Effect of item:  Various Attack Powers
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Touch
  Magic Roll Penalty to create:  -4
  END Cost to create:  20 Long-Term END
  Charges:  8
  Description:  This ring, usually made of dark metal 
  set with complementary-colored stones, possesses 
  four offensive powers. To use any of them, the 
  wearer must touch the target and mentally com-
  mand the item. He can only use the ring eight times 
  per day.
  Game Information:
  Item:  
  Cost Power
  15 
  Ring Of The Deadly Touch:  Multipower, 
  60-point reserve; all OIF (-½), Independent 
  (-2), 8 Charges for entire reserve (-½)
  1u 
  1)  Lightning Touch:  RKA 2½d6, Armor 
  Piercing (+½); OIF (-½), Independent (-2), 
  No Range (-½)
  2u 
  2)  Morphean Touch:  Drain STUN 6d6; OIF 
  (-½), Independent (-2)
  1u 
  3)  Paralysis Touch:  Entangle 4d6, 4 DEF, 
  Takes No Damage From Attack (+½); OIF 
  (-½), Independent (-2), No Range (-½)
  2u 
  4)  Weakness Touch:  Drain STR 6d6; OIF 
  (-½), Independent (-2)
  Total cost:  21 points
  Creation Spell:  44 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  6 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  8 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  6 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  7 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  7 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  6 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  8 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  9 points.
  11)  Exhaustible Ring:  This form of the ring has but 
  a limited supply of arcane energy; once it’s all used 
  up, it becomes a mundane, if pretty (and valuable) 
  ring. Change to 40 Charges which Never Recover 
  for entire reserve (-1½). 
  Item:  total cost 18 points; 
  Creation Spell:  26 Active Points; total cost  
  4 points.
  RING OF ILLUMINATION
  Effect of item:  Sight Group Images, Sight Group  
  Flash 6d6
  Target/Area Affected by item:  4” Radius/one character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant/Instant
  Range of item’s powers:  No Range/150”
  Magic Roll Penalty to create:  -3
  END Cost to create:  6 Long-Term END
  Charges:  2 Continuing Fuel Charges lasting 1 Hour 
  each/8
  Description:  This ring, typically made of gold and 
  set with diamonds or fire opals, has two mystical 
  powers. First, it can generate bright light for up to 
  two hours per day. Second, it can emit a blinding 
  flash of light eight times per day.
  Game Information:
  Item:  
  Cost Power
  8 
  Illumination:  Sight Group Images, +4 to PER 
  Rolls, Increased Size (4” radius; +½), 2 Con-
  tinuing Fuel Charges (“refuels” itself every 
  dawn; 1 Hour; +¼) (38 Active Points); OIF 
  (-½), Independent (-2), No Range (-½), Only 
  To Create Light (-1)
  7 
  Blinding Illumination:  Sight Group Flash 6d6 
  (30 Active Points); OIF (-½), Independent 
  (-2), 8 Charges (-½)
  Total cost:  15 points
  Creation Spell:  34 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost 
  (x2 END; -½), Requires An Enchantment Roll 
  (-½). Total cost:  6 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  8 
  points.
  creAtinG  
  frAMework 
  iteMS And iteMS 
  witH MULtipLe 
  powerS
  When a character wants 
  to create a magic item 
  built as a Power Frame-
  work using the alternate 
  creation enchanted item 
  creation rules, the fol-
  lowing rules apply:
  Elemental Controls
  The Active Point cost for 
  purposes of determining 
  the cost of the creation 
  spell equals the total Real 
  Point cost (base points + 
  slot points) of the most 
  expensive slot in the item 
  (recalculated without the 
  Independent Limitation), 
  +5 Character Points per 
  additional slot.
  Multipowers
  The Active Point cost for 
  purposes of determining 
  the cost of the creation 
  spell equals the Real 
  Point cost of the reserve 
  plus the real point cost 
  of the slots (all recalcu-
  lated without the Inde-
  pendent Limitation, of 
  course).
  Variable Power Pools
  The Active Point cost for 
  purposes of determining 
  the cost of the creation 
  spell equals the cost of 
  the Pool plus the Real 
  Point cost of the Con-
  trol Cost (recalculated 
  without the Independent 
  Limitation).
  For items that have 
  multiple powers not in 
  a Power Framework, 
  the Active Point cost for 
  purposes of determining 
  the cost of the creation 
  spell equals the total 
  Real Point cost of all the 
  powers (recalculated 
  without the Indepen-
  dent Limitation). If an 
  item has a Framework 
  and powers outside the 
  Framework, the Active 
  Point cost for purposes 
  of determining the cost 
  of the creation spell 
  Continued on next page
  
  124  Enchantment
  Hero System 5th Edition
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  6 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  7 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  7 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  6 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  8 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x2 END; -½). Total cost:  7 points.
  RING OF PENETRATING SIGHT
  Effect of item:  N-Ray Perception
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This ring is usually made of silver 
  or platinum and engraved with eyes around the 
  outside, with the pupil of each eye being a tiny 
  precious stone of some sort. It grants the wearer a 
  limited ability to see through walls and other solid 
  objects. To use it, the wearer must take it off, place 
  it against the object he wants to see through, and 
  then put his eye up to the ring as if looking through 
  a peephole.
  Game Information:
  Item:  N-Ray Perception (Sight Group; cannot 
  perceive through magical wards) (10 Active 
  Points); OIF (-½), Extra Time (Full Phase;  
  -½), Independent (-2), Nonpersistent (-¼), No 
  Range (see text; -½). Total cost:  2 points.
  Creation Spell:  3 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  Continued from last page
  equals the cost of the 
  Framework (see above) 
  plus the Real Cost of 
  the separate power(s) 
  (recalculated without 
  the Independent Limita-
  tion).
  
  125 
  The Fantasy Hero Grimoire
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  1 point.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  1 
  point.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  1 point.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  1 point.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  1 
  point.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  1 point.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  1 point.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  1 point.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  1 point.
  RING OF THE TRAVELER’S CONFIDENCE
  Effect of item:  Bump Of Direction, Detect Exit
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This ring helps keep a character from 
  getting lost. It has two powers. When worn, it 
  provides a character with an innate knowledge of 
  which direction is which, and where he is in rela-
  tion to local ground level.
  But the ring’s most impressive power only 
  works when it’s not worn. If the character finds 
  himself lost in a maze, dense forest, or the like, he 
  can take the ring off, utter the command word, and 
  throw it on the ground. The ring then begins rolling 
  at a rate of 3” per Phase (treat it as having SPD 2) 
  toward the nearest way out of the area in question 
  (while rolling, it could be snatched up by another 
  character). If the ring encounters an obstacle it 
  cannot get around (such as a caved-in underground 
  tunnel), it stops moving until the obstacle is cleared 
  away. The ring can only find the nearest way “out”; 
  it cannot lead a character to any other thing, or 
  even to one specific exit out of several. The GM 
  determines what constitutes being “out” of a given 
  area, based on common sense and other factors; 
  sometimes the exit to an area may simply lead to 
  greater danger....
  Game Information:
  Item:
  Cost Power
  1 
  Knowing North:  Bump Of Direction (3 
  Active Points); OIF (-½), Independent (-2)
  5 
  Find The Way Out:  Detect Exit (see text) 
  (INT Roll +8) (no Sense Group), Range, 
  Sense (20 Active Points); OAF (-1), Indepen-
  dent (-2)
  Total cost:  6 points.
  Creation Spell:  12 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  
  126  Enchantment
  Hero System 5th Edition
  SHieLdS
  SHIELD OF SWIFT DEFENSE
  Effect of item:  +1 SPD
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This enchanted shield not only pro-
  tects the user, it makes him swifter in battle.
  Game Information:
  Item:
  Cost Power
  2 
  Medium Shield:  Multipower, 10-point 
  reserve; all OAF (-1), Independent (-2), STR 
  Minimum (10; -½)
  1u 
  1)  Defense:  +2 DCV (10 Active Points); 
  OAF (-1), Independent (-2), STR Minimum 
  (10; -½)
  1u 
  2)  Shield Bash:  HA +2d6 (10 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½), Inde-
  pendent (-2), STR Minimum (10; -½), Side 
  Effects (OCV penalty equal to DCV bonus, 
  always occurs; -½)
  2 
  Swiftness:  +1 SPD (10 Active Points); OAF 
  (-1), Independent (-2)
  Total cost:  6 points
  Creation Spell:  11 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  1 
  point.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  SHIELD OF FLOATING
  Effect of item:  Swimming +2” and Life Support 
  (Expanded Breathing:  Breathe Underwater)
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant/Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  1/0
  Description:  One of the greatest perils faced by 
  armored warriors is drowning — the weight of 
  armor, shield, and weapons can easily pull them to 
  the bottom if they fall off a ship or into a river. But 
  a fighter with this enchanted shield need not worry; 
  it enhances his ability to swim, and allows him to 
  breathe underwater even if he does sink.
  Game Information:
  Item:
  Cost Power
  2 
  Medium Shield:  Multipower, 10-point 
  reserve; all OAF (-1), Independent (-2), STR 
  Minimum (10; -½)
  1u 
  1)  Defense:  +2 DCV (10 Active Points); 
  OAF (-1), Independent (-2), STR Minimum 
  (10; -½)
  1u 
  2)  Shield Bash:  HA +2d6 (10 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½), Inde-
  pendent (-2), STR Minimum (10; -½), Side 
  Effects (OCV penalty equal to DCV bonus, 
  always occurs; -½)
  1 
  Enhanced Swimming:  Swimming +2” (2 
  Active Points); OAF (-1), Independent (-2)
  1 
  Breath Of The Fish:  Life Support (Expanded 
  Breathing:  Breathe Underwater) (5 Active 
  Points); OAF (-1), Independent (-2)
  Total cost:  6 points.
  Creation Spell:  8 Active Points; OAF Expendable 
  (item creation supplies, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout; -1), Gestures 
  (throughout; -½), Incantations throughout; -½), 
  Increased Endurance Cost (x5 END; -2), Requires 
  An Enchantment Roll (-½). Total cost:  1 point.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:   
  1 point.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  1 point.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  1 point.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  
  127 
  The Fantasy Hero Grimoire
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  1 
  point.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  1 point.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  1 point.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  1 point.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  SHIELD OF STONY DOOM
  Effect of item:  Major Transform 8d6 (living being to 
  stone)
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  No Range
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  Charges:  2
  Description:  This enchanted shield usually depicts a 
  gorgon or similar mystical creature with the ability 
  to turn its enemies into stone, because that’s exactly 
  what the shield can do. Twice per day, the wielder 
  can activate the shield’s power against a foe he’s 
  facing in HTH Combat, petrifying his enemy.
  Game Information:
  Item:
  Cost Power
  2 
  Medium Shield:  Multipower, 10-point 
  reserve; all OAF (-1), Independent (-2), STR 
  Minimum (10; -½)
  1u 
  1)  Defense:  +2 DCV (10 Active Points); 
  OAF (-1), Independent (-2), STR Minimum 
  (10; -½)
  1u 
  2)  Shield Bash:  HA +2d6 (10 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½), Inde-
  pendent (-2), STR Minimum (10; -½), Side 
  Effects (OCV penalty equal to DCV bonus, 
  always occurs; -½)
  19 
  Petrification:  Major Transform 8d6 (living 
  being to stone, heals back through another 
  application of this spell or a like spell) (120 
  Active Points); OAF (-1), Independent (-2), 
  Limited Target (living beings; -¼), No Range 
  (-½), 2 Charges (-1½)
  Total cost:  23 points.
  Creation Spell:  34 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:   
  6 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  5 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  5 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  5 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  6 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  7 points.
  SHIELD OF WEAPON-BREAKING
  Effect of item:  RKA 3d6, Only Versus Weapons
  Target/Area Affected by item:  One weapon
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  No Range
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  Charges:  3
  Description:  Weapons sometimes break during 
  normal combat, but they’re particularly likely to do so 
  when they strike this shield. Three times per day the 
  wielder of the shield can mentally activate the shield’s 
  enchantment, which inflicts damage on weapons. A 
  weapon that isn’t destroyed outright usually ends up 
  cracked, pitted, scarred, or otherwise weakened.
  Game Information:
  Item:
  Cost Power
  2 
  Medium Shield:  Multipower, 10-point 
  reserve; all OAF (-1), Independent (-2), STR 
  Minimum (10; -½)
  1u 
  1)  Defense:  +2 DCV (10 Active Points); 
  OAF (-1), Independent (-2), STR Minimum 
  (10; -½)
  1u 
  2)  Shield Bash:  HA +2d6 (10 Active Points); 
  OAF (-1), Hand-To-Hand Attack (-½), Inde-
  pendent (-2), STR Minimum (10; -½), Side 
  Effects (OCV penalty equal to DCV bonus, 
  always occurs; -½)
  10 
  Weapon-Breaking:  RKA 3d6, Trigger (mental 
  command; +¼) (56 Active Points); OAF (-1), 
  Independent (-2), No Range (-½), 3 Charges 
  (-1¼)
  Total cost:  14 points
  
  128  Enchantment
  Hero System 5th Edition
  Creation Spell:  21 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  StAffS
  DEMON’S-HEAD STAFF
  Effect of item:  Various demon-related powers
  Target/Area Affected by item:  Varies
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Varies
  Range of item’s powers:  Varies
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  Charges:  60 which Never Recover
  Description:  Taking its name from the leering 
  demon’s head that tops it, the Demon’s-Head Staff 
  possesses a variety of powers associated with the 
  infernal. Some say the very first one was actually 
  made by a demon prince, who gave it to one of his 
  most faithful human worshippers along with the 
  secret of how to make more of them.
  Game Information:
  Item:  
  12 
  Demon’s-Head Staff:  Multipower, 67-point 
  reserve; all OAF (-1), Independent (-2), 60 
  Charges which Never Recover (-1½) for 
  entire reserve
  1u 
  1)  Hellfire Blast:  RKA 3d6, Penetrating 
  (+½); OAF (-1), Independent (-2), Requires 
  Three Charges Per Use (-½), Spell (-½)
  1u 
  2)  Writhing Hellfire:  RKA 1d6, Continuous 
  (+1), NND (defense is Power Defense; +1), 
  Does BODY (+1); OAF (-1), Independent 
  (-2), Requires Three Charges Per Use (-½), 
  Spell (-½)
  1u 
  3)  Demon’s Path:  Teleportation 30”; OAF 
  (-1), Independent (-2)
  1u 
  4)  Demonic Possession:  Mind Control 10d6, 
  Telepathic (+¼); OAF (-1), Independent (-2), 
  Requires Two Charges Per Use (-¼), Spell (-½)
  Total cost:  16 points 
  Creation Spell:  30 Active Points; OAF Expend-
  able (item creation supplies, Difficult to 
  obtain; -1¼), Concentration (0 DCV through-
  out; -1), Gestures (throughout; -½), Incanta-
  tions throughout; -½), Increased Endurance 
  Cost (x5 END; -2), Requires An Enchantment 
  Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  5 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  
  129 
  The Fantasy Hero Grimoire
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  5 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  4 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  6 points.
  STAFF OF COMMAND
  Effect of item:  Mind Control 14d6, +50 PRE
  Target/Area Affected by item:  Varies
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant/Constant
  Range of item’s powers:  LOS/varies
  Magic Roll Penalty to create:  -7
  END Cost to create:  14 Long-Term END
  END Cost to use:  0
  Description:  This staff confers upon the one who 
  wields it an aura of authority and a bearing of com-
  mand. When he gives orders, those who receive 
  them hasten to obey; when he speaks to persuade 
  or intimidate, his voice has great power.
  Game Information:
  Item:
  Cost Power
  26 
  Power Of Command:  Mind Control 14d6, 
  Reduced Endurance (0 END; +½) (105 
  Active Points); OAF (-1), Independent (-2)
  12 
  Power Of Authority:  +50 PRE (50 Active 
  Points); OAF (-1), Independent (-2), Nonper-
  sistent (-¼)
  Total cost:  38 points.
  Creation Spell:  74 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost 
  (x2 END; -½), Requires An Enchantment Roll 
  (-½). Total cost:  14 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  16 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  16 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  13 points.
  
  130  Enchantment
  Hero System 5th Edition
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  13 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  15 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  16 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  13 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  17 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x2 END; -½). Total cost:  16 points.
  STAFF OF THE FIRELORDS
  Effect of item:  Various Fire powers
  Target/Area Affected by item:  Varies
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Varies
  Range of item’s powers:  Varies
  Magic Roll Penalty to create:  -4
  END Cost to create:  20 Long-Term END
  Charges/END Cost to use:  60 which Never Recover/0
  Description:  Legend tells that, back in the days when 
  the Lord of the Graven Spear was rising to power and 
  evil things flocked to his banner from the deep and 
  shadowy places of the world, a group of fire mages 
  banded together to protect themselves and others 
  from the growing darkness. They called themselves 
  the Firelords, and to enhance their magic they crafted 
  enchanted staffs of great power. Although all of the 
  Firelords are thousands of years dead and much of 
  their lore is now lost, sometimes one of their staffs 
  surfaces in the hands of a lucky adventurer or scholar.
  Game Information:
  Item:
  Cost Power
  14 
  Staff Of The Firelords:  Multipower, 75-point 
  reserve; OAF (-1), Independent (-2), 60 
  Charges which Never Recover (-1½) for 
  entire reserve
  1u 
  1)  Fireball:  RKA 3d6, Explosion (+½); OAF 
  (-1), Independent (-2), Requires 3 Charges 
  Per Use (-½), Spell (-½)
  1u 
  2)  Magefire Blast:  RKA 1d6+1, NND 
  (defense is Power Defense or the Protection 
  From Fire spell; +1), Does BODY (+1); OAF 
  (-1), Independent (-2), Requires 3 Charges 
  Per Use (-½), Spell (-½)
  2u 
  3)  Banishment Of Fire:  Dispel Fire Powers 
  20d6, any one Fire power one at a time (+¼); 
  OAF (-1), Independent (-2), Spell (-½)
  1u 
  4)  Web Of Fire:  RKA 2d6, Area Of Effect 
  (4” Radius; +1), Personal Immunity (+¼); 
  OAF (-1), Independent (-2), No Range (-½), 
  Requires Two Charges Per Use (-¼), Spell (-½)
  1u 
  5)  Fire Orbs:  RKA 1½d6, Armor Piercing 
  (+½), Autofire (5 shots; +½); OAF (-1), Inde-
  pendent (-2), Spell (-½)
  6 
  Flammifer:  RKA 1 point, Area Of Effect (4” 
  Radius, +1), Selective (+¼), Area Of Effect 
  (One Hex Accurate; +½), Continuous (+1), 
  Penetrating (+½), Reduced Endurance (0 
  END; +½), Sticky (only affects flammables; 
  +¼), Uncontrolled (spell ends when it runs 
  out of fuel or oxygen, or someone extin-
  guishes the flames; +½) (27 Active Points); 
  OAF (-1), Independent (-2), Limited Range 
  (30”; -¼), Spell (-½)
  Total cost:  26 points
  Creation Spell:  42 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  6 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  8 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  6 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  6 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  7 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  6 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  7 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  9 points.
  
  131 
  The Fantasy Hero Grimoire
  STAFF OF REPULSION
  Effect of item:  Force Field (10 PD/10 ED/10 Power 
  Defense), Knockback Resistance -5”
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Constant                    
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  END Cost to use:  0
  Description:  This staff takes its name from the 
  fact that it repels attacks directed at the wielder. 
  While it’s not absolute proof against injury, it often 
  repulses an attack so well that it misses or fails to 
  hurt the wielder.
  Game Information:
  Item:
  Cost Power
  11 
  Defended:  Force Field (10 PD/10 ED/10 
  Power Defense), Reduced Endurance (0 
  END; +½) (45 Active Points); OAF (-1), 
  Independent (-2)
  2 
  Steadfast:  Knockback Resistance -5” (10 
  Active Points); OAF (-1), Independent (-2), 
  Nonpersistent (-¼)
  Total cost:  13 points.
  Creation Spell:  26 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  4 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  5 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  4 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  4 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  4 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  4 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  4 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  5 points.
  wAndS
  IRON SERPENT WAND
  Effect of item:  Entangle 8d6, 8 DEF
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  RBS
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  Charges:  1 Recoverable
  Description:  This wand is made of iron and is shaped 
  to look like a serpent. To use it, the wielder throws 
  it at a target while uttering the command word. If it 
  hits, the wand instantly transforms into a large iron 
  serpent that wraps around the target and keeps him 
  from moving. If the target wriggles or breaks free, the 
  serpent transforms back into a wand and falls to the 
  ground for the character to recover.
  Game Information:
  Item:  Entangle 8d6, 8 DEF (80 Active Points); 
  OAF (-1), Independent (-2), Range Based On 
  STR (-¼), 1 Recoverable Charge (-1¼). Total 
  cost:  14 points.
  Creation Spell:  23 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  4 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  4 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  4 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  5 points.
  
  132  Enchantment
  Hero System 5th Edition
  WAND OF HEALING
  Effect of item:  Simplified Healing 4d6
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Touch
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  Charges:  30 which Never Recover
  Description:  This wand, typically made of ivory, 
  possesses a powerful healing magic. When touched 
  to an injured person, it causes his wounds to heal 
  instantly.
  Game Information:
  Item:  Simplified Healing 4d6 (40 Active Points); 
  OAF (-1), Independent (-2), 30 Charges which 
  Never Recover (-1¾). Total cost:  7 points.
  Creation Spell:  11 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  1 
  point.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  WAND OF MYSTIC DARTS
  Effect of item: RKA 1½d6, Area Of Effect (One Hex 
  Accurate)
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  LOS
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  Charges:  60 which Never Recover
  Description:  The Mystic Dart spell (page 225) is a 
  favorite weapon of many wizards. To ensure they 
  have plenty of Mystic Darts ready at any time, 
  many wizards craft one of these wands for them-
  selves. Wands Of Mystic Darts come in all sorts of 
  appearances and shapes, though many have a long 
  crystal, such as a topaz or tourmaline, on the tip.
  Game Information:
  Item:  RKA 1½d6, Area Of Effect (One Hex 
  Accurate; +½), Line Of Sight (+½) (50 Active 
  Points); OAF (-1), Independent (-2), Only 
  Affects Living Beings (-½), 60 Charges which 
  Never Recover (-1½). Total cost:  8 points.
  Creation Spell:  12 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  
  133 
  The Fantasy Hero Grimoire
  WAND OF THE WILDS
  Effect of item:  Summon any one animal built on up to 
  250 Character Points, Slavishly Loyal
  Target/Area Affected by item:  Special
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  No Range
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  Charges:  1
  Description:  Made of precious wood and carved 
  with various animals and leaves, the Wand Of The 
  Wilds has the power to transform itself into any 
  animal of the wielder’s choice. He simply throws it 
  to the ground and speaks the command word, and 
  the Wand becomes the animal. The animal is com-
  pletely loyal to the wielder and will do whatever he 
  asks, even risking its own life if necessary. If slain, 
  the animal transforms back into the Wand; the 
  wielder can also transform the animal back to the 
  Wand by uttering the command word in reverse.
  The wielder can use the Wand once per day, 
  though the animal thus “created” can remain with 
  the wielder as long as the wielder desires. However, 
  until the animal transforms back into the Wand, the 
  caster cannot use the Wand again.
  Game Information:
  Item:  Summon any one animal built on up to 
  250 Character Points, Expanded Class (any 
  animal; +½), Slavishly Loyal (+1) (125 Active 
  Points); OAF (-1), Independent (-2), 1 Charge 
  (-2). Total cost:  21 points.
  Creation Spell:  31 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  6 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  5 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  5 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  4 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  6 points.
  
  134  Enchantment
  Hero System 5th Edition
  weAponS
  AXE OF CLEAVING
  Effect of item:  HKA 2½d6
  Target/Area Affected by item:  One Hex
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Touch
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  END Cost to use:  0
  Description:  Said to have first been created by the 
  dwarven enchanter Vorgan Mage-Smith in the First 
  Epoch, the Axe Of Cleaving is so powerful that it’s 
  deadly even in the hands of an untrained warrior. 
  Not only does it cut through armor with ease, it 
  sweeps in broad strokes, hitting every foe near the 
  wielder. Many a warrior wielding an Axe Of Cleav-
  ing has leapt into the midst of an entire horde of 
  orcs or goblins to gleefully separate their heads 
  from their bodies with every stroke.
  Game Information:
  Item:  HKA 2½d6 (plus STR), Area Of Effect 
  (One Hex; +½), Reduced Endurance (0 END; 
  +½) (80 Active Points); OAF (-1), Independent 
  (-2), One-And-A-Half-Handed (-¼), STR Min-
  imum (13; -½). Total cost:  17 points.
  Creation Spell:  29 Active Points; OAF Expendable 
  (item creation supplies, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout; -1), Gestures 
  (throughout; -½), Incantations throughout; -½), 
  Increased Endurance Cost (x5 END; -2), Requires 
  An Enchantment Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  5 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  4 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  5 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  4 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  6 points.
  BOW OF DEVASTATION
  Effect of item:  Makes arrows Explosions
  Target/Area Affected by item:  Varies
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  155”
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This enchanted bow (typically a heavy 
  bow, though other versions are known) applies 
  a fireball spell to any arrows it fires so that they 
  explode, injuring many targets instead of just one.
  Game Information:
  Item:  RKA 1½d6, Explosion (-1 DC/2”; +¾) 
  (44 Active Points); OAF (-1), Concentration 
  (½ DCV; -¼), Independent (-2), STR Mini-
  mum (10; STR Cannot Add Damage; -1), Two-
  Handed (-½). Total cost:  8 points.
  Creation Spell:  11 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  1 
  point.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  
  135 
  The Fantasy Hero Grimoire
  INVISIBLE ARROWS
  Effect of item:  RKA 1½d6, Invisible To Sight Group
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Depends on bow used
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  Charges:  10
  Description:  These arrows, which come in sheafs of 
  ten, are invisible (and thus easy to lose). A clever 
  archer can conceal himself and then not reveal his 
  position when he fires them.
  Game Information:
  Item:  RKA 1½d6, Invisible to Sight Group 
  (+½) (37 Active Points); IAF (-½), Beam (-¼), 
  Independent (-2), 10 Charges (-¼). Total cost:  
  9 points.
  Creation Spell:  18 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  SPEAR OF SHATTERING
  Effect of item:  HKA 2d6 + RKA 3d6 Only Versus Armor/
  Shields
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Touch (+1” reach)
  Magic Roll Penalty to create:  -3
  END Cost to create:  15 Long-Term END
  END Cost to use:  0
  Description:  This fearsome spear carries a twofold 
  enchantment. Not only is it sharper and deadlier 
  than a normal spear, but when it strikes it also 
  damages the foe’s armor or shield. A successful hit 
  inflicts the Linked RKA against the foe’s armor; a 
  miss that misses by less than or equal to the DCV 
  bonus provided by the foe’s shield hits the shield 
  and inflicts the Linked RKA against it.
  Game Information:
  Item:  HKA 2d6, Reduced Endurance (0 END; 
  +½) (45 Active Points); OAF (-1), Independent 
  (-2), STR Minimum (10; -½) (total cost:  10 
  points) plus Stretching 1”, Reduced Endurance 
  (0 END; +½) (7 Active Points); OAF (-1), Inde-
  pendent (-2), Always Direct (-¼), No Noncombat 
  Stretching (-¼), Only To Cause Damage (-½), No 
  Velocity Damage (-¼) (total cost:  1 point) plus 
  RKA 3d6 (45 Active Points); OAF (-1), Indepen-
  dent (-2), Linked (to HKA; -½), No Range (-½), 
  Only Works Against Armor And Shields (-½) 
  (total cost:  8 points). Total cost:  19 points.
  Creation Spell:  33 Active Points; OAF Expendable 
  (item creation supplies, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout; -1), Gestures 
  (throughout; -½), Incantations throughout; -½), 
  Increased Endurance Cost (x5 END; -2), Requires 
  An Enchantment Roll (-½). Total cost:  5 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  6 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  5 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  5 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  4 points.
  
  136  Enchantment
  Hero System 5th Edition
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  6 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  7 points.
  SWORD OF THE DOUBLE STRIKE
  Effect of item:  HKA 1½d6, Autofire (2 shots)
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Touch
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  END Cost to use:  0
  Description:  This magical blade is enchanted to 
  have a sort of demi-life of its own. When its wielder 
  successfully strikes a target, the blade twists in his 
  hand, forcing itself around to strike another blow 
  against the same target instantly.
  Game Information:
  Item:   HKA 1½d6, Autofire (2 shots; +¼), 
  Reduced Endurance (0 END; +1) (56 Active 
  Points); OAF (-1), Independent (-2), STR Mini-
  mum (13; -½). Total cost:  12 points.
  Creation Spell:  22 Active Points; OAF Expendable 
  (item creation supplies, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout; -1), Gestures 
  (throughout; -½), Incantations throughout; -½), 
  Increased Endurance Cost (x5 END; -2), Requires 
  An Enchantment Roll (-½). Total cost:  3 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  5 points.
  
  137 
  The Fantasy Hero Grimoire
  SWORD OF SHARP CUTTING
  Effect of item:  HKA 1d6+1, Armor Piercing 
  Target/Area Affected by item:  One character
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  Touch
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  END Cost to use:  0
  Description:  This enchanted longsword’s magi-
  cally sharp edge can cut through even the heaviest 
  armors with ease.
  Game Information:
  Item:  HKA 1d6+1, Armor Piercing (+½), 
  Reduced Endurance (0 END; +½) (40 Active 
  Points); OAF (-1), Independent (-2), STR Mini-
  mum (13; -½). Total cost:  9 points.
  Creation Spell:  16 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  3 points.
  MiSceLLAneoUS 
  encHAnted iteMS
  THE AMULET OF THE CLEAR MIND
  Effect of item:  +10 INT and Mental Defense (10 points 
  + EGO/5)
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  This amulet, usually made of silver 
  and amber, heightens the wearer’s mental faculties. 
  He becomes more observant, more insightful, and 
  more intelligent. Additionally, the amulet provides 
  protection against Sorcery and like spells.
  Game Information:
  Item:  +10 INT (10 Active Points); OAF (-1), 
  Independent (-2) (total cost:  2 points) plus 
  Mental Defense (10 points + EGO/5) (10 
  Active Points); OAF (-1), Independent (-2) 
  (total cost:  2 points). Total cost:  4 points.
  Creation Spell:  10 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  1 point.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:   
  2 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:   
  1 point.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  1 point.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  
  138  Enchantment
  Hero System 5th Edition
  GLITTERGEM
  Effect of item:  Sight Group Flash 8d6, Explosion
  Target/Area Affected by item:  Explosion
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  RBS
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  Charges:  1 Recoverable
  Description:  This gemstone — typically a semi-
  precious stone such as amethyst, but sometimes a 
  diamond or ruby of great size — contains a power-
  ful enchantment of Light. When thrown at a target, 
  it emits a burst of brightness capable of blinding 
  many people at once. The wielder must recover it to 
  use it again.
  Game Information:
  Item:  Sight Group Flash 8d6, Explosion (+½) 
  (60 Active Points); OAF (-1), Independent  
  (-2), Range Based On STR (-¼), 1 Recoverable 
  Charge (-1¼). Total cost:  11 points.
  Creation Spell:  17 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  3 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  3 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  4 points.
  NARVEZ’S MAGNIFICENT MANSION
  Effect of item:  Summon 200-point Base, Slavishly Loyal
  Target/Area Affected by item:  Special
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Instant
  Range of item’s powers:  No Range
  Magic Roll Penalty to create:  -2
  END Cost to create:  10 Long-Term END
  Charges:  1 Recoverable Charge
  Description:  First created by the renowned First 
  Epoch wizard Narvez, a Magnificent Mansion ordi-
  narily resembles a model of a castle, house, or cot-
  tage small enough to fit in one’s pocket. But when 
  it’s placed on the ground and the command word is 
  spoken, it grows to full size. The interior is lavishly 
  furnished, including a larder fully stocked with 
  delicious food. After spending the night in safety 
  and comfort, the owner can then leave the Magnifi-
  cent Mansion, speak the command word again, and 
  shrink it back down to pocket size (this automati-
  cally fails if any living thing remains inside; the 
  Magnificent Mansion is not a weapon). When he 
  next uses it, the larder is once again fully stocked.
  Game Information:
  Item:  Summon one 200-point Base, Slavishly 
  Loyal (+1) (80 Active Points); OAF (-1), Inde-
  pendent (-2), 1 Recoverable Charge (-1¼). 
  Total cost:  15 points.
  Creation Spell:  25 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  4 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  4 points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  4 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  4 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  3 points.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  6)  Easy Spell:  Change to Requires An Enchantment 
  Roll (-1 per 20 Active Points; -¼). Total cost:  4 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  4 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  3 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  5 points.
  
  139 
  The Fantasy Hero Grimoire
  TALISMAN OF THÛN
  Effect of item:  +30 PRE, Only Versus Demons And The 
  Undead
  Target/Area Affected by item:  Self
  Casting Time to create:  1 Day per 10 Active Points
  Casting Procedures to create:  Focus, Gestures, Incan-
  tations
  Duration of item’s powers:  Persistent
  Range of item’s powers:  Self
  Magic Roll Penalty to create:  -1
  END Cost to create:  5 Long-Term END
  END Cost to use:  0
  Description:  Crafted by the wizards of Thûn, and 
  closely associated with their dark sorceries and evil 
  schemes, this talisman confers power over infernal 
  beings and the undead, whom Thûnese spellcasters 
  often use as servants.
  Game Information:
  Item:  +30 PRE (30 Active Points); OAF (-1), 
  Independent (-2), Only Versus Demons And 
  The Undead (-¾). Total cost:  6 points.
  Creation Spell:  11 Active Points; OAF Expend-
  able (item creation supplies, Difficult to obtain; 
  -1¼), Concentration (0 DCV throughout; 
  -1), Gestures (throughout; -½), Incantations 
  throughout; -½), Increased Endurance Cost (x5 
  END; -2), Requires An Enchantment Roll (-½). 
  Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  1 point.
  5)  Difficult Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 5 Active Points; -1). Total cost:  1 
  point.
  6)  Easy Spell:  Change to Requires An Enchant-
  ment Roll (-1 per 20 Active Points; -¼). Total cost:  
  2 points.
  7)  Master’s Version:  Remove Requires An Enchant-
  ment Roll (-½). Total cost:  2 points.
  8)  Lengthy Spell:  Add Extra Time (1 Week per 10 
  Active Points; -½). Total cost:  1 point.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  10)  Untiring Spell:  Remove Increased Endurance 
  Cost (x5 END; -2). Total cost:  2 points.
  
  140  Necromancy
  Hero System 5th Edition
  t
  he arcana of Necromancy includes spells 
  relating to, manipulating, or invoking the 
  forces of life, death, undeath, and related 
  phenomena. Throughout most of the Tura-
  kian lands, people consider it a black and evil art, 
  and with good reason; the forces Necromancy uses 
  tend to attract students of wicked, malicious, or dis-
  turbed mind. Still, some necromancers use their Art 
  in more benign ways, such as to heal the injured.
  In addition to the spells listed here, the GM 
  may want to make some of the Darkness spells 
  described on pages 111-16 part of Necromancy.
  UndeAd creAtion SpeLLS
  At the heart of Necromancy lie spells used to 
  create undead creatures to serve necromancers as 
  soldiers and slaves. In the case of corporeal undead 
  (such as skeletons, zombies, or wights), the necro-
  mancer must have a sufficient number of bodies 
  to bring back to “life”; with incorporeal undead, 
  the creation bears more resemblance to traditional 
  conjuring magics.
  The costs for the undead listed in these spells are 
  derived from The HERO System Bestiary and Mon-
  sters, Minions, And Marauders. You can easily adjust 
  the spells’ costs to allow for more (or less) powerful 
  undead, undead with special abilities, and so forth.
  CREATE GHOST
  Effect:  Summon one 405-point ghost, Slavishly Loyal
  Target/Area Affected:  One ghost
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -16
  END Cost:  16
  Description:  This spell conjures a ghost to serve the 
  necromancer. To cast it, the necromancer must draw 
  a magic circle with necromantic runes, then place a 
  bowl of fresh human blood in the center of the circle 
  before uttering the final incantations. When the spell 
  is complete, the ghost appears, consumes the blood, 
  and enters into the necromancer’s service.
  At the GM’s option, the necromancer receives 
  a +1 bonus to his Necromancy roll to cast this spell 
  if he casts it at a cemetery, former battlefield, or 
  other place where lots of bodies are buried.
  Game Information:  Summon one 405-point 
  ghost, Slavishly Loyal (+1) (162 Active Points); 
  OAF Expendable (bowl of fresh human blood 
  and other necromantic supplies, Extremely 
  Difficult to obtain; -2), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Hour; -3), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Requires A Necromancy Roll (-½). 
  Total cost:  19 points.
  OPTIONS:
  1)  More Ghosts:  Increase to four 405-point ghosts. 
  182 Active Points; total cost 21 points.
  2)  Many More Ghosts:  Increase to 16 405-point 
  ghosts. 202 Active Points; total cost 24 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  18 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  20 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  20 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  23 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  22 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 202 Active Points; total cost 24 
  points.
  13)  Vazander’s Phantomweaving:  This spell creates 
  a ghost with all of the optional powers listed on 
  page 120 of The HERO System Bestiary. Increase to 
  Summon one 525-point ghost. 210 Active Points; 
  total cost 25 points.
  14)  Create Specific Ghost:  This version of the spell 
  conjures the ghost of a specific person to serve the 
  necromancer. Add Specific Being (+1). 243 Active 
  Points; total cost 29 points.
  15)  Ghost-Summoning Ritual:  This form of the spell 
  requires several necromancers to cast. Add Ritual 
  (3 casters; -½). Total cost:  18 points.
  necroMAncY
  
  141 
  The Fantasy Hero Grimoire
  CREATE MUMMY
  Effect:  Summon one 395-point mummy, Slavishly Loyal
  Target/Area Affected:  One mummy
  Casting Time:  1 Day
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -16
  END Cost:  16
  Description:  This spell turns a normal human corpse 
  into a mummy who serves the necromancer. To cast 
  it, the necromancer must have a corpse to work with, 
  and that corpse must be largely intact (it might have 
  suffered a wound or two, but it cannot be missing any 
  limbs or the like). Casting the spell is a day-long pro-
  cess in which the necromancer treats the body with 
  various substances (such as salts of natron), removes 
  the body’s internal organs and replaces them with 
  magical amulets and talismans, and then binds the 
  body with strips of specially-prepared linen cloth. Any 
  significant interruption ruins the whole process.
  At the GM’s option, Embalming is a Comple-
  mentary Skill for the Necromancy roll for this spell.
  Game Information:  Summon one 395-point 
  mummy, Slavishly Loyal (+1) (158 Active 
  Points); OAF Expendable (death scarab amulet 
  carved of jet and anointed with human blood, 
  plus mummification supplies, Extremely Dif-
  ficult to obtain; -2), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Day; -4), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Must Have Proper Body And Mummi-
  fication Facilities (-1), Requires A Necromancy 
  Roll (-½). Total cost:  15 points.
  OPTIONS:
  1)  More Mummies:  Increase to four 395-point 
  mummies. 178 Active Points; total cost 17 points.
  2)  Many More Mummies:  Increase to 16 395-point 
  mummies. 198 Active Points; total cost 19 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  15 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  16 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  20 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 197 Active Points; total cost 19 
  points.
  13)  Sorrelin’s Spell Of Greater Mummy Creation:  
  This spell creates a mummy with all of the optional 
  powers listed on page 123 of The HERO System Bes-
  tiary. Increase to Summon one 579-point mummy. 
  232 Active Points; total cost 22 points.
  14)  Create Specific Mummy:  This version of the 
  spell creates a mummy from a specific person, thus 
  returning that person to “life” to serve the necro-
  mancer. Add Specific Being (+1). 237 Active Points; 
  total cost 23 points.
  15)  Mummy Creation Ritual:  This form of the spell 
  requires several necromancers to cast. Add Ritual 
  (3 casters; -½). Total cost:  14 points.
  CREATE SKELETON
  Effect:  Summon one 179-point skeleton, Slavishly 
  Loyal
  Target/Area Affected:  One skeleton
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  With this spell, a caster can turn a 
  jumble of ordinary human bones, or a mostly 
  excarnated body, into a necromantically-ani-
  mated skeleton. Skeletons make superb servants 
  and warriors in many respects; they do not tire, 
  feel pain, or question orders. However, they do 
  tend to interpret commands literally, and cannot 
  think on their own.
  Game Information:  Summon one 179-point 
  skeleton, Slavishly Loyal (+1) (72 Active Points); 
  OAF Expendable (amulet of bone carved with 
  necromantic runes, some human blood, and 
  necromantic supplies, Extremely Difficult to 
  obtain; -2), Concentration (0 DCV through-
  out; -1), Extra Time (5 Minutes; -2), Gestures 
  (throughout; -½), Incantations (throughout; 
  -½), Must Have Body Or Bones (-1), Requires 
  A Necromancy Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  More Skeletons:  Increase to four 179-point skel-
  etons. 92 Active Points; total cost 11 points.
  2)  Many More Skeletons:  Increase to 16 179-point 
  skeletons. 112 Active Points; total cost 13 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  11 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  
  142  Necromancy
  Hero System 5th Edition
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  8 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  9 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  9 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 11 
  points.
  13)  Tharagoth’s Spell Of Skeletal Recruitment:  This 
  spell creates a veritable army of skeletons. To cast 
  it, the necromancer must be in a cemetery, a recent 
  battlefield, or some other place with lots of bodies 
  or skeletons. Increase to 1,000 179-point skeletons. 
  172 Active Points; total cost 20 points.
  CREATE SPECTER
  Effect:  Summon one 799-point specter, Slavishly Loyal
  Target/Area Affected:  One specter
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -32
  END Cost:  32
  Description:  This spell conjures a specter to serve 
  the necromancer. The spell’s procedures are simi-
  lar in many respects to those of Create Ghost, but 
  instead of a bowl of human blood the caster must 
  have a live sacrifice of some sort — typically a 
  human, but some necromancers substitute various 
  animals instead.
  At the GM’s option, the necromancer receives 
  a +1 bonus to his Necromancy roll to cast this spell 
  if he casts it at a cemetery, battlefield, or other place 
  where lots of bodies are buried.
  Game Information:  Summon one 799-point 
  specter, Slavishly Loyal (+1) (320 Active Points); 
  OAF Expendable (human [or other] sacrifice 
  and other necromantic supplies, Extremely 
  Difficult to obtain; -2), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Hour; -3), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Requires A Necromancy Roll (-½). 
  Total cost:  38 points.
  
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  OPTIONS:
  1)  More Specters:  Increase to four 799-point spec-
  ters. 340 Active Points; total cost 40 points.
  2)  Many More Specters:  Increase to 16 799-point 
  specters. 360 Active Points; total cost 42 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:   
  49 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  40 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  40 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  34 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  35 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  39 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  40 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  46 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  43 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 400 Active Points; total cost 47 points.
  13)  Create Specific Specter:  This version of the 
  spell conjures the specter of a specific person to 
  serve the necromancer. Add Specific Being (+1). 
  480 Active Points; total cost 56 points.
  14)  Specter-Summoning Ritual:  This form of the 
  spell requires several necromancers to cast. Add 
  Ritual (3 casters; -½). Total cost:  35 points.
  CREATE VAMPIRE
  Effect:  Summon one 412-point lesser vampire, Slav-
  ishly Loyal
  Target/Area Affected:  One lesser vampire
  Casting Time:  1 Day 
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -16
  END Cost:  16
  Description:  With this spell, a necromancer can 
  transform an ordinary corpse into a lesser vampire. 
  The corpse must be largely intact (it might have 
  suffered a wound or two, but it cannot be missing 
  any limbs or the like). During the creation process, 
  the necromancer infuses the body not only with 
  fresh human blood, but essence of bat, wolf’s blood, 
  and many other foul substances.
  At the GM’s option, Embalming is a Comple-
  mentary Skill for the Necromancy roll for this spell.
  Game Information:  Summon one 412-point lesser 
  vampire, Slavishly Loyal (+1) (164 Active Points); 
  OAF Expendable (human blood and other foul 
  substances, plus necromantic supplies, Extremely 
  Difficult to obtain; -2), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Day; -4), Gestures 
  (throughout; -½), Incantations (throughout; -½), 
  Must Have Proper Body (-1), Requires A Necro-
  mancy Roll (-½). Total cost:  16 points.
  OPTIONS:
  1)  More Vampires:  Increase to four 412-point lesser 
  vampires. 184 Active Points; total cost 17 points.
  2)  Many More Vampires:  Increase to 16 412-point 
  lesser vampires. 204 Active Points; total cost 19 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  15 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  16 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  16 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  20 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 205 Active Points; total cost 19 points.
  13)  Create Specific Vampire:  This version of the 
  spell creates a lesser vampire from a specific person, 
  
  144  Necromancy
  Hero System 5th Edition
  thus returning that person to “life” to serve the 
  necromancer. Add Specific Being (+1). 246 Active 
  Points; total cost 23 points.
  14)  Vampire Creation Ritual:  This form of the spell 
  requires several necromancers to cast. Add Ritual 
  (3 casters; -½). Total cost:  15 points.
  CREATE WIGHT
  Effect:  Summon one 314-point wight, Slavishly Loyal
  Target/Area Affected:  One wight
  Casting Time:  1 Day 
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -12
  END Cost:  12
  Description:  Instead of letting the corpse of a pow-
  erful or noteworthy man rest easy in death, a necro-
  mancer can use this spell to bring the dead person 
  back to life as a fearsome wight. The corpse must 
  be largely intact (it might have suffered a wound or 
  two, but it cannot be missing any limbs or the like). 
  The necromancer dresses the body in appropriate 
  funerary garb anointed in human blood, performs 
  various preliminary rituals and incantations, and 
  after a day’s effort utters the final blasphemous 
  words that bring the wight back to the land of the 
  living.
  At the GM’s option, Embalming is a Comple-
  mentary Skill for the Necromancy roll for this spell.
  Game Information:  Summon one 314-point 
  wight, Slavishly Loyal (+1) (126 Active 
  Points); OAF Expendable (death mask or robes 
  anointed in human blood, plus necromantic 
  supplies, Extremely Difficult to obtain; -2), 
  Concentration (0 DCV throughout; -1), Extra 
  Time (1 Day; -4), Gestures (throughout; -½), 
  Incantations (throughout; -½), Must Have 
  Proper Body (-1), Requires A Necromancy Roll 
  (-½). Total cost:  12 points.
  OPTIONS:
  1)  More Wights:  Increase to four 314-point wights. 
  146 Active Points; total cost 14 points.
  2)  Many More Wights:  Increase to 16 314-point 
  wights. 166 Active Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  11 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  12 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  13 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  16 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 157 Active Points; total cost 15 
  points.
  13)  Create Specific Wight:  This version of the spell 
  creates a wight from a specific person, thus return-
  ing that person to “life” to serve the necromancer. 
  Add Specific Being (+1). 189 Active Points; total 
  cost 18 points.
  14)  Wight Creation Ritual:  This form of the spell 
  requires several necromancers to cast. Add Ritual 
  (3 casters; -½). Total cost:  11 points.
  CREATE WRAITH
  Effect:  Summon one 568-point wraith, Slavishly Loyal
  Target/Area Affected:  One wraith
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -23
  END Cost:  23
  Description:  This spell conjures a wraith to serve 
  the necromancer. The spell’s procedures resemble 
  those of Create Ghost, but the spell can only be cast 
  at night and involves the sacrifice of a live black cat.
  Game Information:  Summon one 568-point 
  wraith, Slavishly Loyal (+1) (228 Active 
  Points); OAF Expendable (black cat sacrifice 
  and other necromantic supplies, Extremely 
  Difficult to obtain; -2), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Hour; -3), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Only Works At Night (-½), Requires A 
  Necromancy Roll (-½). Total cost:  25 points.
  OPTIONS:
  1)  More Wraiths:  Increase to four 568-point 
  wraiths. 248 Active Points; total cost 27 points.
  2)  Many More Wraiths:  Increase to 16 568-point 
  wraiths. 268 Active Points; total cost 30 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  33 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  27 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  27 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  23 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  24 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  26 points.
  
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  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  27 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  30 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  28 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 285 Active Points; total cost 32 points.
  13)  Create Specific Wraith:  This version of the spell 
  conjures the wraith of a specific person to serve the 
  necromancer. Add Specific Being (+1). 342 Active 
  Points; total cost 38 points.
  14)  Wraith-Summoning Ritual:  This form of the 
  spell requires several necromancers to cast. Add 
  Ritual (3 casters; -½). Total cost:  24 points.
  CREATE ZOMBIE
  Effect:  Summon one 178-point zombie, Slavishly Loyal
  Target/Area Affected:  One zombie
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  With this spell, a caster can turn a most-
  ly-intact corpse into a necromantically-animated 
  zombie. Zombies make superb servants and warriors 
  in many respects; they do not tire, feel pain, or ques-
  tion orders. However, they do tend to interpret com-
  mands literally, and cannot think on their own.
  Game Information:  Summon one 178-point 
  zombie, Slavishly Loyal (+1) (72 Active Points); 
  OAF Expendable (amulet of bone carved with 
  necromantic runes, some human blood, and 
  necromantic supplies, Extremely Difficult to 
  obtain; -2), Concentration (0 DCV through-
  out; -1), Extra Time (5 Minutes; -2), Gestures 
  (throughout; -½), Incantations (throughout;  
  -½), Must Have Body Or Bones (-1), Requires 
  A Necromancy Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  More Zombies:  Increase to four 178-point zom-
  bies. 92 Active Points; total cost 11 points.
  2)  Many More Zombies:  Increase to 16 178-point 
  zombies. 112 Active Points; total cost 13 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  11 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (created 
  undead attacks caster; -1). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  9 points.
  10)  Quick Spell:  Change to Extra Time (1 Minute; 
  -1½). Total cost:  9 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 11 
  points.
  13)  Tharagoth’s Spell Of The Unliving Brigades:  This 
  spell creates a veritable army of zombies. To cast it, 
  the necromancer must be in a cemetery, a recent 
  battlefield, or some other place with lots of as yet 
  undecayed bodies. Increase to 1,000 178-point 
  zombies. 172 Active Points; total cost 20 points.
  offenSiVe SpeLLS
  DEATH TOUCH
  Effect:  RKA 6d6, NND, Does BODY
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -13
  END Cost:  27
  Description:  One of the most powerful spells of 
  Necromancy is this one, which allows a necroman-
  cer to kill with but a touch.
  Game Information:  RKA 6d6, NND (defense is 
  Hargenzarian’s Spell Of Lifeshielding; +1), Does 
  BODY (+1) (270 Active Points); OAF Expend-
  able (shrunken human skull, Very Difficult to 
  obtain; -1½), Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), No Range (-½), 
  Requires A Necromancy Roll (-1 per 20 Active 
  Points; -¼), Spell (-½). Total cost:  57 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 8d6. 360 Active 
  Points; total cost 76 points.
  2)  Weak Spell:  Decrease to RKA 4d6. 180 Active 
  Points; total cost 38 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  83 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  60 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  60 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  suffers effects of spell; -1). Total cost:  47 points.
  7)  Very Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  49 
  points.
  8)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 10 Active Points; -½). Total cost:  
  54 points.
   UniVerSAL 
  creAte UndeAd 
  SpeLL
  With the GM’s approval, 
  necromancers can 
  simply combine all the 
  undead creation spell 
  into one spell of general 
  application:
  Summon one undead 
  being built on 799 
  Character Points or 
  less, Expanded Class 
  (any undead; +½), Slav-
  ishly Loyal (+1) (400 
  Active Points); OAF 
  Expendable (appropriate 
  material components 
  and other necromantic 
  supplies, Extremely 
  Difficult to obtain; -2), 
  Concentration (0 DCV 
  throughout; -1), Extra 
  Time (1 Hour; -3), Ges-
  tures (throughout; -½), 
  Incantations (through-
  out; -½), Requires A 
  Necromancy Roll (-½). 
  Total cost:  47 points.
  This lacks the flavor of 
  having the individual 
  creation spells and their 
  variations, but saves the 
  necromancer Character 
  Points in the long run.
  
  146  Necromancy
  Hero System 5th Edition
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-¼). Total cost:  60 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  63 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  54 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 315 Active Points; total cost 66 
  points.
  13)  Lesser Name Of Death:  By speaking the True 
  Name of Death to someone, the necromancer can 
  cause him to die instantly. Replace No Range (-½) 
  with Limited Range (-¼). 270 Active Points; total 
  cost 60 points.
  14)  Greater Name Of Death:  If the necromancer 
  speaks the True Name of Death, everyone who 
  hears it dies. Add Area Of Effect (20” Radius [“voice 
  range Incantations”]; +1) and Personal Immunity 
  (+¼). 382 Active Points; total cost 80 points.
  DRUATHEK’S NECROMANTIC FETTERS
  Effect:  Mind Control 12d6, Only Versus Undead
  Target/Area Affected:  One undead being
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Druathek the Maleficent, one of the 
  most feared necromancers and sorcerers in the 
  Turakian lands, long ago improved on existing 
  spells for controlling the undead to create one of 
  singular potency and effectiveness. A necroman-
  cer who knows this spell need not fear his created 
  undead turning on him.
  Game Information:  Mind Control 12d6 (60 Active 
  Points); OAF Expendable (corroded miniature 
  bronze chain-and-manacles, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Only 
  Versus Undead Beings (-1), Requires A Necro-
  mancy Roll (-½), Spell (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 15d6. 75 
  Active Points; total cost 16 points.
  2)  Weak Spell:  Decrease to Mind Control 9d6. 45 
  Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  17 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  
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  The Fantasy Hero Grimoire
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Necro-
  mancy rolls for 1d6 hours; -¼). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  11 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  13 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 19 
  points.
  DRUATHEK’S OSSEOUS MALADY
  Effect:  RKA 1d6, NND, Does BODY, +2 Increased STUN 
  Multiplier
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  30”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  Another creation of Druathek the 
  Maleficent, this spell allows a caster to warp and 
  break another person’s skeleton, causing hor-
  rific pain and injuries. It was with this spell that 
  Druathek slew the master assassin Raygr Black-
  thorn, whom one of his many enemies had sent to 
  murder him.
  Game Information:  RKA 1d6, Continuous (+1), 
  +2 Increased STUN Multiplier (+½), NND 
  (defense is Power Defense or having no skeletal 
  structure; +1), Does BODY (+1) (67 Active 
  Points); OAF Expendable (amulet made of 
  warped and twisted bones, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Limited 
  Range (30”; -¼), Requires A Necromancy Roll 
  (-½), Spell (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 135 Active 
  Points; total cost 34 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 45 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  DEX Rolls for 1d6 hours; -¼). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  18 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  19 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  16 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 19 points.
  HISTORY OF BLOOD
  Effect:  RKA 2d6, NND, Does BODY
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  20”
  Magic Roll Penalty:  -13
  END Cost:  6
  Description:  This unusual spell has the terrifying 
  effect of causing the target’s old wounds to re-open, 
  one at a time, until he bleeds to death. Each Phase 
  another old wound opens, or one that’s already 
  opened becomes bigger.
  This spell only affects beings that have been 
  wounded or injured in the past, and only to the 
  extent they have suffered injury. Someone who’s 
  never suffered a serious injury is immune to the 
  spell. Someone who’s only suffered a few injuries 
  can only suffer from the effects of this spell to their 
  extent. In general, the GM can assume that most 
  people have suffered enough cuts, nicks, and minor 
  injuries to take at least one BODY per Phase from 
  this spell, but he may restrict the total damage His-
  tory Of Blood can do to some people. For example, 
  if he knows that a character has only suffered three 
  serious injuries in his life (for 2 BODY, 3 BODY, 
  and 5 BODY damage, respectively), then the most 
  damage that character can take from History Of 
  Blood is 10 BODY.
  Game Information:  RKA 2d6, Continuous (+1), 
  NND (defense is having never been injured, or  
  Hargenzarian’s Spell Of Lifeshielding; +1), Does 
  BODY (+1), Reduced Endurance (½ END; +¼) 
  (127 Active Points); OAF Expendable (minia-
  ture silver dagger, its blade coated with fresh 
  human blood, Very Difficult to obtain; -1½), 
  Extra Time (Full Phase to cast; -¼), Gestures 
  (-¼), Incantations (-¼), Limited Range (20”; 
  -¼), Requires A Necromancy Roll (-½), Spell 
  (-½). Total cost:  28 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 3d6. 191 Active 
  Points; total cost 42 points.
  
  148  Necromancy
  Hero System 5th Edition
  2)  Weak Spell:  Decrease to RKA 1d6. 64 Active 
  Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  42 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  30 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  30 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  27 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  25 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  30 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  32 points.
  10)  Quick Spell:  Remove Extra Time (-¼). Total 
  cost:  30 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  27 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 142 Active Points; total cost 31 points.
  13)  Sa’akiv’s History Of Blood:  The feared Red Nec-
  romancer has devised a particularly painful version 
  of this spell. Add +1 Increased STUN Multiplier 
  (+¼). 135 Active Points; total cost 30 points.
  SA’AKIV’S PREMONITION OF THE GRAVE
  Effect:  Drain PRE 5d6, NND
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  30”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  The enigmatic wizard Sa’akiv, known as 
  the Red Necromancer, refined and improved earlier 
  versions of this spell, and his variant has since been 
  learned by many other necromancers throughout the 
  Turakian lands. Premonitions Of The Grave afflicts 
  living beings with the terror of their own mortality — 
  the knowledge that they will one day die, that death 
  will not be pleasant, and that the afterlife holds no 
  comforts. It has no effect on long-lived or immortal 
  beings, such as dwarves, elves, the undead, or gods.
  Game Information:  Drain PRE 5d6, NND 
  (defense is Life Support [Longevity]; +½), 
  Limited Range (+¼) (87 Active Points); OAF 
  Expendable (chip of stone from a grave marker 
  or tomb, Difficult to obtain; -1¼), Extra Time 
  (Full Phase; -½), Gestures (-¼), Incantations 
  (-¼), Requires A Necromancy Roll (-½), Spell 
  (-½). Total cost:  20 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain PRE 6d6. 105  
  Active Points; total cost 25 points.
  
  149 
  The Fantasy Hero Grimoire
  2)  Weak Spell:  Decrease to Drain PRE 4d6. 70 
  Active Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  29 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  22 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  22 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  PRE 4d6; -½). Total cost:  18 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  18 points.
  8)  Easy Spell:  Change to Requires A Necromancy Roll 
  (-1 per 20 Active Points; -¼). Total cost:  22 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  23 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  23 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  19 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 112 Active Points; total cost 26 points.
  13)  Sargath’s Premonitions Of Death:  Sargath the 
  Vampire Lord has augmented the Red Necroman-
  cer’s spell further, so that the terror of death lasts 
  longer. Add Delayed Return Rate (points return at 
  the rate of 5 per 5 Minutes; +½). 112 Active Points; 
  total cost 26 points.
  SA’AKIV’S SOULRIPPING
  Effect:  RKA 4d6, Penetrating
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  30”
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  Another creation of the feared master 
  of the Whispering Wastes, Sa’akiv’s Soulripping 
  allows a necromancer to literally tear the soul out 
  of a person’s body, killing him instantly. It does not 
  work against beings that lack souls, such as demons, 
  the undead, golems (and other constructs), elemen-
  tals, and the like. The GM determines what beings 
  do and do not have souls.
  Game Information:  RKA 4d6, Penetrating (+½) 
  (90 Active Points); OAF Expendable (page from 
  a priest’s holy book overwritten with necroman-
  tic runes written in human blood, Extremely Dif-
  ficult to obtain; -2), Gestures (-¼), Incantations  
  (-¼), Limited Range (30”; -¼), Not Versus Soul-
  less Beings (-¼), Requires A Necromancy Roll 
  (-½), Spell (-½). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 6d6. 135 Active 
  Points; total cost 27 points.
  2)  Weak Spell:  Decrease to RKA 3d6. 67 Active 
  Points; total cost 13 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  30 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  16 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  19 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  16 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 Active Points; total cost 24 
  points.
  13)  Karrek’s Soulripping:  Karrek the Black has cre-
  ated a version of this spell that keeps tearing the 
  soul from the victim’s body until he dies. Decrease 
  to RKA 3d6 and add Continuous (+1). 112 Active 
  Points; total cost 22 points.
  
  150  Necromancy
  Hero System 5th Edition
  SUMMON GHOUL
  Effect:  Summon one 147-point ghoul
  Target/Area Affected:  One ghoul
  Casting Time:  20 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  In addition to being able to create 
  many types of undead, necromancers can call forth 
  existing undead. This particular spell summons 
  ghouls, with whom the necromancer must negoti-
  ate for service; the options below include spells for 
  other types of undead. The spell only works if there 
  are ghouls nearby (the GM determines what con-
  stitutes “nearby”), and the ghouls must come to the 
  necromancer under their own power.
  Game Information:  Summon one 147-point 
  ghoul (29 Active Points); OAF Expendable 
  (hunk of rancid meat, Easy to obtain; -1), Sum-
  moned Being Must Inhabit Locale (-½), Arrives 
  Under Own Power (-½), Concentration (0 
  DCV throughout; -1), Extra Time (20 Minutes; 
  -2½), Gestures (throughout; -½), Incantations 
  (throughout; -½), Requires A Necromancy Roll 
  (-½). Total cost:  4 points.
  OPTIONS:
  1)  Many Ghouls:  Increase to eight 147-point ghouls. 
  44 Active Points; total cost 5 points.
  2)  Many, Many Ghouls:  Increase to 16 147-point 
  ghouls. 49 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  4 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  4 points.
  6)  Apprentice’s Version:  Add Side Effects (Sum-
  moned beings automatically attack caster; -1). Total 
  cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  4 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  4 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  5 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 43 Active Points; total cost 5 
  points.
  
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  The Fantasy Hero Grimoire
  13)  Friendly Ghoul:  Add Friendly (+¼). 36 Active 
  Points; total cost 4 points.
  14)  Loyal Ghoul:  Add Loyal (+½). 43 Active Points; 
  total cost 5 points.
  15)  Devoted Ghoul:  Add Devoted (+¾). 51 Active 
  Points; total cost 6 points.
  16)  Slavishly Loyal Ghoul:  Add Slavishly Loyal (+1). 
  58 Active Points; total cost 7 points.
  17)  Weak-Willed Ghoul:  Add Weak-Willed (-4 to 
  EGO Rolls; +½). 43 Active Points; total cost 5 points.
  18)  Other Necromantic Summoning Spells:
  Summon Ghost:  Change to Summon one 405-
  point ghost (Focus:  small piece of a burial 
  shroud):  81 Active Points; total cost 10 points.
  Summon Mummy:  Change to Summon one 
  395-point mummy (Focus:  small piece of a 
  mummy’s wrappings):  79 Active Points; total 
  cost 10 points.
  Summon Skeletons:  Change to Summon four 
  179-point skeletons (Focus:  small piece of 
  human bone). 46 Active Points; total cost 6 
  points.
  Summon Specter:  Change to Summon one 
  799-point specter (Focus:  small piece of an 
  elegant burial shroud):  160 Active Points; total 
  cost 20 points.
  Summon Vampires (Lesser):  Change to 
  Summon two 412-point Lesser Vampires 
  (Focus:  splinter of wood from a coffin):  87 
  Active Points; total cost 11 points.
  Summon Vampire (Greater):  Change to Summon 
  one 696-point Greater Vampire (Focus:  splin-
  ter of wood from a coffin):  139 Active Points; 
  total cost 17 points.
  Summon Wights:  Change to Summon four 
  314-point wights (Focus:  bit of earth from a 
  grave-mound or barrow):  73 Active Points; 
  total cost 9 points.
  Summon Wraiths:  Change to Summon two 
  568-point wraiths (Focus:  small piece of black 
  cloth):  119 Active Points; total cost 15 points.
  Summon Zombies:  Change to Summon four 
  178-point zombies (Focus:  small piece of 
  decaying flesh):  46 Active Points; total cost 6 
  points.
  19)  Sa’akiv’s Spell Of Undead Summoning:  This 
  spell summons one of any type of undead. Change 
  to Summon one undead being built on up to 799 
  points, Expanded Class (undead; +½). 240 Active 
  Points; total cost 30 points.
  THRONEK’S AURA OF  
  NECROMANTIC POWER
  Effect:  +60 PRE, Only Versus Undead Beings
  Target/Area Affected:  One or more undead beings
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  The mighty First Epoch necromancer 
  Thronek learned early in his career that sometimes 
  the best way to exert control over an undead was 
  not to leash them with the Necromantic Fetters, but 
  to persuade and intimidate them with displays of 
  power. He developed this spell to take advantage of 
  that fact. He later discovered he could also use it to 
  inspire his undead servants to resist the effects of 
  priestly powers and the like.
  Game Information:  +60 PRE (60 Active Points); 
  OAF Expendable (two gold coins anointed in 
  human blood, Very Difficult to obtain; -1½), 
  Costs Endurance (-½), Gestures (-¼), Incanta-
  tions (-¼), Only Works Against Undead Crea-
  tures (-1), Requires A Necromancy Roll (-½), 
  Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +80 PRE. 80 Active 
  Points; total cost 14 points.
  2)  Weak Spell:  Decrease to +40 PRE. 40 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (focuses 
  undead’s unwelcome attentions solely on caster; -1). 
  Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  10 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 16 
  points.
  
  152  Necromancy
  Hero System 5th Edition
  THRONEK’S SPELL OF WITHERING
  Effect:  RKA 2d6, NND, Does BODY plus Drain Physical 
  Characteristics 1d6, NND
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  40”
  Magic Roll Penalty:  -17
  END Cost:  17
  Description:  When King Hrorgel the Golden led his 
  knights against Thronek to slay him and destroy the 
  grip of fear in which he held the land, the author of 
  the infamous Bloodstained Scrolls used this spell 
  against him. Before the horrified eyes of his retainers, 
  Hrorgel aged dozens of years in the space of but a few 
  seconds, quickly collapsing and dying of extreme old 
  age. Pausing not even long enough to gather the king’s 
  corpse for burial, his warriors fled, and Thronek’s hold 
  over the North was assured for many years to come.
  Game Information:  RKA 2d6, Continuous (+1), 
  NND (defense is Life Support [Longevity]; +½), 
  Does BODY (+1) (105 Active Points); OAF 
  Expendable (piece of flesh from the body of a 
  person who died of old age, Difficult to obtain; 
  -1¼), Extra Time (Full Phase; -½), Gestures  
  (-¼), Incantations (-¼), Limited Range (40”; -¼), 
  Requires A Necromancy Roll (-½), Spell (-½) 
  (total cost:  23 points) plus Drain Physical Char-
  acteristics 1d6 (STR, DEX, CON, BODY), four 
  Characteristics simultaneously (+1), Delayed 
  Return Rate (target recovers his REC in Char-
  acter Points’ worth of each Characteristic per 
  Month; +2), Continuous (+1), Limited Range 
  (40”; +¼), NND (defense is Life Support [Lon-
  gevity]; +½), Does BODY (+1) (67 Active Points); 
  OAF Expendable (piece of flesh from the body of 
  a person who died of old age, Difficult to obtain; 
  -1¼), Extra Time (Full Phase; -½), Gestures  
  (-¼), Incantations (-¼), Linked (-½), Requires A 
  Necromancy Roll (-½), Spell (-½) (total cost:  14 
  points). Total cost:  37 points. 
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 3d6 + Drain 2d6. 
  157 + 135 = 292 Active Points; total cost 35 + 28 = 
  63 points.
  2)  Weak Spell:  Decrease to RKA 1d6 + Drain ½d6. 
  52 + 34 = 86 Active Points; total cost 11 + 7 = 18 
  points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  32 + 
  19 = 51 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  25 + 15 = 40 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  25 + 15 = 40 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼) to RKA. Total cost:  22 + 14 = 36 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  21 + 13 = 34 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  25 + 
  15 = 40 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  26 + 16 = 42 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  26 + 16 = 42 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  22 + 13 = 35 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 + 72 = 192 Active Points; 
  total cost 27 + 15 = 42 points.
  ULGAR’S HAMMER OF THE UNDEAD
  Effect:  RKA 4d6, Affects Desolidified, Only Versus 
  Undead
  Target/Area Affected:  One undead being
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  375”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  Sometimes a necromancer cannot 
  control or cow a renegade undead or the undead 
  servitors of an enemy necromancer. In that case, 
  he may simply have to destroy the undead creature 
  using this spell. It disrupts the forms of undead 
  beings, even incorporeal ones such as ghosts and 
  wraiths.
  Game Information:  RKA 4d6, Affects Desolidi-
  fied (undead and Necromancy-based forms of 
  Desolidification only; +¼) (75 Active Points); 
  OAF Expendable (small piece of a burial shroud 
  soaked in oil, Easy to obtain; -1), Gestures (-¼), 
  Incantations (-¼), Only Versus Undead Beings 
  (-1), Requires A Necromancy Roll (-½), Spell 
  (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 6d6. 112 Active 
  Points; total cost 25 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 37 Active 
  Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  21 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  18 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  19 points.
  
  153 
  The Fantasy Hero Grimoire
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 105 Active Points; total cost 23 points.
  13)  Ulgar’s Greater Hammer Of The Undead:  Ulgar 
  also created a version of his spell that affects any 
  undead in a large area. Add Area Of Effect (8” 
  Radius; +1). 135 Active Points; total cost 30 points.
  VAMPIRIC TOUCH
  Effect:  Transfer BODY and STUN 2d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell drains life-force from the 
  target into the caster. Though the effects are only 
  temporary, they often provide a significant advan-
  tage to the necromancer, who’s simultaneously 
  strengthening himself and weakening his foe.
  Game Information:  Transfer BODY and STUN 
  2d6, take two Characteristics at once from 
  target (+½), grant two Characteristics at 
  once to caster (+½) (60 Active Points); OAF 
  Expendable (strip from a burial shroud tied 
  into a complex necromantic knot, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Necromancy Roll (-½), Spell (-½). 
  Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Transfer 3d6. 90 Active 
  Points; total cost 24 points.
  2)  Weak Spell:  Decrease to Transfer 1d6. 30 Active 
  Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 3d6; -½). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  14 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  17 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 20 points.
  13)  Druathek’s Vampiric Touch:  Druathek the 
  Maleficent often casts a version of this spell with 
  much longer-lasting effects. Tavern tales say he 
  used it to slay the Wizard of Goblin-Face Rock and 
  steal his grimoires and magical items. Add Delayed 
  Recover Rate (points return/fade at the rate of 5 per 
  Hour; +1). 90 Active Points; total cost 24 points.
  VELTHAREX’S SPELL OF TORMENT
  Effect:  Drain DEX 2d6 plus Ego Attack 3d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell inflicts horrific agony on the 
  target. Those who do not pass out find themselves 
  crippled by the torment, unable to make their hands 
  and feet move as swiftly or dexterously as normal.
  Game Information:  Drain DEX 2d6, Ranged 
  (+½), Line Of Sight (+½) (40 Active Points); 
  OAF Expendable (a small piece of human flesh, 
  Difficult to obtain; -1¼), Gestures (-¼), Incanta-
  tions (-¼), Requires A Necromancy Roll (-½), 
  Spell (-½) (total cost:  11 points) plus Ego Attack 
  3d6 (30 Active Points); OAF Expendable (a 
  small piece of human flesh, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Linked  
  (-½), Requires A Necromancy Roll (-½), Spell  
  (-½) (total cost:  7 points). Total cost:  18 points
  OPTIONS:
  1)  Strong Spell:  Increase to Drain DEX 3d6 plus 
  Ego Attack 4d6. 60 + 40 = 100 Active Points; total 
  cost 16 + 9 = 25 points.
  2)  Weak Spell:  Decrease to Drain DEX 1d6 plus 
  Ego Attack 2d6. 20 + 20 = 40 Active Points; total 
  cost 5 + 5 = 10 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  16 + 
  10 = 26 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 + 7 = 18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 + 7 = 18 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  DEX 1d6; -¼). Total cost:  10 + 7 = 17 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  9 + 6 = 15 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 + 
  7 = 18 points.
  
  154  Necromancy
  Hero System 5th Edition
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  12 + 8 = 20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 + 6 = 15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 + 7 = 17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 50 + 45 = 95 Active Points; 
  total cost 13 + 11 = 24 points.
  13)  Veltharex’s Chains Of Torment:  This form of the 
  spell, also developed by the lich Veltharex, contin-
  ues to afflict the victim as long as the caster pays 
  END. Add Continuous (+1) to both powers. 60 + 60 
  = 150 Active Points; total cost 16 + 14 = 30 points.
  WRAITHTOUCH
  Effect:  Drain BODY and STUN 3d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell duplicates the fearsome touch 
  of the wraith, allowing a necromancer to leech the 
  vitality and life-force out of another person.
  Game Information:  Drain BODY and STUN 
  3d6, two Characteristics simultaneously (+½) 
  (45 Active Points); OAF Expendable (piece of 
  cloth from a wraith’s robes, Extremely Difficult 
  to obtain; -2), Gestures (-¼), Incantations (-¼), 
  Requires A Necromancy Roll (-½), Spell (-½). 
  Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain BODY and 
  STUN 4d6. 60 Active Points; total cost 13 points.
  2)  Weak Spell:  Decrease to Drain BODY and 
  STUN 2d6. 30 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  
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  The Fantasy Hero Grimoire
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 2d6; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  9 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 13 points.
  13)   Lurasha’s Wraithtouch:  The effects of this form 
  of the Wraithtouch last much longer than those 
  of the standard spell. Add Delayed Return Rate 
  (points return at the rate of 5 per 5 Minutes; +½). 
  60 Active Points; total cost 13 points.
  14)  Bailthund’s Wraith-Grasp:  The necromancer 
  Bailthund, who lived during the troll-wars of the 
  early Second Epoch, found that many trolls resisted 
  the effects of the Wraithtouch — they were too 
  large and strong for it to have much effect unless 
  cast repeatedly. To counteract that, he developed 
  this version of the spell, which remains in effect as 
  long as the caster continues to touch the target. Add 
  Continuous (+1) and Only Versus Grabbed Targets 
  (-½). 75 Active Points; total cost 15 points.
  15)  Bailthund’s Ray Of The Wraith:  Bailthund also 
  found that having to touch trolls was far too dan-
  gerous for his liking, so he developed a form of 
  the spell that works at range. Add Ranged (+½). 60 
  Active Points; total cost 13 points.
  ZALTHORU’S SPELL OF ETERNAL DEATH
  Effect:  Suppress Healing 10d6, Only Versus Resurrec-
  tion Healing
  Target/Area Affected:  One character
  Casting Time:  Extra Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 10 years, +10 
  years per point by which the caster makes his Necro-
  mancy roll)
  Range:  500”
  Magic Roll Penalty:  -10
  END Cost:  0
  Description:  Zalthoru Priestbane, a necromancer 
  of the First Epoch, created this spell after discover-
  ing that one of his greatest enemies, the high priest 
  Eunorius, had used a resurrection-spell to return to 
  life after Zalthoru thought him slain. Enraged that 
  his enemy would cheat him thus of victory, Zalt-
  horu created a spell that prevents the use of resur-
  rection spells for decades, even centuries.
  In game terms, the necromancer casts this 
  spell on a dead body, and the GM makes a note of 
  the total on the Suppress dice. For the duration of 
  the spell, any time a Healing Resurrection power is 
  used to bring the body back to life, it fails to work 
  unless its Active Points exceed the Supress total.
  Game Information:  Suppress Healing 10d6, 
  Reduced Endurance (0 END, effect can be 
  negated with a successful Dispel Magic spell; 
  +½), Uncontrolled (duration of 10 years, +10 
  years per point by which the caster makes his 
  Necromancy roll; +½) (100 Active Points); OAF 
  Expendable (tiny golden lock, Very Difficult to 
  obtain; -1½), Extra Time (Extra Phase to cast; 
  -½), Gestures (-¼), Incantations (-¼), Only 
  Versus Resurrection Healing (-1), Requires A 
  Necromancy Roll (-½), Spell (-½). Total cost:  
  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Suppress Healing 12d6. 
  120 Active Points; total cost 22 points.
  2)  Weak Spell:  Decrease to Suppress Healing 8d6. 
  80 Active Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  17 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  19 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  20 points.
  
  156  Necromancy
  Hero System 5th Edition
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  20 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 125 Active Points; total cost 23 
  points.
  13)  Ckothem’s Spell Of Interruption:  Building on 
  Zalthoru’s work, the early Second Epoch necro-
  mancer Ckothem created a spell that inhibits any 
  use of Healing Regeneration. Many spellcasters find 
  this spell a valuable weapon against regenerating 
  monsters as well as some enemy wizards. Change 
  to duration of 1 day (+1 day per point by which the 
  caster makes his Necromancy roll) and Only Versus 
  Regeneration Or Resurrection Healing (-¾). Total 
  cost:  19 points.
  defenSiVe SpeLLS
  FEKURA’S SPELL OF THE UNDEAD FORM
  Effect:  Physical and Energy Damage Reduction, Resis-
  tant, 50%
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Minute, +1 
  Minute per point by which the caster makes his Nec-
  romancy roll)
  Range:  Self
  Magic Roll Penalty:  -9
  END Cost:  0
  Description:  This spell temporarily imbues the 
  caster’s body with the injury-resisting properties 
  possessed by many corporeal undead. However, 
  this protection comes with one drawback:  the 
  undead attributes taken on are so strong that the 
  necromancer becomes susceptible to certain spells 
  that otherwise could not affect him, primarily 
  Druathek’s Necromantic Fetters and Thronek’s Aura 
  Of Necromantic Power (the GM decides if other 
  undead-affecting spells can affect the character).
  Game Information:  Physical and Energy 
  Damage Reduction, Resistant, 50%, Uncon-
  trolled (duration of 1 Minute, +1 Minute 
  per point by which the caster makes his Nec-
  romancy roll; +½) (90 Active Points); OAF 
  Expendable (tiny shield made of bone from a 
  slain skeleton or other corporeal undead, Very 
  Difficult to obtain; -1½), Extra Time (Full 
  Phase; -½), Gestures (-¼), Incantations (-¼), 
  
  157 
  The Fantasy Hero Grimoire
  Requires A Necromancy Roll (-½), Side Effect 
  (character becomes susceptible to certain Nec-
  romancy spells [see text], automatically occurs; 
  -½). Total cost:  20 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Physical and Energy 
  Damage Reduction, Resistant, 75%. 180 Active 
  Points; total cost 40 points.
  2)  Weak Spell:  Decrease to Physical and Energy 
  Damage Reduction, Resistant, 25%. 45 Active 
  Points; total cost 10 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  30 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  21 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  21 points.
  6)  Apprentice’s Version:  Add Side Effects (charac-
  ter becomes Vulnerable [2 x effect] to all undead 
  attacks for 1d6 hours; -¼). Total cost:  19 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  18 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  21 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  22 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  22 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  19 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 Active Points; total cost 27 
  points.
  13)  Fekura’s Second Spell Of The Undead Form:  
  Fekura also developed a version of this spell that 
  she could apply to her allies. In later centuries, nec-
  romancers discovered they could sometimes trick 
  someone into accepting the Second Spell, then use 
  the Necromantic Fetters to take control of the vic-
  tim’s mind. Add Usable By Other (+¼). 105 Active 
  Points; total cost 22 points.
  HARGENZARIAN’S SPELL OF  
  LIFE-SHIELDING
  Effect:  Power Defense (20 points), Usable By Other, 
  Only Versus Necromancy And Undead Powers
  Target/Area Affected:  One character
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 10 minutes, +5 
  minutes per point by which the caster makes his Nec-
  romancy roll)
  Range:  Touch
  Magic Roll Penalty:  -3
  END Cost:  0
  Description:  Hargenzarian Tomb-Lord, a late First 
  Epoch necromancer renowned for both building 
  new tombs and exploring ancient ones, created this 
  spell to protect himself and his comrades from the 
  attacks of undead creatures such as wraiths and 
  liches. It also shields the recipient from various 
  Necromancy spells.
  Game Information:  Power Defense (20 points), 
  Uncontrolled (duration of 10 minutes, +5 min-
  utes per point by which the caster makes his 
  Necromancy roll; +½), Usable By Other (+¼) 
  (35 Active Points); OAF Expendable (tiny wax 
  effigy of a person wrapped in a bit of cloth taken 
  from a priest’s vestments, Very Difficult to obtain; 
  -1½), Extra Time (Full Phase; -½), Gestures (-¼), 
  Incantations (-¼), Requires A Necromancy Roll 
  (-½), Only Versus Necromancy And Undead 
  Powers (-1). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Power Defense (30 
  points). 52 Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to Power Defense (10 
  points). 17 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  becomes Vulnerable [2 x effect] to undead Drains 
  for 1d6 hours; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  6 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  8 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 45 Active Points; total cost 9 points.
  
  158  Necromancy
  Hero System 5th Edition
  HIDDEN HEART
  Effect:  Healing 3d6 (Regeneration; 3d6 per Turn), Res-
  urrection
  Target/Area Affected:  Self
  Casting Time:  Special
  Casting Procedures:  Special
  Duration:  Persistent
  Range:  Self
  Magic Roll Penalty:  N/A
  END Cost:  0
  Description:  This unusual but powerful spell allows 
  a necromancer to render his body indestructible by 
  most forms of harm. During a long, strange ritual, 
  the necromancer removes his internal organs and 
  places them, still living, in mystic tanks (which he 
  typically then hides and protects with the strongest 
  magical wards and defenses available to him). As 
  long as his organs remains safely outside his body, 
  he rapidly heals any damage he takes (though he 
  cannot regrow severed limbs), and can even return 
  from the dead!
  Although Hidden Heart involves a spell-like 
  ritual, it grants the caster a mystic power that 
  requires no spell preparations or procedures. There-
  fore a necromancer who wants it simply has to buy 
  it as listed below, without reducing the cost through 
  any Limitations or divisors. He may reverse the 
  process and sell off the ability completely by replac-
  ing the organs in his body via the same ritual, but if 
  he does so, he may never buy the ability again.
  Game Information:  Healing 3d6 (Regenera-
  tion; 3d6 per Turn), Resurrection (others can 
  stop Resurrection by completely destroying the 
  wizard’s body or by killing his removed organs), 
  Reduced Endurance (0 END; +½), Persis-
  tent (+½) (100 Active Points); Extra Time (3 
  BODY/Turn; -1¼), Self Only (-½). Total cost:  
  36 points.
  
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  OSSEOUS ARMOR
  Effect:  Armor (8 PD/8 ED)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell provides a necromancer 
  with protection equal to that of fine plate armor. It 
  requires a special amulet carved from human bone, 
  typically worn on a chain around the neck outside 
  the clothing. When the necromancer casts the spell, 
  the amulet instantly grows and expands to create a 
  suit of bone armor.
  Game Information:  Armor (8 PD/8 ED) (24 
  Active Points); OAF (carved bone amulet; -1), 
  Costs Endurance (-½), Gestures (-¼), Incanta-
  tions (-¼), Requires A Necromancy Roll (-½), 
  Spell (-½). Total cost:  6 points.
  OPTIONS:
  1)  Ckothem’s Osseous Armor:  Increase to Armor 
  (10 PD/10 ED). 30 Active Points; total cost 7 points.
  2)  Vashira’s Osseous Armor:  Decrease to Armor (4 
  PD/4 ED). 12 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 to 
  Necromancy rolls for 1d6 minutes; -¼). Total cost:  
  6 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  5 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  6 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 36 Active Points; total cost 9 
  points.
  SORRELIN’S SLUMBER OF THE TOMB
  Effect:  Simulate Death, EGO Roll +7, Usable By Other 
  plus Life Support (Diminished Eating), Usable By Other
  Target/Area Affected:  One character
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Special
  Range:  Touch
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  This spell allows the caster (or one 
  person whom he designates) to feign death. To all 
  appearances, the recipient appears dead; he can even 
  survive without eating while the spell remains in 
  effect (though he still needs to breathe). The recipi-
  ent designates under what circumstances he awakens 
  (typically the passage of a certain amount of time).
  Game Information:  Simulate Death, EGO Roll 
  +7, Usable By Other (+¼) (12 Active Points); 
  OAF Expendable (tiny, exquisitely-made funer-
  ary mask, Very Difficult to obtain; -1½), Concen-
  tration (0 DCV throughout; -1), Extra Time (1 
  Turn; -1¼), Gestures (throughout; -½), Incanta-
  tions (throughout; -½), Requires A Necromancy 
  Roll (-½) (total cost:  2 points) plus Life Support 
  (Diminished Eating), Usable By Other (+¼) (4 
  Active Points); OAF Expendable (tiny, exquisite-
  ly-made funerary mask, Very Difficult to obtain; 
  -1½), Concentration (0 DCV throughout casting; 
  -1), Extra Time (1 Turn to cast; -1¼), Gestures 
  (throughout casting; -½), Incantations (through-
  out casting; -½), Linked (-½), Requires A Necro-
  mancy Roll (-½) (total cost:  1 point). Total cost:  
  3 points. 
  OPTIONS:
  1)  Strong Spell:  Increase to EGO Roll +10. 16 + 3 = 
  19 Active Points; total cost 3 + 1 = 4 points.
  2)  Weak Spell:  Decrease to EGO Roll +3. 7 + 3 = 10 
  Active Points; total cost 1 + 1 = 2 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  2 + 
  1 = 3 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 + 1 = 3  points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 + 1 = 3  points.
  6)  Apprentice’s Version:  Add Side Effects (-1 to 
  Necromancy rolls for 1d6 hours; -¼). Total cost:  2 
  + 1 = 3  points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  2 + 1 = 3  points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:2 + 1 = 
  3  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  2 + 1 = 3  points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  2 + 1 = 3  points.
  
  160  Necromancy
  Hero System 5th Edition
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 + 1 = 3  points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 17 + 4 = 21 Active Points; total 
  cost 3 + 1 = 4  points.
  WALL OF BONES
  Effect:  Entangle 3d6, 3 DEF
  Target/Area Affected:  8” line
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  210”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates a wall, up to 8” long 
  and 2” tall, of bones woven together to form a solid, 
  durable mass.
  Game Information:  Entangle 3d6 (standard 
  Effect:  3 BODY), 3 DEF, Larger Wall (up to 
  8” long and 2” tall) (42 Active Points); OAF 
  Expendable (small cube of bone with a rune 
  etched in each side, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Only To Form 
  Barriers (-1), Requires A Necromancy Magic 
  Roll (-½), Wall Must Contact The Ground On At 
  Least One Edge (-¼). Total cost:  9 points.
  OPTIONS:
  1)  Weak Spell:  Decrease to Entangle 2d6 (standard 
  Effect:  2 BODY), 3 DEF. 37 Active Points; total cost 
  8 points.
  2)  Free Spell:  Remove OAF (-1¼). Total cost:  13 
  points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  5)  Apprentice’s Version:  Add Side Effects (Entangle 
  2d6, 2 DEF; -¼). Total cost:  9 points.
  6)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  8 points.
  7)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  10 
  points.
  8)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  10 points.
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  8 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 63 Active Points; total cost 14 
  points.
  12)  Greater Wall Of Bone:  This form of the Wall 
  Of Bone is longer than the standard version. Add 
  Larger Wall (+1” height and +4” length). 52 Active 
  Points; total cost 11 points.
  13)  Shapeable Greater Wall Of Bone:  This varia-
  tion on the Greater Wall Of Bone allows the caster 
  to change the Wall’s height or length from use to 
  use. As the Greater Wall Of Bone, but add Varying 
  Dimensions. 62 Active Points; total cost 14 points.
  14)  Wall Of Existing Bones:  This form of the Wall Of 
  Bones spell only works when the caster has a large 
  quantity of real bones to work with (at least 10 kg per 
  hex of wall). Typically this restricts the use of the spell 
  to cemeteries, battlefields, and the like. Add Requires 
  Existing Bones (-1½). Total cost:  7 points.
  WRAITHFORM
  Effect:  Desolidification (affected by Necromancy)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows a necromancer to take 
  on the intangibility powers of a wraith.
  Game Information:  Desolidification (affected by 
  Necromancy) (40 Active Points); OAF Expend-
  able (piece of cloth from a wraith’s robes, 
  Extremely Difficult to obtain; -2), Gestures  
  (-¼), Incantations (-¼), Requires A Necro-
  mancy Roll (-½). Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Add Reduced Endurance (½ END; 
  +¼). 50 Active Points; total cost 12 points.
  2)  Weak Spell:  Add Increased Endurance Cost (x2 
  END; -½). 40 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  11 points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 15 points.
  13)  Carlaysha’s Wraithform:  The necromancer 
  Carlaysha developed this version of the spell so she 
  
  161 
  The Fantasy Hero Grimoire
  could send her familiar, a black dog, through walls 
  on scouting missions. Add Usable By Other (+¼), 
  Reduced Endurance (0 END; +½), Persistent (+½). 
  90 Active Points; total cost 22 points.
  MoVeMent SpeLLS
  OPENING THE GREY PORTAL
  Effect:  Extra-Dimensional Movement (to the Land of 
  the Dead)
  Target/Area Affected:  Self
  Casting Time:  1 Minute
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  20
  Description:  The most powerful and daring necro-
  mancers sometimes visit the Land of the Dead to 
  converse with the departed, or mayhap with Death 
  himself. This rare spell allows them to do so. It can 
  only be cast at night, or in a completely lightless place 
  such as an underground chamber. It causes a vast grey 
  door to appear, through which only the necromancer 
  may pass. Once he has done so, he finds himself at 
  the foot of the Bridge of Last Repose, the crossing of 
  which gains him access to the rest of Death’s Realm. 
  Whispered tales hint at the horrors that dwell within 
  the chasm the Bridge crosses, but the wise necroman-
  cer puts them out of his head as he steps onto it....
  Game Information:  Extra-Dimensional Move-
  ment (to the Land of the Dead) (20 Active 
  Points); OAF Expendable (miniature model of 
  the door, carved of precious woods and studded 
  with gems, Extremely Difficult to obtain; -2), 
  Concentration (0 DCV throughout; -1), Extra 
  Time (1 Minute; -1½), Gestures (throughout cast-
  ing; -½), Incantations (throughout casting; -½), 
  Increased Endurance Cost (x10 END; -4), Only 
  Works At Night Or In Darkness (-¼), Requires A 
  Necromancy Roll (-½). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Add Increased Weight (can trans-
  port a total of 1,600 kg). 40 Active Points; total cost 
  3 points.
  2)  Free Spell:  Remove OAF (-2). Total cost:  2 points.
  3)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  4)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  5)  Apprentice’s Version:  Add Side Effects (Drain 
  END 1d6; -¼). Total cost:  2 points.
  6)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  2 points.
  7)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  2 points.
  8)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  2 points.
  9)  Quick Spell:  Remove Extra Time (-1½). Total 
  cost:  2 points.
  10)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  
  162  Necromancy
  Hero System 5th Edition
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 30 Active Points; total cost 3 
  points.
  12)  Untiring Spell:  Remove Increased Endurance 
  Cost (-4). Total cost:  3 points.
  SenSorY SpeLLS
  DETECT LIFE
  Effect:  Detect Life (INT + 3), Discriminatory, Range
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  With this spell, the caster can detect 
  the presence of life nearby . The necromancer 
  knows how intense the life is (roughly speaking, 
  how healthy and innately powerful the being is) as 
  well as its location (but not well enough to target 
  attacks). However, he cannot discern the fact that 
  someone using Sorrelin’s Slumber Of The Tomb is 
  not really dead; that spell trumps this one.
  Game Information:  Detect Life (INT + 3) (no 
  Sense Group), Discriminatory, Range (23 
  Active Points); OAF Expendable (lens ground 
  from the glass of a funerary goblet, Difficult to 
  obtain; -1¼), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Requires A Necro-
  mancy Roll (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT + 6. 26 Active 
  Points; total cost 7 points.
  2)  Weak Spell:  Decrease to INT + 0. 20 Active 
  Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  9 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  PER Rolls for 1d6 x 10 minutes; -¼). Total cost:  6 
  points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  5 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 34 Active Points; total cost 9 points.
  13)  Lurasha’s Eye Of Life:  This version of the spell 
  is so precise that not even Sorrelin’s Slumber Of 
  The Tomb can thwart it. Change to Detect Life And 
  The Use Of Sorrelin’s Slumber Of The Tomb. 28 
  Active Points; total cost 7 points.
  THE SPELL OF TRUE NECROMANCY
  Effect:  Precognition
  Target/Area Affected:  Self
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  “Necromancy” literally means “foretell-
  ing the future via the dead,” and this spell represents 
  that most basic function of the arcana. With it, a nec-
  romancer can compel a shade or corpse to speak of 
  what will come to pass — though he cannot guaran-
  tee that he can properly interpret the oft-vague words 
  of the dead. To cast the spell, the necromancer needs 
  access to a dead body, be it a corpse in his laboratory 
  or a body buried in a graveyard.
  Game Information:  Clairsentience (Sight Group), 
  Precognition (40 Active Points); OAF Expendable 
  (tiny silver horn plus necromantic supplies, Very 
  Difficult to obtain; -1½), Concentration (0 DCV 
  throughout; -1), Extra Time (5 Minutes to cast; 
  -1), Gestures (throughout casting; -½), Incanta-
  tions (throughout casting; -½), Precognition Only 
  (-1), Requires Dead Body (see text; -1), Requires A 
  Necromancy Roll (-½), Vague And Unclear (-½). 
  Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Remove Vague And Unclear (-½). 
  Total cost:  5 points.
  2)  Weak Spell:  Add Time Modifiers (-½). Total 
  cost:  4 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (ghost or 
  zombie attacks caster; -1). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  4 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  
  163 
  The Fantasy Hero Grimoire
  mancy Roll (-½). Total cost:  5 points.
  10)  Quick Spell:  Change to Extra Time (1 Turn to 
  cast; -¾). Total cost:  5 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 7 
  points.
  MiSceLLAneoUS SpeLLS
  PERFECT EMBALMING
  Effect:  Change Environment (preserve corpse)
  Target/Area Affected:  One corpse
  Casting Time:  Extra Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Year, +1 Year per 
  point by which the caster makes his Necromancy roll)
  Range:  No Range
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  Sometimes a necromancer needs to 
  preserve a body for a time, perhaps so he can get it 
  back to his laboratory to experiment with it, per-
  haps so he has time to resurrect it before it decays. 
  In those cases, he can use this spell, which perfectly 
  preserves a corpse in the state the necromancer 
  found it for a period of one year (or longer). The 
  corpse can still suffer damage from being dropped, 
  attacked, eaten by insects, or the like, but the pas-
  sage of time will not affect it.
  Game Information:  Change Environment 1” 
  radius (preserve corpse), Reduced Endurance 
  (0 END; +½), Uncontrolled (duration of 1 Year, 
  +1 Year per point by which the caster makes 
  his Necromancy roll; +½) (10 Active Points); 
  OAF Expendable (small gold sphere, Difficult 
  to obtain; -1¼), Extra Time (Extra Phase; 
  -¾), Gestures (throughout; -½), Incantations 
  (throughout; -½), No Range (-½), Requires A 
  Necromancy Roll (-½). Total cost:  2 points.
  
  164  Necromancy
  Hero System 5th Edition
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Apprentice’s Version:  Add Side Effects (-2 to Nec-
  romancy rolls for 1d6 hours; -¼). Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires A Necromancy 
  Roll (-1 per 5 Active Points; -1). Total cost:  2 points.
  6)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  2 points.
  7)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  2 points.
  8)  Quick Spell:  Remove Extra Time (-¾). Total 
  cost:  2 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 12 Active Points; total cost 3 points.
  THE SPELL OF THE SECOND SELF
  Effect:  Summon one 350-point spellcaster
  Target/Area Affected:  One spellcaster
  Casting Time:  1 Season
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -14
  END Cost:  14
  Description:  This powerful necromantic work-
  ing allows the caster to grow a second version of 
  himself from just a few drops of his own blood. 
  The growing process takes months, and requires a 
  lab full of vats and other delicate necro-alchemical 
  equipment, but in the end the caster has a second 
  self as a companion. This simulacrum possesses all 
  the knowledge and abilities (including spells) that 
  the caster had when he began the process, and is 
  free-willed — he is not automatically the caster’s 
  slave, and in fact may not even like the caster.
  The write-up below assumes the character is 
  built on 350 Character Points when he begins the 
  creation process, and that he builds his second self 
  on exactly that many points.
  
  165 
  The Fantasy Hero Grimoire
  Game Information:  Summon one 350-point 
  spellcaster, Specific Being (+1) (140 Active 
  Points); OAF Expendable Immobile (drops of 
  the caster’s blood, various rare and expensive 
  supplies, plus laboratory full of vats and like 
  equipment; -3), Extra Time (1 Season; -5½), 
  Requires A Necromancy Roll (-½). Total cost:  
  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Summon one 450-
  point spellcaster.  180 Active Points; total cost 18 
  points.
  2)  Weak Spell:  Decrease to Summon one 250-point 
  spellcaster. 100 Active Points; total cost 10 points.
  3)  Apprentice’s Version:  Add Antagonistic (-¾). 
  Total cost:  13 points.
  4)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  13 points.
  5)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  14 
  points.
  6)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  15 points.
  SOUL FEEDING
  Effect:  Aid END and STUN 2d6, Delayed Recovery Rate 
  (5 points per Hour), Trigger
  Target/Area Affected:  Self
  Casting Time:  1 Minute
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Hour, +1 Hour per 
  point by which the caster makes his Necromancy roll)
  Range:  Self
  Magic Roll Penalty:  -8
  END Cost:  0
  Description:  Credited to many necromancers, but 
  not definitively proven to have been created by 
  any of them, this spell allows a necromancer to 
  draw into himself the soul of a dying intelligent 
  being to temporarily boost his stamina and vitality. 
  Because doing this destroys the soul and prevents 
  any chance of resurrection or reincarnation, most 
  cultures and religions consider Soul Feeding an 
  abomination and a clear sign that the caster using 
  it is evil.
  To use Soul Feeding, the necromancer casts 
  the spell, which remains in effect for one hour 
  or more (this is an unusual use of Uncontrolled, 
  which normally only applies to Constant Powers, 
  and requires the GM’s permission). During that 
  period, any time an intelligent being dies within 
  3” of the caster, the Aid activates and increases his 
  END and STUN; once the spell’s duration ends, so 
  does the ability to gain END and STUN, even if the 
  Trigger has not yet activated. The GM may, at his 
  option, increase or decrease the Aid dice to reflect 
  the relative life-force of various beings; a demi-
  god, powerful wizard, or kindly priest might have a 
  much “richer” soul for the necromancer to feed on, 
  for example.
  Game Information:  Aid END and STUN 2d6, 
  Can Aid Maximum Of 30 Points’ Worth Of 
  Effect, Delayed Recovery Rate (points fade at the 
  rate of 5 per Hour; +1), Trigger (when intelli-
  gent being dies within 3” of caster; +¼), Uncon-
  trolled (duration of 1 Hour, +1 Hour per point 
  by which the caster makes his Necromancy roll; 
  +½) (80 Active Points); OAF Expendable (tiny 
  piece of flawless obsidian, carved to resemble a 
  net and anointed in human blood, Extremely 
  Difficult to obtain; -2), Concentration (0 DCV 
  throughout casting; -1), Extra Time (1 Minute; 
  -1½), Gestures (throughout casting; -½), Incan-
  tations (throughout casting; -½), Requires A 
  Necromancy Roll (-½), Self Only (-½), Side 
  Effects (prevents resurrection of persons whose 
  souls are consumed; -0). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid 3d6, maximum of 
  40 points. 113 Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to Aid 1d6, maximum of 
  20 points. 47 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  14 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  3d6; -½). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  10 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  11 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  16 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  12 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 94 Active Points; total cost 12 
  points.
  
  166  Necromancy
  Hero System 5th Edition
  THE SPELL OF NECROMANTIC HEALING
  Effect:  Simplified Healing 4d6
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Since Necromancy involves control of 
  and manipulation of the energies of life and unlife, 
  necromancers can use it to heal as well as harm. 
  This spell is a common one in the repertoires of 
  many adventuring necromancers.
  Game Information:  Simplified Healing 4d6 
  (40 Active Points); OAF Expendable (small 
  piece of rune-carved wood smeared with the 
  subject’s own blood, Easy to obtain; -1), Extra 
  Time (Full Phase; -½), Gestures (-¼), Incan-
  tations (-¼), Requires A Necromancy Roll 
  (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Simplified Healing 6d6. 
  60 Active Points; total cost 17 points.
  2)  Weak Spell:  Decrease to Simplified Healing 3d6. 
  30 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  16 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  BODY 1d6; -¼). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Necro-
  mancy Roll (-1 per 5 Active Points; -1). Total cost:  
  10 points.
  8)  Easy Spell:  Change to Requires A Necromancy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  12 
  points.
  9)  Master’s Version:  Remove Requires A Necro-
  mancy Roll (-½). Total cost:  13 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 17 
  points.
  12)  Zalthoru’s Spell Of Life Regiven:  Although he’s 
  widely remembered (and reviled) for his struggles 
  against the priest Eunorius and others of his ilk, 
  the lore of Necromancy also credits Zalthoru with 
  creating the first arcane spell able to bring the dead 
  back to life — true life, not the unlife of zombie or 
  vampire. Change to Healing BODY 4d6, Resurrec-
  tion (stopped by burning the body) and change 
  Extra Time to (1 Hour; -3). 60 Active Points; total 
  cost 10 points.
  
  167 
  The Fantasy Hero Grimoire
  S
  orcery is the arcana that covers magics of 
  the mind, thought, illusion, and deception, 
  as well as some related subjects such as sleep 
  and dreams. Because their spells are strange, 
  frightening, and invasive, many people fear and loathe 
  sorcerers, dealing with them only when they must.
  At the GM’s option, characters may base their 
  Sorcery rolls on EGO instead of INT.
  offenSiVe SpeLLS
  For ease of reference, the offensive Sorcery spells 
  are organized into four groups:  Mind-Spells (spells 
  which directly attack or affect the mind); Spells Of 
  Illusion; Wizard’s Hand Spells (telekinetic spells); and 
  Oneiromantic Spells (spells of sleep and dreams).
  Mind-Spells
  BELZORATH’S DOMINION OF THE MIND
  Effect:  Mind Control 10d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This powerful mind-spell, refined in 
  the late First Epoch by the legendary sorcerer Bel-
  zorath and not significantly changed or improved 
  since then, allows a sorcerer to take control of the 
  mind of another person. Since there’s often no clue 
  that this has occurred, and the effects can last for 
  a long time, this spell is greatly feared by many 
  people (particularly those in positions of power.)
  Game Information:  Mind Control 10d6 (50 
  Active Points); OAF Expendable (specially-
  minted gold coin with a sorcery rune carved in 
  each side, Very Difficult to obtain; -1½), Gestures 
  (-¼), Incantations (-¼), Requires A Sorcery Roll 
  (-½), Spell (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 12d6. 60 
  Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to Mind Control 8d6. 40 
  Active Points; total cost 10 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (-1d6 
  points of EGO for 1d6 x 10 minutes; -¼). Total cost: 
  12 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 19 points.
  13)  Algashar’s Dominion Of The Mind:  One improve-
  ment to Belzorath’s Dominion that has achieved 
  widespread acceptance was developed by the sorcerer 
  Algashar in 3475. It allows the caster to deliver com-
  mands to the victim via mind-speech. Add Telepathic 
  (+¼). 62 Active Points; total cost 15 points.
  14)  Restricted Range:  Thanks to an error made in 
  copying that was later copied itself, some versions 
  of Belzorath’s Dominion can only affect targets 
  within 30”. Add Limited Normal Range (30”; -½). 
  Total cost:  12 points.
  15)  The Spell Of The Overwhelming Purpose:  Many 
  permutations of the Dominion-spell that only 
  allow the caster to deliver one specific order or 
  command have been created throughout the cen-
  turies. The caster must choose the Set Effect when 
  he buys the spell, and cannot change it thereafter; 
  usually he changes the spell’s name as well. Total 
  cost:  11 points for Set Effect (-½); 10 points for Set 
  Effect (-1). The best-known of the Spells Of The 
  Overwhelming Purpose is Calikorian’s Charm Of 
  Acquisition, which has as its command “give me all 
  your treasure and let me depart in peace.”
  SorcerY
  
  168  Sorcery
  Hero System 5th Edition
  BENTHARA’S SPELL OF BLISS AND DESPAIR
  Effect:  Mind Control 12d6, Only To Alter/Inflict Emo-
  tional States
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Rather than directly dominating a vic-
  tim’s mind, this spell changes his emotions. It can 
  make a happy person sad, an uncaring person fall 
  in love, or a greedy person lose his desire for gold. 
  The accompanying tables indicate the general level 
  of effect required for various emotional states.
  Game Information:  Mind Control 12d6 (60 
  Active Points); OAF Expendable (crystal vial 
  of tears, Difficult to obtain; -1¼), Gestures 
  (-¼), Incantations (-¼), Only To Alter/Inflict 
  Emotional States (-½), Requires A Sorcery Roll 
  (-½), Spell (-½). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 15d6. 75 
  Active Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Mind Control 9d6. 45 
  Active Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  Sorcery rolls for 1d6 x 10 minutes; -¼). Total cost:  
  13 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  15 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  16 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 21 
  points.
  13)  The Spell Of Intense Emotions:  This variant of 
  the Bliss And Despair only allows the caster to alter 
  or inflict a single emotion, which he must choose 
  when buying the spell (this often entails changing 
  the name as well). Change to Only To Alter/Inflict 
  [A Single Emotional State] (-1). Total cost:  13 
  points.
  
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  The Fantasy Hero Grimoire
  Some examples of this spell:
  Benthara’s Glamour (alter/inflict love)
  Enragement (alter/inflict anger)
  The Spell Of The Grasping Mind (alter/inflict 
  greed)
  Vashira’s Pall Of Dread (alter/inflict fear)
  BentHArA’S SpeLL of BLiSS And deSpAir
  Anger 
  Mind control roll needed
  Annoyed/Frustrated 
  Greater than EGO:  Attack people/
  objects the character would 
  attack anyway; automatically 
  trigger appropriate Enrageds/
  Berserks; if attempting to calm an 
  Enraged/Berserk character, target 
  gets a roll to break free from his 
  Enraged/Berserk when character 
  achieves this level of control
  Angry 
  EGO +10:  Attack people/objects 
  the character dislikes; automati-
  cally calm down Enraged/Berserk 
  characters
  Furious 
  EGO +20:  Attack people/objects 
  the character likes
  Insanely Angry 
  EGO +30:  Attack people/objects 
  the character loves
  Anger:  An sorcerer uses control of anger to make 
  a target so angry at something or someone that he 
  attacks it (or to remove anger the character presently 
  feels). At lower levels of anger, the target only attacks 
  to hurt or damage; at higher levels, he attacks to kill or 
  destroy. The sorcerer may direct the character’s anger 
  at something general (“Aren’t tapestries annoying?”) 
  or something specific (“Your girlfriend has been 
  cheating on you with Duke Dorakus!  Doesn’t that 
  make you really angry at him?”).
  With some modification in terms and effects, you can 
  also use this chart for Hatred.
  fear 
  Mind control roll needed
  Apprehensive/Uneasy 
  Greater than EGO:  Ego Roll at +5 
  to maintain composure; if failed, 
  character avoids the situation or 
  phenomenon causing the fear. 
  Danger Sense automatically trig-
  gered.
  Fearful 
  EGO +10:  As Greater than EGO, 
  but the EGO Roll is unmodified
  Terrified 
  EGO +20:  As Greater than EGO, 
  but the EGO Roll is at -5
  Blind Panic 
  EGO +30:  Character moves away 
  from feared object or phenom-
  enon as fast as possible
  fear:  An sorcerer uses control over the primal emo-
  tion of fear to terrify a victim, or to inspire courage in 
  someone. Victims who fail their EGO Roll normally 
  flee, though they may be paralyzed with fear or may 
  lash out at the feared object or phenomenon in panic. 
  In combat, they do not usually attack the feared 
  object/phenomenon, they only Dodge it. If trapped 
  and unable to flee, they become paralyzed with fear 
  or act in whatever way the GM considers appropriate. 
  If subjected to interrogation, they answer questions 
  willingly (the GM may allow a separate EGO Roll to 
  resist particularly damaging questions). A successful 
  Fear attack automatically triggers the target’s Danger 
  Sense, if any. Interpret the results oppositely (i.e., con-
  front or stand up to the situation or phenomenon), 
  when using this chart for Courage.
  Sadness 
  Mind control roll needed
  Pensive 
  Greater than EGO:  Ego Roll at 
  +5 to maintain composure; if 
  failed, character becomes listless 
  and apathetic, and has difficulty 
  taking any action
  Sad     
  EGO +10:  As EGO +0, but the 
  EGO Roll is unmodified
  Despairing 
  EGO +20:  As EGO +0, but the 
  EGO Roll is at -5
  Depressed 
  EGO +30:  Character becomes 
  totally listless and apathetic; he 
  seriously considers suicide or 
  other extreme “solutions”
  Sadness:  The effects of sadness and depression are 
  difficult to adjudicate in a game setting. The GM 
  should use his best judgment. In general an affected 
  character becomes listless and apathetic, unwilling 
  to act or take control of a situation. This may extend 
  to his entire life, or only to certain situations (for 
  example, a particular battle or mission).
  Love       
  Mind control roll needed
  Sympathetic 
  Greater than EGO:  Character 
  is attracted to people he likes 
  already; he will be inclined to do 
  what they ask of him and will 
  generally try to please them
  Loving  
  EGO +10:  Character is attracted 
  to people he feels neutral about
  Passionate 
  EGO +20:  Character is attracted 
  to people he does not like
  Crazed/Head Over Heels EGO +30:  Character is attracted 
  to people he hates, or who repulse 
  him
  Love:  If the character is already favorably inclined 
  toward someone, using Alter/Inflict Emotions can 
  make him love that person — a minor crush becomes 
  full-blown, heartfelt love. If he’s not favorably inclined, 
  higher levels of effect are required to inspire feelings 
  of attraction and desire.
  With some modification in terms and effects, you can 
  also use this chart for Greed or Lust.
  
  170  Sorcery
  Hero System 5th Edition
  DARTHUVA’S AFFLICTION OF  
  THE CONFUSED MIND
  Effect:  Change Environment, -3 to INT and EGO Rolls, 
  Usable As Attack
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  LOS
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell afflicts the target’s mind 
  with confusion and befuddlement. Unable to think 
  clearly, the victim often has trouble doing anything. 
  Whenever the victim tries to take an Action, he 
  must make an EGO or INT Roll (whichever the 
  GM considers more appropriate); if he fails, he can 
  do nothing (or can only attempt the action with 
  significant penalties to any rolls).
  Game Information:  Change Environment 1” 
  radius, -3 to INT and EGO Rolls, Multiple 
  Combat Effects, Usable As Attack (+1), Ranged 
  (+½), Line Of Sight (+½) (75 Active Points); 
  OAF Expendable (a complicated knot of gold 
  thread, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Only Affects One Specific 
  Person (-¼), Requires A Sorcery Roll (-½), Spell 
  (-½). Total cost:  19 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -4 to INT and EGO 
  Rolls. 93 Active Points; total cost 23 points.
  2)  Weak Spell:  Decrease to -2 to INT and EGO 
  Rolls. 57 Active Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  27 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  suffers the spell’s effects for 1d6 minutes; -1). Total 
  cost:  15 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  17 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  20 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  21 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  18 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 87 Active Points; total cost 22 
  points.
  FEKURA’S BONDS OF FEAR
  Effect:  Drain PRE 6d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  Necromancers have Sa’akiv’s Premoni-
  tion Of The Grave, and some sorcerers favor Vashi-
  ra’s Pall Of Dread, but most sorcerers who want 
  to create feelings of terror in others use this spell, 
  created by the necromancer-sorcerer Fekura during 
  the Drakine Wars of the First Epoch.
  Game Information:  Drain PRE 6d6, Ranged 
  (+½) (90 Active Points); OAF Expendable 
  (piece of obsidian inscribed with fear-runes, 
  Difficult to obtain; -1¼), Gestures (-¼), Incan-
  tations (-¼), Requires A Sorcery Roll (-½), Spell 
  (-½). Total cost:  24 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain PRE 8d6. 120 
  Active Points; total cost 32 points.
  2)  Weak Spell:  Decrease to Drain PRE 4d6. 60 
  Active Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  36 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  26 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  26 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  PRE 3d6; -¼). Total cost:  22 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  21 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  26 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  28 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  21 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  22 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 Active Points; total cost 32 
  points.
  13)  Fekura’s Spell Of Unshakeable Terror:  Fekura 
  also created a version of this spell whose effects last 
  considerably longer. Add Delayed Recovery Rate 
  (points return at the rate of 5 per 5 Minutes; +½). 
  120 Active Points; total cost 32 points.
  
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  The Fantasy Hero Grimoire
  HARTHUVIAN’S SPELL OF  
  MARRED RECOLLECTION
  Effect:  Minor Transform 9d6/Major Transform 6d6, 
  BOECV
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -11
  END Cost:  11
  Description:  This powerful spell alters the victim’s 
  mind so that he forgets crucial facts. Depending on 
  the strength of the victim’s mind and the vividness 
  and importance of the memory, the sorcerer may 
  have to apply the spell more than once to inflict full 
  forgetfulness (in the interest of dramatic sense, the 
  GM may choose to apply the absolute effects rule to 
  allow any single casting to work automatically).
  The victim, having forgotten a particular 
  memory, is not aware he forgot anything. He may 
  later have trouble explaining gaps in his memory, 
  but only another casting of this spell can restore 
  what was taken away.
  This spell can only remove memories. Implant-
  ing false memories requires the Spell Of The 
  Untrustworthy Mind (see below).
  Game Information:
  Cost Power
  47 
  Harthuvian’s Spell Of Marred Recollection:  
  Multipower, 225-point reserve; all slots OAF 
  Expendable (small, cracked marble sphere, 
  Difficult to obtain; -1¼), Extra Time (Full 
  Phase; -½), Gestures (-¼), Incantations (-¼), 
  Limited Target (sentient beings; -¼), Only To 
  Make Target Forget Memories (-½), Requires 
  A Sorcery Roll (-1 per 20 Active Points; -¼), 
  Spell (-½)
  5u 
  1)  Forget Basic Memories:  Minor Trans-
  form 9d6 (sentient being into sentient being 
  without a specific basic memory, heals back 
  through a second application of this spell), 
  BOECV (Mental Defense applies; +1), Works 
  Against EGO, Not BODY (+¼), Reduced 
  Endurance (½ END; +¼); common Limita-
  tions listed above
  5u 
  2)  Forget Deep Memories:  Major Trans-
  form 6d6 (sentient being into sentient being 
  without a specific deep memory, heals back 
  through a second application of this spell), 
  BOECV (Mental Defense applies; +1), Works 
  Against EGO, Not BODY (+¼), Reduced 
  Endurance (½ END; +¼); common Limita-
  tions listed above
  Total cost:  57 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Minor Transform 12d6, 
  Major Transform 8d6. Total cost:  75 points.
  2)  Weak Spell:  Decrease to Minor Transform 6d6, 
  Major Transform 4d6. Total cost:  38 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  76 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  60 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  60 points.
  6)  Apprentice’s Version:  Add Side Effects (caster 
  forgets a corresponding memory; -1). Total cost:  47 
  points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  49 
  points.
  8)  Less Difficult Spell:  Change to Requires A Sor-
  cery Roll (-1 per 10 Active Points; -½). Total cost:  
  53 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-¼). Total cost:  60 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  63 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  53 points.
  12)  Stored Spell:  Increase reserve to 270 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  both slots. Total cost:  69 points.
  HOLKUR’S SPELL OF COURAGEOUS FORM
  Effect:  Aid PRE 4d6, only to enhance courage and 
  morale
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  200”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  With this spell, a sorcerer can aug-
  ment the courage and morale of himself or another 
  person. While he does not make the recipient more 
  impressive, he renders him much more likely to 
  resist the effects of fear or intimidation.
  Game Information:  Aid PRE 4d6, Ranged (+½) 
  (60 Active Points); OAF Expendable (min-
  iature gold sword, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), PRE Only 
  Works To Resist Harmful Presence Attacks And 
  Make Morale/Courage-Related PRE Rolls (-½), 
  Requires A Sorcery Roll (-½), Spell (-½). Total 
  cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid PRE 6d6. 90 Active 
  Points; total cost 21 points.
  2)  Weak Spell:  Decrease to Aid PRE 2d6. 30 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  
  172  Sorcery
  Hero System 5th Edition
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  PRE 3d6; -½). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  15 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  16 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 80 Active Points; total cost 19 
  points.
  13)  Holkur’s Spell Of The Glorious Pronounce-
  ment:  Another version of this spell, also created by 
  Holkur, greatest of the battle-mages of the Dukes 
  of Naath Korian, affects anyone who hears the sor-
  cerer cast it. Add Area Of Effect (6” Radius [“voice 
  range”]; +1). 100 Active Points; total cost 23 points.
  MINDREADING
  Effect:  Telepathy 12d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  One of the most basic — and most 
  useful — spells of Sorcery, Mindreading allows a 
  sorcerer to peer into another person’s mind and 
  discern his thoughts, memories, loves, and fears. 
  Sorcerers can use it to interrogate captives, glean 
  useful information from passersby, or discover 
  secrets with which to blackmail someone.
  Game Information:  Telepathy 12d6 (60 Active 
  Points); OAF Expendable (tiny mirror painted 
  with runes of Sorcery, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Sorcery Roll (-½), Spell (-½). Total cost:  16 
  points.
  
  173 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase to Telepathy 15d6. 75 
  Active Points; total cost 20 points.
  2)  Weak Spell:  Decrease to Telepathy 9d6. 45 
  Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Sor-
  cery rolls for 1d6 hours; -¼). Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 24 
  points.
  13)  Cythara’s Mindtouch:  This version of Mind-
  reading does not work at range; the caster must 
  touch the victim’s head and stare into his eyes. 
  Add  Eye Contact Required (-½) and Skin Contact 
  Required (-1). Total cost:  11 points.
  14)  Vazander’s Spell Of Mental Interrogation:  This 
  spell achieves the same result as Mindreading, but 
  inflicts intense pain in the process. Add Ego Attack 
  2d6, Continuous (+1) (40 Active Points); same 
  Limitations plus Linked (-½) (total cost:  9 points). 
  60 + 40 = 100 Active Points; total cost 16 + 9 = 25 
  points.
  MINDTRAP
  Effect:  Entangle 4d6, 4 DEF, BOECV
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  This spell, a favorite of many sadistic-
  minded sorcerers, traps the victim’s mind in twisting, 
  shimmering planes of sorcerous force. Until his mind 
  can win its way free of the spell, the victim’s body 
  remains paralyzed. But the Mindtrap does have one 
  well-known weakness; the spell known as Torment 
  Of The Mind is particularly effective against it.
  Game Information:  Entangle 4d6, 4 DEF, 
  BOECV (Mental Defense applies; +1), Works 
  Against EGO, Not STR (+¼), Takes No 
  Damage From Physical Attacks (+¼) (100 
  Active Points); OAF Expendable (two tiny 
  mirrors, each inscribed with runes of Sorcery, 
  then glued with their faces together, Difficult to 
  obtain; -1¼), Cannot Form Barriers (-¼), Ges-
  tures (-¼), Incantations (-¼), Mental Defense 
  Adds To EGO (-½), Requires A Sorcery Roll  
  (-½), Spell (-½), Vulnerable (to Torment Of The 
  Mind spell; -1). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Entangle 6d6, 6 DEF. 
  150 Active Points; total cost 27 points.
  2)  Weak Spell:  Decrease to Entangle 3d6, 3 DEF. 75 
  Active Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  23 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (Ego 
  Attack 2d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  17 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  17 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 120 Active Points; total cost 22 points.
  13)  Calikorian’s Mindtrap:  During his long feud 
  with the Crimson Sorcerers of Vurân, Calikorian 
  of Valicia discovered that the Mindtrap was almost 
  useless, since one of the Sorcerers could easily free 
  a trapped ally using Torment Of The Mind. To 
  
  174  Sorcery
  Hero System 5th Edition
  counteract this, Calikorian developed a new version 
  of the spell without that weakness. Remove Vulner-
  able (-1). Total cost:  22 points.
  THE SPELL OF THE  
  UNTRUSTWORTHY MIND
  Effect:  Major Transform 6d6 (sentient being into sen-
  tient being with new/different memories), BOECV
  Target/Area Affected:  One character
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -11
  END Cost:  11
  Description:  This spell goes further than Harthu-
  vian’s Spell Of Marred Recollection, allowing a 
  sorcerer to change existing memories or create fic-
  titious ones that seem completely real to the victim. 
  With it, a sorcerer can make his greatest enemy 
  consider him his best friend, or replace a queen’s 
  orders with ones he prefers.
  Game Information:  Major Transform 6d6 (sen-
  tient being into sentient being with new/dif-
  ferent memories, heals back through a second 
  application of this spell), BOECV (Mental 
  Defense applies; +1), Works Against EGO, Not 
  BODY (+¼), Reduced Endurance (½ END; +¼) 
  (225 Active Points); OAF Expendable (carved 
  pane of smoky quartz, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout; -1), Extra 
  Time (1 Turn; -1¼), Gestures (throughout; -½), 
  Incantations (throughout; -½), Limited Target 
  (sentient beings; -¼), Only To Change Target’s 
  Memories (-½), Requires A Sorcery Roll (-1 per 
  20 Active Points; -¼), Spell (-½). Total cost:  32 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 8d6. 
  300 Active Points; total cost 43 points.
  2)  Weak Spell:  Decrease to Major Transform 4d6. 
  150 Active Points; total cost 21 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  39 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  35 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  35 points.
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects caster; -1). Total cost:  28 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  29 points.
  8)  Less Difficult Spell:  Change to Requires A Sor-
  cery Roll (-1 per 10 Active Points; -½). Total cost:  
  31 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-¼). Total cost:  33 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  36 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 270 Active Points; total cost 39 points.
  TORMENT OF THE MIND
  Effect:  Ego Attack 6d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  One of the most basic Sorcery attack 
  spells, Torment Of The Mind allows a sorcerer to 
  inflict intense mental agony on another being.
  Game Information:  Ego Attack 6d6 (60 Active 
  Points); OAF Expendable (special lens of crystal 
  and amber, Very Difficult to obtain; -1½), Ges-
  tures (-¼), Incantations (-¼), Requires A Sorcery 
  Roll (-½), Spell (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Ego Attack 8d6. 80 
  Active Points; total cost 20 points.
  2)  Weak Spell:  Decrease to Ego Attack 4d6. 40 
  Active Points; total cost 10 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (Ego 
  Attack 3d6; -½). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  16 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 22 
  points.
  13)  Valazemurian’s Spell Of Lasting Torment:  Rather 
  than simply attack his victims a single time, the evil 
  sorcerer Valazemurian, he who served the Dark 
  Mother with such zeal, devised a version that con-
  tinues the agony as long as the sorcerer pays END. 
  Decrease to Ego Attack 3d6 and add Continuous 
  (+1). 60 Active Points; total cost 15 points.
  
  175 
  The Fantasy Hero Grimoire
  Spells of illusion
  ALGASHAR’S GLAMOUR OF FRIGHT
  Effect:  Drain PRE 3d6
  Target/Area Affected:  5” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  The Glamour Of Fright creates a brief 
  illusion that seems so real, and so terrifying, that it 
  frightens anyone caught within it. Algashar, the spell’s 
  creator, recorded in his workbook two instances in 
  which victims of the spell died of sheer fright.
  Game Information:  Drain PRE 3d6, Area Of 
  Effect (5” Radius; +1), Ranged (+½) (75 Active 
  Points); OAF Expendable (tiny demon-mask 
  carved of jade, Very Difficult to obtain; -1½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Sorcery Roll (-½), Spell (-½). Total cost:  19 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain PRE 4d6. 100 
  Active Points; total cost 25 points.
  2)  Weak Spell:  Decrease to Drain PRE 2d6. 50 
  Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  30 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  PRE 2d6; -¼). Total cost:  18 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  17 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  20 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  21 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  17 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 22 
  points.
  13)  Systrosa’s Glamour Of Fright:  Systrosa Night-
  weaver, a gnomish sorceress of great skill, created a 
  version of this spell whose effects last, and deepen, 
  as long as the caster pays END. Decrease to Drain 
  PRE 2d6 and add Continuous (+1) and Reduced 
  Endurance (½ END; +¼). 75 Active Points; total 
  cost 19 points.
  BELZORATH’S INVOCATION  
  OF IMPASSABLE TERRAIN
  Effect:  Sight, Hearing, Smell/Taste, and Touch Group 
  Images
  Target/Area Affected:  250” Radius
  Casting Time:  Extra Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Hour, +1 Hour 
  per point by which the caster makes his Sorcery roll)
  Range:  500”
  Magic Roll Penalty:  -10
  END Cost:  0
  Description:  This spell, often used as battle magic, 
  allows a sorcerer to change the appearance, feel, 
  and smell of the terrain, as well as any associated 
  sounds (such as birdcalls or the roar of a waterfall). 
  Persons who fail their PER Roll react to the terrain 
  as if it were real, which may significantly slow their 
  passage through the area. (Casters also conversant 
  with Druidry may combine this spell with Selgar’s 
  Unfriendly Terrain so that the “altered” terrain 
  slows people down whether they see through the 
  illusion or not.)
  Game Information:  Sight, Hearing, Smell/Taste, 
  and Touch Group Images, -8 to PER Rolls, 
  Increased Size (250” radius; +2), Reduced 
  Endurance (0 END; +½), Uncontrolled (dura-
  tion of 1 Hour, +1 Hour per point by which 
  the caster makes his Sorcery roll; +½) (196 
  Active Points); OAF Expendable (tiny ball of 
  wax sculpted with various terrains, Difficult to 
  obtain; -1¼), Concentration (½ DCV through-
  out casting; -½), Extra Time (Extra Phase; -¾), 
  Gestures (throughout casting; -½), Incantations 
  (throughout casting; -½), Limited Range (500”; 
  -¼), Requires A Sorcery Roll (-1 per 20 Active 
  Points; -¼), Set Effect (any type of terrain; -½), 
  Spell (-½). Total cost:  33 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -12 to PER Rolls. 244 
  Active Points; total cost 41 points.
  2)  Weak Spell:  Decrease to -4 to PER Rolls. 148 
  Active Points; total cost 25 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  41 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  36 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  36 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Sor-
  cery rolls for 1d6 hours; -¼). Total cost:  31 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  29 
  points.
  8)  Less Difficult Spell:  Change to Requires A Sor-
  cery Roll (-1 per 10 Active Points; -½). Total cost:  
  31 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-¼). Total cost:  34 points.
  
  176  Sorcery
  Hero System 5th Edition
  10)  Quick Spell:  Remove Extra Time (-¾). Total 
  cost:  37 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  36 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 220 Active Points; total cost 37 
  points.
  13)  Smaller Or Larger Terrain:  Some sorcerers 
  prefer versions of this spell that affect smaller or 
  larger areas:
  1,000” radius:  220 Active Points; total cost  
  37 points.
  500” radius:  208 Active Points; total cost  
  35 points.
  125” radius:  184 Active Points; total cost  
  31 points.
  64” radius:  171 Active Points; total cost  
  28 points.
  32” radius:  159 Active Points; total cost  
  26 points.
  BELZORATH’S SPELL OF WAKING DREAMS
  Effect:  Sight, Touch, and Hearing Sense Groups 
  Images
  Target/Area Affected:  2” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  125”
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell, crafted aeons ago by the 
  famed sorcerer Belzorath and since refined and 
  perfected by many hands, allows the caster to create 
  illusions so believable they even appear real to the 
  touch. It’s also called Simbalon’s Second Spell Of 
  Illusion, but the attribution to Belzorath is so well-
  known that many sorcerers continue to use it.
  Game Information:  Sight, Touch, and Hearing 
  Sense Groups Images, Increased Size (2” radius; 
  +¼) (25 Active Points); OAF Expendable (three 
  quartz crystals of different colors, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Sorcery Roll (-½), Spell (-½). Total 
  cost:  7 points.
  OPTIONS:
  1)  Simbalon’s Third Spell Of Illusion:  Add -4 to PER 
  Rolls. 40 Active Points; total cost 11 points.
  2)  Simbalon’s First Spell Of Illusion:  Decrease to 1” 
  radius. 20 Active Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  10 points.
  
  177 
  The Fantasy Hero Grimoire
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Sight 
  PER Rolls for 1d6 minutes; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 35 Active Points; total cost 9 
  points.
  13)  Larger Images:  Some sorcerers prefer versions 
  of this spell that affect larger areas:
  4” radius:  30 Active Points; total cost 8 points.
  8” radius:  35 Active Points; total cost 9 points.
  16” radius:  40 Active Points; total cost  
  11 points.
  32” radius:  45 Active Points; total cost  
  12 points.
  64” radius:  50 Active Points; total cost  
  13 points.
  125” radius:  55 Active Points; total cost  
  15 points.
  PRISMATIC BLAST
  Effect:  Energy Blast 4d6, AVLD (Sight Group Flash 
  Defense)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  40”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  One of the few direct attack spells in the 
  arcana of Sorcery, the Prismatic Blast creates a beam 
  of scintillating colors so bright, vivid, and chaotic that 
  they stun the mind of the person they hit.
  Game Information:  Energy Blast 4d6, AVLD 
  (Sight Group Flash Defense; +1½) (50 Active 
  Points); OAF Expendable (small topaz crys-
  tal, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Limited Range (40”; -¼), 
  Requires A Sorcery Roll (-½), Spell (-½). Total 
  cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 6d6. 75 
  Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to Energy Blast 3d6. 37 
  Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects caster; -1). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 15 points.
  13)  Simbalon’s First Prismatic Storm:  With this ver-
  sion of the spell, the scintillating colors continue to 
  whirl around the target’s head as long as the caster 
  pays END. Add Constant (+1). 70 Active Points; 
  total cost 17 points.
  14)  Simbalon’s Second Prismatic Storm:  Simbalon 
  also developed a version of the Prismatic Storm 
  that can affect more than one person at once. As 
  with the First Prismatic Storm, but add Area Of 
  Effect (7” Radius; +1). 90 Active Points; total cost 
  22 points.
  
  178  Sorcery
  Hero System 5th Edition
  SIMBALON’S FIFTH SPELL OF ILLUSION
  Effect:  Mental Illusions 12d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Three centuries ago, Simbalon of the 
  Seven Mists, greatest sorcerer of the modern age, 
  began a vast work:  the collecting, cataloging, and 
  harmonizing of the illusion-spells of the Turakian 
  lands. It took him nearly a hundred years, but 
  when he was finished he had refined the myriad 
  spells of illusion into six spells of varying power 
  and effect. The first three created standard illusions 
  perceivable by many people. The second three were 
  illusions cast directly into a single person’s mind. 
  So profound and efficient was Simbalon’s revision 
  that in the 200 years since he completed his work, 
  his versions of the illusion-spells have become 
  common throughout the world.
  Game Information:  Mental Illusions 12d6 (60 
  Active Points); OAF Expendable (a small prism 
  treated with certain alchemical oils, Very Dif-
  ficult to obtain; -1½), Gestures (-¼), Incanta-
  tions (-¼), Requires A Sorcery Roll (-½), Spell 
  (-½). Total cost:  15 points.
  OPTIONS:
  1)  Simbalon’s Sixth Spell Of Illusion:  Increase to 
  Mental Illusions 15d6. 75 Active Points; total cost 
  19 points.
  2)  Simbalon’s Fourth Spell Of Illusion:  Decrease to 
  Mental Illusions 9d6. 45 Active Points; total cost 11 
  points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to PER 
  Rolls for 1d6 x 10 minutes; -¼). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  16 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 22 points.
  13)  D’ansif’s Spell Of Manifold Illusions:  The wiz-
  ardess D’ansif, who apprenticed with Simbalon for 
  a time, created a version of his Fifth Spell that can 
  affect many minds at once. Add Area Of Effect (6” 
  Radius; +1), Selective (+¼), and Reduced Endur-
  ance (½ END; +¼). 150 Active Points; total cost 37 
  points.
  14)  Simbalon’s Sorcerous Slayer:  Simbalon also 
  created an illusion-spell so realistic and dangerous 
  that it’s far more likely than normal to inflict physi-
  cal harm on the victim. Add Mental Illusions +6d6, 
  same Limitations as above, plus Only To Achieve 
  Damaging Effect Rolls (-1) (30 Active Points; total 
  cost 6 points). 60 + 30 = 90 Active Points; total cost 
  15 + 6 = 21 points.
  THE SPELL OF DOUBLE DECEPTION
  Effect:  Images to Detect Illusion, -4 to PER Rolls
  Target/Area Affected:  250” radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  255”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  The bane of many sorcerers is the 
  Detect Illusion spell (page 184), which quickly and 
  easily reveals their deceptive magics for what they 
  are. But this spell, when cast in conjunction with 
  another illusion-spell, fools Detect Illusion into 
  reading the illusion as being “real.”
  Although the Spell Limitation ordinarily for-
  bids casting spells as multiple-Power attacks, the 
  GM should waive that restriction in the case of this 
  spell, which is meant to be cast together with other 
  illusion-spells. Treat this spell as being Linked with 
  any other illusion-spell it’s cast with, and combine 
  the Sorcery roll penalties and END costs. This spell 
  covers an area equal to that of the base illusion-
  spell, to a maximum of a 250” radius.
  Game Information:  Images to Detect Illusion, -4 
  to PER Rolls, Increased Size (250” radius; +2) (51 
  Active Points); OAF Expendable (small twisted 
  and warped prism, Very Difficult to obtain; -1½), 
  Gestures (-¼), Incantations (-¼), Requires A Sor-
  cery Roll (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -8 to PER Rolls. 87 
  Active Points; total cost 25 points.
  2)  Weak Spell:  Decrease to -2 to PER Rolls. 33 
  Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Sor-
  cery rolls for 1d6 hours; -¼). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 
  points.
  
  179 
  The Fantasy Hero Grimoire
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  16 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 59 Active Points; total cost 17 
  points.
  13)  Untiring Spell:  Add Reduced Endurance (0 
  END; +½). 59 Active Points; total cost 17 points.
  14)  Larger Images:  Some sorcerers prefer versions 
  of this spell that affect larger areas:
  500” radius:  55 Active Points; total cost  
  16 points.
  1,000” radius:  59 Active Points; total cost  
  17 points.
  TARVALLIN’S IMAGES OF DELIGHT
  Effect:  Sight and Hearing Group Images, +1 to PER 
  Rolls
  Target/Area Affected:  2” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  20”
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  A staple of Sorcery, this spell allows the 
  caster to create simple but vivid illusions for enter-
  tainment purposes. In most cases they’re obviously 
  illusions, but sometimes sorcerers in desperate straits 
  find ways to use this spell against their enemies.
  Game Information:  Sight and Hearing Group 
  Images, +1 to PER Rolls, Increased Size (2” 
  radius; +¼) (22 Active Points); OAF Expend-
  able (small colored crystal, Difficult to obtain; 
  -1¼), Gestures (-¼), Incantations (-¼), Limited 
  Range (20”; -¼), Requires A Sorcery Roll (-½), 
  Spell (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +2 to PER Rolls. 26 
  Active Points; total cost 6 points.
  2)  Weak Spell:  Decrease to +0 to PER Rolls. 19 
  Active Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:   
  8 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  
  180  Sorcery
  Hero System 5th Edition
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 Sight 
  and Hearing Group PER Rolls for 1d6 Turns; -¼). 
  Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 31 Active Points; total cost 8 
  points.
  13)  Larger Images:  Some sorcerers prefer versions 
  of this spell that affect larger areas:
  4” radius:  27 Active Points; total cost 7 points.
  8” radius:  31 Active Points; total cost 8 points.
  wizard’s Hand Spells
  WIZARD’S HAND
  Effect:  Telekinesis (10 STR)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  75”
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell allows a character to affect 
  and move objects at a distance, without having to 
  physically touch them.
  Game Information:  Telekinesis (10 STR) (15 
  Active Points); OAF (hand-shaped talisman 
  made of precious wood or stone; -1), Affects 
  Whole Object (-¼), Gestures (-¼), Incantations 
  (-¼), Requires A Sorcery Roll (-½), Spell (-½). 
  Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telekinesis (20 STR). 
  30 Active Points; total cost 8 points.
  2)  Stronger Spell:  Increase to Telekinesis (30 STR). 
  45 Active Points; total cost 12 points.
  3)  Even Stronger Spell:  Increase to Telekinesis (40 
  STR). 60 Active Points; total cost 16 points.
  4)  Weak Spell:  Decrease to Telekinesis (6 STR). 9 
  Active Points; total cost 2 points.
  5)  Free Spell:  Remove OAF (-1). Total cost:  5 
  points.
  6)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  7)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  8)  Apprentice’s Version:  Add Side Effects (Drain 
  END 2d6; -¼). Total cost:  4 points.
  9)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  10)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  4 points.
  11)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  5 points.
  12)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  13)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  14)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 22 Active Points; total cost 6 
  points.
  15)  Wizard’s Fist:  A sorcerer can use this form 
  of the Wizard’s Hand to “punch” people. Remove 
  Affects Whole Object (-¼). Total cost:  4 points.
  16)  Wizard’s Dexterous Hand:  Some sorcerers prefer 
  a version of Wizard’s Hand that allows them to pre-
  form precise tasks. Add Fine Manipulation:
  Telekinesis (6 STR):  19 Active Points; total cost 
  5 points.
  Telekinesis (10 STR):  25 Active Points; total 
  cost 7 points.
  Telekinesis (20 STR):  40 Active Points; total 
  cost 11 points.
  Telekinesis (30 STR):  55 Active Points; total 
  cost 15 points.
  Telekinesis (40 STR):  70 Active Points; total 
  cost 19 points.
  
  181 
  The Fantasy Hero Grimoire
  oneiromantic Spells
  MALIGARD’S MORPHEAN ASSAULT
  Effect:  Energy Blast 8d6, NND
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  40”
  Magic Roll Penalty:  -8
  END Cost:  8
  Description:  This spell, the best known of several 
  created by Maligard the Oneiromancer early in the 
  Second Epoch, causes victims to become sleepy and 
  fall into slumber.
  Game Information:  Energy Blast 8d6, NND 
  (defense is Life Support [Diminished Sleep]; +1) 
  (80 Active Points); OAF Expendable (feather, 
  Easy to obtain; -1), Gestures (-¼), Incantations 
  (-¼), Limited Range (40”; -¼), Requires A Sor-
  cery Roll (-½), Spell (-½). Total cost:  21 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Energy Blast 10d6. 100 
  Active Points; total cost 27 points.
  2)  Weak Spell:  Decrease to Energy Blast 6d6. 60 
  Active Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  29 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  23 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  23 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 2d6; -¼). Total cost:  20 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  19 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  23 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  25 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  19 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  20 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 100 Active Points; total cost 27 points.
  13)  Maligard’s Morphean Siege:  Maligard also created 
  a version of his Morphean Assault that has less initial 
  power, but continues to affect the target until he falls 
  asleep. Decrease to Energy Blast 5d6 and add Con-
  tinuous (+1). 75 Active Points; total cost 20 points.
  14)  Simbalon’s Slumbrous Vapors:  Simbalon has 
  improved upon Maligard’s Morphean Siege so that 
  it affects everyone in a 6” area. As is typical for the 
  lord of the Seven Mists, the spell’s effects manifest as 
  a colored vapor that fills the area. Decrease to Energy 
  Blast 4d6 and add Area Of Effect (6” Radius; +1) and 
  Continuous (+1). 80 Active Points; total cost 21 points.
  SYSTROSA’S SPELL OF  
  DREAM MANIPULATION
  Effect:  Mental Illusions 12d6, Only To Alter Dreams
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Systrosa Nightweaver created this spell 
  for use against several courtiers who opposed her 
  policies in council. Wanting to manipulate their 
  actions, but so subtly no one would detect her 
  actions, she used this spell to alter their dreams 
  so they would think they were receiving messages 
  from the gods. Since her time, other sorcerers 
  (who learned the spell from the workbooks she left 
  behind when she died) have made similar use of it, 
  or employed it for more benign purposes (such as 
  easing a child’s nightmares).
  Game Information:  Mental Illusions 12d6 
  (60 Active Points); OAF Expendable (a small 
  piece of lapis lazuli wrapped in black velvet; 
  Very Difficult to obtain; -1½), Gestures (-¼), 
  Incantations (-¼), No Range (-½), Only To 
  Alter Dreams (-1), Requires A Sorcery Roll  
  (-½), Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mental Illusions 15d6. 
  75 Active Points; total cost 14 points.
  2)  Weak Spell:  Decrease to Mental Illusions 9d6. 45 
  Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Sor-
  cery rolls for 1d6 hours; -¼). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  11 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 16 
  points.
  
  182  Sorcery
  Hero System 5th Edition
  13)  Systrosa’s Spell Of Distant Dreams:  For times 
  when she could not get close to her sleep victims, Sys-
  trosa created this version of her Dream Manipulation 
  spell. Remove No Range (-½). Total cost:  12 points.
  defenSiVe SpeLLS
  ALZAMAR’S CLOAK OF THE UNSEEN
  Effect:  Invisibility to Sight Group
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell masks the sorcerer from the 
  sight of others. While protected by Alzamar’s Cloak, 
  a spellcaster can walk right past an observant city 
  watchman or guardian golem without being seen.
  Game Information:  Invisibility to Sight Group (20 
  Active Points); OAF Expendable (perfectly clear 
  polished quartz crystal, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Requires A Sor-
  cery Roll (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Add No Fringe. 30 Active Points; 
  total cost 9 points.
  2)  Weak Spell:  Add Bright Fringe (-¼). 20 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 30 Active Points; total cost 9 points.
  13)  Alzamar’s Mantle Of Misperception:  Alzamar 
  also created a version of this spell which conceals 
  the sounds of the caster’s footfalls. Add Hearing 
  Group. 25 Active Points; total cost 8 points.
  14)  Petros’s Spell Of Elusion:  Unfortunately, the Cloak 
  Of The Unseen was not enough to save Alzamar from 
  a squad of drakine soldiers, who discovered his loca-
  tion by smell and butchered him. Petros, thinking so 
  sorry a fate particularly inappropriate for a mage of 
  power, devised this variant, which masks the caster 
  
  183 
  The Fantasy Hero Grimoire
  to smell as well as sight. Add Smell/Taste Group. 25 
  Active Points; total cost 8 points.
  15)  Untiring Spell:  Add Reduced Endurance (0 
  END; +½). 30 Active Points; total cost 9 points.
  16)  Uncontrolled Spell:  This spell remains in effect 
  for several minutes, regardless of what else the 
  caster does, or even if he loses consciousness. Add 
  Reduced Endurance (0 END; +½) and Uncon-
  trolled (duration of 10 minutes, +10 minutes per 
  point by which the caster makes his Sorcery roll; 
  +½). 40 Active Points; total cost 12 points.
  17)  Shared Spell:  Add Usable By Other (+¼). 25 
  Active Points; total cost 8 points.
  18)  Sicard’s Obfuscating Cloud:  This variant of the 
  Cloak Of The Unseen creates a “cloud” of arcane 
  energies that conceal anyone near the caster when 
  he casts the spell. As long as those people remain 
  within 5” of him, the invisibility continues to 
  cover them; if they leave that area, they become 
  visible again (and do not become invisible if they 
  re-enter the area). Add Area Of Effect (5” Radius; 
  +1), Mobile (+1), and Reduced Endurance (0 END; 
  +½). 70 Active Points; total cost 21 points.
  SICARD’S SPELL OF THE VARYING VISAGE
  Effect:  Shape Shift (Sight, Hearing, and Touch Groups, 
  any humanoid form), Imitation
  Target/Area Affected:  Self
  Casting Time:  1 Minute
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows the caster to cover 
  himself in a potent illusion that changes his appear-
  ance (he can even imitate other persons). He 
  cannot alter his height more than a little, but he 
  could appear to have wings or claws. Casting the 
  spell requires the blood of a masquer, a humanoid 
  monster with similar abilities. 
  Game Information:  Shape Shift (Sight, Hear-
  ing, and Touch Groups, any humanoid form), 
  Imitation (36 Active Points); OAF Expend-
  able (drop of blood from a masquer, Very Dif-
  ficult to obtain; -1½), Concentration (½ DCV 
  throughout casting; -½), Extra Time (1 Minute 
  to cast; -¾), Gestures (throughout casting; -½), 
  Incantations (throughout casting; -½), Requires 
  A Sorcery Roll (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Add Smell/Taste Group. 39 Active 
  Points; total cost 7 points.
  2)  Weak Spell:  Remove Hearing and Touch 
  Groups. 30 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (+2 to 
  others’ PER Rolls to perceive caster for 1d6 hours; 
  -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  8 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  8 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 54 Active Points; total cost 10 points.
  12)  Shared Spell:  Add Usable By Other (+¼). 45 
  Active Points; total cost 9 points.
  13)  Less Tiring Spell:  Add Costs Endurance Only 
  To Change Shape (+¼). 45 Active Points; total cost 
  9 points.
  THE SPELL OF THE DIVERSE SELF
  Effect:  Sight and Hearing Group Images, -5 to PER 
  Rolls, Set Effect (5 copies of self)
  Target/Area Affected:  4” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell creates an illusion to sight 
  and sound of five duplicates of the character. The 
  image also makes it look as if all six “people” are 
  moving around within the 4” radius of the power, 
  and makes all five duplicates mimic whatever the 
  character does. The illusion even mirrors wounds 
  or other effects received by the character or one 
  image on all six of them. However, if an attack 
  would “kill” one of the images, it simply disap-
  pears, leaving the remaining images behind and 
  unchanged.
  If an attacker has no way to figure out which 
  of the six is the real person (such as making a 
  Smell-based PER Roll to sniff him out), and no 
  area-affecting attack big enough to cover the 4” 
  radius, the GM should roll 1d6 for each attack. 
  On a 1, the real character gets hit; otherwise, 
  an image takes the blow, leaving the character 
  unharmed.
  Game Information:  Sight and Hearing Group 
  Images, -5 to PER Rolls, Increased Size (4” 
  radius; +½) (45 Active Points); OAF Expend-
  able (five tiny humanoid figurines, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  No Range (-½), Requires A Sorcery Roll (-½), 
  Set Effect (see text; -1). Total cost:  9 points.
  
  184  Sorcery
  Hero System 5th Edition
  OPTIONS:
  1)  Strong Spell:  Increase to -8 to PER Rolls. 58 
  Active Points; total cost 12 points.
  2)  Weak Spell:  Decrease to -3 to PER Rolls. 36 
  Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 DCV 
  for 1 Turn; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Sorcery Roll 
  (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  10 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 60 Active Points; total cost 13 points.
  THE SPELL OF THE IRON MIND
  Effect:  Mental Defense (14 points + EGO/5), Usable By 
  Other
  Target/Area Affected:  One character
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 10 minutes, +10 
  minutes per point by which the caster makes his Sor-
  cery roll)
  Range:  Self/Touch
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  This spell heightens the powers of the 
  caster’s mind (or the mind of the person he casts it 
  on), making him less susceptible to many Sorcery 
  spells.
  Game Information:  Mental Defense (14 points 
  + EGO/5), Usable By Other (+¼), Uncon-
  trolled (duration of 10 minutes, +10 minutes 
  per point by which the caster makes his Sorcery 
  roll; +½) (24 Active Points); OAF Expendable 
  (iron tower figurine, Difficult to obtain; -1¼), 
  Extra Time (Full Phase; -½), Gestures (-¼), 
  Incantations (-¼), Requires A Sorcery Roll  
  (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mental Defense (20 
  points + EGO/5). 35 Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Mental Defense (10 
  points + EGO/5). 17 Active Points; total cost 4 
  points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  EGO 1d6; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  7 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 31 Active Points; total cost 8 points.
  SenSorY SpeLLS
  DETECT ILLUSION
  Effect:  Detect Illusion
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell detects whether a given phe-
  nomena or substance is actually an illusion created 
  by a spell or like ability. At the GM’s option, the 
  spell can also determine whether a person is being 
  affected by a Mental Illusions power defined as an 
  illusion-spell.
  Game Information:  Detect Illusion (INT Roll 
  +2) (no Sense Group), Discriminatory, Range 
  (17 Active Points); OAF Expendable (finely-
  ground lens, Difficult to obtain; -1¼), Costs 
  Endurance (-½), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Sorcery Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT Roll +4. 19 Active 
  Points; total cost 4 points.
  2)  Weak Spell:  Decrease to INT Roll. 15 Active 
  Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  6 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  
  185 
  The Fantasy Hero Grimoire
  6)  Apprentice’s Version:  Add Side Effects (-2 PER 
  Rolls for 1d6 minutes; -¼). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  4 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  4 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 25 Active Points; total cost 6 
  points.
  DETECT INVISIBILITY
  Effect:  Detect Invisibility
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell detects whether an invisibil-
  ity spell, such as Alzamar’s Cloak Of The Unseen, is 
  in use in a given area. 
  Game Information:  Detect Invisibility (INT 
  Roll +2) (no Sense Group), Range (10 Active 
  Points); OAF Expendable (finely-ground amber 
  lens, Difficult to obtain; -1¼), Costs Endurance 
  (-½), Extra Time (Full Phase to cast; -¼), Ges-
  tures (-¼), Incantations (-¼), Requires A Sor-
  cery Roll (-½). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT Roll +4. 12 Active 
  Points; total cost 3 points.
  2)  Weak Spell:  Decrease to INT Roll. 8 Active 
  Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  
  186  Sorcery
  Hero System 5th Edition
  6)  Apprentice’s Version:  Add Side Effects (-2 PER 
  Rolls for 1d6 minutes; -¼). Total cost:  2 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  3 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase to 
  cast; -¼). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 15 Active Points; total cost 4 
  points.
  MINDSEEKING
  Effect:  Mind Scan 10d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Special
  Magic Roll Penalty:  -5
  END Cost:  5 END to activate
  Description:  This spell allows a sorcerer to use the 
  power of his mind to search an area for another 
  mind. If he succeeds in finding and “contacting” 
  that mind, he can then use many other Sorcery 
  attack spells against it.
  Game Information:  Mind Scan 10d6 (50 Active 
  Points); OAF Expendable (small crystal sphere 
  wrapped in a map of the area to be Scanned, 
  Difficult to obtain; -1¼), Gestures (-¼), Incan-
  tations (-¼), Requires A Sorcery Roll (-½), Spell 
  (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Scan 12d6. 60 
  Active Points; total cost 16 points.
  2)  Weak Spell:  Decrease to Mind Scan 8d6. 40 
  Active Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STUN 3d6; -½). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  15 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  12 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 20 
  points.
  ONEIROMANCY
  Effect:  Precognition
  Target/Area Affected:  Self
  Casting Time:  6 Hours (see text)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Oneiromancy — the art of interpreting 
  dreams to read the future — allows a sorcerer to 
  see what is soon to pass. To cast this spell, the caster 
  must make half the preparations necessary, then lay 
  down to sleep for at least six hours. When he awak-
  ens, he completes the procedures of the spell, and 
  his dreams and their import are revealed to him.
  Game Information:  Clairsentience (Sight 
  Group), Precognition (40 Active Points); OAF 
  Expendable (onyx amulet of an eye, plus onei-
  romantic supplies, Very Difficult to obtain; 
  -1½), Concentration (0 DCV throughout; -1), 
  Extra Time (6 Hours; -3½), Gestures (through-
  out; -½), Incantations (throughout; -½), Instant 
  (-½), Precognition Only (-1), Requires A Sor-
  cery Roll (-½), Vague And Unclear (-½). Total 
  cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Remove Vague And Unclear (-½). 
  Total cost:  4 points.
  2)  Weak Spell:  Add Time Modifiers (-½). Total 
  cost:  4 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  4 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  4 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  4 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  4 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 6 
  points.
  
  187 
  The Fantasy Hero Grimoire
  MiSceLLAneoUS SpeLLS
  THE SPELL OF THE CLEAR MIND
  Effect:  Aid INT and EGO 3d6
  Target/Area Affected:  Self
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  This spell grants a sorcerer the abil-
  ity to clear his mind and enhance its power for 
  the casting of Sorcery. Sorcerers often use it right 
  before a battle to improve their chances of defeat-
  ing their foes.
  Game Information:  Aid INT and EGO 3d6, 
  two Characteristics simultaneously (+½), 
  Delayed Return Rate (points fade at the rate of 
  5 per 5 Minutes; +½) (60 Active Points); OAF 
  Expendable (black lotus powder, Very Difficult 
  to obtain; -1½), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Sorcery Roll (-½), Self Only (-½). Total cost:  13 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid INT and EGO 4d6. 
  80 Active Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Aid INT and EGO 2d6. 
  40 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  INT and EGO 1d6; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 
  points.
  8)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  15 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 17 
  points.
  12)  Shared Spell:  Remove Self Only (-½). Total 
  cost:  15 points.
  THE SPELL OF THE SORCERER’S SACRIFICE
  Effect:  Simplified Healing 5d6, Side Effects (caster 
  takes all damage healed)
  Target/Area Affected:  One character
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell provides a sorcerer with the 
  power to heal, but at a price:  he must take the inju-
  ries healed upon himself. For obvious reasons, even 
  the most brawny sorcerer dare not use it more than 
  once or twice a day.
  Game Information:  Simplified Healing 5d6 (50 
  Active Points); OAF Expendable (miniature 
  double-edged silver dagger blade, Difficult to 
  obtain; -1¼), Extra Time (1 Turn; -1¼), Ges-
  tures (-¼), Incantations (-¼), Others Only 
  (-½), Requires A Sorcery Roll (-½), Side Effects 
  (caster automatically takes all damage he heals; 
  -1). Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Simplified Healing 6d6. 
  60 Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to Simplified Healing 4d6. 
  40 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Difficult Spell:  Change to Requires A Sorcery 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 
  points.
  7)  Easy Spell:  Change to Requires A Sorcery Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  8)  Master’s Version:  Remove Requires A Sorcery 
  Roll (-½). Total cost:  9 points.
  9)  Quick Spell:  Decrease to Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 12 
  points.
  
  188  Thaumaturgy
  Hero System 5th Edition
  t
  haumaturgy is the Art of transforming, 
  altering, and redirecting energies and matter. 
  It includes shapeshifting magics and related 
  spells. It’s a complex and unusual arcana, one 
  that’s difficult to master... but which rewards dedi-
  cated study.
  Generally speaking, Thaumaturgy spells fall 
  into four categories:  spells involving the chang-
  ing or augmentation of the self; spells involving 
  the changing or augmentation of others (some of 
  which the thaumaturge can also apply to himself); 
  spells involving the creation of objects “out of thin 
  air”; and spells involving the redirection or har-
  nessing of energies both mystical and natural.
  SeLf-cHAnGinG SpeLLS
  CALMIR’S FIRST SPELL  
  OF THE MONSTROUS FORM
  Effect:  Multiform (16 monsters of up to 300 Character 
  Points)
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -8
  END Cost:  16
  Description:  This spell allows the character to 
  assume the form and abilities of various “lesser” 
  monsters — ones built on up to 300 Character 
  Points. This includes many of the creatures in 
  Monsters, Minions, And Marauders and Chapter 
  Two of The HERO System Bestiary, but the char-
  acter cannot assume the form of any infernal or 
  divine being (such as demons, angels, and the like). 
  The GM may add other forms to the “restricted” 
  list (such as djinni or ifrits), and is the final judge 
  of what constitutes a “monster” (as opposed to a 
  person or normal animal). In any event, the thau-
  maturge dare not remain in monster form too long, 
  lest he take on the monster’s instincts and personal-
  ity and stay in that shape forever.
  Typically a character chooses which 16 mon-
  ster forms he can assume when he buys the spell, 
  and later spends points to increase the number 
  of forms if he wants more. However, the GM may 
  allow him to leave some or all of the forms unde-
  fined at the start of the game, and then define them 
  as the need arises.
  This spell counts as Constant because it costs 
  END to change forms. Since it costs no END to 
  maintain the change, and the Power has the Person-
  ality Loss Limitation, the character does not revert 
  to his true form if Knocked Out while in monster 
  shape; he retains the monstrous form.
  Game Information:  Multiform (16 monsters of 
  up to 300 Character Points) (80 Active Points); 
  OAF Expendable (lump of alchemically-treated 
  clay, Difficult to obtain; -1¼), Costs Endurance 
  (to change only; -½), Extra Time (Full Phase;  
  -½), Gestures (-¼), Incantations (-¼), Increased 
  Endurance Cost (x2 END; -½), Personality 
  Loss (1 Hour; -1), Requires A Thaumaturgy 
  Roll (-½). Total cost:  14 points.
  OPTIONS:
  1)  More Forms:  Increase to 32 monsters. 85 Active 
  Points; total cost 15 points.
  2)  Many More Forms:  Increase to 64 monsters. 90 
  Active Points; total cost 16 points.
  3)  Fewer Forms:  Decrease to 4 monsters. 70 Active 
  Points; total cost 12 points.
  4)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  5)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  6)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  7)  Apprentice’s Version:  Add Side Effects (Drain 
  END 4d6; -½). Total cost:  13 points.
  8)  Difficult Spell:  Change to Requires A Thauma-
  turgy Roll (-1 per 5 Active Points; -1). Total cost:  
  13 points.
  9)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  14 points.
  10)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  15 points.
  11)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  12)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  13)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 120 Active Points; total cost 21 points.
  14)  Less Tiring Spell:  Remove Increased Endurance 
  Cost (-½). Total cost:  15 points.
  15)  Limited Duration Spell:  Remove Costs Endur-
  ance (-½) and Increased Endurance Cost (-½) and 
  add Restricted Duration (1 day, +4 hours per point 
  by which the caster makes his Thaumaturgy roll; 
  -¼). Total cost:  16 points.
  tHAUMAtUrGY
  
  189 
  The Fantasy Hero Grimoire
  CALMIR’S SECOND SPELL  
  OF THE MONSTROUS FORM
  Effect:  Multiform (16 monsters of 301-1,000 Character 
  Points)
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -11
  END Cost:  22
  Description:  This spell is similar to Calmir’s First Spell, 
  but allows the caster to assume the forms and abilities 
  of monsters built on 301 to 1,000 Character Points.
  Game Information:  Multiform (16 monsters of 
  301-1,000 Character Points) (220 Active Points); 
  OAF Expendable (small, high-quality diamond, 
  Very Difficult to obtain; -1½), Concentration (½ 
  DCV throughout casting; -½), Costs Endurance 
  (to change only; -½), Extra Time (1 Turn; -1¼), 
  Gestures (throughout casting; -½), Incantations 
  (throughout casting; -½), Personality Loss (1 
  Hour; -1), Requires A Thaumaturgy Roll (-1 per 
  20 Active Points; -¼). Total cost:  31 points.
  OPTIONS:
  1)  More Forms:  Increase to 32 monsters. 225 Active 
  Points; total cost 32 points.
  2)  Many More Forms:  Increase to 64 monsters. 230 
  Active Points; total cost 33 points.
  3)  Fewer Forms:  Decrease to 4 monsters. 210 
  Active Points; total cost 30 points.
  4)  Free Spell:  Remove OAF (-1½). Total cost:  40 
  points.
  5)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  34 points.
  6)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  34 points.
  7)  Apprentice’s Version:  Add Side Effects (Drain 
  END 4d6; -¼). Total cost:  30 points.
  8)  Difficult Spell:  Change to Requires A Thauma-
  turgy Roll (-1 per 5 Active Points; -1). Total cost:  
  28 points.
  9)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 10 Active Points; -½). Total cost:  30 points.
  10)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-¼). Total cost:  33 points.
  11)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  35 points.
  12)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  34 points.
  13)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 330 Active Points; total cost 47 points.
  14)  Limited Duration Spell:  Remove Costs Endur-
  ance (-½) and add Restricted Duration (1 day, 
  +4 hours per point by which the caster makes his 
  Thaumaturgy roll; -¼). Total cost:  33 points.
  
  190  Thaumaturgy
  Hero System 5th Edition
  JEZRIC’S SPELL OF TRUE SEEMING
  Effect:  Multiform (16 animals of up to 200 points each)
  Target/Area Affected:  Self
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -6
  END Cost:  18
  Description:  This spell grants the thaumaturge 
  the power to assume the form of various animals. 
  However, he must not spend too long in any one 
  form, lest he take on the animal’s personality and 
  instincts and remain trapped in that shape forever.
  Typically a character chooses which 16 animal 
  forms he can assume when he buys the spell, and 
  later spends points to increase the number of forms 
  if he wants more. However, the GM may allow him 
  to leave some or all of the forms undefined at the 
  start of the game, and then define them as the need 
  arises.
  This spell counts as Constant because it costs 
  END to change forms. Since it costs no END to 
  maintain the change, and the Power has the Person-
  ality Loss Limitation, the character does not revert 
  to his true form if Knocked Out while in animal 
  shape; he retains the animal form.
  Game Information:  Multiform (16 animals of 
  up to 200 points each) (60 Active Points); OAF 
  Expendable (tiny animal figurine made of 
  semi-precious stone, Difficult to obtain; -1¼), 
  Costs Endurance (to change only; -½), Extra 
  Time (1 Turn; -1¼), Gestures (throughout cast-
  ing; -½), Incantations (throughout casting; -½), 
  Increased Endurance Cost (x3 END; -1), Per-
  sonality Loss (1 Hour; -1), Requires A Thauma-
  turgy Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  More Forms:  Increase to 32 animals. 65 Active 
  Points; total cost 9 points.
  2)  Many More Forms:  Increase to 64 animals. 70 
  Active Points; total cost 9 points.
  3)  Weak Spell:  Decrease to 8 animals. 55 Active 
  Points; total cost 7 points.
  4)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  5)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  9 points.
  6)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  9 points.
  7)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  7 points.
  8)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  9)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 points.
  10)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  9 points.
  11)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  12)  Attentive Spell:  Add Concentration (½ DCV 
  throughout casting; -½). Total cost:  7 points.
  13)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 12 points.
  14)  Hethtor’s Spell Of True Seeming:  About two thou-
  sand years after Jezric developed his spell of True 
  Seeming, the thaumaturge Hethtor created a revised 
  version that allows the caster to assume more power-
  ful animal forms. Change to 16 animals of up to 300 
  points each. 80 Active Points; total cost 11 points.
  SHAPE OF STONE
  Effect:  Shape Shift (Sight and Touch Groups, any inani-
  mate object)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell allows the caster to assume 
  the shape of any inanimate object of roughly equal 
  size and mass. As its name suggests, it’s usually used 
  to take the shape of stones, stumps, trees, and other 
  natural objects, but the caster can just as easily 
  become a piece of furniture or decorative artwork.
  Game Information:  Shape Shift (Sight and 
  Touch Groups, any inanimate object) (23 Active 
  Points); OAF Expendable (small pebble incised 
  with thaumaturgic runes, Easy to obtain; -1), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Thaumaturgy Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Add Costs Endurance Only To 
  Change Shape (+¼). 29 Active Points; total cost 10 
  points.
  2)  Weak Spell:  Decrease to four predefined shapes. 
  18 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  11 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Thau-
  maturgy rolls for 1d6 hours; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 
  points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  9 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  
  191 
  The Fantasy Hero Grimoire
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 34 Active Points; total cost 11 
  points.
  13)  Nommath’s Shape Of Stone:  This version of the 
  spell, created by the halfling thaumaturge Nom-
  math so that his hawk familiar could carry him on 
  journeys, allows the caster to assume the shape of 
  tiny inanimate objects, such as pebbles or goblets. 
  Add Shrinking (.032 m tall, .0004 kg mass, -12 to 
  PER Rolls to perceive character, +12 DCV, takes 
  +18” KB) (60 Active Points); same Limitations as 
  above, plus Linked (-¼) (total cost:  18 points). 23 + 
  60 = 83 Active Points; total cost 8 + 18 = 26 points.
  14)  Yormath’s Shape Of Stone:  On the other hand, 
  Nommath’s brother Yormath, also a thaumaturge 
  of some repute, created a permutation of Shape 
  Of Stone that allowed him to become much larger 
  than normal. Add Growth (+60 STR, +12 BODY, 
  +12 STUN, -12” KB, 400,000 kg, -8 DCV, +8 PER 
  Rolls to perceive character, 32 m tall, 16 m wide) 
  (60 Active Points); same Limitations as above, plus 
  Linked (-¼) (total cost:  18 points). 23 + 60 = 83 
  Active Points; total cost 8 + 18 = 26 points.
  THE SPELL OF THE PRESERVED FORM
  Effect:  Power Defense (20 points), Only Versus Trans-
  forms And Thaumaturgic Attacks
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Restricted Duration (1 Hour, +1 Hour per 
  point by which the caster makes his Thaumaturgy roll)
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  As masters of shapechanging, thauma-
  turges often have a great deal of control over their 
  own forms. Using this spell, they can prevent other 
  thaumaturges from forcing shape-changes upon 
  them.
  Game Information:  Power Defense (20 points) 
  (20 Active Points); OAF Expendable (bit of 
  lycanthrope fur, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Only Versus 
  Transforms And Thaumaturgic Attacks (-1), 
  Requires A Thaumaturgy Roll (-½), Restricted 
  Duration (1 Hour, +1 Hour per point by which 
  the caster makes his Thaumaturgy roll; -¼). 
  Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Power Defense (25 
  points). 25 Active Points; total cost 5 points.
  2)  Weak Spell:  Decrease to Power Defense (15 
  points). 15 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 1d6; -¼). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 30 Active Points; total cost 7 points.
  13)  Thurlond’s Spell Of The Preserved Form:  Thur-
  lond Fiveforms expanded this spell so that the 
  caster can apply it to himself or others. Add Usable 
  By Other (+¼). 25 Active Points; total cost 5 points.
  14)  Talgrath’s Spell Of The Preserved Form:  Two 
  thousand years after Thurlond, the thaumaturge 
  Talgrath expanded the spell again so that multiple 
  people could use it at once. Add Usable Simultane-
  ously (up to 8 people at once; +1). 40 Active Points; 
  total cost 9 points.
  THURLOND’S SPELL OF REWORKING
  Effect:  Shape Shift (Sight, Hearing, and Touch Groups, 
  any humanoid shape), Imitation
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell is the ultimate form of dis-
  guise. It allows the caster to change his shape to 
  that of any other humanoid being — and to imitate 
  the features of others with great accuracy, if he so 
  desires. He cannot, however, assume the powers of 
  those forms; for example, if he takes the shape of a 
  vulture-man, he has wings, but cannot fly.
  Game Information:  Shape Shift (Sight, Hearing, 
  and Touch Groups, any humanoid shape), Imita-
  tion (36 Active Points); OAF Expendable (small 
  doll made of cloth and straw, with a semi-pre-
  cious stone as the heart, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Thaumaturgy Roll (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Add Smell/Taste Group. 39 Active 
  Points; total cost 12 points.
  2)  Weak Spell:  Remove Hearing Group. 33 Active 
  Points; total cost 10 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  18 
  points.
  
  192  Thaumaturgy
  Hero System 5th Edition
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Thauma-
  turgy Roll (-1 per 5 Active Points; -1). Total cost:  
  10 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  12 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 54 Active Points; total cost 17 points.
  13)  Less Tiring Spell:  Add Costs Endurance Only To 
  Change (+¼). 45 Active Points; total cost 14 points.
  14)  Shared Spell:  Add Usable By Other (+¼). 45 
  Active Points; total cost 14 points.
  otHer-cHAnGinG SpeLLS
  These spells all reflect how Thaumaturgy can 
  shape things other than the spellcaster himself. 
  Thaumaturgic Transforms generally only affect the 
  Body; they cannot alter the Spirit, and thauma-
  turges leave alterations of the Mind to Sorcery.
  THE BESTIAL CURSE  
  OF PHOGORATH TAMM
  Effect:  Major Transform 7d6 (humanoid beings into 
  animals)
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  -13
  END Cost:  13
  Description:  The irrascible and arrogant First 
  Epoch thaumaturge Phogorath Tamm created this 
  spell as a way of disposing of people who bothered 
  him or took up too much of his time. It transforms 
  any humanoid being into any animal of the caster’s 
  choosing. However, the GM should not allow 
  characters to use this as an “instant death” spell by 
  Transforming people into fish (or other creatures 
  that can’t survive in the local environment) or 
  insects (which the characer then crushes).
  Game Information:  Major Transform 7d6 
  (humanoid beings into animals, heals back 
  through another application of this spell or 
  a like spell), Increased Results Group (any 
  animal; +¼) (131 Active Points); OAF Expend-
  
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  The Fantasy Hero Grimoire
  able (knot made of string woven from the fur 
  of five different types of animals, Difficult to 
  obtain; -1¼), Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Limited Range 
  (50”; -¼), Limited Target (humanoid beings; 
  -½), Requires A Thaumaturgy Roll (-½), Spell 
  (-½). Total cost:  26 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 8d6. 
  150 Active Points; total cost 30 points.
  2)  Weak Spell:  Decrease to Major Transform 6d6. 
  112 Active Points; total cost 22 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  35 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  28 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  28 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Thau-
  maturgy rolls for 2d6 hours; -¼). Total cost:  25 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  24 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  28 
  points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  29 points.
  10)  Lengthy Spell:  Change to Extra Time (1 
  Minute; -1½). Total cost:  22 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  25 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 184 Active Points; total cost 37 points.
  13)  Vandicar’s Bestial Curse:  The thaumaturge 
  Vandicar changed this spell so that it works slowly 
  but surely. Decrease to Major Transform 3d6 and 
  add Continuous (+1). 101 Active Points; total cost 
  20 points.
  HAWK’S EYES AND HOUND’S NOSE
  Effect:  +5 PER with all Sense Groups, Usable By Other
  Target/Area Affected:  One character
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Restricted Duration (1 Hour, +30 minutes per 
  point by which the caster makes his Thaumaturgy roll)
  Range:  Touch
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  This spell alters the character’s body to 
  enhance his sight, hearing, smell, and other senses. 
  He may take on some slightly animalistic facial 
  features, but a skilled caster (i.e., one who makes his 
  Thaumaturgy roll by 3 or more) can prevent this if 
  he desires.
  Game Information:  +5 PER with all Sense 
  Groups, Usable By Other (+¼) (19 Active 
  Points); OAF Expendable (hawk’s eye, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations 
  (-¼), Requires A Thaumaturgy Roll (-½), 
  Restricted Duration (1 Hour, +30 minutes per 
  point by which the caster makes his Thauma-
  turgy roll; -¼). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +6 PER. 22 Active 
  Points; total cost 6 points.
  2)  Weak Spell:  Decrease to +4 PER. 15 Active 
  Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 PER 
  Rolls for 1d6 minutes; -¼). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 26 Active Points; total cost 7 points.
  13)  More People:  Change to Usable Simultaneously 
  (up to eight people at once; +1). 30 Active Points; 
  total cost 9 points.
  
  194  Thaumaturgy
  Hero System 5th Edition
  THE SPELL OF TITANIC MIGHT
  Effect:  Aid STR 3d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell temporarily alters a char-
  acter’s body to make his muscles and bones larger 
  and tougher, thus increasing his Strength (often to a 
  tremendous degree).
  Game Information:  Aid STR 3d6 (30 Active 
  Points); OAF Expendable (tiny magnifying 
  lense wrapped in a bear’s sinew, Difficult to 
  obtain; -1¼), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Requires A Thauma-
  turgy Roll (-½), Spell (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid STR 4d6. 40 Active 
  Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Aid STR 2d6. 20 Active 
  Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STR 1d6; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Thauma-
  turgy Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 
  points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 45 Active Points; total cost 11 
  points.
  13)  Ashira’s Spell Of Titanic Might:  This permuta-
  tion of the Titanic Might lasts much longer than 
  the standard form. Add Delayed Recovery Rate 
  (points fade at the rate of 5 per 5 Minutes; +½). 45 
  Active Points; total cost 11 points.
  14)  Expanded Spell I:  This form of the spell 
  affects any two physical Characteristics at once 
  (see below). Add any two physical Characteristics 
  simultaneously (+½). 45 Active Points; total cost 11 
  points.
  15)  Expanded Spell II:  This form of the spell affects 
  any four physical Characteristics at once (see below). 
  Add any four physical Characteristics simultaneously 
  (+1). 60 Active Points; total cost 14 points.
  
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  The Fantasy Hero Grimoire
  16)  Expanded Spell III:  This form of the spell affects 
  all physical Characteristics at once (see below). Add 
  all physical Characteristics simultaneously (+2). 90 
  Active Points; total cost 21 points.
  17)  Other Characteristics:  Over the epochs, thau-
  maturges have developed many similar spells to 
  enhance other physical attributes. These have the 
  same costs and options; they just affect different 
  Characteristics.
  DEX:  The Spell Of Acrobatic Excellence
  CON:  Calmir’s Spell Of Dwarven Resilience
  BODY:  Jalerak’s Physical Enhancement
  PD:  Warrior’s Blessing
  ED:  Withstand The Fire
  SPD:  The Spell Of The Falcon’s Swiftness
  END:  Stamina Of The Ox
  STUN:  Might Of The Bear
  Running:  Swift-Limb
  Leaping:  Legs Of The Frog
  THAUMATURGIC SCULPTING
  Effect:  Major Transform 1d6 (grant physical form-
  based powers)
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant (see text)
  Range:  No Range
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell allows a thaumaturge to 
  transmute the body of another person to grant 
  powers based upon changing the physical form. 
  Examples include Flight (from wings), HKA (from 
  claws), Enhanced Senses (from larger eyes and 
  the like), and Swimming (from webbed hands and 
  feet). The standard rules for adding abilities via 
  Transform apply. The change lasts for a maximum 
  of 1 Minute, +1 Minute per point by which the 
  caster makes his Thaumaturgy roll.
  Game Information:  Major Transform 1d6 
  (grant physical form-based powers, heals 
  back through another application of this spell 
  or a like spell or the expiration of a duration 
  of 1 Minute +1 Minute per point by which the 
  caster makes his Thaumaturgy roll), Continu-
  ous (+1), Improved Results Group (any physi-
  cal form-based power; +¼) (34 Active Points); 
  OAF Expendable (claw from a bear and a 
  feather from an eagle bound by a crimson 
  thread, Difficult to obtain; -1¼), Extra Time 
  (Full Phase; -½), Gestures (-¼), Incantations 
  (-¼), Limited Target (humanoid beings; -½), 
  No Range (-½), Requires A Thaumaturgy Roll 
  (-½), Spell (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 2d6. 
  67 Active Points; total cost 13 points.
  2)  Weak Spell:  Decrease to Major Transform ½d6. 
  22 Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  7 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 41 Active Points; total cost 8 points.
  13)  Ranged Spell:  Remove No Range (-½). Total 
  cost:  7 points.
  VANDICAR’S SPELL OF STONY DOOM
  Effect:  Major Transform 8d6 (living being to stone)
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  600”
  Magic Roll Penalty:  -12
  END Cost:  12
  Description:  This spell, one of the most feared in 
  the thaumaturge’s arsenal, transmutes a single living 
  being to stone. The victim remains petrified until 
  this spell is applied to him again.
  Game Information:  Major Transform 8d6 (living 
  being to stone, heals back through another appli-
  cation of this spell or a like spell) (120 Active 
  Points); OAF Expendable (chip of polished gran-
  ite incised with thaumaturgic runes, Easy to 
  obtain; -1), Extra Time (Full Phase; -½), Gestures 
  (-¼), Incantations (-¼), Limited Target (living 
  beings; -¼), Requires A Thaumaturgy Roll (-½), 
  Spell (-½). Total cost:  28 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 10d6. 
  150 Active Points; total cost 35 points.
  2)  Weak Spell:  Decrease to Major Transform 6d6. 
  90 Active Points; total cost 21 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  37 points.
  
  196  Thaumaturgy
  Hero System 5th Edition
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  30 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  30 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Thau-
  maturgy rolls for 2d6 hours; -¼). Total cost:  27 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  25 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  30 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  32 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  32 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  27 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 180 Active Points; total cost 42 points.
  13)  Dereketh’s Touch Of The Gargoyle:  This permu-
  tation of the Stony Doom only works if the caster 
  touches the target. Add No Range (-½). Total cost:  
  25 points.
  14)  Stelrane’s Spell Of The Stony Doom:  The 
  renowned mage Stelrane created a version of the 
  Stony Doom powerful enough to affect many beings 
  at once. Add Area Of Effect (15” Radius; +1), Selec-
  tive (+¼). 270 Active Points; total cost 63 points.
  WIZARD’S WHETSTONE
  Effect:  Aid HKA or RKA 4d6
  Target/Area Affected:  One weapon
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell is an example of how thau-
  maturges use their power to enhance inanimate 
  objects instead of living beings. When cast upon a 
  weapon, the Wizard’s Whetstone makes it sharper, 
  harder, and lighter so that a warrior can wield it to 
  greater effect.
  Game Information:  Aid HKA or RKA 4d6, 
  either Power one at a time (+¼) (50 Active 
  Points); OAF Expendable (piece of whetstone 
  soaked in human blood, Very Difficult to 
  obtain; -1½), Extra Time (Full Phase; -½), Ges-
  tures (-¼), Incantations (-¼), Requires A Thau-
  maturgy Roll (-½), Spell (-½), Weapons-Based 
  KAs Only (-½). Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid HKA or RKA 5d6. 
  62 Active Points; total cost 12 points.
  2)  Weak Spell:  Decrease to Aid HKA or RKA 3d6. 
  37 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  14 
  points.
  
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  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  Thaumaturgy rolls for 1d6 minutes; -¼). Total cost:  
  9 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  10 
  points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  11 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 70 Active Points; total cost 14 
  points.
  13)  Longer Duration:  Add Delayed Recovery Rate 
  (points fade at the rate of 5 per 5 Minutes; +½). 70 
  Active Points; total cost 14 points.
  14)  Storgrim’s Spell Of Solidity:  With appropri-
  ate changes in the Power Modifiers, you can use 
  this spell as a template for other object-enhancing 
  spells. For example, the wizard Storgrim created 
  a Spell Of Solidity which increases the toughness 
  of objects. Change to Aid BODY and DEF 3d6, 
  two Characteristics simultaneously (+½), Delayed 
  Recovery Rate (points fade at the rate of 5 per 1 
  Hour; +1). 75 Active Points; total cost 15 points.
  creAtion SpeLLS
  Thaumaturgy also encompasses the power to 
  create objects out of raw materials. It cannot create 
  living beings, nor create things out of thin air — a 
  thaumaturge must have material to work with to 
  use his creation spells.
  ASHIRA’S FEASTING-SPELL
  Effect:  Minor Transform 4d6 (raw/uncooked foodstuffs 
  into sumptuous feast)
  Target/Area Affected:  Special
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell transmutes raw, uncooked, 
  or unprepared foodstuffs into gourmet food and 
  drink. For example, the caster could turn just-
  harvested wheat into delicious bread, a bunch of 
  grapes into fine wine, or a slaughtered boar into 
  pork chops. Since the “BODY” of foodstuffs tends 
  to be slight, the spell can usually Transform a great 
  deal of food at once, but the final decision on what 
  it can do is up to the GM.
  Game Information:  Minor Transform 4d6 
  (raw/uncooked foodstuffs into sumptuous 
  feast, heals back over time as it spoils/rots), 
  Improved Results Group (any type of appro-
  priate food; +¼) (50 Active Points); OAF 
  Expendable (miniature silver ladel, Difficult to 
  obtain; -1¼), Concentration (½ DCV through-
  out casting; -½), Extra Time (1 Turn; -1¼), 
  Gestures (throughout casting; -½), Incanta-
  tions (throughout casting; -½), No Range (-½), 
  Requires A Thaumaturgy Roll (-½), Spell (-½). 
  Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Minor Transform 5d6. 
  62 Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Minor Transform 3d6. 
  37 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  9 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 to 
  Thaumaturgy rolls for 1d6 hours; -¼). Total cost:  7 
  points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  8 points.
  
  198  Thaumaturgy
  Hero System 5th Edition
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 70 Active Points; total cost 11 points.
  JEZRIC’S WAINWRIGHT
  Effect:  Summon 200-point Vehicle
  Target/Area Affected:  One Vehicle
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  This spell transforms a pile of lumber, 
  nails, and other supplies into a finished vehicle of 
  the thaumaturge’s choice. The GM may change the 
  Extra Time required depending on how simple or 
  complex the vehicle is, if desired.
  Game Information:  Summon 200-point Vehicle, 
  Expanded Class (any wooden vehicle appro-
  priate to setting; +¼), Slavishly Loyal (+1) 
  (90 Active Points); OAF Expendable (minia-
  ture model of vehicle to be Summoned, Dif-
  ficult to obtain; -1¼), Concentration (0 DCV 
  throughout; -1), Extra Time (5 Minutes; -2), 
  Gestures (throughout casting; -½), Incantations 
  (throughout casting; -½), Requires A Thauma-
  turgy Roll (-½), Requires Appropriate Raw 
  Materials (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Summon 250-point 
  Vehicle. 112 Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to Summon 150-point 
  Vehicle. 67 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -¼). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  13 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  16 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 110 Active Points; total cost 15 points.
  
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  The Fantasy Hero Grimoire
  RUNCIFER’S SPELL OF  
  THE INSTANT ARMORY
  Effect:  Minor Transform 5d6 (raw metal into finished 
  weapons)
  Target/Area Affected:  Special
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  With this spell, a thaumaturge can 
  transmute raw metal (not ore, but ingots, bars, or 
  the like) into finished blades and other weapons. 
  He may still need other supplies (wooden hafts or 
  shafts, leather wrappings, or the like) to construct a 
  complete weapon.
  Game Information:  Minor Transform 5d6 
  (raw metal into finished weapons), Improved 
  Results Group (any type of metal weapon; +¼) 
  (62 Active Points); OAF Expendable (min-
  iature model of weapon to be created, Dif-
  ficult to obtain; -1¼), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Turn; -1¼), 
  Gestures (throughout casting; -½), Incanta-
  tions (throughout casting; -½), No Range (-½), 
  Requires A Thaumaturgy Roll (-½), Requires 
  Appropriate Raw Materials (-½), Spell (-½). 
  Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Minor Transform 6d6. 
  75 Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to Minor Transform 4d6. 
  50 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 2d6; -¼). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  9 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 87 Active Points; total cost 12 points.
  redirection SpeLLS
  ARCHER’S BANE
  Effect:  Missile Deflection (any physical projectile)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Turn, +1 Seg-
  ment per point by which the caster makes his Thau-
  maturgy roll)
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell creates a magical field 
  around the thaumaturge that alters the path of 
  arrows and other missiles so they fail to strike 
  him. It affects only physical missiles such as arrows 
  and sling bullets (including enchanted versions 
  of them). It does not work against Ranged attack 
  spells, including spells that create “mundane” mis-
  siles out of thin air (that requires the Wizard’s Bane 
  spell, below).
  Game Information:  Missile Deflection (any non-
  gunpowder physical projectile), Uncontrolled 
  (duration of 1 Turn, +1 Segment per point 
  by which the caster makes his Thaumaturgy 
  roll; +½) (15 Active Points); OAF Expend-
  able (miniature silver bent arrow, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Requires A Thaumaturgy Roll (-½). Total cost:  
  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +3 OCV. 37 Active 
  Points; total cost 11 points.
  2)  Stronger Spell:  Increase to +5 OCV. 52 Active 
  Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (all missile 
  attacks made against caster for the next Turn receive 
  a +3 OCV bonus to hit him; -¼). Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 20 Active Points; total cost 6 points.
  
  200  Thaumaturgy
  Hero System 5th Edition
  13)  Shared Spell:  Add Usable By Other (+¼). 17 
  Active Points; total cost 5 points.
  14)  Esdrelan’s Spell Of The Archer’s Dismay:  
  Esdrelan Skybrow, a powerful thaumaturge and 
  theurgist five hundred years ago, was once badly 
  wounded by an archer. Determined to revenge him-
  self upon their entire breed, he devised this per-
  mutation of the Archer’s Bane; it not only deflects 
  the arrows away from the caster, it sends them back 
  at the archer! Add Reflection (at attacker only). 45 
  Active Points; total cost 14 points.
  NATURE’S WHEEL
  Effect:  Aid Magic 3d6, any Magic power one at a time
  Target/Area Affected:  Self
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  Many natural phenomena, such as wind, 
  moving water, and earthquakes, contain vast amounts 
  of energy. Using this spell, a thaumaturge can harness 
  that energy to enhance his other spells. The thauma-
  turge must be close to the phenomena (within about 
  3”, though this may vary based on the nature and 
  intensity of the phenomena) to use this spell.
  The GM determines what phenomena the 
  thaumaturge can “tap” using this spell. He may, in 
  his discretion, make the power of the spell propor-
  tional to that of the phenomena (for example, a 
  slight breeze might only allow for an Aid ½d6, but a 
  hurricane might grant Aid 4d6 or more).
  Game Information:  Aid Magic 3d6, any Magic 
  power one at a time (+¼) (37 Active Points); 
  OAF Expendable (tiny silver wheel, Difficult to 
  obtain; -1¼), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Requires A Thauma-
  turgy Roll (-½), Requires Appropriate Natural 
  Phenomena (see text; -½), Self Only (-½). Total 
  cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid Magic 4d6. 50 
  Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to Aid Magic 2d6. 25 
  Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  11 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  8 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  8 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to Thau-
  maturgy rolls for 1d6 hours; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Thauma-
  turgy Roll (-1 per 5 Active Points; -1). Total cost:  7 
  points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  8 points.
  
  201 
  The Fantasy Hero Grimoire
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  9 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 52 Active Points; total cost 11 points.
  13)  Extended Spell:  Add Delayed Recovery Rate 
  (points fade at the rate of 5 per 5 Minutes; +½). 52 
  Active Points; total cost 11 points.
  14)  Expanded Spell:  Change to any two Magic 
  powers at once (+½). 45 Active Points; total cost 9 
  points.
  15)  Talgrath’s Wheel:  This form of the Wheel can 
  help either the caster, or one of his comrades. 
  Remove Self Only (-½). Total cost:  9 points.
  16)  Siphoning Wheel:  This version of Nature’s Wheel 
  actually removes the energy from the natural phe-
  nomena when applying it to the caster’s spell. The 
  GM has to “quantify” the phenomena in some way 
  so he can adjudicate the effects of the Transfer (for 
  example, see the Wind Strength sidebar on page 
  64). Change to Transfer 3d6 (natural phenomena 
  to magical power), from any Natural Phenomena 
  power one at a time (+¼), to any Magic power one 
  at a time (+¼), Ranged (+½) and remove Self Only 
  (-½) and Costs Endurance (-½). 90 Active Points; 
  total cost 24 points.
  THAUMATURGIC HARNESS
  Effect:  Transfer 2d6 (magical power to magical power)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  225”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  With this spell, a thaumaturge can 
  siphon the magical power from another spellcast-
  er’s spell and use it to enhance the power of one of 
  his own spells. Some wizards regard the use of this 
  spell as “cheating” or “a violation of honor among 
  wizards”; others don’t seem to care.
  Game Information:  Transfer 2d6 (magical 
  power to magical power), from any Magic 
  power one at a time (+¼), to any Magic power 
  one at a time (+¼), Ranged (+½) (60 Active 
  Points); OAF Expendable (tiny silver chain 
  connecting two small gems, Very Difficult to 
  obtain; -1½), Gestures (-¼), Incantations (-¼), 
  Requires A Thaumaturgy Roll (-½), Spell (-½). 
  Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Transfer 3d6. 90 Active 
  Points; total cost 22 points.
  2)  Weak Spell:  Decrease to Transfer 1d6. 30 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  1d6 from all of the caster’s spells; -½). Total cost:  
  13 points.
  7)  Difficult Spell:  Change to Requires A Thauma-
  turgy Roll (-1 per 5 Active Points; -1). Total cost:  
  13 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  16 
  points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 19 
  points.
  
  202  Thaumaturgy
  Hero System 5th Edition
  WIZARD’S BANE
  Effect:  Missile Deflection (any magical Ranged attack)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Turn, +1 Seg-
  ment per point by which the caster makes his Thau-
  maturgy roll)
  Range:  Self
  Magic Roll Penalty:  -3
  END Cost:  0
  Description:  This spell protects the thaumaturge 
  from Ranged attack spells the same way Archer’s 
  Bane protects him against mundane missiles. No 
  matter how powerful, most spells just seem to veer 
  away from him.
  Game Information:  Missile Deflection (any 
  Ranged attack), Uncontrolled (duration of 1 
  Turn, +1 Segment per point by which the caster 
  makes his Thaumaturgy roll; +½) (30 Active 
  Points); OAF Expendable (miniature silver 
  bent wand, Difficult to obtain; -1¼), Gestures 
  (-¼), Incantations (-¼), Only Works Against 
  Magic Spells (-½), Requires A Thaumaturgy 
  Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +3 OCV. 52 Active 
  Points; total cost 14 points.
  2)  Stronger Spell:  Increase to +5 OCV. 67 Active 
  Points; total cost 18 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  12 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (all magi-
  cal attacks made against caster for the next Turn 
  receive a +2 OCV bonus to hit him; -½). Total cost:  
  7 points.
  7)  Difficult Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires A Thaumaturgy 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  Master’s Version:  Remove Requires A Thauma-
  turgy Roll (-½). Total cost:  9 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 40 Active Points; total cost 11 
  points.
  13)  Shared Spell:  Add Usable By Other (+¼). 35 
  Active Points; total cost 9 points.
  14)  Arcane Backlash:  This permutation of Wizard’s 
  Bane causes the attack spell to arc back and attack 
  he who cast it! Add Reflection (at attacker only). 60 
  Active Points; total cost 16 points.
  
  203 
  The Fantasy Hero Grimoire
  w
  itchcraft is an Art combining vari-
  ous lesser aspects of other arts, such as 
  Alchemy, Conjuration, Druidry, Elemen-
  tal Magic, and Necromancy, as well as 
  hedge magics and other “low spells,” but no less 
  powerful than the other arcana for all that. The GM 
  may allow characters who know Witchcraft to select 
  appropriate spells from those (or other) arcana and 
  define them as belonging to Witchcraft as well.
  Additionally, Witchcraft sometimes delves into 
  black magic — evil, harmful magic, such as curses, 
  blood sacrifices, and trafficking with devils. Many 
  witches avoid such spells scrupulously, but more 
  than a few are willing to risk their souls for the 
  power black magic offers.
  Witchcraft is primarily associated with women, 
  who often gather in covens (groups of 13) to prac-
  tice their Art. Many Witchcraft spells were created 
  with women in mind; they work only against men 
  (or better against men), help women with the tasks 
  normally assigned them in medieval-era societies, 
  enhance women’s positive attributes, and so forth. 
  Male witches, known as warlocks, are rare.
  offenSiVe SpeLLS
  BEWITCHMENT
  Effect:  Major Transform 2d6 (free-willed male into 
  witch’s willing slave), BOECV
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  20”
  Magic Roll Penalty:  -10
  END Cost:  5
  Description:  This spell of beguilement allows a 
  witch to so thoroughly dominate the mind of a 
  man that he becomes the witch’s willing and faith-
  ful servant for a lengthy period of time (usually at 
  least a month, but it depends on how hardy and 
  strong-willed he is). Warlocks learn a version of the 
  spell that only works against women.
  Game Information:  Major Transform 2d6 (free-
  willed male into witch’s willing slave, heals back 
  normally), BOECV (Mental Defense applies; 
  +1), Works Against EGO, Not STR (+¼), Con-
  tinuous (+1), Reduced Endurance (½ END; 
  +¼) (105 Active Points); OAF Expendable 
  (small gem, Difficult to obtain; -1¼), Con-
  centration (½ DCV; -¼), Extra Time (Full 
  Phase; -½), Gestures (-¼), Incantations (-¼), 
  Limited Normal Range (20”; -½), Limited 
  Target (humanoid males only; -½), Requires A 
  Witchcraft Roll (-½), Spell (-½). Total cost:  19 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 3d6. 
  157 Active Points; total cost 28 points.
  2)  Weak Spell:  Decrease to Major Transform 1d6. 
  52 Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  20 points.
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects witch, making her the victim’s willing slave; 
  -1). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  17 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  20 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  21 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  21 points.
  11)  Inattentive Spell:  Remove Concentration (-¼). 
  Total cost:  20 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 120 Active Points; total cost 22 points.
  13)  Darthuva’s Spell Of Universal Beguilement:  
  Some witches are just as content to have female ser-
  vants as male, and so use this version of the spell. 
  Change to Limited Target (humanoids only; -½). 
  Total cost:  19 points.
  witcHcrAft
  
  204  Witchcraft
  Hero System 5th Edition
  BLIGHT
  Effect:  RKA 1d6, Gradual Effect, Only Versus Plants
  Target/Area Affected:  160” Radius (see Game Informa-
  tion)
  Casting Time:  1 Minute (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  225”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  One of the reasons common folk often 
  fear witches is this spell. If angered or insulted, a 
  witch may very well sneak back to her tormentor’s 
  farm and cast Blight, ruining his entire crop. Other 
  possibilities, listed in the options below, are to spoil 
  food (useful against innkeepers), dry up milk cows, 
  and so forth.
  Game Information:  RKA 1d6, Area Of Effect (16”; 
  +1¾), MegaScale (1” = 10” wide and deep; +¼) 
  (45 Active Points); OAF Expendable (small silver 
  scythe, Difficult to obtain; -1¼), Concentration 
  (½ DCV throughout casting; -½), Extra Time 
  (1 Minute; -1½), Gestures (throughout casting; 
  -½), Gradual Effect (6 Hours, up to 1 point per 
  Hour; -1½), Incantations (throughout casting; 
  -½), Requires A Witchcraft Roll (-½), Spell (-½). 
  Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2d6. 90 Active 
  Points; total cost 12 points.
  2)  Weak Spell:  Decrease to RKA ½d6. 30 Active 
  Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  6 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 52 Active Points; total cost 7 points.
  13)  Ritual Blight:  This form of the spell requires a 
  coven to cast it. Add Ritual (13 casters; -1). Total 
  cost:  5 points.
  14)  Spoil Food:  Instead of blighting crops, this ver-
  sion of the spell spoils all the food in a house or 
  building. Change to Minor Transform 2d6 (good 
  food to spoiled food, heal back through another 
  application of this spell) (20 Active Points); OAF 
  Expendable (bit of spoiled food, Easy to obtain; -1), 
  Concentration (½ DCV throughout casting; -½), 
  Extra Time (1 Minute; -1½), Gestures (throughout 
  casting; -½), Incantations (throughout casting; -½), 
  Requires A Witchcraft Roll (-½), Spell (-½) (total 
  cost:  3 points) plus Area Of Effect (32” Radius; +2) 
  for Minor Transform 2d6 (40 Active Points); same 
  Limitations as above plus Only Affects Food In One 
  House Or Building (-½) (total cost:  6 points). Total 
  cost:  9 points.
  15)  Dry Up Cow:  This spell prevents a cow from 
  giving any more milk. Change to Major Transform 
  15d6 (ordinary cow to cow that cannot give milk, 
  heal back through another application of this 
  spell) (225 Active Points); OAF Expendable (vial 
  of curdled milk, Easy to obtain; -1), Concentration 
  (½ DCV throughout casting; -½), Extra Time (5 
  Minutes; -2), Gestures (throughout casting; -½), 
  Gradual Effect (1 Day, 1d6 approximately every 
  90 minutes; -1¾), Incantations (throughout cast-
  ing; -½), Limited Target (cows; -1), No Range (-½), 
  Requires A Witchcraft Roll (-1 per 20 Active Points; 
  -¼), Spell (-½). Total cost:  24 points.
  THE CHARM OF THE THREE KNOTS
  Effect:  Succor Swimming 6d6/Suppress Swimming 
  6d6, Only For Sailed Vehicles
  Target/Area Affected:  One sailed vehicle
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  225”
  Magic Roll Penalty:  -4
  END Cost:  0
  Description:  This spell allows a witch to control 
  the winds to make it easier or harder to sail. The 
  spell requires a cord tied in three knots. As long as 
  the three knots remain tied, the witch can Succor 
  Swimming for sailed vessels at the rate of 2d6 per 
  knot (total of 6d6). If she unties the knots, she 
  reverses the spell, directing the winds to hinder 
  sailing (Suppress Swimming, 2d6 per knot untied 
  for a total of 6d6).
  Game Information:
  Cost Power
  7 
  The Charm Of Three Knots:  Multipower, 
  45-point reserve; all OAF Expendable (short 
  length of cord with three knots tied in it, 
  Easy to obtain; -1), Concentration (½ DCV 
  throughout casting; -½), Extra Time (1 Turn; 
  -1¼), Gestures (throughout casting; -½), 
  Incantations (throughout casting; -½), Only 
  For Vehicles With The Sailed Limitation (-1), 
  Requires A Witchcraft Roll (-½), Spell (-½)
  1u 
  1)  Strengthen The Winds:  Succor Swimming 
  6d6, Reduced Endurance (0 END; +½)
  1u 
  2)  Misdirect The Winds:  Suppress Swimming 
  6d6, Reduced Endurance (0 END; +½)
  Total cost:  9 points
  
  205 
  The Fantasy Hero Grimoire
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 67 points and 
  both slots to 9d6. Total cost:  12 points.
  2)  Weak Spell:  Decrease reserve to 22 points and 
  both slots to 3d6. Total cost:  5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  10 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  Witchcraft rolls for 1d6 hours; -¼). Total cost:  8 
  points.
  7)  Difficult Spell:  Change to Requires A Witch-
  craft Roll (-1 per 5 Active Points; -1). Total cost:  8 
  points.
  8)  Easy Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  9 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  9 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  9 points.
  12)  Stored Spell:  Increase reserve to 60 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  each slot. Total cost:  12 points.
  DOLL MAGIC
  Effect:  Various attack spells
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Varies
  Magic Roll Penalty:  Varies
  END Cost:  Varies
  Description:  This insidious spell, which borders on 
  (and often crosses into) black magic, gives a witch the 
  power to harm a specific person by harming a doll 
  made in that person’s likeness. Not only does the doll 
  have to resemble (at least superficially) the person, 
  but it must contain at least two of the following from 
  the victim:  hair; skin; nail clippings; blood; saliva; 
  urine; feces; a scrap of cloth from an article of cloth-
  ing worn for at least one day; a tiny personal posses-
  sion. A doll, once constructed, only works against that 
  specific person; the GM should keep a list of the dolls 
  possessed by a witch who knows this spell.
  To use the spell, the witch need only harm the 
  doll in some way. Typically this means poking it 
  with a silver pin to inflict intense agony (and various 
  forms of impairment), but the witch could also hold 
  the doll over a flame, crush it under something, or the 
  like. Other people, including the victim, can harm or 
  destroy the doll without hurting the victim at all.
  Most of the attacks a witch can make with 
  Doll Magic don’t require her to be near the victim, 
  and ignore intervening barriers. However, if she’s 
  in the victim’s presence, she can use the doll defen-
  sively — she can hold up the doll as a “shield,” and 
  any Ranged attack that strikes it hurts the victim 
  instead!
  
  206  Witchcraft
  Hero System 5th Edition
  Alternately, instead of harming the doll, the 
  witch can use it to take control of the victim. He must 
  be within her Line Of Sight for this to work.
  With this spell, the Expendable part of the Focus 
  are the silver pins. Unless the witch destroys it, the 
  doll and its contents remain in existence and can be 
  used to cast the spell repeatedly.
  See page 211 regarding targeting victims with 
  this spell (and similar spells).
  Game Information:
  Cost Power
  48 
  Doll Magic:  Multipower, 345-point reserve; 
  all slots OAF Expendable Fragile (doll fash-
  ioned in victim’s likeness and containing 
  pieces of or items from victim, plus silver 
  pins, Extremely Difficult to obtain; -2¼), 
  Concentration (½ DCV; -¼), Extra Time 
  (Full Phase; -½), Gestures (-¼), Incantations 
  (-¼), Only Works Against Specific Characters 
  For Whom Witch Has Prepared Dolls (-2), 
  Requires A Witchcraft Roll (-1 per 20 Active 
  Points; -¼), Spell (-½)
  2u 
  1)  Kill, Short-Range:  RKA 2d6, AVLD 
  (defense is Power Defense; +1½), Does 
  BODY (+1), Indirect (always come from 
  the witch, but can strike target regardless of 
  intervening barriers; +½), Reduced Endur-
  ance (0 END; +½) (135 Active Points); 
  common Limitations as listed above
  2u 
  2)  Kill, Long-Range:  RKA 2d6, AVLD 
  (defense is Power Defense; +1½), Does BODY 
  (+1), MegaScale (1” = 1,000 km, can scale down 
  to 1” = 1 km; + 1¼), Indirect (always come 
  from the witch, but can strike target regard-
  less of intervening barriers; +½), Reduced 
  Endurance (0 END; +½) (172 Active Points); 
  common Limitations as listed above
  3u 
  3)  Harm, Short-Range:  RKA 4d6, AVLD 
  (defense is Power Defense; +1½), Does BODY 
  (+1), Indirect (always come from the witch, but 
  can strike target regardless of intervening bar-
  riers; +½), Reduced Endurance (0 END; +½) 
  (270 Active Points); common Limitations as 
  listed above, plus Only To Impair/Disable Parts 
  Of The Body (-1)
  4u 
  4)  Harm, Long-Range:  RKA 4d6, AVLD 
  (defense is Power Defense; +1½), Does BODY 
  (+1), MegaScale (1” = 1,000 km, can scale down 
  to 1” = 1 km; + 1¼), Indirect (always come 
  from the witch, but can strike target regard-
  less of intervening barriers; +½), Reduced 
  Endurance (0 END; +½) (345 Active Points); 
  common Limitations as listed above, plus Only 
  To Impair/Disable Parts Of The Body (-1)
  1u 
  5)  Deflected Harm: Missile Deflection and 
  Reflection (any Ranged attack) (40 Active 
  Points); common Limitations as listed above, 
  plus Only To Reflect Attacks Against Victim (-0)
  3u 
  6)  Control:  Mind Control 30d6, Reduced 
  Endurance (0 END; +½) (225 Active Points); 
  common Limitations as listed above
  Total cost:  63 points.
  LOVE CHARM
  Effect:  Mind Control 15d6, Only To Make Victim Fall In 
  Love
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  One of the best known — and most 
  commercially valuable — spells in the witch’s arsenal 
  is Love Charm, which gives her the power to make 
  any person fall in love. She can either designate the 
  target of the victim’s affections, or simply leave him 
  to fall in love with the first person he sees.
  Game Information:  Mind Control 15d6 (75 
  Active Points); OAF Expendable (heart-shaped 
  golden amulet, Very Difficult to obtain; -1½), 
  Extra Time (Full Phase; -½), Gestures (-¼), 
  Incantations (-¼), Only To Make Victim Fall 
  In Love (-1), Requires A Witchcraft Roll (-½), 
  Spell (-½). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 18d6. 90 
  Active Points; total cost 16 points.
  2)  Weak Spell:  Decrease to Mind Control 12d6. 60 
  Active Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (witch 
  suffers effects herself; -1). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  15 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 112 Active Points; total cost 20 points.
  
  207 
  The Fantasy Hero Grimoire
  MAN INTO FROG
  Effect:  Major Transform 7d6 (person into frog)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  Although technically belonging to the 
  arcana of Thaumaturgy, this spell has become so 
  closely identified with Witchcraft that most schol-
  ars consider it a Witchcraft spell. It allows a witch to 
  transform a hapless victim into a frog. The victim 
  may or may not retain the ability to speak, in the 
  GM’s discretion.
  Game Information:  Major Transform 7d6 
  (person into frog, heals back through another 
  application of this spell or being kissed by roy-
  alty) (105 Active Points); OAF Expendable 
  (frog’s skin, Difficult to obtain; -1¼), Gestures 
  (-¼), Incantations (-¼), Limited Range (50”; 
  -¼), Limited Target (humanoid beings; -½), 
  Requires A Witchcraft Roll (-½), Spell (-½). 
  Total cost:  23 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 8d6. 
  120 Active Points; total cost 27 points.
  2)  Weak Spell:  Decrease to Major Transform 6d6. 
  90 Active Points; total cost 20 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  32 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  25 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  25 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  Witchcraft rolls for 1d6 hours; -¼). Total cost:  22 
  points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  21 points.
  8)  Easy Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 20 Active Points; -¼). Total cost:   
  25 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  26 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  21 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  22 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 157 Active Points; total cost 35 
  points.
  13)  Frog’s Touch:  Change Limited Range (-¼) to 
  No Range (-½).  Total cost:  22 points.
  
  208  Witchcraft
  Hero System 5th Edition
  PLAGUE OF SERPENTS
  Effect:  Summon one small venomous animal built on 
  up to 130 points, Slavishly Loyal
  Target/Area Affected:  One small, venomous animal
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell calls to the witch a single 
  small, venomous animal — typically a serpent, but 
  sometimes a scorpion or a spider depending on the 
  environment. The animal serves the witch faithfully; 
  she normally sends it to kill her enemies (hence the 
  name of the spell) or uses it to guard her treasures.
  Game Information:  Summon one small venom-
  ous animal built on up to 130 points, Expanded 
  Class (small, venomous animals; +¼), Slavishly 
  Loyal (+1) (58 Active Points); OAF Expendable 
  (knot-charm woven of the skin from three dif-
  ferent venomous serpents, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), Requires 
  A Witchcraft Roll (-½), Summoned Being Must 
  Inhabit Locale (-½), Arrives Under Own Power 
  (-½). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to up to 8 small, venom-
  ous animals. 92 Active Points; total cost 22 points.
  2)  Weak Spell:  Decrease to one small venomous 
  animal built on up to 80 points. 36 Active Points; 
  total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (Sum-
  moned creature attacks caster; -1). Total cost:  11 
  points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  15 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  12 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 71 Active Points; total cost 17 
  points.
  SENDING
  Effect:  Drain END 7d6, Indirect, Gradual Effect (1 
  week)
  Target/Area Affected:  One character
  Casting Time:  5 Minutes (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  13,125”, No Range Modifier
  Magic Roll Penalty:  -21
  END Cost:  21
  Description:  This spell (which, like Doll Magic, bor-
  ders on being black magic) allows a witch to send a 
  spirit (usually in the form of a black cat) to bedevil 
  a victim in his sleep and prevent him from gaining 
  meaningful rest. Day after day, the victim becomes 
  more and more tired, even though he sleeps each 
  night, until he can’t even stand up and walk. How-
  ever, once the spell ends (i.e., once all 7d6 of Drain 
  END have been applied to the character), he recov-
  ers from his weariness swiftly.
  Game Information:  Drain END 7d6, Ranged 
  (+½), Indirect (always come from the witch, but 
  can strike target regardless of intervening barri-
  ers; +½), Increased Maximum Range (13,125”, 
  or about 16 miles; +½), No Range Modifier 
  (+½) (210 Active Points); OAF Expendable 
  (skull of a black cat, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (5 Minutes; -2), Gestures (through-
  out casting; -½), Gradual Effect (1 Week, 1d6/
  day; -2), Incantations (throughout casting; -½), 
  Requires A Witchcraft Roll (-½), Spell (-½). 
  Total cost:  23 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1¼). Total cost:  26 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  24 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  24 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  END 2d6; -¼). Total cost:  22 points.
  5)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  21 points.
  6)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  23 points.
  7)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  24 points.
  8)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  27 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  25 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 245 Active Points; total cost 26 
  points.
  11)  Ritual Sending:  This form of the spell requires 
  a coven to cast it. Add Ritual (13 casters; -1). Total 
  cost:  20 points.
  
  209 
  The Fantasy Hero Grimoire
  WITCH’S PLAGUE
  Effect:  Drain 2d6, any Characteristic one at a time
  Target/Area Affected:  One character
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant Range:  325”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell allows the witch to inflict a 
  loathsome disease upon another person. She chooses 
  the disease; examples include palsy (Drain DEX), 
  brain fever (Drain INT or EGO), muscle aches 
  (Drain STR), various disfiguring poxes (Drain COM), 
  and diseases that tire the victim out (Drain CON 
  or END). The person heals from the disease slowly, 
  at roughly the same rate he’d heal injuries (REC of 
  points of the Characteristic per Month).
  Game Information:  Drain 2d6, any Character-
  istic one at a time (+¼), Ranged (+½), Delayed 
  Recover Rate (points return at the rate of 5 per 
  Month; +2) (75 Active Points); OAF Expend-
  able (the tongue of a pig steeped in serpent’s 
  venom, Difficult to obtain; -1¼), Extra Time 
  (Full Phase; -½), Gestures (-¼), Incantations  
  (-¼), Requires A Witchcraft Roll (-½), Spell  
  (-½). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain 3d6. 112 Active 
  Points; total cost 26 points.
  2)  Weak Spell:  Decrease to Drain 1d6. 37 Active 
  Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (disease 
  afflicts the witch instead; -1). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Change to Extra Time (5 Min-
  utes; -2). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 85 Active Points; total cost 20 points.
  13)  Unavoidable Plague I:  Add Line Of Sight (+½). 
  85 Active Points; total cost 20 points.
  14)  Unavoidable Plague II:  Add Indirect (always 
  come from the witch, but can strike target regardless 
  of intervening barriers; +½), Increased Maximum 
  Range (8,125”, or about 10 miles; +½), No Range 
  Modifier (+½). 105 Active Points; total cost 25 points.
  15)  Ritual Plague:  This form of the spell requires 
  a coven to cast it. Add Ritual (13 casters; -1). Total 
  cost:  14 points.
  16)  Expanded Spell I:  Change to any two Char-
  acteristics simultaneously (+½). 80 Active Points; 
  total cost 19 points.
  17)  Expanded Spell II:  Change to any four Charac-
  teristics simultaneously (+1). 90 Active Points; total 
  cost 21 points.
  
  210  Witchcraft
  Hero System 5th Edition
  MoVeMent SpeLLS
  FLYING BROOMSTICK
  Effect:  Flight 15”
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  With this spell, a witch can use an 
  enchanted broomstick to fly.
  Game Information:  Flight 15” (30 Active Points); 
  OAF (specially-enchanted broomstick; -1), 
  Extra Time (Full Phase to cast; -¼), Gestures 
  (-¼), Incantations (-¼), Requires A Witchcraft 
  Roll (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Flight 20”. 40 Active 
  Points; total cost 12 points.
  2)  Weak Spell:  Decrease to Flight 10”. 20 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  Witchcraft rolls for 1d6 x 10 minutes; -¼). Total 
  cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  10 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  11 points.
  10)  Quick Spell:  Remove Extra Time (-¼). Total 
  cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 45 Active Points; total cost 14 
  points.
  13)  Untiring Spell:  Add Reduced Endurance (0 
  END; +½). 45 Active Points; total cost 14 points.
  14)  Less Tiring Spell:  Add Reduced Endurance (½ 
  END; +¼). 37 Active Points; total cost 11 points.
  15)  Any Broomstick:  The witch doesn’t have to use 
  a specially enchanted broomstick; any broomstick 
  will do. Change to OIF (broomsticks of opportu-
  nity; -½). Total cost:  11 points.
  16)  Room For One More:  The broomstick has room 
  for one more human-sized person to ride behind 
  the witch. Add Telekinesis (10 STR) (15 Active 
  Points); Limitations as above plus Linked (-½), 
  Only To Carry One Passenger On The Broom (-1) 
  (total cost:  3 points). 30 + 15 = 45 Active Points; 
  total cost 9 + 3 = 12 points.
  
  211 
  The Fantasy Hero Grimoire
  SenSorY SpeLLS
  CARDS OF FATE
  Effect:  Precognition
  Target/Area Affected:  Self
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows the witch to foresee 
  the future by reading what will come to pass in 
  mystic arrangements of special fortunetelling cards 
  (such as tarot cards). Typically the witch can only 
  answer a specific question or determine a specific 
  fact (hence the Instant Limitation).
  Game Information:  Clairsentience (Sight Group), 
  Precognition (40 Active Points); OAF (fortune-
  telling cards; -1), Concentration (0 DCV through-
  out; -1), Extra Time (5 Minutes; -2), Gestures 
  (throughout casting; -½), Incantations (through-
  out casting; -½), Instant (-½), Precognition Only 
  (-1), Requires A Witchcraft Roll (-½), Vague And 
  Unclear (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Remove Vague And Unclear (-½). 
  Total cost:  5 points.
  2)  Weak Spell:  Add Time Modifiers (-½). Total 
  cost:  4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  5 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  Witchcraft rolls for 1d6 hours; -¼). Total cost:  5 
  points.
  7)  Difficult Spell:  Change to Requires A Witch-
  craft Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  8)  Easy Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 20 Active Points; -¼). Total cost:  5 
  points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  5 points.
  10)  Quick Spell:  Change to Extra Time (1 Turn; 
  -1¼). Total cost:  5 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 7 
  points.
  potion-BrewinG
  Witch’s potions usually aren’t quite the same 
  as those produced by alchemists. Not only do they 
  tend to require different (and more disgusting) 
  ingredients — eye of newt, bat’s wings, serpent’s 
  spittle, goats’ hearts, and so forth — but they have 
  different uses. Whereas alchemical potions gener-
  ally improve or enhance the drinker, witch-potions 
  are weapons. They’re intended to take control of 
  the victim’s mind and make him do something, to 
  transform him, or the like. As such, they’re bought 
  differently (often as Mental Powers with the Based 
  On CON Limitation), and the witch typically has to 
  trick the victim into drinking them.
  LOVE POTION
  Effect:  Mind Control 20d6, Based On CON, Only To 
  Make Drinker Fall In Love
  Target/Area Affected:  One character
  Quaffing Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -7
  Charges:  4 
  Description:  A staple of commerce with witches, 
  the Love Potion causes the person who drinks it to 
  fall in love with the first person he sees (typically 
  the person who gave it to him, usually by slipping 
  it into some ordinary drink). The effects often wear 
  off over time (i.e., eventually the victim makes his 
  Breakout Roll), but by then he may find himself 
  happily (?) married!
  Game Information:  Mind Control 20d6, 
  Delayed Effect (may have available a number 
  of potions equal to character’s INT; +½) (150 
  Active Points); OAF Fragile (-1¼), Based On 
  CON (-1), Concentration (0 DCV throughout 
  brewing; -1), Extra Time (6 Hours to brew; 
  -3½), Gestures (throughout brewing; -½), 
  Incantations (throughout brewing; -½), No 
  Range (victim must drink potion; -½), Requires 
  A Witchcraft Roll (to brew, -1 per 20 Active 
  Points; -¼), Set Effect (make victim fall in love 
  with the first person he sees; -1), 4 Charges (-1). 
  Total cost:  13 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Mind Control 25d6. 
  187 Active Points; total cost 16 points.
  2)  Weak Potion:  Decrease to Mind Control 15d6. 
  112 Active Points; total cost 10 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  12 points.
  4)  Difficult-To-Brew Potion:  Change to Requires A 
  Witchcraft Roll (-1 per 5 Active Points; -1). Total cost: 
  12 points.
  5)  Less Difficult-To-Brew Potion:  Change to 
  Requires A Witchcraft Roll (-1 per 10 Active Points; 
  LonG-rAnGe 
  witcHcrAft 
  AttAckS
  Technically, long-range 
  Witchcraft attack spells 
  like Doll Magic, Send-
  ing, and Candle Of Life 
  should suffer negative 
  OCV modifiers if the 
  witch cannot perceive 
  the target with a Tar-
  geting Sense because 
  she’s far away. On the 
  other hand, it usu-
  ally gains extensive 
  Surprise bonuses to 
  OCV. In the inter-
  est of common sense 
  and dramatic sense, 
  GMs can, if they wish, 
  simply let the witch 
  make a normal Attack 
  Roll against the target’s 
  base DCV to resolve 
  the attack.
  For GMs who prefer 
  for witches to buy the 
  ability to target these 
  spells, characters can 
  buy the following spell:
  Witch’s Eye:  Detect 
  Target Of Long-Range 
  Witchcraft Attack Spell 
  (INT +10), Range, Tar-
  geting, Telescopic (+30 
  versus Range Modifier) 
  (58 Active Points); 
  OAF Expendable 
  (crow’s eye steeped 
  in wine, Difficult to 
  obtain; -1 1/4), Costs 
  Endurance (-1/2), Ges-
  tures (-1/4), Incanta-
  tions (-1/4), Requires A 
  Witchcraft Roll (-1/2). 
  Total cost:  15 points. 
  
  212  Witchcraft
  Hero System 5th Edition
  -½). Total cost:  13 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-¼). Total cost:  13 points.
  7)  Permanent Love Potion:  This form of Love 
  Potion never wears off. Change to Major Transform 
  7d6 (person to person in love with first person he 
  sees after drinking potion, heals back by drink-
  ing another Love Potion), BOECV (+1), Works 
  Against EGO, Not BODY (+¼), add Limited Target 
  (humanoids; -½), and remove Set Effect (-1). 236 
  Active Points; total cost 21 points.
  8)  Potion Of Forgetfulness:  This potion is identi-
  cal to the Love Potion in game terms, but the Set 
  Effect is “make drinker forget one fact or incident” 
  (the person giving him the potion tells him what to 
  forget). Total cost:  13 points.
  POTION OF TRANSFORMATION
  Effect:  Major Transform 7d6 (drinker into animal)
  Target/Area Affected:  One character
  Quaffing Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -16
  Charges:  4
  Description:  This fiendish potion turns the drinker 
  into an animal. The witch chooses what type of 
  animal when she brews the potion.
  Game Information:  Major Transform 7d6 
  (drinker into animal [type of animal is chosen by 
  witch when brewing potion, and cannot change 
  thereafter], heals back by drinking another Potion 
  Of Transformation), Delayed Effect (may have 
  available a number of potions equal to character’s 
  INT; +½) (157 Active Points); OAF Fragile (-1¼), 
  Concentration (0 DCV throughout brewing; -1), 
  Extra Time (6 Hours to brew; -3½), Gestures 
  (throughout brewing; -½), Incantations (through-
  out brewing; -½), Limited Target (humanoids; 
  -½), No Range (victim must drink potion; -½), 
  Requires A Witchcraft Roll (to brew; -½), 4 
  Charges (-1). Total cost:  15 points.
  OPTIONS:
  1)  Strong Potion:  Increase to Major Transform 8d6. 
  180 Active Points; total cost 18 points.
  2)  Weak Potion:  Decrease to Major Transform 6d6. 
  135 Active Points; total cost 13 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s dis-
  cretion [creates poison or wrong potion, lab explo-
  sion, or the like]; -½). Total cost:  15 points.
  4)  Difficult-To-Brew Potion:  Change to Requires A 
  Witchcraft Roll (-1 per 5 Active Points; -1). Total cost: 
  15 points.
  5)  Easy-To-Brew Potion:  Change to Requires A 
  Witchcraft Roll (-1 per 20 Active Points; -¼). Total 
  cost:  16 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  16 points.
  cAndLe MAGic
  Some witches use their magic to create 
  enchanted candles that create a certain effect for 
  as long as they burn. Known as candle magic, this 
  branch of Witchcraft is of little use in combat, but 
  often proves quite effective in other situations.
  CANDLE OF BEGUILEMENT
  Effect:  Sight, Hearing, Smell/Taste, and Touch Group 
  Images, -6 to PER Rolls
  Target/Area Affected:  8” Radius around candle
  Lighting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -10
  Charges:  1 Continuing Fuel Charge lasting 1 Hour
  Description:  This candle creates an illusion of the 
  witch’s choice. The witch can change the illusion 
  each time she lights the candle, but can’t alter it 
  while the candle remains lit. The illusion cannot 
  conceal the candle, which must always remain in 
  the center of the effect; thus, this candle is only 
  useful in situations where the victims would not 
  consider a lit candle out of place.
  Game Information:  Sight, Hearing, Smell/Taste, 
  and Touch Group Images, -6 to PER Rolls, 
  Increased Size (8” radius; +¾), Delayed Effect 
  (may have available a number of candles equal 
  to character’s INT; +½) (97 Active Points); 
  OAF (-1), Concentration (0 DCV throughout 
  making; -1), Extra Time (6 Hours to make; 
  -3½), Gestures (throughout making; -½), 
  Incantations (throughout making; -½), Image 
  Cannot Hide Candle Itself (-½), No Range (illu-
  sion always covers the 8” radius around candle; 
  -½), Requires A Witchcraft Roll (to make; -½), 
  1 Continuing Fuel Charge lasting 1 Hour (-0). 
  Total cost:  11 points.
  OPTIONS:
  1)  Strong Candle:  Increase to -8 to PER Rolls. 110 
  Active Points; total cost 12 points.
  2)  Weak Candle:  Decrease to -4 to PER Rolls. 83 
  Active Points; total cost 9 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poisonous vapors or wrong 
  candle, cauldron explosion, or the like]; -½). Total 
  cost:  10 points.
  4)  Difficult-To-Make Candle:  Change to Requires A 
  Witchcraft Roll (-1 per 5 Active Points; -1). Total 
  cost:  10 points.
  5)  Easy-To-Make Candle:  Change to Requires A 
  Witchcraft Roll (-1 per 20 Active Points; -¼). Total 
  cost:  11 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  11 points.
  
  213 
  The Fantasy Hero Grimoire
  CANDLE OF LIFE
  Effect:  RKA 6d6, NND, Does BODY, Indirect, Gradual 
  Effect  
  Target/Area Affected:  One character
  Lighting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Instant
  Range:  50,625”, No Range Modifier
  Magic Roll Penalty:  -22
  Charges:  1 Charge
  Description:  Although its name suggests kindness 
  and healing, in fact the Candle Of Life is so called 
  because it holds a man’s life within its enchanted 
  wax — and as it burns, that man dies. The candle 
  must include at least one of the items described for 
  Doll Magic (a bit of the target’s body) in the wax.
  Once lit, the Candle Of Life burns for an hour, 
  slowly killing the victim over that time. The witch 
  must keep her concentration focused on the candle 
  during this time. If the candle stops burning, the 
  effect stops at that point. The victim suffers the 
  damage up to that point, but the candle cannot be 
  relit to hurt him further (though the witch could 
  perhaps use what’s in it to make another candle...).
  See page 211 regarding targeting this spell.
  Game Information:  RKA 6d6, NND (defense is 
  Life Support [Longevity]; +1), Does BODY (+1), 
  Indirect (always come from the witch, but can 
  strike target regardless of intervening barriers; 
  +½), Increased Maximum Range (50,625”, or 
  about 63 miles; +½), No Range Modifier (+½), 
  Delayed Effect (may have available a number 
  of candles equal to character’s INT; +½) (450 
  Active Points); OAF (-1), Concentration (0 DCV 
  throughout making and using; -1), Extra Time (6 
  Hours to make; -3½), Extra Time (1 Hour to use; 
  -3), Gestures (throughout making; -½), Gradual 
  Effect (1 Hour, 1d6 per 10 minutes; -1¼), Incan-
  tations (throughout making; -½), Only Works 
  Against Specific Characters For Whom Witch 
  Has Prepared Candle (-2) Requires A Witchcraft 
  Roll (to make, -1 per 20 Active Points; -¼), 1 
  Charge (-2). Total cost:  28 points.
  OPTIONS:
  1)  Strong Candle:  Increase to RKA 9d6. 675 Active 
  Points; total cost 42 points.
  2)  Weak Candle:  Decrease to RKA 3d6. 225 Active 
  Points; total cost 14 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poisonous vapors or wrong 
  candle, cauldron explosion, or the like]; -½). Total 
  cost:  27 points.
  4)  Difficult-To-Make Candle:  Change to Requires A 
  Witchcraft Roll (-1 per 5 Active Points; -1). Total cost: 
  27 points.
  5)  Less Difficult-To-Make Candle:  Change to 
  Requires A Witchcraft Roll (-1 per 10 Active Points; 
  -½). Total cost:  28 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-¼). Total cost:  29 points.
  
  214  Witchcraft
  Hero System 5th Edition
  CANDLE OF PROTECTION
  Effect:  Force Wall (14 PD/14 ED, 7” long), Affects Des-
  olidified, Only Versus Spirits, Demons, And The Undead
  Target/Area Affected:  8” Radius around candle
  Lighting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -16
  Charges:  1 Continuing Fuel Charge lasting 1 Hour
  Description:  This candle creates a field of mystic 
  energy that prevents demons, the undead, and spir-
  its from approaching too closely. Powerful enemies 
  can break through, but most such beings have 
  no way to get inside the candle’s sphere... but the 
  sphere only lasts for an hour.
  Game Information:  Force Wall (14 PD/14 ED, 7” 
  long), Affects Desolidified (+½), Delayed Effect 
  (may have available a number of candles equal 
  to character’s INT; +½) (164 Active Points); 
  OAF (-1), Concentration (0 DCV throughout 
  making; -1), Extra Time (6 Hours to make; -3½), 
  Gestures (throughout making; -½), Incantations 
  (throughout making; -½), No Range (Force Wall 
  always covers the 8” radius around candle; -½), 
  Only Versus Spirits, Demons, And The Undead 
  (-1), Requires A Witchcraft Roll (to make; -½), 
  Restricted Shape (circle/sphere around candle; 
  -¼), 1 Continuing Fuel Charge lasting 1 Hour 
  (-0). Total cost:  17 points.
  OPTIONS:
  1)  Strong Candle:  Increase to Force Wall (18 PD/18 
  ED). 204 Active Points; total cost 21 points.
  2)  Weak Candle:  Decrease to Force Wall (10 PD/10 
  ED). 124 Active Points; total cost 13 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poisonous vapors or wrong 
  candle, cauldron explosion, or the like]; -½). Total 
  cost:  16 points.
  4)  Difficult-To-Make Candle:  Change to Requires A 
  Witchcraft Roll (-1 per 5 Active Points; -1). Total 
  cost:  16 points.
  5)  Easy-To-Make Candle:  Change to Requires A 
  Witchcraft Roll (-1 per 20 Active Points; -¼). Total 
  cost:  17 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  18 points.
  CANDLE OF TRUTH
  Effect:  Mind Control 15d6, Set Effect (only to make 
  people tell the truth)
  Target/Area Affected:  10” Radius around candle
  Lighting Time:  Half Phase (Attack Action)
  Casting Procedures:  None
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -13
  Charges:  1 Continuing Fuel Charge lasting 1 Hour
  Description:  This candle, the bane of many a mer-
  chant and diplomat, compels everyone within 10” 
  to tell the truth as long as it burns.
  Technically the Area Of Effect for this candle 
  could be as large as 19” Radius. It’s been voluntarily 
  restricted to make the candle function as intended.
  Game Information:  Mind Control 15d6, Area 
  Of Effect (10” Radius; +1), Continuous (+1), 
  Delayed Effect (may have available a number 
  of candles equal to character’s INT; +½) (262 
  Active Points); OAF (-1), Concentration (0 
  DCV throughout making; -1), Extra Time (6 
  Hours to make; -3½), Gestures (throughout 
  making; -½), Incantations (throughout making; 
  -½), No Range (Area Of Effect always covers 
  the 10” radius around candle; -½), Requires 
  A Witchcraft Roll (to make, -1 per 20 Active 
  Points; -¼), Set Effect (only to make people tell 
  the truth; -1), 1 Continuing Fuel Charge lasting 
  1 Hour (-0). Total cost:  28 points.
  OPTIONS:
  1)  Strong Candle:  Increase to Mind Control 18d6. 
  315 Active Points; total cost 34 points.
  2)  Weak Candle:  Decrease to Mind Control 12d6. 
  210 Active Points; total cost 23 points.
  3)  Apprentice’s Version:  Add Side Effects (GM’s 
  discretion [creates poisonous vapors or wrong 
  candle, cauldron explosion, or the like]; -½). Total 
  cost:  27 points.
  4)  Difficult-To-Make Candle:  Change to Requires A 
  Witchcraft Roll (-1 per 5 Active Points; -1). Total 
  cost:  26 points.
  5)  Less Difficult-To-Make Candle:  Change to 
  Requires A Witchcraft Roll (-1 per 10 Active Points; 
  -½). Total cost:  28 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-¼). Total cost:  29 points.
  
  215 
  The Fantasy Hero Grimoire
  BLAck MAGic
  Practiced only by evil witches, these spells rep-
  resent the dark, hidden heart of Witchcraft. They 
  offer great power, but often at the price of imperil-
  ling the witch’s soul.
  BLOOD SACRIFICE
  Effect:  Aid Witchcraft 4d6, any Witchcraft spell one at 
  a time
  Target/Area Affected:  Self
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -9
  END Cost:  0
  Description:  This terrible spell uses the power of 
  blood to boost the power of the witch’s spells. By 
  sacrificing a medium-sized animal, such as a goat or 
  a dog (usually a black one) in a special ceremony, the 
  witch can augment one of her spells for several hours.
  Game Information:  Aid Witchcraft 4d6, any 
  Witchcraft spell one at a time (+¼), Delayed 
  Recovery Rate (points fade at the rate of 5 per 
  Hour; +1) (90 Active Points); OAF Expendable 
  (sacrifice itself, plus ritual knife and other tools, 
  Extremely Difficult to obtain; -2), Concentration 
  (0 DCV throughout casting; -1), Extra Time (5 
  Minutes; -2), Gestures (throughout; -½), Incan-
  tations (throughout; -½), Only At Night Or In 
  Darkness (-½), Requires A Witchcraft Roll (-½), 
  Self Only (-½). Total cost:  11 points.
  OPTIONS:
  1)  Human Blood Sacrifice:  By sacrificing a human 
  — typically a child or a virgin maiden — the witch 
  gains even greater power. Increase to Aid 6d6. 135 
  Active Points; total cost 16 points.
  2)  Small Animal Sacrifice:  Typically the animal sac-
  rificed is at least as large as a goat or dog. Smaller 
  animals, such as chickens or cats, confer less power. 
  Decrease to Aid 2d6. 45 Active Points; total cost 5 
  points.
  3)  Apprentice’s Version:  The terrible powers of 
  blood magic, if improperly unleashed, can work 
  great harm upon the witch herself. Add Side Effects 
  (RKA 3d6; -½). Total cost:  10 points.
  4)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 points.
  5)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  11 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  11 points.
  7)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 110 Active Points; total cost 13 
  points.
  8)  Extended Spell:  Increase to Delayed Recovery 
  Rate (points fade at the rate of 5 per Day; +1½). 110 
  Active Points; total cost 13 points.
  9)  Expanded Spell I:  Change to any two Witchcraft 
  spells simultaneously (+½). 100 Active Points; total 
  cost 12 points.
  10)  Expanded Spell II:  Change to any four Witch-
  craft spells simultaneously (+1). 120 Active Points; 
  total cost 14 points.
  11)  Expanded Spell III:  Change to all Witchcraft 
  spells simultaneously (+2). 160 Active Points; total 
  cost 19 points.
  12)  Place Of Power:  The witch can only perform 
  a Blood Sacrifice at a specific sacrificial place. 
  Increase to OAF Expendable Immobile (-3). Total 
  cost:  9 points.
  
  216  Witchcraft
  Hero System 5th Edition
  CURSE OF DEATH
  Effect:  RKA 8d6, NND, Does BODY, Indirect
  Target/Area Affected:  One character
  Casting Time:  1 Hour (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  1,593,750” (about 2,000 miles), No Range 
  Modifier
  Magic Roll Penalty:  -0
  END Cost:  31
  Description:  This terrible curse, perhaps the black-
  est manifestation of the power of Witchcraft, 
  instantly slays a person named by the witch in a 
  mystic ceremony.
  See page 211regarding targeting this spell.
  Game Information:  RKA 8d6, NND (defense is 
  Life Support [Longevity]; +1), Does BODY (+1), 
  Indirect (always come from the witch, but can 
  strike target regardless of intervening barriers; 
  +½), Increased Maximum Range (1,593,750”, or 
  about 2,000 miles; +1), No Range Modifier (+½), 
  Reduced Endurance (½ END; +¼) (630 Active 
  Points); OAF Expendable (black cat sacrifice plus 
  sacrificial tools and supplies, Extremely Difficult 
  to obtain; -2), Concentration (0 DCV throughout 
  casting; -1), Extra Time (1 Hour; -3), Gestures 
  (throughout; -½), Incantations (throughout; -½), 
  Requires A Witchcraft Roll (no Active Point pen-
  alty; -0), Spell (-½). Total cost:  74 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 10d6. 787 Active 
  Points; total cost 93 points.
  2)  Weak Spell:  Decrease to RKA 6d6. 472 Active 
  Points; total cost 55 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  97 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  79 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  79 points.
  6)  Apprentice’s Version:  Add Side Effects (witch suf-
  fer’s curses effects herself; -1). Total cost:  66 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  66 points.
  8)  Less Difficult Spell:  Change to Requires A 
  Witchcraft Roll (-1 per 10 Active Points; -½). Total 
  cost:  70 points.
  9)  Least Difficult Spell:  Change to Requires A 
  Witchcraft Roll (-1 per 20 Active Points; -¼). Total 
  cost:  72 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 690 Active Points; total cost 81 points.
  CURSE OF PALSY
  Effect:  Drain DEX 6d6, Indirect
  Target/Area Affected:  One character
  Casting Time:  1 Hour (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  890,625” (about 1,100 miles), No Range Modi-
  fier
  Magic Roll Penalty:  -0
  END Cost:  16
  Description:  This curse is similar to Curse Of 
  Death, but merely afflicts the victim with a long-
  lasting palsy. (Using this spell as a model, you can 
  create all sorts of curses — just substitute some 
  other Characteristic for DEX.)
  See page 211regarding targeting this spell.
  Game Information:  Drain DEX 6d6, Delayed 
  Recovery Rate (points return at the rate of 
  5 per Year; +2½), Ranged (+½), Indirect 
  (always come from the witch, but can strike 
  target regardless of intervening barriers; 
  +½), Increased Maximum Range (890,625”, 
  or about 1,100 miles; +1), No Range Modi-
  fier (+½), Reduced Endurance (½ END; +¼) 
  (375 Active Points); OAF Expendable (black 
  cat sacrifice plus sacrificial tools and supplies, 
  Extremely Difficult to obtain; -2), Concentra-
  tion (0 DCV throughout casting; -1), Extra 
  Time (1 Hour; -3), Gestures (throughout; -½), 
  Incantations (throughout; -½), Requires A 
  Witchcraft Roll (no Active Point penalty; -0), 
  Spell (-½). Total cost:  44 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain DEX 8d6. 500 
  Active Points; total cost 59 points.
  2)  Weak Spell:  Decrease to Drain DEX 4d6. 250 
  Active Points; total cost 29 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  58 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  47 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  47 points.
  6)  Apprentice’s Version:  Add Side Effects (witch suf-
  fer’s curses effects herself; -1). Total cost:  39 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  39 points.
  8)  Less Difficult Spell:  Change to Requires A 
  Witchcraft Roll (-1 per 10 Active Points; -½). Total 
  cost:  42 points.
  9)  Least Difficult Spell:  Change to Requires A 
  Witchcraft Roll (-1 per 20 Active Points; -¼). Total 
  cost:  43 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 405 Active Points; total cost 48 points.
  
  217 
  The Fantasy Hero Grimoire
  DEVIL CONJURATION
  Effect:  Summon one 600-point lesser demon
  Target/Area Affected:  One demon
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -12
  END Cost:  12
  Description:  This ritual summons a devil from the 
  Infernal Depths to serve the witch. But the witch 
  must do more than call the fiend up — she must 
  force, trick, or bribe him to her service, for the spell 
  does not compel obedience.
  Game Information:  Summon one 600-point 
  lesser demon (120 Active Points); OAF Expend-
  able (human sacrifice plus sacrificial tools and 
  supplies, Extremely Difficult to obtain; -2), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (1 Hour; -3), Gestures (throughout; 
  -½), Incantations (throughout; -½), Requires A 
  Witchcraft Roll (-½). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to two 600-point lesser 
  demons. 125 Active Points; total cost 15 points.
  2)  Weak Spell:  Add Strong-Willed (+4 to EGO 
  Rolls; -½). Total cost:  13 points.
  3)  Free Spell:  Remove OAF (-2). Total cost:  18 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  Add Side Effects (conjured 
  devil attacks witch; -1). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  15 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 180 Active Points; total cost 21 
  points.
  11)  Friendly Devil:  Add Friendly (+¼). 150 Active 
  Points; total cost 18 points.
  12)  Loyal Devil:  Add Loyal (+½). 180 Active Points; 
  total cost 21 points.
  13)  Devoted Devil:  Add Devoted (+¾). 210 Active 
  Points; total cost 25 points.
  14)  Slavishly Loyal Devil:  Add Slavishly Loyal (+1). 
  240 Active Points; total cost 28 points.
  15)  Weak-Willed Devil:  Add Weak-Willed (-4 to EGO 
  Rolls; +½). 180 Active Points; total cost 21 points.
  16)  The First Ritual Of Devil-Summoning:  Add 
  Ritual (13 casters; -1). Total cost:  13 points.
  17)  The Second Ritual Of Devil-Summoning:  This 
  ritual summons a much more powerful devil, but 
  only works at certain times. Change to Summon 
  one 1,000-point greater demon, Friendly (+¼), and 
  add Ritual (13 casters; -1), Can Only Be Cast At 
  Night (-½), Window Of Opportunity (1 Month; -2). 
  250 Active Points; total cost 21 points.
  MiSceLLAneoUS SpeLLS
  BEAUTIFY
  Effect:  Aid COM 3d6
  Target/Area Affected:  Self
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  Many a witch has used this glamour, 
  which renders her much more beautiful for the 
  space of a few hours.
  Game Information:  Aid COM 3d6, Delayed 
  Recovery Rate (points fade at the rate of 5 per 
  Hour; +1) (60 Active Points); OAF Expend-
  able (a rose, Easy to obtain; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Witchcraft Roll 
  (-½), Self Only (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Delayed Recovery 
  Rate (points fade at the rate of 5 per Day; +1½). 75 
  Active Points; total cost 21 points.
  2)  Weak Spell:  Decrease to Delayed Recovery Rate 
  (points fade at the rate of 5 per 5 Minutes; +½). 45 
  Active Points; total cost 13 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  COM 3d6; -½). Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  18 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 75 Active Points; total cost 21 
  points.
  
  218  Witchcraft
  Hero System 5th Edition
  13)  Shared Spell:  Remove Self Only (-½). Total 
  cost:  20 points.
  CHARM OF EASE
  Effect:  Change Environment (clean and do related 
  chores)
  Target/Area Affected:  16” Radius (one building)
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -7
  END Cost:  0
  Description:  This most famous of hedge magic 
  spells allows a witch to clean her house and per-
  form similar chores without exerting herself. 
  Instead, brooms, mops, dishrags, and brushes come 
  to life to do the work themselves!
  Game Information:  Change Environment 16” 
  radius (clean and do related chores), Long-Last-
  ing (lasts until dirtied again), Reduced Endur-
  ance (0 END; +½) (67 Active Points); OAF 
  Expendable (broomstraw wrapped around a 
  bit of soap, Easy to obtain; -1), Gestures (-¼), 
  Incantations (-¼), No Range (-½), Only Cleans 
  One Building (-¼), Requires A Witchcraft Roll 
  (-½). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 32” radius. 75 Active 
  Points; total cost 20 points.
  2)  Weak Spell:  Decrease to 8” radius. 60 Active 
  Points; total cost 16 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  24 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 2d6; -¼). Total cost:  17 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 points.
  8)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  21 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  17 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 24 points.
  
  219 
  The Fantasy Hero Grimoire
  MOON GODDESS’S BLESSING
  Effect:  Aid Witchcraft 3d6, any Witchcraft spell one at 
  a time, Only At Night
  Target/Area Affected:  Self
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -7
  END Cost:  0
  Description:  Far more benign than Blood Sacrifice, 
  this spell calls on the Moon Goddess whom so 
  many witches serve for an increase of power. It can 
  only be cast at night.
  Game Information:  Aid Witchcraft 3d6, any 
  Witchcraft spell one at a time (+¼), Delayed 
  Recovery Rate (points fade at the rate of 5 per 
  Hour; +1) (67 Active Points); OAF Expendable 
  (five types of flowers, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (5 Minutes; -2), Gestures (through-
  out; -½), Incantations (throughout; -½), Only 
  At Night (-½), Requires A Witchcraft Roll (-½), 
  Self Only (-½). Total cost:  9 points.
  OPTIONS:
  1)  Greater Blessing:  Increase to Aid 5d6. 112 Active 
  Points; total cost 14 points.
  2)  Lesser Blessing:  Decrease to Aid 2d6. 45 Active 
  Points; total cost 6 points.
  3)  Apprentice’s Version:  Add Side Effects (-4 to 
  Witchcraft rolls for 2d6 hours; -¼). Total cost:  8 
  points.
  4)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  8 points.
  5)  Easy Spell:  Change to Requires A Witchcraft Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  6)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  9 points.
  7)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 82 Active Points; total cost 11 
  points.
  8)  Extended Spell:  Increase to Delayed Recovery 
  Rate (points fade at the rate of 5 per Day; +1½). 82 
  Active Points; total cost 11 points.
  9)  Expanded Spell I:  Change to any two Witchcraft 
  spells simultaneously (+½). 75 Active Points; total 
  cost 10 points.
  10)  Expanded Spell II:  Change to any four Witch-
  craft spells simultaneously (+1). 90 Active Points; 
  total cost 12 points.
  11)  Expanded Spell III:  Change to all Witchcraft 
  spells simultaneously (+2). 120 Active Points; total 
  cost 15 points.
  12)  Place Of Power:  The witch can only cast this 
  spell at a specific sacred place. Increase to OAF 
  Expendable Immobile (-2¼). Total cost:  8 points.
  13)  Full Moon’s Blessing:  Add Can Only Be Cast 
  During The Full Moon (-2). Total cost:  7 points.
  WITCH’S HERDSMAN
  Effect:  Summon up to 64 domesticated herd animals 
  of up to 130 points each
  Target/Area Affected:  64 domesticated herd animals
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  With this spell, a witch can call her 
  (or another person’s) lost or straying cattle, sheep, 
  goats, or the like to her. The witch must identify 
  which person’s animals she’s calling with the spell; 
  only that person’s animals respond (all other nearby 
  domesticated herd animals ignore the spell). Good 
  witches use this to help their neighbors find lost 
  cows; evil witches use it to steal animals.
  Game Information:  Summon up to 64 domes-
  ticated herd animals of up to 130 points each, 
  Expanded Class (domesticated herd animals; 
  +¼) (70 Active Points); OAF Expendable (bit 
  of food the animals like, Easy to obtain; -1), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Witchcraft Roll (-½), Summoned Beings Must 
  Inhabit Locate (-½), Arrive Under Own Power 
  (-½). Total cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 125 domesticated herd 
  animals. 76 Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to 16 domesticated herd 
  animals. 57 Active Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  23 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (Sum-
  moned animals attack caster, then flee; -1). Total 
  cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 
  points.
  8)  Easy Spell:  Change to Requires A Witchcraft 
  Roll (-1 per 20 Active Points; -¼). Total cost:  19 
  points.
  9)  Master’s Version:  Remove Requires A Witchcraft 
  Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 98 Active Points; total cost 24 
  points.
  
  220  Wizardry
  Hero System 5th Edition
  w
  izardry is a catch-all term for magic 
  and spellcasting in general; thus, terms 
  like “mage” and “wizard” can refer to 
  virtually any spellcaster, no matter what 
  arcanae he knows. However, in a more technical 
  sense, Wizardry also refers to any spells or bodies 
  of mystic lore not a part of any other arcana. These 
  include spells relating to the nature of magic 
  itself (such as Detect Magic and Stelrane’s Spell 
  Of Dispersion), general utility spells, spells that 
  manipulate sheer mystic power (like Mystic Dart 
  or Wizard’s Shield), battle magic, Words Of Power, 
  and the like.
  SpeLLS of  
  GenerAL UtiLitY
  These spells deal with some of the simplest, 
  most fundamental forces and uses of magic. As 
  such, they belong to all arcana; any mage can buy 
  them as part of any arcana.
  BOADLANE’S LENS OF ENLIGHTENMENT
  Effect:  Universal Translator (INT Roll +10), Cryptogra-
  phy 25-
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  One of two spells for which Boadlane 
  the Librarian, a wizard of the early First Epoch and 
  friend to both Runcifer and Narvez, is remembered, 
  the Lens Of Enlightenment allows a spellcaster to 
  read unfamiliar scripts, whether they’re concealed 
  by magic, written in code, or simply in a language 
  he does not understand.
  In game terms, this spell has two modes:  Uni-
  versal Translator and Cryptography. The former is 
  used in most circumstances; unless there’s some 
  dramatic reason to require a roll, the GM should 
  usually let it work automatically. However, it won’t 
  work against two types of scripts:  codes and 
  ciphers; and words concealed by Boadlane’s Spell 
  Of The Secret Script. For these types of script, you 
  must use the Cryptography function in a Skill 
  Versus Skill Contest against the spell or the person 
  writing the code. In most cases, this spell should 
  win.
  Game Information:
  Cost Power
  9 
  Boadlane’s Lens Of Enlightenment:  Multip-
  ower, 35-point reserve; all OAF Fragile (large 
  glass lens bound in brass with mystic runes 
  etched into the brass; -1¼), Costs Endurance 
  (-½), Extra Time (Full Phase to cast; -¼), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Wizardry Roll (-½)
  1u 
  1)  Reading Strange Scripts:  Universal Transla-
  tor (INT Roll +10); common Limitations as 
  listed above plus Only Works On Writing (-1)
  1u 
  2)  Reading Hidden Scripts:  Cryptography 
  25-; common Limitations as listed above
  Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 41 points, Uni-
  versal Translator to (INT Roll +12), and Cryptogra-
  phy to 28-. Total cost:  12 points.
  2)  Weak Spell:  Decrease reserve to 25 points, Uni-
  versal Translator to (INT Roll +5), and Cryptogra-
  phy to 20-. Total cost:  8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  Sight PER Rolls for 1d6 hours; -¼). Total cost:  10 
  points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  10 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  11 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  12 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase to 
  cast; -¼). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Increase reserve to 52 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  each slot. Total cost:  15 points.
  wiZArdrY
  
  221 
  The Fantasy Hero Grimoire
  BOADLANE’S SPELL OF  
  THE SECRET SCRIPT
  Effect:  Cryptography 20-, Cosmetic Transform 5d6 
  (change script)
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell allows a wizard to conceal 
  the meaning of written script. To anyone besides 
  the wizard, the script looks like meaningless gibber-
  ish. The wizard may, if he wishes, extend to others 
  the ability to read the script without assistance.
  If the wizard writes the script from the begin-
  ning, he must use a quill made of a griffin’s feather 
  and write with mystic inks made of many unusual 
  substances. If he wishes to magically conceal the 
  meaning of existing script, he must dust it with 
  powdered dragon’s scales while speaking the words 
  of the spell.
  Game Information:  
  6 
  Boadlane’s Spell Of The Secret Script:  Multi-
  power, 25-point reserve; all OAF Expendable 
  (griffin’s-feather quill and mystic inks, or 
  powdered dragon’s scales, Very Difficult to 
  obtain; -1½), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Requires A 
  Wizardry Roll (-½)
  1u 
  1)  Writing Secret Script:  Cryptography 20-; 
  common Limitations as listed above
  1u 
  2)  Concealing Existing Script:  Cosmetic 
  Transform 5d6 (change script into script 
  only the caster can read, heals back through 
  another application of this spell by the 
  caster); common Limitations as listed above, 
  plus No Range (-½)
  Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 35 points, slot 
  one to Cryptography 25-, and slot two to Cosmetic 
  Transform 7d6. Total cost:  11 points.
  2)  Weak Spell:  Decrease reserve to 21 points, slot 
  one to Cryptography 18-, and slot two to Cosmetic 
  Transform 3d6. Total cost:  7 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  12 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Sight 
  PER Rolls for 1d6 hours; -¼). Total cost:  8 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  9 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase to 
  cast; -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Increase reserve to 37 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  each slot. Total cost:  11 points.
  DETECT MAGIC
  Effect:  Detect Magic (INT Roll) (no Sense Group), Dis-
  criminatory
  Target/Area Affected:  Self
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell allows the wizard to detect 
  arcane energies, be they the lingering effects of a 
  curse, the enchantment placed upon a sword (or 
  other item), or the fact that another person can cast 
  spells. He must be in the same hex as the arcane 
  energies to sense them, however. (See page 113 of 
  Fantasy Hero for more details on Detect Magic.)
  Game Information:  Detect Magic (INT Roll) 
  (no Sense Group), Discriminatory (10 Active 
  Points); OAF Expendable (tiny amethyst crys-
  tal, Difficult to obtain; -1¼), Costs Endurance 
  (-½), Extra Time (Full Phase; -½), Gestures 
  (-¼), Incantations (-¼), Requires A Wizardry 
  Roll (-½). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Add Analyze. 15 Active Points; 
  total cost 3 points.
  2)  Weak Spell:  Remove Discriminatory. 5 Active 
  Points; total cost 1 point.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  3 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 to PER 
  Rolls for 1d6 hours; -¼). Total cost:  2 points.
  7)  Difficult Spell:  Change to Requires A Wizardry Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  2 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  3 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  
  222  Wizardry
  Hero System 5th Edition
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 15 Active Points; total cost 3 
  points.
  13)  Ranged Spell:  The wizard can perceive arcane 
  energies at a distance. Add Range. 15 Active Points; 
  total cost 3 points.
  14)  Enhanced Spell:  Increase to INT Roll +5. 15 
  Active Points; total cost 3 points.
  LUSTYN’S SPELL OF TRICKERY
  Effect:  Images to Detect Magic, -6 to PER Rolls
  Target/Area Affected:  4” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:   Uncontrolled (duration of 1 Day, +1 Day per 
  point by which the caster makes his Wizardry roll)
  Range:  No Range
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  This spell allows a wizard to trick other 
  wizards into thinking that arcane energies do or do 
  not exist in a particular place. He can make it seem 
  as if a mundane object or place is magical, or that a 
  magical person, place, or thing is mundane. He can 
  also apply the spell to himself so that other spell-
  casters cannot detect that he is a spellcaster (in this 
  case, the spell’s effects move with the caster).
  Game Information:  Images to Detect Magic, -6 
  to PER Rolls, Increased Size (4” radius; +½), 
  Reduced Endurance (0 END; +½), Uncon-
  trolled (duration of 1 Day, +1 Day per point by 
  which the caster makes his Wizardry roll; +½) 
  (57 Active Points); OAF Expendable (crys-
  tal of smoky quartz, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), No Range  
  (-½), Requires A Wizardry Roll (-½), Spell  
  (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 8” radius. 63 Active 
  Points; total cost 15 points.
  2)  Weak Spell:  Decrease to 2” radius. 52 Active 
  Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  14 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  14 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to PER 
  Rolls for 1d6 hours; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Wizardry Roll 
  (-1 per 5 Active Points; -1). Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  15 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  13 points.
  
  223 
  The Fantasy Hero Grimoire
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 69 Active Points; total cost 16 points.
  13)  Ranged Spell:  Remove No Range (-½). Total 
  cost:  15 points.
  14)  Cirnac’s Arcane Glamour:  Cirnac, the son of 
  Lustyn, improved on his father’s work in two ways. 
  The first was to make his Spell Of Trickery last 
  longer. Change the duration to Uncontrolled (dura-
  tion of 1 Decade, +1 Decade per point by which the 
  caster makes his Wizardry roll; +½) (even longer 
  durations may also be possible, with the GM’s per-
  mission). Total cost:  13 points.
  15)  Cirnac’s Arcane Disguise:  The second of 
  Cirnac’s permutations allows the caster to place 
  this spell on another spellcaster to hide his mystic 
  powers for a time. The spell’s effects move with the 
  recipient as he moves. Add Usable As Attack (+1). 
  80 Active Points; total cost 19 points.
  STELRANE’S SPELL OF DISPERSION
  Effect:  Dispel Magic 14d6, any Magic power one at a 
  time
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  260”
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  One of the most basic spells in any 
  wizard’s arsenal, the Spell Of Dispersion breaks 
  apart and neutralizes mystic energies, causing spells 
  to cease functioning. When casting it, a wizard hits 
  the palm of one hand with a small silver hammer 
  wielded in the other, thus signifying the “smashing” 
  of the targeted magic; the hammer disintegrates 
  into worthless powder as the target magic disperses 
  (or if it fails to disperse).
  One drawback to using this spell is that the 
  release of eldritch energies it entails attracts the 
  attention of any nearby spellcaster or magically-
  sensitive being. Stelrane (a mid-Second Epoch 
  wizard who refined and improved earlier versions 
  of the Spell Of Dispersion) also developed a per-
  mutation of the spell that does not have this effect 
  (see option 13).
  Game Information:  Dispel 14d6, any Magic 
  power one at a time (+¼) (52 Active Points); 
  OAF Expendable (intricately-worked silver 
  hammer, Very Difficult to obtain; -1½), Ges-
  tures (-¼), Incantations (-¼), Noisy (-¼), 
  Requires A Wizardry Skill Roll (-½), Spell (-½). 
  Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Dispel 20d6. 75 Active 
  Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Dispel 12d6. 45 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to any 
  Magic Skill roll for 1d6 x 10 minutes; -¼). Total 
  cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 73 Active Points; total cost 17 points.
  13)  Stelrane’s Spell Of Silent Dispersion:  Remove 
  Noisy (-¼). Total cost:  13 points.
  14)  Expanded Spell I:  Change to any two Magic 
  powers at one time (+½). 63 Active Points; total 
  cost 15 points.
  15)  Expanded Spell II:  Change to any four Magic 
  powers at one time (+1). 84 Active Points; total cost 
  20 points.
  16)  Expanded Spell III:  Change to all Magic powers 
  simultaneously (+2). 126 Active Points; total cost 
  30 points.
  17)  Arcana-Specific Dispel:  This form of the Spell 
  Of Dispersion is easiest to use against one specific 
  arcana (which the caster chooses when he buys 
  the spell); against other arcana, it’s more tiring 
  to use. Add Increased Endurance Cost (x3 END 
  when used against any spell not from the specified 
  arcana, Very Common; -¾). Total cost:  10 points.
  
  224  Wizardry
  Hero System 5th Edition
  offenSiVe SpeLLS
  CARLAYSHA’S SPELL OF ENERVATION
  Effect:  Drain END 4d6, Only Works Against Mystic 
  Endurance Reserves
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Many Turakian wizards rely on items 
  infused with arcane energies to provide the mystic 
  power needed to keep their spells functioning. Usu-
  ally designed as a staff, piece of jewelry, or similar 
  object, these items greatly expand a wizard’s power. 
  This spell diminishes the power in such items, thus 
  weakening the wizard who possesses them.
  In game terms, this spell’s Drain END only 
  works on the END in Endurance Reserves. It has 
  no effect on characters’ normal END.
  Game Information:  Drain END 4d6, Ranged 
  (+½) (60 Active Points); OAF Expendable 
  (copper amulet graven with runes of weak-
  ness, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Only Works Against Mystic 
  Endurance Reserves (-1), Requires A Wizardry 
  Roll (-½), Spell (-½). Total cost:  13 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain END 6d6. 90 
  Active Points; total cost 19 points.
  2)  Weak Spell:  Decrease to Drain END 2d6. 30 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1¼). Total :  17 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  12 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 80 Active Points; total cost 17 points.
  13)  Longer Effect:  Add Delayed Return Rate 
  (points return at the rate of 5 per 5 Minutes; +½). 
  80 Active Points; total cost 17 points.
  MYSTIC BOLT
  Effect:  RKA 2d6, Only Affects Living Beings
  Target/Area Affected:  24” Line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell harnesses sheer arcane 
  energy to create a powerful bolt of mystic force 1” 
  wide and 24” long.
  The caster may choose the appearance he 
  wants his Mystic Bolt to have when he buys the 
  spell. It could be a beam of blue-white energy, a 
  blast of fist-sized prismatic spheres, a bolt of pure 
  darkness, or just about anything else he can think 
  of. With the GM’s permission, he could even change 
  the special effect, making it a Firebolt, Winterbolt, 
  Acid Bolt, or the like.
  Game Information:  RKA 2d6, Area Of Effect 
  (24” Line; +1¼) (67 Active Points); OAF 
  Expendable (tiny gold or crystal bar, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations  
  (-¼), No Range (-½), Only Affects Living Beings 
  (-½), Requires A Wizardry Roll (-½), Spell (-½). 
  Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 3d6. 101 Active 
  Points; total cost 21 points.
  2)  Weak Spell:  Decrease to RKA 1d6. 34 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  Wizardry rolls for 1d6 x 10 minutes; -¼). Total cost: 
  13 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  15 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  16 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 82 Active Points; total cost 17 
  points.
  13)  Longer Bolt:  Increase to Area Of Effect (48” 
  Line; +1½). 75 Active Points; total cost 16 points.
  
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  14)  Velthune’s Mystic Bolt:  The wizard Velthune 
  created a version of this spell that, while lacking 
  some of the standard spell’s raw power, affects 
  anyone it hits who’s not protected by a Wizard’s 
  Shield or Wizard’s Bulwark. Decrease to RKA 
  1d6+1 and add NND (defense is Wizard’s Shield or 
  Wizard’s Bulwark; +1), Does BODY (+1). 85 Active 
  Points; total cost 18 points.
  15)  Mystic Sphere:  Instead of a 24” Line, this spell 
  creates a sphere of deadly mystic force 6” in radius. 
  Change to Area Of Effect (6” Radius) and add Per-
  somal Immunity (¼). 75 Active Points; total cost 16 
  points.
  MYSTIC DART
  Effect:  RKA 2d6, Area Of Effect (One Hex Accurate), 
  Only Affects Living Beings
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  This spell creates a “dart” of pure 
  mystic energy that strikes targets with deadly force 
  equal to that of a heavy longbow. It strikes with 
  great accuracy, rarely missing its target, but can 
  only affect living beings.
  The caster may choose the appearance he 
  wants his Mystic Darts to have when he buys the 
  spell. For one caster, the Dart might look like an 
  arrowhead-shaped bolt of energy; for another, it 
  looks like a glowing arrow; for a third, it’s a jet-
  black starburst. With the GM’s permission, he could 
  even change the special effect, making it a Firedart, 
  Icedart, Lightning Dart, or the like.
  Game Information:  RKA 2d6, Area Of Effect 
  (One Hex Accurate; +½), Line Of Sight (+½) 
  (60 Active Points); OAF Expendable (tiny 
  gold or crystal dart, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Only Affects 
  Living Beings (-½), Requires A Wizardry Roll 
  (-½), Spell (-½). Total cost:  14 points.
  
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  Hero System 5th Edition
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 2½d6. 80 Active 
  Points; total cost 19 points.
  2)  Weak Spell:  Decrease to RKA 1d6. 30 Active 
  Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 2d6; -¼). Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  15 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  16 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 18 points.
  13)  Kithara’s Mystic Dart:  Kithara of Szarvasia cre-
  ated a version of the Mystic Dart with even greater 
  accuracy. In game terms, it counts as a 10” Radius 
  attack, but can only affect a single target — thus 
  making it impossible to dodge or Missile Deflect, 
  and very difficult to get away from by Diving For 
  Cover. Change to Area Of Effect (10” Radius, but 
  can only hit one target; +1¼). 82 Active Points; total 
  cost 19 points.
  14)  Calikorian’s Deadly Dart:  Calikorian of Valicia 
  created a permutation of the Mystic Dart that does 
  full damage to anyone not protected by Wizard’s 
  Shield or Wizard’s Bulwark. Decrease to RKA 
  1d6+1 and add NND (defense is Wizard’s Shield or 
  Wizard’s Bulwark; +1), Does BODY (+1). 80 Active 
  Points; total cost 19 points.
  15)  Esdrelan’s Stardart:  Esdrelan Skybrow created 
  a version of the Mystic Dart that looks like a glit-
  tering ball of starlight. It forms anywhere up to 3” 
  in front of the caster and can strike the target from 
  any angle. Add Indirect (as described in text; +½). 
  75 Active Points; total cost 18 points.
  16)  Sicard’s Mystic Dart:  Sicard the Sorcerer devised 
  this form of the Mystic Dart, which allows the 
  caster to project one Dart every Phase at any target 
  he wishes. He can keep firing Darts until he stops 
  for one Phase or performs any action (other than 
  making a Half Move). Decrease to RKA 1½d6 and 
  add Continuous (caster can change targets every 
  Phase, but must make a separate Attack Roll for each 
  Dart; +1¼). 81 Active Points; total cost 19 points.
  17)  Dart Of Ghelvarius:  This form of the Mystic 
  Dart, created by Ghelvarius Groth over a thousand 
  years ago, decreases the power of each single Dart 
  but allows the caster to create many of them at 
  once. Decrease to RKA 1½d6 and add Autofire (5 
  shots; +1½). 87 Active Points; total cost 20 points.
  
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  The Fantasy Hero Grimoire
  SERTEN’S SPELL OF THE QUIET MOMENT
  Effect:  Darkness to Hearing Group, Usable As Attack
  Target/Area Affected:  1” Radius
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  50”
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  With this spell, a wizard can inflict 
  silence upon a person. The victim cannot speak 
  (and thus cannot cast spells that require Incanta-
  tions), and when he moves he makes no noise.
  Game Information:  Darkness to Hearing Group 1” 
  radius, Usable As Attack (+1) (10 Active Points); 
  OAF Expendable (a wad of cotton wrapped in 
  scrap of black velvet, Difficult to obtain; -1¼), 
  Gestures (-¼), Incantations (-¼), Only Affects 
  One Person (-¼), Requires A Wizardry Roll  
  (-½), Spell (-½). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Add Difficult To Dispel (160 Active 
  Points for Dispel purposes; +1). 15 Active Points; 
  total cost 4 points.
  2)  Weak Spell:  Add Increased Endurance Cost (x5 
  END; -2). Total cost:  2 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  6)  Apprentice’s Version:  Add Side Effects (spell 
  affects caster for 1d6 Segments; -¼). Total cost:  2 
  points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  3 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  2 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 12 Active Points; total cost 3 
  points.
  TRUE NAME
  Effect:  Aid Magic 6d6, any Magic attack spell one at 
  a time, Must Know Target’s True Name, Points Gained 
  Fade Immediately After Use
  Target/Area Affected:  Self
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  N/A
  END Cost:  0
  Description:  Some beings of power (gods, demons, 
  dragons, and the like) as well as some people have 
  true names — secret names that define and repre-
  sent their purest inner self. If a wizard knows some-
  one’s true name, he can invoke that name right 
  before casting a spell, thereby boosting that spell’s 
  power against that target. The Aided points fade 
  immediately after the wizard casts the Aided spell; 
  if he wants to use the true name again, he has to 
  cast True Name and then the spell a second time.
  Naturally, true names are very closely and 
  carefully guarded. Learning one should represent a 
  major undertaking on a wizard’s part.
  Game Information:  Aid Magic 6d6, any Magic 
  attack spell one at a time (+¼) (75 Active 
  Points); Incantations (-¼), Must Know Target’s 
  True Name (-2), Points Gained Fade Immedi-
  ately After Use (-1), Self Only (-½). Total cost:  
  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid Magic 8d6. 100 
  Active Points; total cost 21 points.
  2)  Weak Spell:  Decrease to Aid Magic 4d6. 50 
  Active Points; total cost 10 points.
  3)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 105 Active Points; total cost 22 points.
  4)  Controlling Name:  For some casters, knowing 
  a being’s true name is particularly effective when 
  used to augment control spells. Add Aid Mind 
  Control 3d6, same Limitations as above (except for 
  Points Gained Fade Immediately After Use) plus 
  Linked (-½). 75 + 30 = 105 Active Points; total cost 
  16 + 8 = 24 points.
  
  228  Wizardry
  Hero System 5th Edition
  WIZARD’S POWER
  Effect:  +30 PRE, Only For Impressiveness/Fear Pres-
  ence Attacks
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  None
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell surrounds the caster’s body 
  with a display of arcane power that impresses and 
  cows those who witness it. He need not gesture or 
  incant to invoke this ability, nor use a Wizard’s Staff 
  or material components; he simply calls upon his 
  innate mystic powers. However, this does tend to 
  attract the attention of any nearby spellcasters.
  Game Information:  +30 PRE (30 Active Points); 
  Costs Endurance (-½), Only For Impressive-
  ness/Fear Presence Attacks (-1½), Noisy (-¼), 
  Requires A Wizardry Roll (-½), Spell (-½). 
  Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +40 PRE. 40 Active 
  Points; total cost 9 points.
  2)  Weak Spell:  Decrease to +20 PRE. 20 Active 
  Points; total cost 5 points.
  3)  Spoken Spell:  Add Incantations (-¼). Total cost:  
  7 points.
  4)  Apprentice’s Version:  Add Side Effects (Drain 
  PRE 3d6; -½). Total cost:  6 points.
  5)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  6)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  7)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  8 points.
  8)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 45 Active Points; total cost 11 
  points.
  WIZARD’S TRAP
  Effect:  RKA 4d6, Trigger
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  Wizards are a notoriously secretive 
  and cautious lot; some might even be described as 
  paranoid. They often use this spell (and others like 
  it) to protect their possessions. It creates a deadly 
  blast of mystic force whenever someone goes some-
  where the wizard doesn’t want him to or opens 
  something the wizard would prefer to keep closed.
  Possible types of Wizard Traps include:
   a glyph, sigil, or rune placed on a wall, door, or 
  page that blasts anyone who looks at it without 
  permission
   a mystic blast confined within a chest of treasure 
  that hits anyone who opens the chest
   a mystic blast placed on a lock that hits anyone 
  who tries to open the lock without the proper key
  A Wizard Trap affects only the target. It does not 
  damage the object or area it protects.
  Game Information:  RKA 4d6, Trigger (defined 
  by caster when spell is cast; +½) (90 Active 
  Points); OAF Expendable (coil of copper wire 
  tied in a complex knot, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (5 Minutes to cast; -2), Gestures 
  (throughout; -½), Incantations (throughout; 
  -½), No Range (-½), Requires A Wizardry Roll 
  (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 6d6. 135 Active 
  Points; total cost 19 points.
  2)  Weak Spell:  Decrease to RKA 3d6. 67 Active 
  Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  15 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Wiz-
  ardry rolls for 1d6 hours; -¼). Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  12 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  13 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  16 points.
  
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  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 120 Active Points; total cost 16 points.
  13)  Large Trap:  This form of the Wizard’s Trap affects 
  everyone and everything within a 1” radius. Depend-
  ing on how the caster defines the Trap, this may 
  include the object upon which the Trap is placed — 
  thus ensuring that even if the Trap fails, it destroys 
  what it was meant to protect to keep it from falling 
  into enemy hands. Add Area Of Effect (One Hex; 
  +½). 120 Active Points; total cost 16 points.
  14)  Substitute Traps:  Some wizards prefer less 
  lethal Traps. They substitute other powers — 
  Energy Blast 12d6, Entangle 6d6, 6 DEF, or the like 
  — while keeping the rest of the spell the same.
  defenSiVe SpeLLS
  MYSTIC WALL
  Effect:  Entangle 8d6, 8 DEF
  Target/Area Affected:  8” line
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  400”
  Magic Roll Penalty:  -8
  END Cost:  8
  Description:  This spell creates a wall of solid mysti-
  cal force 8” long. The caster must “anchor” the wall 
  to the ground or some similar surface. He can con-
  trol the texture of the wall, making it as smooth as 
  polished marble or as rough as stone wall.
  Game Information:  Entangle 8d6 (standard 
  Effect:  8 BODY), 8 DEF (80 Active Points); 
  OAF Expendable (small cube of amber with 
  a rune etched in each side, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), Only 
  To Form Barriers (-1), Requires A Wizardry 
  Roll (-½), Wall Must Contact The Ground On 
  At Least One Edge (-¼). Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Entangle 10d6 (stan-
  dard Effect:  10 BODY), 10 DEF. 100 Active Points; 
  total cost 22 points.
  2)  Weak Spell:  Decrease to Entangle 6d6 (standard 
  Effect:  6 BODY), 6 DEF. 60 Active Points; total cost 
  13 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  19 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  19 points.
  6)  Apprentice’s Version:  Add Side Effects (Entangle 
  4d6, 4 DEF; -½). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  16 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  19 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  20 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  16 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  17 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 120 Active Points; total cost 27 points.
  13)  Greater Mystic Wall:  This form of the Mystic 
  Wall is longer than the standard version. Add 
  Larger Wall (+1” height and +4” length). 90 Active 
  Points; total cost 20 points.
  14)  Shapeable Greater Mystic Wall:  This varia-
  tion on the Greater Mystic Wall allows the caster 
  to change the Wall’s height or length from use to 
  use. As the Greater Mystic Wall, but add Varying 
  Dimensions. 100 Active Points; total cost 22 points.
  WIZARD’S BASTION
  Effect:  Force Wall (6 PD/6 ED, 5” long and 2” tall)
  Target/Area Affected:  Special
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  200”
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell allows a wizard to create a 
  barrier of mystic force similar to a Mystic Wall, but 
  with some important differences. First, the Bas-
  tion is weaker. Second, the caster must maintain 
  the Bastion by spending END; if he fails to do so, it 
  immediately vanishes. Third, if an attack breaches 
  the Bastion, it collapses; the wizard must cast the 
  spell again to re-create it. On the other hand, the 
  caster can easily change the shape of the Bastion 
  from casting to casting, can move the Bastion (if he 
  creates it with himself as its focal point), and can 
  even use it to englobe enemies.
  Game Information:  Force Wall (6 PD/6 ED, 
  5” long and 2” tall) (40 Active Points); OAF 
  Expendable (small square pane of crystal or 
  amber, Difficult to obtain; -1¼), Gestures (-¼), 
  Incantations (-¼), Requires A Wizardry Roll  
  (-½), Spell (-½). Total cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Wall (8 PD/8 
  ED). 50 Active Points; total cost 13 points.
  2)  Weak Spell:  Decrease to Force Wall (4 PD/4 
  ED). 30 Active Points; total cost 8 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  11 points.
  
  230  Wizardry
  Hero System 5th Edition
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  11 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to 
  Wizardy rolls for 1d6 minutes; -¼). Total cost:  10 
  points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  9 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  11 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  12 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  10 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 16 
  points.
  13)  Longer Bastion:  Increase to 8” long and 3” tall. 
  48 Active Points; total cost 13 points.
  WIZARD’S BULWARK
  Effect:  Force Wall (6 PD/6 ED)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell creates a vertical plane of 
  mystic force directly in front of the wizard. It offers 
  protection from all forms of attack, including 
  even the deadliest forms of spells like Mystic Dart. 
  However, once an attack breaches the Bulwark, it 
  collapses; the wizard has to cast the spell again to 
  re-create it.
  The Wizard’s Bulwark moves with the caster 
  as he moves. It doesn’t interfere with his ability to 
  move, but technically does prevent him from cast-
  ing most types of spells through it. In the interest 
  of dramatic sense, the GM can simply ignore that 
  rule, or can require characters to buy the thirteenth 
  option version of the spell.
  Game Information:  Force Wall (6 PD/6 ED) (30 
  Active Points); OAF Expendable (tiny shield 
  made of fine enamelled metal, Difficult to 
  obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  No Range (-½), Requires A Wizardry Roll (-½), 
  Restricted Shape (flat plane in front of caster; 
  -¼), Self Only (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Wall (8 PD/8 
  ED). 40 Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Force Wall (4 PD/4 
  ED). 20 Active Points; total cost 4 points.
  
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  3)  Free Spell:  Remove OAF (-1¼). Total cost:  9 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 to Wiz-
  ardy rolls for 1d6 minutes; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 45 Active Points; total cost 10 points.
  13)  Noninterfering Spell:  This version of the spell 
  does not interfere with outgoing spells. Wizard 
  also buys Indirect (+¼) for any spell of up to 90 
  Active Points (22 Active Points); OAF Expendable 
  (tiny shield made of fine enamelled metal, Difficult 
  to obtain; -1¼), Gestures (-¼), Incantations (-¼), 
  Linked (-½), Requires A Wizardry Roll (-½) (total 
  cost:  6 points). 30 + 22 = 52 Active Points; total 
  cost 7 + 6 = 13 points.
  WIZARD’S SHIELD
  Effect:  Force Field (12 PD/12 ED)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  Also known as Wizard’s Armor because 
  it makes the wizard look like he’s wearing plate armor 
  made of planes of mystic force, this basic defensive 
  spell provides protection against most forms of 
  attack. It does not shield the caster against exotic 
  forms of attack created by some spells.
  Game Information:  Force Field (12 PD/12 ED) 
  (24 Active Points); OAF (Wizard’s Staff or other 
  such Focus of the wizard’s choice; -1), Gestures 
  (-¼), Incantations (-¼), Requires A Wizardry 
  Roll (-½). Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Field (15 PD/15 
  ED). 30 Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to Force Field (8 PD/8 
  ED). 16 Active Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  12 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to Wiz-
  ardy rolls for 1d6 hours; -¼). Total cost:  7 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  7 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  9 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  10 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 36 Active Points; total cost 12 
  points.
  13)  Limited Duration:  This form of the spell only 
  lasts for a defined period of time. Add Reduced 
  Endurance (0 END; +½) and Uncontrolled (dura-
  tion of 10 minutes, +10 minutes per point by which 
  the caster makes his Wizardry roll; +½). 48 Active 
  Points; total cost 16 points.
  14)  Arcane Shield:  This form of the Wizard’s 
  Shield protects the caster against many other 
  types of attacks. Change to Force Field (9 PD/9 
  ED/9 Mental Defense/9 Power Defense). 36 Active 
  Points; total cost 12 points.
  
  232  Wizardry
  Hero System 5th Edition
  15)  Shared Spell:  The wizard can cast this spell on 
  himself or one other person. Add Usable By Other 
  (+¼). 30 Active Points; total cost 10 points.
  MoVeMent SpeLLS
  THE FIRST SPELL OF THE CRIMSON RING
  Effect:  Teleportation 20”
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell takes its name from the effect 
  that it creates, a ring of crimson-colored mystic 
  energy that seems to float in the air. The ring rises 
  up from the caster’s feet and over his body; when it 
  passes his head, he vanishes and instantly re-appears 
  anywhere within 20” that he chooses. The Second 
  Spell Of The Crimson Ring (see below) allows the 
  caster to transport himself even further distances.
  Game Information:  Teleportation 20” (40 
  Active Points); OAF Expendable (carved ring 
  of crimson vithasha-stone, Difficult to obtain;  
  -1¼), Gestures (-¼), Incantations (-¼), Requires 
  A Wizardry Roll (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Teleportation 30”. 60 
  Active Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Teleportation 15”. 30 
  Active Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  20 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  1d6; -¼). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  13 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  14 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 60 Active Points; total cost 18 
  points.
  
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  13)  Larger Ring:  The caster can create a Crimson 
  Ring large enough to take several people with him 
  if they stand close enough to him. Add Increased 
  Mass (x8). 55 Active Points; total cost 17 points.
  14)  Longer Transportal:  This version of the Crim-
  son Ring can transport the caster much further if 
  he prepares for an extra Phase. Add x8 Noncombat 
  (total of x16 Noncombat, or 320”). 55 Active Points; 
  total cost 17 points.
  LEVITATION
  Effect:  Flight 10”, Levitation
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell uses mystic force to levitate 
  the caster in the air. He can move straight up or 
  straight down, and can hover in place, but cannot 
  move forwards, backwards, or to the side. The spell 
  usually holds the caster in place against the wind, 
  but at the GM’s option a really strong wind might 
  blow him head over heels through the air.
  Game Information:  Flight 10” (20 Active 
  Points); OAF Expendable (crow’s feather, Easy 
  to obtain; -1), Gestures (-¼), Incantations (-¼), 
  Levitation (-½), Requires A Wizardry Roll  
  (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Flight 15”. 30 Active 
  Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Flight 5”. 10 Active 
  Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-1 to 
  Wizardry rolls for the next 1d6 minutes; -¼). Total 
  cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 30 Active Points; total cost 9 
  points.
  13)  Shared Spell:  The caster can cast this spell on 
  himself or another person. Add Usable By Other 
  (+¼). 25 Active Points; total cost 7 points.
  THE SECOND SPELL  
  OF THE CRIMSON RING
  Effect:  Teleportation 20”, MegaScale
  Target/Area Affected:  Self
  Casting Time:  Extra Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -8
  END Cost:  8
  Description:  This spell is similar to the First Spell 
  Of The Crimson Ring, but transports the character 
  much greater distances.
  Game Information:  Teleportation 20”, MegaS-
  cale (1” = 100 km, can scale down to 1” = 1 
  km; +1) (80 Active Points); OAF Expendable 
  (carved ring of ebony set with garnets, Very 
  Difficult to obtain; -1½), Gestures (-¼), Incan-
  tations (-¼), Requires A Wizardry Roll (-½). 
  Total cost:  23 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Teleportation 30”. 120 
  Active Points; total cost 34 points.
  2)  Weak Spell:  Decrease to Teleportation 15”. 60 
  Active Points; total cost 17 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  40 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  25 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  25 points.
  6)  Apprentice’s Version:  Add Side Effects (RKA 
  2d6; -¼). Total cost:  21 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  20 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  25 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  27 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  20 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  21 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 100 Active Points; total cost 29 
  points.
  13)  Larger Ring:  The caster can create a Crim-
  son Ring large enough to take several people 
  with him if they stand close enough to him. Add 
  Increased Mass (x8). 110 Active Points; total cost 
  31 points.
  
  234  Wizardry
  Hero System 5th Edition
  14)  Longer Transportal:  This version of the Crim-
  son Ring can transport the caster even further. 
  Change to MegaScale (1” = 1,000 km, can scale 
  down to 1” = 1 km; +1¼). 90 Active Points; total 
  cost 26 points.
  WIZARD’S STEED
  Effect:  Flight 20”, Only In Contact With A Surface
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -6
  END Cost:  0
  Description:  This spell creates a ghostly riding horse 
  made of mystic energy. The caster can ride this 
  steed as it gallops effortlessly at 20” per Phase. It 
  can gallop across any ground, no matter how rough, 
  swampy, or inclined, without faltering — and can 
  even run on the surface of calm waters!
  Game Information:  Flight 20”, Reduced Endur-
  ance (0 END; +½) (60 Active Points); OAF 
  Expendable (tiny marble figurine of a horse, 
  Very Difficult to obtain; -1½), Gestures (-¼), 
  Incantations (-¼), Only In Contact With A 
  Surface (-¼), Requires A Wizardry Roll (-½). 
  Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Flight 25”. 75 Active 
  Points; total cost 20 points.
  2)  Weak Spell:  Decrease to Flight 15”. 45 Active 
  Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  27 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  Running 3d6; -½). Total cost:  14 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  14 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  17 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  18 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 80 Active Points; total cost 21 
  points.
  13)  Large Steed:  This form of the Wizard’s Steed 
  is large and strong enough to carry several people 
  (or large objects) in addition to the caster. Add 
  Telekinesis (20 STR), Reduced Endurance (0 END; 
  +½) (45 Active Points); OAF Expendable (tiny 
  marble figurine of a horse, Very Difficult to obtain; 
  -1½), Gestures (-¼), Incantations (-¼), Linked 
  (-½), Requires A Wizardry Roll (-½) (total cost:  11 
  points). 60 + 45 = 105 Active Points; total cost 16 + 
  11 = 27 points.
  
  235 
  The Fantasy Hero Grimoire
  SenSorY SpeLLS
  WIZARD’S EYE
  Effect:  N-Ray Perception (Sight Group)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell allows a wizard to see 
  through solid objects, such as walls.
  Game Information:  N-Ray Perception (Sight 
  Group) (blocked by Mystic Wall, Wizard’s 
  Bastion, or other Force Wall-based wards spe-
  cifically designed to defeat this spell) (10 Active 
  Points); OAF (eye-shaped amulet carved from 
  topaz; -1), Costs Endurance (-½), Gestures  
  (-¼), Incantations (-¼), Requires A Wizardry 
  Roll (-½), Spell (-½). Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1). Total cost:  3 
  points.
  2)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  3)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  4)  Apprentice’s Version:  Add Side Effects (-2 to 
  Sight PER Rolls for 1d6 hours; -¼). Total cost:  2 
  points.
  5)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  2 
  points.
  6)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  7)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  3 points.
  8)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  2 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 15 Active Points; total cost 4 
  points.
  wordS of power
  Ancient magics whose origin is lost to time, 
  Words Of Power are mystical words and phrases 
  of enormous power. A wizard need merely speak a 
  Word to unleash its power; he uses no mystic ges-
  tures, talismans, or other appurtenances.
  WORD OF BLINDNESS
  Effect:  Major Transform 10d6 (sighted being into blind 
  being)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  N/A
  END Cost:  15
  Description:  This Word Of Power strikes blind one 
  sighted being.
  Game Information:  Major Transform 10d6 
  (sighted being into blind being) (150 Active 
  Points); Incantations (-¼), Limited Range (50”; 
  -¼), Limited Target (sighted beings; -¼), Spell 
  (-½). Total cost:  67 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 15d6. 
  225 Active Points; total cost 100 points.
  2)  Weak Spell:  Decrease to Major Transform 8d6. 
  120 Active Points; total cost 53 points.
  3)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 225 Active Points; total cost 
  100 points.
  WORD OF COMMAND
  Effect:  Mind Control 30d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  N/A
  END Cost:  15
  Description:  This Word Of Power compels the obe-
  dience of one person. However, the wizard can only 
  issue a single command, which must consist of no 
  more than a single, simple sentence; thereafter he 
  cannot change or reinforce the command unless he 
  invokes the Word again.
  Game Information:  Mind Control 30d6 (150 
  Active Points); Incantations (-¼), Limited Normal 
  Range (50”; -½), Single Command Only (see text; 
  -¼), Spell (-½). Total cost:  67 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 45d6. 
  225 Active Points; total cost 90 points.
  2)  Weak Spell:  Decrease to Mind Control 24d6. 
  120 Active Points; total cost 48 points.
  
  236  Wizardry
  Hero System 5th Edition
  3)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 225 Active Points; total cost 90 
  points.
  WORD OF DEVASTATION
  Effect:  RKA 6½d6, Explosion
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  750”
  Magic Roll Penalty:  N/A
  END Cost:  15
  Description:  This Word Of Power invokes what 
  amounts to a small, mystical earthquake that devas-
  tates objects on or attached to the ground — build-
  ings, trees, vehicles, and the like. It does not affect 
  living beings, even ones standing on the ground 
  (though its secondary effects, such as collapsing 
  buildings, may).
  Game Information:  RKA 6½d6, Explosion (+½) 
  (150 Active Points); Incantations (-¼), Only 
  Affects Nonliving Objects On The Ground (see 
  text; -½), Spell (-½). Total cost:  67 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 10d6. 225 Active 
  Points; total cost 100 points.
  2)  Weak Spell:  Decrease to RKA 5d6+1. 120 Active 
  Points; total cost 53 points.
  3)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 200 Active Points; total cost 89 
  points.
  WORD OF SLAYING
  Effect:  RKA 10d6, NND, Does BODY
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  50”
  Magic Roll Penalty:  N/A
  END Cost:  15
  Description:  This Word Of Power instantly slays 
  one living being. Only the gods, and those under 
  their direct protection, can resist its effects.
  Game Information:  RKA 10d6, NND (defense 
  is being a god or having divine protection; +1),  
  Does BODY (+1) (450 Active Points); Incan-
  tations (-¼), Limited Range (50”; -¼), Only 
  Affects Living Beings (-½), Spell (-½). Total 
  cost:  180 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 12d6. 540 Active 
  Points; total cost 216 points.
  2)  Weak Spell:  Decrease to RKA 8d6. 360 Active 
  Points; total cost 144 points.
  3)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 525 Active Points; total cost 
  210 points.
  4)  Word Of Decimation:  This even more powerful 
  Word slays every living thing within a 49” Radius of 
  the caster; only the wizard himself is immune. Add 
  Area Of Effect (49” Radius; +1), Personal Immunity 
  (+¼), and No Range (-½) and remove Limited Range 
  (-¼). 637 Active Points; total cost 232 points.
  
  237 
  The Fantasy Hero Grimoire
  BAttLe MAGic
  Battle magic spells are designed specifically for 
  use against armies, castles, and the like.
  FOG OF WAR
  Effect:  Change Environment, -3 to Sight Group PER 
  Rolls
  Target/Area Affected:  1,250 meter Radius
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  5,750”
  Magic Roll Penalty:  -8
  END Cost:  8
  Description:  This spell invokes a bank of thick, 
  cloying fog covering an area with a radius of 1,250 
  meters. A battle-mage can use it to confuse enemy 
  troops or conceal the movement of his own troops.
  Game Information:  Change Environment 125” 
  radius, -3 to Sight Group PER Rolls, MegaArea 
  (each 1” = 10 meters wide and deep; +¼), 
  Increased Maximum Range (5,750”, or about 
  7 miles; +½) (80 Active Points); OAF Expend-
  able (large but badly flawed/cracked diamond 
  wrapped in fog-moss, Very Difficult to obtain; 
  -1½), Concentration (½ DCV throughout 
  casting; -½), Extra Time (1 Turn to cast; -¾), 
  Gestures (throughout casting; -½), Incantations 
  (throughout casting; -½), Requires A Wizardry 
  Roll (-½), Spell (-½). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 250” radius (2,500 
  meters). 89 Active Points; total cost 15 points.
  2)  Weak Spell:  Decrease to 64” radius (640 meters). 
  72 Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1½). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  15 points.
  6)  Apprentice’s Version:  Add Side Effects (effect 
  centers on caster and lasts for 1d6 minutes; -1). 
  Total cost:  12 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  14 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  15 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  15 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  15 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 103 Active Points; total cost 18 
  points.
  13)  Battle Ritual:  This form of the spell requires 
  several wizards to cast. Add Ritual (6 casters; -¾). 
  Total cost:  12 points.
  HETHTOR’S SPELL OF  
  THE ENHANCED ENGINE
  Effect:  Increased Maximum Range (x5 range) for any 
  siege engine built on up to 150 Character Points
  Target/Area Affected:  One siege engine
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  This spell greatly extends the range 
  of any siege engine built on up to 150 Character 
  Points (which would include all the engines listed 
  on page 214 of Fantasy Hero). It was created the 
  thaumaturge and wizard Hethtor, well-known in 
  legend for his cowardice, so that he could aid an 
  army without having to get too close to the fighting.
  Game Information:  Increased Maximum Range 
  (x5 range) for any siege engine built on up to 
  150 Character Points (37 Active Points); OAF 
  Expendable (miniature model of the engine in 
  question, Difficult to obtain; -1¼), Concentra-
  tion (½ DCV throughout casting; -½), Extra 
  Time (1 Turn; -1¼), Gestures (throughout 
  casting; -½), Incantations (throughout casting; 
  -½), Requires A Wizardry Roll (-½), Spell (-½). 
  Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to any siege engine built 
  on up to 200 Character Points. 50 Active Points; 
  total cost 8 points.
  2)  Weak Spell:  Decrease to any siege engine built 
  on up to 115 Character Points. 29 Active Points; 
  total cost 5 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (halves 
  siege engine’s range for its next shot; -¼). Total cost: 
  6 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  7 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  7 points.
  
  238  Wizardry
  Hero System 5th Edition
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 55 Active Points; total cost 9 points.
  13)  Lasting Spell:  This version of the spell remains 
  in effect as long as the caster keeps paying END. 
  Add Continuous (+1). 74 Active Points; total cost 
  12 points.
  VALGARATH’S BREACHING-SPELL
  Effect:  Tunneling 10” through DEF 10 materials, RKA 
  6d6, both Only Versus Walls
  Target/Area Affected:  One wall
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch/450”
  Magic Roll Penalty:  -5/-9
  END Cost:  5/9
  Description:  Valgarath Battlespell, a renowned 
  wizard who lived (and died) during the Drakine 
  Wars of the late First Epoch, created several of the 
  battle magic spells commonly used today. One of 
  these is his Breaching-Spell (not to be confused 
  with Garrak’s Breaching-Spell, page 77), which cre-
  ates holes in castle walls. If the caster can get close 
  enough to touch the wall, he can easily use the spell 
  to make a 1” wide hole in the wall, but this allows 
  relatively little access to the interior of the structure 
  and is easily defended. He can also use the Breach-
  ing-Spell from range to create larger holes in the 
  walls, but this is more difficult and tiring.
  Game Information:
  Cost Power
  17 
  Valgarath’s Breaching-Spell:  Multipower, 
  90-point reserve; all OAF Expendable 
  (miniature model of the castle or structure 
  being attacked, Difficult to obtain; -1¼), 
  Extra Time (Full Phase; -½), Gestures (-¼), 
  Incantations (-¼), Only Versus The Exterior 
  Walls Of Castles And Other Structures (-1), 
  Requires A Wizardry Roll (-½), Spell (-½)
  1u 
  1)  Touch Of Breaching:  Tunneling 10” 
  through DEF 10 materials; common Limita-
  tions listed above
  2u 
  2)  Ranged Breaching:  RKA 6d6; common 
  Limitations listed above
  Total cost:  20 points.
  OPTIONS:
  1)  Strong Spell:  Increase reserve to 120 points, Slot 
  1 to Tunneling 15” through DEF 15 materials, and 
  Slot 2 to RKA 8d6. Total cost:  26 points.
  2)  Weak Spell:  Decrease reserve to 60 points, Slot 1 
  to Tunneling 7” through DEF 7 materials, and Slot 
  2 to RKA 4d6. Total cost:  13 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  25 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  21 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  21 points.
  
  239 
  The Fantasy Hero Grimoire
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 4d6; -¼). Total cost:  19 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  19 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  21 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  22 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  22 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  19 points.
  12)  Stored Spell:  Increase reserve to 135 points and 
  add Delayed Effect (x2 spells usable at once; +½) to 
  both slots. Total cost:  30 points.
  VALGARATH’S PLAGUE
  Effect:  Drain STR and END 3d6, two Characteristics at 
  once
  Target/Area Affected:  320 meter Radius
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  3,175”
  Magic Roll Penalty:  -13
  END Cost:  13
  Description:  Another creation of the famed Valgar-
  ath, this spell afflicts an enemy force with a virulent 
  weakening disease. Soldiers find themselves with-
  out the stamina to wear armor or wield weapons, 
  and horses lose the strength to carry riders.
  Game Information:  Drain STR and END 3d6, two 
  Characteristics at once (+½), Delayed Return Rate 
  (points return at the rate of 5 per Hour; +1), Area 
  Of Effect (36” Radius; +1½), MegaArea (each 1” 
  = 10 meters wide and deep; +¼), Ranged (+½), 
  Increased Maximum Range (3,175”, or about 4 
  miles; +¼) (150 Active Points); OAF Expend-
  able (intricate wax model of a soldier, Difficult to 
  obtain; -1¼), Concentration (½ DCV throughout 
  casting; -½), Extra Time (1 Turn; -1¼), Gestures 
  (throughout casting; -½), Incantations (through-
  out casting; -½), Requires A Wizardry Roll (-½), 
  Spell (-½). Total cost:  25 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Drain STR and END 
  4d6. 200 Active Points; total cost 33 points.
  2)  Weak Spell:  Decrease to Drain STR and END 
  2d6. 100 Active Points; total cost 17 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  32 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  27 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  27 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  STR and END 3d6; -¼). Total cost:  24 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  23 points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  26 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  27 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  29 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  27 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 165 Active Points; total cost 27 points.
  13)  Battle Ritual:  This form of the spell requires 
  several wizards to cast. Add Ritual (6 casters; -¾). 
  Total cost:  22 points.
  MiSceLLAneoUS SpeLLS
  ASTRAL FORM
  Effect:  Duplication (create one 350-point Duplicate), 
  Altered Duplicate (100%)
  Target/Area Affected:  Self
  Casting Time:  20 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Persistent
  Range:  Self
  Magic Roll Penalty:  -14
  END Cost:  14 to cast
  Description:  With this spell, a wizard can create 
  an “astral form,” a second self composed of pure 
  mystic energy that leaves his body and can act on 
  its own. While the astral form exists, the wizard’s 
  physical body remains helpless, incapacitated, and 
  unable to act, with 0 DCV (comatose, essentially). 
  However, because the two are both just aspects of 
  the same being, any damage inflicted upon one is 
  inflicted on the other as well (thus, killing either 
  form kills both). Additionally, the two can only 
  remain separate for up to 24 hours; if they do not 
  recombine within that time, they both die.
  The astral form possesses all the character’s 
  spells and mystic abilities, all of his Intellect and 
  Interaction Skills, all of his enchanted items, and all 
  of his memories (similarly, the character retains the 
  astral form’s memories after the two rejoin). It may 
  or may not possess his physical abilities, but typically 
  does not. Even if it does, it can only use them on 
  other astral forms and like characters, for it is intan-
  gible (it must buy Desolidification, Reduced Endur-
  ance (0 END), Persistent, Inherent, Always On, and 
  thus must apply the Affects Physical World Advantage 
  to any spells or abilities with which it wishes to affect 
  the solid world). Most astral forms can fly (they buy 
  Flight); many can cross the world in the blink of an 
  eye (MegaScaled Flight or Teleportation).
  The write-up below assumes the character is 
  built on 350 Character Points and that he builds his 
  astral form on exactly that many points. It further 
  assumes that at least 51% of the points in the astral 
  form are spent on abilities different from those of 
  the original character.
  
  240  Wizardry
  Hero System 5th Edition
  Game Information:  Duplication (creates 350-
  point astral form), Altered Duplicate (100%; 
  +1) (140 Active Points); OAF Expendable (doll 
  in the shape of the caster made of wax and 
  a drop of his blood, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout casting; -1), 
  Costs Endurance (to activate; -¼), Extra Time 
  (20 Minutes to cast; -1¼), Gestures (throughout 
  casting; -½), Incantations (throughout casting; 
  -½), Original Character Is Incapacitated And 
  Helpless While Duplicate Exists (-1), Feed-
  back (-1), Both Characters Die If They Do Not 
  Recombine Within 24 Hours (-½), Requires A 
  Wizardry Roll (-½). Total cost:  16 points.
  OPTIONS:
  1)  Strong Spell:  The astral form can recombine 
  with the character easily and from a distance. Add 
  Easy Recombination (Half Phase Action at half 
  DCV), Ranged Recombination (+½). 187 Active 
  Points; total cost 21 points.
  2)  Weak Spell:  Decrease to Duplication (creates 
  250-point astral form). 100 Active Points; total cost 
  11 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  19 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  17 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  17 points.
  6)  Apprentice’s Version:  Add Side Effects (-3 to 
  all Magic rolls for the next 1d6 hours, and caster 
  cannot use Astral Form spell during that time; -¼). 
  Total cost:  15 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  15 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry 
  Roll (-1 per 20 Active Points; -¼). Total cost:  16 
  points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  17 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼). Total cost:  18 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 175 Active Points; total cost  
  20 points.
  
  241 
  The Fantasy Hero Grimoire
  GRANT WISH
  Effect:  Extra-Dimensional Movement (subject “travels” 
  to the “dimension” where things are as he wishes for 
  them to be)
  Target/Area Affected:  One character
  Casting Time:  1 Minute
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Persistent
  Range:  No Range
  Magic Roll Penalty:  -9
  END Cost:  0
  Description:  Generally considered the most power-
  ful spell ever created, Grant Wish allows a wizard 
  to do just that — give or do to a person anything 
  he can think of (furthermore, the spell responds to 
  intent, not the literal wording of the request). The 
  spell can also automatically duplicate the effects of 
  any other known spell at maximum power.
  However, this power comes at a price. First; the 
  spellcaster must permanently sacrifice Character/
  Experience Points equal to the cost of the spell 
  (because of this, characters do not divide the Real 
  Cost by 3; they pay the full price listed below for 
  the spell). Second, the spell automatically ages the 
  caster 3 years, and this aging cannot be overcome 
  with longevity spells. Thus, wizards are extremely 
  reluctant to cast Grant Wish. The GM may impose 
  whatever other restrictions he considers necessary 
  on this spell in the interest of common sense, dra-
  matic sense, and game balance.
  Game Information:  Extra-Dimensional Move-
  ment (subject “travels” to the “dimension” where 
  things are as he wishes for them to be), Usable 
  By Other (+¼), Reduced Endurance (0 END; 
  +½), Persistent (+½) (45 Active Points); OAF 
  Expendable (large, expensive, and flawless 
  diamond, Extremely Difficult to obtain; -2), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (1 Minute; -1½), Gestures (through-
  out casting; -½), Incantations (throughout 
  casting; -½), Independent (-2), Requires A 
  Wizardry Roll (-1 per 5 Active Points; -1), Side 
  Effect (age three years, this aging automatically 
  occurs and cannot be overcome with longevity 
  magic; -½). Total cost:  4 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-2). Total cost:  6 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  5 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  5 points.
  4)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  5 points.
  5)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  6)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 55 Active Points; total cost 5 
  points.
  MENDING-SPELL
  Effect:  Healing BODY 2d6, Inanimate Objects Only
  Target/Area Affected:  One inanimate object
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell repairs small objects, such 
  as goblets or daggers. It only works on complex 
  objects (ones with moving parts or fancy decora-
  tion, for example) if the caster has a related skill.
  Game Information:  Healing BODY 2d6 (20 
  Active Points); OAF Expendable (piece of 
  copper wire and piece of gold wire twisted 
  together, Difficult to obtain; -1¼), Concentra-
  tion (½ DCV throughoutl -½), Extra Time (1 
  Turn; -1¼), Gestures (throughout; -½), Inani-
  mate Objects Only (-1), Incantations (through-
  out; -½), Requires A Wizardry Roll (-½). Total 
  cost:  3 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Healing BODY 3d6. 30 
  Active Points; total cost 5 points.
  2)  Weak Spell:  Decrease to Healing BODY 1d6. 10 
  Active Points; total cost 1 point.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  4 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  3 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  3 points.
  6)  Apprentice’s Version:  Add Side Effects (Drain 
  END 1d6; -¼). Total cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  3 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  3 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  3 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  3 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 30 Active Points; total cost 5 
  points.
  
  242  Wizardry
  Hero System 5th Edition
  ROPEWORKING
  Effect:  Telekinesis (10 STR), Fine Manipulation, Only 
  On Ropes, Strings, And Cords
  Target/Area Affected:  One rope/string/cord
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  125”
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell allows a wizard to manipu-
  late ropes, strings, and the like at a distance (this 
  does not include chains). He can send a rope up the 
  side of a wall to tie itself to something on the roof 
  so his friends can climb up it, untie the knots hold-
  ing a ship’s sails in place, and so forth.
  Game Information:  Telekinesis (10 STR), 
  Fine Manipulation (25 Active Points); OAF 
  Expendable (short piece of rope, Easy to obtain; 
  -1), Gestures (-¼), Incantations (-¼), Only On 
  Ropes, Strings, And Cords (-1), Requires A 
  Wizardry Roll (-½), Spell (-½). Total cost:  5 
  points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telekinesis (14 STR). 
  31 Active Points; total cost 7 points.
  2)  Weak Spell:  Decrease to Telekinesis (6 STR). 19 
  Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to all 
  DEX-based rolls for 1d6 x 10 minutes; -¼). Total 
  cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  5 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  6 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 37 Active Points; total cost 8 
  points.
  RUNCIFER’S EXTENSION OF LIFE
  Effect:  Life Support (Longevity:  +100 years of life)
  Target/Area Affected:  Self
  Casting Time:  1 Hour
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Persistent
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell extends the caster’s lifespan 
  for 100 years, during which he retains the general 
  state of health and vigor he had at the time he cast 
  it. He must cast it again at the end of that time to 
  maintain his health and vigor and extend his life for 
  another 100 years. Eventually, though, he will fail a 
  Wizardy roll, and all the years he has cheated come 
  back to him, almost certainly killing him at once.
  In game terms, this spell uses the Longevity 
  form of Life Support, but with a slight alteration. 
  Each casting of the spell adds 100 years of life to 
  the caster’s lifespan. At the end of that time, the 
  spell expires and the accumulated 100 years (and 
  their effects) instantly beset the caster... unless he 
  casts the spell again. Thus, once a wizard starts 
  casting Extension Of Life on himself, he has to con-
  tinue until he dies or fails.
  Alternately, the GM may prefer that characters 
  buy this as an ability instead of a spell.
  Game Information:  Life Support (Longev-
  ity:  +100 years of life) (1 Active Point); OAF 
  Expendable (large, flawless, expensive emerald, 
  Extremely Difficult to obtain; -2), Concentra-
  tion (0 DCV throughout casting; -1), Extra 
  Time (1 Hour to cast; -1½),  Gestures (through-
  out casting; -½), Incantations (throughout cast-
  ing; -½), Requires A Wizardry Roll (-½), Side 
  Effects (reverses all previous Longevity-grant-
  ing spells, substances, and items; -¼). Total cost:  
  1 point.
  OPTIONS:
  1)  Strong Spell:  Increase to Life Support (Longev-
  ity:  +200 years of life). 2 Active Points; total cost 1 
  point.
  2)  Weak Spell:  Decrease to Life Support (Longev-
  ity:  +50 years of life). 1 Active Point; total cost 1 
  point.
  3)  Free Spell:  Remove OAF (-2). Total cost:  1 
  point.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  1 point.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  1 point.
  6)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  1 point.
  7)  Safe Spell:  This version of the spell prevents 
  the caster’s enemies from Dispelling his longevity 
  easily. Add Difficult To Dispel (x250 Active Points; 
  +2). 3 Active Points; total cost 1 point.
  
  243 
  The Fantasy Hero Grimoire
  THE SPELL OF LOCKING AND OPENING
  Effect:  Telekinesis and Lockpicking
  Target/Area Affected:  One lock/door
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Varies
  Range:  Varies
  Magic Roll Penalty:  -2/-4/-6/-13
  END Cost:  2/0/0/13
  Description:  For most of the First Epoch, wizards 
  used a wide variety of spells to lock and unlock 
  doors and similar objects. Eventually, a scholarly 
  wizard, Avelard, undertook a systematic study of 
  these spells, and eventually combined the best of 
  them into a single spell with multiple functions. 
  Over the next several hundred years, it enjoyed 
  increasing popularity, and by the mid-Second 
  Epoch, it had generally replaced all the lesser spells 
  it arose from.
  This spell allows a wizard to open or lock 
  doors, gates, and similar structures. It provides him 
  with three options. The first is simply to use mystic 
  energies to lock the door normally (he cannot 
  open the door this way unless he has the Lockpick-
  ing Skill or can see all the moving parts of the 
  lock). The second is to place a clever locking-en-
  chantment on the lock; a corresponding opening-
  enchantment can defeat the arcane lock, as can a 
  sufficiently skilled person using ordinary Lockpick-
  ing. The third is a brute force approach in which he 
  keeps the door shut with magical energy. Picking 
  the door’s lock cannot overcome this application; 
  only strength can open the door (this requires a 
  STR Versus STR Contest). For any of these applica-
  tions, breaking down the door bypasses the spell’s 
  effects.
  The spell lists the Focus as “Wizard’s Staff,” but 
  a wizard could easily choose any other OAF when 
  he learns the spell.
  Game Information:
  Cost Power
  45 
  Spell Of Locking And Opening:  Multipower, 
  135-point reserve; all slots OAF (Wizard’s 
  Staff; -1), Gestures (-¼), Incantations (-¼), 
  Requires A Wizardry Roll (-½)
  1u 
  1)  Basic Locking/Unlocking:  Telekinesis (4 
  STR), Fine Manipulation; OAF (Wizard’s Staff; 
  -1), Gestures (-¼), Incantations (-¼), Requires 
  A Wizardry Roll (-½), No Range (-½)
  2u 
  2)  Arcane Lock:  Lockpicking 29-, Uncon-
  trolled (duration of 1 Day, +1 day per point 
  by which the caster makes his Wizardry roll; 
  +½); OAF (Wizard’s Staff; -1), Gestures (-¼), 
  Incantations (-¼), Requires A Wizardry Roll 
  (-½), Only To Lock Doors (-½)
  1u 
  3)  Arcane Unlock:  Lockpicking 29-; OAF 
  (Wizard’s Staff; -1), Gestures (-¼), Incanta-
  tions (-¼), Requires A Wizardry Roll (-½), 
  Only To Unlock Doors (-½)
  3u 
  4)  Door-Closing/Door-Opening:  Telekine-
  sis (60 STR), Uncontrolled (duration of 1 
  Day, +1 day per point by which the caster 
  makes his Wizardry roll; +½); OAF (Wizard’s 
  Staff; -1), Gestures (-¼), Incantations (-¼), 
  Requires A Wizardry Roll (-½), Only To 
  Lock/Open Doors (-1), Limited Range (10”; 
  -¼)
  
  244  Wizardry
  Hero System 5th Edition
  Total cost:  52 points.
  WIZARD’S SCRIBE
  Effect:  Cosmetic Transform 6d6 (blank book or scroll 
  to copy of other book or scroll)
  Target/Area Affected:  One blank book or scroll
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell, one of the first learned by any 
  busy wizard, allows him to copy an entire book or 
  scroll (or the like) into another, blank, book or scroll. 
  It works on both magical and mundane writings.
  Game Information:  Cosmetic Transform 6d6 
  (blank book or scroll to copy of other book or 
  scroll, heals back through another application of 
  this spell) (30 Active Points); OAF Expendable 
  (eagle’s feather quill, Difficult to obtain; -1¼), 
  Concentration (0 DCV throughout casting; -1), 
  Extra Time (1 Turn; -1¼),  Gestures (through-
  out casting; -½), Incantations (throughout cast-
  ing; -½), Limited Target (blank books or scrolls; 
  -1), No Range (-½), Requires A Wizardry Roll 
  (-½). Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Cosmetic Transform 
  10d6. 50 Active Points; total cost 7 points.
  2)  Weak Spell:  Decrease to Cosmetic Transform 
  4d6. 20 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  5 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  4 points.
  6)  Apprentice’s Version:  Add Side Effects (-2 to all 
  DEX-based rolls for 1d6 hours; -¼). Total cost:  4 
  points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  4 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  4 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  4 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 45 Active Points; total cost 6 
  points.
  YLDEVAR’S CLAXON
  Effect:  Hearing Group Images, +4 to PER Rolls, Trigger
  Target/Area Affected:  4” Radius
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -3
  END Cost:  0
  Description:  This spell allows a wizard to set up an 
  alarm that sounds whenever a specified condition 
  occurs. Typically the condition involves people 
  unknown to the caster approaching within a cer-
  tain distance, but many other triggering conditions 
  are possible. After being Triggered, the Claxon 
  sounds for 1 Minute or until the caster voluntarily 
  turns it off.
  Game Information:  Hearing Group Images, +4 
  to PER Rolls, Trigger (defined by wizard during 
  casting; +½), Reduced Endurance (0 END; +½) 
  (34 Active Points); OAF Expendable (tiny gold 
  gong or horn, Difficult to obtain; -1¼), Extra 
  Time (1 Turn to cast; -¾), Gestures (through-
  out casting; -½), Incantations (throughout cast-
  ing; -½), No Range (-½), Requires A Wizardry 
  Roll (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +6 to PER Rolls. 46 
  Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to +2 to PER Rolls. 22 
  Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1¼). Total cost:  9 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  7 points.
  6)  Apprentice’s Version:  Add Side Effects (Claxon 
  sounds at some inopportune time when the Trig-
  gering condition does not exist; -½). Total cost:  6 
  points.
  7)  Difficult Spell:  Change to Requires A Wizardry 
  Roll (-1 per 5 Active Points; -1). Total cost:  6 
  points.
  8)  Easy Spell:  Change to Requires A Wizardry Roll 
  (-1 per 20 Active Points; -¼). Total cost:  7 points.
  9)  Master’s Version:  Remove Requires A Wizardry 
  Roll (-½). Total cost:  7 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase 
  to cast; -¼) and remove the “Throughout” option 
  for other Limitations. Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 42 Active Points; total cost 8 
  points.
  
  245 
  The Fantasy Hero Grimoire
  diVine MAGic
  d
  ivine magic is not an arcana — rather, it’s 
  the body of gods-granted mystic powers 
  and lore possessed by the priests of the 
  Turakian gods, be they Blue, Scarlet, or 
  Grey. They often hew more toward defending, 
  preserving, and enhancing than attacking, but a 
  powerful priest can inflict grievous harm upon 
  unbelievers and wicked beings.
  As written, these spells assume priests are 
  “good” and use their spells to oppose that which 
  is tangibly “evil” (primarily the undead, demons, 
  and the like). To rework these spells for priests of 
  evil gods, simply reverse that assumption (and the 
  relevant Limitations). Thus, instead of Smite Evil 
  or Sacred Fire, an evil priest has Smite Good and 
  Unholy Fire.
  In addition to the spells listed here, priests 
  often have access to other spells related to the god 
  or gods they primarily worship. The priest of a war-
  god might have combat magic and battle magic 
  spells; the priest of a fire god has fire spells; and so 
  on. To reflect this, you can custom-design spells 
  granted by the gods in your game, or allow priest 
  characters to learn appropriate spells from the 
  other sections of this book (after substituting their 
  usual OAF “holy symbol” for the material com-
  ponents in the arcane spell and recalculating the 
  cost). For example, the priests of many religions can 
  create light; they should just buy the Create Light 
  spell (page 111) with appropriate changes.
  SpeLLS of HeALinG  
  And cUrinG
  CURE BLINDNESS
  Effect:  Major Transform 7d6 (blind being into sighted 
  being)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  This spell restores sight to those who 
  have gone blind for any reason — eye injuries, cata-
  racts, disease, or the like. It will not, however, give 
  the power of sight to beings or species that have 
  no eyes (such as some types of worms). The priest 
  must touch the recipient’s eyes (or eye sockets) 
  when casting the spell.
  Game Information:  Major Transform 7d6 (blind 
  being into sighted being, heals back through 
  any natural means that would cause loss of 
  sight) (105 Active Points); OAF (holy symbol 
  or the like; -1), Gestures (-¼), Incantations  
  (-¼), Limited Target (once sighted but now 
  blind beings; -1), No Range (-½), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  21 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 9d6. 
  135 Active Points; total cost 27 points.
  2)  Weak Spell:  Decrease to Major Transform 5d6. 
  75 Active Points; total cost 15 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  26 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  22 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  22 points.
  6)  Acolyte’s Version:  Add Side Effects (-4 to Sight 
  Group PER Rolls for 1d6 hours; -¼). Total cost:  20 
  points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  19 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  22 points.
  
  246  Divine Magic
  Hero System 5th Edition
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  23 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  19 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  20 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 157 Active Points; total cost 31 
  points.
  CURE ILLNESS
  Effect:  Major Transform 3d6
  Target/Area Affected:  One character
  Casting Time:  5 Minutes (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  The character can cure diseases, 
  plagues, fevers, and other illnesses by laying his 
  hands on a sick person and praying to his god. The 
  more intense the effects of the disease, the longer it 
  may take to cure.
  In game terms, this is a Major Transform, “sick 
  person to well person,” that stops the course of a 
  disease — once the character applies the spell, the 
  disease inflicts no further damage (loss of CON, 
  for example) on the victim. However, the spell does 
  not automatically heal any STUN, BODY, CON, or 
  other Characteristics lost to the disease prior to the 
  spell’s use. To accomplish that, the priest must add 
  up the cost of the lost abilities he wants to restore 
  and treat them as “powers” being granted to the 
  target by the Transform (see page 239 of the HERO 
  System 5th Edition, Revised for more information).
  Game Information:  Major Transform 3d6 (sick 
  person into well person, heals back through any 
  normal means that would cause character to 
  contract the same disease) (45 Active Points); 
  OAF (holy symbol or the like; -1), Concentra-
  tion (0 DCV throughout casting; -1), Extra 
  Time (5 Minutes; -2), Gestures (throughout 
  casting; -½), Incantations (throughout cast-
  ing; -½), Limited Target (sentient beings; -¼), 
  No Range (-½), Only When Serving The God’s 
  Purposes (-½), Requires A Faith Roll (-½). 
  Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 4d6. 
  60 Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to Major Transform 2d6. 
  30 Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  6 points.
  6)  Acolyte’s Version:  Add Side Effects (-2 to DEX 
  Rolls for 1d6 minutes; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  
  247 
  The Fantasy Hero Grimoire
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  6 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  6 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 67 Active Points; total cost 9 
  points.
  13)  Cure Illness Variant:  This form of Cure Illness 
  works by Healing the Characteristics lost to the 
  disease. However, if the disease remains present 
  and active within the character’s body, he may con-
  tinue to lose Characteristics after a priest casts this 
  spell upon him. Change to Healing 6d6, any four 
  Characteristics at once (+1) (120 Active Points); 
  OAF (holy symbol or the like; -1), Concentration (0 
  DCV throughout casting; -1), Extra Time (5 Min-
  utes; -2), Gestures (throughout casting; -½), Incan-
  tations (throughout casting; -½), Only To Heal 
  Characteristics Lost To Disease (-1), Only When 
  Serving The God’s Purposes (-½), Requires A Faith 
  Roll (-½). Total cost:  15 points.
  14)  Cure Poison:  This spell is identical to Cure Ill-
  ness in game terms, but it counteracts the effects of 
  poisons rather than diseases.
  HEALING-SPELL
  Effect:  Simplified Healing 6d6
  Target/Area Affected:  One character
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  Perhaps the most important spell in 
  an adventuring priest’s repertoire, the Healing-Spell 
  allows the caster to heal severe injuries in but a few 
  seconds. After applying the spell to a wound, the 
  character must wait an entire day before he can use 
  it again on that same wound.
  Game Information:  Simplified Healing 6d6 (60 
  Active Points); OAF (holy symbol or the like; -1), 
  Concentration (½ DCV throughout; -½), Extra 
  Time (1 Turn; -1¼), Gestures (throughout; -½), 
  Incantations (throughout; -½), Only When Serv-
  ing The God’s Purposes (-½), Requires A Faith 
  Roll (-½). Total cost:  10 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Simplified Healing 8d6. 
  80 Active Points; total cost 14 points.
  2)  Weak Spell:  Decrease to Simplified Healing 4d6. 
  40 Active Points; total cost 7 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  13 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  11 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  11 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  3d6; -½). Total cost:  10 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  10 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  11 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  11 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  12 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 16 
  points.
  13)  Expanded Healing I:  This form of the Healing-
  Spell can regenerate lost limbs. Add Can Heal 
  Limbs. 65 Active Points; total cost 11 points.
  14)  Expanded Healing II:  This form of Healing 
  works on any one Characteristic, thus allowing 
  the priest to use it to counteract Drains and other 
  effects besides ordinary wounds. Change to Heal-
  ing 5d6, any Characteristic one at a time (+¼). 62 
  Active Points; total cost 11 points.
  
  248  Divine Magic
  Hero System 5th Edition
  RESURRECTION
  Effect:  Healing BODY 6d6, Resurrection
  Target/Area Affected:  One character
  Casting Time:  1 Hour (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -16
  END Cost:  0
  Description:  Perhaps the most powerful spell ever 
  granted to a priest, Resurrection allows a holy man 
  to return the dead to life. A priest cannot use this 
  spell for ordinary healing (that requires the Heal-
  ing-Spell); it only works to give life to the dead.
  Game Information:  Healing BODY 6d6, Resur-
  rection (can stop the resurrection by interrupt-
  ing the ceremony) (80 Active Points); OAF (holy 
  symbol or the like; -1), Concentration (0 DCV 
  throughout; -1), Extra Time (1 Hour; -3), Ges-
  tures (throughout; -½), Incantations (through-
  out; -½), Only When Serving The God’s Pur-
  poses (-½), Only To Resurrect The Dead (-1), 
  Requires A Faith Roll (-1 per 5 Active Points; 
  -1). Total cost:  8 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Healing BODY 8d6. 
  100 Active Points; total cost 10 points.
  2)  Weak Spell:  Decrease to Healing BODY 4d6. 60 
  Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  9 
  points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  9 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain 
  BODY 4d6; -½). Total cost:  8 points.
  7)  Easier Spell:  Change to Requires A Faith Roll 
  (-1 per 10 Active Points; -½). Total cost:  9 points.
  8)  Even Easier Spell:  Change to Requires A Faith 
  Roll (-1 per 20 Active Points; -¼). Total cost:  9 
  points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-1). Total cost:  9 points.
  10)  Quick Spell:  Change to Extra Time (1 Turn; 
  -1¼). Total cost:  10 points.
  11)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 120 Active Points; total cost 13 
  points.
  13)  Resurrection Ritual:  This form of the Resurrec-
  tion spell requires several priests to cast. Add Ritual 
  (4 casters; -½). Total cost:  8 points.
  14)  Restricted Resurrection:  GMs who prefer to 
  make resurrection rare and difficult should have 
  characters to buy this version of the spell, which 
  requires the caster to permanently spend Experi-
  ence Points equal to the Real Cost of the spell to 
  cast it. Add Independent (-2). Total cost:  7 points.
  
  249 
  The Fantasy Hero Grimoire
  offenSiVe SpeLLS
  DIVINE HINDRANCE
  Effect:  -2 Negative Overall Skill Levels
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  100”
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  When he casts this spell, a priest calls 
  upon the power of his god to hinder and interfere 
  with the actions of the priest’s enemy. The enemy 
  becomes clumsy, inaccurate, foolish, or the like.
  In game terms, this spell uses the optional 
  negative Skill Levels rule, and so requires the GM’s 
  permission. When the character successfully casts 
  it on an enemy, he (the character) chooses what the 
  negative Overall Levels apply to (he can split them 
  and apply them to different things if he wishes). He 
  cannot change the allocation thereafter.
  Game Information:  -2 Negative Overall Skill 
  Levels, Ranged (+½) (30 Active Points); OAF 
  (holy symbol or the like; -1), Cannot Change 
  Allocation Of Levels (-¼), Gestures (-¼), 
  Incantations (-¼), Only When Serving The 
  God’s Purposes (-½), Requires A Faith Roll  
  (-½), Spell (-½). Total cost:  7 points.
  OPTIONS:
  1)  Strong Spell:  Increase to -3 Negative Overall 
  Skill Levels. 45 Active Points; total cost 11 points.
  2)  Weak Spell:  Decrease to -1 Negative Overall 
  Skill Level. 15 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  9 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Acolyte’s Version:  Add Side Effects (spell affects 
  caster for ½d6 Phases, GM allocates the Levels; -1). 
  Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  6 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  7 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  8 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  7 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 40 Active Points; total cost 9 points.
  13)  Lasting Spell:  This form of the spell lasts for a 
  defined period of time. Add Reduced Endurance (0 
  END; +½) and Uncontrolled (duration of 1 Turn, 
  +1 Turn per point by which the character makes his 
  Faith roll; +½). 50 Active Points; total cost 12 points.
  HOLY LIGHT
  Effect:  RKA 4d6, Only Versus Infernal And Undead 
  Beings
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  300”
  Magic Roll Penalty:  -6
  END Cost:  6
  Description:  When he casts this spell, the priest 
  projects a beam of holy light from his hand or holy 
  symbol. When the beam strikes an undead creature 
  or a demon (or other infernal being), it inflicts ter-
  rible wounds.
  Game Information:  RKA 4d6 (60 Active Points); 
  OAF (holy symbol or the like; -1), Gestures 
  (-¼), Incantations (-¼), Only Versus Infernal 
  And Undead Beings (-1), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll 
  (-½), Spell (-½). Total cost:  12 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 6d6. 90 Active 
  Points; total cost 18 points.
  2)  Weak Spell:  Decrease to RKA 3d6. 45 Active 
  Points; total cost 9 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  15 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  13 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  13 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  3d6; -½). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  11 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  13 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  11 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 90 Active Points; total cost 18 points.
  13)  Powerful Light I:  This form of Holy Light is 
  even more likely to injure its target. Add one of 
  the following:  Armor Piercing (+½), +2 Increased 
  STUN Multiplier (+½), or Penetrating (+½). 90 
  Active Points; total cost 18 points.
  14)  Powerful Light II:  This is the same as Powerful 
  Light I, but add any two of the listed Advantages. 
  120 Active Points; total cost 24 points.
  
  250  Divine Magic
  Hero System 5th Edition
  15)  Holy Aura:  This spell surrounds the priest with 
  an aura of Holy Light that damages any undead or 
  infernal beings who touch him, or whom he Grabs. 
  Decrease to RKA 2d6 and add Continuous (+1), 
  Damage Shield (+½), and Reduced Endurance (0 
  END; +½). 90 Active Points; total cost 18 points.
  16)  Unwavering Light Of Purity:  The priest can main-
  tain the beam of Holy Light on the foe until the foe is 
  destroyed. Decrease to RKA 3d6 and add Continuous 
  (+1). 90 Active Points; total cost 18 points.
  17)  Smite Evil:  This spell is identical to Holy Light, 
  but uses HKA instead of RKA. Any of the options 
  listed above could also apply, since the costs remain 
  the same.
  REPEL THE UNDEAD
  Effect:  +50 PRE, Only For Turning Undead
  Target/Area Affected:  Special
  Casting Time:  Full Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -5
  END Cost:  5
  Description:  This spell calls upon the power of the 
  divine to enhance the priest’s ability to repel and 
  destroy the undead. The character casts it, and in 
  subsequent Phases may apply its extra PRE to his 
  attempts to turn the undead (see Fantasy Hero, 
  pages 107-08).
  Game Information:  +50 PRE (50 Active Points); 
  OAF (holy symbol or the like; -1), Costs Endur-
  ance (-½), Extra Time (Full Phase to cast; 
  -¼), Gestures (-¼), Incantations (-¼), Only 
  For Turning Undead (-1), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll  
  (-½), Spell (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +80 PRE. 80 Active 
  Points; total cost 14 points.
  2)  Weak Spell:  Decrease to +30 PRE. 30 Active 
  Points; total cost 5 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  10 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  9 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  9 points.
  6)  Acolyte’s Version:  Add Side Effects (-30 PRE to 
  turning attempts for 1d6 Turns; -½). Total cost:  8 
  points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  9 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  9 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -¼). Total cost:  9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  8 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 75 Active Points; total cost 13 points.
  
  251 
  The Fantasy Hero Grimoire
  SACRED FIRE
  Effect:  RKA 3d6, Penetrating
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  335”
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell allows the priest to act as 
  a conduit for the divine fire of his god, and use 
  that fire to blast and burn his enemies. The exact 
  appearance of the “fire” may vary from deity to 
  deity; it could be actual fire (of any color), a beam 
  of light, a bolt of lightning, or the like. The charac-
  ter should choose the appearance and special effect 
  when he buys the spell.
  Game Information:  RKA 3d6, Penetrating 
  (+½) (67 Active Points); OAF (holy symbol or 
  the like; -1), Gestures (-¼), Incantations (-¼), 
  Only When Serving The God’s Purposes (-½), 
  Requires A Faith Roll (-½), Spell (-½). Total 
  cost:  17 points.
  OPTIONS:
  1)  Strong Spell:  Increase to RKA 4d6. 90 Active 
  Points; total cost 22 points.
  2)  Weak Spell:  Decrease to RKA 2d6. 45 Active 
  Points; total cost 11 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  22 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  18 points.
  6)  Acolyte’s Version:  Add Side Effects (RKA 1d6; 
  -¼). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  15 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  18 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  19 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  15 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  16 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 90 Active Points; total cost 22 
  points.
  13)  Bolt From The Blue:  This form of Sacred Fire 
  comes directly from the priest’s god and strikes the 
  target out of the sky. If the target is inside, the Fire 
  must first blast through the roof or other obstacles, 
  diminishing its effect considerably. Add Indirect (from 
  above; +¼). 79 Active Points; total cost 20 points.
  SANCTIFY WEAPON
  Effect:  Change Environment (make sacred), Usable As 
  Attack, Affects One Weapon
  Target/Area Affected:  One weapon
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Turn, +1 Turn per 
  point by which the caster makes his Faith roll)
  Range:  Touch
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  When a priest casts this spell and 
  touches a weapon, he infuses that weapon with holy 
  energy. This allows it to exploit the Susceptibility 
  to holy objects that most infernal beings, and even 
  some forms of undead, possess.
  This spell is built with Change Environ-
  ment, but Limited so the effect only applies to one 
  weapon, not all weapons within a 1” radius. It also 
  has Usable As Attack so the caster can “attach” it to 
  a single weapon and have it follow that weapon as 
  the weapon moves.
  Game Information:  Change Environment 1” 
  radius (make sacred), Reduced Endurance (0 
  END; +½), Uncontrolled (duration of 1 Turn, 
  +1 Turn per point by which the caster makes 
  his Faith roll; +½), Usable As Attack (+1) (15 
  Active Points); OAF (holy symbol or the like; 
  -1), Gestures (-¼), Incantations (-¼), Only 
  Affects One Weapon (-½), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll 
  (-½), Spell (-½). Total cost:  3 points.
  OPTIONS:
  1)  Strong Spell:  The spell not only sanctifies the 
  weapon, it makes the weapon do more damage to 
  demons and the undead. Change to HKA +2d6, 
  Reduced Endurance (0 END; +½), Uncontrolled 
  (duration of 1 Turn, +1 Turn per point by which 
  the caster makes his Faith roll; +½), Usable As 
  Attack (+1) (90 Active Points); OAF (holy symbol 
  or the like; -1), Gestures (-¼), Incantations (-¼), 
  Only Applies To Weapons (-¼), Only Works Versus 
  Demons And The Undead (-1), Only When Serv-
  ing The God’s Purposes (-½), Requires A Faith Roll 
  (-½), Spell (-½). Total cost:  17 points.
  2)  Free Spell:  Remove OAF (-1). Total cost:  4 
  points.
  3)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  3 points.
  4)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  3 points.
  5)  Acolyte’s Version:  Add Side Effects (Drain END 
  1d6; -¼). Total cost:  3 points.
  6)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  3 points.
  7)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  3 points.
  8)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  4 points.
  
  252  Divine Magic
  Hero System 5th Edition
  9)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  3 points.
  10)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  3 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 17 Active Points; total cost 4 
  points.
  12)  Ranged Spell:  Add Ranged (+½). 17 Active 
  Points; total cost 4 points.
  STILLNESS OF THE SOUL
  Effect:  Mind Control 15d6, Set Effect (calmness)
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -7
  END Cost:  7
  Description:  This spell allows a priest to calm a 
  troubled or enraged mind, forcing a person to 
  become calm, tranquil, and quiet.
  Game Information:  Mind Control 15d6 (75 
  Active Points); OAF (holy symbol or the like;  
  -1), Gestures (-¼), Incantations (-¼), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½), Set Effect (calmness and tran-
  quility; -1), Spell (-½). Total cost:  15 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 18d6. 90 
  Active Points; total cost 18 points.
  2)  Weak Spell:  Decrease to Mind Control 12d6. 60 
  Active Points; total cost 12 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  19 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  16 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  16 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain EGO 
  2d6; -¼). Total cost:  14 points.
  
  253 
  The Fantasy Hero Grimoire
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  14 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  16 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  17 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  14 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  14 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 112 Active Points; total cost 22 points.
  VOICE OF THE DIVINE
  Effect:  Mind Control 20d6
  Target/Area Affected:  One character
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  LOS
  Magic Roll Penalty:  -10
  END Cost:  10
  Description:  This spell infuses the priest’s voice 
  with the essence of his god, allowing him to issue a 
  single command to one person, which that person 
  must obey. The command must consist of no more 
  than a single, simple sentence; thereafter the priest 
  cannot change or reinforce the command unless he 
  casts the spell again.
  Game Information:  Mind Control 20d6 (100 
  Active Points); OAF (holy symbol or the like; 
  -1), Incantations (-¼), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll  
  (-½), Single Command Only (see text; -¼), 
  Spell (-½). Total cost:  25 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Mind Control 24d6. 
  120 Active Points; total cost 30 points.
  2)  Weak Spell:  Decrease to Mind Control 16d6. 80 
  Active Points; total cost 20 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  33 
  points.
  4)  Acolyte’s Version:  Add Side Effects (Drain END 
  5d6; -½). Total cost:  22 points.
  5)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  22 points.
  6)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  27 points.
  7)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  29 points.
  8)  Lengthy Spell:  Add Extra Time (Full Phase; -½). 
  Total cost:  22 points.
  9)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  23 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 150 Active Points; total cost 37 
  points.
  defenSiVe SpeLLS
  SAFE JOURNEY
  Effect:  Change Environment (make body/soul immune 
  to Necromancy)
  Target/Area Affected:  One corpse
  Casting Time:  5 Minutes
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (permanent unless body is 
  taken into an unholy area)
  Range:  Touch
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  When cast upon a corpse, this spell ren-
  ders the dead person immune to various necroman-
  tic spells. A necromancer cannot raise the corpse as a 
  corporeal undead, nor summon the deceased’s spirit 
  back to become a ghost or answer precognitive ques-
  tions. However, this spell also makes it impossible to 
  use Resurrection (or like spells) on the character (but 
  a Grant Wish or the act of a god could still bring the 
  character back to life).
  Game Information:  Change Environment 1” 
  radius (makes body/soul immune to Necro-
  mancy), Reduced Endurance (0 END; +½), 
  Uncontrolled (permanent unless body is taken 
  into an unholy area; +½), Usable As Attack 
  (attaches to corpse and remains in effect even 
  if corpse is moved; +1) (15 Active Points); OAF 
  (holy symbol or the like; -1), Concentration 
  (0 DCV throughout casting; -1), Extra Time 
  (5 Minutes; -2), Gestures (throughout casting; 
  -½), Incantations (throughout casting; -½), No 
  Range (-½), Only Applies To One Body (-0), 
  Only When Serving The God’s Purposes (-½), 
  Requires A Faith Roll (-½), Side Effect (makes 
  it impossible to use Resurrection on person, 
  always occurs; -½). Total cost:  2 points.
  OPTIONS:
  1)  Free Spell:  Remove OAF (-1). Total cost:  2 
  points.
  2)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  3)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  4)  Acolyte’s Version:  Add Side Effects (permanently 
  adds +2 to Necromancy rolls to animate corpse; -0). 
  Total cost:  2 points.
  5)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  6)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  2 points.
  7)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  2 points.
  8)  Quick Spell:  Remove Extra Time (-2). Total cost:  
  2 points.
  9)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  
  254  Divine Magic
  Hero System 5th Edition
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 17 Active Points; total cost 2 points.
  SHIELD AGAINST EVIL
  Effect:  Force Wall (7 PD/7 ED/6 Power Defense, 6” 
  long and 2” tall), Only Versus Infernal And Undead 
  Beings
  Target/Area Affected:  Special
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  No Range
  Magic Roll Penalty:  -8
  END Cost:  3
  Description:  This spell creates a circular wall of 
  holy force around the caster. The wall has a radius 
  of 2” and moves with him as he moves. It offers no 
  protection against mundane attacks, but provides a 
  powerful defense against the attacks of demons, the 
  undead, and like beings.
  Game Information:  Force Wall (7 PD/7 ED/6 
  Power Defense, 6” long and 2” tall), Reduced 
  Endurance (½ END; +¼) (77 Active Points); 
  OAF (holy symbol or the like; -1), Cannot Be 
  Used To Englobe (-¼), Gestures (-¼), Incanta-
  tions (-¼), No Range (-½), Only When Serving 
  The God’s Purposes (-½), Only Versus Infernal 
  And Undead Beings (-1), Requires A Faith Roll 
  (-½), Restricted Shape (2” circle around caster; 
  -¼). Total cost:  14 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Wall (8 PD/8 
  ED/8 Power Defense). 90 Active Points; total cost 
  16 points.
  2)  Weak Spell:  Decrease to Force Wall (5 PD/5 
  ED/4 Power Defense). 59 Active Points; total cost 
  11 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  17 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  15 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  15 points.
  6)  Acolyte’s Version:  Add Side Effects (-2 DCV 
  versus infernal and undead beings for 1 Turn; -¼). 
  Total cost:  13 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  13 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  15 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  15 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  13 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  13 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 108 Active Points; total cost 20 points.
  SHIELD OF FAITH
  Effect:  Force Field (6 PD/6 ED)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell calls upon the power of the 
  priest’s god to protect the priest. While it remains in 
  effect, a soft glow surrounds the priest.
  Game Information:  Force Field (6 PD/6 ED) (12 
  Active Points); OAF (holy symbol or the like; -1), 
  Gestures (-¼), Incantations (-¼), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  3 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Field (8 PD/8 
  ED). 16 Active Points; total cost 5 points.
  2)  Weak Spell:  Decrease to Force Field (4 PD/4 
  ED). 8 Active Points; total cost 2 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  5 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  6)  Acolyte’s Version:  Add Side Effects (-2 DCV for 
  1 Turn; -¼). Total cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  4 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  4 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 18 Active Points; total cost 5 
  points.
  13)  Shared Spell:  Add Usable By Other (+¼). 15 
  Active Points; total cost 4 points.
  14)  Defined Duration Spell:  Add Reduced Endurance 
  (0 END; +½) and Uncontrolled (duration of 1 Turn, 
  +1 Phase per point by which the caster makes his 
  Faith roll; +½). 24 Active Points; total cost 7 points.
  
  255 
  The Fantasy Hero Grimoire
  SHIELD OF THE SOUL
  Effect:  Power Defense (15 points), Only Versus Infer-
  nal, Necromantic, Or Evil Divine Magic
  Target/Area Affected:  Up to 8 characters
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Touch
  Magic Roll Penalty:  -3
  END Cost:  3
  Description:  This spell protects up to eight people 
  (typically the priest and up to seven of his com-
  rades) from some of the abilities of many types of 
  demons and undead, as well as certain necromantic 
  and evil divine spells.
  Game Information:  Power Defense (15 points), 
  Usable Simultaneously (up to eight people at 
  once; +1) (30 Active Points); OAF (holy symbol 
  or the like; -1), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Only When Serving The 
  God’s Purposes (-½), Only Versus Infernal, Nec-
  romantic, Or Evil Divine Magic (-1), Requires A 
  Faith Roll (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Power Defense (20 
  points). 40 Active Points; total cost 8 points.
  2)  Weak Spell:  Decrease to Power Defense (10 
  points). 20 Active Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  3d6; -½). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  6 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  6 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 37 Active Points; total cost 7 points.
  WARMTH
  Effect:  Life Support (Safe Environment:  Intense Cold) 
  plus Force Field (12 ED), Only Versus Cold Attacks
  Target/Area Affected:  Up to 8 characters
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 6 Hours, +1 Hour 
  per point by which the caster makes his Faith roll)
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  0
  Description:  A much-beloved spell in northern, 
  arctic, and mountainous regions, Warmth keeps up 
  to eight characters (typically the priest and seven 
  of his comrades) warm, and comfortable no matter 
  how cold it gets. Additionally, the spell protects 
  against cold-based attacks such as Jelzuraath’s First 
  Wintry Assault.
  Game Information:  Life Support (Safe Envi-
  ronment:  Intense Cold), Usable Simultane-
  ously (up to eight people at once; +1) (4 Active 
  Points); OAF (holy symbol or the like; -1), Ges-
  tures (-¼), Incantations (-¼), Only When Serv-
  ing The God’s Purposes (-½), Requires A Faith 
  Roll (-½), Restricted Duration ( 6 Hours, +1 
  Hour per point by which the caster makes his 
  Faith roll; -¼) (total cost:  1 point) plus Force 
  Field (12 ED), Reduced Endurance (0 END; 
  +½), Uncontrolled (duration of 6 Hours, +1 
  Hour per point by which the caster makes his 
  Faith roll; +½), Usable Simultaneously (up to 
  eight people at once; +1) (36 Active Points); 
  OAF (holy symbol or the like; -1), Gestures 
  (-¼), Incantations (-¼), Linked (-¼), Only 
  Works Against Limited Type Of Attack (cold; 
  -½), Only When Serving The God’s Purposes 
  (-½), Requires A Faith Roll (-½) (total cost:  8 
  points).  Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Force Field (15 ED). 
  4 + 45 = 49 Active Points; total cost 1 + 11 = 12 
  points.
  2)  Weak Spell:  Decrease to Force Field (9 ED). 4+ 
  27 = 31 Active Points; total cost 1 + 6 = 7 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  1 + 11 
  = 12 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  1 + 9 = 10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  1 + 9 = 10 points.
  6)  Acolyte’s Version:  Add Side Effects (x2 STUN 
  from Cold attacks for 1d6 hours; -¼). Total cost:  1 
  + 8 = 9 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  1 + 8 = 9 
  points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  1 + 9 = 10 
  points.
  
  256  Divine Magic
  Hero System 5th Edition
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  1 + 10 = 11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  1 + 8 = 9 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  1 + 8 = 9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 5 + 42 = 47 Active Points; total 
  cost 1 + 10 = 11 points.
  MoVeMent SpeLLS
  HEAVENLY GATE
  Effect:  Extra-Dimensional Movement (to heaven/the 
  Land Of The Gods)
  Target/Area Affected:  Self
  Casting Time:  1 Minute
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  20
  Description:  Sometimes powerful priests are 
  granted the power to visit their gods in the gods’ 
  home realm via this spell.
  Game Information:  Extra-Dimensional Move-
  ment (to heaven/the Land Of The Gods) (20 
  Active Points); OAF (holy symbol or the like; -1), 
  Concentration (0 DCV throughout; -1), Extra 
  Time (1 Minute; -1½), Gestures (throughout; 
  -½), Incantations (throughout; -½), Increased 
  Endurance Cost (x10 END; -4), Requires A Faith 
  Roll (-½). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Add Increased Weight (can trans-
  port a total of 1,600 kg). 40 Active Points; total cost 
  4 points.
  2)  Free Spell:  Remove OAF (-1). Total cost:  2 
  points.
  3)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  2 points.
  4)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  2 points.
  5)  Apprentice’s Version:  Add Side Effects (Drain 
  END 3d6; -½). Total cost:  2 points.
  6)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  7)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  2 points.
  8)  Master’s Version:  Remove Requires A Faith Roll 
  (-½). Total cost:  2 points.
  9)  Quick Spell:  Remove Extra Time (-1½). Total 
  cost:  2 points.
  10)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  2 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 30 Active Points; total cost 3 
  points.
  12)  Untiring Spell:  Remove Increased Endurance 
  Cost (-4). Total cost:  3 points.
  
  257 
  The Fantasy Hero Grimoire
  SUMMON DIVINE STEED
  Effect:  Summon one 315-point divine pegasus, Loyal
  Target/Area Affected:  One divine pegasus
  Casting Time:  1 Turn
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  No Range
  Magic Roll Penalty:  -9
  END Cost:  9
  Description:  This spell summons one “divine steed” — 
  a creature created by and loyal to the priest’s god and 
  capable of transporting him as a riding beast. The 
  spell uses a pegasus with the Divine template (HERO 
  System Bestiary, pages 23, 106), but you can easily 
  substitute other creatures by recalculating the cost.
  Game Information:  Summon one 315-point 
  divine pegasus, Loyal (+½) (94 Active Points); 
  OAF (holy symbol or the like; -1), Concentra-
  tion (½ DCV throughout; -½), Extra Time (1 
  Turn; -1¼), Gestures (throughout; -½), Incan-
  tations (throughout; -½), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll 
  (-½). Total cost:  16 points.
  OPTIONS:
  1)  Herd Of Divine Steeds:  Increase to 4 315-point 
  divine pegasi. 109 Active Points; total cost 19 points.
  2)  Large Herd Of Divine Steeds:  Increase to 8 315-
  point divine pegasi. 117 Active Points; total cost 20 
  points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  20 points.
  4)  Stilled Spell:  Remove Gestures (-½). Total cost:  
  18 points.
  5)  Silenced Spell:  Remove Incantations (-½). Total 
  cost:  18 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  2d6; -¼). Total cost:  16 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  15 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  17 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  18 points.
  10)  Quick Spell:  Change to Extra Time (Full Phase; 
  -½). Total cost:  19 points.
  11)  Inattentive Spell:  Remove Concentration (-½). 
  Total cost:  18 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 126 Active Points; total cost 22 points.
  13)  Neutral Steed:  Remove Loyal (+½). 63 Active 
  Points; total cost 11 points.
  14)  Friendly Steed:  Change to Friendly (+¼).  79 
  Active Points; total cost 14 points.
  15)  Devoted Steed:  Change to Devoted (+¾).  
  110Active Points; total cost 19 points.
  16)  Slavishly Loyal Steed:  Change to Slavishly 
  Loyal (+1).  126 Active Points; total cost 22 points.
  SenSorY SpeLLS
  SENSE THE UNHOLY
  Effect:  Detect Infernal And Undead Beings, Discrimina-
  tory, Range
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  2
  Description:  This spell grants the priest the power 
  to perceive his most deadly enemies, demons and 
  the undead. He can perceive them even if physical 
  barriers, such as walls, interfere with senses such as 
  sight, but cannot perceive them precisely enough to 
  attack them using this sense alone.
  Game Information:  Detect Infernal And Undead 
  Beings (INT Roll) (no Sense Group), Discrimi-
  natory, Range (20 Active Points); OAF (holy 
  symbol or the like; -1), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT Roll +5. 25 Active 
  Points; total cost 6 points.
  2)  Weak Spell:  Remove Discriminatory. 15 Active 
  Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Acolyte’s Version:  Add Side Effects (-2 to PER 
  Rolls for 1d6 Turns; -¼). Total cost:  5 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  4 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  5 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  6 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  5 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 30 Active Points; total cost 7 points.
  13)  Precise Spell:  Add Targeting. 30 Active Points; 
  total cost 7 points.
  14)  Long-Range Spell:  Add Telescopic (+8 versus 
  Range Modifier). 28 Active Points; total cost 7 points.
  15)  Demonhunter’s Eye:  Add Tracking. 25 Active 
  Points; total cost 6 points.
  
  258  Divine Magic
  Hero System 5th Edition
  deitY-Specific SpeLLS
  These spells are examples of spells that a spe-
  cific type of deity might grant. Many other such 
  spells are possible; you can use these as guidelines 
  when designing your own.
  SEA GOD’S BLESSING
  Effect:  Swimming +4” plus Life Support (Expanded 
  Breathing:  Breathe Underwater)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  The Sea God sometimes grants his 
  priests a spell that enables them to swim more 
  quickly and breathe underwater.
  Game Information:  Swimming +4”, Reduced 
  Endurance (0 END; +½) (6 Active Points); 
  OAF (holy symbol or the like; -1), Gestures 
  (-¼), Incantations (-¼), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll 
  (-½) (total cost:  2 points) plus Life Support 
  (Expanded Breathing:  Breathe Underwater) (5 
  Active Points); OAF (holy symbol or the like; 
  -1), Gestures (-¼), Incantations (-¼), Non-
  persistent (-¼), Only When Serving The God’s 
  Purposes (-½), Requires A Faith Roll (-½) (total 
  cost:  1 point). Total cost:  3 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Swimming +6”. 9 + 5 = 
  14 Active Points; total cost 3 + 1 = 4 points.
  2)  Weak Spell:  Decrease to Swimming +2”. 3 + 5 = 
  8 Active Points; total cost 1 + 1 = 2 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  2 + 2 
  = 4 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 + 1 = 3 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 + 1 = 3 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  1d6; -¼). Total cost:  2 + 1 = 3 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  1 + 1 = 2 
  points.
  8)  Easy Spell:  Change to Requires A Faith Roll 
  (-1 per 20 Active Points; -¼). Total cost:  2 + 1 = 3 
  points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  2 + 1 = 3 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  2 + 1 = 3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 + 1 = 3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 8 + 7 = 15 Active Points; total 
  cost 2 + 2 = 4 points.
  13)  Group Blessing:  Add Usable Simultaneously 
  (up to eight people at once; +1). 10 + 10 = 20 Active 
  Points; total cost 3 + 3 = 6 points.
  SUN GOD’S BLESSING
  Effect:  Sight Group Flash Defense (15 points)
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  1
  Description:  This spell grants the priest the ability to 
  see in the brightest light without suffering blindness.
  Game Information:  Sight Group Flash Defense 
  (15 points) (15 Active Points); OAF (holy 
  symbol or the like; -1), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Sight Group Flash 
  Defense (20 points). 20 Active Points; total cost 5 
  points.
  2)  Weak Spell:  Decrease to Sight Group Flash 
  Defense (10 points). 10 Active Points; total cost 2 
  points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  5 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  6)  Acolyte’s Version:  Add Side Effects (x2 effect 
  from Sight Group Flashes for 1d6 hours; -¼). Total 
  cost:  3 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  4 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  4 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  3 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 22 Active Points; total cost 5 
  points.
  13)  Group Blessing:  Add Usable Simultaneously 
  (up to eight people at once; +1). 30 Active Points; 
  total cost 7 points.
  
  259 
  The Fantasy Hero Grimoire
  WAR GOD’S BLESSING
  Effect:  Aid STR and PD 2d6, two Characteristics at one 
  time
  Target/Area Affected:  Self
  Casting Time:  Half Phase (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Self
  Magic Roll Penalty:  -4
  END Cost:  0
  Description:  This spell confers upon the priest 
  (or one other person) the blessing of the war god, 
  making him more fit to enter battle and more likely 
  to triumph.
  Game Information:  Aid STR and PD 2d6, two 
  Characteristics at one time (+½), Delayed 
  Return Rate (points fade at the rate of 5 per 
  5 Minutes; +½) (40 Active Points); OAF (holy 
  symbol or the like; -1), Gestures (-¼), Incanta-
  tions (-¼), Only When Serving The God’s Pur-
  poses (-½), Requires A Faith Roll (-½). Total 
  cost:  11 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid STR and PD 3d6. 
  60 Active Points; total cost 17 points.
  2)  Weak Spell:  Decrease to Aid STR and PD 1d6. 
  20 Active Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  16 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  12 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  12 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain STR 
  2d6; -¼). Total cost:  11 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  10 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  12 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  13 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  10 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  11 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 50 Active Points; total cost 14 points.
  13)  Group Blessing:  Add Usable Simultaneously 
  (up to eight people at once; +1). 60 Active Points; 
  total cost 17 points.
  
  260  Divine Magic
  Hero System 5th Edition
  MiSceLLAneoUS SpeLLS
  BLESS BABY
  Effect:  +3 to CON Rolls, Usable By Other, Only To 
  Resist Illness, Only Works On Infants
  Target/Area Affected:  One baby
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of no more than 10 
  years)
  Range:  Touch
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  Priests use this spell to extend a special 
  benefit to their congregation. When cast upon an 
  infant, it grants that infant a +3 bonus to his CON 
  Rolls to resist illness and disease until he reaches 10 
  years of age.
  Game Information:  +3 to CON Rolls, Uncon-
  trolled (duration of no more than 10 years; 
  +½), Usable By Other (+¼) (16 Active Points); 
  OAF (holy symbol or the like; -1), Concentra-
  tion (½ DCV throughout casting; -½), Extra 
  Time (20 Minutes to cast; -1¼), Gestures 
  (throughout; -½), Incantations (throughout;  
  -½), Only Works On Infants (-2), Only To 
  Resist Illness (-1), Only When Serving The 
  God’s Purposes (-½), Requires A Faith Roll  
  (-½). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +5 to CON Rolls. 26 
  Active Points; total cost 3 points.
  2)  Weak Spell:  Decrease to +2 to CON Rolls. 10 
  Active Points; total cost 1 point.
  3)  Free Spell:  Remove OAF (-1). Total cost:  2 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  3d6; -½). Total cost:  2 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  2 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  2 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 20 Active Points; total cost 2 
  points.
  BLESSING
  Effect:  +1 Overall
  Target/Area Affected:  Up to 8 people at once
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of 1 Minute, +1 Minute 
  per point by which the caster makes his Faith roll)
  Range:  Touch
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  The character has the power to confer 
  the blessing of his god on up to eight people by 
  touching them on the forehead and uttering a short 
  prayer. The Appropriate Uses Only Limitation is a 
  generic way of saying “a recipient can only use the 
  Overall Level for actions appropriate to the god 
  who granted the power” — such as only for combat 
  for a war-god, only for Professional Skills and the 
  like for a god of craftsmen, and so forth.
  Game Information:  +1 Overall, Usable Simulta-
  neously (up to eight people at once; +1), Uncon-
  trolled (duration of 1 Minute, +1 Minute per 
  point by which the caster makes his Faith roll; 
  +½) (25 Active Points); OAF (holy symbol or 
  the like; -1), Gestures (-¼), Incantations (-¼), 
  Only When Serving The God’s Purposes (-½), 
  Requires A Faith Roll (-½), Appropriate Uses 
  Only (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +2 Overall. 50 Active 
  Points; total cost 12 points.
  2)  Weak Spell:  Decrease to Usable Simultaneously 
  (up to four people at once; +¾). 22 Active Points; 
  total cost 5 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  8 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  7 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  7 points.
  6)  Acolyte’s Version:  Add Side Effects (-1 Overall 
  for 1d6 Phases; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  7 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  7 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  5 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 30 Active Points; total cost 7 points.
  13)  Divine Guidance:  This version of Blessing only 
  works for the priest, and only works for his next 
  Action after the spell is cast. Change to +1 Overall 
  (10 Active Points); OAF (holy symbol or the like; 
  
  261 
  The Fantasy Hero Grimoire
  -1), Gestures (-¼), Incantations (-¼), Instant (works 
  for next Action after spell is cast; -½), Nonpersistent 
  (-¼ ), Only When Serving The God’s Purposes (-½), 
  Requires A Faith Roll (-½), Appropriate Uses Only 
  (-½). Total cost:  2 points.
  ELOQUENCE
  Effect:  +5 for Conversation, Oratory, and Persuasion 
  rolls
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Restricted Duration (10 minutes, +10 min-
  utes per point by which the caster makes his Faith roll)
  Range:  Self
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell makes the priest an even 
  more eloquent speaker for a short time.
  Game Information:  +5 for Conversation, Ora-
  tory, and Persuasion rolls (15 Active Points); 
  OAF (holy symbol or the like; -1), Gestures 
  (-¼), Incantations (-¼), Only When Serving 
  The God’s Purposes (-½), Requires A Faith Roll 
  (-½), Restricted Duration (10 minutes, +10 
  minutes per point by which the caster makes 
  his Faith roll; -¼). Total cost:  4 points.
  OPTIONS:
  1)  Strong Spell:  Increase to +8 for Conversation, 
  Oratory, and Persuasion rolls. 24 Active Points; 
  total cost 6 points.
  2)  Weak Spell:  Decrease to +3 for Conversation, 
  Oratory, and Persuasion rolls. 9 Active Points; total 
  cost 2 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  5 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  4 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  4 points.
  6)  Acolyte’s Version:  Add Side Effects (-2 on all 
  Interaction Skill rolls for 1d6 x 10 minutes; -¼). 
  Total cost:  4 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  3 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  4 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  3 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 22 Active Points; total cost 6 
  points.
  13)  Shared Spell:  Add Usable By Other (+¼). 19 
  Active Points; total cost 5 points.
  FAVOR OF THE GODS
  Effect:  Aid 3d6, any Characteristic one at a time
  Target/Area Affected:  One character
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Instant
  Range:  Touch
  Magic Roll Penalty:  -4
  END Cost:  4
  Description:  By calling on one of the gods, the 
  priest can receive the deity’s favor and receive a 
  tiny spark of the divine power to augment his, or 
  another person’s, abilities for a short period.
  Game Information:  Aid 3d6, any Characteristic 
  one at a time (+¼) (37 Active Points); OAF (holy 
  symbol or the like; -1), Costs Endurance (-½), 
  Gestures (-¼), Incantations (-¼), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  9 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Aid 4d6. 50 Active 
  Points; total cost 12 points.
  2)  Weak Spell:  Decrease to Aid 2d6. 25 Active 
  Points; total cost 6 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  12 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  10 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  10 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain the 
  same Characteristic 1d6; -¼). Total cost:  9 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  8 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  10 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  11 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  8 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  9 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 52 Active Points; total cost 13 
  points.
  13)  Extended Spell:  Add Delayed Return Rate 
  (points fade at the rate of 5 per 5 Minutes; +½). 52 
  Active Points; total cost 13 points.
  14)  Self Spell:  Add Self Only (-½). Total cost:  8 
  points.
  
  262  Divine Magic
  Hero System 5th Edition
  FEASTING-SPELL
  Effect:  Life Support (Diminished Eating:  no need to 
  eat or drink)
  Target/Area Affected:  Up to 16 people
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Special
  Range:  No Range
  Magic Roll Penalty:  -1
  END Cost:  1 Continuing Fuel Charge
  Description:  This spell, which a priest may only 
  cast once per day, creates enough food and drink to 
  feed 16 people for a day. With the GM’s permission, 
  characters may parcel the provender out differ-
  ently, as long as the total man-days of food does not 
  exceed 16 (e.g., feed 32 people for half a day, feed 
  four people for four days, and so on).
  Game Information:  Life Support (Diminished 
  Eating:  no need to eat or drink), Usable 
  Simultaneously (up to 16 people at once; 
  +1¼) (7 Active Points); OAF (holy symbol or 
  the like; -1), Gestures (-¼), Incantations (-¼), 
  Only When Serving The God’s Purposes (-½), 
  Requires A Faith Roll (-½), 1 Continuing Fuel 
  Charge lasting 1 Day (-0). Total cost:  2 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Usable Simultaneously 
  (up to 32 people at once; +1½). 7 Active Points; 
  total cost 2 points.
  2)  Weak Spell:  Decrease to Usable Simultaneously 
  (up to 4 people at once; +¾). 5 Active Points; total 
  cost 1 point.
  3)  Free Spell:  Remove OAF (-1). Total cost:  3 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  2 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  2 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  1d6; -¼). Total cost:  2 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  2 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  2 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  2 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase; 
  -½). Total cost:  2 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  2 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 8 Active Points; total cost 2 points.
  
  263 
  The Fantasy Hero Grimoire
  PARTING THE WATERS
  Effect:  Telekinesis (80 STR), Affects Porous
  Target/Area Affected:  One body of water
  Casting Time:  1 Turn (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  810”
  Magic Roll Penalty:  -16
  END Cost:  6
  Description:  This spell allows a caster to part a lake, 
  sea, or river so that people can walk through. It even 
  removes the water from the soil so that those who 
  walk through do not have to struggle through mud.
  Game Information:  Telekinesis (80 STR), 
  Affects Porous, Reduced Endurance (½ END; 
  +¼) (162 Active Points); OAF (holy symbol or 
  the like; -1), Concentration (0 DCV throughout 
  casting; -1), Extra Time (1 Turn; -1¼), Ges-
  tures (throughout casting; -½), Incantations 
  (throughout casting; -½), Only To Part Waters 
  (-2), Only When Serving The God’s Purposes  
  (-½), Requires A Faith Roll (-½), Spell (-½). 
  Total cost:  18 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Telekinesis (100 STR). 
  200 Active Points; total cost 23 points.
  2)  Weak Spell:  Decrease to Telekinesis (60 STR). 
  125 Active Points; total cost 14 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  21 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  20 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  20 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  5d6; -¼). Total cost:  18 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  17 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  19 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  20 points.
  10)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 227 Active Points; total cost 26 points.
  SANCTIFY AREA
  Effect:  Change Environment (sanctify area)
  Target/Area Affected:  8” Radius
  Casting Time:  1 Hour (Attack Action)
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (permanent until defiled)
  Range:  No Range
  Magic Roll Penalty:  -4
  END Cost:  0
  Description:  This spell allows a priest to sanctify 
  an area, thus preventing demons, some types of 
  undead, and other such creatures from entering 
  it without feeling pain. Typically this is done as 
  part of the construction of a temple, but there’s no 
  reason a priest who wanted to take the time and 
  effort couldn’t sanctify other places of importance.
  Game Information:  Change Environment 8” 
  radius (sanctify area), Reduced Endurance (0 
  END; +½), Uncontrolled (duration is perma-
  nent until defiled; +½) (40 Active Points); OAF 
  (holy symbol or the like; -1), Concentration (0 
  DCV throughout casting; -1), Extra Time (1 
  Hour to cast; -1½), Gestures (throughout cast-
  ing; -½), Incantations (throughout casting; -½), 
  No Range (-½), Only When Serving The God’s 
  Purposes (-½), Requires A Faith Roll (-½), Spell 
  (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to 16” radius. 50 Active 
  Points; total cost 7 points.
  2)  Weak Spell:  Decrease to 4” radius. 30 Active 
  Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  6 
  points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  7)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  5 points.
  8)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  6 points.
  9)  Quick Spell:  Change to Extra Time (5 Minutes 
  to cast; -1). Total cost:  6 points.
  10)  Inattentive Spell:  Remove Concentration (-1). 
  Total cost:  6 points.
  11)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 50 Active Points; total cost 7 
  points.
  12)  Ritual Of Sanctification:  Add Ritual (8 casters; 
  -¾). Total cost:  5 points.
  13)  Enhanced Sanctification:  This form of the spell 
  makes the area so holy that it actually augments 
  the powers of priests within it. The Succored points 
  fade immediately when a priest leaves the area. Add 
  Succor 4d6 (standard Effect:  12 points), all Priest 
  
  264  Divine Magic
  Hero System 5th Edition
  Magic spells and abilities simultaneously (+2), Area 
  Of Effect (8” Radius; +1¼), Reduced Endurance (0 
  END, effect lasts as long ; +½) (95 Active Points); 
  OAF (holy symbol or the like; -1), Concentration (0 
  DCV throughout casting; -1), Extra Time (1 Hour to 
  cast; -1½), Gestures (throughout casting; -½), Incan-
  tations (throughout casting; -½), Linked (-¼), Only 
  When Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½) (total cost:  14 points). 40 + 95 = 135 
  Active Points; total cost 5 + 14 = 19 points.
  SANCTIFY WATER
  Effect:  Major Transform 2d6 (ordinary water into holy 
  water)
  Target/Area Affected:  Special
  Casting Time:  Full Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Uncontrolled (duration of permanent until 
  defiled)
  Range:  Touch
  Magic Roll Penalty:  -1
  END Cost:  0
  Description:  This spell allows a priest to bless 
  water, thus turning it into a potent weapon against 
  demons, some types of undead, and the like.
  For purposes of this spell, assume that water 
  has 1 BODY per pint.
  Game Information:  Major Transform 2d6 
  (ordinary water into holy water, “heals” if 
  defiled) (30 Active Points); OAF (holy symbol 
  or the like; -1), Extra Time (Full Phase; -½), 
  Gestures (-¼), Incantations (-¼), Limited 
  Target (water; -½), No Range (-½), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  6 points.
  OPTIONS:
  1)  Strong Spell:  Increase to Major Transform 3d6. 
  45 Active Points; total cost 9 points.
  2)  Weak Spell:  Decrease to Major Transform 1d6.  
  15 Active Points; total cost 3 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:  7 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  6 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  6 points.
  6)  Acolyte’s Version:  Add Side Effects (Drain END 
  1d6; -¼). Total cost:  6 points.
  7)  Difficult Spell:  Change to Requires A Faith Roll 
  (-1 per 5 Active Points; -1). Total cost:  5 points.
  8)  Easy Spell:  Change to Requires A Faith Roll (-1 
  per 20 Active Points; -¼). Total cost:  6 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  7 points.
  10)  Quick Spell:  Remove Extra Time (Full Phase; 
  -½). Total cost:  7 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  6 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells usable 
  at once; +½). 45 Active Points; total cost 9 points.
  
  265 
  The Fantasy Hero Grimoire
  SPEAK IN TONGUES
  Effect:  Universal Translator
  Target/Area Affected:  Self
  Casting Time:  Half Phase
  Casting Procedures:  Focus, Gestures, Incantations
  Duration:  Constant
  Range:  Self
  Magic Roll Penalty:  -2
  END Cost:  0
  Description:  This spell allows a priest to preach or 
  speak to others in their own language, the better to 
  convey his message and thus convert the heathen. 
  The spell does not allow him to understand others’ 
  speech, or read any form of writing — it simply lets 
  another person comprehend him even if they don’t 
  speak the same language.
  Game Information:  Universal Translator (INT 
  Roll +3) (23 Active Points); OAF (holy symbol 
  or the like; -1), Costs Endurance (-½), Gestures 
  (-¼), Incantations (-¼), Only To Allow Others 
  To Understand Priest’s Words (-1), Only When 
  Serving The God’s Purposes (-½), Requires A 
  Faith Roll (-½). Total cost:  5 points.
  OPTIONS:
  1)  Strong Spell:  Increase to INT Roll +5. 25 Active 
  Points; total cost 5 points.
  2)  Weak Spell:  Decrease to INT Roll. 20 Active 
  Points; total cost 4 points.
  3)  Free Spell:  Remove OAF (-1). Total cost:   
  6 points.
  4)  Stilled Spell:  Remove Gestures (-¼). Total cost:  
  5 points.
  5)  Silenced Spell:  Remove Incantations (-¼). Total 
  cost:  5 points.
  6)  Acolyte’s Version:  Add Side Effects (-2 Hearing 
  Group PER Rolls for 1d6 Minutes; -¼). Total cost:  
  4 points.
  7)  Difficult Spell:  Change to Requires A Faith 
  Roll (-1 per 5 Active Points; -1). Total cost:  4 
  points.
  8)  Easy Spell:  Change to Requires A Faith Roll 
  (-1 per 20 Active Points; -¼). Total cost:  5 points.
  9)  High Priest’s Version:  Remove Requires A Faith 
  Roll (-½). Total cost:  5 points.
  10)  Lengthy Spell:  Add Extra Time (Full Phase to 
  cast; -¼). Total cost:  4 points.
  11)  Attentive Spell:  Add Concentration (½ DCV; 
  -¼). Total cost:  4 points.
  12)  Stored Spell:  Add Delayed Effect (x2 spells 
  usable at once; +½). 34 Active Points; total cost 7 
  points.
  
  266  Index
  Hero System 5th Edition
  index
  This index lists all the spells in the book, both the primary spells and any variants 
  important enough to list separately. It includes the following information:
  Arc:  The arcana the spell belongs to:  A(lchemy); Co(njuration); Di(vination); 
  Dr(uidry); EM (Elemental Magic); En(chantment); N(ecromancy); So(rcery); 
  Th(aumaturgy); Wt (Witchcraft); Wz (Wizardry); DM (Divine Magic).
  Dur:  The spell’s Duration — I (Instant), IL (Instant, Lingering), C (Constant), CV (Con-
  stant, Variable Targets), P (Persistent), U (Uncontrolled), RD (Restricted Duration), and 
  S (Special). For Enchantment, the Duration is the Duration of the item’s power.
  Rng:  The spell’s Range — either the listed number, or LOS (Line Of Sight), RBS 
  (Range Based On STR), NR (No Range), S (Self), T (Touch), MS (MegaScaled), 
  Voice, or ST (see text).
  MR:  The penalty to the appropriate Magic Skill roll.
  END:  The spell’s END cost. A “c” after the number indicates Charges. For Enchant-
  ment, the END cost is the cost to use the item.
  Pg:  The page number where you can find the spell’s complete description.
  In the case of spells with multiple Magic roll penalties or END costs, the table lists 
  the most expensive one. “Var” indicates multiple Magic roll penalties or END costs 
  too numerous to list.
  The spell names use the following abbrevations: 
  Ch: 
  Charm
  Fir: 
  First
  Inv: 
  Invocation
  Sec 
  Second
  Sp: 
  Spell
  Thd: 
  Third
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Aeolian Shape 
  EM 
  U 
  S 
  -14 
  0 
  71
  Algashar’s Dominion Of The Mind 
  So 
  I 
  LOS 
  -6 
  6 
  167
  Algashar’s Glamour Of Fright 
  So 
  I 
  300” 
  -7 
  7 
  175
  Alzamar’s Cloak Of The Unseen 
  So 
  C 
  S 
  -2 
  2 
  182
  Alzamar’s Mantle Of Misperception 
  So 
  C 
  S 
  -2 
  2 
  182
  Amulet Of The Clear Mind 
  En 
  P 
  S 
  -1 
  0 
  137
  Animal Companion 
  Dr 
  I 
  40” 
  -10 
  10 
  38
  Animal Eyes 
  Dr 
  C 
  500” 
  -3 
  3 
  56
  Arcane Backlash 
  Th 
  U 
  S 
  -6 
  0 
  202
  Archer’s Bane 
  Th 
  U 
  S 
  -1 
  0 
  199
  Armor Of The Unseen Step 
  En 
  I 
  S 
  -2 
  8c 
  117
  Arrakur’s Sp Of Inescapable Fear 
  EM 
  C 
  200” 
  -5 
  5 
  116
  Arrakur’s Sp Of The Moving Cloud 
  EM 
  C 
  30” 
  -10 
  10 
  67
  Ashira’s Feasting-Spell 
  Th 
  I 
  NR 
  -5 
  5 
  197
  Astral Form 
  Wz 
  P 
  S 
  -14 
  14 
  239
  Axe Of Cleaving 
  En 
  I 
  T 
  -3 
  0 
  134
  Bailthund’s Ray Of The Wraith 
  N 
  I 
  225” 
  -6 
  6 
  155
  Bailthund’s Wraithgrasp 
  N 
  I 
  T 
  -7 
  7 
  155
  Banishment 
  Co 
  I 
  300” 
  -6 
  6 
  27
  Barkskin 
  Dr 
  C 
  S 
  -1 
  1 
  51
  Beast’s Weapons 
  Dr 
  IL 
  T 
  -3 
  3 
  38
  Beautify 
  Wt 
  I 
  S 
  -6 
  0 
  217
  Belt Of Stamina 
  En 
  P 
  S 
  -1 
  0 
  119
  Belzorath’s Dominion Of The Mind 
  So 
  I 
  LOS 
  -5 
  5 
  167
  Belzorath’s Inv Of Impassable Terrain 
  So 
  U 
  500” 
  -10 
  0 
  175
  Belzorath’s Sp Of Waking Dreams 
  So 
  C 
  125” 
  -2 
  2 
  176
  Benthara’s Glamour 
  So 
  I 
  LOS 
  -6 
  6 
  169
  Benthara’s Sp Of Bliss And Despair 
  So 
  I 
  LOS 
  -6 
  6 
  168
  Benthara’s Sp Of Revelation 
  Di 
  C 
  NR 
  -4 
  4 
  33
  Bestial Curse Of Phogorath Taam 
  Th 
  I 
  50” 
  -13 
  13 
  192
  Bewitchment 
  Wt 
  C 
  20” 
  -10 
  5 
  203
  Blaithelock’s Call To Flame 
  EM 
  I 
  NR 
  -12 
  12 
  87
  Blaithelock’s Call To Stone 
  EM 
  I 
  NR 
  -9 
  9 
  73
  Blaithelock’s Call To The Wind 
  EM 
  I 
  NR 
  -12 
  12 
  63
  Blaithelock’s Call To Wave 
  EM 
  I 
  NR 
  -11 
  11 
  101
  Blaithelock’s Firesculpting 
  EM 
  C 
  275” 
  -5 
  5 
  92
  Blaithelock’s Sphere Of Air 
  EM 
  C 
  S 
  -2 
  2 
  70
  Bless Baby 
  DM 
  U 
  T 
  -2 
  0 
  260
  Blessing 
  DM 
  U 
  T 
  -2 
  0 
  260
  Blight 
  Wt 
  I 
  225” 
  -4 
  4 
  204
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Blood Sacrifice 
  Wt 
  I 
  S 
  -9 
  0 
  215
  Boadlane’s Lens Of Enlightenment 
  Wz 
  C 
  S 
  -3 
  3 
  220
  Boadlane’s Sp Of The Secret Script 
  Wz 
  C 
  S 
  -2 
  2 
  221
  Boil Liquid 
  EM 
  C 
  300” 
  -6 
  6 
  88
  Bolt From The Blue 
  DM 
  I 
  395” 
  -8 
  8 
  251
  Boots Of The Cricket 
  En 
  C 
  S 
  -1 
  0 
  120
  Bow Of Devastation 
  En 
  I 
  155” 
  -1 
  0 
  134
  Calikorian’s Ch Of Acquisition 
  So 
  I 
  LOS 
  -5 
  5 
  167
  Calikorian’s Deadly Dart 
  Wz 
  I 
  LOS 
  -8 
  8 
  226
  Calikorian’s Mindtrap 
  So 
  I 
  LOS 
  -10 
  10 
  173
  Calimard’s Stone Into Mud 
  EM 
  I 
  650” 
  -13 
  13 
  78
  Call To The Elemental Realms 
  Co 
  I 
  NR 
  -14 
  14 
  25
  Call To The Wilderness Denizens 
  Dr 
  I 
  NR 
  -10 
  10 
  39
  Calm The Winds 
  EM 
  C 
  300” 
  -6 
  6 
  64
  Calmir’s Fir Sp Of The Monstrous Form 
  Th 
  C 
  S 
  -8 
  16 
  188
  Calmir’s Sec Sp Of The Monstrous Form 
  Th 
  C 
  S 
  -11 
  22 
  189
  Calmir’s Sp Of Dwarven Resilience 
  Th 
  I 
  T 
  -3 
  3 
  195
  Candle Of Beguilement 
  Wt 
  C 
  NR 
  -10 
  1c 
  212
  Candle Of Life 
  Wt 
  I 
  ST 
  -22 
  1c 
  213
  Candle Of Protection 
  Wt 
  C 
  NR 
  -16 
  1c 
  214
  Candle Of Truth 
  Wt 
  C 
  NR 
  -13 
  1c 
  214
  Cards Of Fate  
  Wt 
  I 
  S 
  -4 
  4 
  211
  Carlaysha’s Sp Of Enervation 
  Wz 
  I 
  300” 
  -6 
  6 
  224
  Charm Of Ease 
  Wt 
  C 
  NR 
  -7 
  0 
  218
  Charm Of The Three Knots 
  Wt 
  C 
  225” 
  -4 
  0 
  204
  Cirnac’s Arcane Disguise 
  Wz 
  U 
  NR 
  -8 
  0 
  223
  Cirnac’s Arcane Glamour 
  Wz 
  U 
  NR 
  -6 
  0 
  223
  Ckothem’s Sp Of Interruption 
  N 
  U 
  500” 
  -10 
  0 
  156
  Conjuror’s Chains 
  Co 
  I 
  LOS 
  -6 
  6 
  28
  Control The Waters 
  EM 
  C 
  480” 
  -10 
  0 
  101
  Cordarion’s Forked Lightning 
  EM 
  I 
  375” 
  -7 
  7 
  66
  Cordarion’s Sp Of Weather-Working 
  Dr 
  C 
  NR 
  -16 
  32 
  59
  Corwm’s Sp Of The Slumbrous Vapors 
  EM 
  C 
  30” 
  -6 
  6 
  69
  Corwm’s Sp Of The Stinging Swarm 
  Dr 
  C 
  40” 
  -2 
  6 
  40
  Corwm’s Sp Of Water-Walking 
  EM 
  U 
  T 
  -3 
  0 
  106
  Create Ghost 
  N 
  I 
  NR 
  -16 
  16 
  140
  Create Homonculus 
  A 
  I 
  NR 
  -4 
  4 
  20
  Create Light 
  EM 
  C 
  165” 
  -3 
  3 
  111
  Create Metal Dragon 
  A 
  I 
  NR 
  -40 
  40 
  20
  Create Metal Golem 
  A 
  I 
  NR 
  -18 
  18 
  19
  Create Mummy 
  N 
  I 
  NR 
  -16 
  16 
  141
  Create Skeleton 
  N 
  I 
  NR 
  -7 
  7 
  141
  Create Specter 
  N 
  I 
  NR 
  -32 
  32 
  142
  Create Vampire 
  N 
  I 
  NR 
  -16 
  16 
  143
  Create Wight 
  N 
  I 
  NR 
  -12 
  12 
  144
  Create Wraith 
  N 
  I 
  NR 
  -23 
  23 
  144
  Create Zombie 
  N 
  I 
  NR 
  -7 
  7 
  145
  Cullain’s Sp Of The Greater Form 
  Dr 
  U 
  T 
  -9 
  0 
  41
  Cullain’s Sp Of The Lesser Form 
  Dr 
  U 
  T 
  -12 
  0 
  42
  Cullain’s Sp Of The Quiet Pathway 
  Dr 
  C 
  S 
  -1 
  1 
  51
  Cure Blindness 
  DM 
  I 
  T 
  -10 
  10 
  245
  Cure Illness 
  DM 
  I 
  T 
  -4 
  4 
  246
  Cure Poison 
  DM 
  I 
  T 
  -4 
  4 
  246
  Curse Of Death 
  Wt 
  I 
  ST 
  -0 
  31 
  216
  Curse Of Palsy 
  Wt 
  I 
  ST 
  -0 
  16 
  216
  Cythara’s Mindtouch 
  So 
  C 
  NR 
  -6 
  6 
  173
  Cythara’s Sp Of The Obscuring Smoke 
  EM 
  C 
  20” 
  -3 
  3 
  100
  Cythara’s Sp Of The Swifter Steed 
  Dr 
  I 
  T 
  -3 
  3 
  53
  D’ansif’s Inv Of The Ice 
  EM 
  I 
  405” 
  -10 
  10 
  108
  D’ansif’s Sp Of Far Sight 
  Di 
  C 
  1600” 
  -4 
  4 
  34
  D’ansif’s Spell Of Manifold Illusions 
  So 
  I 
  LOS 
  -15 
  15 
  178
  D’ansif’s Unfailing Arrow 
  EM 
  I 
  LOS 
  -5 
  5 
  83
  Dark Leeching 
  EM 
  I 
  150” 
  -4 
  4 
  112
  Dark Touch 
  EM 
  I 
  T 
  -3 
  3  
  113
  Dart Of Ghelvarius 
  Wz 
  I 
  LOS 
  -6 
  6 
  226
  Darthuva’s Affliction Of The Confused Mind So 
  C 
  LOS 
  -7 
  7 
  170
  Darthuva’s Sp Of Universal Beguilement 
  Wt 
  C 
  20” 
  -10 
  5 
  203
  Death Touch 
  N 
  I 
  T 
  -13 
  27 
  145
  Deltarion’s Word Of Lucidity 
  EM 
  I 
  NR 
  -4 
  4 
  116
  Demon’s-Head Staff 
  En 
  Var 
  Var 
  -3 
  60c 
  128
  Demonhunter’s Eye 
  DM 
  C 
  S 
  -2 
  2 
  257
  Deradoc’s Sp Of The Razor’s Edge 
  EM 
  U 
  T 
  -7 
  0 
  84
  Dereketh’s Catapult 
  EM 
  I 
  335” 
  -7 
  7 
  74
  Dereketh’s Touch Of The Gargoyle 
  Th 
  I 
  T 
  -12 
  12 
  196
  
  267 
  The Fantasy Hero Grimoire
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Detect Animals 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Dwarves 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Enemies 
  Di 
  I 
  S 
  -1 
  1 
  36
  Detect Gold 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Illusion 
  So 
  C 
  S 
  -2 
  2 
  184
  Detect Invisibility 
  So 
  C 
  S 
  -1 
  1 
  185
  Detect Lies  
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Life 
  N 
  C 
  S 
  -2 
  2 
  162
  Detect Life Force 
  Di 
  I 
  S 
  -1 
  1 
  36
  Detect Lost Objects 
  Di 
  I 
  S 
  -1 
  1 
  36
  Detect Magic 
  Wz 
  C 
  S 
  -1 
  1 
  221
  Detect Metals 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Monsters 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Necromancy 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Non-Humans 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Plants 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Poison 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Scrying 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Traps 
  Di 
  I 
  S 
  -1 
  1 
  35
  Detect Treasure 
  Di 
  I 
  S 
  -1 
  1 
  36
  Detect Undead 
  Di 
  I 
  S 
  -1 
  1 
  35
  Devil Conjuration 
  Wt 
  I 
  NR 
  -12 
  12 
  217
  Divine Guidance 
  DM 
  C 
  S 
  -1 
  0 
  260
  Divine Hindrance 
  DM 
  C 
  100” 
  -3 
  3 
  249
  Doll Magic 
  Wt 
  I 
  Var 
  Var 
  Var 
  205
  Donvek’s Whirlwind 
  EM 
  C 
  30” 
  -13 
  13 
  65
  Donvek’s Wintry Assault 
  EM 
  I 
  NR 
  -11 
  11 
  110
  Dragonskin Armor 
  En 
  P 
  S 
  -2 
  0 
  118
  Druathek’s Necromantic Fetters 
  N 
  I 
  LOS 
  -6 
  6 
  146
  Druathek’s Osseous Malady 
  N 
  C 
  30” 
  -7 
  7 
  147
  Druid’s Touch 
  Dr 
  I 
  T 
  -4 
  4 
  59
  Dry Up Cow 
  Wt 
  I 
  1125” 
  -11 
  22 
  204
  Dust Of Illusion 
  A 
  C 
  RBS 
  -4 
  4c 
  17
  Dust Of Imprisonment 
  A 
  I 
  RBS 
  -10 
  4c 
  18
  Dust Of Obscurement 
  A 
  C 
  RBS 
  -4 
  4c 
  19
  Earthenroad 
  EM 
  C 
  S 
  -3 
  3 
  81
  Eloquence 
  DM 
  RD 
  S 
  -1 
  0 
  261
  Enflame 
  EM 
  U 
  T 
  -7 
  0 
  89
  Enragement 
  So 
  I 
  LOS 
  -6 
  6 
  169
  Esdrelan’s Sp Of The Archer’s Dismay 
  Th 
  U 
  S 
  -4 
  0 
  200
  Esdrelan’s Stardart 
  Wz 
  I 
  LOS 
  -7 
  7 
  226
  Everburning Flame 
  EM 
  U 
  NR 
  -5 
  0 
  99
  Eye Of The Storm 
  EM 
  C 
  400” 
  -8 
  8 
  64
  Eyes Of Fire 
  EM 
  C 
  2400” 
  -6 
  0 
  98
  Favor Of The Gods 
  DM 
  I 
  T 
  -4 
  4 
  261
  Feasting-Spell 
  DM 
  S 
  NR 
  -1 
  1c 
  262
  Fekura’s Bonds Of Fear 
  So 
  I 
  300” 
  -9 
  9 
  170
  Fekura’s Sec Sp Of The Undead Form 
  N 
  U 
  T 
  -10 
  0 
  157
  Fekura’s Sp Of The Undead Form 
  N 
  U 
  S 
  -9 
  0 
  156
  Fekura’s Sp Of Unshakeable Terror 
  So 
  I 
  450” 
  -12 
  12 
  170
  Fiery Arrow 
  EM 
  I 
  LOS 
  -6 
  6 
  89
  Fiery Aura 
  EM 
  C 
  S 
  -4 
  4 
  90
  Fiery Orbs 
  EM 
  CV 
  RBS 
  -5 
  5 
  91
  Fireball 
  EM 
  I 
  335” 
  -7 
  7 
  91
  Fireshaping 
  EM 
  C 
  225” 
  -4 
  4 
  92
  Firestorm 
  EM 
  C 
  500” 
  -10 
  0 
  93
  First Ritual Of Devil-Summoning 
  Wt 
  I 
  NR 
  -12 
  12 
  217
  First Spell Of The Crimson Ring 
  Wz 
  I 
  S 
  -4 
  4 
  232
  Fist Of The Waters 
  EM 
  I 
  50” 
  -5 
  5 
  102
  Flying Broomstick 
  Wt 
  C 
  S 
  -3 
  3 
  210
  Fog Of War 
  Wz 
  C 
  5750” 
  -8 
  8 
  237
  Fogbreaking 
  EM 
  I 
  300” 
  -6 
  6 
  65
  Freshen Air 
  EM 
  C 
  100” 
  -2 
  2 
  72
  Gardener’s Hand 
  Dr 
  I 
  T 
  -4 
  4 
  59
  Garrak’s Breaching-Spell 
  EM 
  I 
  50” 
  -26 
  26 
  77
  Garrak’s Sp Of Road Ruination 
  EM 
  I 
  50” 
  -26 
  26 
  77
  Garrak’s Stonyskin 
  EM 
  RD 
  S 
  -1 
  1 
  79
  Gathrena’s Graniteskin 
  EM 
  C 
  S 
  -2 
  2 
  79
  Glittergem 
  En 
  I 
  RBS 
  -2 
  1c 
  138
  Gorbadel’s Fire-Arrow 
  EM 
  I 
  LOS 
  -7 
  7 
  90
  Gorbadel’s Sp Of The Unseen Steps 
  Dr 
  U 
  S 
  -1 
  0 
  54
  Gorbadel’s Sp Of Water-Walking 
  EM 
  C 
  T 
  -3 
  3 
  106
  Grant Wish 
  Wz 
  P 
  NR 
  -9 
  0 
  241
  Grasping Garden 
  Dr 
  I 
  400” 
  -8 
  8 
  46
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Greater Name Of Death 
  N 
  I 
  Voice 
  -19 
  38 
  146
  Greater Wardings 
  Co 
  U 
  NR 
  -36 
  0 
  30
  Hailstorm 
  EM 
  I 
  200” 
  -9 
  9 
  108
  Hands Of Stone 
  EM 
  I 
  325” 
  -6 
  6 
  75
  Hargenzarian’s Sp Of Life-Shielding 
  N 
  U 
  T 
  -3 
  0 
  158
  Harthuvian’s Hands Of Stone 
  EM 
  I 
  485” 
  -10 
  10 
  75
  Harthuvian’s Host Of Hands 
  EM 
  I 
  505” 
  -10 
  10 
  75
  Harthuvian’s Sp Of Marred Recollection 
  So 
  I 
  LOS 
  -11 
  11 
  171
  Harthuvian’s Vaultflame 
  EM 
  I 
  30” 
  -5 
  5 
  93
  Hasari’s Fir Sp Of The Dragon’s Fire 
  EM 
  I 
  NR 
  -7 
  7 
  94
  Hasari’s Sec Sp Of The Dragon’s Fire 
  EM 
  I 
  335” 
  -7 
  7 
  94
  Hasari’s Sp Of The Aeolian Shape 
  EM 
  U 
  S 
  -26 
  0 
  72
  Hasari’s Sp Of The Deadly Cloud 
  EM 
  C 
  30” 
  -7 
  7 
  68
  Hawk’s Eyes And Hound’s Nose 
  Th 
  RD 
  T 
  -2 
  0 
  193
  Healing-Spell 
  DM 
  I 
  T 
  -6 
  6 
  247
  Heavenly Gate 
  DM 
  I 
  S 
  -2 
  20 
  256
  Hedrigerd’s Fir Earthenwall Sp 
  EM 
  I 
  425” 
  -8 
  8 
  80
  Hedrigerd’s Sec Earthenwall Sp 
  EM 
  I 
  475” 
  -9 
  9 
  81
  Hethtor’s Sp Of The Enhanced Engine 
  Wz 
  I 
  NR 
  -4 
  4 
  237
  Hethtor’s Sp Of True Seeming 
  Th 
  C 
  S 
  -8 
  24 
  190
  Hidden Heart 
  N 
  P 
  S 
  N/A 
  0 
  158
  History Of Blood 
  N 
  C 
  20” 
  -13 
  6 
  147
  Holkur’s Sp Of Courageous Form 
  So 
  I 
  200” 
  -6 
  6 
  171
  Holkur’s Sp Of The Glorious Pronouncement So 
  I 
  Voice 
  -10 
  10 
  172
  Holy Light 
  DM 
  I 
  300” 
  -6 
  6 
  249
  Hrakorth’s Inv Of The Clinging Shadow 
  EM 
  C 
  125” 
  -3 
  0 
  115
  Hrulond’s Wall Of Icicles 
  EM 
  I 
  250” 
  -8 
  5 
  111
  Hrulond’s Whelming Wave 
  EM 
  I 
  750” 
  -15 
  15 
  103
  Icy Ground 
  EM 
  C 
  195” 
  -4 
  4 
  109
  Incendiary Oil 
  A 
  I 
  RBS 
  -7 
  4c 
  9
  Invisible Arrows 
  En 
  I 
  Var 
  -1 
  10 
  135
  Iron Maiden’s Wall 
  EM 
  I 
  200” 
  -18 
  13 
  87
  Iron Serpent Wand 
  En 
  I 
  RBS 
  -2 
  1c 
  131
  Jalerak’s Firestorm 
  EM 
  C 
  NR 
  -10 
  0 
  93
  Jalerak’s Physical Enhancement 
  Th 
  I 
  T 
  -3 
  3 
  195
  Jalerak’s Stone Into Mud 
  EM 
  I 
  NR 
  -13 
  13 
  78
  Jalerak’s Wall Of Wave And Foam 
  EM 
  C 
  40” 
  -5 
  5 
  105
  Jelzuraath’s Fir Wintry Assault 
  EM 
  I 
  30” 
  -7 
  7 
  109
  Jelzuraath’s Sec Wintry Assault 
  EM 
  I 
  LOS 
  -9 
  9 
  110
  Jezric’s Sp Of True Seeming 
  Th 
  C 
  S 
  -6 
  18 
  190
  Jezrics’ Wainwright 
  Th 
  I 
  NR 
  -9 
  9 
  198
  Karrek’s Infernal Blast 
  EM 
  I 
  10” 
  -5 
  5 
  75
  Karrek’s Pit 
  EM 
  I 
  10” 
  -7 
  7 
  76
  Keltrazian’s Bladestorm 
  EM 
  C 
  S 
  -6 
  0 
  84
  Khelred’s Enflamement 
  EM 
  U 
  T 
  -8 
  0 
  89
  Khelred’s Fiery Hail 
  EM 
  I 
  LOS 
  -7 
  7 
  90
  Khelred’s Firebolt 
  EM 
  I 
  NR 
  -11 
  11 
  94
  Khelred’s Flammifer 
  EM 
  U 
  30” 
  -3 
  0 
  94
  Khelred’s Perception Of Fire 
  EM 
  I 
  S 
  -3 
  0 
  99
  Kithara’s Firestorm 
  EM 
  C 
  625” 
  -12 
  0 
  93
  Kithara’s Inv Of Fang And Fire 
  Co 
  I 
  NR 
  -18 
  18 
  24
  Knowledge Of The Four 
  Dr 
  C 
  S 
  -1 
  1 
  57
  Kovakian’s Unavoidable Magefire 
  EM 
  C 
  375” 
  -7 
  7 
  95
  Leashing-Spell 
  Dr 
  I 
  LOS 
  -3 
  3 
  43
  Legs Of The Frog 
  Th 
  I 
  T 
  -3 
  3 
  195
  Lesser Name Of Death 
  N 
  I 
  20” 
  -13 
  27 
  146
  Lesser Wardings 
  Co 
  U 
  NR 
  -29 
  0 
  39
  Levitation 
  Wz 
  C 
  S 
  -2 
  2 
  233
  Lightning Bolt 
  EM 
  I 
  300” 
  -6 
  6 
  66
  Lightning Strike 
  Dr 
  I 
  280” 
  -6 
  6 
  43
  Love Charm 
  Wt 
  I 
  LOS 
  -7 
  7 
  206
  Love Potion 
  Wt 
  I 
  NR 
  -7 
  4c 
  211
  Lurasha’s Eye Of Life 
  N 
  C 
  S 
  -3 
  3 
  162
  Lurasha’s Wraithtouch 
  N 
  I 
  T 
  -6 
  6 
  155
  Lustyn’s Sp Of Trickery 
  Wz 
  U 
  NR 
  -6 
  0 
  222
  Mage’s Wind 
  EM 
  C 
  150” 
  -3 
  3 
  66
  Magefire 
  EM 
  C 
  300” 
  -6 
  6 
  95
  Magefire Arrow 
  EM 
  I 
  LOS 
  -6 
  6 
  90
  Magefire Aura 
  EM 
  C 
  S 
  -7 
  7 
  91
  Magefire Ball 
  EM 
  I 
  635” 
  -13 
  13 
  91
  Magefire Blade 
  EM 
  IL 
  NR 
  -8 
  3 
  96
  Magefire Enflamement 
  EM 
  U 
  T 
  -29 
  0 
  89
  Magefire Orbs 
  EM 
  CV 
  RBS 
  -7 
  7 
  91
  Magefire Storm 
  EM 
  C 
  450” 
  -9 
  0 
  93
  
  268  Index
  Hero System 5th Edition
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Magefire Wall 
  EM 
  C 
  40” 
  -16 
  7 
  97
  Maligard’s Morphean Assault 
  So 
  I 
  40” 
  -8 
  8 
  181
  Maligard’s Morphean Siege 
  So 
  C 
  40” 
  -7 
  -7 
  181
  Man Into Frog 
  Wt 
  I 
  50” 
  -10 
  10 
  207
  Meldana’s Ch Of The Dragon’s Heart 
  Dr 
  C 
  NR 
  -2 
  2 
  60
  Meldana’s Harnessed Waves 
  EM 
  C 
  100” 
  -3 
  3 
  103
  Meldana’s Sp Of The Shaking Earth 
  EM 
  C 
  NR 
  -13 
  -13 
  76
  Mending-Spell 
  Wz 
  I 
  T 
  -2 
  2 
  241
  Metal’s Doom 
  EM 
  I 
  30” 
  -6 
  6 
  85
  Might Of The Bear 
  Th 
  I 
  T 
  -3 
  3 
  195
  Mindreading 
  So 
  C 
  LOS 
  -6 
  6 
  172
  Mindseeking 
  So 
  C 
  Spec 
  -5 
  5 
  186
  Mindtrap 
  So 
  I 
  LOS 
  -10 
  10 
  173
  Mistshaping 
  EM 
  C 
  50” 
  -3 
  3 
  73
  Moon Goddess’s Blessing 
  Wt 
  I 
  S 
  -7 
  0 
  219
  Morphean Dust 
  A 
  I 
  RBS 
  -10 
  4c 
  18
  Mystic Bolt  
  Wz 
  I 
  NR 
  -7 
  7 
  224
  Mystic Dart   
  Wz 
  I 
  LOS 
  -6 
  6 
  225
  Mystic Sphere 
  Wz 
  I 
  NR 
  -7 
  7 
  225
  Mystic Wall 
  Wz 
  I 
  400” 
  -8 
  8 
  229
  Nanumar’s Sphere Of Air 
  EM 
  U 
  S 
  -3 
  3 
  70
  Narvez’s Magnificent Mansion 
  En 
  I 
  NR 
  -2 
  1c 
  138
  Nature’s Wheel 
  Th 
  I 
  S 
  -4 
  4 
  200
  Necklace Of Eloquence 
  En 
  P 
  S 
  -2 
  0 
  120
  Oakenform 
  Dr 
  C 
  S 
  -10 
  0 
  61
  Ointment Of Armor Enhancement 
  A 
  C 
  S 
  -1 
  4c 
  16
  Oldrusân’s Sp Of Aquatic Comfort 
  EM 
  U 
  T 
  -1 
  0 
  104
  Oneiromancy 
  So 
  I 
  S 
  -4 
  4 
  186
  Opening The Grey Portal 
  N 
  I 
  S 
  -2 
  20 
  161
  Osseous Armor 
  N 
  C 
  S 
  -2 
  2 
  159
  Parting The Veil 
  Di 
  C 
  NR 
  -4 
  4 
  37
  Parting The Waters 
  DM 
  C 
  810” 
  -16 
  6 
  263
  Pathway Of Fire 
  EM 
  I 
  S 
  -4 
  4 
  98
  Perezal’s Sp Of The Walking Shadow 
  EM 
  C 
  300” 
  -6 
  6 
  115
  Perfect Embalming 
  N 
  U 
  NR 
  -1 
  0 
  163
  Perpetual Light 
  EM 
  U 
  NR 
  -5 
  0 
  99
  Petros’s Sp Of Elusion 
  So 
  C 
  S 
  -2 
  2 
  182
  Phantom’s Cloak 
  En 
  C 
  S 
  -3 
  0 
  121
  Place of Power 
  Wt 
  I 
  S 
  -9 
  0 
  215
  Plague Of Serpents 
  Wt 
  I 
  NR 
  -6 
  6 
  208
  Plant Domination 
  Dr 
  I 
  LOS 
  -3 
  3 
  43
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Potion Of Cloud Form 
  A 
  C 
  S 
  -6 
  4c 
  6
  Potion Of Elemental Resilience 
  A 
  C 
  S 
  -3 
  4c 
  12
  Potion Of Eloquence 
  A 
  C 
  S 
  -4 
  4c 
  6
  Potion Of Fire Breath 
  A 
  I 
  8” 
  -6 
  4c 
  7
  Potion Of Forgetfulness 
  Wt 
  I 
  NR 
  -7 
  4c 
  211
  Potion Of Giant Form 
  A 
  C 
  S 
  -7 
  4c 
  8
  Potion Of Giant’s Strength 
  A 
  C 
  S 
  -6 
  4c 
  8
  Potion Of Healing 
  A 
  I 
  S 
  -6 
  4c 
  9
  Potion Of Invisibility 
  A 
  C 
  S 
  -4 
  4c 
  10
  Potion Of Longevity 
  A 
  P 
  S 
  -1 
  1c 
  10
  Potion Of Love 
  A 
  I 
  S 
  -16 
  1c 
  11
  Potion Of Owl’s Eyes 
  A 
  C 
  S 
  -1 
  4c 
  11
  Potion Of Stamina 
  A 
  S 
  S 
  -3 
  1c 
  12
  Potion Of Swiftness 
  A 
  C 
  S 
  -4 
  4c 
  13
  Potion Of Sylphen Agility 
  A 
  C 
  S 
  -4 
  4c 
  13
  Potion Of Tiny Form 
  A 
  C 
  S 
  -6 
  4c 
  14
  Potion Of Transformation 
  Wt 
  I 
  NR 
  -16 
  4c 
  212
  Potion Of Transmutation 
  A 
  C 
  S 
  -7 
  4c 
  14
  Potion Of Underwater Comfort 
  A 
  C 
  S 
  -1 
  4c 
  15
  Potion Of Wizard’s Sight 
  A 
  C 
  S 
  -1 
  4c 
  15
  Premonition 
  Di 
  C 
  S 
  -4 
  4 
  32
  Prismatic Blast 
  So 
  I 
  40” 
  -5 
  5 
  177
  Prisoning The Beast 
  Dr 
  I 
  375” 
  -7 
  7 
  44
  Protection From Fire 
  EM 
  U 
  T 
  -4 
  4 
  96
  Protection From Ice 
  EM 
  U 
  T 
  -4 
  4 
  110
  Quench Flame 
  EM 
  I 
  225” 
  -4 
  4 
  95
  Repel The Undead 
  DM 
  C 
  S 
  -5 
  5 
  250
  Resurrection 
  DM 
  I 
  T 
  -16 
  0 
  248
  Ring Of Illumination 
  En 
  I 
  150” 
  -3 
  2c/8c 
  123
  Ring Of Penetrating Sight 
  En 
  C 
  S 
  -1 
  0 
  124
  Ring Of The Deadly Touch 
  En 
  I 
  T 
  -4 
  8c 
  123
  Ring Of The Traveler’s Confidence 
  En 
  P 
  S 
  -1 
  0 
  125
  Robes Of Invisibility 
  En 
  C 
  S 
  -2 
  0 
  122
  Roddik’s Blizzard 
  EM 
  C 
  225” 
  -4 
  4 
  110
  Roddik’s Sp Of The Icy Ground 
  EM 
  U 
  390” 
  -8 
  0 
  109
  Ropeworking 
  Wz 
  C 
  125” 
  -2 
  2 
  242
  Runcifer’s Extension Of Life 
  Wz 
  P 
  S 
  -1 
  0 
  242
  Runcifer’s Sp Of The Instant Armory 
  Th 
  I 
  NR 
  -6 
  6 
  199
  Sa’akiv’s Premonition Of The Grave 
  N 
  I 
  30” 
  -7 
  7 
  148
  Sa’akiv’s Soulripping 
  N 
  I 
  30” 
  -9 
  9 
  149
  Sa’akiv’s Sp Of Undead Summoning 
  N 
  I 
  NR 
  -24 
  24 
  151
  
  269 
  The Fantasy Hero Grimoire
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Sacred Fire   
  DM 
  I 
  335” 
  -7 
  7 
  251
  Safe Journey 
  DM 
  U 
  T 
  -1 
  0 
  253
  Salve Of Wound-Knitting 
  A 
  I 
  S 
  -9 
  4c 
  17
  Sanctify Area 
  DM 
  U 
  NR 
  -4 
  0 
  263
  Sanctify Water 
  DM 
  U 
  T 
  -1 
  0 
  264
  Sanctify Weapon 
  DM 
  U 
  T 
  -1 
  0 
  251
  Sargath’s Premonitions Of Death 
  N 
  I 
  30” 
  -11 
  11 
  149
  Sea God’s Blessing 
  DM 
  C 
  S 
  -2 
  0 
  258
  Second Ritual Of Devil-Summoning 
  Wt 
  I 
  NR 
  -25 
  25 
  217
  Second Spell Of The Crimson Ring 
  Wz 
  I 
  S 
  -8 
  8 
  233
  Selgar’s Sp Of The Deadly Vines 
  Dr 
  I 
  NR 
  -5 
  5 
  45
  Selgar’s Sp Of The Leafy Shackles 
  Dr 
  I 
  250” 
  -5 
  5 
  45
  Selgar’s Unfriendly Terrain 
  Dr 
  U 
  NR 
  -13 
  0 
  46
  Selurel’s Lesser Bladestorm 
  EM 
  C 
  S 
  -6 
  0 
  85
  Selurel’s Thunderbolt 
  EM 
  I 
  335” 
  -7 
  7 
  66
  Sending 
  Wt 
  I 
  ST 
  -21 
  21 
  208
  Sense The Unholy 
  DM 
  C 
  S 
  -2 
  2 
  257
  Serten’s Sp Of The Quiet Moment 
  Wz 
  C 
  50” 
  -1 
  1 
  227
  Shadow Eyes 
  EM 
  C 
  S 
  -1 
  1 
  113
  Shadow Form 
  EM 
  C 
  S 
  -4 
  4 
  114
  Shadow’s Terror 
  EM 
  I 
  150” 
  -4 
  4 
  116
  Shadow-Walking 
  EM 
  I 
  S 
  -4 
  4 
  114
  Shadowweaving 
  EM 
  C 
  200” 
  -4 
  4 
  115
  Shape Of Stone 
  Th 
  C 
  S 
  -2 
  2 
  190
  Shardak’s Crystalline Arrow 
  EM 
  I 
  LOS 
  -4 
  4 
  83
  Shardak’s Crystalline Quiver 
  EM 
  I 
  LOS 
  -4 
  4 
  83
  Shardak’s Sp Of The Spiked Bastion 
  EM 
  I 
  375” 
  -13 
  7 
  81
  Shardak’s Subterranean Prison 
  EM 
  I 
  20” 
  -6 
  24 
  77
  Sharthakine Waterspout 
  EM 
  C 
  200” 
  -27 
  0 
  104
  Shield Against Evil 
  DM 
  C 
  NR 
  -8 
  3 
  254
  Shield Of Faith 
  DM 
  C 
  S 
  -1 
  1 
  254
  Shield Of Floating 
  En 
  P 
  S 
  -1 
  1/0 
  126
  Shield Of Stony Doom 
  En 
  I 
  NR 
  -3 
  2c 
  127
  Shield Of Swift Defense 
  En 
  C 
  S 
  -1 
  0 
  126
  Shield Of The Soul 
  DM 
  C 
  T 
  -3 
  3 
  255
  Shield Of Weapon-Breaking 
  En 
  I 
  NR 
  -2 
  3c 
  127
  Sicard’s Mystic Dart 
  Wz 
  I 
  LOS 
  -8 
  8 
  226
  Sicard’s Obfuscating Cloud 
  So 
  C 
  NR 
  -7 
  7 
  183
  Sicard’s Sp Of The Varying Visage 
  So 
  C 
  S 
  -4 
  4 
  183
  Simbalon’s Fifth Sp Of Illusion 
  So 
  I 
  LOS 
  -6 
  6 
  178
  Simbalon’s Fir Prismatic Storm 
  So 
  C 
  40” 
  -7 
  7 
  177
  Simbalon’s Fir Sp Of Illusion 
  So 
  C 
  100” 
  -1 
  1 
  176
  Simbalon’s Fourth Sp Of Illusion 
  So 
  I 
  LOS 
  -4 
  4 
  178
  Simbalon’s Sec Prismatic Storm 
  So 
  C 
  40” 
  -9 
  9 
  177
  Simbalon’s Sec Sp Of Illusion 
  So 
  C 
  125” 
  -2 
  2 
  176
  Simbalon’s Sixth Sp Of Illusion 
  So 
  I 
  LOS 
  -7 
  7 
  178
  Simbalon’s Slumbrous Vapors 
  So 
  C 
  40” 
  -8 
  8 
  181
  Simbalon’s Sorcerous Slayer 
  So 
  I 
  LOS 
  -9 
  9 
  178
  Simbalon’s Thd Sp Of Illusion 
  So 
  C 
  200” 
  -4 
  4 
  176
  Siphoning Wheel 
  Th 
  I 
  S 
  -9 
  9 
  201
  Sorrelin’s Slumber Of The Tomb 
  N 
  S 
  T 
  -2 
  0 
  159
  Soul Feeding 
  N 
  U 
  S 
  -8 
  0 
  165
  Speak In Tongues 
  DM 
  C 
  S 
  -2 
  0 
  265
  Spear Of Shattering 
  En 
  I 
  T 
  -3 
  0 
  135
  Spell Of Acrobatic Excellence 
  Th 
  I 
  T 
  -3 
  3 
  195
  Spell Of Double Deception 
  So 
  C 
  255” 
  -5 
  5 
  178
  Spell Of Easy Passage 
  Dr 
  C 
  S 
  -4 
  4 
  55
  Spell Of Fiery Archery 
  EM 
  I 
  LOS 
  -7 
  7 
  90
  Spell Of Intense Emotions 
  So 
  I 
  LOS 
  -6 
  6 
  168
  Spell Of Locking And Opening 
  Wz 
  Var 
  Var 
  Var 
  Var 
  243
  Spell Of Metallic Manipulation 
  EM 
  C 
  30” 
  -3 
  3 
  86
  Spell Of Necromantic Healin 
  N 
  I 
  T 
  -4 
  4 
  166
  Spell Of Oaken Destruction 
  Dr 
  I 
  225” 
  -4 
  4 
  46
  Spell Of The Clear Mind 
  So 
  I 
  S 
  -6 
  0 
  187
  Spell Of The Dancing Blade 
  EM 
  C 
  30” 
  -3 
  3 
  86
  Spell Of The Deadly Cloud 
  EM 
  C 
  30” 
  -7 
  7 
  67
  Spell Of The Diverse Self 
  So 
  C 
  NR 
  -4 
  4 
  183
  Spell Of The Falcon’s Swiftness 
  Th 
  I 
  T 
  -3 
  3 
  195
  Spell Of The Grasping Mind 
  So 
  I 
  LOS 
  -6 
  6 
  169
  Spell Of The Iron Mind 
  So 
  U 
  T 
  -2 
  0 
  184
  Spell Of The Overwhelming Purpose 
  So 
  I 
  LOS 
  -5 
  5 
  167
  Spell Of The Preserved Form 
  Th 
  RD 
  S 
  -2 
  0 
  191
  Spell Of The Second Self 
  N 
  I 
  NR 
  -14 
  14 
  164
  Spell Of The Sorcerer’s Sacrifice 
  So 
  I 
  T 
  -5 
  5 
  187
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Spell Of The Stinking Air 
  EM 
  C 
  30” 
  -3 
  3 
  68
  Spell Of The Sudden Fog 
  Dr 
  U 
  50” 
  -6 
  0 
  47
  Spell Of The Thorny Wall 
  Dr 
  U 
  30” 
  -14 
  0 
  52
  Spell Of The Twisting Thunderbolt 
  EM 
  I 
  335” 
  -7 
  7 
  66
  Spell Of The Untrustworthy Mind 
  So 
  I 
  LOS 
  -11 
  11 
  174
  Spell Of Titanic Might 
  Th 
  I 
  T 
  -3 
  3 
  194
  Spell Of True Necromancy 
  N 
  C 
  S 
  -4 
  4 
  162
  Spider’s Path 
  Dr 
  U 
  S 
  -1 
  0 
  56
  Spirits Of The Stones 
  Dr 
  C 
  NR 
  -5 
  5 
  57
  Spoil Food 
  Wt 
  I 
  300” 
  -6 
  6 
  204
  Staff Of Command 
  En 
  I 
  Var 
  -7 
  0 
  129
  Staff Of Repulsion 
  En 
  C 
  S 
  -3 
  0 
  131
  Staff Of The Firelords 
  En 
  Var 
  Var 
  -4 
  60c/0 
  130
  Stamina Of The Ox 
  Th 
  I 
  T 
  -3 
  3 
  195
  Starbright Armor 
  En 
  I 
  NR 
  -2 
  12c 
  118
  Stealing The Wind 
  EM 
  I 
  410” 
  -8 
  8 
  64
  Stelrane’s Fir Sp Of The Slumbrous Vapors EM 
  C 
  30” 
  -6 
  6 
  68
  Stelrane’s Sec Sp Of The Slumbrous Vapors EM 
  C 
  30” 
  -10 
  10 
  68
  Stelrane’s Sp Of Dispersion 
  Wz 
  I 
  260” 
  -5 
  5 
  223
  Stelrane’s Sp Of Stony Doom 
  Th 
  I 
  1350” 
  -27 
  27 
  196
  Stelrane’s Sp Of The Shifting Shadows 
  EM 
  C 
  250” 
  -5 
  5 
  115
  Stelrane’s Thd Sp Of The Slumbrous Vapors EM 
  C 
  30” 
  -8 
  8 
  69
  Stelrane’s Thd Sp Of The Slumbrous Vapors EM 
  C 
  30” 
  -8 
  8 
  69
  Stelrane’s Thd Sp Of The Slumbrous Vapors EM 
  C 
  30” 
  -14 
  14 
  68
  Stillness Of The Soul 
  DM 
  I 
  LOS 
  -7 
  7 
  252
  Stone Into Mud 
  EM 
  I 
  50” 
  -13 
  13 
  77
  Stoneshaping 
  EM 
  I 
  NR 
  -5 
  5 
  82
  Stonyskin 
  EM 
  C 
  S 
  -1 
  1 
  79
  Stonyskin Salve 
  A 
  C 
  S 
  -2 
  4c 
  16
  Storgrim’s Flameblade 
  EM 
  IL 
  NR 
  -6 
  2 
  96
  Storgrim’s Lightning-Spell 
  EM 
  I 
  400” 
  -8 
  8 
  66
  Storgrim’s Spell Of Solidity 
  Th 
  I 
  NR 
  -7 
  7 
  197
  Stronglass 
  EM 
  I 
  T 
  -16 
  16 
  83
  Summon Divine Steed 
  DM 
  I 
  NR 
  -9 
  9 
  257
  Summon Ghost 
  N 
  I 
  NR 
  -8 
  8 
  151
  Summon Ghoul 
  N 
  I 
  NR 
  -3 
  3 
  150
  Summon Mummy 
  N 
  I 
  NR 
  -8 
  8 
  151
  Summon Skeletons 
  N 
  I 
  NR 
  -5 
  5 
  151
  Summon Specter 
  N 
  I 
  NR 
  -16 
  16 
  151
  Summon Vampire (Greater) 
  N 
  I 
  NR 
  -14 
  14 
  151
  Summon Vampires (Lesser) 
  N 
  I 
  NR 
  -9 
  9 
  151
  Summon Wights 
  N 
  I 
  NR 
  -7 
  7 
  151
  Summon Wraiths 
  N 
  I 
  NR 
  -12 
  12 
  151
  Summon Zombies 
  N 
  I 
  NR 
  -5 
  5 
  151
  Sun God’s Blessing 
  DM 
  C 
  S 
  -1 
  1 
  258
  Sunblind 
  EM 
  I 
  200” 
  -4 
  4 
  115
  Swift-Limb 
  Th 
  I 
  T 
  -3 
  3 
  195
  Sword Of Sharp Cutting 
  En 
  I 
  T 
  -2 
  0 
  137
  Sword Of The Double Strike 
  En 
  I 
  T 
  -2 
  0 
  136
  Systrosa’s Glamour Of Fright 
  So 
  I 
  375” 
  -7 
  7 
  175
  Systrosa’s Sp Of Dream Manipulation 
  So 
  I 
  NR 
  -6 
  6 
  181
  Szarvasian Ritual 
  Co 
  I 
  NR 
  -18 
  18 
  24
  Talgrath’s Sp Of The Preserved Form 
  Th 
  RD 
  T 
  -4 
  0 
  191
  Talgrath’s Wheel 
  Th 
  I 
  S 
  -4 
  4 
  201
  Talisman Of Thûn 
  En 
  P 
  S 
  -1 
  0 
  139
  Taming-Spell 
  Dr 
  I 
  30” 
  -6 
  6 
  48
  Tarvallin’s Images Of Delight 
  So 
  C 
  20” 
  -2 
  2 
  179
  Terrain Sense 
  Dr 
  I 
  S 
  -1 
  1 
  58
  Terror Of The Wilds 
  Dr 
  I 
  30” 
  -6 
  6 
  48
  Tethuriel’s Dowsing-Spell 
  EM 
  C 
  S 
  -2 
  2 
  107
  Tethuriel’s Inv Of The Tower 
  EM 
  I 
  NR 
  -13 
  13 
  82
  Tethuriel’s Sp Of Lasting Light 
  EM 
  U 
  275” 
  -5 
  0 
  112
  Tharagoth’s Porter 
  Co 
  C 
  225” 
  -4 
  4 
  30
  Tharagoth’s Sp Of The Conjuror’s Ease 
  Co 
  C 
  NR 
  -5 
  0 
  30
  Thaumaturgic Harness 
  Th 
  I 
  225” 
  -6 
  6 
  201
  Thaumaturgic Sculpting 
  Th 
  C 
  NR 
  -3 
  3 
  195
  Thronek’s Aura Of Necromantic Power 
  N 
  C 
  S 
  -6 
  6 
  151
  Thronek’s Sp Of Withering 
  N 
  C 
  40” 
  -17 
  17 
  152
  Thurlond’s Sp Of The Preserved Form 
  Th 
  RD 
  T 
  -2 
  0 
  191
  To My Hand 
  Co 
  I 
  MS 
  -7 
  7 
  31
  Torment Of The Mind 
  So 
  I 
  LOS 
  -6 
  6 
  174
  Torwald’s Ritual Of Calling The Prince 
  Co 
  I 
  NR 
  -60 
  60 
  26
  Tower Of The Will 
  Co 
  I 
  S 
  -4 
  4 
  29
  Tracker’s Eye 
  Dr 
  C 
  S 
  -2 
  2 
  61
  
  270  Index
  Hero System 5th Edition
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Traveler’s Bane 
  EM 
  U 
  610” 
  -12 
  0 
  78
  Trendel’s Sp Of Arboreal Awakening 
  Dr 
  I 
  NR 
  -6 
  18 
  49
  Trendel’s Sp Of Bounty 
  Dr 
  I 
  50” 
  -5 
  5 
  62
  True Name 
  Wz 
  I 
  S 
  N/A 
  0 
  227
  Ulgar’s Greater Hammer Of The Undead 
  N 
  I 
  675” 
  -13 
  13 
  153
  Ulgar’s Hammer Of The Undead 
  N 
  I 
  375” 
  -7 
  7 
  152
  Ulgar’s Sec Sp Of Deadly Deprivation 
  EM 
  C 
  LOS 
  -9 
  9 
  69
  Ulgar’s Sp Of Deadly Deprivation 
  EM 
  C 
  20” 
  -8 
  8 
  69
  Unara’s Fiery Aura 
  EM 
  C 
  S 
  -5 
  5 
  90
  Unara’s Fiery Shield 
  EM 
  C 
  S 
  -6 
  6 
  90
  Universal Undead Creation Sp 
  N 
  I 
  NR 
  -40 
  40 
  145
  Valazemurian’s Sp Of Lasting Torment 
  So 
  C 
  LOS 
  -6 
  6 
  174
  Valgarath’s Breaching-Spell 
  Wz 
  I 
  450” 
  -9 
  9 
  238
  Valgarath’s Plague 
  Wz 
  I 
  3175” 
  -13 
  13 
  239
  Vandicar’s Bestial Curse 
  Th 
  C 
  50” 
  -10 
  10 
  193
  Vandicar’s Sp Of Stony Doom 
  Th 
  I 
  600” 
  -12 
  12 
  195
  Vashira’s Opening And Closing Of The Deep Way
   
  EM 
  C 
  S 
  -4 
  4 
  82
  Vashira’s Pall Of Dread 
  So 
  I 
  LOS 
  -6 
  6 
  169
  Vashtori’s Fir Sp Of Beast-Calling 
  C 
  I 
  NR 
  -3 
  3 
  21
  Vashtori’s Fir Sp Of Monster Summoning 
  Co 
  I 
  NR 
  -6 
  6 
  23
  Vashtori’s Infernal Invocation 
  Co 
  I 
  NR 
  -15 
  15 
  26
  Vashtori’s Sec Sp Of Beast-Calling 
  Co 
  I 
  NR 
  -6 
  6 
  22
  Vashtori’s Sec Sp Of Monster Summoning Co 
  I 
  NR 
  -9 
  9 
  24
  Vashtori’s Sp Of Masterful Conjuration 
  Co 
  I 
  NR 
  -16 
  16 
  27
  Vashtori’s Thd Sp Of Beast-Calling 
  Co 
  I 
  NR 
  -9 
  9 
  23
  Vashtori’s Thd Sp Of Monster Summoning Co 
  I 
  NR 
  -12 
  12 
  24
  Vazander’s Phantomweaving 
  N 
  I 
  NR 
  -21 
  21 
  140
  Vazander’s Sp Of Mental Interrogation 
  So 
  C 
  -10 
  10 
  173
  Veltahrex’s Sp Of Torment 
  N 
  I 
  LOS 
  -7 
  7 
  153
  Veltharex’s Chains Of Torment 
  N 
  C 
  T 
  -15 
  15 
  154
  Velthune’s Illuminating Beam 
  EM 
  C 
  220” 
  -4 
  4 
  112
  Velthune’s Mystic Bolt 
  Wz 
  I 
  NR 
  -8 
  8 
  225
  Voice Of The Divine 
  DM 
  I 
  LOS 
  -10 
  10 
  253
  Wall Of Bones 
  N 
  I 
  210” 
  -4 
  4 
  160
  Wall Of Cloud 
  EM 
  C 
  30” 
  -5 
  5 
  70
  Wall Of Earth 
  EM 
  I 
  375” 
  -7 
  7 
  80
  Wall Of Fire 
  EM 
  C 
  40” 
  -13 
  5 
  97
  Wall Of Ice 
  EM 
  I 
  250” 
  -5 
  5 
  111
  Wall Of Iron 
  EM 
  I 
  200” 
  -13 
  13 
  86
  Wall Of Stone 
  EM 
  I 
  375” 
  -7 
  7 
  81
  Wand Of Healing 
  En 
  I 
  T 
  -2 
  30c 
  132
  Wand Of Mystic Darts 
  En 
  I 
  LOS 
  -1 
  60c 
  132
  SpeLL 
  Arc 
  dur 
  rng 
  Mr 
  end 
  pg
  Wand Of The Wilds 
  En 
  I 
  NR 
  -3 
  1c 
  133
  War God’s Blessing 
  DM 
  I 
  S 
  -4 
  0 
  259
  Warmth 
  DM 
  U 
  T 
  -4 
  0 
  255
  Warrior’s Blessing 
  Th 
  I 
  T 
  -3 
  3 
  195
  Wash 
  EM 
  I 
  5” 
  -2 
  2 
  107
  Water-Walking 
  EM 
  C 
  T 
  -1 
  1 
  105
  Waterspout 
  EM 
  C 
  200” 
  -21 
  0 
  104
  Wave-Wall 
  EM 
  C 
  40” 
  -4 
  4 
  105
  Wilderness Comfort 
  Dr 
  U 
  S 
  -1 
  0 
  53
  Wings Of The Wind 
  EM 
  C 
  S 
  -2 
  2 
  71
  Winter’s Mail 
  En 
  P 
  S 
  -2 
  0 
  119
  Witch’s Herdsman 
  Wt 
  I 
  NR 
  -7 
  7 
  219
  Witch’s Plague 
  Wt 
  I 
  325” 
  -7 
  7 
  209
  Withstand The Fire 
  Th 
  I 
  T 
  -3 
  3 
  195
  Wizard’s Bane 
  Th 
  U 
  S 
  -3 
  0 
  202
  Wizard’s Bastion 
  Wz 
  C 
  200” 
  -4 
  4 
  230
  Wizard’s Bulwark 
  Wz 
  C 
  NR 
  -3 
  3 
  231
  Wizard’s Eye 
  Wz 
  C 
  S 
  -1 
  1 
  235
  Wizard’s Fist 
  So 
  C 
  75” 
  -1 
  1 
  180
  Wizard’s Hand 
  So 
  C 
  75” 
  -1 
  1 
  180
  Wizard’s Power 
  Wz 
  C 
  S 
  -3 
  3 
  228
  Wizard’s Scribe 
  Wz 
  I 
  NR 
  -3 
  3 
  244
  Wizard’s Shield 
  Wz 
  C 
  S 
  -2 
  2 
  231
  Wizard’s Steed 
  Wz 
  C 
  S 
  -6 
  0 
  234
  Wizard’s Trap 
  Wz 
  I 
  NR 
  -9 
  9 
  228
  Wizard’s Whetstone 
  Th 
  I 
  NR 
  -5 
  5 
  196
  Word Of Blindness 
  Wz 
  I 
  50” 
  N/A 
  15 
  235
  Word Of Command 
  Wz 
  I 
  50” 
  N/A 
  15 
  235
  Word Of Devastation 
  Wz 
  I 
  750” 
  N/A 
  15 
  236
  Word Of Slaying 
  Wz 
  I 
  50” 
  N/A 
  15 
  236
  Word Of Warping 
  Dr 
  I 
  200” 
  -4 
  4 
  49
  Wraithform 
  N 
  C 
  S 
  -4 
  4 
  160
  Wraithtouch 
  N 
  I 
  T 
  -4 
  4 
  154
  Yargeth’s Curse Of The Stinking Air 
  EM 
  U 
  30” 
  -6 
  6 
  68
  Yargeth’s Fir Sp Of The Dark Fire 
  EM 
  I 
  225” 
  -6 
  6 
  113
  Yargeth’s Sec Sp Of The Dark Fire 
  EM 
  I 
  200” 
  -5 
  5 
  113
  Yargeth’s Sp Of The Spidery Prison 
  Dr 
  U 
  600” 
  -12 
  0 
  50
  Yergath’s Sp Of Lasting Terror 
  EM 
  I 
  300” 
  -7 
  7 
  116
  Yldevar’s Claxon 
  Wz 
  C 
  NR 
  -3 
  0 
  244
  Yldevar’s Doom Of The Forgeborn 
  EM 
  I 
  30” 
  -9 
  9 
  85
  Yldevar’s Stonyskin 
  EM 
  C 
  T 
  -2 
  2 
  79
  Zalthoru’s Sp Of Eternal Death 
  N 
  U 
  500” 
  -10 
  0 
  155
  Zalthoru’s Sp Of Life Regiven 
  N 
  I 
  T 
  -6 
  6 
  166
  
SOURCE: textdata/thevault/Hero System/Hero System Fantasy Hero Grimoire.pdf