TEXT: the
  Crying Blades
  houserules
  Volume Two
  Sorcery & Blessings
  Daimon Games
  
  2
  The Crying Blades
  HouseRules for roleplaying games 
  Volume Two: Sorcery & Blessings - Beta 0.7
  Copyright 2016 Daimon Games
  www.daimongames.com
  The Crying Blades
  HouseRules for roleplaying games 
  Volume Two: Sorcery & Blessings - Beta 0.7
  Copyright 2016 Daimon Games
  www.daimongames.com
  
  3
  Summary
  Introduction 
  5
  Sorcery 
  9
  Blessings 
  45
  
  4
  
  5
  CHAPTER I
  Introduction
  S
  orcery and magic, miracles and 
  blessings - the workings of  angels 
  and kind spirits, and those of  demons 
  and evil, the power of  men bending the 
  laws of  nature thanks to the supernatu-
  ral power of  the stars, the ancient wis-
  dom of  ancestors, the dark rituals per-
  formed exchanging an eternal soul in 
  the afterlife for a little grasp of  power 
  in this life...
  Call it as you may, but magic is a pow-
  erful element of  almost any fantasy 
  game, and this OSR hack is no different.
  In this volume, which is the second 
  of  a thrilogy dedicated to the Crying 
  Blades, you will find all the instructions, 
  spells and blessings for Sorcerers and 
  Clerics.
  Together with the spells and bless-
  ings lists, this book also provides a 
  few houserules for additional class-
  es and for different takes on magic, 
  so that GMs can add yet more com-
  plex and peculiar magical powers to 
  their games.
  The complete game thrilogy is com-
  posed by: volume one Characters & 
  Basics (with the red cover), volume two 
  (this one) Sorcery & Blessings (with 
  the black cover) and finally volume 
  three Adventures & Monsters (with 
  the blue cover - which is not ready yet).
  
  6
  Credits
  B
  esides the Original Fantasy Game, 
  Besides 
  the 
  Original 
  Fantasy 
  Game, and perhaps even more than the 
  Original, many other games have influ-
  enced me. 
  Such a list can never be fully exhaus-
  tive, so I included here for credits only 
  those games that had a very significant, 
  visible impact on my design:
  •	Lamentations of  the Flame Princess 
  by James Raggi
  •	Swords & Wizardry by By Matthew 
  J. Finch
  •	WhiteHack by Christian Mehrstam
  •	BlackHack by David Black
  •	Apocalypse World by Vincent Baker
  •	Dungeon World by LaTorra and 
  Koebel
  •	Freebooters of  the Frontier by Jason 
  Lutes
  •	Fate by Evil Hat
  •	Rosie Turner and Logan Knight of  
  www.lastgaspgrimoire.com
  Influence (or plagiarism) doesn’t nec-
  essarily mean exact compatibility. I’ve 
  done my best to retain the maximum 
  compatibility but you will notice that a 
  few numbers are off, here and there. 
  Illustrations
  T
  o the side is the complete list of  
  artists whose artwork (public do-
  main or not) is used in the book. Most 
  of  the artwork is in public domain. If  
  you notice that I have failed to identi-
  fy the artist properly for some image, 
  please notify me.
  Art in public domain is always marked 
  with a star (*) after the artist name, like 
  this: “Artist Name*  xx”.
  •	Adamo Scultori and Michelangelo 
  Buonarroti*  63
  •	Christian Krohg-Haakon*  16
  •	Edmund Dulac*  3, 26, 30, 31
  •	Edmund J. Sullivan*  8, 44
  •	Gustave Doré*  50
  •	Harry Clarke*  2, 46
  •	H. R. Millar*  4
  •	John Dickson Batten*  34
  •	Laurence Housman*  41
  •	Other Public Domain images from 
  various artists*  1, 10, 22, 48, 52, 58, 
  60
  •	Otto Ubbelohde*  61
  •	W. G. Collingwood*  13
  •	Willy Pogany*  5
  
  7
  OSR Randomness
  “D
  ice are wiser than players”, some 
  say. “Embrace randomness”, say 
  others.
  There is quite a big deal of  random-
  ness built-in in this game, starting from 
  the characters’ attributes scores and 
  then continuing with talents, traits, 
  even names if  you want.
  In this manual, there’s even more: 
  instead of  deciding your own spells, 
  whenever you gain a new level you roll 
  to see what you’ve learned. You still de-
  cide for which PowerLevel (and which 
  “Circle”) you will roll, but the spell or 
  blessing you learn, is random.
  Whenever you face a random result, 
  embrace it. You might be tempted to 
  force a certain choice - and that’s fine, 
  I’m not the RPG-police going to hunt 
  you down for that. If  for example you 
  are going to pick characters’ traits from 
  the tables without rolling them, be my 
  guest; if  you decide to pick talents in-
  stead of  rolling them, go ahead.
  But as you play, if  you stick to ran-
  domness you’ll discover the pleasant 
  feeling of  growing attached to the 
  undefined sense of  wonder that only 
  chance (in the right proportion) can 
  give.
  
  8
  
  9
  A sorcerer in this game, therefore, is 
  someone with a talent but that intense-
  ly trained; is someone with a gift that 
  needed to severly cultivate it for years. 
  And despite the years of  training, ev-
  ery sorcerer must spend time every day 
  studying, to maintain their power.
  Sorcerers, thus, are not druids, witch-
  es, or some other wild powers; they 
  are knowledgeable, disciplined schol-
  ars; sometimes crazy in their craving 
  for more power, sometimes reckless in 
  their exploration of  the mysteries of  
  magic, sometimes wary and careful and 
  paranoid.
  Wild powers such as druids and 
  witches, though, do exist and are re-
  ferred to as users of  Wild Magic, and 
  are a challenging match for the sorcery 
  of  disciplined magic, and are great ad-
  venturing material for the GM.
  S
  orcery, also vulgarly called magic, 
  is the very special art of  gather-
  ing ethereal energy and forging it into 
  spells. This energy descends from the 
  astral sphere that surrounds our planet, 
  where are the sun, the stars, the moon 
  and the comets. 
  It’s an art that requires many years 
  of  formal training, involving math-
  ematics and astrology, and of  course 
  countless hours spent on esoteric text 
  looking like meaningless garbage to 
  anyone who’s not a sorcerer. 
  CHAPTER II
  Sorcery
  Magic Rules
  T
  he basic concepts of  casting spells 
  and miracles are common to the 
  two classes, sorcerers and clerics, at 
  least from a mechanical prospective. 
  In terms of  flavor in play and setting, 
  though, the two types of  magic are 
  fundamentally different.
  Casting spells works according to 
  these simple rules:
  •	Casting always requires a roll: an 
  Attribute check on Intelligence for a 
  Sorcerer (Wisdom for a cleric)
  •	Casting can be done fast, by taking a 
  single combat round, or slow by us-
  ing a full round (10 min.) or more
  •	There are daily limits to how many 
  spells (fast and slow) can be cast
  •	The caster usually has at their dis-
  posal all of  the known spells (no 
  forgetting, no preparing)
  •	There are some bad consequences 
  for failing the roll to cast a spell-
  
  10
  Clearly, given the previous descrip-
  tion, there is no cast & forget and 
  no list of  prepared spells, thus the 
  magic users do not need to prepare 
  their lists in advance. 
  Other classic features of  OSR games, 
  such as spellbooks, scrolls, staffs and 
  wands, are part of  the magic rules, 
  with some tuning. Moreover, the mag-
  ic users still need their daily time with 
  their spellbook to regain power and be 
  able to cast again the next day, and to 
  recover unstable spells.
  While cast & forget provides mechan-
  ical balance to the game, the purpose 
  of  this hack is not to maintain bal-
  ance. Instead, having all spells avail-
  able means faster preparation (players 
  don’t waste time) and more interesting 
  choices (which spells to use, assuming 
  all known spells are available).
  A 
  sorcerer knows all the spells that 
  are contained in their spellbook 
  (see the dedicated paragraph about 
  spellbooks for more information). The 
  magic use knows and holds in memory 
  all the necessary gestures and words of  
  power of  a spell, all the precise calcula-
  tions about the stars and other ethereal 
  bodies, all the rituals details and so on.
  All these spells are considered “ready” 
  and can be cast by the sorcerer, at any 
  time, provided that the sorcerer can re-
  cite the necessary words and make the 
  required gestures.
  When casting a spell, the sorcerer 
  takes a Turn (several minutes) to con-
  centrate, unless the sorcerer is ready to 
  unleash the spell fast enough (a Round 
  of  combat, a few seconds) at greater 
  risk.
  Regardless of  the casting time (a 
  Turn or a Round), the sorcerer must 
  pass an Intelligence Attribute check 
  to cast the spell successfully.
  A success in the Attribute check 
  means the spell casting was flawless; 
  the spell’s effects apply as indicated.
  During the time taken for casting, the 
  sorcerer cannot do other significant ac-
  tions. They can move at slow pace but 
  cannot interact with others. If  they are 
  interrupted by something stresful or 
  painful (like receiving damage in com-
  bat), they lose concentration and the 
  casting fails.
  Sorcerers have a limited magical en-
  ergy available, and can cast a number 
  of  spells per day equal to their Level 
  + the Intelligence modifier.
  All spells (cast in a Turn or in a 
  Round) count towards this limit, and 
  the level of  the spell is irrelevant, un-
  less otherwise stated by the spell’s de-
  scription itself.
  Casting Spells
  
  11
  Fail To Cast A Spell
  A 
  failure in casting, because of  an in-
  terruption or because of  a failure 
  with dice, requires the sorcerer to roll 
  on the table below.
  If  the spell was cast taking the ap-
  propriate amount of  time (a Turn), roll 
  twice on the table: the player will de-
  cide which effect to apply of  the two 
  possible results. If  both results are the 
  same, just apply that.
  If  the spell was cast in haste, taking 
  only one Round in combat or just a few 
  instant (for example to face an emer-
  gency situation), roll twice but the GM 
  decides which effect to apply, to maxi-
  mum deteriment for the character.
  The negative effects for failing the 
  roll to cast are described below. In all 
  cases, remember that casting fails, so 
  the spell’s effects do not apply.
  Energy drain (1-2): the spell drains 
  additional energy from the caster. Mark 
  it as if  cast twice. If  the caster doesn’t 
  have enough energy for that, mark 
  what’s possible and also apply damage 
  as in a roll of  3-4.
  Spell backfires (3-4): the spell back-
  fires and inflict 1d6 damage against the 
  caster. As an alternative the GM might 
  propose the destruction of  something 
  or another unwelcome effect, but the 
  player can refuse and just take damage.
  Spell unstable (5-6): the spell be-
  comes unstable and cannot be used 
  again until recovered (see appropriate 
  rules for that).
  Unstable Spells
  U
  nstable spells always fail casting; 
  the character has lost grip on the 
  spell’s special workings, they’re basi-
  cally unavailable until recovered. An 
  unstable spell is not forgotten but the 
  sorcerer needs to put some thoughts in 
  order before casting it again.
  It will take a an hour or two of  study 
  to regain control of  an Unstable spell. 
  Sorcerers can do this while the group 
  takes a long rest or camps for the night.
  Only one Unstable spell can be re-
  gained during a period of  rest or while 
  making camp. If  more than one spell 
  is Unstable, the sorcerer needs to wait 
  until the next long rest or occasion to 
  make camp, to recover another.
  If  the characters are back to civiliza-
  tion, assume that two spells per day are 
  recovered from the Unstable state.
  d6 roll
  Effect
  1-2
  Energy drain; additional cost
  3-4
  Spell backfires; suffer harm
  5-6
  Spell becomes unstable
  Table 32: Failure to cast a spell
  There are several other options that 
  you can insert as a cost for failing 
  to cast a spell. The ones proposed by 
  default have simple yet effective con-
  sequences: reduce the number of  spells 
  available (drain energy), inflict con-
  sequences (harm), take away spells 
  (unstable), thus forcing the sorcerer to 
  come up sometimes with improvised 
  solutions or improvised tactics, to face 
  these consequences. Alternatives may 
  include reducing an Attribute score 
  (for example drain CON points for 
  exhaustion or INT points for concen-
  tration), varying the cost according 
  to the spells’ level, working the spell 
  backwards or to some unintended ef-
  fect, and so on. If  you customize the 
  table, it is recommended not to go 
  beyond a d8 or d10 roll, and make 
  sure your players are aware of  these 
  changes. They might not approve of  
  them, but a trained sorcerer must know 
  what to expect upon failure to cast.
  
  12
  Spellbooks
  S
  pellbooks are the core of  the arcane 
  knowledge of  a sorcerer. They are 
  written in a way that only the owner 
  can actually read and study those spells, 
  or read them to cast as if  from a scroll.
  Spells like Read Magic are necessary 
  for a sorcerer to be able to read other 
  spellbooks and thus gain - or steal - ad-
  ditional knowledge from others’ works. 
  Other classes cannot read a sorcerer’s 
  spellbook to gain knowledge from it.
  Every night or during periods of  
  long rest, sorcerers study their own 
  spellbook to refresh their memory of  
  the spells and to maintain their knowl-
  edge. If  a spellbook is lost or stolen, 
  the sorcerer cannot study spells again, 
  and thus loses the possibility to cast, 
  within 1d6 day(s).
  Writing spells on a spellbook (from 
  memory or copying) is a special task 
  that the sorcerer can perform given 
  enough time (see details in the related 
  paragraph). It is possible to recon-
  struct a lost or stolen spellbook from 
  memory, but it will take quite some 
  time, thus the spellbook is the most pre-
  cious possession of  every sorcerer.
  Starting Spells
  A 
  sorcerer begins the game with 
  some random spells; these spells 
  are written in a spellbook that is part of  
  the basic equipment of  the character. It 
  comes at no cost and counts as a single 
  item for encumbrance. The number of  
  starting spells of  a sorcerer is equal to 
  the Intelligence attribute modifier, and 
  always at least one.
  These sterting spells are randomly 
  determined, and are exclusively Pow-
  erLevel One (PWL-1) spells.
  Gaining Spells
  E
  very time the sorcerer gains a 
  Level, they have the opportunity to 
  add to their spellbook a variable num-
  ber of  new spells, by paying the cor-
  rect price in XP.  The spells offered in 
  the manual are the common spells that 
  sorcerers can study and trade knowl-
  edge about with other magic practitio-
  ners, within civilization, and therefore 
  require no additional research.
  You can assume that the sorcerer had 
  already enough information about these 
  spells, and finally gained enough power 
  or knowledge to properly master them. 
  These new spells are automatically 
  written to the spellbook and there is no 
  cost for them in terms of  silver or time 
  to allocate.
  The spells will cost XP as follows:
  •	A spell costs 100 XP x PWL
  •	Multiple spells can be added at the 
  same time
  •	The total of  the PWL of  the spells 
  added up, cannot exceed the charac-
  ter’s new level
  Spells can also be gained by read-
  ing them from scrolls, spellbooks or 
  other magical treasures found in the 
  adventures.
  These spells must first be copied to 
  the spellbook in order to become part 
  of  the sorcerer’s knowledge, with the 
  necessary time and money investment 
  (as described in the appropriate chap-
  ter).
  These “found” spells cost the sor-
  cerer no XP at all; just time and money 
  to write.
  Note that while the regular spells 
  are added only when passing to a new 
  level, the “found” spells are added to the 
  spellbook once the writing procedure is 
  completed.
  
  13
  Writing To The Spellbook
  T
  o write a spell to the spellbook, 
  the sorcerer needs peace and quiet: 
  this can be done only when the group 
  camps for the night or between adven-
  tures, back in civilization.
  The process is long and expensive but 
  it’s the only way for a sorcerer to gain 
  use of  a new spell, with the exception 
  of  those gained on a new Level, which 
  are transcribed automatically by paying 
  their XP price.
  The process will require a variable 
  duration: 1 day for each PWL of  the 
  spell, +1d6 days. Each day has a cost 
  of  50 silver pieces, in various arcane 
  materials.
  Copying a spell on your spellbook 
  from a dungeon wall can be a lengthy 
  and dangerous process, besides being 
  expensive. Spells found written in stone 
  or in anything that is not a scroll or a 
  spellbook, usually count as if  written 
  on a spellbook. 
  A spell can be copied to the spellbook 
  from:
  •	Memory: i.e. to reconstruct a lost 
  spellbook
  •	A scroll: the sorcerer must cast Read 
  Magic to be able to understand the 
  scroll; this will in the end erase the 
  scroll as if  the spell was cast
  •	Another spellbook: as from the 
  scroll, the sorcerer must use Read 
  Magic and at the end the spell is 
  erased from the original spellbook
  •	Other: as determined by the GM, 
  for example runes on stone, or sewed 
  into fabric, etc.
  Finding a way to copy an unmovable 
  spell (for example written in stone) or 
  to mimic a spell cast by a monster or 
  an NPC, and similar endeavors, are 
  classic tasks for advanced sorcerers. 
  The GM might allow such exploits, 
  with an appropriate risk involved.
  
  14
  M
  any sorcerers make use not 
  only of  a spellbook, but also of  
  scrolls, potions and staffs or wands.
  Rules to deal with these instruments 
  are presented in this chapter.
  All magical instruments are common 
  among sorcerers, but the game should 
  emphasize the rarity of  magic users 
  and how precious anything magical is: 
  scrolls, potions, staffs and wands and 
  other magic items are precious treasure 
  and not for sale on the market.
  Use And Write Scrolls
  S
  crolls with inscribed spells allow 
  a sorcerer to cast the written spell 
  without a roll, thus without taking 
  any risk of  failure, even in the middle 
  of  combat. They also don’t drain the 
  caster’s energy, so they do not count 
  towards the daily spell’s quota.
  The spell is erased from the scroll 
  after casting. Note that if  the sorcerer 
  is casting in combat and is interrupted 
  by a successful attack against them, the 
  casting fails and the spell is erased any-
  way.
  To write a scroll, the sorcerer must 
  allocate 1 day for each PWL of  the 
  spell +1d6 days (as for writing on the 
  spellbook). The cost, though, is just 
  10 silver per day in arcane materials. 
  When casting from a scroll they wrote 
  themselves, a sorcerer does not need to 
  roll and does not need Read Magic.
  When casting from a scroll written 
  by someone else, the sorcerer must use 
  Read Magic first, to even know what’s 
  the spell on the scroll. After that, they 
  can read and cast from the scroll at any 
  time (without the need to use Read 
  Magic again).
  Potions
  M
  aking a potion - a ready to use 
  and liquid versions of  a spell - is 
  possible only for sorcerers, although 
  sorcerers can also instill a cleric’s spell 
  (such as a healing spell) into a potion.
  The process will require 1 day for 
  each PWL of  the spell, +1d6 days. 
  Each day has a cost of  20 silver pieces, 
  in various ingredients. At the end of  
  the process, the sorcerer or the cleric 
  must cast successfully the spell they 
  want to instill into the potion. A failure, 
  besides the regular consequences, will 
  also waste the potion.
  While scrolls are usable only by sor-
  cerers, potions can be drunk by any sort 
  of  character. It is up to the GM to rule 
  if  a certain spell cannot be instilled in a 
  potion or not.
  Staffs And Wands
  S
  taffs and wands can store spells as 
  scrolls do, and have the very sig-
  nificant advantage that the spell doesn’t 
  need to be read: the energy of  the spell 
  is imbued into the wood and ready to 
  cast right away.
  As scrolls or potions, staffs and wands 
  do not need any roll and do not drain 
  energy from the caster, to be used.
  Using a staff  or wand in combat is 
  the safest choice: the caster’s energy is 
  preserved, no roll is required and there 
  is no chance of  interruption because of  
  an attack against the sorcerer.
  Magical Instruments
  If  the spell uses the caster’s level, a 
  scroll counts as for the Level of  the 
  reader, not the writer.
  
  15
  But a sorcerer can carry and own 
  only one charged staff  or wand at the 
  time: starting to charge or use a second 
  staff  or wand will break the bond with 
  the first one, and discharge it.
  Since spells do not need to be read 
  to be cast, other classes can use staffs 
  or wands, not only sorcerers. Charac-
  ters of  other classes, though, will not 
  be aware of  the spell contained in the 
  staff  until it’s cast. A sorcerer, instead, 
  can use Read Magic to determine which 
  spells are loaded into a staff  or wand. 
  If  multiple spells are loaded into 
  a wand or staff, determine randomly 
  which one is cast by a character that 
  has no knowledge about which spells 
  are contained in the magical object.
  A sorcerer, of  course, decides which 
  spells to trigger, since with Read Magic 
  they can gain knowledge of  the spells 
  contained in the staff  or wand.
  Each staff  or wand can hold a num-
  ber of  spells whose total PWL is equal 
  or lower to the sorcerer’s Level. 
  To charge the staff  or wand, those 
  spells must be cast regularly with the 
  wood as target, and cost 20 silver per 
  PWL in additional arcane materials.
  A staff  or wand can absorb one spell 
  per day, maximum, otherwise it will 
  break. Failure in casting the spell often 
  (50% chance plus the normal trouble for 
  failed spells) breaks the wood, wasting 
  previous spells.
  Ready Spell
  W
  hile the caster has a staff  or 
  wand in hand, they can also keep 
  one of  their own spells (from their own 
  memory, from the spellbook) ready to 
  fire. This is not a spell charged into the 
  staff  or wand: the sorcerer simply uses 
  the staff  to maintain concentration.
  To setup this spell, it must be cast 
  successfully (for example taking one 
  turn to do it slowly), and it counts to-
  wards the daily quota. 
  The spell, then, remains charged 
  into the staff  or wand until it’s released 
  by the sorcerer. Releasing the spell is 
  an action that takes an instant: it drains 
  no additional energy and takes no time, 
  and requires no roll.
  Of  course, this ready-spell can be dis-
  charged at any time, and can be changed 
  for another, by casting a different spell.
  A failure in casting to setup the 
  ready-spell will cause the wood to 
  break in 50% of  the cases, so this is 
  potentially quite risky, because it could 
  break a staff  or wand loaded with other 
  precious and useful spells.
  Casting From The Book
  I
  n case of  emergency a spellbook can 
  be used as a scroll but only by its 
  owner (or someone else with the usage 
  of  a Read Magic spell). It is even pos-
  sible to cast an Unstable spell this way.
  The spell requires no roll and does 
  not count towards the daily quota, but 
  the spell is then erased by draining its 
  magic. Since it’s erased from the spell-
  book, it’s no longer part of  the sorcerer 
  spell list.
  The sorcerer can re-write the spell 
  to the spellbook from memory, but this 
  process will require days and silver as 
  for any other spell to add to the spell-
  book. Until the spell is not re-written 
  to the spellbook, the sorcerer can no 
  longer cast it from memory.
  
  16
  Sorcerer’s Activities
  A
  ll the sorcerer’s activities that re-
  quire time are mutually exclusive. 
  In other words, during a period of  rest 
  when making camp or a day in down-
  time, a sorcerer can choose one option:
  •	Stabilize one Unstable spell
  •	Write to the spell book
  •	Write to a scroll
  •	Prepare a potion
  •	Charge a wand or staff
  Spells
  T
  he next pages contain the spells 
  available to the sorcerer, divided 
  by PowerLevel. At character creation, 
  just roll randomly (1d10) to determine 
  which spells are known to the sorcerer. 
  Additional spells are acquired by pay-
  ing XP (100 x PowerLevel) when gain-
  ing a new Level.
  Spells Circles
  W
  ithin each PowerLevel, spells 
  may be divided into circles. A 
  circle groups together several spells, 
  sometimes with common characteris-
  tics.
  For the purpose of  the game, all cir-
  cles are the same, for spells. When the 
  sorcerer gains a Level and needs to roll 
  for new spells, they can decide on which 
  circle(s) to roll.
  This allows a little more control over 
  which spells the caster can add to the 
  list of  the known ones.
  Spells Description
  E
  very spell in the manual is de-
  scribed according to the following 
  guidelines:
  •	Number: to use to randomly deter-
  mine which spell is known
  •	Name: the spell name
  •	Level: from which Level the charac-
  ter can learn the spell
  •	Range: Caster - only the caster, no 
  one else; Touch - must touch the 
  target; Zones - number of  zones 
  (incl. the one of  the caster), can be 
  modified also by the Level
  •	Duration: Rounds - for combat; 
  Turns - for exploration time, can be 
  modified also by the Level
  •	Cost: when not specified, assume 
  one; otherwise refer to the number 
  indicated. This tells you how much 
  energy (daily spells) the specific spell 
  consumes. A “Cost: 2” means mark-
  ing two spells of  the daily quota, 
  instead of  the default one
  Of  course you can allow the sorcerer 
  to select new spells when gaining a 
  new Level, instead of  rolling the dice.
  
  17
  Spells List
  T
  his is a list of  all spells divided 
  by PowerLevel and circle. Use the 
  numbers to determine randomly which 
  blessing your sorcerer knows at the 
  start, or learns level by level.
  PowerLevel 1
  Circle Of  Simple Magic
  1) Charm Person
  2) Detect Magic
  3) Hold Portal
  4) Light
  5) Magic Missile
  6) Protection from Evil
  7) Read Languages
  8) Read Magic
  9) Sleep
  10) Shield
  PowerLevel 2
  Circle Of  Tricks (I)
  1) Continual Light
  2) Darkness (basic)
  3) Detect Evil (Sorcerer)
  4) Drain Strength
  5) Feather
  6) Fire Control
  7) Locate Object
  8) Magic Mouth
  9) Mending (basic)
  10) Message
  11) Nauseating Cloud
  12) Objectspeak
  Circle Of  Tricks (II)
  1) Cause Fear
  2) Forget
  3) Hold Person (basic)
  4) Invisible Carrier
  5) Knock
  6) Levitate
  7) Read Minds
  Circle Of  Tricks (II) (cont.)
  8) Speak with Animals
  9) Spider Touch
  10) Strengthen
  11) Understand Languages
  12) Web
  Circle Of  Illusions
  1) Detect Invisibility (basic)
  2) Illusionary Enemy
  3) Invisibility
  4) Invisible Servant
  5) Masquerade
  6) Minor Illusion
  7) Mirror Image
  8) Wall of  Concealment
  PowerLevel 3
  Circle Of  Arcanum
  1) Animate Dead
  2) Arcane Lock
  3) Clairvoyance
  4) Darkvision
  5) Detect Illusions
  6) Detect Invisibility (advanced)
  7) Dispel Magic
  8) Invisibility (zone)
  9) Suggestion
  10) Water Breathing
  Circle Of  Powers
  1) Explosive Ward
  2) Fireball
  3) Fly
  4) Fluid Form
  5) Haste
  6) Hold Person (advanced)
  7) Indomitable (basic)
  8) Protection from Evil (zone)
  9) Protection from Normal Missiles
  10) Slow
  
  18
  PowerLevel 4
  Circle of  Mastery
  1) Arcane Eye
  2) Charm Monster
  3) Cone Of  Fear
  4) Confusion
  5) Dimension Door
  6) Extension (basic)
  7) False Alignment
  8) Indomitable (advanced)
  Circle of  Control
  1) Ice Storm
  2) Magic Life Drain
  3) Plant growth
  4) Polymorph Other
  5) Polymorph Self
  6) Polymorph Xtend
  7) Wall of  Fire
  8) Wall of  Ice
  
  19
  
  20
  PowerLevel 1
  Circle Of Simple Magic
  1
  ) Charm Person
  Spell PWL: Sorcerer, 1st Level
  Range: 3 zones
  Duration: Until dispelled
  This spell affects one targeted living 
  human or humanoid (only sentient bi-
  peds) of  a size not larger than a regular 
  human, and only up to HD or Level 4. A 
  Saving Throw is allowed; if  the target 
  fails it will treat the caster as a trusted 
  friend. The target is allowed a new Sav-
  ing Throw to attempt to dispel the ef-
  fects of  the charm: roll every hour or 
  instead every morning at down if  the 
  caster is of  a Level higher than the vic-
  tim. The victim retains full memory of  
  all their acts while under the effects of  
  the spell.
  2
  ) Detect Magic
  Spell PWL: Sorcerer, 1st Level
  Range: 2 zones
  Duration: 2 turns
  The caster can detect magic in places, 
  people or things. For example, magi-
  cal items may be discovered with this 
  spell, as well as the presence of  a charm 
  laid upon a person or a place. A magi-
  cal light will appear around all magic 
  within the range. Invisible creatures 
  are seen as a glowing shape when invis-
  ibility is a spell and not a magic feature 
  or property. No details about the mag-
  ic are revealed by this spell, but Read 
  Magic can be used as a follow-up spell 
  to gather information.
  3
  ) Hold Portal
  Spell PWL: Sorcerer, 1st Level
  Range: 3 zones + Level zones
  Duration: 1d6 turns + Level Turns
  This spell holds a door (or equiva-
  lent) closed for the spell’s duration or 
  until dispelled (i.e. with a knock spell 
  or dispel magic). The caster can move 
  away from the door: the range indi-
  cates the maximum distance from the 
  door when casting. Creatures immune 
  to magic can shatter the spell without 
  effort (they dispel the Hold Portal at all 
  effects).
  4
  ) Light
  Spell PWL: Sorcerer, 1st Level
  Range: 2 zones
  Duration: 5 turns + Level Turns
  The target (person or object), which 
  must be within range, produces light as 
  a torch. It illuminates 2 zones, 3 at best. 
  The caster can reduce the light, but 
  only by ending the spell the light can 
  be fully extinguished. A target creature 
  is allowed a Save to negate the spell: if  
  they succeed then the light just affects 
  the area without following them.
  5
  ) Magic Missile
  Spell PWL: Sorcerer, 1st Level
  Range: 2 zones + Level zones
  Duration: Immediate
  A magical missile strikes from the 
  caster fingertips, against a target which 
  must be at least partially visible. The 
  caster can decide either roll to hit for 
  1d6+1 damage, or strike automatically 
  
  21
  for 1d4+1 damage. No Saving Throw 
  is allowed. The caster can strike an ad-
  ditional missile at level 4 and a third at 
  level 8 (no more). In this case the target 
  can be different for each missile.
  6
  ) Protection from Evil
  Spell PWL: Sorcerer, 1st Level
  Range: Caster
  Duration: 6 turns (approx. 1 hour)
  Creates a magical field of  protection 
  around the caster, blocking out all evil 
  creatures, mind control, summoned 
  creatures and similar. The caster gains 
  a +2 AC against their attacks, and +2 
  for Saving Throws against their spells 
  and similar. The spell does not grant 
  immunity but serves as additional pro-
  tection, and allows the caster to attack 
  those evil creatures from behind this 
  magic protection.
  7
  ) Read Languages
  Spell PWL: Sorcerer, 1st Level
  Range: Normal reading distance
  Duration: Two readings
   
  This spell allows the caster to deci-
  pher any written language that is not 
  magical, for example directions, in-
  structions, formulae, and maps. This 
  can be particularly useful for treasure 
  maps, but it does not solve any codes 
  nor grants the caster any understand-
  ing beyond their actual knowledge.
  8
  ) Read Magic
  Spell PWL: Sorcerer, 1st Level
  Range: 2 zones
  Duration: 2 scrolls/writings or spells’ 
  effects, magic objects, creatures, etc.
  This spell allows the caster to read 
  magic scrolls, spell books, dungeon 
  walls and similar. When an item has 
  been read once, it remains understand-
  able forever to the caster. A Saving 
  Throw is allowed for cursed scrolls and 
  similar, to avoid triggering their effect. 
  The spell can also be used to under-
  stand the power of  magical items or 
  creatures within range.
  9
  ) Sleep
  Spell PWL: Sorcerer, 1st Level
  Range: 5 zones
  Duration: 6 turns (approx. 1 hour)
  This spell puts enemies into an en-
  chanted slumber (no saving throw per-
  mitted). Attacking sleeping creatures 
  will instantly wake them up. The caster 
  affects a number of  total HD enemies 
  up to 1d6 + caster LVL, starting with 
  lowest HD creatures. For example with 
  a roll of  3 a caster of  LVL 2 will affect 
  up to 5 HD creatures; if  2 HD 1(+) crea-
  tures are present, they’ll be affected; if  
  a third creature of  HD 4(+) is present, 
  it won’t be affected. A lonely HD 4 crea-
  ture would instead be affected.
  10
  ) Shield
  Spell PWL: Sorcerer, 1st Level
  Range: Caster
  Duration: 2 turns
  An invisible shield protects the cast-
  er from physical attacks; it grants the 
  caster an Armor Class of  7 against 
  ranged attacks and AC 6 in melee. If  
  the caster AC is already better, simply 
  grants a +1 AC. All attacks also inflict 
  1 HP damage less.
  
  22
  PowerLevel 2
  Circle Of Tricks (I)
  1
  ) Continual Light
  Spell PWL: Sorcerer, 2nd Level
  Range: 5 zones
  Duration: Until dispelled
  The target (person or object), which 
  must be within range, produces light 
  as bright as daylight. It illuminates 5 
  zones, even more in open spaces. The 
  caster can reduce the light, but only by 
  ending the spell the light can be fully 
  extinguished. A target creature is al-
  lowed a Save to negate the spell: if  they 
  succeed then the light just affects the 
  area without following them; if  instead 
  they’re affected by the spell, they might 
  be blinded until it’s dispelled, if  it’s cast 
  directly in their eyes.
  2
  ) Darkness (basic)
  Spell PWL: Sorcerer, 2nd Level
  Range: 3 zones
  Duration: 2 turns + Level Turns
  The spell casts a supernatural dark-
  ness in the area selected by the caster: 
  the darkness cannot move and covers 
  only an area up to 3 zones. The reverse 
  of  the light spell just causes a natural 
  darkness that cannot be illuminated 
  by natural light sources like the sun 
  or a fire; doesn’t hinder creatures with 
  infravision or darkvision, and at the 
  same time usually hampers the caster. 
  The Darkness spell, instead, causes a 
  supernatural darkness that cannot be 
  penetrated by light nor infravision nor 
  
  23
  darkvision; only the caster is able to see 
  through it. The spell can be dispelled 
  by Dispel Magic or countered by Con-
  tinual Light, not by Light.
  3
  ) Detect Evil (Sorcerer)
  Spell PWL: Sorcerer, 2nd Level
  Range: 2 zones
  Duration: 3 turns (approx. 1 hour)
  The sorcerer detects any form of  evil 
  within range: evil enchantments, inten-
  tions, thoughts, auras, creatures. Traps, 
  poisons, mechanical devices etc. are not 
  inherently evil and cannot be detected 
  with this.
  4
  ) Drain Strength
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 round per Level
  The target of  the spell is struck 
  by a dark energy ray, and suffers ap-
  proximately a 25% temporary loss of  
  strength (use this value to judge generic 
  actions), and a -2 to all the related rolls 
  (use this value mechanically). The cast-
  er can strike an additional ray at level 4 
  and a third at level 8 (no more), even all 
  against the same target (cumulative ef-
  fects). Each ray should be resisted with 
  a separate Saving Throw.
  5
  ) Feather
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: Until touching the ground
  This spell can be cast in an instant, 
  and allows the caster to target them-
  selves or someone within range. Saving 
  Throw is allowed is the target does not 
  wish to have the spell’s effects applied 
  to them. If  the spell is cast successfully, 
  the target becomes as light as a feather 
  (incl. all their gear up to their maximum 
  encumbrance). If  the target is already 
  falling, it will slowly float to the ground 
  (at a speed of  one storey height per 
  round); the spell will last long enough 
  for the target to get to the bottom of  a 
  chasm, a pit, etc. If  can also be used to 
  jump from heights, but remember that 
  the target becomes as light as a feather 
  and the landing spot should be random-
  ly determined. While falling, the target 
  suffers a -2 AC against possible attacks. 
  If  cast against an enemy, it will affect 
  only those not larger than a warhorse, 
  and by making them so light, the spell 
  will affect everything they do (attack-
  ing, defending, inflicting damage) with 
  a -2 penalty.
  6
  ) Fire Control
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level
  The caster can control an amount 
  of  existing fire (from a torch, a camp-
  fire, and so on) depending on their own 
  level: the equivalent of  a torch fire 
  from Level 2, of  a campfire from Level 
  4, of  a bonfire from Level 6, and of  a 
  house in flames from Level 8. The fire 
  can be roughly directed and controlled 
  in shape, behavior, direction, and even 
  made to perform tricks, diversions, etc. 
  The fire can be used as an improvised 
  weapon: it’s impressive and deals a pro-
  gressive damage of  1d4 (torch), 1d6 
  (campfire), d8 (bonfire), d10 (house in 
  flames). Note that the spell just con-
  trols an existing fire, it does not create 
  one, but might be used to make sure an 
  existing fire grows in size or is reduced 
  or extinguished or controlled. Alter-
  natively, the caster can concentrate 
  to control the smoke of  the such fire, 
  again to use as a diversion or blind ad-
  versaries etc.
  
  24
  7
  ) Locate Object (Sorcerer)
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 round per Level
  The caster perceives a supernatural 
  pulling sensation that directs them to-
  wards the object specified. It cannot be 
  something generic (no way of  casting 
  “pull towards gold”) but it must be a 
  pull towards a specific object that was 
  seen already.
  8
  ) Magic Mouth
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: Until triggered or dispelled
  The caster sets the spell upon an ob-
  ject, with a message (at most 30 words 
  long) and specific trigger conditions. 
  When the trigger conditions are met, a 
  mouth appears on the object and speaks 
  the words of  the message. The message 
  can be spoken in normal tone and with 
  the voice of  the caster, or with any oth-
  er voice as specified by the caster (if  it’s 
  a real voice, the caster must have heard 
  it). The message cannot be louder than 
  if  spoken by a human voice, nor in any 
  language unknown to the caster.
  9
  ) Mending (basic)
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: Immediate
  Small objects can be fixed by the 
  use of  this simple spell: a single major 
  break in a solid material or tear in fab-
  ric or leather, disappears and the object 
  looks as if  it never broke. If  the object 
  was shattered - like a ceramic or glass 
  object - it can be fixed with one spell, 
  but the object will maintain signs of  
  the breaking; casting a second time will 
  remove any sign of  breaking. Only in-
  animate objects, not larger or heavier 
  than a human child, can be fixed with 
  the spell. If  something larger has been 
  broken, it could be fixed by multiple 
  castings, according to its size. If  cast on 
  a corpse, it “fixes” wounds, but does not 
  revive it. If  cast on an open wound and 
  an alive creature, it does nothing but 
  cause useless pain and sometimes infec-
  tions. If  cast on a magic item, it fixes 
  its appearances, but not its powers. If  
  cast on a complex mechanism, it fixes 
  the pieces but does not assemble them 
  back together.
  10
  ) Message
  Spell PWL: Sorcerer, 2nd Level
  Range: 3 zones + Level
  Duration: 1 turn per Level
  The spell allows the caster to whisper 
  messages into the ears of  the intended 
  recipient, and only him will be able to 
  hear such whispers. The caster must be 
  able to see the target of  this commu-
  nication when the spell starts, but then 
  can lose sight without of  it without los-
  ing the connection (although the caster 
  must remain in range). The target re-
  sponses are also heard as a whisper by 
  the caster, and these responses must be 
  really spoken by the target, although 
  even as a barely audible whisper. In any 
  case, any word (whispered or spoken) 
  said by the target during the duration 
  of  the spell, will be heard by the caster. 
  The spell requires gestures and words 
  to be cast (as all spells) but they can be 
  easily devised as different gestures and 
  words (the caster should describe them 
  and explain how the spell is hidden, if  
  he’s under scrutiny). If  the target is un-
  aware of  the spell, no Save is allowed.
  
  25
  11
  ) Nauseating Cloud
  Spell PWL: Sorcerer, 2nd Level
  Range: 3 zones
  Duration: 1 turn per Level
  The caster affects an area as large 
  as 1 zone, within range: the area fills 
  with nauseating vapors. Anyone in the 
  zone suffers severe penalties while in 
  the zone (like a -5 to all rolls) with no 
  Save allowed. The effects persist for 
  1d6 rounds after leaving the zone, but 
  a successful Save vs poison will negate 
  the d6 rounds if  the creature does not 
  re-enter the zone.
  12
  ) Objectspeak
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: 1 round per Level
  An object touched by the caster forms 
  a sort of  a mouth and can answer a 
  question per round asked by the cast-
  er. The object, according to the GM’s 
  judgment, will respond only about 
  things that it can possibly know. A 
  book can speak about its content (about 
  a single specific topic per question, or 
  with a generic summary, etc.), a table 
  might speak about what was placed on 
  it, a blade perhaps about who wielded it 
  or maybe who did it cut or pierce. An 
  object doesn’t really have “eyes”, “ears”, 
  and so on, so the GM might be quite 
  restrictive in the information provided, 
  although such information is rarely to-
  tally useless.
  Circle Of Tricks (II)
  1
  ) Cause Fear
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: 2 rounds + Level
  This spell (often also triggered by 
  monsters as an innate ability, but by 
  sight and not by touch) instills a pri-
  mordial terror into the target, which 
  must be human or humanoid; the tar-
  get is allowed a Saving Throw but if  
  it’s failed they will run away in panic. 
  The target also has a 50% chance of  
  dropping whatever they’re holding. 
  While running away, the target re-
  tains basic control of  their action, but 
  will not communicate with others, nor 
  slow down, until the spell effects cease. 
  The caster can afflict multiple targets 
  but this grants a cumulative +2 bonus 
  to their Save for each creature beyond 
  the first one. The cleric’s Remove Fear 
  blessing allows to counter this spell.
  2
  ) Forget
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: Until dispelled
  The caster can obscure the memory 
  of  up to 4 humans or humanoids, and 
  obfuscate the memory of  all past events 
  going back in time for a maximum of  
  6 turns (1 hour) per caster Level. The 
  spell hides those memories but does not 
  erase them: if  the spell is detected and 
  dispelled, the memory is restored. A 
  Saving Throw is allowed, with a pen-
  alty of  -3 if  there’s a single target, -2 
  if  there are two, -1 if  there are three, 
  and no penalty if  4 targets are affected.
  
  26
  3
  ) Hold Person (basic)
  Spell PWL: Sorcerer, 2nd Level
  Range: 6 zones
  Duration: 6 turns (approx. 1 hour)
  The caster targets 1d4 humans or hu-
  manoids (only sentient bipeds; centaurs 
  count double because they have four 
  legs, undead and other monsters are 
  immune): each target is allowed a Sav-
  ing Throw vs. paralysis (with STR) and 
  if  failed they are allowed only to stand 
  still, or move away from the caster and 
  his allies, at very slow speed. If  the 
  caster targets only a single person, the 
  ST is rolled with -2. The spell is broken 
  by attacks against the target(s).
  4
  ) Invisible Carrier
  Spell PWL: Sorcerer, 2nd Level
  Range: 2 zones
  Duration: 6 turns
  An invisible container, floating in the 
  air, will follow the sorcerer around, car-
  rying something for him. The invisible 
  carrier can be used to transport liquids 
  - approximately 2 or 3 gallons, 10 liters, 
  10 bottles or so. It can be used to trans-
  port heavy loads - up to 500 pounds, 
  over 200 kilograms, two heavy people 
  or three smaller persons. The invisible 
  carrier follows the sorcerer keeping the 
  desired distance, up to 2 zones, but not 
  more. It can be left floating still if  the 
  sorcerer needs to move further away, 
  but it cannot be sent anywhere further 
  away than 2 zones.
  5
  ) Knock
  Spell PWL: Sorcerer, 2nd Level
  Range: 2 zones
  Duration: Immediate
  This spell unlocks and unbars all 
  doors, gates, and portals within its 
  range, including those held or locked by 
  most magic. As an alternative, instead 
  of  unlocking the spell can force open 
  all stuck or held doors, with great force, 
  again within its range. The caster must 
  choose if  to either unlock or force, and 
  
  27
  the spell does not affect secret doors 
  or hidden chests unless they’re found 
  first, or any lock or door not known to 
  the caster. Also, the spell does not raise 
  barred gates or similar. If  the spell is 
  used against magic locks, it grants ac-
  cess only at the time of  casting then 
  the spell is restored; if  it’s used against 
  physical barriers, those remain open.
  6
  ) Levitate
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level, or until 
  dispelled
  The spell allows the Caster to levi-
  tate, moving up or down vertically. 
  Levitation rate up or down is relatively 
  slow, approximately the equivalent of  
  one zone or one storey height per round 
  (around 10 per turn). In total, the caster 
  can control this movement in a range 
  of  one zone or one storey height per 
  Level (up or down), then lose control. 
  The spell provides no horizontal move-
  ment capacity: the caster can usually 
  move laterally or ahead or backwards 
  by pushing or gripping on other sur-
  faces. If  the spell is cast against an un-
  willing creature, the target is allowed a 
  Save to resist the effect of  it. The levi-
  tation can last at most for one turn per 
  Level of  the caster, or until dispelled; 
  any attack or action that causes the 
  caster to stop concentrating, will end 
  the spell’s effect.
  7
  ) Read Minds
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level
  As long as the spell lasts, the caster is 
  able to hear the thoughts of  any intelli-
  gent humanoid within range. The spell 
  transmits thoughts as if  they were spo-
  ken in the voices of  the original crea-
  tures, each with its own unique and rec-
  ognizable voice if  they’re known to the 
  caster. Thoughts transmit as “sound”; 
  solid walls will block them but distance 
  does not make them less audible as long 
  as they are within range. The spell does 
  not obstruct the normal voices and 
  sounds, just adds to them, and the cast-
  er is usually able just to perceive gen-
  eral feelings and moods, or very unique 
  and powerful intentions. To be able to 
  read the thoughts of  someone in par-
  ticular, the caster can concentrate and 
  exclude everything else, thus focusing 
  the spell on a single target. Note that 
  the spell does not allow mind-reading: 
  the caster can just hear what the target 
  thinks at the moment.
  8
  ) Speak with Animals
  Spell PWL: Sorcerer, 2nd Level
  Range: Caster
  Duration: 6 turns
  The caster can speak with normal or 
  giant animals; when casting the spell 
  the cleric should define a single and 
  simple family of  animals, and the com-
  munication will be allowed only with 
  those (for example: little birds, birds 
  of  prey, wolves and dogs, small insects, 
  spiders, farm animals, and so on). The 
  communication is limited by the ani-
  mals’ intelligence, and usually the cast-
  er cannot receive verbose responses, 
  but only simple ones (such as yes and 
  no), simple concepts (fear, danger, safe, 
  follow, etc.) and brief  visions of  the 
  animal’s memory. The animals do not 
  change their attitude or become espe-
  cially friendly, but will be potentially 
  more cooperative: fearful animals will 
  grant some trust to the caster, and ag-
  gressive ones will probably delay their 
  attack. Depending on the concepts ex-
  pressed by the caster and his gestures, 
  
  28
  the attitude of  the animals might shift 
  towards very friendly or openly aggres-
  sive. After gaining the trust of  some 
  animals, the caster might even request 
  from them some simple service or task.
  9
  ) Spider Touch
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: 1 round per Level
  The subject hands and feet become 
  unnaturally sticky, and allow the sub-
  ject to climb walls and walk on them 
  or even walk on the ceiling, as long as 
  both hands and both feet are used for 
  the purpose. This movement is often re-
  ferred to as the “spider walk” by magic 
  users. For the spell to work, the subject 
  must wear nothing on hands and feet. 
  Small and light objects coming in con-
  tact with the hands and feet of  the sub-
  ject get stuck to it, but can be forcefully 
  removed by someone else. This spell 
  can be used on another creature (touch 
  required) with no Saving Throw.
  10
  ) Strengthen
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: 1d6 + Level turns
  This spell might be cast upon a crea-
  ture or an object, making them larger 
  and proportionally stronger. A creature 
  gains 1d6 Strength (adjust the combat 
  bonuses, to hit and damage, appropri-
  ately) and grows of  around 50% its 
  size. If  the caster is Level 5 or higher 
  and so it the target creature, the size 
  can be doubled and the Strength grows 
  of  2d4. The Strength score cannot 
  grow beyond 19 for a human (with a 
  +4 bonus). The spell does not affect the 
  targets’ gear, clothes and equipment. A 
  Save is allowed against the spell, if  the 
  target wants to resist the effects. If  the 
  spell is cast against an object, the caster 
  is able to somehow control the growth, 
  at least partially, so the 50% or 100% 
  growth (depending on the caster Level) 
  can be roughly shaped; for example the 
  spell might be used to strengthen the 
  ropes of  a shaky bridge, without mak-
  ing it “longer” or “wider”... The caster 
  can affect approximately an amount of  
  inanimate material equal to the weight/
  size of  a couple of  humans.
  11
  ) Understand Languages
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: 1 turn per Level
   
  This spell allows the caster to un-
  derstand a spoken language that is not 
  magical, but first they must touch a liv-
  ing creature speaking such language. 
  Any other creature speaking the same 
  language will be automatically under-
  stood. As for Read Languages, the spell 
  does not grant any specific understand-
  ing of  the meaning of  what is said: it 
  just allows literal understanding of  the 
  spoken words. As Read Languages does 
  not grant the ability to write, Under-
  stand Languages does not grant the 
  ability to speak such languages.
  12
  ) Web
  Spell PWL: Sorcerer, 2nd Level
  Range: 3 zones
  Duration: 1 turn per Level
  A layered, sticky web of  strong 
  strands fills an entire zone within range 
  of  the caster. It takes two entire turns 
  (20 minutes) to get through with brute 
  force and blades; only one turn if  there 
  are creatures larger and stronger than 
  humans employed, or some special 
  blades. Creatures stronger as giants or 
  trolls, or more, will just rip through the 
  web in 1d6 rounds (at most one min-
  
  29
  ute). Creatures captured in the web take 
  as long to get untangled and exit the 
  web, to the side they choose. The web 
  is flammable: if  set on fire all creatures 
  within it will suffer 1d6 points of  fire 
  damage for 2 rounds, then the web is 
  destroyed and all creatures are free.
  Circle Of Illusions
  1
  ) Detect Invisibility (basic)
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level
  The caster can perceive invisible ob-
  jects and creatures as if  surrounded by 
  a faint glow. The object or creature be-
  comes visible only if  the caster has it in 
  eye-sight; it will not detect something 
  that would be hidden also if  normally 
  visible. Creatures that are not physi-
  cally present (in another plane? another 
  reality?) remain invisible.
  2
  ) Illusionary Enemy
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level, or until 
  dispelled
  The caster creates an illusionary en-
  emy or monster; the illusionary crea-
  ture can also be composed as a hybrid 
  of  creatures the caster has seen previ-
  ously, but each piece must be of  a real 
  creature, although not necessarily in 
  its original size. A caster might project 
  the illusion of  a giant dog with spider 
  legs and two heads, able to climb walls... 
  but not of  a dragon, unless he has seen 
  one in real life. The illusion inherits 
  the abilities of  the original creature(s), 
  but all illusions have standard AC 12 
  and inflict 1d6 damage. The caster can 
  shape the illusion to look particularly 
  harmful and increase to 1d8 damage 
  but AC 10, or even 1d10 damage and 
  AC 8. If  the illusion attacks someone, 
  the victim has the right to a Saving 
  Throw, and success negates the damage 
  and dispels the illusion. Otherwise, the 
  damage is inflicted normally; at HP 0 
  the victim collapses to the ground un-
  conscious but not dead. As soon as the 
  illusion is hit once, it dissipates.
  3
  ) Invisibility
  Spell PWL: Sorcerer, 2nd Level
  Range: Touch
  Duration: 1 turn per Level, or until 
  dispelled
  The caster or the subject touched by 
  the caster (it could be also an object) 
  becomes invisible. A creature is allowed 
  a Save if  they want to avoid the effect 
  of  the spell. While invisible, the sub-
  ject cannot be seen by normal sight, 
  nor by darkvision or infravision. Gear 
  worn and transported by the subject 
  becomes invisible; anything picked up 
  also becomes invisible. Items dropped 
  or put down return visible. The spell is 
  dispelled if  the subject does anything 
  that is not done carefully and slowly 
  (attacking, but also jumping, running, 
  etc.). The subject maintains his weight, 
  physical properties, smell, heat; he still 
  makes noise, etc. Attacks against the 
  subject done by guessing his position 
  are with a -4 or even a -6 or -8 penalty 
  (incl. magic).
  
  30
  4
  ) Invisible Servant
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone per Level (in “train-
  ing”)
  Duration: 1 turn per Level
  The spell evokes an invisible force 
  that the sorcerer can set to perform 
  simple, easy tasks. For example the 
  servant can fetch small objects, open 
  unlocked doors, move things which are 
  not too heavy for a child to lift, and so 
  on. It can clean, sort, mend, and the 
  like. It cannot attack or fight, it can-
  not carry heavy weights, and it cannot 
  be killed by natural weapons. The first 
  time the invisible servant performs a 
  task, it must be guided by the caster’s 
  concentration and cannot get beyond 
  the spell’s range. The caster is training 
  the invisible servant in this manner, and 
  subsequent executions of  a similar task 
  can be performed without the caster’s 
  concentration and out of  range. The 
  caster should keep a card with an index 
  of  tasks learned by the Invisible Ser-
  vant. While the Invisible Servant can-
  not be killed by natural means, it can be 
  dispelled with magic. In this case, theat-
  rically shred to pieces the index card of  
  the tasks learned so far: the caster will 
  have to begin training a new servant.
  5
  ) Masquerade
  Spell PWL: Sorcerer, 2nd Level
  Range: Caster
  Duration: 1 turn per Level
  With this spell the caster changes 
  his own appearance into the one of  a 
  chosen human or humanoid, of  similar 
  (not necessarily the same) height and 
  weight. Also clothing and gear can ap-
  pear different to conform to the illusion, 
  but only as long as they’re worn or car-
  ried by the caster. Note that the caster’s 
  is not really changed (for example his 
  voice remains the same): the different 
  appearance is purely illusion, and the 
  same is true for his gear (for example 
  if  a staff  is made to look like a sword, it 
  still won’t cut and will reasonably break 
  if  crossed with a real blade).
  
  31
  6
  ) Minor Illusion
  Spell PWL: Sorcerer, 2nd Level
  Range: 2 zones + Level
  Duration: 2 turns
  The sorcerer can generate a minor il-
  lusion as follows: the illusion might be 
  one among the sorcerer’s voice, the sor-
  cerer’s appearance, the sorcerer’s smell. 
  The illusion can invest a single sense 
  and not more, but it will appear as per-
  fectly real to anyone inspecting it. The 
  sorcerer must create the illusion within 
  range and can control it (how to move, 
  what to say, how to look, etc.) as long as 
  it remains within range. The sorcerer 
  can also give a command to the illusion 
  (for example to move at a certain speed 
  on a certain route) but the command is 
  limited (the illusion cannot “follow” a 
  road, but can “keep going straight then 
  turn right”). After issuing the com-
  mand, the sorcerer can move out of  
  range; if  he does it without commands, 
  the illusion just keeps doing what it 
  does, without moving away. Only intel-
  ligent creatures and with HD greater 
  than the sorcerer Level, might attempt 
  a Save against the illusion, otherwise 
  they will believe it true - until proven 
  otherwise. The illusion is not dispelled 
  but looses effect if  the target can actu-
  ally verify that it is not real (such as 
  finding a voice with no body).
  7
  ) Mirror Image
  Spell PWL: Sorcerer, 2nd Level
  Range: 1 zone
  Duration: 6 turns
  The spell creates 1d4 illusions with 
  the appearance of  the caster, all acting 
  in synchronization with him. It’s im-
  possible to distinguish the real caster 
  from the illusions, and each action or 
  attack aimed at the caster, will strike 
  randomly. Whenever an attack or ac-
  tion is directed at an image (success-
  ful or not), the image dissipates, until 
  only the caster is left. Hitting the caster 
  while there are still images around him 
  doesn’t change the odds of  the next at-
  tack, which could still target randomly 
  an image instead.
  8
  ) Wall of  Concealment
  Spell PWL: Sorcerer, 2nd Level
  Range: 3 zones
  Duration: 1d6 rounds + Level rounds
  A wall of  dark smoke and fog is cast 
  within range, and affects an area as 
  large as 3 zones maximum. All crea-
  tures within the fog appear barely as 
  shades to those outside the fog and to 
  others within the fog. Any gesture or 
  action is concealed by the thick smoke 
  and fighting within the smoke inflicts a 
  -2 penalty to all rolls. Animals will re-
  fuse to enter the magical fog. Magical 
  winds can dissipate the fog before the 
  spell ends.
  
  32
  PowerLevel 3
  Circle Of Arcanum
  1
  ) Animate Dead
  Spell PWL: Sorcerer, 3th Level
  Range: touch, or 3 Zones 
  from Level 5 
  Duration: Permanent
  The spell creates a skeleton or a zom-
  bie from a dead body of  a human or hu-
  manoid; the caster must touch the body, 
  or if  of  Level 5 or above, be within 3 
  Zones. Up to 1d6 bodies can be animat-
  ed, and another 1d6 if  the caster is Lev-
  el 8 or more. Use standard skeleton or 
  a zombie statistics; the corpse remains 
  animated and obeying the caster until 
  they’re slain. This is considered blas-
  phemy by the church.
  2
  ) Arcane Lock
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: Permanent
  This spell places a magical lock on a 
  door, chest or similar - same as Hold 
  Portal, but with permanent duration. 
  The caster can move away from the tar-
  get after casting, and the lock remains 
  in place. The caster is always free to 
  open or pass the lock but this causes a 
  minor interruption in the lock - which 
  is then restored automatically, within 
  seconds. Creatures immune to magic 
  can bypass the lock but do not shatter 
  it, and any caster of  3 or more Levels 
  higher than the caster will also be im-
  mune to the lock. A spell like Knock 
  will allow bypassing the lock, while 
  Dispel Magic will remove it completely.
  3
  ) Clairvoyance
  Spell PWL: Sorcerer, 3rd Level
  Range: See below
  Duration: 1d6 + Level turns
  The spell allows the caster to see a 
  remote location and through walls, as 
  long as the location is known to the 
  caster, or as long as it is relatively vis-
  ible even if  just from the outside (for 
  example, being able to see a house al-
  lows to see within it). Once the target 
  location is selected, it can be moved but 
  only once per turn (every 10 minutes 
  more or less). The caster can see in all 
  directions at once from the target loca-
  tion he choose, and can see as far as the 
  human eye could (no further passing 
  through walls, for example). By halving 
  the spell duration (rounded down) the 
  caster can also hear around the target 
  location, as a human ear would hear. A 
  thin sheet of  lead will block the spell.
  4
  ) Darkvision
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: 1 day
  The caster or another creature 
  (touched upon casting) is able to see up 
  to 5 zones in the dark with darkvision 
  (as a monster - same as infravision).
  
  33
  5
  ) Detect Illusions
  Spell PWL: Sorcerer, 3rd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level
  As long as the spell lasts, the caster is 
  able to distinguish illusions from real-
  ity. The caster is still able to see the illu-
  sion, but at the same time can recognize 
  it for what it is, and see the reality be-
  hind it. By reducing the spell range and 
  duration of  one per additional subject, 
  the caster can grant this power to oth-
  ers (reduce of  1 zone and 1 turn to give 
  this power to an ally, of  2 zones and 2 
  turns for two allies, etc.).
  6
  ) Detect Invisibility (advanced)
  Spell PWL: Sorcerer, 3rd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level
  The caster can perceive invisible ob-
  jects and creatures as a supernatural 
  vibe. The object or creature is detected 
  also if  it’s not in eye-sight; the caster 
  can follow its vibe without problems, 
  but cannot identify the object or crea-
  ture by its vibe until it’s doesn’t come in 
  sight. Creatures that are not physically 
  present (in another plane? another real-
  ity?) are also detected. Illusions are not 
  revealed by this spell.
  7
  ) Dispel Magic
  Spell PWL: Sorcerer, 3rd Level
  Range: 5 zones
  Duration: Immediate
  The spell can be used to dispel most 
  spells and enchantments, and tempo-
  rarily neutralize magic items and spe-
  cial magical powers of  monsters and 
  creatures. The spell automatically ne-
  gates and ends every spell in its range 
  (also friendly spells, and other spells 
  of  the same caster) that were cast by 
  a character or creature of  Level equal 
  or lower than the caster. Spells or crea-
  tures of  higher level have a cumulative 
  15% chance of  avoiding the spell for 
  each Level (or HD) of  difference. Magi-
  cal items and special and magical pow-
  ers of  monsters and creatures (but not 
  other casters) are nullified for 1d6+1 
  turns. Unless specified, all magic items 
  are the equivalent of  Level 5+1d4. If  
  cast by touching the object and every 
  day at dawn for three days in a row, it 
  will disenchant an item permanently 
  (roll the chance of  save only on the 
  third day).
  8
  ) Invisibility (zone)
  Spell PWL: Sorcerer, 3rd Level
  Range: all allies in the same zone
  Duration: 1 turn per Level, or until 
  dispelled
  The spell creates an invisibility field 
  around the caster and his allies, for a 
  number of  creatures maximum equal 
  to caster’s Level. A creature is allowed 
  a Save if  they want to avoid the effect 
  of  the spell. The caster and his allies, 
  as long as they remain in the same zone 
  of  the caster, are completely invisible: 
  they cannot be seen by normal sight, 
  nor by darkvision or infravision. Gear 
  worn and transported by the subjects 
  becomes invisible; anything picked up 
  also becomes invisible. Items dropped 
  or put down return visible. The spell is 
  dispelled for all if  any of  the subjects 
  does anything that is not done carefully 
  and slowly (attacking, but also jumping, 
  running, etc.). All the subjects maintain 
  their weight, physical properties, smell, 
  heat; they still make noise, etc. Attacks 
  against the subjects done by guessing 
  their position are with a -4 or even a -6 
  or -8 penalty (incl. magic).
  
  34
  9
  ) Suggestion
  Spell PWL: Sorcerer, 3rd Level
  Range: 3 zones (when casting)
  Duration: 1 week per Level
  The caster must speak with the target 
  of  this spell to implant the suggestion in 
  their mind, but this can be done without 
  the target noticing anything has been 
  cast at all, since the spell always sounds 
  like normal words which perfectly make 
  sense. The target is allowed a Save and 
  in case of  success the spell will have no 
  effect; a target who is a sorcerer, a cleric 
  or anyone with knowledge of  magic or 
  the supernatural, will understand what 
  the caster attempted to perform. If  the 
  Save is failed, the suggestion is now 
  implanted in the mind of  the target. A 
  suggestion can be something to do now, 
  or something with a trigger (a certain 
  time, or a certain event, etc). The sug-
  gestion might be a single act (“steal the 
  ring”), a certain mindset (“don’t be so 
  defensive”), a predisposition (“treat this 
  person as an enemy”), and anything 
  that can be described in not too many 
  words. The target will act once accord-
  ing to the suggestion and then continue 
  (unless the caster ends the spell) but 
  every time they do something against 
  their interest or their nature, they are 
  allowed a Save. If  they succeed, they 
  perform their last duty and then are 
  free of  the spell, but do not remember 
  being a victim of  it. A suggestion that 
  directly aims at harming the target it-
  self, will fail; the caster can still try to 
  circumvent this by tricking the target 
  to get into dangerous situations. The 
  suggestion spell resides into the mind 
  of  the sorcerer, so Detect magic cast 
  upon the target will not reveal it; in 
  the same way, to end this spell a Dispel 
  magic should be aimed at the caster, not 
  at the victim of  it.
  10
  ) Water Breathing
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: 2d6 turns + Level
  The caster or another creature 
  (touched upon casting) is able to breathe 
  underwater until the spell’s duration 
  expires. It does not grant any skill in 
  swimming, but the change (like gills on 
  the neck) in the human physiology is 
  clearly visible.
  
  35
  Circle Of Powers
  1
  ) Explosive Ward
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: Until triggered
  The caster scribbles a magic and ex-
  plosive ward on parchment, vellum or 
  paper. With the help of  a stonemason 
  or a smith, the ward could be placed on 
  a wall or a metal surface, while a carpen-
  ter could place it on wood, etc. When 
  preparing the ward, the caster should 
  determine either if: it’s a magic rune 
  understandable only to other casters, 
  or a generic symbol understandable to 
  all those that will see it. If  it’s a magic 
  rune, only another sorcerer reading the 
  scroll or book will trigger it, when ask-
  ing what it is, or what it does, or what it 
  looks like (more so if  using Read Magic 
  or other reading spells). If  it’s a generic 
  symbol, the first intelligent or semi-
  intelligent creature setting eyes on it to 
  examine it or understand it, will trig-
  ger it (for example: entering the room 
  and seeing the symbol does not trigger 
  it; asking what’s on the symbol, exam-
  ining the symbol, etc. will trigger it). 
  When triggered, the ward explodes 
  and inflicts 3d6 damage in a range of  
  1 zone (the zone where the ward is) and 
  additional 1d6 in all adjacent zones. 
  Any caster has a 50% chance of  recog-
  nizing the ward as dangerous, and 75% 
  if  of  a higher Level than the one that 
  has cast the ward. Anything that makes 
  the ward unreadable, or breaks its pat-
  tern, will neutralize it.
  2
  ) Fireball
  Spell PWL: Sorcerer, 3rd Level
  Range: 1 zones + Level zones 
  (max. 5 zones)
  Duration: Immediate
  The caster projects a small flame from 
  his hand(s) or staff, which turns into a 
  huge fireball on its course towards the 
  target, hitting for 1d6 damage per Lev-
  el, and up to a maximum of  9d6. All en-
  emies and allies within the same zone as 
  the target suffer the damage. A success-
  ful Save with Dexterity allows to suffer 
  only half  damage. The powerful fire is 
  also enough to set a small house on fire 
  or melt metals like copper, gold, silver, 
  bronze, and when exploding also sends 
  off  a powerful wind blast.
  3
  ) Fly
  Spell PWL: Sorcerer, 3rd Level
  Range: Caster
  Duration: Level turns + or - 1d6
  The subject is granted the possibility 
  to fly - in any direction, and as fast as 
  the subject would be able to run. If  the 
  target is the caster, the spell will last a 
  number of  turns equal to the caster’s 
  Level +1d6 (rolled in secret by the 
  GM). If  the target is someone else, the 
  spell will last a number of  turns equal 
  to the caster’s Level - 1d6 (minus); sub-
  tract the d6 roll result (again roll in se-
  cret) from the caster Level, and if  the 
  result is zero or negative, the spell can-
  not lift the target.
  
  36
  4
  ) Fluid Form
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: 1d6 turns + Level
  The subject (caster or a willing tar-
  get that must be touched while casting) 
  takes at will either liquid or gaseous 
  form: all the gear, clothes etc. will turn 
  into liquid or gas with them. While in 
  liquid or gaseous form, the subject can 
  disappear in water or slip through small 
  holes or be transported in jars etc. The 
  subject can end the spell before the time 
  and regain the original physical form, 
  with all their gear and stuff, but then 
  cannot transform again in liquid or gas-
  eous form.
  5
  ) Haste
  Spell PWL: Sorcerer, 3rd Level
  Range: 1 zone
  Duration: 1d6 rounds + Level
  A number of  creatures equal maxi-
  mum to the caster Level benefits from 
  supernatural speed: these creatures 
  move at double their speed, automati-
  cally win Initiative in combat, and in 
  every combat round they can perform 
  twice the number of  actions they would 
  regularly. It cannot combine with other 
  spells increasing speed or strength. It 
  is also possible to cast two spells per 
  round, while under the effect of  this 
  enchantment.
  6
  ) Hold Person (advanced)
  Spell PWL: Sorcerer, 3rd Level
  Range: 3 zones
  Duration: 6 turns (approx. 1 hour)
  The caster targets 1d4 humans or 
  humanoids (only sentient bipeds; cen-
  taurs count double because they have 
  four legs, undead and other monsters 
  are immune): each target is allowed a 
  Saving Throw vs. paralysis (with STR) 
  and if  failed they are completely para-
  lyzed. They live and breathe, but cannot 
  even speak. If  the caster targets only a 
  single person, the ST is rolled with -2. 
  The spell is broken by attacks against 
  the target(s).
  7
  ) Indomitable (basic)
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: 1d6 rounds + Level
  The spell allows the target to gain a 
  supernatural speed and strength, which 
  grows proportionally to the number of  
  enemies engaging him. In combat, the 
  target always makes one attack first 
  (winning automatically the initiative) 
  and then gains one free attack against 
  every adversary that attacks him - al-
  though adversaries with multiple at-
  tacks can be countered just once.
  8
  ) Protection from Evil (zone)
  Spell PWL: Sorcerer, 3rd Level
  Range: all allies in the same zone
  Duration: 6 turns (approx. 1 hour)
  The spell creates a magical field of  
  protection around the caster and his 
  allies, blocking out all evil creatures, 
  mind control, summoned creatures and 
  similar. The caster and his allies gains a 
  +2 AC against evil attacks, and +2 for 
  Saving Throws against their spells and 
  similar. The spell does not grant immu-
  nity but serves as additional protection, 
  and allows to attack those evil creatures 
  from behind this magic protection. Al-
  lies must remain in the same zone as the 
  caster to benefit from this protection.
  
  37
  9
  ) Protection from Normal Missiles
  Spell PWL: Sorcerer, 3rd Level
  Range: Touch
  Duration: 6 turns (approx. 1 hour)
  The subject becomes almost invul-
  nerable to normal missiles, gaining a 
  +6 AC against arrows, darts, stones, 
  etc. Huge boulders or ballista’s projec-
  tiles are too large to be stopped, so just 
  count +2 AC against those. The spell 
  does not protect against magic.
  10
  ) Slow
  Spell PWL: Sorcerer, 3rd Level
  Range: 2 zones + Level zones
  Duration: 2 rounds x Level
  The target of  the spell is slowed 
  down and can attack, cast spells, etc. 
  only every other round. The target 
  must skip all actions in the first round 
  after the spell is cast, then can perform 
  major actions or movements in the 
  second round, minor ones in the third, 
  major in the fourth, minor again and 
  so on. If  the target passes a Save vs. 
  Magic successfully, they suffer only the 
  consequence of  skipping the actions 
  in the first round, then can act freely. 
  The caster can affect also multiple crea-
  tures, of  an HD total equal or lower 
  of  the caster’s Level, and each should 
  roll an independent Save vs. Magic. If  
  the caster targets a single creature, the 
  creature’s HD can be higher than the 
  caster’s Level.
  PowerLevel 4
  Circle of Mastery
  1
  ) Arcane Eye
  Spell PWL: Sorcerer, 4th Level
  Range: 4 zones + Level
  Duration: 6 turns (approx. 1 hour)
  The spell allows the wizard to detach 
  one of  his eyes, and send it floating 
  at a maximum distance as the spell’s 
  range. While the eye floats around, the 
  eye-socket of  the wizard appears as a 
  dark hole, but does not bleed nor hurt. 
  The wizard can see through the float-
  ing eye as long as he closes the other. 
  The eye becomes invisible while float-
  ing, and can move twice the speed of  
  a running human or horse. The eye is 
  extremely hard to hit because it’s invis-
  ible and makes no noise, but creatures 
  that can see the invisible will be able to 
  detect it. If  anyone manages to hit the 
  eye, the caster suffers 2 HP damage and 
  the eye snaps back into place instantly, 
  thus ending the spell.
  2
  ) Charm Monster
  Spell PWL: Sorcerer, 4th Level
  Range: 3 zones
  Duration: Until dispelled
  Cost: as 2 daily spells
  This spell affects one targeted living 
  monster or even human or humanoid 
  up to the size of  a large ogre or troll. 
  The target can be only one if  with HD 
  4 or more, or it can be extended to 2d6 
  creatures if  they are all of  HD 3 or 
  less, but in that case they gain a +2 to 
  their Save. If  the Saving Throw fails, 
  the monster is charmed as in Charm 
  Person and will treat the caster as a 
  trusted friend or ally, or as a member 
  
  38
  of  the pack or similar (depending on 
  the monster’s intelligence). A new Save 
  is allowed every hour, or every morn-
  ing if  the caster’s Level is higher than 
  the victim’s HD. The victim retains full 
  memory of  all their acts while under 
  the effects of  the spell.
  3
  ) Cone Of  Fear
  Spell PWL: Sorcerer, 4th Level
  Range: 2 zones + Level
  Duration: 2 rounds + Level
  Cost: as 2 daily spells
  This powerful variant of  Cause Fear 
  instills a wild terror in the targets: it 
  affects a maximum of  3d6+Level crea-
  tures in a cone shaped area, up to a dis-
  tance of  the maximum spell’s range. 
  The spell affects first lower HD crea-
  tures, but can affect also non-human 
  and non-humanoid creatures, but of  
  course not undead. Targets that fail the 
  Saving Throw will run away in panic, 
  and there’s a 50% chance that they will 
  drop whatever they’re holding. While 
  running away, the target retains basic 
  control of  their action, but will not 
  communicate with others, nor slow 
  down, until the spell effects cease. The 
  cleric’s Remove Fear blessing allows to 
  counter this spell.
  4
  ) Confusion
  Spell PWL: Sorcerer, 4th Level
  Range: 2 zones + Level
  Duration: 1 round x Level in combat, 
  otherwise 1 Turn x Level
  The spell affects 3d6 creatures as in-
  dicated by the caster, within the spell’s 
  range. It targets first weaker creatures 
  of  lower HD, and creatures of  3 HD 
  or lower are allowed no Saving Throw. 
  Creatures of  HD 3 or more are allowed 
  a Save and if  they succeed they shake 
  off  the effect of  the spell right away, 
  but lose a round if  in combat. While 
  confused, a creature will act accord-
  ing to the actions of  list 1 if  the caster 
  and/or his allies are visible, and accord-
  ing to list if  the caster and/or his al-
  lies are not visible to the creature. List 
  1 (if  caster or his allies are visible), roll 
  1d6: 1-Creature attacks caster, 2-Crea-
  ture attacks caster’s allies, 3-Stands and 
  babbles incoherently, 4-Moves away 
  from the caster in fear, 5-Attacks near-
  est own ally, 6-Attacks strongest own 
  ally. List 2 (if  caster or his allies are not 
  visible), roll 1d6: 1 or 2-Stands and bab-
  bles incoherently, 3-Moves away from 
  the generic direction where the caster 
  is, victim of  a strange inexplicable fear, 
  4 or 5-Attacks nearest own ally, 6-At-
  tacks strongest own ally.
  5
  ) Dimension Door
  Spell PWL: Sorcerer, 4th Level
  Range: 5 zones + Level
  Duration: Immediate
  Cost: as 2 daily spells
  The spell allows the caster to teleport 
  a single subject to the desired location. 
  The subject can be the caster or a will-
  ing subject, or it could be an unwilling 
  target. Regardless, if  the target is not 
  the caster, then it must be in the same 
  zone as the caster. While teleported, a 
  target maintains all his gear and every-
  thing he’s touching, but does not tele-
  port other creatures. Contended objects 
  are assigned randomly. The destination 
  must be within the range of  the spell, 
  and might be visible or not. If  not, then 
  
  39
  it must be either a place known to the 
  caster, or an exact spot determined by 
  measurement: if  the spot is already oc-
  cupied by a solid body, the spell fails. 
  If  the target is unwilling to be tele-
  ported, they can roll a Save vs. Magic; 
  if  they succeed in the Save there is a 1 
  in 4 chance that the caster is teleported 
  instead but only if  the target creature 
  HD was higher than the caster’s Level.
  6
  ) Extension (basic)
  Spell PWL: Sorcerer, 4th Level
  Range: Caster
  Duration: Immediate
  The Extension-basic gives additional 
  strength to the next spell: the caster 
  can decide if  to increase the Range of  
  the next spell up to 50% more, if  to in-
  crease the Duration up to 50% more, 
  or increase the effect. If  the caster in-
  creases the effects of  the next spell, 
  add one die to its effects, or a +2 bo-
  nus to its effects, or a -2 to the Save to 
  resist its effects, and the like. The GM 
  is the ultimate arbiter about what can 
  be increased and how, but all the afore-
  mentioned examples should be allowed 
  for basically every spell. Note that the 
  caster must cast Extension-basic suc-
  cessfully and the next spell must be cast 
  within the same day.
  7
  ) False Alignment
  Spell PWL: Sorcerer, 4th Level
  Range: Caster
  Duration: 3 instances (or until dawn)
  By default, the caster appears of  
  any alignment they will specify to 
  the GM: they could appear as lawful, 
  chaotic, neutral and/or any other ex-
  act alignment as in use in your game. 
  Moreover, every time a magic object, a 
  spell, a curse, an NPC, etc. checks the 
  alignment of  the caster, the caster can 
  switch it, so that it appears as some-
  thing different. Whenever in doubt or 
  if  the caster didn’t specify anything, 
  treat it as neutral. For all other pur-
  poses, the character does not appear to 
  change in any way. For example, the 
  Caster, even though dressed in dark 
  necromantic robes, casts the spell and 
  declares to appear as lawful. Nothing 
  in the caster’s appearances changes, 
  but if  a lawful NPC interacts with the 
  caster, the player might indeed exploit 
  the spell (counting one of  three in-
  stances). Later on, the same caster in-
  teracts with a cursed magic object: the 
  GM reveals that it’s indeed cursed and 
  that it’s checking the caster’s alignment 
  (no further details required). The caster 
  decides to switch to chaotic (second in-
  stance), and in fact avoids the curse that 
  affected only lawful characters. The 
  spell ends after three uses, or at dawn 
  (whichever occurs first).
  8
  ) Indomitable (advanced)
  Spell PWL: Sorcerer, 4th Level
  Range: Touch
  Duration: 2d6 rounds + Level
  The spell allows the target to gain a 
  supernatural speed and strength, which 
  grows proportionally to the number of  
  enemies engaging him. In combat, the 
  target always makes one attack first 
  (winning automatically the initiative) 
  and then gains one free attack for every 
  attack against him - countering every 
  single attack, also multiple attacks from 
  the same adversary.
  
  40
  Circle of Control
  1
  ) Ice Storm
  Spell PWL: Sorcerer, 4th Level
  Range: 4 zones
  Duration: 1 round
  A sudden vortex of  ice, snow and hail 
  forms in a circle of  the size of  1 zone, 
  within the 4 zones range from the cast-
  er. The vortex inflicts 3d10 HP damage 
  to a single creature within the area of  
  the circle, or 2d10 HP damage to multi-
  ple creatures, as chosen by the caster. If  
  the storm inflicts 2d10 damage, it will 
  also throw the targets out of  balance, 
  to the ground, or push them against a 
  wall, extinguish a fire, etc. as chosen by 
  the caster.
  2
  ) Magic Life Drain
  Spell PWL: Sorcerer, 4th Level
  Range: 1 zone + Level zones
  Duration: Immediate
  Cost: as 2 daily spells
  A magical energy painfully drains 
  strength and life force from one or 
  more targets, inflicting 1d4 damage per 
  caster Level, distributed as the caster 
  wishes. This life force gathers in the 
  hands of  the caster, which in the next 
  round can cast Magic Missile (even if  
  they don’t know the spell), releasing 
  such energy. The caster will release 
  one magic missile for every 2d4 dam-
  age inflicted (a number of  magic mis-
  siles equal to Level divided 2) and ei-
  ther roll to hit for 1d6+3 damage, or 
  strike automatically for 1d4+3 damage 
  (higher damage than the regular magic 
  missile). The target can be different for 
  each missile.
  3
  ) Plant growth
  Spell PWL: Sorcerer, 4th Level
  Range: 9 zones
  Duration: Until dispelled
  Cause normal vegetation (grasses, 
  bushes, trees, vines, etc.) to grow ex-
  traordinarily. The spell affects vegeta-
  tion that begins within range, and then 
  continues maximum to the extent of  
  a couple of  large buildings or a small 
  fortification. The caster can decide the 
  shape and precise effect of  growth. Al-
  lowed effects are: forming an impass-
  able forest that will stop humanoids 
  and horse and other animals; or form 
  a thick canopy that will hide anyone or 
  anything below it; or grow to an un-
  natural height (above city walls, build-
  ings’ roofs, etc.). Some form of  basic 
  vegetation must be already present for 
  the spell to work.
  4
  ) Polymorph Other
  Spell PWL: Sorcerer, 4th Level
  Range: Touch
  Duration: Until dispelled
  The target is transformed into a dif-
  ferent creature, but can decide to op-
  pose the transformation with a suc-
  cessful Save. The new creature cannot 
  be specific but will be a generic one of  
  the chosen type. The new creature must 
  have a number of  HD equal or higher 
  than half  the target HD (or Level) and 
  not more than double the current HD 
  or Level. While in the new form, the 
  target maintain all scores, except for 
  Strength (and Strength-based attacks) 
  which is adjusted to the new form. The 
  target inherits physical abilities from 
  the new form (like flying, swimming, 
  breathing under water, etc.). Magical 
  or special abilities, and magic attacks, 
  
  41
  are not gained in the new form (for 
  example, no petrifying gaze or deadly 
  venom). The spell will last 1 day per 
  caster’s Level, but every morning the 
  target is allowed a new Save, if  they 
  were unwilling to be transformed. By 
  casting the spell a second time on the 
  same target, while already in the new 
  shape, the caster can make the change 
  permanent: the target is allowed a final 
  Save but failure means that only Dispel 
  Magic will be able to revert the target 
  to the original form. When the trans-
  formation becomes permanent, the tar-
  get also loses the original intelligence, 
  memory etc. and retains just a vague 
  instinct to keep close to its former al-
  lies, friends and so on.
  5
  ) Polymorph Self
  Spell PWL: Sorcerer, 4th Level
  Range: Caster
  Duration: 2 rounds + Level
  The spell allows the caster to trans-
  form into a different type of  creature; 
  the new creature cannot be specific but 
  will be a generic one of  the chosen 
  type. The new creature must have at 
  most a number of  HD equal to half  the 
  caster’s Level. The caster retains all the 
  original scores, with the exception of  
  Strength which is adjusted to the new 
  form. The new form, together with pos-
  sible Strength-based attacks and capa-
  bilities, grants the caster new physical 
  abilities (like flying, swimming, breath-
  ing under water, etc.). Magical or spe-
  cial abilities, and magic attacks, are not 
  gained in the new form (for example, 
  no petrifying gaze or deadly venom). 
  While in the new form, the caster can 
  use spells only if  transformed into a ge-
  neric human being. Dispel Magic will 
  end the transformation, and so does the 
  death of  the caster.
  6
  ) Polymorph Xtend
  Spell PWL: Sorcerer, 4th Level
  Range: Touch or Caster
  Duration: Immediate
  The Xtend version of  the Polymorph 
  spell does nothing on its own. The cast-
  er should use it on the target of  a Poly-
  morph Other (in this case with range 
  Touch) or on the caster himself  as tar-
  get of  Polymorph Self  (range Caster). 
  Once the desired Polymorph Other or 
  Polymorph Self  have been cast success-
  fully, using Polymorph Xtend allows 
  to shape details of  the transformation. 
  The caster therefore can decide to give 
  certain exact features to the target of  
  Polymorph Other or to himself  after 
  Polymorph Self. Those features must be 
  something that the caster knows about: 
  for example the caster can replicate the 
  look of  an important NPC seen before, 
  but not an intimate unknown detail, and 
  
  42
  of  course no skills, abilities, etc. The 
  spell duration is considered immedi-
  ate: it changes the transformation that 
  occurs in another spell, then it’s over; 
  refer to the other spell for the real dura-
  tion. If  you rolled this spell randomly, 
  roll another die and on an even number 
  take also Polymorph Other, on an odd 
  number Polymorph Self.
  7
  ) Wall of  Fire
  Spell PWL: Sorcerer, 4th Level
  Range: 3 zones
  Duration: Until dispelled, 
  at most 6 turns (approx. 1 hour)
  A thick wall of  raging flames erupts 
  within the 3 zones range, in the size and 
  shape desired by the caster. The wall 
  can be roughly as big as 1 zone x Level, 
  so a 4th Level caster can for example 
  enclose a 1 zone area in a squared or 
  circular flames wall (4 walls of  1 zone 
  size for the square); at 5th Level the 
  caster could also conjure a roof, etc. Of  
  course, a 4th Level caster could also 
  create a straight wall of  4 zones length, 
  etc. The wall is impenetrable to crea-
  tures of  3 HD or less; creatures of  4 
  HD or more have the chance to break 
  through it taking 1d4 x caster’s Level 
  damage, or 1d6 x Level to undeads, 
  ice monsters, or monsters accustomed 
  to cold conditions. The wall cannot be 
  evoked where living creatures are (crea-
  tures within a zone can be separated, 
  but creatures cannot be trapped in the 
  fire itself, just confined by it). If  a large 
  fire is already present, the size of  the 
  wall can be increased: add one zone for 
  a campfire, 2 zones for a bonfire, double 
  the fire wall size for a house in flames 
  or larger fires. The spell ends as soon 
  as the caster stops concentrating on it 
  and attempts any sort of  different ac-
  tion, including talking; and at most the 
  spell will last for 1 hour.
  8
  ) Wall of  Ice
  Spell PWL: Sorcerer, 4th Level
  Range: 3 zones
  Duration: 12 turns (approx. 2 hours)
  A thick wall of  ice appears within 
  the 3 zones range, in the size and shape 
  desired by the caster. The wall can be 
  roughly as big as 1 zone x Level, so a 
  4th Level caster can for example enclose 
  a 1 zone area in a squared or circular 
  ice wall (4 walls of  1 zone size for the 
  square); at 5th Level the caster could 
  also conjure a roof, etc. Of  course, a 4th 
  Level caster could also create a straight 
  wall of  4 zones length, etc. The wall is 
  impenetrable to creatures of  3 HD or 
  less; creatures of  4 HD or more have 
  the chance to break through it taking 
  1d4 x caster’s Level damage, or 1d6 x 
  Level to fire monsters, or monsters ac-
  customed to hot conditions. The wall 
  cannot be evoked where living crea-
  tures are (creatures within a zone can 
  be separated, but creatures cannot be 
  trapped in the ice itself, just confined 
  by it). If  snow or ice is already present 
  in large quantities, the size of  the wall 
  can be doubled by magically controlling 
  such ice or snow.
  
  43
  
  44
  
  45
  CHAPTER III
  Blessings
  T
  he kind of  magic power used by 
  clerics is sometimes referred to as 
  miracles, since they are believed to be 
  a direct emanation of  the divine power 
  of  God and the Christian church. More 
  often, though, their work is just re-
  ferred to as blessings.
  Where sorcerers are scholars of  the 
  dark arts, clerics represent a power 
  which is divine and requires not just 
  studying, but prayer and meditation. 
  Clerics need this type of  prayers and 
  meditation as much as sorcerers need 
  time with their spellbooks, although 
  clerics do not depend on books to mem-
  orize their blessings. It’s interesting to 
  notice, though, that the loss of  faith or 
  even plain blasphemy has never made a 
  cleric lose their power. 
  For this reason, sorcerers believe that 
  the power used by the Christian clerics 
  is nothing but Wild Magic reworked 
  into different rituals, but with the same 
  source of  the ancient pagan rites. 
  Such opinions, of  course, are subject 
  of  violent debate and heresy accusa-
  tions, and it’s not rare for blood to be 
  spilled over such matters.
  For casting their miracles and bless-
  ings, clerics need to hold a small re-
  ligious symbol (often a cross hanging 
  from their neck). Lacking that, also fix-
  ing their eyes on a religious represen-
  tation - such as a statue or a painting, 
  will do.
  Blessings’ Rules
  A
  s already explained, clerics’ bless-
  ings are cast in the same way as 
  sorcerer’s spells, from a mechanical 
  prospective:
  •	Casting always requires a roll: an 
  Attribute check on Wisdom for a 
  Cleric (Intelligence for a sorcerer)
  •	Casting can be done fast, by taking a 
  single combat round, or slow by us-
  ing a full round (10 min.) or more
  •	There are daily limits to how many 
  blessings (fast and slow) can be cast
  •	The cleric usually has at their dispos-
  al all of  the known blessings (no 
  forgetting, no preparing)
  •	There are some bad consequences 
  for failing the roll to cast a blessing
  Same as the sorcerer, the cleric doesn’t 
  need to prepare in advance a spell list.
  Using Clerics of  a real religion might 
  be a problematic choice for some GM 
  or players. Discuss together if  instead 
  your game should feature original 
  gods and spiritis, rather than those of  
  christianity - although these are those 
  everyone is likely familiar with, thus 
  usually works well for immersion.
  
  46
  S
  ame as a sorcerer, a cleric has access 
  to all the blessings they’ve learned 
  so far, without the need to decide which 
  ones to memorize on each day.
  When casting a blessing, the cleric 
  takes a Turn (several minutes) to con-
  centrate and speck the appropriate 
  words and prayers. As for spells, bless-
  ings can also be cast within a few sec-
  onds (a single Round of  combat), but at 
  greater risk.
  Regardless of  the casting time (a 
  Turn or a Round), the cleric must pass 
  a Wisdom Attribute check to cast the 
  blessing successfully.
  A success in the Attribute check 
  means the blessing casting was flawless 
  and that the blessing’s effects apply as 
  indicated.
  While casting the cleric cannot per-
  form other significant actions; they can 
  move at slow pace but cannot really 
  interact with other people or things. 
  Stress or pain, as for sorcerers, will 
  cause the blessing to fail.
  Clerics have a limited number of  
  blessings to cast per day: equal to 
  their Level + the Wisdom modifier. 
  The clerics believe that the exhaustion 
  caused by casting is a sign of  the div-
  ity to warn the cleric not to abuse their 
  power.
  All blessings (cast in a Turn or in a 
  Round) count towards this limit, and 
  the level of  the blessing is irrelevant, 
  unless otherwise stated by the bless-
  ing’s description itself.
  Fail To Cast A Blessing
  A 
  failure in casting, because of  an in-
  terruption or because of  a failure 
  with dice, requires the cleric to roll on 
  the table to the side.
  If  the blessing was cast taking more 
  time (a Turn), roll twice on the table: 
  the player will decide which effect to 
  apply of  the two possible results. If  
  both results are the same, just apply that.
  Casting Blessings
  
  47
  If  the blessing was cast in haste, tak-
  ing only one Round in combat or just 
  a few instant (for example to face an 
  emergency situation), roll twice but the 
  GM decides which effect to apply, to 
  maximum deteriment for the character.
  The negative effects for failing the 
  roll to cast are described below. In all 
  cases, remember that casting fails, so 
  the blessing’s effects do not apply.
  Energy drain (1-2): the blessing 
  drains additional energy from the 
  caster. Mark it as if  cast twice. If  the 
  caster doesn’t have enough energy for 
  that, mark what’s possible and also ap-
  ply damage as in a roll of  3-4.
  Blessing backfires (3-4): the bless-
  ing backfires and inflict 1d6 damage 
  against the caster. As an alternative the 
  GM might propose the destruction of  
  something or another unwelcome ef-
  fect, but the player can refuse and just 
  take damage.
  Blessing unstable (5-6): the blessing 
  becomes unstable and cannot be used 
  again until recovered (see appropriate 
  rules for that).
  Unstable BLessings
  U
  nstable blessings always 
  fail 
  casting; the character’s faith is 
  shaken and the character needs time 
  and prayers and meditation to regain 
  confidence. An unstable blessing is not 
  lost or forgotten but the cleric needs 
  to regain trust and confidence, and 
  strenghten their soul, before casting it 
  again.
  Usually clerics can do their prayers 
  and ceremonies when the group takes a 
  long rest or camps for the night.
  Only one Unstable blessing can be 
  regained during a period of  rest or 
  while making camp. If  more than one 
  blessing is Unstable, the cleric needs 
  to wait until the next long rest or occa-
  sion to make camp, to recover another.
  If  the characters are back to civiliza-
  tion, assume that two blessings per day 
  are recovered from the Unstable state.
  Other Notes
  C
  lerics have no need of  spellbooks, 
  on the contrary of  the sorcerers. 
  On the other hand, the different nature 
  of  their blessings (or their own faith 
  which translates into mechanical re-
  strictions) does not allow them to write 
  scrolls, use staffs and wands, or make 
  potions.
  The only exception to the rule is 
  when the cleric gains one of  the spe-
  cific talents that give them special pow-
  ers: for example “Blessed staff ” allows 
  a cleric to create a staff  to hold clerical 
  blessings, and “Holy Scrolls” works in a 
  similar way, but gives to the cleric the 
  possibility to write scrolls with clerical 
  blessings.
  To prepare potions (healing potions 
  are a classic precious resource for ad-
  venturers), a cleric needs the assistance 
  of  a sorcerer. The process is described 
  in the sorcery section of  the manual: 
  the sorcerer is the one in control and 
  the cleric just needs to cast the blessing.
  d6 roll
  Effect
  1-2
  Energy drain; additional cost
  3-4
  Blessing backfires; suffer harm
  5-6
  Blessing becomes unstable
  Table 33: Failure to cast a blessing
  
  48
  Blessings
  T
  he next pages contain the bless-
  ings available to the clerics, di-
  vided by PowerLevel. At character 
  creation, just roll randomly (1d10) to 
  determine which blessings are known 
  to the cleric. Additional blessings are 
  acquired by paying XP (100 x Power-
  Level) when gaining a new Level.
  Blessings Circles
  W
  ithin each PowerLevel, bless-
  ings may be divided into circles. 
  A circle groups together several bless-
  ings, sometimes with common charac-
  teristics.
  For the purpose of  the game, all cir-
  cles are the same, for blessings. When 
  the cleric gains a Level and needs to 
  roll for new blessings, they can decide 
  on which circle(s) to roll.
  This allows a little more control over 
  which blessings to add to the list of  the 
  known ones.
  Blessings Description
  E
  very blessing in the manual is de-
  scribed according to the following 
  guidelines:
  •	Number: to use to randomly deter-
  mine which blessing is known
  •	Name: the blessing name
  •	Level: from which Level the charac-
  ter can learn the blessing
  •	Range: Cleric - only the caster, no 
  one else; Touch - must touch the 
  target; Zones - number of  zones 
  (incl. the one of  the Cleric), can be 
  modified also by the Level
  •	Duration: Rounds - for combat; 
  Turns - for exploration time, can be 
  modified also by the Level
  •	Cost: when not specified, assume 
  one; otherwise refer to the number 
  indicated. This tells you how much 
  energy (daily blessings) the spe-
  cific blessing consumes. A “Cost: 2” 
  means marking two blessings of  the 
  daily quota
  By default, it is not possible for cler-
  ics to reverse their healing blessings 
  into something harmful, or anyway to 
  change or reverse the nature of  any 
  blessing. Blessings are not just spells, 
  but a manifestation of  the divine 
  power granted to clerics by their di-
  vinity. Reversing a blessing would be 
  an heresy, it would require an abjura-
  tion of  the cleric’s faith and a reversal 
  of  alignment. The GM is free to al-
  low NPCs to cast heretic and twisted 
  blessings and miracles.
  Of  course you can allow the cleric to 
  select new blessings when gaining a 
  new Level, instead of  rolling the dice.
  
  49
  Blessings List
  T
  his is a list of  all blessings divided 
  by PowerLevel and circle. Use the 
  numbers to determine randomly which 
  blessing your cleric knows or learns.
  PowerLevel 1
  Circle Of  Faith
  1) Cure Light Wounds
  2) Detect Evil (Cleric)
  3) Detect Magic
  4) Light
  5) Protection from Evil
  6) Purify Food and Drink
  7) Turn minor Undead
  8-10) Turn minor Undead I (repeat)
  PowerLevel 2
  Circle Of  Bless
  1) Bless
  2) Confess
  3) Holy Water
  4) Remove Fear
  5) Sanctuary
  6) Silence (basic)
  Circle Of  Charms
  1) Cure Poison (basic)
  2) Find Traps
  3) Hold Person (basic)
  4) Invisibility to Undead
  5) Snake Charm
  6) Speak with Animals
  PowerLevel 3
  Circle Of  More Bless
  1) Bless (advanced)
  2) Blessed Protection
  3) Detect Illusions
  4) Hold Person (advanced)
  5) Locate Object (Cleric)
  6) Read Magic (Cleric)
  PowerLevel 3 (cont.)
  Circle Of  Care
  1) Continual Light
  2) Cure Disease
  3) Cure Poison (advanced)
  4) Cure Serious Wounds
  5) Resist Cold/Fire
  6) Sacrifice
  PowerLevel 4
  Circle Of  Spirits
  1) Block Spells
  2) Detect Lie
  3) Dispel Magic
  4) Prayer
  5) Speak with Dead
  6) Strengthen
  Circle Of  Saints
  1) Create Food and Water
  2) Cure Critical Wounds
  3) Protection from Evil (zone)
  4) Remove Curse
  5) Restore
  6) Turn Major Undead
  
  50
  
  51
  PowerLevel 1
  Circle Of Faith
  1
  ) Cure Light Wounds
  Blessing PWL: Cleric, 1st Level
  Range: Touch
  Duration: Immediate
  By imposing the religious symbol, the 
  cleric cures 1d6+1 HP of  damage, and 
  heals light wounds.
  2
  ) Detect Evil (Cleric)
  Blessing PWL: Cleric, 1st Level
  Range: 3 zones
  Duration: 6 turns (approx. 1 hour)
  The cleric detects any form of  evil 
  within range: evil enchantments, inten-
  tions, thoughts, auras, creatures. Traps, 
  poisons, mechanical devices etc. are not 
  inherently evil and cannot be detected 
  with this.
  3
  ) Detect Magic
  Blessing PWL: Cleric, 1st Level
  Range: 2 zones
  Duration: 2 turns
  The caster can detect magic in places, 
  people or things. For example, magi-
  cal items may be discovered with this 
  spell, as well as the presence of  a charm 
  laid upon a person or a place. A magi-
  cal light will appear around all magic 
  within the range. Invisible creatures 
  are seen as a glowing shape when invis-
  ibility is a spell and not a magic feature 
  or property. No details about the mag-
  ic are revealed by this spell, but Read 
  Magic can be used as a follow-up spell 
  to gather information.
  4
  ) Light
  Blessing PWL: Cleric; 1st Level
  Range: 2 zones
  Duration: 10 turns + Level Turns
  The target (person or object), which 
  must be within range, produces light as 
  a torch. It illuminates 2 zones, 3 at best. 
  The caster can reduce the light, but 
  only by ending the spell the light can 
  be fully extinguished. A target creature 
  is allowed a Save to negate the spell: if  
  they succeed then the light just affects 
  the area without following them.
  5
  ) Protection from Evil
  Blessing PWL: Cleric, 1st Level
  Range: Caster
  Duration: 12 turns (approx. 2 hours)
  Creates a magical field of  protection 
  around the caster, blocking out all evil 
  creatures, mind control, summoned 
  creatures and similar. The caster gains 
  a +2 AC against their attacks, and +2 
  for Saving Throws against their spells 
  and similar. The spell does not grant 
  immunity but serves as additional pro-
  tection, and allows the caster to attack 
  those evil creatures from behind this 
  magic protection.
  
  52
  6
  ) Purify Food and Drink
  Blessing PWL: Cleric, 1st Level
  Range: Touch
  Duration: Immediate
  Enough food and water for up to a 
  dozen people is made pure, removing 
  spoilage and poisons. The spell does 
  not make edible something that is not, 
  but for example can turn the flesh of  a 
  monster into something that could feed 
  a human being without making them 
  sick or poisoning them. It also removes 
  poison, but only from food and drinks.
  7
  ) Turn minor Undead
  Blessing PWL: Cleric, 1st Level
  Range: 3 zones
  Duration: 1d6 + Level Turns
  The cleric has the chance to turn 
  a variable number of  undead, if  the 
  blessing is cast successfully. Roll a d6 + 
  Level and an equal number of  Hit Dice 
  undeads will turn. For example, on a d6 
  roll of  2 and Cleric Level 1, the cleric 
  could turn 3 undeads of  1 HD each, 
  or 1 undead of  1 HD and 1 of  2 HD. 
  Undead with lower HD will always be 
  turned before those of  higher level.
  8
  -10) Turn minor Undead I (repeat)
  When rolling to determine the ran-
  dom starting blessings or new bless-
  ings, consider Turn minor Undead I 
  as taking also scores 8, 9 and 10 on the 
  d10 roll.
  
  53
  PowerLevel 2
  Circle Of Bless
  1
  ) Bless
  Blessing PWL: Cleric; 2nd Level
  Range: Touch, but not during combat
  Duration: 6 turns (approx. 1 hour)
  The target gains courage and forti-
  tude, gaining a +1 to all attack rolls (to 
  hit and damage) and also improves mo-
  rale (increase the die size). It does not 
  dispel fear spells, though (see Remove 
  Fear instead). It also makes a weapon 
  or armor blessed (same as magical, en-
  chanted).
  2
  ) Confess
  Blessing PWL: Cleric; 2nd Level
  Range: Touch
  Duration: 1 question + Cleric Level 
  (ends next dawn anyway)
  The target human or humanoid must 
  answer truthfully to a question by the 
  Cleric, unless they succeed in a Save, or 
  either be consumed by terrible pain. It’s 
  up to the target to decide if  to answer 
  or not: if  they answer truthfully they 
  are spared the pain. This terrible pain 
  translates in one of  two options (Cler-
  ic’s choice, for each question): lose 3 HP 
  or mark 1 HD (or Level). The HP loss 
  might result in death (Save vs. death al-
  lowed), and so does the marking of  HD 
  or Levels: if  the target refuses to an-
  swer to questions for more than their 
  HD (or Level) and they’re all marked, 
  upon reaching HD or Level zero, they 
  must Save vs. death or succumb to the 
  pain.
  3
  ) Holy Water
  Blessing PWL: Cleric; 2nd Level
  Range: Touch
  Duration: Immediate
  The target water must be still and 
  in a small container (a basin, a vial, a 
  bottle... not a river, a lake, a fountain). 
  The cleric should cast Holy Water for 
  six days in a row (no roll needed, but 
  it counts towards the daily blessings 
  limit) and then again at dawn the sev-
  enth day (roll, this time), while filling 
  appropriate containers if  needed (vi-
  als, bottles, water-skins). If  the seventh 
  blessing is successful, the water in the 
  given container is considered to be holy.
  4
  ) Remove Fear
  Blessing PWL: Cleric; 2nd Level
  Range: Touch
  Duration: 3 turns
  The target gains incredible courage 
  and confidence: any subsequent Saving 
  Throw against magic-induced fear or 
  terror should be rolled with +1 x Cleric 
  Level. The target gains also the right 
  to roll an immediate Save against any 
  magically induced fear currently affect-
  ing them, and re-roll each round, and to 
  roll a Save against magical fear even if  
  the original spell doesn’t allow it. This 
  blessing is typically used to fight spells 
  like Cause Fear.
  
  54
  5
  ) Sanctuary
  Blessing PWL: Cleric; 2nd Level
  Range: Caster
  Duration: 2 rounds per Level
  The cleric is spared by most of  the 
  enemy attacks: any enemy willing to 
  make an attack against the cleric of  any 
  kind (ranged, melee, but also magical, 
  etc.) must pass a Save vs. magic. If  the 
  Save is failed, the enemy will instead 
  attack someone else. If  there are no 
  other valid targets, though, the Save is 
  considered automatically passed. Area 
  attacks can be aimed to others and af-
  fect the cleric just because he’s within 
  range.
  6
  ) Silence (basic)
  Blessing PWL: Cleric; 2nd Level
  Range: 6 zones
  Duration: 12 turns (approx. 2 hours)
  A magical silence falls in an area of  1 
  zone around the target (the cleric, or a 
  creature, or an object). Only creatures 
  are allowed a Save against the spell, if  
  they wish; objects do not. If  the Save is 
  successful, the spell affects the area but 
  doesn’t move. No sound is generated 
  in the silenced zone, no sound is heard 
  within it, no sound originates from it 
  or is heard from the outside; no sound 
  can enter the silenced zone from the 
  outside. If  a caster is within the range 
  of  the blessing, they cannot cast unless 
  they have the ability to cast spells with-
  out speaking. This applies to the cleric 
  himself, too.
  Circle Of Charms
  1
  ) Cure Poison (basic)
  Blessing PWL: Cleric, 2nd Level
  Range: Touch
  Duration: 6 turns (approx. 1 hour)
  The target is allowed to re-roll a sin-
  gle Saving Throw against poison that 
  they just failed, to negate the poison ef-
  fects. If  the poison was deadly and the 
  blessing is administered within 1 turn, 
  the character can come back to life. If  
  the character is not poisoned (yet), the 
  blessing will allow a single re-roll for 
  the first poison occurrence of  the next 
  hour.
  2
  ) Find Traps
  Blessing PWL: Cleric; 2nd Level
  Range: 2 zones
  Duration: 2 turns
  Any trap, magical or mechanical, is 
  revealed in a pale, red luminescence; 
  no details about traps are revealed, just 
  their presence and location.
  3
  ) Hold Person (basic)
  Blessing PWL: Cleric; 2nd Level
  Range: 6 zones
  Duration: 6 turns (approx. 1 hour)
  The cleric targets 1d4 humans or 
  humanoids (only sentient bipeds; cen-
  taurs count double because they have 
  four legs, undead and other monsters 
  are immune): each target is allowed a 
  Saving Throw vs. paralysis (with STR) 
  and if  failed they are allowed only to 
  stand still, or move away from the cleric 
  and his allies, at very slow speed. If  the 
  cleric targets only a single person, the 
  ST is rolled with -2. The spell is broken 
  by attacks against the target(s).
  
  55
  4
  ) Invisibility to Undead
  Blessing PWL: Cleric; 2nd Level
  Range: Touch
  Duration: 1d4 + Level turns
  The cleric or the target becomes at 
  all effects invisible to undead; they can-
  not hear, smell or see the subject of  the 
  blessing as long as the blessing lasts. 
  The subject doesn’t know the exact du-
  ration of  the blessing: the turns coun-
  ter is kept in secret by the GM. The un-
  dead creatures will ignore the subject 
  completely, as long as they don’t some-
  how attract attention (attacking an 
  undead, taking something from them 
  directly). Anything that interacts only 
  in minor ways with the environment 
  will go unnoticed (like taking a small 
  object or a little part of  a treasure, as 
  long as it’s not on the undead bodies 
  themselves). If  a single undead atten-
  tion is triggered, in the following round 
  (a few seconds) all other undead in the 
  area will be able to see the subject of  
  the blessing.
  5
  ) Snake Charm
  Blessing PWL: Cleric; 2nd Level
  Range: 3 zones
  Duration: Variable
  One hit die (1 HD) of  snakes or rep-
  tiles or other cold blooded creatures can 
  be charmed into indifference or passiv-
  ity for 2d4 turns, if  they’re not engaged 
  in combat or excited against the cleric 
  for any reason. If  the target is already 
  hostile, the blessing will last only 2d4 
  rounds of  combat, but not cease if  the 
  snakes are attacked. Non-hostile snakes 
  can also be forced to submit to the cler-
  ic’s telepathic commands, although this 
  will reduce the blessing of  1d4 turns 
  (rolled in secret by the GM), but never 
  to less than 1 turn. Snakes are limited in 
  following commands by their own ani-
  mal and limited intelligence, and can-
  not telepathically answer to the cleric, 
  but can perform basic tasks and perhaps 
  communicate other manners.
  6
  ) Speak with Animals
  Blessing PWL: Cleric, 2nd Level
  Range: Caster
  Duration: 6 turns
  The cleric can speak with normal or 
  giant animals; when casting the bless-
  ing the cleric should define a single and 
  simple family of  animals, and the com-
  munication will be allowed only with 
  those (for example: little birds, birds 
  of  prey, wolves and dogs, small in-
  sects, spiders, farm animals, and so on). 
  The communication is limited by the 
  animals’ intelligence, and usually the 
  cleric cannot receive verbose responses, 
  but only simple ones (such as yes and 
  no), simple concepts (fear, danger, safe, 
  follow, etc.) and brief  visions of  the 
  animal’s memory. The animals do not 
  change their attitude or become espe-
  cially friendly, but will be potentially 
  more cooperative: fearful animals will 
  grant some trust to the cleric, and ag-
  gressive ones will probably delay their 
  attack. Depending on the concepts ex-
  pressed by the cleric and his gestures, 
  the attitude of  the animals might shift 
  towards very friendly or openly aggres-
  sive. After gaining the trust of  some 
  animals, the cleric might even request 
  from them some simple service or task.
  
  56
  PowerLevel 3
  Circle Of More Bless
  1
  ) Bless (advanced)
  Blessing PWL: Cleric; 3rd Level
  Range: Touch, but not during combat
  Duration: Immediate
  The target gains a number of  points 
  equal to 1d6+Cleric’s Level, to be used 
  until the next dawn. Points can be spent 
  at will to adjust any sort of  rolls (at-
  tributes checks, saving throws, attack 
  rolls, etc.) but not damage or magic 
  rolls (resistance to magic, yes, and sav-
  ing throws against magic, yes). The 
  player must declare how many points 
  they wish to spend before the roll is 
  made. If  cast on a weapon, it gains 1d6 
  extra damage in the next combat, and 
  on armor it grants 1d6 AC points to be 
  spent during the next combat (to de-
  clare before each round).
  2
  ) Blessed Protection
  Blessing PWL: Cleric; 3rd Level
  Range: Touch, but not during combat
  Duration: 1 turn per Level
  The clothes touched by the Cleric gain 
  a 1d6 AC and not less than the Cleric’s 
  own Level, but not more than AC +6. 
  The target must be clothing of  some 
  kind, covering enough of  the body, and 
  cannot be regular armor. Wearing ar-
  mor or other protections does not undo 
  the blessing, but also does not cumulate 
  (incl. shields).
  3
  ) Detect Illusions
  Blessing PWL: Cleric; 3rd Level
  Range: 1 zone per Level
  Duration: 1 turn per Level
  As long as the spell lasts, the caster is 
  able to distinguish illusions from real-
  ity. The caster is still able to see the illu-
  sion, but at the same time can recognize 
  it for what it is, and see the reality be-
  hind it. By reducing the spell range and 
  duration of  one per additional subject, 
  the caster can grant this power to oth-
  ers (reduce of  1 zone and 1 turn to give 
  this power to an ally, of  2 zones and 2 
  turns for two allies, etc.).
  4
  ) Hold Person (advanced)
  Blessing PWL: Cleric; 3rd Level
  Range: 3 zones
  Duration: 6 turns (approx. 1 hour)
  The cleric targets 1d4 humans or 
  humanoids (only sentient bipeds; cen-
  taurs count double because they have 
  four legs, undead and other monsters 
  are immune): each target is allowed a 
  Saving Throw vs. paralysis (with STR) 
  and if  failed they are completely para-
  lyzed. They live and breathe, but cannot 
  even speak. If  the cleric targets only a 
  single person, the ST is rolled with -2. 
  The spell is broken by attacks against 
  the target(s).
  
  57
  5
  ) Locate Object (Cleric)
  Blessing PWL: Cleric; 3rd Level
  Range: 1 zone per Level
  Duration: 1 round per Level
  The cleric perceives a supernatural 
  pulling sensation that directs them to-
  wards the object specified. It cannot be 
  something generic (no way of  casting 
  “pull towards gold”) but it must be a 
  pull towards a specific object that was 
  seen already. If  the cleric uses the bless-
  ing for a noble purpose, or an altruistic 
  purpose, then it can be directed towards 
  something generic (like “pull towards 
  water” to save the party from thirst, or 
  “pull towards the necklace worn by the 
  girl that was kidnapped” to be able to 
  track her down). The locate blessings 
  must always be directed at something 
  inanimate - not a person, not a creature.
  6
  ) Read Magic (Cleric)
  Blessing PWL: Cleric; 3rd Level
  Range: 1 zone
  Duration: 1 scroll/writing or spell’s 
  effect, magic object, creature, etc.
  This blessing reveals to the cleric the 
  meanings of  magic scrolls, spell books, 
  dungeon walls and similar. When an 
  item has been read once, it remains 
  understandable forever to the cleric. 
  A Saving Throw is allowed for cursed 
  scrolls and similar, to avoid triggering 
  their effect. The spell can also be used 
  to understand the power of  magical 
  items or creatures within range.
  Circle Of Care
  1
  ) Continual Light
  Blessing PWL: Cleric; 3rd Level
  Range: 5 zones
  Duration: Until dispelled
  The target (person or object), which 
  must be within range, produces light 
  as bright as daylight. It illuminates 5 
  zones, even more in open spaces. The 
  caster can reduce the light, but only by 
  ending the spell the light can be fully 
  extinguished. A target creature is al-
  lowed a Save to negate the spell: if  they 
  succeed then the light just affects the 
  area without following them; if  instead 
  they’re affected by the spell, they might 
  be blinded until it’s dispelled, if  it’s cast 
  directly in their eyes.
  2
  ) Cure Disease
  Blessing PWL: Cleric; 3rd Level
  Range: Touch
  Duration: Immediate
  The blessing removes one disease 
  (of  any kind, including rot, infections, 
  and even magical diseases) affecting the 
  target; multiple blessings are neces-
  sary in case of  multiple diseases. The 
  blessing stops the disease from spread-
  ing further and removes any source of  
  infection. If  the blessing is cast against 
  something or a creature that is an infec-
  tion or a disease, it will inflict 1d6 dam-
  age per cleric level, or remove the thing 
  completely. The spell does not cancel 
  any damage the disease has already in-
  flicted.
  
  58
  3
  ) Cure Poison (advanced)
  Blessing PWL: Cleric; 3rd Level
  Range: Touch
  Duration: Immediate
  The target is allowed a single re-roll 
  as per Cure Poison (basic). Moreover, a 
  single poison dose is neutralized com-
  pletely: if  the poison requires addition-
  al Saves, might cause lasting effects, etc. 
  then the blessing cancels them all out. 
  If  the character was poisoned with two 
  different poisons, two blessings are re-
  quired to negate both of  them.
  4
  ) Cure Serious Wounds
  Blessing PWL: Cleric, 3rd Level
  Range: Touch
  Duration: Immediate
  Cost: as 2 daily blessings
  By imposing the religious symbol, the 
  cleric cures 2d6+2 HP of  damage, and 
  heals serious wounds. By reducing the 
  healing to only 1d6+1, the cleric can 
  also cure one serious condition affect-
  ing the character (natural, or magical) 
  such as paralysis, blindness, and so on. 
  Magical conditions can be cured when 
  they are not curses or the result of  an 
  ongoing spell: in those cases use Re-
  move Curse and/or Dispel Magic. The 
  blessing can also restore lost Attribute 
  points that are not the consequence of  
  a critical wound (such as an amputa-
  tion): one instance of  the blessing will 
  restore all points of  a single Attribute.
  5
  ) Resist Cold/Fire
  Blessing PWL: Cleric; 3rd Level
  Range: Touch
  Duration: 1 turn per Level
  When casting the blessing, the cleric 
  should specify if  casting against cold or 
  against fire. The blessing grants that 
  natural (non-magical) freezing cold or 
  fire (and heat) will leave the target un-
  harmed. The target also gains a +2 to 
  Saving Throws against magical or area 
  attacks based on cold, and +3 against 
  fire and heat. Additionally, damage in-
  flicted by magical cold or fire and heat 
  will be reduced by a number equal to 
  the Cleric’s Level, up to a maximum of  
  damage -9. In any case, such reduction 
  cannot bring damage to zero, but at 
  least 1 HP damage remains.
  6
  ) Sacrifice
  Blessing PWL: Cleric; 3rd Level
  Range: Touch
  Duration: Immediate
  The Cleric can transfer any number 
  of  Hit Points from himself  to the tar-
  get.
  
  59
  PowerLevel 4
  Circle Of Spirits
  1
  ) Block Spells
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: 1d6 + Level turns
  The cleric can cast this blessing on 
  himself  and on other targets as well, as 
  long as all of  them are touching each 
  other when casting. When casting, roll 
  for the duration and divide the num-
  ber of  turns equally (rounded down) 
  among all those protected. As long as 
  one is protected by this blessing, all evil 
  and chaotic spells and spell-like abili-
  ties are resisted with a +8 bonus to the 
  Saving Throw, while a +4 is granted 
  to Saves against other spells, spell-like, 
  and various magical effects.
  2
  ) Detect Lie
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: 6 turns (approx. 1 hour)
  For one hour, every lie that the cleric 
  hears will be perceived as a little painful 
  shock, allowing the cleric to recognize 
  every statement as true or false. Note 
  that the blessing, when detecting a lie, 
  does not give to the cleric any insight 
  about what would be the truth, but just 
  certain knowledge that the one speak-
  ing is currently lying. The blessing 
  lasts one hour, and can be used in ret-
  rospect to analyze something that was 
  said not more than one hour before. 
  The total duration of  the blessing is 
  one hour, so if  the cleric goes back in 
  time 30 minutes to validate something 
  he heard, he can still use the spell for 
  another 30 minutes. Something that is 
  not true but is said with honest belief  
  that it is, will be detected as the truth by 
  the blessing. In other words, the bless-
  ing does not judge the reality of  things, 
  but what the speaker believes. Many lies 
  heard all at once will cause 1d8 damage 
  to the cleric and make the blessing end 
  abruptly because of  the shock.
  3
  ) Dispel Magic
  Blessing PWL: Cleric, 4th Level
  Range: 5 zones
  Duration: Immediate
  Cost: as 2 daily blessings
  The spell can be used to dispel most 
  spells and enchantments, and tempo-
  rarily neutralize magic items and spe-
  cial magical powers of  monsters and 
  creatures. The spell automatically ne-
  gates and ends every spell in its range 
  (also friendly spells, and other spells 
  of  the same caster) that were cast by 
  a character or creature of  Level equal 
  or lower than the caster. Spells or crea-
  tures of  higher level have a cumulative 
  15% chance of  avoiding the spell for 
  each Level (or HD) of  difference. Magi-
  cal items and special and magical pow-
  ers of  monsters and creatures (but not 
  other casters) are nullified for 1d6+1 
  turns. Unless specified, all magic items 
  are the equivalent of  Level 5+1d4. If  
  cast by touching the object and every 
  day at dawn for three days in a row, it 
  will disenchant an item permanently 
  (roll the chance of  save only on the 
  third day).
  
  60
  4
  ) Prayer
  Blessing PWL: Cleric, 4th Level
  Range: Caster
  Duration: Until next blessing
  The prayers of  the cleric give ad-
  ditional strength to the next blessing: 
  the cleric can decide if  to increase the 
  Range of  the next blessing up to 50% 
  more, if  to increase the Duration up to 
  50% more, or increase the effect. If  the 
  cleric increases the effects of  the next 
  spell, add one die to its effects, or a +2 
  bonus to its effects, or a -2 to the Save to 
  resist its effects, and the like. The GM 
  is the ultimate arbiter about what can 
  be increased and how, but all the afore-
  mentioned examples should be allowed 
  for basically every blessing. Note that 
  the cleric must cast Prayer successful-
  ly, and the next blessing must be cast 
  within the same day.
  5
  ) Speak with Dead
  Blessing PWL: Cleric, 4th Level
  Range: 2 zones
  Duration: 3 questions
  The caster can ask up to three ques-
  tions to a corpse; the corpse might 
  be already rotten but might still have 
  some sort of  human form left to it. 
  Clerics from Level 6 and higher can 
  ask questions to skeletons, mummies, 
  and even skulls. For the questions to 
  be answered, though, the cleric must 
  know the name of  the deceased, and 
  the corpse must be in sight - although 
  not necessarily touched by the cleric. 
  Touching the corpse allows the cleric 
  to ask a fourth and final question. The 
  answers are clearly audible to everyone 
  in proximity to the corpse, although 
  the corpse itself  does not appear to be 
  speaking.
  6
  ) Strengthen
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: 1d6 + Level turns
  This spell might be cast upon a crea-
  ture or an object, making them larger 
  and proportionally stronger. A creature 
  gains 1d6 Strength (adjust the combat 
  bonuses, to hit and damage, appropri-
  ately) and grows of  around 50% its 
  size. If  the caster is Level 5 or higher 
  and so it the target creature, the size 
  can be doubled and the Strength grows 
  of  2d4. The Strength score cannot 
  grow beyond 19 for a human (with a 
  +4 bonus). The spell does not affect the 
  targets’ gear, clothes and equipment. A 
  Save is allowed against the spell, if  the 
  target wants to resist the effects. If  the 
  spell is cast against an object, the caster 
  is able to somehow control the growth, 
  at least partially, so the 50% or 100% 
  growth (depending on the caster Level) 
  can be roughly shaped; for example the 
  spell might be used to strengthen the 
  ropes of  a shaky bridge, without mak-
  ing it “longer” or “wider”... The caster 
  can affect approximately an amount of  
  inanimate material equal to the weight/
  size of  a couple of  humans.
  
  61
  
  62
  Circle Of Saints
  1
  ) Create Food and Water
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: Immediate
  This blessing creates 1d10 rations out 
  of  some solid, natural (not magical) and 
  organic material. The rations are com-
  plete of  food and water, and although 
  the food retains somehow the original 
  aspect of  the organic source material, it 
  tastes good enough. As an alternative, 
  the rations could be created for animals 
  (like horses) but not a mix of  the two.
  2
  ) Cure Critical Wounds
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: Immediate
  Cost: as 2 daily blessings
  By imposing the religious symbol, the 
  cleric cures 3d8+3 HP of  damage, and 
  heals critical and deadly wounds, in-
  cluding amputations, evisceration, and 
  the like. By reducing the healing to only 
  1d8+1, the cleric can also cure one se-
  rious or critical condition affecting the 
  character (natural, or magical). Magical 
  conditions can be cured when they are 
  not curses or the result of  an ongoing 
  spell: in those cases use Remove Curse 
  and/or Dispel Magic. The blessing can 
  also restore lost points of  a single At-
  tribute. The blessing can reattach a 
  limb only if  it’s cast right after the am-
  putation, otherwise you must resort to 
  Restore.
  3
  ) Protection from Evil (zone)
  Blessing PWL: Cleric, 4th Level
  Range: all allies in the same zone
  Duration: 6 turns (approx. 1 hour)
  The spell creates a magical field of  
  protection around the caster and his 
  allies, blocking out all evil creatures, 
  mind control, summoned creatures and 
  similar. The caster and his allies gains a 
  +2 AC against evil attacks, and +2 for 
  Saving Throws against their spells and 
  similar. The spell does not grant immu-
  nity but serves as additional protection, 
  and allows to attack those evil creatures 
  from behind this magic protection. Al-
  lies must remain in the same zone as the 
  caster to benefit from this protection.
  4
  ) Remove Curse
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: Immediate
  A single curse affecting the target 
  is removed and dispelled; if  the curse 
  is caused by an item, the target is now 
  able to get rid of  it, but the item itself  
  remains cursed. The blessing does not 
  reverse any effect the curse inflicted al-
  ready. It can be used to remove a curse 
  from an item (follow the rules of  the 
  Dispel Magic blessing), by casting the 
  blessing three days in a row at dawn.
  5
  ) Restore
  Blessing PWL: Cleric, 4th Level
  Range: Touch
  Duration: Immediate
  Cost: as 2 daily blessings
  The blessing allows the cleric to com-
  pletely reverse the damage either natu-
  ral, magical or by a curse, on a given 
  subject. The subject will regain all Hit 
  
  63
  Points at the next dawn, loss limbs will 
  be reattached or regrown, disfiguration 
  or mutations caused by curses are re-
  moved, Attributes points restored, and 
  so on. The cleric, as a consequence of  
  the healing, will lose 1d4 Hit Points 
  permanently (remove from the Maxi-
  mum Hit Points), even if  the blessing 
  was unsuccessful.
  6
  ) Turn Major Undead
  Blessing PWL: Cleric, 4th Level
  Range: 4 zones
  Duration: 1d10 + Level Turns
  The cleric has the chance to destroy 
  and turn a variable number of  undead, 
  if  the blessing is cast successfully. Roll 
  a d10 + Level and turn an equal num-
  ber of  Hit Dice of  minor undeads (with 
  5 HD or less). The cleric can allocate 
  one point more to each undead of  5 HD 
  or less and destroy it, instead of  turn-
  ing it (deciding which one). Then roll 
  a d6 + Level, and turn remaining un-
  deads (if  any), even of  HD 6 or more. 
  As always, undead with lower HD will 
  always be turned before those of  higher 
  levels. For example, a cleric of  Level 6 
  rolls a 7 on the d10: he can turn up to 
  13 (7+6) minor undeads, for instance 
  two HD 1 (start always from the ones 
  with the lowest HD), three HD 2 and 
  one HD 4 (2x1 + 3x2 + 1x4 = 12). Since 
  he has one point left, the cleric decides 
  to destroy one of  the minor undead; he 
  can decide which one, so of  course he 
  destroys the HD 4 undead. Then the 
  cleric rolls a d6 and gets a 2, plus 6 of  
  his Level, it’s 8 points to turn (just turn, 
  no destruction) major undeads of  HD 6 
  or more. If  for example there are two 
  major undead of  HD 6 and HD 7, only 
  one can be turned with the 8 points 
  available, and it must be the one of  HD 
  6 (start always from the ones with the 
  lowest HD).
  
SOURCE: textdata/thevault/Crying Blades/Crying Blades Vol. 2 Sorcery & Blessings.pdf